This spell must be
cast by a very powerful Sorcerer. Typically it is cast with ritual
reagents including the blood of giants, magical stones, and powdered
flesh of rare and exotic species to name a few. Once the spell is
cast, the “magic” must be bound in an object or location that
relates to imbibing food or drink. All who drink at that table or
drink from that chalice restore damage to their Strength score, and
over the course of each meal or feast you will gain an additional
point of Strength.
If the eating
continues; treat those who use this spell as with “Giant Strength”,
meaning they win all Strength contests against those without Giant
Strength, and treat their modifier as a +5 for anything not involving
other giant or supernaturally strong creatures. Those blessed by the
spell can eventually bend steel, divert rivers, and crush boulders
into dust with their fingers.
All across the
world; this spell steals strength to give it to those who partake.
Young men grow short and weaker then their fathers. Giants pant and
sweat under their own weight. The great beasts of the wild become
afraid of man; unable to drag their victims off their horses or into
the rivers. This stolen strength flows to the feasters and grants
them greater and greater power. The effects are minor for those who
only use this spell to empower themselves or their retinue, but the
longer it is active and the more people eat from that table to
receive its benefits, the more devastating this becomes for the
average folk and even the natural world until it is ended.
[2]
Bloody Hand of Injustice
In order to
complete the long and arduous process to cast this spell, the caster
must organize a ritual of great slaughter where at least 33 virgins
and 66 animal sacrifices are made, invoked to the dark God known as
Canor.
Canor appears as a
bloody severed hand with pure black flesh, a silver stake through the
palm, and an eyeball topping one finger. It takes interest in those
who commit great Injustice, and rewards their sacrifice with its
powerful boon.
Once the ritual is
complete, the spellcaster becomes totally immune to secular justice.
All over the world, authority figures find themselves stripped of
their ability to do anything about them. This power is “worldwide”
because it affects everyone, even authority figures who have no
knowledge of the spellcaster, but will find it impossible to punish
them even after they commit another crime against them. The power of
this enchantment increases with higher levels of authority- local
lords and militia men will find themselves stalling and unable to
raise arms against the injust one, but may still be able to spread
the word or find a second hand way to harm them, such as leading
monsters to their lair. Kings and High Nobles lose any ability at all
to do anything about the person in question; they cannot rally armies
or demand their imprisonment, they can't tax them in lieu of a formal
fine, nor can they even exile or banish them. The orders simply can't
carry down the chain of command.
Those not involved
with authority, such as hapless adventurers and outlaws, are not
affected by this power. If they are the ones to kill or stop the
spellcaster of this spell however, they will be branded as outlaws
for attacking them. This happens regardless of if everyone involved
knows about the spell and is actively working against it; the Dark
God who controls it is more powerful then mere men. Religious
authorities and paladins are immune to this spell entirely, which is
why they are so often trusted to deal with the forces of dark magic.
[3]
Utopian Sky-Streak
This spell
requires a good hearted mage to be cast, and many gemstones of all
the colors of the rainbow. The magic user must stand on a sacred
cliff, throwing the gems into the air and watching them turn into
colorful streaks of light across the sky. The more gems they use for
this spell, the more likely it is to stick and the more powerful its
effects are.
Every so often, a
sky-streak of color will pass over a town, village, or countryside.
People will feel an innate sense of luck, happiness, and comradire
with each other even if they didn't see the streak. The magical
streak is like a washed-out rainbow sometimes hard to see across a
bright blue sky, but it is essentially a bringer of fortune. Every
intelligent being will be better off having the streak fly over their
lands, and the streaks often bring about worshiping cargo-cults that
praise them. These sky-streaks continue on forever, but only rarely
occur in one place at one time. The more times this spell is cast,
the more commonly the streaks appear.
There is also a
weakness to this spell; the capture spell. If an opposing or greedy
magician makes a magic clay pot and paints the interior black while
leaving it outside and a Sky-Streak passes overhead, it will mistake
the pot as a sad, dark place that needs its touch. It will fly inside
the pot and become trapped as the lid falls on top. Then, the mage
can easily transform the streak back into a portion of the gemstones
used to cast it, plus a portion of all the money given to wishing
wells and shrines used to wish for good wishes.
[4]
Atmosphere of Alloy
This
spell is anathema for most living things, and its continued existence
will destroy all life as we know it in the world. As such, orders of
holy warriors who battle against inanimate intelligences, automatons,
and societies of golems who have broken free from their masters. The
spell's effects begin at a local level, killing or converting all
wildlife and intelligent beings, and slowly spreads as the spell
caster feeds it. Most spells on this list can be ended by killing the
magic user who cast the spell, as their numen is directly what feeds
the enchantment.
This spell gives a
coppery tint to the air, and makes the sky burn brilliant colors at
dawn and dusk in the local area. Water starts to shine oddly and
taste metallic. This spell is changing the world into one of metals,
stone, and mercury. Living trees in the area begin to so sicken and
die, but they don't fall over and instead stay rooted in the ground
as their bark turns to iron. Animals slow down and starve as plant
life falls apart, many grazing beasts get cuts on their legs and
stomachs and die from them from the grass that has gotten as sharp as
swords. Most animals will eventually either freeze in place on death,
slowly becoming a crumbling, rusting metal sculpture in the rain, or
they will break down and their animal souls will turn to elementals;
a lesser form of life spiritually but a better survivor in the toxic
new world. Humans are not safe from this effect; entire towns are
locked in place in the middle of the last busy day they could have.
The power of this spell is driven by the air; it slowly permeates
matter, but the air and the sky is always first to change, and
wearing breathing masks and using magic fans can help keep the worse
of the effects of breathing the metal air away from you.
As this spell is
fed, it has a feedback loop. The metal and alloyed creatures and
beings it makes create more magical energy aligned with the caster's
wish to convert all to unliving matter, and as such it feeds the
spell more and more. It grows larger, invading nearby lands with
heavy fog and miasma that smells of sulpher in the deepest valleys.
Those on the tops of mountains may forever be safe from the spell,
and it can hardly cross oceans without intervention, but this spell
could still easily wipe out all life if not taken care of quickly.
Some beings are
not alive, but have aspirations to control the world themselves or
simply to live at peace from the chaos of living beings. Ancient
golems thousands of years old may tire of humans giving them orders,
and as such, seek to serve those who may cast this spell to make the
world quiet and sterile. Some entire races of beings may already be
partially living metal or clay; using this spell might sicken a part
of them or may only help their adaptation along into being totally
lifeless beings, immune to the weaknesses of normal flesh.
[5]
Dungeon Breathe
Ancient rites of
chaos magicians. This spell only exists in fantasy worlds where
“dungeons” and the “mythic underworld” are close in
connection. All over the world, the entrances to caves, crypts, and
dungeons start to supernaturally develop air currents and low
murmering sounds that sounds like distant breathing, as though the
Earth itself is alive. Every day, the dungeons will exhale monsters
into the world, and inhale light and nature. As time goes on, this
powerful magic spell will start to make the world into a more
magical, though dangerous place, where as dungeons will start to
become more peaceful and placid, but only just.
The nightmare
logic of a dungeon and the peaceful order of the surface world will
mix together into a brackish mixture which, at its conclusion, will
mean as above so below. Dungeons develop naturalistic fauna and are
safer, the surface develops new creatures and animals that are more
aggressive and dangerous, with powerful artifacts and traps
spontaneously generating even in natural places and orderly
structures. The world becomes a hexcrawl.
[6]
Primitive Presence
This spell must be
cast in a magical glade or hot spring in a natural place, untouched
by human hands. This spell cannot be ended by slaying the caster, but
only be destroying this place of natural beauty or cast the
dispelling magic here and only here.
All around the
world, tools of iron and steel begin to decay. They rust and fall
apart. Armor and weapons all start to suffer, and technology becomes
incredibly unreliable and decays very fast. Coinage starts to tarnish
and paper money is shredded. Books are hit very hard as well, causing
havoc to all magical practitioners except those who continue the old
oral traditions. Even domesticated animals feel the effects- still
changed from how they were in the ancient days but more wild and
rugged. All around the world, civilization starts to fall back from
the forces of nature, and people are slowly but surely forced to
return to a more primitive lifestyle of hunting and gathering in
nomadic tribes. These changes do not happen all at once; it could
take five generations for the last bastions of the civilized world to
crumble away to natural savegery.
This spell grants
power to those races who have little to benefit from technology, or
to those who have found other ways to be advanced and powerful.
Bronze is also largely unaffected, meaning much of the world will
continue on with armors and weapons made of bronze and lesser metals.
Once the world has 'reset' itself to a point of naturalism, the spell
wears off and people can begin to create systems of writing and
farming again. It is believed that throughout history, this spell was
cast multiple times, which is what has caused the rise and fall of so
many ancient civilizations.
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