These
spells are stupid. For spells cast on idiots; they only work on
characters or monsters with a -1 Intelligence modifier or worse. For
spells cast by idiots, reverse the effects of your Intelligence
modifier. So someone with a -2 Intelligence modifier would treat it
as a +2 instead.
[1]
Piss Point - 1st
Level
Wets
a target area of cloth or fabric. Isn't colored, doesn't smell, isn't
warm, and doesn't even “trickle” out like urine would, making a
really dumb and unconvincing spell. The spell is actually useful to
wet fabrics while traveling through a desert or to wet a cloak to add
some defense to a fire blast, or wetting an enemy before lightning at
them.
[2]
“Look at what I can Cast”
- 3rd
Level
When
cast, this spell requires intense concentration. Two green
“gemstones” of magical energy float from each hand, merging into
a beautiful fractal pattern over the course of several seconds, then
turning into a red glowing magical flame which constantly turns
itself inside out with a bright blue round 'core' visible in the
center, which lasts as long as the caster maintains concentration.
This spell doesn't do anything, and is simply a parlor trick dumb
magicians invented to prove how good they are at magic. If you cast
this spell in the presence of an ignorant Apprentice, treat your
reaction check as the highest or second highest possible result, as
they are so impressed.
[3]
Wand-Snare - 1st
Level
This
spell makes your wand bend and become magically accurate; the wand is
thrown at the feet of the target to attempt to entangle their feet.
Targets get a save to avoid, and can attempt to cut themselves free
or burn the wand off in the next round if they fail and trip. Using
this spell disarms you of your magic wand, obviously. The wand will
straighten out after use but a small warp will always remain, giving
idiotic wizards a characteristic flaccid wand.
[4]
Remembering Spell -
2nd
Level
Take
out a slip of paper as large as a post card. Everything you write and
draw on that postcard is something your character can instantly
recall. They can recover this knowledge even if they forget, are
knocked out, or hit by a mind-wiping spell that doesn't also erase
this remembering spell's power. This spell can also be done in
universe by simply writing the same information on paper.
[5]
Bouncing Spell - 1st
Level
This
spell makes something bounce, but doesn't protect the object from the
damage it would take from falling. Casting this on a clay pot and
throwing it across the ground, for example, would cause it to shatter
on impact but then the shards would fly up at about the same height
it was thrown from. This spell can be cast on people, allowing them
to fly back up after falling, but they still take the damage. Feather
Fall would also stop the
bouncing, as you would lose all speed for the rebound.
[6]
Savant's Metamagical Preparation
- 4th
Level
This
powerful enchantment must be cast while the user is preparing spells.
This allows them to prepare any spell of 4th
level or less and allows them to reverse the mental ability score
bonuses the spell has AND adds a passive bonus of +1 to all damage die or
save rolls. Meaning an unwise -2 Wisdom magic user will treat the
healing of a spell as +3 from the bonus Wisdom instead, or treating
their negative Intelligence modifier instead. While not often used,
since unintelligent Wizards rarely become powerful enough to use this
spell, it can be combined with other spells such as a self-cast
Moment of Idiocy to turn ignorance into power.
[1]
“Intelligence Test”
- 1st
Level
To
cast this spell requires a gold coin, which is not consumed in the
casting. The caster must first demonstrate the “test” by placing
it against their head, and banging the back of their head with their
hand to prove how “smart” they are, as the number of hits
indicates the user's intelligence until the coin falls off. Then, the
coin is placed on the target's head, and secretly palmed as they slap
the back of their head over and over until they figure out they've
been duped.
This
spell tricks the idiot into smacking the back of their head for up to
one exploration turn, until someone snaps them out of it. The target
also takes 1d2 damage to their Hit Points and to their Intelligence
stat from the damage to their skull.
[2]
Back Attack - 2nd
Level
This
spell can only be cast on someone lifting a heavy object, and someone
with a Strength modifier of +1 or less. This curse throws out their
back, causing them to feel intense pain and be unable to perform
physical labor, and dealing 1d4+1 damage to their Strength stat. This
spell also does not work on someone wearing protective equipment or
lifting “properly”, using any amount of cleverness or tools to
help lift protects you from this spell.
[3]
Impotent Rage - 3rd
Level
This
spell can only be cast on a target entering a feral or berzerk rage.
Instead of flying off into combat or performing a feat of strength or
daring, they start to rant about the unfair nature of romance, the
geopolitics of far off foreign powers, or mistakes they made in their
youth. Nothing they do or complain about can actually be changed;
they are simply angry at the heavens themselves. This effect ends if
the creature is attacked, and creatures get a save to resist the
spell if they were about to do something really important.
[4]
Brain Fog - 2nd
Level
Renders
a person temporarily dumber. Since it only works on dumb people, the
effect is minor. The person treats their Intelligence modifier as -1
less then it was already. This spell lasts for a month, but can be
ended early by poking a hot needle into the center of one's forehead,
dealing 1 damage, which lets the fog flow out. It has enough fog to
obscure a small room so you can barely see your hand in front of your
face, potentially being useful as an escape mechanism.
[5]
Knocking Door - 2nd
Level
This
spell magically enchants a door to 'knock' when approached by
someone. If they knock back, the door will knock back at the same
speed and number of knocks that were given, and will occasionally
create a random pattern of knocks to copy and play back to the
knocker. This spell stumps idiots for up to 1 exploration turn per
negative Intelligence modifier they have. This spell does not lock
the door, but the effect is permanent until someone you don't want
enters.
[6]
Moment of Idiocy -
4th
Level
This
spell can be cast on anyone, ignoring the normal restriction. It
suspends someone common sense, suspicion, and training for one single
moment in time, treating them as -3 Intelligence modifier for a
single moment or roll. It can also be suspended until a certain event
or attempt at an action is made by the target of the spell, which is
specified when the spell is cast. No saving throw is allowed for this
spell, everyone can be an idiot sometimes. The true trap of this
spell, is it's hypothetically reverse. Wizards have wasted years of
their lives trying to find the fabled “Moment of Brilliance”
spell because of this one, but it may not even exist.
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