Thursday, February 28, 2019

50 Freaky Fingers

Each finger is randomly determined for a mutation roll- 1d10 to pick which one. Changes that make a finger lose flexibility or make them into stumps or similar lose -1 to rolls to pick locks or add an additional +1d6 days of total time to write something substantial (spellbook, magic scroll, bawdy tales of sexual escapades, etc.)

Some results may also ask for a random element. For this roll 1d4-
[1] Fire
[2] Cold
[3] Lightning
[4] Acid

50 Finger Mutations
[1] Alien Finger. It turns a grayish purple color, grows longer, and gains an extra knuckle. Additionally, all of this fingers joints become much more flexible and can rotate freer. As such, complex actions with this hand gain +1 to rolls as this finger can bend and be useful in ways most cannot.

[2] Lighter Finger. One finger can be lit up like a candle at your choice, but you must drink a small amount of lantern oil after every use to restore it. Make a save modified by Con to not throw it up.

[3] Green Snake. Cute little snake replaces the finger of about equal length. Venomous fangs can bite once per day, target must make save or take 2d6 damage each round for 5 rounds. If you're hit with a spell or attack that causes a seizure highly likely snake will bite another one of your fingers on accident.

[4] White Snake. Constrictor. Seems useless, but if you try to choke something with this hand the snake grows several feet long and wraps around their neck to aid in the process. Target must save each round or begin to lose energy and consciousness until death.

[5] Racial Swap. One of your fingers is replaced with the same finger from a random other race. The finger may have a minor ability; such as claw from a cat-man that lets you deal +1 damage on an unarmed strike if you don't have claws already, or the porous fingers of climbers giving you +1 to climbing checks. If the finger does not give you an ability like this, instead it gives you +1 to spell saves that specifically target members of your race as you are very slightly not 100% human (or whatever else you are).

[6] Sword Finger. Very dumb finger that has a long blade and a very small cross guard, thankfully vertical so your hands can actually clamp together, but it can make it difficult to hold things close. Can't use it much as a weapon, though you could use it to duel a tiny mouse king. Also if you are a Fighter, you count as a Fighter of one level higher to determine your title and respect you get from other Fighters, but you do not gain the level advantages of your perceived new level.

[7] Root Finger. Finger becomes made of wood, slow but prehensile. You have to stick it into some high quality soil and let it soak in water at least once every week or else it will start to wither and lose function. If you're a druid, you get a bonus spell per day, otherwise you gain +2 maximum hit points from the heartiness of nature. If a fire spell or attack rolls at least one maximum die of damage against you, save or lose the finger.

[8] Ring Finger. Your finger is replaced with a magic ring; it appears as though you have a unadorned golden ring on that finger which is invisible, but the finger is not there and can be passed through. You can magically control this ring, letting you make it spin or heat up, and can conjure ghostly lights from it like a projector.

If you remove the ring from your hand you can leave it for someone else to pick up, who you can now feel their hand that is wearing the finger as a phantom limb, and while they sleep or are unconscious can control that hand. If they are awake you can make a sudden motion like forcing them to drop something or ball up their fist and shatter whatever glass they are holding in that hand if the target fails a save. The finger being worn does not give you any sight or sound at the target but you do get a general sense of if the ring is being worn and the physical/mental state of the person wearing it, as well as a vague sense of direction towards your missing 'ring finger'. When off your hand you have the normal penalties from having a missing finger until it is returned.

[9] Metal Pointer. Randomly determine a hand, then roll 1d4 random fingers on that hand. On these fingers, from the farthest knuckle to the tip, turns into a solid and rigid metal. This hand grants +1 AC against attacks per metal finger if you try to grab or deflect weapons used against you with it, but you take 1d3 damage each time you do this if the enemy misses.

[10] Vomit Finger. Finger swells up and has a small sphincter on the tip. Once per day you can spray a small amount of stomach acid out of the finger's tip, which deals 1d4 acid damage. This can blind them for the same number of rounds if they fail a save and you hit them in the eyes.

[11] Bullet Finger. Tip of this finger turns into a brass cased bullet. If you're in a generic fantasy setting, nobody knows what it is. At will you can fire the bullet that deals 1d12 damage to whatever you hit. You can only do this once. Once the bullet is fired, the spent casing is blown open and gives the regular penalties for being difficult to use with fine manipulation.

[12] World's Smallest Violin. Your finger turns into a violin, though it retains its flexibility. The little cords on it can be played with another finger, or with a tiny bow, letting you have a musical instrument on the go.

[13] Glow Finger. The end of the finger swells up into a large fat bulb. While impeding normal function, the bulb can be lit up as light as a match with glowing light at will. If you focus you can make it as bright as a candle for up to 1 exploration turn per day, but will need to consume an extra ration to restore your energy.

[14] Dragon Finger. Your finger looks like a tiny dragon of a random color. It can give off a puff of its breath weapon that deals no damage, just looks cool. It jealously clings to any coin brought into its grasp, meaning you cannot hold anything else in that hand for 1 exploration turn if you accidentally grab a coin with it.

[15] Tentacle Finger. Looks like an octopus tentacle with little suckers. Can be used to grab onto things and is totally prehensile; add +1 to rolls involving fine manipulation. You must soak the finger in salt water occasionally or else it starts to get cramps- each day the tentacle has a chance to cramp and deal 1d2 damage by wrapping around and squeezing another finger on that hand very hard; can break sensitive finger bones.

[16] Key Finger. Your finger looks like a key. There is a 1 in 20 chance any lock you stick it in for the first time it will be a matching key. Once determined, the key only opens that lock.

[17] Scythe Finger. Your finger is long and gray, with a sharp metallic edge along it like a farmer's scythe or claw of some extinct beast. Using this as a weapon lets you deal 1d4 damage as per a slashing dagger, but this weapon finger gives double the negative penalties to fine manipulation.

[18] Coinroll. Your finger is replaced by a fat stack of silver coins, roughly the same diameter as your finger should be, and the correct length by the coins stacked together. Magically the coins cannot be removed by you and act as your flesh, making a terrible racket if you grab an item or move to open something as they clank together (-2 to stealth rolls). However other people can 'steal' the coins from your finger, which can only be healed by finding the coins and returning them to you. The coins are engraved with the hands of famous monarchs, which you can only name by association, such as the hand of the axe king holding a bloody axe, etc.

[19] Toothy Finger. Teeth grow out of the sides of your finger, which needs to be pulled painfully once per season or else receive the penalties to inflexible grabbing. The teeth could be used as arrow heads, or could be pulled or reinserted into your mouth as a replacement for any of your real teeth that get knocked out, since the finger teeth are the same size and shape your real teeth are.

[20] Imbued Fingers. Choose a random hand, 1d4 fingers on that hand change color and are imbued with the magic of a random element; all sharing the same element you roll. Whenever you cast a spell of this element, you can add +1 to your to-hit roll (if applicable) or -1 to enemy saves per finger on the hand you throw the spell with.

[21] Troll Finger. Big gross green finger, gives you -1 reaction checks to monster hunters since you clearly got monster parts. However if this finger is ever cut off, it grows back in 1d4+2 days.

[22] Ice Hand. Your entire hand becomes as ice, but still mobile and flexible enough. In hot climates it starts to melt, becoming weaker and less flexible from the water it is slick with. Instead of melting off, it deals 1 damage to you as your blood is turned to water and “bled” out through the hand each exploration turn you are in the direct hot sun. In very cold climates the hand gives you +1 AC from the cold hardening its ice. Also, you can use the hand as a 1d4 improvised weapon from the sharp tips of the icicle fingers.

[23] Spider Hand. Pick a random hand, it becomes a large, hairy venomous spider. Each “leg” of the spider are your new fingers, though the spider tries to bite other people if they touch it, it won't attack you. You can control its legs for use as fingers well enough, having a +1 to fine manipulation. You need to feed your spider hand a small bird or toad every few weeks, and once per day it can fire a web that will entangle a small creature for 1 round, or give that creature -2 on its attack roll for being webbed up temporarily.

[24] Two random fingers on one hand become magnetically attracted to each other. While not holding anything, those fingers will stick together and cause the normal penalties to fine manipulation. If you are holding a metal weapon or item it cannot be disarmed from you in this hand, the fingers sealing it tight in your grip.

[25] Minihand. Your finger grows an extra, very tiny hand on the very end of it. Using this hand for very small objects gives you +1 to rolls for fine manipulation.

[26] Scaled Fingers. Roll 1d4+1 for the number of fingers on this hand that turn gray and scaly, akin to a reptile. That hand alone counts as a reptile for purposes of spells and magic items. If your character is already a reptile, make these new fingers furry and count it as a mammal hand instead.

[27] Prisoner Hand. All fingers on this hand turn gray and metallic, with slightly squarish in shape. There is no penalty to movement. When you close your hand, the “bars” of your new prison hand snap shut, becoming an impossible trap. Anything you can fit inside your enclosed fist, like a fairy or some other very small creature, is trapped by this hand absolutely as though it was a magical prison.

[28] Bleeding Finger. Each time this finger touches something more then the lightest, daintiest touch, it bleeds on it. Thankfully the blood lose is very minimal, seeping out through the pores of the finger's skin, but it still stains and marks things. Gripping weapons, opening levers or pushing buttons, making a fist attack with this hand, etc. These all make the finger bleed- every three times the finger bleeds, you take 1 damage.

[29] Arcane Finger. The finger changes from flesh and blood to made of a lightweight metal. It is fully flexible, and hollow on the inside of which you can see through the finger like a delicate elven spiderweb. However over the course of several days elemental energies filtered from the environment fill up your finger, which can later be discharged to deal 1d2 elemental damage to a target within spear range. The element that the finger stores and can discharge is always the same but random, roll a random element and that is the element this finger uses.

If you get multiple fingers of this type then you can discharge multiple if you have a free hand and each additional finger used in a discharge increases the dize size- so 2 fingers makes it a d4, 3 fingers makes it a d6, etc.

[30] Dainty Hand. Determine one hand. This hand disappears and leaves behind a stump with a black void where the blood and bone should be when not in use. You cannot use this hand to do anything useful; such as hold a weapon or a torch, cast a spell, count coins, etc. The hand ceases to exist. However if you do something not useful or frivolous with that hand, like holding one end of an instrument, holding a paintbrush and practicing the arts, drinking fine wine, etc. Then your hand returns, doing frivolous things. If you are an elf, this mutation simply doesn't function on you as you already live life this way.

This dainty hand can be “tricked” by the “useless” items having a secondary purpose like being enchanted with magic or used for some purpose, like a paintbrush marking a path down a wall.

[31] Jerky Finger. One random finger dries up, becomes salted, and totally becoming useless. It has the regular negative modifiers to fine manipulation, but smells tasty. If you ever need an emergency ration, you can eat this finger or someone else can eat it. It counts as a ration despite being so small, and technically the meat on it has magically changed too so it doesn't count on cannibalism. It has not changed into any specific animal, so no specific detection spells will work on it either.

[32] Artistic Finger. Your finger is somehow transformed into a flat painting of a finger drawn and brought to life. It functions the same as a normal finger, but is two dimensional and can be pressed into artwork to be made “real” in that world. You can barely nudge things with it, since it's just one finger.

Your body is no longer wholly in a single dimensional space and as such you are of slight interest to extra dimensional entities. You have a 50% chance to be attacked each round when fighting an outsider being, and you are much more likely to be noticed if invoking the Gods of the outside.

[33] Chrysalis Fingers. On one hand, 1d6 fingers become bloated and covered in strange, hard gray cocoons. If the number of fingers rolled is 5+, then the spell affects the whole hand. If multiple fingers are affected but not the whole hand, then the mutation only grants the standard negatives for each finger for that hand. The cocoons are hard and hard to cut off for that reason, though they can be crushed open with a forceful blunt weapon made of metal and if they're specifically targeted. If the entire hand is a cocoon, then you get +1 AC while you have it but your hand is a useless stump that can't hold anything and can only be popped open by a +1 or better magic blunt weapon that hammers it down into a hard surface, like a floor, leaving you with nothing but a stump.

As the cocoons stay on your hand however, they are undergoing transformation. For every finger on the hand in cocoons +1 or 5+1 for the entire hand they are going through changes. You experience strange food cravings at the time. Pickled carrots stuffed with newt eyeballs, toad brains on toast, rare noodles smothered in salt from half the world away, etc. These food cravings are your new hand drawing in the vital nutrients it needs. As long as you attempt to fulfill these cravings each season by spending 5 to 10 times your normal food costs, the transformation continues swimmingly. If you don't, make a saving throw and on a failure your new hands are stunted when they arrive, getting a permanent -1 to hit in that hand and -1 max hit point per finger.

When the duration is over, your hands will emerge in your sleep, your cocoons cracking open. Your new fingers or hand is advanced, something beyond your natural state. Your hand turns gray, slightly armored, has new fibrous muscles, high dexterity. In that hand, you get +1 to hit and damage with all weapons, +1 to fine manipulation rolls, and get an additional saving throw to avoid having your hand bitten or sliced off. If the hand has multiple normal fingers as well as the advanced ones, the saving throw only protects your advanced fingers. If it was a whole hand, you also gain +1 AC permanently from the newly found armor plating.

[34] Spiked-Piston Finger. This finger looks like a spring of flesh without skin, surrounding a white bone spike for the finger. Has no penalties to normal finger function, but looks nasty and gets -1 to reaction checks if visible. You can 'launch' this spike piston as a 1d4 damage piercing attack at up to the distance of a spear. After being fired, the finger is slack and dangles out as a long cord, having this cord grabbed gives you -1 to AC when fighting with it out.

[35] Ray-Gun Finger. Finger becomes bright colored and plastic, small plastic knob on the end can fire high-tech laser beam weapon. Has one extra firing mode. Deals 1d6 damage on a normal laser blast, but power cells are probably extremely hard to come by in a fantasy world. Maybe if you stuff the chamber with electrically charged mana crystals you can power it that way.

[36] Multitool Finger. Looks and acts like a regular finger, but very faint outlines on it betray the hidden tools within. With a flick you can reveal a tiny pair of scissors, a file, a tiny peeling knife, or a tiny lockpick. If any of the tools break you take 1 damage and they don't grow back.

[37] Golem Hand. The entire hand selected turns heavy and into stone. The movements it makes are a bit slower and more ponderous, but much stronger with its square, boxy fingers. Deal +2 damage on an unarmed attack but you always count as though carrying 1 more load of encumbrance due to the weight of the hand.

[38] Scroll Finger. This finger becomes a curled up scroll, which has no negatives but if you're hit by a flame spell you take +1 damage from the scroll being lit up easier. The scroll can also be unfurled by yourself or others and shows whatever you wish to be written or drawn on it; which means even if you can't speak you can communicate, or you can communicate things like symbols much more easily then in vague speech.

[39] Interdimensional Fingers. Roll 1d3 Fingers on one hand; these fingers become entangled between different alternate realities and dimensions. Any magic rings you wear on these fingers will cross over between dimensions, even if all your normal equipment will disappear. Additionally, you get +1 to saves vs being disjointed into other realities per finger on this hand. If you are ever successful disjointed by an enemy spell caster then these fingers are severed in the transition and either them or you get sent to the target destination, 50/50 chance of each.

[40] Dream-Mist Hand. The selected hands turns into a bright pink, semi-corporeal mist in the shape of a hand. The mist has tiny golden sparkles within every time you change the position of your fingers, or when you grip an object hard enough. The mist hand acts as a regular hand without penalties, but any magical spells that counteract or dispel magic force your hand to disappear for 1d6 turns.

The hand is made of Dream-Mist, and as such can enter people's minds when they sleep and dream. Covering someone's mouth and nose while they sleep with this hand doesn't try to suffocate them, instead the mist enters their body and lets you feel around in their dream. You cannot actually see what is happening, but you can feel and somewhat infer the dream state. Your hand can feel warmth if the dream is warm, or your hand can feel wet if you're touching the blood of their tortured nightmares. You can also pull a dream out of a person while they're having it, making the rest of their night uneventful and making your hand change color and glow. You can then either reinsert this dream or nightmare into someone else while they sleep so they suffer it, or you can use it to distract an enemy in combat for one round within vision radius, by blowing the mist of your hand into their eyes and give them daydreams. Your hand reforms after this move and you can only store one dream at a time.

[41] Double Fingers. Roll 1d2 random fingers on this hand. Whatever finger(s) you rolled, an extra copy of it sprouts from the skin right next to it. These fingers are tightly packed and totally responsive, and do not interfere with normal finger function. If one of the copies, original or mutation, is removed from your body the backup finger lets you still use that hand at peak efficiency.

[42] Feather Fingers. Hand transforms 1d6 fingers into fluffy feather-duster like protrusions. If you roll a 5+ it's the whole hand. No penalty to normal flexibility. If you fall and this hand is free, you can open it up above your head and for each finger you lower the damage caused by the fall by -1 per each finger.

[43] Finger of the Mystic. This finger becomes slightly smaller, off-color, and covered in mystic tattoos on its skin. While holding a strange talisman like a petrified lizard or gold coin traded between four kingdoms, you can cast one additional 1st spell or turn undead once more per day. If you cannot do either of these, you can instead create a 1st level spell effect from any spell you have personally seen. The talisman turns into white smoke and disappears on use.

[44] Ultra Smooth Finger. This finger has a lighter, smoother skin tone and texture then the rest of your body. It's very soft and sensitive, and you can press it against a surface like a machine or a dead things heart to feel even the tinest vibrations; you can sense if a worm is crawling through a corpse for example, or feel the tumblers on a lock giving you +1 to lockpicking while you press your finger up against a safe or door. However any damage taken to this finger is doubled do to enhanced sensitivity; consider spells and attacks and especially traps that target or chop off the hands or fingers as dealing double damage to you in regards to this ultra soft finger.

[45] Nightman's Hand. This hand belongs to a Nightman; a creature of darkness, civility, mistrust, and predation. During the day, this character has no hand on this arm. But during the night, the hand reappears. It is a partially real thing made of glint and shadow, physical but capable of change. The character in question may use this hand to pull out a single item they can imagine that could fit in the palm of their hand. The item can be made of any material and is also illusion, disappearing in the day from the light into a wispy shadow. This item can be magical or contain special properties, but these properties can never outdo a 1st level spell with a similar effect. The Nightman's Hand can be used once per night.

[46] Glass Orb Hand. This entire hand turns into a clear glass orb with no holes or openings. The stump on your wrist is a shallow metal disk that can spin and rotate the ball to your mental commands as per a normal hand. This glass orb can easily be shattered by hitting it with something hard, on yourself or others, but reforms over a period of 3 days.

The orb can absorb liquids it is touching over a long period of time; magically drawn in through the solid walls of glass if you choose to draw them in. It takes an exploration turn to fill the orb with a liquid you can stick it in; applies to things like lantern oil, acid, water, anything you wish to fill the orb with. Then the orb can be thrown or dashed at your feet to release the liquid and use it, or thrown at an enemy for an attack. It would be difficult but not impossible to shatter off just the top of the orb so an ally or yourself could “drink” out of the newly created glass cup.

[47] Tentacle Hand. This entire hand turns into a tentacle of a random color. The tentacle is as good as a regular hand and can be used just as flexibly, but can also squeeze into tight spaces and tightly grip onto things with its suckers, granting +1 to hit against any enemy who you grapple with the tentacle. However if an enemy attacks you with an axe targetting the tentacle and deals at least 6 + your Con modifier or higher in damage, they chop the tentacle off.

[48] Lymph Fingers. Strange white bulbs end on these fingers, 1d4 of which are on one hand. The fingers have fleshy red lengths made of wrapping tendrils, and are very fragile. No penalties for normal interaction, but -1 AC for having such an exposed and sensitive body part.

If you stick these fingers in someone's open wounds, into a body of water, or something similar you can draw the disease out of it. Common diseases can be safely contained in the fingers itself, the bulbs turning black for 1d3 days as they destroy the sickness. More deadly diseases transfer up to 50% of their damage or penalty to the finger owner's body, the bulbs turning black for 2d20 days to destroy what of the disease it could contain.

[49] Experiment Hand. This entire hand is replaced. It's very similar to your old hand, but is slightly different. You're not used to it and it feels much slower and weaker in grip then you're used to; the knuckles are too high and the fingers don't bend the right way. You get -2 to all actions taken with this hand. However the hand has a tattoo around the wrist that has a color corresponding to an element; the whole hand is immune to a random element. You can grab, punch, hold any amount or intensity of that element without issue.

[50] Gnarled Hand. This hand becomes old and very thin, stained black and purple as though deep in the powers of death, but still living. It has no penalties to fine manipulation, but you take 1d8 damage to your Strength modifier when the hand first appears on your body. Finally, the hand grants +2 to saves vs death.

Tuesday, February 26, 2019

20 Eye Mutations

[1] You can swell your eyeballs. Each one can expand up to the size of a full coconut, and as you make your eyes bigger your vision improves. At maximum size your eyeballs grant you eagle like vision and a +3 to all to hit for attacks. If your eyes are hit at their maximum size then you have to make a save or else they permanently pop and shower everything nearby with pink goop- causing you to become permanently blind in one or both eyes.

[2] Your eyes turn green with small glowing purple pupils. You always have a far-away look, even if you are focused and at attention. It becomes impossible to hypnotize you (visually) or trick you into reading explosive, maddening, or death-causing runes or symbols.

[3] You gain the goat's eyes. Your horizontal peripheral vision greatly improves, meaning you only surprised on a 1 in 6 chance. Your eyes are also creepy with their weird black bar pupil, meaning you get -1 Charisma modifier unless you hide them when speaking to a normal person.

[4] Golden Rings. Your eyes turn totally black, except with golden rings lining your iris. You have an unsettling, magical gaze that lets you see demons even when they are invisible, or latching onto people to whisper in their ear. You are blinded whenever you enter a church, and cannot see until you leave any sacred ground.

[5] Portal Eyes. Your eyes swirl with distant stars. Everything you see is directly beamed to an outsider entity, appraising your dimension with half interest. If it sees anything truly beautiful, such as unconditional love between mother and child, it may be moved to help humanity. If it sees something truly awful, like graceless torture for hours on end, it may be moved to destroy humanity.

[6] Lead-Shot Eye. Randomly determine one eye to turn dull gray. It becomes made of lead, heavy, but still mostly functional. Once per day you can fire the eye out of the socket as a projectile, dealing 1d4 + Wisdom modifier in damage as though shot from a sling. The ball will always attempt to ricochet back into your eye socket as it bounces around, or roll into your hands if it cannot, but enemies can try to pick up or block your eye from returning to you, thus making you blind in that eye until it is returned to your skull. You cannot see through the lead ball if it is outside of your head.

[7] Feely-Vision. You don't really “see” anything, your eyes just project invisible beams that let you “feel” everything they touch. Because of this, you can feel the weight of objects by looking at them, can detect hidden objects through soft fabric as though you ran your fingers over them, can sense if something is hot or cold at a distance, etc. However you cannot see through anything even totally transparent, because your eye beams get stopped by the physical object. You can also see the invisible for that reason, but cannot see colors and noncorporeal but visible objects like specters and magical energies would be totally invisible to you.

[8] Laser Vision. Your eyes constantly give off energy in the form of bright red lasers that deal 1 damage per combat round you focus on someone. You can't turn it off. You can only participate in normal life by keeping your eyes shut, or by looking at the world through a blackened piece of glass or in extreme darkness, where your eyes can't get enough energy to blast off their lasers.

[9] Scrambled Eyes. Your eyes scramble up when you're stressed; turning into a weird white mush that growls and pulsates in your eye sockets. Whenever you have to make a morale check, you're blinded for one round. However, magical symbols that cause insanity or confusion when looked upon just look like normal to you; your eyes make sense of the insanity. You never make a morale or “sanity” check when viewing eldritch horrors either, as they look fine to you.

[10] Your eyes are replaced with glowing red orbs that give you a monstrous appearance. Your eyes grant darkvision as a standard monster, but if a protection from evil or turn undead spell is cast on you, you'll lose your vision as your eyes evaporate. Fear not, you can restore your sight by living in a dungeon for a month; your eyes coming back as the energy of chaos pools in your sockets.

[11] Lizard eyes. Your eyes are replaced with two tiny, cowardly white lizards; who have the color of your pupils on their own eyes. These lizards live in your eye sockets now, which have become like eggs for them. The lizards can crawl on your face or head to get a look behind you or to look in whatever direction you want. You can also have them dangle off your finger to get a look down a small crack or around a corner, but you cease being able to see from them if they stop touching you for any reason. If one or both of the lizards is killed, you are blinded in that eye permanently.

[12] Cyclops eye. Your eyes fuse into one large, magical cyclops eye. This eye gives you a negative to hit with ranged weapons of -2, and does the same for spells that need to be aimed at range. However the eye is very tough and is tied in with your life force; a strong enough blow to cut the eye from your head or strike it just deals damage to you instead. You also have a strange interest in and desire to forge items and collect magical artifacts; you get +1 to any rolls or count your level as one higher when crafting magical items or equipment. If you are ever killed, someone will probably try to scoop out your eye and use it to make a magic item out of it themselves.

[13] Antennae eyes. Disturbingly, your eyes are replaced with large, hairy insect antennae. You lose all sense of sight, but your new antennae are very sensitive. By touching a wall or floor, you can detect nearby vibrations, fine enough to sense mice scurrying through the walls or running water or even a hidden passage just behind on a 4 in 6 chance. You can also inspect objects by touching them with your eye fingers, letting you detect hidden compartments on them on a 3 in 6 chance, and can often find minute details invisible to the naked eye, like faults in a blade or tiny designer emblems hidden on the inside of a strap. Your new eyes make other people extremely uncomfortable, and since the only way to see another person's face is to touch them with your feelers you get -3 to all reaction checks.

[14] The Wandering Eye. One of your eyes is replaced with a glowing green ghostly eye. By focusing on a nearby object for a few seconds, you can make it levitate as per Mage Hand. You can also light an object on fire with an entire exploration turn of staring at it, which only works on very flammable objects. Every nightfall, there is a 1 in 4 chance this eye disappears for the night, only to groggily return in the morning. You cannot see out of that eye nor use its powers when it is gone, but you do get occasional flashes of sight from it- looking over alien landscapes, or the rapturous faces of alien lovers in mid coitus. You have no fucking idea where it goes.

[15] Your eyes sink down into your skull, and are covered by several layers of milky membrane. You are immune to blinding damage and attacks, even with you strapped down it would be very difficult to actually pluck or poke out your eyeballs. However you lose out on your peripheral vision and get -2 AC versus attacks from the sides as you don't see them coming.

[16] Nautilus eye. Your eyes have a creepy tight black hole giving it a distinct look. Underwater you can see very well, but on land your eyesight worsens depending on how dry it is. Right after it rains or in humid places you see just about as well as under water, but if it gets temperate or dry you get -1 to hit. In a desert or in a frozen wasteland you'd get -2 to hit from the dryness. While underwater your vision is not obscured by standard muck or darkness.

[17] Druid Eyes. Both your eyes turn to wood, but you can see out of them just fine. If you pull one of your eyes out of your socket and bury it in the dirt, it will one day grow into a tree. The tree has a “vision” radius equal to that of a human standing on its highest point, with slightly less sharp vision but better senses beyond sight, such as feelings of wind or magical energy. You can see out of this tree for the rest of your life and as long as the tree lives, but you cannot see out of that eye socket anymore. Very powerful regeneration spells may let you regrow your natural eyes in addition to having the trees, or a powerful druid may be able to let you gain more wooden eye-seeds.

[18] Gravel eyes. Your eye sockets bet filled with hundreds of tiny white stones, which rumble around as long as you're looking at stuff. You lose the ability to see color and fine detail, especially at a distance, but you can now see the face of every single stone-spirit. Each individual stone in a field, brick in a wall, tile on a floor, or any other shifted form of stone can be seen. Their faces are reserved, though many are twisted in annoyance or even pain depending on their new form (sand turned to glass is especially unhappy). If you ask the spirit of stone a question with the proper sacrifices, it will mouth the words of its reply over the course of several days, and thought it cannot speak aloud due to the cruel jealousy of air spirits, you may be able to learn what it knows or what hides behind it by reading its lips.

[19] Each eye has a 5 pronged metal spike protrude from it. The rest of the eye turns hard and silvery, letting you “see” in an abstract sense. Any elemental spell aimed at you always deals maximum damage, but you trap elemental energies in your lightning-rod eyes. With thought you can redirect this energy into elemental blasts from your eyes, each blast dealing 1d4 damage if it isn't blocked or dodged of its respective element. You get one of these blasts per spell level or every 6+ damage of elemental damage you take of that element. There is no limit to how many blasts you can store.

[20] Your eyes disappear from your head, and grow on other body parts. You get one eye in both palms of your hand, and one eye on the top of each foot. As long as you don't wear boots or gloves, you can see out each eye in each direction, though will lose sight in that hand when you grip an object.

Sunday, February 24, 2019

Dirt Simple Slashers

Very simple d6 roleplaying game based on mass-murdering slashers from the movies. Loosely based on the Cabin in the Woods mythos.

This game may feature any number of victims as playable characters, and one player to play as the DM or Slasher. Every player rolls a 1d6 to see what role they pick, lower rolls being better. If you lack a player, slide everyone down to fill the empty space.

These are the roles;
  1. The Virgin
  2. The False Suspect (The Gentleman)
  3. The Scholar
  4. The Athlete
  5. The Fool
  6. The Whore
Each roll can be played by any gender, but the virgin and the whore are almost always women. The 2nd roll “The False Suspect” is totally optional. Once the rolls are determined, the killer must roll a 1d6+1 to see who he targets first. The killer always targets the person closest to the roll going downwards; so if they roll a 7, then they go after the Whore, or the Fool if the Whore is not in play. The reason for the 1d6+1 is because the killer never targets the virgin first, who has the best chance of survival. Every time a character is killed, everyone moves down a space on the d6 roll, this way the killer will slowly pick off victims one by one until the virgin is usually the last, or the survivors manage to escape. With only 5 characters, The Whore actually has a chance of escaping.

Every “round”, the killer will chase the target. The target may react by using the environment to stave off the killer; hiding in a closet, building a barricade, arming themselves with a weapon, etc. If the killer rolls their number or under, their defense wasn't enough and they die. The killer dictates how they die, and usually leaves behind the corpse in an obvious place so the other characters can find it. If the character is the virgin, who should usually die last, the Killer may just toy with her instead; such as giving her a scar, or dropping her into a pile of corpses and leaving her for dead even though she isn't, and so on. This goes with the special victory condition of the killer with the last survivor being the virgin, just horribly scarred for life.

If the character acted out their role and used their personal skills they can lower their rank by one; for example the athlete can use a weapon or their strength to try and attack the killer, or to run away over an obstacle. The scholar can use their intelligence to make a plan, or the fool can do something unexpected and stupid, like playing dead, which somehow works if the killer fails the roll. The False Suspect gets to lower his rank against the killer if he acts in defense of another character, or does something incriminating that makes the other characters doubt him. While the players OOC know he is just a player, in the game he is the “most likely” person to be the killer and may be accused or taken away by police.

The only exception to the above is the virgin, who can lower her rank (and therefore always evade the slasher) if she calls for help. Once all the other characters are dead, then the virgin is finally vulnerable. If the character cannot think of any kind of defense, the killer just kills them. If the killer's roll is over the characters rank, then the killer is evaded temporarily and it will select a new victim with a 1d6 roll, going down the list of whoever is left.

Finally; the game can also end early based on the fiction. For example, if the killer is buried in a rockslide that they couldn't lift out of even with their superhuman strength, or if they were blown apart by a bomb, then the slasher is dead and the survivors win. Some slashers may be supernatural even moreso, such as a ghost or malevolent AI, in which case defeating them requires more fitting means; trapping the ghost in a puzzle box, hacking the AI with a virus, etc. Regardless, the Killer wins the game if all characters die, or if the Virgin gets away but was scarred and suffered horribly through the events of the game.

Friday, February 22, 2019

10 Orange Spells

[1] Protection from Scurvy - 3rd level
Simple. Effective. Protects up to 100 people from getting scurvy for up to 1d4+1 weeks. Fruity fresh citrus vapors fill everyone's nose when this spell is cast.

[2] Curtains of the Ankh - 3rd level
This spell drapes magical orange colored curtains over each nearby entrance up to 40 ft away. All entrances are covered by the cloth, even ones that the magic user cannot see, but it cannot cover solid walls that hide hidden doors or entrances like huge holes in the ground or ceiling; only open doorways or windows. Each curtain has a symbol of a golden ankh stitched to its center, the holy symbol symbolically linked to the powers of life and death.

Mindless undead are afraid of the ankh, and in return are afraid of and will not pass through the curtains. Intelligent undead or undead commanded by their master are able to go through the curtains without needing a saving throw, but they take 1d4+1 damage from the magic curtains slicing into their skin and sawing their bone. The curtains take a round to appear and last a maximum of 3 combat rounds.

[3] Sands of Magic - 2nd level
This spell requires a small bag filled with sand. The sand is best if fine and pure white, which produces slightly more and higher quality resultant product. When this spell is cast, the bag is struck with a wave of magic, spits out any excess sand, and transforms the remainder in the bag into a exact specific amount of bright orange magical sand. This specific amount of sand is always the same every time this spell is cast, which many magic users have gotten accustomed to the exact heft and measurement of for use as a magical universal weight.

This sand is very special for two reasons. The first is because it is a powerful metamagic reagent. If a pinch of sand is thrown out of the bag upon a spell being cast, the sand particles mix with the magic being worked, increasing the power of the spell. Spells are boosted as though the caster was one level higher, increase the damage or healing of a spell by +1 per die, increasing effects like area or duration by up to +50%, and improving the stage of a spell by an extra unit; such as a painful transformation spell skipping a useless or painful stage of the transformation. 
This powder is extremely useful even in small quantities and a spoon full of the stuff can be used in conjunction with powerful magic to cast spells beyond 4th level, a much coveted ability.

The second reason the sand is special is because it cannot be repeated. Once a magic user has cast this spell once and only once, they can never cast it again. Forever this spell is blocked from their mind and soul, and even if they were to switch bodies, die and be revived, or otherwise try to find a loophole they can never cast this spell again. It relies on some untapped “potential” that is cosmic and beyond the reach of all mortal beings to restore once used. Entire pyramid schemes of Wizard orders have propped up around this spell; masters teaching apprentices just long enough for them to be capable of casting this spell, then taking a large cut of the powder to send up to their teacher and telling their student that they're on their own now; if they want more they have to go find their own apprentice to send back up the chain. The top of these pyramids belong to powerful Archmages; gaining omnipotence one grain of sand at a time.

[4] Pillarstand - 1st level
This spell conjures up to four pillars within 20ft of the caster. The pillars stretch upwards, up to a maximum of 20 ft each, to touch the ceiling or any object or creature above. The pillars are made of a tan, sandy desert stone and are very strong from downward pressure, but crumble easily from attacks with blunt weapons. Each pillar has 8 hit points from blunt weapons, but can hold up a massive downwards force of great mass. This spell can be used to stop a massively huge creature from coming down atop you, or to block a cave in, or grant support to structure that is about to collapse. The pillars last for an exploration turn.

[5] Two-Pixie Mask - 4th level
This spell requires two turns to cast, the first to incant the spell and the second to focus the magical glowing orange energies of the spell around the face of the magician. This spell creates a magical, painted porcelain mask over the face of the caster, with the left and right side split evenly down the middle. One face shows a smiling, happy face of a fairy creature, where as the other shows a dark and brooding face. Two stone “wings” float just behind the mask, mimicing the small and transparent dragonfly-like wings of a pixie. Anyone with an Intelligence modifier of at least 13+ can tell the mask is meant to represent both the seelie and unseelie courts of fae.

The mask has several magical powers. The first ability is minor and is immediate to anyone who puts on the mask; the wearer sees a lime green aura around anyone who is a skinflint or miser with money. The nongenerous people are selected out of crowds, and with a flick of the wrist the mask's wearer can pester them with insects or cause dogs to bark at them and chase them if they get loose.

The second, and more important ability of the mask is its boost to magical powers. Whenever you cast a spell, you may choose to raise or lower its spell level by one degree. Using this mask could allow you to cast a spell of which you have run out of spell slots for this adventure, but can degrade to a lower level to cast it when necessary. The mask has a duration of one day after being summoned, before splitting apart into two opposed fairy spirits. The darker pixie curses you while the kinder one blesses you, canceling each other out, before returning to the realms of the fae.

If you raise a spell, it has become more powerful but difficult to cast, as it now takes up a higher level spell slot. Firstly, you improve all die used by this spell by one size, then you add the following effect to the spell; if an enemy magic user attempts to counter this spell, on success or failure, an airborne acid cloud is conjured from the mask which hisses at the foe, dealing 1d4+2 damage per turn as long as the target remains in range- the acid hits every round the spell would have normally last for.

If you lower a spell, it has become weaker but easier to cast, as it now takes up a lesser level spell slot. Firstly, you reduce the number of total dice thrown by this spell for each category by -1. So if the spell healed using 2d6 dice, it goes down to just 1d6 instead. Secondly, all saves done against this spell get +2 and are easier to succeed on.

[6] Tiger-Stripe Spell - 3rd level
This spell can only be cast on a being that can and in nature eats meat. The being gains several glowing stripes along their physical body, similar to that of a tiger, imbued with the magic of ferocity and of predators. The target gains +2 damage to all attacks that hit, and an additional save or bleed at 1d4 damage per round on attacks with bites or natural weapons. Additionally, the striped target gains +2 to stealth modifier and adds their stealth modifier to their to hit rolls when they attack from stealth.

The tiger-stripe spell has a drawback. During the duration of the spell, whatever creature the targeted one normally preys upon in nature is now irresistible to the striped target. Kitsune will salivate when they see rabbits; even rabbit folk. Orcs feel a mad hunger for man and elf flesh, toadlings seek clouds of gnats with an open mouth, and so on. The character empowered by this spell loses some control of themselves with these instincts; they must save or attack anything in nature their kind would devour.

The spell lasts for 3 hours.

[7] Sunswallow - 1st level
This spell can only be cast on illusionary objects, places, or beings. If the caster is totally aware or sure that the target is indeed a phantasm, then this spell works as intended without a problem. If the caster is not totally sure and only suspects or casts this spell on the off chance it is, then the caster must make a save versus spells to have the spell function correctly against their self doubt.

This spell creates a simple illusionary but massive scale event- the sun opens up and swallows the target illusion whole- destroying it in a spectacle. This massive and powerful seeming ability was specifically designed to mock the students of the magical schools of illusion, whose trickery is easily undone by a first level spell. If the target is a partially living illusion or somehow a half phantasm, then they are trapped within the false sun of pure light for three rounds and take 1d6 fire damage.

[8] The Blazing Approach - 2nd level
Upon casting, this spell creates 2d8 metal chains that appear in mid air, stringing along as though held up by invisible and intangible poles. The chains remain in position for one combat round, and during this round they are heating up, becoming hot as though in the forge. After this round ends, the chains suddenly become invisible. This spell is usually cast in the distance between the magician and an approaching foe with a melee attack as to gain distance. If the caster or their allies decide to approach along this span, then the spell will hurt them as well.

The chains deal 1d4 fire damage if they are touched, of which the average enemy has only a 1 in 20 chance to avoid on a standard approach. Holding out a shield will let you reduce the damage to 1 instead, the chains only singeing your hair. Characters of high intelligence with a +1 modifier can approach and remember where the chains are, having instead a 1 in 6 chance to avoid, with very intelligent characters with a +2 modifier having a 1 in 3 chance to avoid.

Random flailing of weapons or Area of Effect ice spells or blasts can be enough to knock away and cool off the magical invisible chains, which dissolve into gray mist when they hit the ground. The chains cool off and vanish after 6 combat rounds.

[9] Question Comet - 4th level
This spell can only be cast in a specially prepared observatory which remains undisturbed for the duration by all except the caster and up to four assistants he or she chooses. They group must not leave the observatory for an entire season, only allowed access to the outside world in a tiny fenced in garden or through a small metal slot that food and supplies can be pushed through.

During this season, the spellcaster and entourage scan the stars and ask a single question. The question must be a yes or not question and is answered by the arrival of a shooting star. Based on its wobble through the sky, it is possible to tell if it means yes or not, but if the comet itself is missed and the interpretation is missed then the spell will be useless and all that work will be for naught.

Any attempt to trick the comet or force it to answer a paradoxical question will cause it to instead drop on the Observatory dealing 3d20 damage to all within and making a hard save or causing permanent blindness to all who witness the brilliant orange flash.

[10] Arm-Locking Beam - 1st level
This cast fires a bright orange beam out of the caster's finger or wand. The caster must make an attack roll +1 if using a wand to hit the target's arm. When struck, the target's arm is locked in place and cannot move, bend, or make attacks with that arm. In some cases, such as a shield held up or a lance held out, the arm could still be useful in that context, otherwise it remains locked and useless. This spell only hits arm-like limbs, but can hit any similar enough limb that can grasp objects. So this spell also works on ape legs, prehensile tails or hair, tentacles, etc.

The target's limb becomes locked in place for 2 rounds. Each round after, they get a saving throw to end the effect, else the arm remains locked.

Wednesday, February 20, 2019

10 Purple Spells

[1] Velvet Skimmer - 1st level
Conjures an almost paper-thin insect, it's flat shell is a deep purple color that changes based on how the light strikes it. The bug is called a skimmer and floats on water, and can easily slide through clothing. The insect has strangely ribbed legs that curl with tiny pink hairs as people speak near it, up to a total of 24 words can be “recorded” on the hairs. When the bug rubs its legs together to attract a mate, it recalls the words that were spoken and replays them in a strangely melodic scratching voice. The insect has normal behaviors for a bug, shies from light, and cannot deal damage or fight in any way. It would be easily squished if even 1 hit point of damage is done to it. It disappears after 12 hours.

[2] Poison Thistle - 3rd level
This spell creates a bright purple, lightly glowing poisonous thistle bud in the caster's hand. This spell can only safely be cast with thick leather gloves. The thistle can be squeezed, which wilts and destroys the bud but drips out a thin purple liquid that mixes with water that is a deadly poison if ingested, or thrown as an attack. A normal attack roll has to be successful to hit with the thistle; on a hit target saves or takes 2d10 damage from the poisonous barbs- save or take 1d20 damage, each point of damage happening once per round and lasting as long as there is damage remaining. This makes slow poison or an antidote the only real counter to the deadly thistle.

[3] Enchantment of Brytthwind - 4th level
This spell must be cast on a long strip of fabric that can serve as a blindfold. Traditionally, it is cast on a pure purple-colored cloth, but due to the rarity and expensive of purple die, a standard white or gray cloth with a patch or circle of purple on the center is acceptable. The spell is cast on the cloth and then wrapped around the caster's head or the head of a willing target, blocking their vision permanently while they have the blindfold on. Once it is attached, the wearer of the blindfold cannot physically remove the blinder in any way. They cannot cast a spell to move it either, it can only be removed by another living, conscious being either against or with the will of the wearer.

While blinded, the caster cannot make ranged attack rolls or cast ranged spells (only hit on a 1 in 20 chance if they know exactly where the target is somehow), and melee attacks are made at a -4 to hit. However the blindfold has several magical enchantments that come with the powers of the Brytthwind. You cannot see anything physical, but you can see the winds of fate and space. People with an incredible destiny draw the winds of the Brytth to them, picking it up around the wearer of the blindfold. The blind sage can see the multi-colored wisps of wind and dust picked up by this invisible, arcane wind. Once per day the caster can draw the powers of the Brytthwind around themselves, causing a minor coincidence or accident to deal 1d6 damage to harm the next person who attempts to attack them. The victim's attack roll automatically fails unless they have a magic weapon, but they still take the coincidence damage and they only hit if they manage to make their attack roll.

Secondly, the Brytthwind can be picked up around a target. Those with a great destiny, like a high level character, or a fabled folk hero, or a seventh son of a seventh son and so on are attractive to the winds. The Enchanted wearer of the blindfold can speak words of advice or speak in riddles to the destined figure, and that figure can roll a hunch roll. The hunch roll is a d20 roll that is rolled immediately and can be used in exchange of any other roll they make once. The mystic powers of the wind also mean that if the figure with the hunch hold out their hand dramatically, they can force the hunch roll onto someone else; meaning the destined figure with a bad hunch roll can force it on another creature so they fail their attack, saving throw, etc. This power can be done once per person, bestowed by the bearer of the blindfold of the Brytthwind. It is for this reason those who wear the blindfold, blinded by birth especially since wearing it has no negative effect, seek to consul rising stars or great heroes, and is responsible for the blind seer stereotype.

Finally; the Brytthwind has a final ability of manipulating space. Those with the Brytthwind blinder can channel magic into a space they live within, expanding its inner walls to be larger within then on the outside, creating extra-dimensional spaces that can be build into things like secret chambers, mystic traveling tents, or trans dimensional dungeons. Those Enchanted by the Brytthwind are sometimes imprisoned for this reason, to expand the inside of a lord's castle, not realizing the blinded can use the powers to expand the dungeons and slowly let monsters leak in from other realms.

[4] Lavender Lameness - 3rd level
This spell is cast over an area of up to 30 ft area or 3 squares if using 10ft squares. The area is magically covered in lavender purple magical energy, floating at about knee height for an average human. Anyone who enters this field, or takes even a single step once it is cast around them, is instantly slowed to a crawl and a sharp pain in their foot prevents them from walking again for this round. You can only crawl or take slow, pitiful steps in agony up to a maximum of 10 ft per round, or through a single square.

Additionally, each time you are affected by this spell you must make a saving throw. On success, no effect. On failure- your foot and leg feel as though smashed with hammers. You lose -1 AC and your movement is halved permanently until you get long bed rest, at least a season. The spell's magical field lasts 5 rounds.

[5] The First Shimmering Shield - 1st level
This magical shield spell is the first, and weakest in a series created by the greatest abjurers in the world. This spell can only be cast on a shield, wielded by the spell caster or an ally within visible distance. The shield's face that points towards the enemies has its covered in mystic purple markings and a sheen of energy. The shields lasts 1d4+1 rounds.

The shield magically pushes weapons on course to strike away, inflicting -2 on to hit rolls versus the holder of the shield. The first time the shield (not the holder) is hit with a spell or special move that would destroy or disarm the shield from its holder, it grants the shield holder a saving throw to ignore the effect if it didn't already have a save. If the effect already had a save to avoid or mitigate the effect, then the shield grants +3 to its saving throw. Regardless of if the save was successful or not, this ends the spell effect prematurely,

[6] Powder of Final Mystery - 1st level
This strange spell requires the decapitated head of a dead person. In this case, a “person” qualifies as anything that is intelligent enough to make coherent (or once coherent) thoughts, so mortal races, monster races, awakened animals and similar beings may count, but standard undead, animals, and constructs would not. The spell is cast on the head as it is being crushed into a pulp- the head will dryly crack open and a fine purple powder will fall out. The head must be crushed either by a spell, with the help of a clamp or tool, or through the use of a person with supernatural strength (at least +3).

The powder has two uses. The first and most obvious use is to sprinkle it on any object or person. This gives it or them an infusion of “mystery”. Doing so makes people have one degree of separation when trying to think of this person or object. For instance, the first time someone wants to put out a bounty for the character, they'll think of their group instead, and will only be able to remember the character directly if a second clue arrives in their mind, such as seeing a tunic of a similar color as the character they were trying to remember and think of. In game terms this adds +1 stealth to the person or +1 stealth when trying to hide the object influenced by the sprinkles. The person who used the sprinkles and those who witnessed it are not effected by this spell.

The second use of the powder is more philosophical. The powder has often been hinted to be related to mysteries and many believe this powder can show the answers to the greatest mystery of all; what happens after death? The powder is snorted to find the answer. Each time it is used the character requires an additional spell's worth of material to get the high again, and they convulse for 1d4 days as they have powerful spirit visions. While secrets are revealed each magic user who uses the powder for this reason reports different, often personalized events of both the greatest fears and triumphs they could imagine being played out in rapid order with even more powerful emotions underneath. Objective answers are still unknown in regards to the true answer, but scholars have determined that whatever it is, it's special for each of us.

[7] Explosive Mulberry - 2nd level
This spell conjures a cluster of mulberries in the caster's hand. When thrown or dropped, they explode and deal 1d4+1 damage to the target. The one who throws the berries must make an attack roll to hit, but even on a miss, the target must roll a saving throw or take half the damage of the berries anyway. Every round, the berries start to grow roots and become thicker, darker in color, and hissing with stored up energy. Each round, the size of the die AND modifier increases. So at round 2, the cluster deals 1d6+2 damage, and on round 3 deals 1d8+3 damage. The damage die stops at 1d12 but the flat modifier keeps growing each round up to a maximum of +10. The first round the berries are weakest and mostly inert- but the roots start to grow entangling roots afterwards.

Whoever is holding the cluster every round starting at round 2 has a 1 in 3 chance for the roots to entangle around their hand making them unable to throw or drop the berries without accidentally blowing them up, the round after it spreads to their feet and makes them unable to walk. You can toss the berries to someone in such a way it is easy to catch and doesn't explode, hopefully having it entangle them. If you are accidentally entangled the only way to get out of it is to wait for the plant to wither and die after a full exploration turn, or to carefully cut out the trapped individual.

[8] Lesser Schism - 2nd level
This spell is cast over a period of meditation taking 1d4 exploration turns, which if interrupted spoils the spell and uses up this spell slot. This spell slowly unravels another magical spell you have prepared or ready to go, and allows you to separate two elements of a spell. These two elements are the most obvious and straightforward of a spell; for example if a spell deals 1d4 damage and freezes an enemy in place, then this spell lets you cut that into two effects; dealing 1d4 damage and freezing an enemy in place as two separate effects.

Once done, this split spell can now be cast twice, with each effect being cast separately. The level of the spell is counted as one less, so splitting a 2nd level spell counts it as two 1st level spells, and splitting a 1st level spell counts as a 0th level spell for the purposes of magic resistance and counterspelling, making the split spell much weaker. The Schism spell creates two magical glowing purple runes over the caster's head when finished, and they float there until the split spell is finished. If you are struck or don't cast the 2nd part of the split spell, then you must make a save or the negative aspect(s) of the spell hits you instead of a foe. An especially agile enemy may be able to grab the rune off your head and use it to channel one of the two effects at random; selecting whichever you want them to have access to the least, though in the case of an offensive spell being cast on themselves or vice-versa this could still work out in your favor. This spell can only be used on spells of the same level or less of this spell.

[9] Royal Mat - 1st level
This spell conjures a 4ft in diameter purple carpet beneath the feet of the caster. It's cramped, but up to 3-4 regular sized humans could stand on it. Everyone standing on the mat detects as royalty, or are immune to spells or magics that only effect those who are not of royal blood as long as they stand on it. Also, standing on the mat of those ignorant of its powers grant +1 to reaction checks with royal or kingly figures, even those who are just self-declared Kings like the “King of the Kobolds” and so on. The mat works if you step off and then back on, and it can be curled up and carried and moved if needed, but the spell only works if the mat is on the ground and you stand on it.

The purple magic mat lasts for 4 exploration turns.

[10] Wizard Wine - 4th level
This spell can only be cast when bottling a specifically prepared bottle of wine, crafted from magical berries and a curled glass bottle. The magical wine is poured in, containing many swirling purples and pinks, aging and improving in taste and potency like regular wine. The wine smells fruity and magical, and lets off a shower of sparks each time the cork is popped. It requires a 1st level spell slot to reseal the bottle, which is important lest it lose its power. Each bottle costs 3000 coins to make.

Drinking a glass of this wine has several effects. Firstly the swirling magical energy can be seen somewhat in your veins, especially in a dark room, as it courses through your blood. Secondly this wine grants a bonus of +1 to all magic rolls (including damage rolls of offensive spells and healing on healing spells) rolled while under its effects, as well as +2 to all saves versus your own spells. This wine, like many others, grants a minor feeling of ease and lower inhibitions. Unlike other wines though, this one does not grant mental clumsiness, instead its effects are more abstract. You can also drink multiple doses of the wine at the time, doubling their effects.

While under the effect of the wine your astral form sways and wobbles, as well as your place in the cosmic universe. The wine has made your soul “drunk”. If you are within 15 ft of a portal to another dimension, a highly cursed or blessed magic object, or nearby any spell scroll or spell book there is a 2 in 6 chance that the item will activate or you'll be whisked away through the portal, as though your magical energies are unsteady on their feet and fallen into the object in question. If you have drunk more then one glass of the wine, then this range doubles each time. Also, any spell cast after at least 2 or more doses of the wine miss their target or the target succeeds their spell save, then the caster loses control of the spell instead and it rolls either a random negative spell effect or transforms into a slurry of energies that rapidly change and mutate whatever they touch.

Finally, there is a 1 in 20 chance that when you sober up from the Wizard wine, which takes an hour per dose, that you come back with a magical revelation. You either find a new spell, a variant of an old spell, the true name of a powerful outsider, or lose 1d4 Charisma to gain 1d2 Wisdom.