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
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.
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.
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