Roll
1d4+4 to generate a 4th
level spell.
Roll
1d8 for a totally random high level spell.
[1]
Catastrophic Coinage
- 3rd
level
When
cast, the spell caster must signify a room or general area where it
will go off that they can see. They can target a room if they see an
entrance to it and have been in it once before. All coins within that
area bloat up as though being baked in an oven, becoming shaped like
muffins, and then explode outwards. Tiny shards of metal fly into
everything, and massive explosions of magical energy accompany them;
shredding any living things. Every 100 coins hit by this spell make
everyone in the area take damage. You can make a save to ignore the
'strongest' category of coin that exploded, but all the rest still
hit you. If the total number of coins that end up getting hit are
<100 you just take save or take 1d4 damage. This spell requires
three combat rounds of casting while speaking the incantations, and
it helps to rub a coin with your thumb while chanting.
Coin Type
Effects – Must have at least
100 coins to qualify for a level.
Platinum/Mythril/Aluminum-
Take 1d8+1 damage and ignores protective spells. Counts as magic.
Gold-
Take 1d6+1 damage, counts as magic so can hit ghosts and other
magic-only beings.
Silver-
Take 1d6 damage. Normal damage type, but effective against
werecreatures.
Copper-
Take 1d6 damage.
Tin/Clay/Fake-
Take 1d4 damage.
Once
the spell is cast, every coin 'blown up' by the spell remains, but
has changed to one lower 'level' of quality- as though the old
material was just a thin paint or skin over the coin. Gold turns to
Silver, Copper turns into toy coins, etc. Any fake coins or very low
value coins just explode and vanish. Any coins added into the area
not intentionally targeted by the spell will also detonate, so it is
possible to throw a bag of pennies at the caster's face just as he
finishes to blow him up along with you. Stuff a sleeping dragon's
ears full of cotton and cast this to get an easy slay, but his hoard
will be significantly less valuable.
[2]
Shifting Shopper -
3rd
level
The
moment this spell is cast, the spell caster disappears in a puff of
yellow smoke. They reappear in 1d4-1 exploration turns, with a result
of 0 meaning they reappear instantly. The caster reappears with a
collection of items per town, according to whatever they would have
wished to buy or pick up from themselves or their party. They always
return winded, but with bags and sacks of extra items and
gold/treasure deducted from whatever they were carrying to pay for
the items.
This spell is a temporal distortion that allows the caster to instantly travel through time to make a shopping trip, at the cause of some minor paradox. Most shopkeepers in town will recall when the caster came by to pay them a visit, but they won't remember specific times of day or how exactly the caster could be here so fast after spending three days riding out to a dungeon. This spell can also be used to bring back animals, who just act a little unsteady and confused, and even level 0 or unstatted retainers like errand boys and such, who will have recurring lost time experiences and unusual dreams for years to come. This spell gives you the same discounts and costs for all your deals as if it worked normally, but is simply an instant method to refuel your supplies.
This spell is a temporal distortion that allows the caster to instantly travel through time to make a shopping trip, at the cause of some minor paradox. Most shopkeepers in town will recall when the caster came by to pay them a visit, but they won't remember specific times of day or how exactly the caster could be here so fast after spending three days riding out to a dungeon. This spell can also be used to bring back animals, who just act a little unsteady and confused, and even level 0 or unstatted retainers like errand boys and such, who will have recurring lost time experiences and unusual dreams for years to come. This spell gives you the same discounts and costs for all your deals as if it worked normally, but is simply an instant method to refuel your supplies.
[3]
Wrongsound - 3rd
level
To cast this
spell; the caster must strum, slap, or blow a musical instrument. The
sound that emits is a sharp and discordant note that echos wrongly on
the walls and in the ears. Upon casting; the caster must select a
type of object or item. The item cannot be so specific to mean a
single thing, unless that thing just so happens to be the only object
of that kind present. Categories like “sheathed swords”, “pots”,
“bowstrings”, “bricks”, and “levers” are all fine; but
categories like “weapons” or “walls” are too general. All
selected objects within the same floor of the dungeon make a horrid
noise when touched, interacted with, or damaged. Forcing yourself to
cause the noise again takes a saving throw, with a +2 bonus if using
the object would save your life.
Wrongsound can be
cast as a surprise action as a replacement to a reaction check. The
reaction check is rolled at -2 and cannot have a good or friendly
result; the noise is filled with negative magic. Wrongsound also
counts as a curse. All objects that are affected by Wrongsound keep
the property of making noise until they are played music, or are left
undisturbed for a few days.
[4]
Mists of Onnic - 3rd
level
This spell
releases a deep purple mist that covers every surface and being
touched by the mist with viscous purple dew. The mists fill a 25ft
area, and can be blown by wind at about 1/3rd the rate of
normal mist or fog, as this mist is very heavy and thick. Everything
touched by the mist and covered in its dew starts to lose its
symbolic and physical properties, and blends together with other
adjacent objects- the fighter's sword, which is held in his hand,
start to blend together. He cannot drop his sword, as it is his hand.
His hand can cut, but his sword can grab, extending his range of
which he can touch things. Spells cast in the Mist have a 1 in 6
chance to fail outright; but most offensive spells lose their
effectiveness as the targets become fused with the elemental or
attack; orcs lit on fire become flaming orcs, as fire fuses with
their skin. Spell targets mix the same way; you could cast a Charm
spell on an inanimate object, if it has fused with an intelligent
being that allows it to become a target.
Any time anything
wishes to separate itself from what it has symbolically fused with
for an action, they must roll a hard saving throw. Only objects that
were touching or close when the spell was first cast are fused, and
as the dew is wiped clean or the mist is blown away and things dry
off, the spell effects ends and things return to seperation. The
clouds fade away over 8 combat rounds.
[5] The Third Gate -
4th
level
This spell
conjures one of the three black gates that stood at the start of
everything. Even the mightiest spellcaster, or the strongest warrior
in the world, can only open the gate a tiny crack. Regardless,
endless numbers of things pour forth from that tiny opening; each
fully formed and complete as though they were always part of our
world- the gates open to the fields of endless creations and
everything left behind what was not created in the world. The gate
spills these out when created; the gate first appears and after one
round splits open a crack to begin.
Each
round; the gate spills forth all manner of small creatures, sounds,
songs, elements, fluids and solids, weather, spells, colors, and
beyond into our dimension. Each round, everyone in the area must make
a save or be stunned every
round at the sudden
force and shock of creation as a veritable genesis appears before
them. Colors that don't exist in our world float out freely, along
with forms of weather and clouds that defy description, along with
tiny vermin that don't look like anything else but yet fit into the
world as though they were always meant to be there. The gate lasts
for an exploration turn, or until someone of incredible strength and
valor (Fighter levels + Strength modifier = at least 8) can force it
shut. The gate also spills forth 1 HD creatures who are not
influenced by the caster in any way unless a second spell is cast on
them to control them. Anyone who tries to close the gate, or
influence it in some way, will be first to be struck by the gate's
creations; which may include elements to which they have no
resistance, a disease which no herbs help, or a creature whose teeth
can shred anything that exists on our plane naturally.
Everything
conjured by the gate is considered “true breeding” and a “normal”
thing in the world- meaning you can't turn or banish them like they
were some kind of outsider. Thankfully, most things created by the
gates don't necessarily leave the dungeon where they were spawned, or
fizzle out within a few minutes due to not having the right kind of
energies to sustain them. You could use this spell to conjure
random things in your Wizard tower, but risk releasing something bad.
Controlled magical experiments with the third gate are safer, and
more likely to release useful new creations.
[6]
Tessoc's Marionette -
4th
level
This dark magic
spell requires a full bodied marionette, roughly human in size, and
several powerful magical reagents. When the spell is cast, a ritual
is performed where the casters must demand the body of the servant he
wishes to have; tall and strong, nubile and busty, lean and fierce,
etc. The spell will search for the most fitting body (person with the
most matching traits, highest Hit Points, and best Strength,
Dexterity, and Constitution) within a several mile radius before
warping it in place of the marionette. The marionette becomes the
body of the servant, and is animated with a very basic intelligence
which will obey all commands given to it by the caster exactly as a
puppet would. All commands are taken exactly to the letter, and no
autonomy or personality is ever gained by the slave. The slave will
live the rest of its natural lifespan in this way.
Meanwhile, the
victim of the spell has their body forcibly removed and their real
body taken away from them, replaced with a wooden body. This effect
is permanent unless the curse is ended. The wooden body is considered
to have a 10 in all physical stats, and is animated with a ambient
magical energy that grants is 3 hit points per level of the character
or being transformed. The new marionette cannot speak and cannot cast
spells, but can emote or write notes just fine and doesn't age. The
marionette-person could have damaged or burned off body parts
replaced by a skilled carpenter, or even improved by a masterful one,
improving their physical stats.. If the Marionette ever lands an
attack on their own body with any weapon or touches their old body,
they instantly switch back and the wooden construct falls to the
ground lifeless.
[7] Homecrash - 4th
level
Destroys someone's house. That's it.
Specifically a house, not a castle or fortress or royal
palace. It could destroy a wing of one of these structures that is
dedicated to being a house for the target of the spell. It could also
burn down a mansion and destroy a structure made of any material.
Homes carved into the sides of mountains would be caved-in at that
section, homes made inside giant animals would have the animal be
killed, and homes made in alternate dimensions would be annihilated
into the astral plane; their inhabitants sent screaming into null
space.
This spell destroys houses without
fail. It uses whatever method works best; great billowing winds to
throw it out to sea on the cliffside coast; gout of flames on the
large wooden manor, and earthquakes or arcane blasts against stone
and bricks. Earthwork homes may be blasted apart by giant earth worms
churning the soil, or by being turned into silty mud and flooding it
into a worthless pool. All the basic items of the house will be
destroyed as well; major fixtures like furniture, portraits, doors,
chandeliers and so on will be cursed if someone somehow removed from
the home before being destroyed. The items are destined to be broken
and made worthless again. Minor items, like small handfuls of
treasure or basic tools, especially those located in the servant's
quarters, will only be a little effected and are unlikely to be
cursed.
[8]
Fearsome Flights -
4th
level
This spell is one
of the top contenders for why Wizards live in towers. This spell must
be cast on a stairwell the caster owns, and its effects are
permanent. The stairwell for this spell must be continuous; it could
have multiple levels with rooms leading off or be a single piece. The
stairs could be one long vertical staircase, such as used outside, or
a stairwell with flights, or a long spiral staircase such as one used
in a Wizard's tower.
The Wizard and any
person he holds hand with while ascending the flights are immune to
its effects. The Wizard can grant temporary immunity to the steps by
holding hands, tying a rope and pulling them up, or calling at them
from above (be warned, as telling someone to “come up” may also
end the spell for anyone else down there listening unless you specify
who can come up by name). The Wizard can also grant permanent
immunity to someone by performing a ritual where they kneel on the
base of the stairs and the Wizard marks their head. This immunity is
permanent, but the flights could be tricked. For example, wearing the
bloodstained cowl of the Wizard's apprentice may let you pass the
stairs unmolested as he did.
The spell effects
get worse the higher you climb, and are meant to keep intruders from
ascending.
First Flight
or the first 10 ft of climbing the stairs gives a feeling of unease
and dread. Has no mechanical effects, but keeps away most
troublemakers and unpaid (or poorly paid) hirelings. All but the most
trusty of animal companions probably won't come higher.
Second Flight
or after the first 20 ft of climbing. Characters roll an easy save
and hirelings roll for morale. On a failure; they cannot ascend any
higher until at least one turn passes. They are stuck on the step
they are on. They can always go back down, but doing so means they
have to roll again when they reach this level a second time. They can
still assist those further up the steps, such as by shooting arrows
or spells, or throwing objects or shouting from above and below. If
in a situation where they must go upwards, such as by boiling lava
coming up from below or to strike an attacker about to fire an arrow
at them, they can make a hard save/another morale check and on
failure they cannot move. This effect persists above; meaning this
must be rolled on each flight above this one.
Third Flight
or after the first 30ft of climbing. The toil and exhaustion from
rising each step greatly increases; taking a single step feels like a
hundred. You must make a save, and on a fail you take 1 point of
temporary Con damage. Reduce your maximum HP accordingly. This effect
persists on each flight up, but all Con damage from the stairs is
returned when you return to the bottom of the staircase.
Fourth Flight
or after the first 40ft of climbing. Gravity seems to shift to not
under you, but back down the staircase, making climbing even harder.
If you fail any saving
throws made on the stairs, the stairs will roll an unmodified d20
attack roll against your AC. On a hit, you are shoved down the stairs
by an invisible force, and take 1d6 damage for each flight of stairs
you bounce down, potentially knocking down others unless they make a
save to get out of the way, and you keep falling unless something or
someone can right you. If you're by a window, sheer cliff face, or
the center of the stairwell is open, you have a 1 in 4 chance to fall
out of that instead which will almost certainly lead to your death
from the fall. This effect persists upwards. Anyone killed by this
will always land at the base of the stairs with a weird bounce or
spin that moves them out of the way of the stairs; this way the
master of the steps can freely climb without obstruction. This effect
persists on each flight higher. Anyone who is shoved back by this
force but survives gains a +2 AC bonus against it;
Fifth Flight
or after the first 50ft of climbing. The tower is almost out of
tricks; now simply trying to slow you down. You move as though you
are at the maximum encumbrance from the environment itself; you will
need to take off armor and drop everything you are carrying just to
keep climbing at any decent speed. If you are outside it may be due
to winds and hard rains, within a temple or tower may be from clouds
of billowing dust or supernatural, oppressive darkness. The steps may
become as sticky soft mud or glue for your feet, or may just mentally
make you think you are climbing much faster then you are. Regardless;
without supernatural resistance you will ascend so slowly as each
step of the staircase
forces you to make all relevant saving throws unless you can find a
way to move faster. This effect persists upwards.
Sixth Flight
or after the first 60ft of climbing and beyond. The tower simple
forces all the below effects on each floor for each flight or 10ft
you have to climb beyond this point. They don't get worse. Anyone who
manages to reaches the top of the tower has conquered it and no
longer has to fear climbing this enchanted staircase, or any other
created by the Wizard.
No comments:
Post a Comment