For
OSR Adventures
[1]
Great Billowing Breath of the North
This spell allows the magicians to suck in a great huge
lungful of air. If breath is held they can hold it for 1d6+1
exploration turns, letting them swim underwater or travel through
poisonous vapors without having to breath in.
If breath is expelled instead, can create huge clouds of dust if angled at the floor, blow out fires, and if used in combat and push back enemies. Each round inhaled in combat when spell is cast is each round you can blow; can blow in a cone that pushes enemies back 1d6x5 feet per round.
If breath is expelled instead, can create huge clouds of dust if angled at the floor, blow out fires, and if used in combat and push back enemies. Each round inhaled in combat when spell is cast is each round you can blow; can blow in a cone that pushes enemies back 1d6x5 feet per round.
[2]
Spare God's Rod, Spoil Man
This spell reduces or eliminates pain in the body. It
appears as a glittery white dust which falls over the targets and
then disappears. The number of targets and duration can be dived up
and the potency reduced accordingly.
If cast on a group of wounded soldiers or sick and poor
people, can keep them away from pain for 1d6 hours. Wizards who do
this can earn 2d6 copper pieces per man they spare this way.
If cast on a single person in combat, makes them totally immune to pain for the rest of the combat encounter. They gain +1d6 temporary HP and gain the following special move; allow enemy target to hit you (no attack roll, just damage against you) and in return get +2 to hit against them. You fall on their sword, literally, to get closer.
If cast on a single person in combat, makes them totally immune to pain for the rest of the combat encounter. They gain +1d6 temporary HP and gain the following special move; allow enemy target to hit you (no attack roll, just damage against you) and in return get +2 to hit against them. You fall on their sword, literally, to get closer.
Many elderly magicians cast this on themselves in the morning and stretch out its use for all day, making them feel youthful and free of the aches and pains of old age. Ignore aging penalties. You'll be spry right until you suddenly fall over dead.
[3]
Granting the Farmer his Fortune
This spell transforms everyday farm equipment, goods,
and animals into things of great wealth and pageantry. Gourds can
grow to become carriages, dogs become loyal guards, cats become
handmaidens and mice become servants. Other animals go 'up' a step;
the donkey becomes a regal horse, a chicken becomes a hawk, goats
become oxen, pigs become fat merchants trying to sell their wares.
Ponds and pig troughs grow into fountains and villas. Weeds become
hedgerows and straw becomes great piles of silk and pillows. Farmer's
tools and clothing becomes arms and armors befitting a noble house, a
bag that holds grains becomes a glorious heraldic battle standard.
Beyond being an incredible illusion, this spell allows
for 1d6 hours of ruling your own little lordly estate, and it would
be likely to fool anyone into believing you truly are a lord or rule
land yourself. By locking yourself in the one room hovel that has now
become a great and mighty keep you can keep safe from enemy assault,
at least until the spell wears off.
[4]
Pearls of Samsara
While holding in your hands nothing but stones, finger
bones, bits of chalk, or small marbles and speaking this incantation;
this spell gives the illusion of these items being pearls or gems of
uncountable wealth. When thrown on the ground anyone not allied with
the caster will have to make a save modified by Wisdom to avoid a mad
scrabble to pick up the worthless items.
Especially chaotic and evil creatures like goblins will
possibly attack each other to get at the treasure. If only one
creature remains that grabs them all, or after one exploration turn
has passed, the affected will look down and realize that their greed
has given them nothing; they see the items as they are.
[5]
The Conquering Hum
The final words of this incantation continue onwards for
an endless amount of time humming. The magic user must still breath
will humming, but can continue this noise for as long as he wishes.
The longer the hum is held, the more damage it causes to his throat
and lungs however.
This hum drowns out all other noise and seems to come
from everywhere at once, making it impossible once you hear it to
know which direction it is coming from. The screams of a dying man or
the clash of steel sound like little more then raindrops. Anyone
within range of the humming automatically succeeds all move silently
checks. Unless an opponent has seen you in combat, you can also
perform sneak attacks against them, allowing a crafty Rouge to sneak
up behind and backstab multiple foes.
If the hum is held for 3 combat rounds, there are no ill
effects. If held for a longer amount of time on combat, -2 to
charisma from harsh and sore voice for the rest of the day. If held
for up to 3 exploration turns, caster loses voice for 1d6 turns
(cannot cast spells) and -2 to charisma for the rest of the day. If
held for any longer than 3 turns, caster loses voice for 1d6 days and
-2 charisma checks for 1d6 days after voice returns.
[6]
The Horrible Visage
This spell allows the caster to first cover their face
with a mask, soot, clay, pond scum, or some other fitting substance
and when it is torn away reveals a hideous gargoyle face. If the
reveal occurs while looking at a target, that target must make a
morale check if their HD is equal or less to the caster's level due
to the frightful face.
While
the caster's face is a gargoyle they automatically fail all reaction
checks, getting an Unfriendly
or Hostile
result. However all spells you cast against those who can see your
face get -2 to their saves, and you can bite with fangs or gore with
horns, dealing 1d6 damage when unarmed. You can also give up your
combat round to give the evil eye to someone, stunning them in place
for one round if HD equal to your level or less.
This spell lasts for 1d6 hours, or until you wash your
face, the ugliness washing off as gray sludge into the water. Smart
enemies may throw water on your face early to get rid of the horrible
visage.
[7]
Shaft of Power
This spell creates a single shaft of glowing light on
top of the caster. By concentrating, the caster can make the shaft
move, such as to follow and 'spotlight' someone else, but cannot move
and make the shaft follow them as well. The shaft of light is bright
enough to illuminate things underneath it, and always have a color
that matches the spellcaster's robes.
The character or creature within the shaft of light
grants +2 levels or HD while within it, granting all additional HP as
temporary health, they save and attack and deal damage as though
higher. Damage dice are also boosted up by 1 die, and they gain +2
saves vs enemy magic. This applies to any creature standing within
the shaft, even foes. The caster may take a single combat round to
cancel the shaft.
The shaft of light lasts for an entire combat or about
two minutes or less outside of combat- you can also use it for
non-combat purposes; shine the shaft on a Rogue while he picks locks
for example.
[8]
The Witch's Brew
This spell requires a large cauldron and water within
brought to a boil. Theoretically you could cast this in a smaller pot
of any size, but for ease of putting in the ingredients a bigger pot
is better. Once cast this spell magically enchants the brew to have
special absorptive properties, and the body parts of both monsters
and men can be thrown in to empower it.
If a small amount of siphoned off and left to cool, it will become a special essence potion that, if drunk, grants a weaker version of whatever creature's power was used to imbue it. For example, if 3 troll hearts were boiled in the pot and cooled into a potion, then this potion would restore 3 hit points. If 8 dragon whelp eggs were cracked and cooked in the pot, then the potion would allow the drinker to exhale a cone of fire that deals 8 damage split among every enemy it hits. If human parts are added, you can for example make a potion that lets you speak the native tongue of that human for 1 hour.
If a small amount of siphoned off and left to cool, it will become a special essence potion that, if drunk, grants a weaker version of whatever creature's power was used to imbue it. For example, if 3 troll hearts were boiled in the pot and cooled into a potion, then this potion would restore 3 hit points. If 8 dragon whelp eggs were cracked and cooked in the pot, then the potion would allow the drinker to exhale a cone of fire that deals 8 damage split among every enemy it hits. If human parts are added, you can for example make a potion that lets you speak the native tongue of that human for 1 hour.
The brew can be siphoned off multiple times, one for
each type of monster part or ability put into the pot. If the pot is
spilled over before the potions are made, then a chimeric monstrosity
loosely under the control of the caster comes out, possessing and HD
equal to the average monster HD parts that were put into the pot,
plus a mixture of their abilities. If any of the parts are human, it
can use tools.
[9]
The Burning Ruby
This spell conjures forth a small hand-held ruby that
emits a constant pure white light. It's light is only about as bright
as a regular torch, but anyone who looks at the ruby, even if they
barely can in peripheral vision, is blinded in a total red haze.
Those blinded are unable to see for 1d4-Wisdom Modifier rounds.
The
caster is not immune to this effect, but can wear it on a necklace or
as a diadem
just
above the eyes, making them unable to be beheld by anyone or hit with
ranged weapons or attacks without special methods to circumvent the
magic. The ruby's light can easily be used by a torch, but its
effects become very weak after 3 exploration turns, the ruby's light
only being as bright as a candle and blinding for one round. After
two hours or 12 turns the ruby crumbles to ash.
[10]
Chastising Appendages
This spell conjures 1d8+2 dull yellow tentacles, with
bright blue skin around each sucker. The tentacles appear wherever
makes the most sense; out of sewer grates, cracks in the wall,
busting up from the earth itself, appearing from inside a backpack,
or just from a shadowy corner. The tentacles all only have 1 HD, and
though they are somewhat hard to hit (14 AC) they are weak. Anyone
using an axe can kill a tentacle on a direct hit, no damage roll
needed.
The tentacles do not deal damage, instead they make
attack rolls vs AC to grab the target. Each tentacle that grabs can
hold up to one limb in place, making it very hard to break free. Once
the tentacles are summoned, they last one exploration turn at most,
before slinking back into their holes.
Once a person is immobilized, the caster may command one
of the tentacles to use its bright blue suckers on the target's skin,
giving them a painful tattoo. This tattoo is permanent, but can be
removed through medical or magical means. Wizard apprentices who
steal from their masters are often branded with the symbol for
'thief' so other Wizards will not take them into their tutelage.
[11]
Descend the Stairscase
If this spell is used while in the air, it allows the
caster and all nearby to float down safely from a long fall. The
incantation can be spoken quickly enough to allow for rescue from a fall.
If the caster and up to 12 others hold hands in a
circle, this spell can instead be used to sink through the floor down
one lower 'level' in whatever structure or place you are in. The
spell's magic ensures you are not crushed by placing you inside a
wall, but you may be separated from the others if the space is too
small or find yourself on top of sleeping monsters. This spell can
only be used to go down, not up.
[12]
Black Evocation
This spell conjures forth a bolt of what looks like ink
at the target. When it hits, the target feels their life force being
corrupted or drained away, and it deals 1d8 damage to their health
and 1d4 damage to a random stat. If a save vs magic is made, the
damage is half for both.
Anyone struck by this spell has strangely glowing bones
afterwards, and their skeleton is vaguely visible through their skin
until the damage to both health and their stat is healed. If this
spell kills something, their flesh and skin are shed and cast off as
their skeleton is all that remains, painted black. Black skeletons
raised as undead are known to be especially cruel and clever. This
spell has no effect vs the undead and the unliving.
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