When
cast, this spell flings forth a spider from the astral realm from the
caster's hand, lunging at the target. The target must be within range
of a spear. The spider conjured isn't a real spider, it appears as a
glowing light that is more of a suggestion of a spider made up from
both the caster's and the target's mind of what a spider should be.
When
the spider hits, it deals 1d6 poison damage on a bite and disappears
into a shimmering light. Anyone can try to avoid the spider by cutting it down in mid air or dodging it by making a combat save. On a successful save the spider becomes a neutral combatant and may attempt to scurry off to hide until it can find something to sink its fangs into and finally cease existing.
[2]
Horned Headbutt - 1st
level
This
spell conjures magical horns on the casters head, letting them
perform a headbutt on a nearby enemy. The unexpected attack gets +2
to its attack roll, but still must succeed in order to hit. If you
fail the attack roll, the horns are blocked by stay on your head
until you make a successful hit, or until someone hits you over the
head with something hard (take -2 damage from the attack).
In
addition, if this spell is cast while the caster is wearing a helmet
made of metal or wood, then you can add +1 to the damage as you crack
the opponents skull with your own.
[3]
Flying Feathers - 1st
level
To
cast this spell, the user must have a handful of feathers in their
hand. They could be ripped from a pillow or a live bird in the same
round. When cast, the feathers are thrown outwards in an arc that
hits all in front of the caster in a cone, the feathers flying with
quills out like daggers. The feathers deal 1d4+1 damage on a hit, and
count as magic so they can hit supernatural creatures.
The
feathers of a specific or powerful bird or feathered creature can
change what this spell does. Phoenix feathers deal an extra +1 damage
and all damage is treated as fire damage. Feathers from an angel
don't hit good people and deal bonus damage to demons, or turn undead
as equal to the casters level as though they were a Cleric of the
same level, and so on.
[4]
Devastating Pattern - 1st
level
This
spell creates a negative spiral of energy and thought on the target,
and deals 1d2 damage to their Wisdom score AND the next saving throw
they make is made at -1d2 from the unlucky energy placed upon them.
This spell is more of a curse however, as the target is wrapped up in
depressive or addictive behaviors after getting hit by it, the longer
it is kept without treatment the worse this becomes. This effect
persists even after the Wisdom has been restored.
Anyone can be cursed of this spells cursing effects by having a ceremony done by their local healer or mystic, or can also have it reversed as a result of receiving or giving a genuine act of kindness.
[5]
Shockburst Stain - 1st
level
The
caster throws out an apple-sized ball of yellow energy which seeks
its target unerringly. When it hits, it deals 1d2 shock damage, and
can only be stopped by jumping into a body of water or going behind a
waterfall to short out the electricity.
Once
the orb hits, it also stains the clothes and equipment of the target
with a splotchy yellowish stain. If only hit once, it is easy to
overlook the stain especially in the dark, but if hit many times the
color of the outfit will be significantly marred. The yellow stain is
a course and dry but well stuck on material, and seems to hum with
energy if you touch it with something metallic. As long as they wear
clothes with the stain they get -2 to saving throws versus electrical
spells and traps, and get -2 AC versus creatures highly tied to
electricity like an electric eel or thunderbird.
The next time the character with the stain gets wet, or has water dumped on them such as from a bucket or a water spell, they take 1d4 damage. If they have multiple stains, they take 1d4 per stain and convulse from the powerful voltage, stunning them for a round. The stain is also instantly removed upon getting wet, disappearing into the water. The only way to safely remove the stains is to either wash them with a long pole, or scrap the stain off manually using a knife.
The next time the character with the stain gets wet, or has water dumped on them such as from a bucket or a water spell, they take 1d4 damage. If they have multiple stains, they take 1d4 per stain and convulse from the powerful voltage, stunning them for a round. The stain is also instantly removed upon getting wet, disappearing into the water. The only way to safely remove the stains is to either wash them with a long pole, or scrap the stain off manually using a knife.
[6]
Gongfool - 1st
level
You
can only cast this spell on someone holding a shield. When this spell
is cast, the shield suddenly pulls forward, as though hooked by
something very strong, then slams backwards into the target's upper
body and potentially face. If the shield is made of wood or bone, it
will deal 1d2 damage and temporarily stun them, lowering their place
in the initiative cue by one turn. If the sheild is made of hide, the
target is just momentarily stunned without damage. If the shield is
made of metal, it deals 1d4 damage and gives the spell its name by
creating a loud ringing gong sound, and makes quite a fool of the
Fighter holding the shield.
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