Thursday, December 27, 2018

Alien Coalition Generator

This generator does not override the original Alien Invasion Generator, instead it adds onto it.

The Aliens in this case are part of a larger, multi-species of aliens. Roll all relevant tables on the first generator. The aliens generated are the leaders caste of the coalition, and their weapon or fighting style and alien quirk is specific to them. The technology, purpose, and other tables apply to the entire coalition- the lesser castes are augmented by that technology when applicable.

The 'leader' caste is the most politically central of all the castes and controls and directs all other actions. Most of the other castes are clearly modified or eugenically guided to better fulfill their purpose and enhance obedience. Roll once per table to see the castes of coalition.

Alien Coalition Generator Tables
Science & Exploration Caste -1d8
[1] Sausages. Filled with green-gray goop and have technological limbs to move.
[2] Large eyeball, few tentacles as limbs. Bright orange or blue skin, eye has a huge black pupil.
[3] Crawling, sandy-colored seaweed-like creature. Photosynthetic, takes soil samples by taste.
[4] Dolls. Look like small doll-like beings, have fake clothes for artificial bodies, etc.
[5] Dragonfly-like insect people with three sets of wings. The last set is artificial. Can hover.
[6] Crocodile-like creature. Has robotic arm that drags a tablet computer to its little hands to take notes and interact with any tools they pick up. Usually floats in the water, deceptively intelligent.
[7] Floating sphere-shaped probes with 'finger' antennae. Small glass port on the back reveals a tiny patch of freely growing nerve cells, which control the probe and give it “personality”.
[8] Black Orbs of a latex-like material. Float, cling to whatever they touch, scrap samples from the surface of objects. Somehow intelligent, but require communal spinning wheel machines to input data and are fragile enough to be killed by basic weapons.

Soldier Caste -1d8
[1] Bipedal creatures with blue skin and cube-shaped heads. No eyes, mouth, or nose.
[2] Fleshy stumps with a few short legs. Spikes grow out as armor. Weapons built into body.
[3] Tank-Men. Creature born inside tank, never let out, has four powerful arms man the guns.
[4] Centaur beings with four black stilt-legs and gray vaguely humanoid upper body. Snipers.
[5] Tall, lanky gray-skinned aliens with snouts that wear collars. Still seem to possess “honor”.
[6] Cat people. Kind of cute, but as murderous as if cat were actually people sized and had people level of intelligence. Plays with their prey.
[7] Genetically modified members of the leader caste. Increased size, strength, and metal plates screwed into place over face. Lacks most upper levels of thought or free will.
[8] Robotic soldiers. Heavy arms and armors, animated via means of the aliens main form of technology. Have a open spot underneath their armor for easy maintenance, means they're very weak to ground based explosives and attacks from underneaht. This is fixed after the second time it is successful exploited by the earthlings, with armor put into place to cover this weak spot.

Hazardous Environment & Worker Caste - 1d8
[1] Machine with catapult like main body, one major arm for heavy lifting and work. Levitates.
[2] Ultra thin white stick creature, head is just a stick with a few light detecting spots. Creepy walk.
[3] Pyrosome membrane worms. Crawl like snakes, can eat anything. Use light to communicate.
[4] Heavy bloated stone-skinned creature. Silicone based life form. Has lumpy stone 'hands'.
[5] Neanderthal looking humanoid with purple hair and pale skin. Seems resistant or immune to radiation. 50% chance it shares a common ancestor or it is the common ancestor to man.
[6] Beetles with green nubs on the side. Can hook into special harnesses to use guns or get prosthetic arms to pick things up with, etc. Similar to a cockroach.
[7] Dog-sized furry weasels with bulbous sacks on their back. Can inflate them to float on water or move across light surfaces. Can also stand bipedal and draw weapons from holsters in their sides.
[8] Gnarled plantoids. Look like dead shrubs, roots hook into mechanical walker to move.

Terror Units - 1d20
Every caste has a terror unit, which are only found during terror missions or within alien bases dominated by that caste. Crashed UFOs and away missions do not have terror units. 1 in 4 chance any given caste has 2 terror units instead. Leader caste may have their own terror units or use other castes as their backup.

[1] Roll a new Science & Exploration Caste alien. It uses brain scrambling devices/psychics.

[2] Roll a new Science & Exploration Caste alien. Sets up alien equipment on missions that give aliens better battlefield control and zap nearby people who get too close.

[3] Roll a new Soldier Caste alien. Equipped with heavy explosive munitions & suicide bombs.

[4] Roll a new Soldier Caste alien. Have very heavy personal armor or energy shielding.

[5] Roll a new HE & Worker Caste alien. It has an aura of toxic fumes or radiation. Immune to itself.

[6] Roll a new HE & Worker Caste alien. Fights in close range with highly effective natural weapons.

[7] Amorphous blob men. Can squeeze through gaps, dissolve people with sludge, split apart, etc.

[8] Bat creature with ape-like upper arms it walks on. Unusual face lets it channel its own sound waves when it ecolocates; scream temporarily disables human technology like radios, generators, etc.

[9] Trilobots. Little mechanical bugs, crawl into vents and hide under cars to get close. Stinging people releases a toxin that paralyses them for a few hours, useful to capture and terrorize humans.

[10] Death Ball. 3 ft Diameter orb, brightly colored plastic. The orb fires the alien leader caste's signature weapon in all directions with great speed and accuracy, firing on the go, and it is almost impervious to damage. Aliens only ever bring one at a time because it's enough.

[11] Shield Barer. Alien creature with compound eyes and a turtle-like head, body is replaced with artificial shell. Can project an energy barrier up to 20ft up and across or to fill a space, blocks all physical and energy based projectiles. Come along with soldiers as defense.

[12] Spewworm. Horrible little creature that swallows anything organic, before spitting it back up in a disgusting spew that smells terrible and creates clouds of stink. Vomit also contains baby spewworms, as they reproduce this way. Any area hit is uninhabitable by humans shortly after, only aliens have special frequency weapons that kill spewworms to reclaim the area.

[13] Heavyset, gray and brown skinned aliens with walrus like faces. They have huge cannons attached to their arm and fire out bolts of green energy that explode things on contact, causing huge destruction and damage. Not given armor or much direction, hitting the generator on their back will blow them up.

[14] Biological spider-like upper body with a floating set of jets for the bottom. This being is equipped with several scanners and enhanced eyes with glowing red laser cores- they can see through walls and hear tiny sounds like heartbeats. Help aliens locate hiding humans, but aren't armed themselves.

[15] Skink-like small lizard men. Have special body suits that help them go camouflaged in any environment, partial invisibility. Armed with knives or small pistols for close up assassinations.

[16] Whatever Caste rolled for this terror unit; a regular member wearing a full biohazard suit with other containment equipment and respirator. Uses a plasma-throwing flame jet gun that melts and vaporizes everything it is shot on. Short maximum range.

[17] Roll a new Leader Caste alien with their new signature weapon. They are very effective, but seem to be mercenaries or of an intermediate “caste” above the slaves and soldiers.

[18] Decoy Drones. Appear as something cute and harmless, like a baby in a stroller or a box full of puppies to a 'free home'. The moment it is approached closely it transforms into a robot with metal blades and slices people up close. Only has one decoy form so once discovered and circumvented aliens stop using it altogether.

[19] Dome-like construction. Waxy glass dome is opaque, and absorbs 90% of all damage dealt to it via energy weapons. The underneath is flat and has a bunch of shiny holes. Floats 8-10 feet off the ground. Attacks by hovering over victims and blasting them with the alien leader caste's signature weapon.

[20] Human 'zombies' changed via some kind of attached cybernetic, brain parasite, or implanted alien organ. Fight as rage zombies, basically just shock troops. 1 in 20 chance of removing the parasite/implant successfully without killing the human, who can be brought back to normalcy with some interesting knowledge about the aliens they learned while under control.

Tuesday, December 25, 2018

Christmas in Garden + 20 Garden Christmas Gifts

Christmas is multi-dimensional holiday. It's the only major celebration in Garden, besides the anniversary of the Founding and New Years eve. Each one appeals to one of the basic sensations and needs for a holiday; the Founding is a bureaucratic excuse to have a day off, Christmas is for the family, and New Years is the swingiest loudest party of the year. We're focusing on Christmas.

Garden has an unusual seasonal calendar. It has no day time, but the city itself as well of the surrounding forests are kept relatively warm by some sort of cosmic radiation or unseen energy force coming up from beneath the ground. Most of the year it hovers around the same temperature, a bleak below room temperature that necessitates a jacket or long sleeve, especially in the winter. But it isn't too uncomfortable for the denizens of the city. However during a short few months of the year, Garden is colder then normal. Snow begins to fall and the town is hobbled up indoors. On the opposite side of the calendar year, there is a summer rainy season that makes the city much warmer and more humid.

During the cold season, human immigrants to the city began to set up their own celebrations for Christmas. Only to find the other aliens quickly doing so as well. For some strange reason, every alien race asked had a Christmas style tradition; the secular Christmas, not the religious one. All of them had reasons, and were naturally shocked to find other species in the nightlight city sharing the same symbolism. Every culture in Garden seems to come from planets and worlds with a Christmas analogue, or perhaps it is some kind of infectious psychic idea that warps their own traditions. The squid people of Rambulon have vivid memories of waiting to see a squid crawling up their vent shaft dressed in a red and white outfit, baring gifts. The scavenging carnivore birds of another dimension specifically have recipes for baking cadavers into little crispy cookies to leave out with a glass filled with blood for “Santa” to drink on his journey. The details differ, some cultures replace the “elves” with inferior caste members of their worlds or prefer to make gifts as unappealing as possible to ward away mischievous spirits, but for the most part everyone likes Christmas.

If you dislike this concept; then just make human immigrants to Garden City still celebrate Christmas and everyone caught on and does it too. That could be the “humans” special thing as a race in this setting.

20 Garden Christmas Gifts
[1] Untouched plasma TV screen! Still wrapped in its offworld plastic. The TV is “plasma” in that it actually contains plasma in a chamber along the top, glowing in any dark room with energy pulses. Might cause a blackout or two during setup from needing all that energy. There is no TV network in Garden but you might be able to get a film or a talkie on there.

[2] Fortune Telling coupon; one free actual psychic reading. 84% accuracy.

[3] Hovercar Waxing.

[4] Lovely fruit basket. It's from a Random Gang, which is the only special thing about it.

[5] Gun cleaning kit. Or just a whole gun, which is a nice mid-level present for most folks.

[6] Year-long pass to board the skytrams around Garden's busiest area. By far the most useful present you will ever get.

[7] Dinner reservations for two at The Bronzer, Garden's most premiere restaurant and lounge. Classy Jazz & Swing music, great offworld drinks, tons of the rich and famous. If you don't go, a mob boss will hire a hit on you for wasting your reservation since it's so exclusive and they get jealous.

[8] Extremely expensive bottle of bubbly champagne that can help grant wishes. Usually reserved for New Years eve parties.

[9] The secret location and phone number of Cloreese's Massage Parlor. Her rates are affordable but she has a very strict list of clientele. She offers a soul alignment. You'll come back a changed man; your body and psychic energies perfectly entwined. Effects last 2d4 months or until you do something morally repulsive or very, very petty.

[10] Some kind of pedigree off world pet. It's orange with blue rings around its eyes, bit of a dog mixed with a kangaroo with some weird alien tail and extra spines along its back and ribs. Has a difficult diet and hard to train, but if properly cared for could fight for you as well as a professional kickboxer.

[11] Mundane item like a lamp, flashlight, empty violin case, or an ID card for someone you don't know, etc. The item is from an underground storage locker and has a unique power.

[12] A “Are you a Psychic?” book. It's a cheap, overpriced pulpy piece of shit. Actually has 1 in 20 chance to reveal unknown psychic potential.

[13] Full set of backpacking gear, tent, and high boots. Suitable for exploration of the forest outside of Garden city. Common gag gift, nobody would dare go on a hike in the dark woods.

[14] It's a double sided record containing the best Jazz singles of the year.

[15] Automated bill counter. Put through a machine, counts up the glow in the dark bills and bundles them into nice stacks.

[16] Wrapped up box of cigars, made of Garden's finest midnight black grass.

[17] Single box of chocolates from off world- your world in particular. Is a little old, but still a nostalgic luxury too good for most to pass up.

[18] Bolt of wisp cloth. Comes only from one planet offworld, only rarely imported in such large and useful quantities. Pinkish but color changes depending on the light. Extremely comfortable and delicate, used to make bedsheets, pillowcases, robes, etc. You'll have to take it to a tailor to get it made into something useful.

[19] Full bottle of sweet malt liquor. Brand is Fourth Eye, displaying an alien face with an extra eye from its normal three.

[20] Commemorative coin for the city's tricentennial birthday, which also grants special access to the city's secret rulers club for that night only. That's two years from now, you have no idea who sent this gift to you.

Saturday, December 22, 2018

6 First Level Defense Spells

[1] Knife-Thrower's Bane - 1st level
This spell grants +3 AC versus a single thrown knife attack. When cast, this spell must select the character about to throw a knife at the caster, or selecting a target to be protected by this spell. The spell ends after the first time it grants protection. This spell has a +3 AC bonus against knives and kunai, but only has a +2 AC bonus against things similar but separate from knives, such as thrown swords, spears, shurikens, and chakrams. This spell only gets a +1 AC bonus against arrows, bolts, darts, and needles as the symbolic closeness to arrows ends. Sling bullets and musket fire is not effected and passes right through this spell's magical protection.

[2] Billowing Leaf Barrier - 1st level
Only usable in a place with a decent amount of fallen leaves and when an enemy tries to attack you in melee. There is a sudden updraft of wind around the caster and the leaves fly upwards, hitting the foe with surprising force and giving them -4 on their attack roll. During the Fall season, the amount of leaves means the barrier it more powerful, automatically blocking the melee attack. Creatures using huge weapons or running at full force may be able to penetrate the most powerful leaf shields, getting a -6 against their attack roll if they go through the shield in fall, but for most it obscures and blocks the caster totally, giving them a chance to back up or even escape.

[3] Vacuum Orb - 1st level
When hit by a magical fire spell or flaming bolt, this spell lets you attempt to cancel out the bolt in mid air by catching it in a vacuum, suffocating the magical fire inside your sphere. This spell can be cast as a reaction to a fire spell, and can only catch and extinguish fire or projectiles of pure fire like spit from a Fire Elemental. Flaming projectiles with physical parts, like a fire arrow, are not stopped by this spell. The damage for the fire spell or blast must be rolled first to see if the vacuum can handle its heat and ferocity. The orb only works on fire spells that deal 3 + wisdom modifier of defending caster damage or less. Anything more powerful breaks through the Orb and hits the defending caster anyway.

This spell can also be used to put out regular small fires the caster is close enough to touch; like candles, torches, or tiny campfires. An especially powerful mage or one with high Wisdom may be able to suffocate an oven or furnace's flames with this spell. The suction of the orb could also do something like trap a rat within it for a moment or suck an object out of a medium where it is stuck, but its secondary powers are quite weak compared to greater versions of the spell.

[4] Ambertrap - 1st level
Using this spell, you can capture a small annoying insect in a permanent trap made of amber. This spell only works on tiny insects,slugs, evil leeches, or other vermin and something without even a single HD, and especially powerful little creatures get a saving throw to resist. The trap is clearly holds the insect, and if broken free by spell or hammer the creature will once again free them. Teachers and practitioners of this spell beg students to dispose of the creatures they trap with this spell when they get the chance or keep them safely contained, because prophets can forsee the ecological devastation that will eventually come from these ancient and primordial beings, modern insects and pests, will bring upon the future when they are one day freed from their amber prisons.

[5] Devisualizer - 1st level
Once cast, the caster makes themselves and up to a small group of willing targets totally incapable of mentally visualizing or imagining things. The specific mechanics of this spell make your Charisma modifier when it comes to artistic creation and art count as -2, but it also prevents you from visualizing bad things and being harmed by phantasms that rely on your own imagination to conjure your worst fears or make you hurt yourself. The spell lasts 6 turns or one hour.

[6] Shield of Surprise - 1st level
Cast only just after being hit or just before. When the magic user is hit in melee by an enemy, the offending creature will see a strange orange light growing underneath the caster's robes, under their fingernails, in the wrinkles on their face and behind their eyelids. Then with a smile, the magic user releases the retaliatory bolt of energy that blasts the unsuspecting foe in revenge! The bolt deals 1d4 + magic user's Intelligence modifier in damage. This spell even activates on death of the caster, retaliating at the last second.

This spell only ever works once on the same target. It's very surprising and quite dangerous to most weak creatures the first time it happens, but after that they expect it. Whenever this spell is cast on them again, they just sidestep or block the block, knowing the orange energy will blast them if they don't respond. Those who know about the spell but have never been hit by it just get a saving throw to avoid it. If a creature's memory is totally wiped or their level is drained to 0 they may forget or lose track of the experience and becoming vulnerable to it for another singular instance.

Thursday, December 20, 2018

6 First Level Attack Spells

[1] Astral Spider - 1st level
When cast, this spell flings forth a spider from the astral realm from the caster's hand, lunging at the target. The target must be within range of a spear. The spider conjured isn't a real spider, it appears as a glowing light that is more of a suggestion of a spider made up from both the caster's and the target's mind of what a spider should be.

When the spider hits, it deals 1d6 poison damage on a bite and disappears into a shimmering light. Anyone can try to avoid the spider by cutting it down in mid air or dodging it by making a combat save. On a successful save the spider becomes a neutral combatant and may attempt to scurry off to hide until it can find something to sink its fangs into and finally cease existing.

[2] Horned Headbutt - 1st level
This spell conjures magical horns on the casters head, letting them perform a headbutt on a nearby enemy. The unexpected attack gets +2 to its attack roll, but still must succeed in order to hit. If you fail the attack roll, the horns are blocked by stay on your head until you make a successful hit, or until someone hits you over the head with something hard (take -2 damage from the attack).

In addition, if this spell is cast while the caster is wearing a helmet made of metal or wood, then you can add +1 to the damage as you crack the opponents skull with your own.

[3] Flying Feathers - 1st level
To cast this spell, the user must have a handful of feathers in their hand. They could be ripped from a pillow or a live bird in the same round. When cast, the feathers are thrown outwards in an arc that hits all in front of the caster in a cone, the feathers flying with quills out like daggers. The feathers deal 1d4+1 damage on a hit, and count as magic so they can hit supernatural creatures.

The feathers of a specific or powerful bird or feathered creature can change what this spell does. Phoenix feathers deal an extra +1 damage and all damage is treated as fire damage. Feathers from an angel don't hit good people and deal bonus damage to demons, or turn undead as equal to the casters level as though they were a Cleric of the same level, and so on.

[4] Devastating Pattern - 1st level
This spell creates a negative spiral of energy and thought on the target, and deals 1d2 damage to their Wisdom score AND the next saving throw they make is made at -1d2 from the unlucky energy placed upon them. This spell is more of a curse however, as the target is wrapped up in depressive or addictive behaviors after getting hit by it, the longer it is kept without treatment the worse this becomes. This effect persists even after the Wisdom has been restored.

Anyone can be cursed of this spells cursing effects by having a ceremony done by their local healer or mystic, or can also have it reversed as a result of receiving or giving a genuine act of kindness.

[5] Shockburst Stain - 1st level
The caster throws out an apple-sized ball of yellow energy which seeks its target unerringly. When it hits, it deals 1d2 shock damage, and can only be stopped by jumping into a body of water or going behind a waterfall to short out the electricity.

Once the orb hits, it also stains the clothes and equipment of the target with a splotchy yellowish stain. If only hit once, it is easy to overlook the stain especially in the dark, but if hit many times the color of the outfit will be significantly marred. The yellow stain is a course and dry but well stuck on material, and seems to hum with energy if you touch it with something metallic. As long as they wear clothes with the stain they get -2 to saving throws versus electrical spells and traps, and get -2 AC versus creatures highly tied to electricity like an electric eel or thunderbird.

The next time the character with the stain gets wet, or has water dumped on them such as from a bucket or a water spell, they take 1d4 damage. If they have multiple stains, they take 1d4 per stain and convulse from the powerful voltage, stunning them for a round. The stain is also instantly removed upon getting wet, disappearing into the water. The only way to safely remove the stains is to either wash them with a long pole, or scrap the stain off manually using a knife.

[6] Gongfool - 1st level
You can only cast this spell on someone holding a shield. When this spell is cast, the shield suddenly pulls forward, as though hooked by something very strong, then slams backwards into the target's upper body and potentially face. If the shield is made of wood or bone, it will deal 1d2 damage and temporarily stun them, lowering their place in the initiative cue by one turn. If the sheild is made of hide, the target is just momentarily stunned without damage. If the shield is made of metal, it deals 1d4 damage and gives the spell its name by creating a loud ringing gong sound, and makes quite a fool of the Fighter holding the shield.

Saturday, December 15, 2018

20 Interrupted Rituals (and the devastating consequences)

[1] Several stars in the sky were moving, the cultists had almost managed to make a “bridge” for the “men inside the stars” to come down. Instead, the swirling cosmic bodies release burning hot points of light. Every round the lights dance around the area dealing 1d6 burning hot cosmic damage to anything they touch.

Roll a save each round to avoid the path of the lights, or you can hold up something reflective to the sky to reflect back the beam. After 5 combat rounds, the lights converge in the center of the area, and cause everything inside that point to boil over and explode; molten stone and steel, vaporized water and dirt, dead bodies turned into red lightning. Being anywhere close makes a save or die; blasted apart by the cosmic power.

[2] The dead are awake inside the home. If any of them are disturbed or the symbols and lines of chalk around the doors and windows are smudged or washed away, then the undead escape. The cultists were trying to contain them for some unholy union, but now that they're out they will terrify the countryside.

These are not normal undead. They act as 2HD zombies or ghouls, but when they die they reform their body in 2d6 combat rounds as an amalgamation of nearby materials and other dead matter, and send out a wave of necrotic energy that makes all nearby save or take 1d4 damage to a random stat.

The zombies can be permanently killed by slaying their new body while within or around a pure element; the body will try to form into a new undead creature, but will only find pure elemental energies and fall apart as a failed elemental. For example, slaying them in a raging inferno will make them fall apart as a being of pure fire and be consumed, slaying them in water or heavy rain makes them turn into a water being that pops back into a formless puddle, etc.

Reanimator Zombies (2 HD, 2 claw attacks at 1d6, always go last, +2 AC, transforms on death)
Morale- N/A
Numbers- 2d10+2 are in the house, which scatter everywhere once the seal is broken

Upon death, the zombies may incorporate new materials like tree bark, insect carapaces, and gravel to become tougher and gain bonus AC. If they absorb lighter materials like leaves or leather, they gain initiative instead. If they add in metal, gain +1 to hit and/or damage, etc.

[3] Several villagers are tattooing the Spirit of Equestrian Madness onto a young unwanted child, who was supposed to live the rest of their life alone on a mountain where horses go to die once they break their legs. At the interruption of the ritual, the horse tattoo breaks free and charges at the nearest party member, forcing a save to get out of the way or take 2d6 magical damage.

Once free, the spirit riles up all horses within a day's travel (by horse), causing them to stomp on small animals to squish them, break fences, and hack up gobs of half digested grasses to spread harmful miasma the rusts blades in 1d4 turns of use, hacking away at the crazed horses. Geldings are not effected by this, and are the only reliable source of transportation nearby after the other horses have to be put down, as the madness is permanent- for both wild and trained horses.

Any centaurs in the party or horse-men lose -1d6 Wisdom permanently but gain the power to enter a berserk rage once per day as per a barbarian.

[4] The Sorcerers of the Yellow Crest are conjuring a being from the cold outside. Your interruption has stopped the entity, but allows the cold outside into our reality. The location begins to send out massive banks of snow and freezing rain, and the cultists run before they are frozen sold by the magic yellow fog conjured at the ritual site which deals 1d8 freezing damage to anyone moving, cementing their feet to the ground on a damage roll of 8 meaning they must break themselves free or else they cannot move.

The cold winds change the entire area into a winterscape and confuse local animals, kill crops, and cause chaotic weather. If it is Summer or Spring, the supernatural winter cools and snows on all nearby towns and villages for 1d6 days of supernatural seasonal change. If it is Autumn or Winter, Winter comes 1d4 weeks early or leaves 1d4 weeks late, potentially ruining harvests or causing massive starvation.

The yellow fog also does not disappear at this time, and instead haunts the old ritual grounds. The only way to destroy the yellow fog is to build a huge bonfire that the yellow fog will kill itself on, trying to freeze it solid.

[5] Roasting nuts, seeds, and grains over low heat over a years long exposure to create a liquid panacea to cure some rare disease. The ritual is overseed by several alchemists in ritual attire and is interrupted upon the brew being spilled out early without the proper incantations to end the spell.

The liquid spills onto the ground and instantly makes huge stalks of grass grow from any dirt or stone it touches. Any wood touched, such as a woof floor, begins to swell and grow bark as well as branches and hives of insects spontaneously generate and attack all nearby. The local wildlife becomes extremely strong and healthy, to the extent that deer count as 4 HD creatures and cannot be easily taken down by hunters. Fish become huge and try to crash shipping boats, and the bushes and grasses become as tall as trees. Tress exposed grow even moreso, becoming absolutely towering with massive canopies of newly generated exotic predatory birds.

The area will slowly return to normalcy over the course of many decades, but during this time it is like an incredible verdant rainforest. Every season there is a 1 in 10 chance a new species will be found here, and monsters are very likely to generate from them or a hybrid pairing of normal forest animals, growing huge and predatory as the limitations of imperfect life are lifted by the cure.

[6] Small collection of magicians about to conjure a transportation-bolt of black lightning to blast an artifact to an eccentric collector halfway across the world. When interrupted, the metal guidance device is shifted, causing 1d4 random characters in the room to get blasted hundreds of miles away on the campaign map in a random direction.

[7] The cave ritual seeks to capture the single drip of water from a stalactite, which only drips down once per four years. The cup that holds the water is a smooth silver chalice, which must be brought out of the cave and emptied into the river below to avoid waking up the cave beast. The ritual is interrupted when the drip falls onto the floor of the dark cavern.

Cave Beast (6 HD, +2 to hit, +5 AC, Powerful Jaws at 2d6, Stomping Paws at 1d6, Whipping Tail save at -2, Terrifying Roar)
Morale- 18

The Cave Beast is a huge shaggy monster, with a head not unlike a bear mixed with a shark. It's fur is mostly brown, but gets darker and more red towards its front- from the blood long since stained on its muzzle.

The Monster has a long whipping tail that you must save at -2 or else you get tripped to the floor. If you are carrying a large two handed weapon or tower shield, the shield instead rips that out of your hands and throws it 40 ft away in a random direction. The Monster's Roar is deep and causes a tremble in your bones; hirelings and level 1 characters must make a morale check or flee when they hear it for the first time.

[8] The Consuming Candle. Ritual attendants are wafting magical fans and burning incense in careful order over this magic candle, so it will consume the pain and weakness from among their number, leaving the victims strong and whole again. Once the candle-flame is disrupted by a errant gust of air or a voice spoken aloud, the protection fails and it begins to consume for its own accord. The candle jumps into the hand of the nearest victim, who will begin to obey its wishes or else be consumed by fire (3d6 fire damage per round until dead). Victims are also consumed if they drop the candle or intentionally try to put it out.

The candle will kill its host if it detects a stronger one; using its supernatural fire to burn away its host and be picked up by the stronger target. The candle whispers to the host and pulls it towards things it wants; the candle demands to consume luxury food and wood, silks, and an attractive young man or woman, 50/50 chance, every month or it will kill its host. The candle will willingly allow itself to be put down when its carrier sleeps or takes a bath, but will get revenge on those who try to abandon it, as it can levitate, use fire magic, and reappear when not being watched.

The candle also sometimes uses great magic powers for the benefit of its carriers. It can create huge amounts of magic light, cast spells pertaining to fire, wrap its host in a flaming shield that melts all wooden weapons or ice/water spells flung at them, and showers flaming sparks that require a save to move through. It can use these powers 4 times per day, plus once more per day per season where its requests are fulfilled, slowly growing in power.

The Candle can be put out by a 4th level spell pertaining to ice or water, or by leaving the candle alone in a place where nothing can sustain its hungry heat- such as on an iceburg. The candle can also survive 1d6+6 turns underwater or in an environment with no oxygen.

[9] The 9 Witches ritual. In order to interrupt this ritual, you must have slain one of the 9 witches of this forest, who convene every full moon to cast a ritual spell giving them magical power over the forest in which they live and cast their dark spells.

Upon the death of the witch, the forest begins to become haunted. The ghosts of the victims of the witches are freed with one of the nine dead, and no longer able to keep their vengeful souls free. The ghosts haunt structures and the standing stones of the forest, especially places where they were buried or lived before being killed and eaten. Nearby inns and manors along the road also start to become haunted with spirits that knock at the window. The spirits also like to turn firewood into sawdust and dent any cooking utensils or pots left outside, as they remind them of the way in which they were killed and consumed by the witches.

The dead witch also begins to radiate magical energy, causing a minor mutation in the hand to anyone who touches her without gloves on, making it a pain to bury her. Additionally, nearby places to her corpse and her home start to have random, long duration spells cast. This includes things like summoning random creatures from other realms, unseen servants, magical walls, or storms of elemental energy contained within fragile bubbles or cast as dazzling lights. All witches slain also radiate this energy in this way, until all of them are dead, in which case the haunting continue for 1d4 days and then the forest spirits will be at peace again.

[10] Red light beneath the lake. The ritual calls the light close to the surface, enough so it can be seen, and lets the magic of the eye enchant nearby objects. The villagers here use it to create supernaturally lucky fishing rods and tougher canoes, as to not become arrogant or mad with its powers, and to keep their lifestyle simple. The ritual is interrupted by disturbing the mirror-clear and calm waters of the lake.

At the moment of disturbance, the source of the light fully awakens when it was normally just sleepwalking to the call of the villagers. The light changes from red to bright yellow and then blue, its colors shadowing all nearby in supernatural swings of fortune. Each person must save or become a cosmic black hole of bad luck; and many lake monsters rise from the lake, each of them holding a piece of the broken magical ceramic object which creates the magic light, and also allows them to slumber for long years, angry it has been ended- roll a reaction check at -3.

Lake Monsters (2 HD, +2 AC, 1d6 magic 'curse' broken shard, 1d8 bite attack)
Morale- 14
Numbers- 2d4

The Lake Monsters attack with the broken shards and powerful bites from their many toothed mouth. The shards are magic, and anyone who takes damage from them must save or be cursed with permanent bad luck.

Good Reaction- Lake Monsters angered they have been awoken, demand a small feast of 2d6 chickens, 1d4 pigs, and a cow or boar to taste surface-world delicaces before returning to their slumber. After sated, they will thank the party and grant them one of the magic shards, which appears to be a piece of pottery from an ancient civilization that once lived here and has magical powers, as well as glows. The shard also has the same powers when wielded in your hands as in theirs. The Lake Monsters will make a fighting retreat back under the lake if attcked.

Neutral Reaction- The Lake Monsters are angered and will seek to reform the cursed object out of their shards, using tactics like guards and pushing people back so some of their number can put the pieces back together. It takes them 1d6 rounds to do so, and the glowing vase that is formed shatters again, causing a bright flash. All within visible distance of the bright flash (everyone on the lake) feel total dread and know they are doomed. They will all die within 1d4 years of accidents, sudden diseases, or disappearing without a trace. This includes the party members, who can only break the curse with the help of a powerful sage. The Lake Monsters will return back to the water after the curse is released, dragging the shards back with them to slumber.

Bad Reaction-Instantly attacking everyone nearby with the shards and bite attacks. Downed foes are eaten instead of ignored, and those they cannot kill are harried by the shards, trying to curse them.

Those cursed with bad luck have all weapons break or are lost on an attack roll of 1, and all saving throws that roll a 1 result in instant death. On top of this, the person experiences setbacks and delays in all their industries or farm; equal to -1d6x100 coins worth of losses every season.

[11] The Crystal Stair ritual. Magic, invisible staircase walked up and down by specific adherents holding lanterns, the lights dazzling off the crystal stairs. The ritual is interrupted when anyone else steps on the staircase, causing it to shatter.

All on the staircase and adjoining invisible crystal platforms fall deep into the earth. Even upon surviving the great fall; you'd have to fight through a multi-level dungeon to return to the surface.

[12] Once every four years, a single note is played in an endlessly long song, played over centuries by multiple generations to ensure an ancient evil stays sealed in its tomb. The ritual is broken when an extra note is played, ruining the song, or if the note is not played in time on the magic flute.

The great stone cask cracks open and a feeling of terror overwhelms everyone nearby. The character with the highest or lowest charisma (determined randomly) must make a save. If they make the save, they are safe, and the next person with the highest or lowest charisma alternating will be forced to make the save next- this way those with average charisma scores are very unlikely to be hit by the presence.

The first person to fail this saving throw loses their character, as their body is totally possessed by a black power, singing their skin with burning hot colors and dripping molten sizzling blood. The evil possessed person flees into the night, and seeks to learn as many spells as possible to cast into its blood. The creature can deal 1d4 damage to itself with an obsidian knife to cast any spells it has learned, chosen when the knife cuts. It can also cast touch-based spells on those who harm it in melee, reflected to them by the blood split. The creature also inherents the languages, magic spells, skills, and stats of the possessed one, but gains +2d6 hit points as its infused with dark power.

[13] Tidal ritual. Must be cast once per week during the low tide, within the swirling tidal pools among the long-marked mystery stones and painted shells of ancient crabs. The ritual is interrupted when you eat one of the craps, or the followers cannot perform the ritual before the low tide ends.

With the ritual ruined, the pact is broken, and the water beings to rise. Within this costal place, the water is a hateful thing that seeks to drown humans, such as specifically crashing waves against trees and houses people have climbed up on to get away, and riptides that pull people below. The storm lasts for 1d4 days, and intense rains that also flood the area have water that tries to push back the salty hateful sea water.

Those who brave the collapsed huts and villages during the coastal storm can find 1d6 porcelain shells worth 1d6x5 coins each; treasures created by the old pacts of salt and sea.

[14] The Knighting Ritual. Newly appointed knights hold their swords together with the King to give them a magical bond of blood and honor. The ritual fails if one of the Knights is not a virgin before being Knighted, or if you manage to sneak someone else in under the helmet.

The blood-bond is broken and the knights and crown no longer have supernatural loyalty to each other. Treat all nobility that was under the bond at -2 to reaction checks as they instantly begin to scheme and plot against each other. Within a few years, the peaceful kingdom will be among several attempted coups and civil wars.

[15] The Inertia Orb. Small reflective orb being held aloft in a wooden bowl suspended and perfectly balanced along several tight wires and cords. The ritual is interrupted when one of the cords is disturbed or triggered, causing the ball to fall to the ground and shatter.

Upon shattering, the ball releases an extremely fast, mist-like blue energy that shrieks across the room at the nearest party member. When they are hit by it, they must save in a special way; they have a 10% chance to succeed the save, modified by Dexterity. If they fail the save, they fly back against the nearest wall, propelled by an extreme force, and explode, killing them instantly. The energy is such dispersed.

If they miraculously manage to make the save; instead they struggle to contain the energy, then the blue mist solidifies into a shape that copies their own, and sinks into their body. They fall to the ground with 1 hp and pass out.

Once recovered, that character gains a new ability and can once per adventure warp in any direction in a straight line up to 40ft- the warp is not instantaneous and is more like an incredibly fast motion in that direction. They are stopped by all solid matter and creatures, but count as getting a surprise attack against a foe they use this move to charge into; the pure surprise and speed letting them get in a good attack.

[16] Group of demonologists are attempting to summon a powerful demon. The ritual is interrupted when you break one of the carefully arranged standing mirrors around the room.

The demon that is summoned is the wrong one; instead of the demon of promises and riches they were trying to summon, the demon that comes through is a greater demon of madness, the shattered mirror letting its splintered mind enter this realm. The demon randomly attacks cultists or party members each round, and you roll a reaction check once all the cultists are dead.

Good Reaction-The demon claps and bows, thanking the party for their help in its performance- and to get back at those 'naughty' cultists. It then attacks a random nearby party member for three rounds, before becoming mist and leaving the area forever.

Neutral Reaction- The demon begins to cut itself, poisonous worms flowing from its wounds. The worms deal 1d4 poison damage as they bite party members, and swarm over them like ants, flicking themselves around the room to move faster. If a party member falls to 0 health from the worms, their body morphs into fresh earthen soil and cannot be revived. Once the demon does this for 5 rounds, it has killed itself and falls down dead, also turning into dirt.

Bad Reaction- Demon spins around in place and stops, pointing at a random party member. It smiles, spreads its wings, and flies into the night sky with a maniacal laughter. That party member's family, friends, home, and businesses are now the demon's targets, and it will destroy and burn all of them as best it is able until slain or that person is dead or utterly alone.

Greater Mad Demon (8 HD, +3 to hit, +11 AC, Rending Axe 1d8+1, Crimson Sword at 1d6+1, Vile Breath at 1d4 in melee save or lose attack bonus, Madness Phantasms, Demonic Vigor 2)
Morale- 1d20 (rolled at start of combat)

The demon appears as a large humanoid with a dog-like head screwed on backwards. It attacks with two weapons, one in each hand, with limbs that are double jointed in each direction. It has 4 legs and breaths vile breath that confuses warriors. The breath does 1d4 damage and if you fail a save after being hit by it you lose your attack bonus for your next combat round. It's maddening form and black demonic magic makes it very difficult to injure and it has several special powers.

Every round, the Greater Mad Demon conjures a Madness Phantasm. This Phantasm creates something fake in the area; such as making the cultists appear as though they are being raised from the dead, the Demon grows an extra head that starts to cast a powerful spell, the sound of a group of paladins busting in saying “let us in so we can slay the beast!” etc. All the Phantasms do is try to distract or confuse the party members to give the demon an additional edge in combat. As the battles goes on, the demon may give up using this power to try and trick them and may instead just use it to taunt or humiliate them, such as making dancing imps appear on the dead corpses of their friends and so on.

Demons are creatures with supernatural physicality, due to their bodies only being a part of their unholy being. If the demon is stunned, poisoned, stuck in place, blinded, or otherwise physically impaired in some way, it ignores it and checks a box. The number next to Demonic Vigor is the number of checked boxes it can have before it is again susceptible to debilitating status effects. The Greater Mad Demon has Demonic Vigor 2, and therefore gets 2 Boxes, but could get an additional boxes if it absorbed unholy power first (such as from a party member carrying a demonic artifact into its chamber), or if it is able to torture mortals in the mortal realm for a while before fought; feeding on the suffering to become stronger.

[17] The calling of ASAMORTH. The cultists have chemically induced a pot of water with multiple ingredients to spill forth black fog, which has allowed a greater extraterrestrial entity to touch things in our realm. They seek to use its ignorance to enrich themselves by manipulating the being into transforming lead into gold. The ritual is interrupted when something new is added to the pot, or the fog is disturbed by someone walking through it, as opposed to the very reserved movements of the cultists.

As the ritual is ruined, ASAMORTH becomes curious of all beings in the fog, and its extraterrestrial energies flow through them. Every being in the fog must make a saving throw or else be infused with the energies of a random spell or element. The moment they leave the fog, they make another save or else they turn into an animal/mortal hybrid- rolling a random animal that infuses into their physical form. All beings from the fog who failed either saving throw feel an innate connection with each other, and seek to serve the commands of those who failed both saving throws. ASAMORTH's fog dissipates slowly, but some may be captured in a jar- breathing this will heal 1d4 hit points to anyone corrupted by the mutating fog.

Once you are transformed, you take ½ damage from the element you were infused with, or are no longer affected by that spell energy. If you became a half animal mutant, increase the most fitting base stat by +1d6 but lose -10% experience points from now on as your mind struggles to learn from your experiences.

[18] The Bonded Lord. Skeleton of an ancient conqueror, the skeleton is touched with magic feathers to keep it in a state of uneasy sleep and softness, unable to escape its prison. The feathers are used by mystic sages, who expose purity more then anything. The ritual is ruined if any of the magic feathers are touched by someone other then the Sages, or if the lord-skeleton is addressed in any way, as this wakes it.

The skeletal lord wakes up and tries to find any nearby weapons, but prefers to leave instead of fight if it can. Once it has left, it seeks to raise the dead to create a undead kingdom for it to rule, a small place in the mountains. Any living or half-dead subjects of the lord will find him a fair but very ruthless and 'traditional' ruler.

Skeletal Lord (6 HD, +4 to hit, +6 AC, +2 to damage with all melee weapons, raise the dead, Commander +2)
Morale- 12, 14 when leading soldiers

The skeletal lord is a skilled warrior and can raise the dead by releasing his own undeath energy. Dead raised are statted as zombies or skeletons, but with their own personalities and loyalty to their leader that is more then a simple necromancer's enchantment. He can only use this power once per day- and requires a graveyard or ancient battlefield to raise his soldiers.

The skeletal lord gains a Commander bonus of +2, which means its soldiers fighting with it treat their morale as +2 for the combat; but this power also works on the undead. Instead of morale, treat all undead as though they had +2 hit dice or hit poins when using turn undead against them.

[19] The Wistful Lynd. Long blue salamander like creature living in a pond, stuck underneath by magic clear ice, frozen over the surface by a gang of black sorcerers. The rituals is broken when the ice is broken, or when fire is brought into the ritual chamber and burns the wreathe of winter-wood tied around the pond on stakes.

The Lynd is freed with a relieved sigh and thanks the party members. He is a kind, and gentle beast that uses its magic to restore the powers of nature and especially the spring, and grants the party members a healing wand of sagebrush. The wand is twisted into the shape of a finger at the end- and glows green with verdant magic. The wand heals 1d8 + Wisdom modifier of the user in hit points each use, and has 3d6 charges. It can also use up a charge to heal bushes, flowers, and patches of grass, but lacks the power to heal trees.

While the Lynd is freed and is a kind creature, its captors are not so. Enraged, they will track down the party members and try to kill them, or curse the towns they frequent with poisonous miasma that sickens people and the water around the town. During the next winter when their power is the strongest, the Sorcerers will summon constructs of ice and will attack when the party members, or the majority of them, are the most vulnerable and isolated- they will attempt to snow in the party in a remote place if possible to stage the attack.

Ice Contructs (2 HD, +2 AC, Freezing Spike 1d6+1 cold damage, snow shield, immune to cold damage, weak to fire damage)
Morale- N/A
Numbers- 1d4 + 1 per Sorcerer

The Ice Constructs appear as frozen torsos with arms and legs, but no head. Their bodies are crystalline and are enchanted with the powers of cold. They are immune to cold damage and automatically succeed saving throws versus spells of elemental cold or ice-based spells. They are weak to fire and take double damage from it.

While standing in the snow, the constructs can whip it up around them as a flurry that grants +2 AC versus ranged attacks, and automatically puts out non-magical fires like from a flaming arrow. Bombs also have their fuses snuffed out if thrown at the constructs with the snow shield.

Sorcerers of Winter (1 HD, +1 to hit, 1d8 Crossbows, 1d4-1 ritual daggers, struggled movements, cast spells)
Morale- 13, 14 in Winter
Numbers- 1d6+1

These Sorcerers wear black robes and mostly channel the power of winter, but they branch out into other kinds of magic as well. They were harnessing the powers of the Lynd to stay youthful forever, but have since lost most of their youthful life energy and have become decrepit. As such, their melee attacks are weak and they move slowly, and automatically fail combat saves like getting tripped or grappled. They can only load their crossbows with the help of metal tools to act as a fulcrum and will be unable to do so if it is taken from them, simply lacking the strength.

The Sorcerers also cast spells. Most of their spells are ice themed or curse themed, but some may also know Magic Missile or minor protective spells to help them in combat.

[20] The Heartless Engine. This ritual involves a machine, a complex piece of technology, but the longer one looks at it the more they see the mysticism making up the gaps. Pentagram shapes bolts into the metal along the fuel-lid, dials and valves bearing arcane runes, etc. The engine is looked after by a magician or technician, and is ruined if even a single grain of sugar enters the fuel intake.

Upon the sugar being added, the engine sputters and dies, breaking down, but the machine's alien intelligence and magical power is brought out in its dying breathes. Within a mile of the machine, 1 in every 50 individuals suffer heart attacks and fall to the ground. Each person can make a saving throw to avoid death, and then another to avoid permanent complications. All those who fail the second saving throw are permanently weakened by the machine's death and if they are young, their growth is stunted. They must treat their Constitution score as 5, or lower if they already had less then 5 before the machine touched them. Additionally, each of them has the inner knowledge of how to build another, smaller heartless engine and will secretly attempt to build another engine to restore themselves to full health, and to let the engine reproduce. The second built engines must also be contained through regular maintenance, or else will spread the destruction of human hearts to continue their advance.

Those who died or succeeded both saving throws do not have this mental compulsion, and have no idea about the mental-control of the machine that had touched them.

Tuesday, December 4, 2018

Manse '18 - The 36 Magic Spells

1st level Spells – Roll 1d12
[1] Coal from thy Soul - 1st level
The magic user conjures a lump of coal that can fit in their hands. The lump of coal can be used like an enhanced source of fuel for fires; it can heat up food, make a strong campfire, power weapons or coal machines, and even be used for forging. The lump is hotter and cleaner then normal coal, and can act as a fuel source for a moderate flame or engine for 6 + Cha modifier of caster turns, or an hour average. While the lump of coal is burning, the magic user loses all their personality, treating their Cha modifier as +0, being unable to lead any hirelings, and becomes passive and unable to assert themselves, at least until the coal is burned away or crushed.

The magic user puts a bit of their soul into the lump upon its creation. The lump of coal has an appearance that somehow connects them to the magic user, such as specific color, pattern, or shape that just seems to match them. If the magic user is mostly lawful or good, then the lump of coal will be smooth or may even appear like a crystal. If the magic user is mostly chaotic or evil, then the lump of coal will appear extra dark and spiky.

[2] Theme of Thaumaturgy - 1st level
Gives the magic user a chosen magical aura that matches a flavor or 'theme' of magic. An element, an animal totem, holy/unholy, otherwordly, fae, etc. This aura grants them +1 to all saves vs magic of that type and make their spells of that type have +1 save difficulty. The spell lasts all day, and may give a minor supernatural hint of their aura, such as making candles dance in their presence if they empowered themselves with an aura of fire magic. If you are using magical equipment set bonuses or spell schools, consider this spell being active a +1 to that theme, but it cannot give a bonus of the same type more then one at a time.

[3] Surging Splash - 1st level
Fires forth a stream of ocean water, with a few tiny minnows, kelp bits, and starfish for effect. The stream can push back targets the size of a man, which both prevents them from closing to melee this round AND requires a save to not get washed backwards and knocked prone. Deals no damage on its own. Both the water and the creatures made from it evaporate in a few minutes, and have no staying power in the real world, as they are just conjured from magic. Creatures smaller then a man, like a goblin or wolves, will get slammed much harder by the surge and get pushed back farther.

[4] Flamingo's Flaunt - 1st level
The moment it is cast, the caster has all the color of both their body as well as their clothes and equipment increased in brightness and vividness. Along with this, everyone who sees them will find their eyes drawn to them and will have no choice but to notice them. The reaction of other people is unchanged in regards to the flaunter, meaning the flaunt could be seen as either a stride of a proud, beautiful person or an extremely annoying display by someone with low charisma.

Stealth is impossible while you flaunt the flamingo's flaunt, but others have advantage on rolls to act sneakily or undetected while people are distracted by the flaunt. Specifically for casting spells that use charisma modifier as a method to increase their power or effect, the Flamingo's Flaunt increases your Charisma modifier by +1 only for those spells, such as when magically dueling another magician using personified illusions. It has no effect on reaction checks or hireling loyalty.

[5] Magic Coating - 1st level
An object is covered in an invisible white magical “glaze”. Those with magical vision can see a white sheen on the objects covered by the coating, and anyone touching the object who either has magical spells or is suspicious of it can get a save vs spells to feel the coating on their fingers. The magical coating protects the object from the effects of magical spells; specifically granting the object either 1d6 health points or durability if applicable OR granting an automatic success on this first save vs a destructive effect. Spells such as magical flames or rending armor can be blocked somewhat by this spell, making it useful to protect equipment. Very powerful spells, such as anything that disintegrates weapons utterly or sends them to the astral plane to never be seen again are too powerful for this spell to automatically block; instead it just grants +2 to the item or carrier's saving throw to not lose the item. The glaze itself lasts for 1d6 weeks if not burnt off- it can also be lost by magical water to “wash off” the coating, and it provides no protection against normal methods of destroying items.

Beyond its protective properties, the coating sticks to whatever it touches, leading to magical traps and ways for Wizards to protect their property. Many an apprentice has been caught with the glaze on their hand after thumbing through their master's spell book. Some Wizards that work for different guilds find the spell very useful in protecting guild charters, golden treasures, and artifacts and catching any thieves who would steal these precious items.

[6] The Two-Hour Wind - 1st level
This spell creates a wind in a specific location or around the caster, as directed by the caster. The wind brings fresh air, helps dry off wet things, scatters scents, kills dust wraiths, and all other things a regular windy breeze could do. The wind alternates between a more gentle breeze, and a stiff gust that ruffles hair and clothes, but no stronger. The wind lasts two hours, or 12 turns.

[7] Grounding - 1st level
This spell must be cast just before the caster or a target the caster is touching is hit by a lightning based spell, attack, trap, or bolt from a storm. The electrical energy is almost harmlessly grounded through the caster's body, counting all damage dice the attack or spell would do as though it dealt a 1 per dice rolled. So a lightning arrow that would deal 1d10 damage would deal 1 damage, where as a powerful lightning storm spell that deals 3d6 damage would deal 3 damage, etc.

This spell also ends any trapped currents or energy waves within the objects touched or targeted. If the object or being in question can recharge its own energy, it can do so in 1d6 exploration turns after this spell is used, temporarily blocking the energy from recollecting. This spell only applies to regular electrical energies, and will only have a minor effect on magical lightning such as Crimson Nova.

[8] Iron Fairy - 1st level
Give a small object that an average person could carry in one hand a pair of tiny gossamer wings. The wings can flap and let the object hover about 3 feet off the ground, making the object readily available for grabbing by anyone nearby without having to search through a pack, or useful for objects like lanterns that can shed their own light. The wings last 1d4 turns before coming undone, and any attack roll or AoE spell that hits the object will automatically destroy the delicate wings.

[9] Power Wave - 1st level
Starting in one hand and moving to your other arm; you feel a wave of great explosive force moving through your body. The caster can “pass” this on to someone else, letting them experience the wave, and only when the last arm hits an opponent does the spell activate. Makes whatever impact deal +1d6 damage and be more destructive, such as shattering a window with a finger tap. Unarmed attacks, such as a slap will just deal 1d6 damage or regular unarmed damage +1 and can cause impressive acts of grappling throws and heaves.

If the wave can't be released, such as by missing an attack roll or being unable to pass it on to anyone else or destructible object, the person holding the wave has 1d4 combat rounds to get rid of the energy somehow or else it will backfire and deal 1d6 damage to their own body.

[10] Object of Outrage - 1st level
The caster must touch or create a small minor object, usually a bit of paper with something written on it, a small idol, a basket of flowers, etc. This object is enchanted with a magic effect that only works on a specific target, that the spell caster must name when this spell is cast.

When this specific target sees this object again, they will feel an intense feeling of anger or outrage directed at the object, regardless of how benign it is. They will seek to destroy, deface, or utterly ignore the object as best they can, according to their personality, but will almost always speak poorly of the object in some way even if it is important or sacred. (“The God's ears are just carved wrong!”) Targets get an easy save to avoid criticizing the object if it would put them serious danger or social trouble. Targets must make a regular save however to actually want to take or possess the object, even if it is valuable, and would much rather pass it on to someone else to be rid of it.

[11] That Evil Leech - 1st level
Creates an evil leech. The leech is indestructible and cannot be killed, and constantly seeks to suck blood. It deals 1 damage per turn if it can get inside someone's clothes or armor and drink from them. The leech is insatiable and cruel; constantly swimming towards anyone nearby and hiding anywhere it can jump out to taste blood again.

It is unknown if these leeches are immortal or are bestowed by some further dark power- but leeches created by this spell don't dissipate as normal spells and over years end up trapped in jars, buried away, or let loose in black swamps to stalk forever. Wizards know a secret twist you can perform to make the leech spit back up most of the blood it sucked recently, and can be used to gather the blood of creatures too dangerous or elusive for you to draw from.

[12] Green Splash - 1st level
When cast, the caster flings an orb or small wave of bright green paint from their hands or staff and it coats whatever nearby area they were motioning towards. The paint is enough to coat a 10ft section of wall utterly and some of the floor and ceiling above, and can coat several objects and people with green sticky paint. The paint covers objects and makes them appear a bit like foliage or plant life. Dirt sprouts false grass made of paint, people look like trees if they freeze, furniture looks like bushes. The foliage helps anyone within hide, and looks like a good hiding or nesting place to animals. The paint fades after 1 turn, slowly crumbling into dried, brown fake leaves and lawn clippings. Elves, rangers, and animals home in the forest may get a +1 bonus to AC from the cover, and those who need to meditate in a natural place could use this as a fake stand in.

While the spell is usually green; alternate version exist. By wearing a robe of all blue and flicking a blue object consumed by the casting; you can make the splash make everything appear as a sticky mess of underwater scenery and foliage, minus the actual water instead of on land plants. The same applies to other colors and biomes; red robes and a bit of blood for lava-like landscapes or a fake hell, white robes and some flower petals make things look like a church, etc.

2nd level Spells – Roll 1d10
[1] Mantle the Mind - 2nd level
Must be cast on someone undergoing some sort of mental effect, either natural or otherwise. By casting this spell, you can essentially copy the mental state of this person as per the effect. You do not get a save when you do this, as you are willingly embracing some sort of madness or lunacy to experience it yourself; which can yield results. This could also be used to steal beneficial mental effects, such as from an enemy cast who has mentally boosted themselves with increased focus for a fight, or you can use it to copy the enhanced mental abilities of specific individuals for a single roll. For time based things, such as experiencing insanity firsthand, it lasts a maximum of one exploration turn.

This spell has practical uses in magical colleges and adventurers encountering psychic disturbances and creatures that communicate telepathically. By copying the mind state of someone under the effect of some kind of madness, you can experience it yourself for a short time, letting you help formulate a cure or counter. It DOES NOT cure the target of this spell's mental derangement, just lets you experience it for a short time. Using this on a person being possessed by a spirit will transfer the spirit from them to yourself, the spirit jumping into your open body. This could allow you to fight it off better if you have higher mental abilities then the first poor victim of the demon or ghost's possession.

[2] Touch of the Divine – 2nd level
This spell can be cast at anyone within the range of a spear's trust from the caster. The moment it is done, the target feels an incredible feeling of power, a rush of heightened emotion, and a feeling of invulnerability. The target glows in ambient magical power as they are unable to be harmed by mortal weapons for one combat round. Essentially, the target becomes as many magic creatures do, unable to be harmed by normal weapons. Also, while the spell is active, the target cannot be harmed by save vs death spells or similar.
The duration of this spell cannot be boosted by casting with an orb.

This spell can be cast on either the caster for a way to avoid getting killed until you can escape, but requires using up your turn to become immune until your next one, making you unable to use it. This spell's primary intention is to be cast on a martial champion, giving them an incredible upper hand against their foes in combat.

[3] Energy Transference - 2nd level
This spell allows the caster to transfer magical charges or energy from one magic item to another. The “flavor” of magic within the item may cause side effects; and transferring charges from diametrically opposed items, such as a fire wand to an ice wand, will cause the item to break or backfire as soon as it is used with the new charges. You can transfer a maximum of 1d6 uses or charges with this spell, but doesn't work on items with a single use.

Most charges are considered equal; but very powerful magic items may have charges that count as double, triple, or even more for regular magic items- Meaning transferring 1d6 charges grants 2d6 or more to the lesser item in question. If you transfer many charges from a lesser item to a greater item, you get a 1 in 6 chance for it to stick, otherwise the charges simply defuse from not being strong enough to power the item.

[4] The Devil's Crockpot - 2nd level
Requires a pot filled with boiling water, and to put something in the pot, such as old bones, chunks of random meat, stones, whatever. When the spell is cast, the caster must dictate a specific type of target which could include all people, animals, undead, constructs, intelligent monsters, etc. By making a saving throw versus spells, the caster can make this definition more narrow, such as making it “only soldiers” or “only bears”, etc. To whoever the spell's target is; the stew begins to smell absolutely delectable and irresistible. Anyone within a large area who smells the pot or sees the smoke will be drawn towards it, and have a strong urge to eat what's cooking.

This spell does not stop targets from being suspicious of the pot; intelligent creatures will examine the contents first, and will refuse to eat something not edible or disgusting, or if they detect any poison within. Animals will take a few bites first, and continue eating only if whatever it is isn't directly harmful to them. Undead will mindlessly swallow anything placed in the pot that they are targeted towards, and monsters have similar reaction to intelligent people.

As a side effect, everything NOT targeted by this spell will find the smell absolutely revolting instead. Animals will avoid the place, and undead will simply ignore it but it may mask the smell of mortals or something else they would be interested in. Intelligent creatures and monsters will smell rotting flesh or sewage, and have to make a save if not in danger to approach. Since this spell can be used to mask the flavor and smell of actual bad cooking, it is not always assumed to be a trap, but most who know of the spell are more then a little wary of random bubbling pots of delicious stew in the woods.

[5] Golemsnap - 2nd level
The caster snaps their fingers to cast this spell. Deals 2d6 damage to a construct type creature. No save, but fails on creatures who are reanimated flesh or entirely nonphysical.

[6] Bear Betwixt - 2nd level
This spell must be cast on a stretch of forested land between two civilized places; such as your hermit shack and the nearby village. Whenever anyone tries to cross between these two places, they will find a bear in the way. The bear is not necessarily aggressive, and could be avoided or scared off or fought depending on the actions of the traveling group. Everyone present at the time of the casting, including the caster, gets a save to avoid the bear when they travel through the area.

This spell lasts a few seasons until the bear has to hibernate or look after cubs. Treat the bear as a 3 HD beast with a claw attack and shaggy hide of 12 AC. In more desolate lands, the bear may be attracted from far away and may be a more pathetic and scrawny things, starved and hungry, and being unable to understand why it cannot leave this new territory. Far to the north, the bear may be replaced by a much more fearsome polar bear, which counts as 5 HD and has resistance to cold.

[7] Gushing Gourds of Gore - 2nd level
This spell must be cast on edible gourds, like pumpkins or squash. It can be cast on up to 10 medium sized gourds, or 4 really big ones. The Gourds are magically filled with a massive amount of disgusting, still warm blood and gore, which explode outwards when the gore is punctured from the pressure. The gourds will also explode outwards when thrown, but don't deal damage, instead simply showering everything nearby in gore. The gore produced by this spell is real by all intents and purposes, and zombies and cannibals will find it as delicious and edible as normal gore, though this gore doesn't detect as necessarily human or any specific creature or mortal race. The gore can be used to attract or feed undead, chum to attract a massive feeding frenzy, or create a scene of horror. Those without strong stomachs must make a save or vomit and flee the area; noncombatants and sissy nobles are likely to balk at the sight and smell of the hot entrails.

[8] The Drowning Hand - 2nd level
This nightmarish spell requires a severed hand from a humaonid creature or suitable animal- such as the hand of an ape or dire raccoon. The hand is cast into a body of still water or other liquid; it cannot be as large as a lake but could be as small as a long-term storage wine barrel. The hand will sink and becomes animated with dark and necromantic energies. It will attack ANYONE who enters the liquid body, trying to drag them in to drown them. The hand is clever and cruel; if the caster is cruel or evil the hand will be even moreso, attempting to lure people in with gestures, throwing small stones to make noise, or putting treasure near the shore so it can pull them in. The hand will also drown any creature larger then a bug, so even rats or other animals will be pulled in. This spell is often used by Wizards to guard secret treasure, but even they cannot access it without ridding them of the hand first. Drowning Hands also retain some abilities of the hand used to make the spell; so the hand of a troll may regenerate damage over time, hands of a beast may retain claws to dig into victims, and hands of Wizards can create supernatural lights or songs to try and lure in victims.

The Drowning Hand counts as a 2 HD creature but with 16 AC and no attacks, just supernatural strength to pull people in. Underwater, those with good vision might see it connected to a black stalk, but if pulled out of the water at any time it will simply be the decayed hand by itself, now useless for this spell and the spell ended if removed. The hand can be resisted by rolling d20 + strength modifier vs its AC, and you break free if you roll over. The hand will also keep drowning victims until it has amassed 8 HD or levels worth of bodies in its pool, or until it is destroyed. If the pool is drained of water, the hand will also be defeated. Extremely large creatures, and anything who can breathe underwater is not targeted by the hand. If a creature cannot normally breathe water like a human is dragged in, but has a method or spell to stay alive, the hand will lose interest in 1d6 exploration turns and let them leave. By using the hand of a person that the caster has drowned themselves, the hand counts as 4 HD and never stops drowning new victims that enter its pool.

[9] Arcane Defusal - 2nd level
The caster must cast this spell when interacting with a spell of 2nd level or less, or when a spell is about to be cast on them. This spell is also commonly prepared and used in wizard duels. The caster collects the spell effect into their hands, and over the course of 3 combat rounds, slowly releases the energy as a deliberate, controlled release. Flame spells shoot out sparks between their fingers, but don't release an explosion as they normally would. Death spells drip necrotic slime onto the floor, etc.

If the caster is hit while defusing the spell this way; its effects activate on their intended targets but somehow reduced per each round it was held. Spells with permanence will restore their power over 1d4 turns or instantly if the spell is powerful enough. Spells that do things like summon creatures or control the environment are immune to this magic; this spell specifically just captures magic energies and releases them in a controlled way to avoid damage.

[10] Ascending Movement - 2nd level
This spell must be cast on an object or creature known by the caster or named by the caster that is within a medium; such as a glass key at the bottom of a vat of acid, or a specific bone at the bottom of a pile of refuse. When commanding to rise up; the object does so through the medium and rests on top for easy retrieval. It retains this buoyancy for up to 1 turn, and will resume normal sinking or resting action once this turn is over.

By using this spell, you can rescue sailors near the surface of the water by speaking their names, or retrieve needles in haystacks, or launch yourself out of water. The “medium” used for this spell cannot be air or open space. This spell can also be used on devices and set methods of motion; such as forcing a winged beast to fly, even if it was too injured to do so, and force it to keep flying for a turn, or making the drawbridge of a castle force itself up and closed. The ascending movement has a speed limit of a galloping horse or a rising bird, making it impossible to retrieve things from the bottom of the ocean or massive piles of junk if its too deep.

3rd level Spells – Roll 1d8
[1] Flames - 3rd level
Fires a white hot jet of flames out of the caster's hands or magical focus. The flames can travel about 30 feet in a beam or shallow arc. Everything that could be lit on fire by several direct seconds of contact with an open flame is lit on fire by this spell when hit, including people. The spells deals 3d6 damage on a direct hit with enemies. Save to reduce damage by one die. Those with a shield, parrying with a sword, fire proof cloak, or otherwise with some kind of block also reduce damage by one die. The spell can only hit one target at a time, but can switch targets each round and it lasts for 3 rounds. If the magic user is hit at any time while channeling, they have to make a save to keep concentration or lose the remainder of the spell's duration.

Flames is a powerful and commonly used war spell. Especially strong mages (level 10) may have their flames conjured as charging animals, flying birds, or with a variety of different colors. Monsters have a version of this spell called Dark Flames which is the same, but the fire doesn't give off much light and smolders instead of burning brightly. Because direct contact with anything also shoots off sparks and waves of heat, this spell often causes a lot of collateral damage, and burned down huts are common.

[2] Ruby Goop - 3rd level
To cast this spell; the caster must be nearby a large pile of “goop”. Usually this implies either a slime monster or gelatinous creature, a pile of compost or dung, pool of quicksand or mud, fine sand dune, fresh snow bank, or any similar substance. This spell can be cast on still living or animate things, in which case the creature is not effected beyond the changing of color and secondary properties of this spell. Once the spell is cast, the body or collection of slime becomes a bright ruby color. Anyone can fuse with this mass via full immersion to become a partially slime creature along with all their equipment in solid slime versions, able to move through the mass freely and manifest as “budding” on any point in the slime within seconds. Creatures that are one with the goop take no damage from bludgeoning damage and take half damage from sharp weapons; this resistance is nullified by magic weapons or spells. The spell lasts 4 combat rounds, in which case the creatures solidify and separate from the goop in their relative positions to it. This means gelatinous creatures will get a free attack on creatures halfway within the Ruby Goop will automatically fail their save vs the gelatinous creatures ability if they don't leave the goop before time is up.

Every creature fused with a slime essentially becomes part of a whole, and they share some wordless connection and communication. Even after the spell ends or the group separates from the slime, they feel like they know each other better. Very accurate sword swings that “cut” a mass of a specific creature fused with the slime that pulls them out will cause them to leave the slime prematurely. Warring creatures who enter the slime can fight within it and don't make initiative rolls, since they're all fighting at the exact same time within the collective mass. The magic user can roll a save to keep out unwanted creatures from entering the slime, or could allow them to enter as a trick to trap them within before stunning them and leaving them at the bottom of the pile of shit before it changes back so they may be crushed to death.

[3] Blue Cowl of Convalescence - 3rd level
Once this spell is cast over a person's head, they enter an extremely somber trance. All the death and suffering in their life comes back to them for a time, as their mind and body heals. The spells lasts 1d6 turns for physical injuries, of which it heals 1d6 hit points per turn. The spell can also be cast on emotional or mental injuries or disorders as well, which takes 1d6 days. Each day- the caster restores 1d6 damage to any damaged mental ability score OR reduces their madness or any other mental disturbances or disorders they may be suffering from, with each day equating to 1d6 days of normal “therapy” or time to decompress in mechanical terms. During this time, the wearer can still eat and walk, but refuses to do much else beyond lay down or meditate. If placed on your head by force, you can make a saving throw to rip it off, meaning it is most effective on willing targets. For targets who have caused much evil will be forced to confront it while they have the cowl on, damaging their Charisma by -1d6 per turn as their self assurance crumbles until they can restore their ego.

The Cowl itself has long fuzzy feelers down the spine and neck, and reaches down a little further then a normal cowl would. It's very soft, but has a feeling of sadness attached to it. The caster's hand glow blue when cast, usually cupped to slide the cowl onto their head or someone elses. You could slip this on someone's head when they are asleep or from behind as a sneaky way to put them into that trance.

[4] Great Effervescence of Power - 3rd level
Blown or thrown from the hand; this spell creates a magic bubble. The bubble quickly envelops one target the rough size of an ogre, horse, or anything smaller. The target is unable to leave the bubble, but the caster can end the bubble effect instantly if they choose. The bubble contains it's own air supply, and could be cast underwater or in the upper atmosphere to grant breathable air. The bubble floats about as fast as you'd think it would float, and can be used as a perilous method of flight.

Additionally, by concentrating for a combat round and waving a hand over the bubble; the caster can block the flow of air inside and outside of the bubble, changing its sheen from a light blue to a murderous red. Every round inside this choking bubble limits the air the creature can breathe. The creature can hold their breath for 4 rounds + their Con modifier before they must save or begin to suffocate. Suffocation deals 1d6 damage a round.

The bubble is also hard to pop; it's magical nature means it is harder to pop by the trapped creature then anyone outside of it. For the creature inside, treat the bubble as a 4 HD creature with immunity to all damage except piercing and with an AC of 14. For creatures outside the bubble, treat all attacks as automatic successes, dealing normal damage. The bubble also resists spells; blocking all spells of 2nd level or lesser from entering OR leaving the bubble, even blowing back the spell of the trapped creature. Offensive spells cast from in or out of the bubble of 3rd level or greater break it from the force. The caster can make a save to cast spells through their own bubble without destroying it, but on a failure the bubble breaks and they fall to the ground.

This spell's grandiose name is intentional; it's creator wishing to counteract the nonthreatening and silly nature of a “bubble spell” would normally have. Despite it's silly nature, it's one of the hallmarks and great works of thaumaturgy the world over, highly prized, and an object of much jealousy. The creator was also said to have created an even more powerful 4th level version and jealously guards it. It is also said the creator left with a cadre of other sorcerers to explore the outer reaches of the world and the sky, using the magic bubbles as vehicles on their grand quest.

[5] Vulgar Arcanaum - 3rd level
Disjoints and ends spell effects done by Clerics or other light or 'holy' forms of magic. This spell can also desanctify standard holy objects or locations, and blocks all form of magical healing on whoever heard the incantation; willing or otherwise. The effect of this spell lasts 2d6 turns, but magic items made by holy or unholy spells are permanently ended unless reblessed and reconsecrated.

This spell only works on Clerics using effects of 3rd level spells or lesser; more powerful types of magic easily overpower the vulgar magic of this spell. This spell also works on all forms of religious or clerical magic, including both good/lawful and evil/chaotic gods, including any gods the magic user may also worship. The severing of the divine gives a feeling of ominous tedium over everything.

[6] The Silver Savior - 3rd level
Casting this spell requires ~50 coins worth of silver, or a silver object with enough silver to equal the amount or more. Metals that are a mix of silver, like electrum, will bud off any gold or other metals as little nuggets when the spell is cast. Once finished, this spell creatures a humanoid figure made of a silver, muscular, with no clothes or defined facial features except for two bright white eyes. The figure is a Silver Savior, which counts as a 7 HD creature or a fighting man of 7th level, whichever is more fitting, and have AC of 18 from their metal skin. Silver Saviors do not use weapons, but can punch with the strength of 1d12 damage if needed to fight constructs and demonic forces, but never attack or injure living beings. They will only grapple or momentarily stun living creatures if they are in the process of killing someone- but have a 50/50 chance on ripping a few limbs or breaking the teeth of abominations or especially cruel monsters. The silver men are especially gentle towards intelligent mortals, even ones who are evil or belonging to monstrous races. They always go first or second in combat; only going second if someone else has a supernatural effect or special fighting style that lets them always go first.

Silver Saviors use their incredible strength and speed to save people. Their eyes can see through most materials and they don't need to breathe, eat, and take 50% damage from elements, spells, and acid. They charge into burning buildings, dig through rock slides, karate chop off the tentacles of beasts trying to drag a person to their doom, etc. They cannot speak or communicate in any way beyond an intense stare which requires a save to continue doing violent actions or torture under their gaze, or a gaze of pity towards those who lose their friends and loved ones before they can rescue them.

Silver Saviors work tirelessly until all living beings nearby are in a mostly stable and safe state; then they freeze in place until the next full moon and become silver dust. It is said the Silver Saviors leave this realm to a much worse one in the cosmic order; the suffering here just isn't as bad and they are needed much more somewhere else.

[7] Opalescent Wave - 3rd level
When cast, this spell creates a wave of pale white energies that tumultuously change colors and hues and texture as they strike their targets. The wave is a cone that hits everything within 20 ft ahead of the caster branching outwards, or about as far as they could throw a stone. The wave crashes into things and changes color into the element that creature is weakest too; dealing 1d6 damage of that element. If a creature is weak to fire and fire deals double damage, then the wave deals double damage. If the creature is an undead, then the wave deals 1d6 holy damage and they must make a save to avoid being turned as though a cleric has turned them. If the creature has no specific weaknesses, the wave just deals 1d6 of a random element or force.

This spell can find the weaknesses of any normal, earthly creature, monster, or construct, but struggles against outsider beings. It has a 50% chance of working, or being totally ineffective against such creatures. On occasions when this spell is used on some abomination from beyond the stars, the spell may turn into a wave of strange alkaline liquid that burns the creature horribly, or it may just splash pointless colors and lights on them that do nothing. If an Opal is used as the channeling stone of this spell, it deals 2d6 damage instead and turns the Opal into a lump of smooth, featureless gray stone.

[8] Excerpt Magnificent - 3rd level
This spell conjures a small, soft pulpy magazine version of a real magic book called “The Manual Magnificent”. The version created by this spell is a small portion or excerpt of the main book, and covers only one broad topic which must be spoken aloud when the spell it cast. The conjured booklet is very cheaply made and will fall apart over the next day or two unless very well taken care of, but the ink within fades and pictures lose all definition over the course of the next few years regardless.

When created, the excerpt shows in great detail and clarity the topic asked when summoned. The book is laid out in an incredible fashion, great many illustrations that don't get in the way, complex concepts are explained in side bars that run along the perfectly spaced margins, and turning the book sideways or even upside down may have extra text added among the pictures to help explain the concepts. Fold-out sections of the book help create even larger and better detailed maps and charts, as well as anatomical illustrations or even comics to help explain concepts. Concepts the booklet can be conjured about include Lockpicking, Monster catching, Religious study on the local beliefs, magic itself, and so on. Following the directions in the book allow a novice to have a basic understanding enough to perform the skill or action needed, adding their intelligence modifier to absorb the information, and an expert (such as a Rogue player character) to get advantage on all rolls while using the book for reference.

4th level Spells – Roll 1d6
[1] Wall of Unraveling - 4th level
Creates a single continuous wall up to 40ft in blocking space; a mountain canyon 10 ft across and 30 ft high could be covered by this spell, for example. Everything that passes through this wall that is 2 HD or less, dies. No save. The moment they pass the barrier, they fall to the ground dead. This happens even on undead, animated objects, magic beings and even spirits are “killed” by this wall, their energies and form unraveled. The wall lasts for 12 hours, and cannot be moved once it is created.

The wall has a sick pale green color and is mostly transparent. There is a great feeling of dread when approaching the wall, and creatures must make a save if they are above 2 HD to pass through it, simply to know if they are strong enough to brave the wall. The magic user can attempt to make a save vs spells to create an opening large enough for a creature to pass through so it is not harmed, but failing this save means they cannot attempt to create another opening again, or that the opening remains permanent in the wall as long as it remains up.

[2] Geometric Caverns - 4th level
This spell hollows out an interior space within a hill, cliff, mountain, etc. The casting creates several glowing yellow triangles along the ground, which push inwards to create a “cavern” within the outer structure. This does not weaken the mountain the spell is cast in, and the glowing triangles along the floor, walls, and ceiling give off enough ambient light so that the whole space is dimly lit. After 1d4 days, the spell ends and the triangles push everything back out of the inner space to regain the structure's normal shape once again. The spell can create a maximum of 8 bedroom sized chambers, and they will be connected by haphazard corridors, stairwells, slants; However it can twist to fit the internal space. This spell lasts +1 day with an orb.

This spell is an unusual one, mostly used by Wizards to create temporary homes or hiding places in rough terrain. The spell doesn't have the power to make interior spaces larger then the exterior, but it does make fantastic use of internal space. The wizard has some control over how the rooms are created or laid out, and some will try to make many private rooms for their numerous companions or simply one large chamber for maximum usefulness. The spell grants no protection or doorways between chambers or the exit, so these will have to be provided as is. Casting this spell on the ground can also push back the earth to create the chambers, but they will be shallow. Veins of ore and gemstones will be visible in the walls of this spell, but will be protected by the magic triangles of light until it ends. Severing one of the triangles or ending the spell prematurely will cause the interior space to suddenly receive all of its strain at once, and almost certainly begin a devastating cave in.

[3] The Terrible Touch - 4th level
When cast, the caster's selected finger glows in a dark black energy. To touch an aware target, the caster must strike them with that finger with an attack roll. Casters with extra body parts, such as a tail, tentacles, or horns could cast this spell on that instead; but it can only be cast on one extra digit and still requires a successful attack roll to land. If the attack misses, the spell remains, still activating the finger's effects on whatever it hits. Casters could also hit themselves, or an unarmed combat expert could even redirect it into their touch attack back at them.

The moment the finger touches the target; they feel absolute dread as the black energy seeps into them. First, they lose 1d4 levels or HD and are stunned for that many rounds. There is no save for this effect. While they are stunned, time is greatly slowed down for that creature, who is lost within a realm of illusion within their mind. This world is based around breaking down their will, and could seem as to be days or even weeks to them until the spell wears off. If the creature is an animal or monster, they will make a morale check and flee in confusion and fear when the stun effect ends if they fail. If the creature is a person or intelligent; the may a save instead, modified by their willpower and what they experienced in that other world. On a failed save they take 1d6 damage to all of their stats. If they totally lost the will to live from what they encountered in the black dream, they will simply drop dead.

[4] The Return - 4th level
This spell must be prepared before the caster's death, and the method of death must be specified when prepared. You must either declare your lethal injury- such as decapitation or being stabbed in the heart, or an element of death, such as fire or poison, which could potentially come from any source. If you are killed in the manner specified, the spell is activated.

After the caster “dies”, they will slowly return. Signs will be in omens in the woods, the strange dances of maggots, unusual clouds in the shape of the caster's face or hat. They return in 1d4 seasons- the seasons before will be filled with unusual sightings, their personal objects moved around as by ghosts, putting the kettle on but nobody was home, etc. The return is slow and gradual. So too is their power; they return as a first level magic user, and gain back 1 level of their class every season until they regain full power. They keep their age they had before they died, and this spell doesn't work against dying of natural causes; If the caster selects natural causes as their cause of death with this spell- in which case the near-return hauntings can continue onwards forever, as the caster becomes a semi-real ghost.

[5] Crimson Nova - 4th level
The Magic User first has a terrible red energy charge around them; gathering around their feet and hands. This spell requires two rounds; the first round to charge, and then the second round to release. If you hit the caster between these rounds, they must make a saving throw to avoid losing concentration. Upon release, the spell rips a red wave in all directions that deals 3d10 damage to everyone around the caster in a 40 ft radius. If the caster loses concentration, they take 1d10 damage themselves from the feedback, and if they were struck by a metal weapon in melee, the attacker will also be shocked.

Since the magic user cannot stop this spell from hurting their allies, this is either used as a last resort against approaching monsters or in specific situations where the magic user's allies can get to safety before the spell goes off.

Additionally, large amounts of magical energy available to the caster can be drained by this spell- adding an additional dice of +1d10 damage to the nova when it is finally released, and taking another round to “charge up”. By willing himself or herself to die upon casting, the caster can boost the power of each die rolled with this spell as d20 instead of d10.

[6] Ride the Whirlwind - 4th level
Casting this spell requires the caster to either be outside or in a large enough area to contain a small dust devil. The wind will pick up as the caster invokes the spell, requiring three combat rounds to finish if you're in a hurry, or one turn if out of combat to prepare the area more properly with scattered dust in circular patterns. When the spell is complete, the caster and all beings within a 15 ft radius are swept up into the center of a powerful and short lived mini-tornado. Similar to a dust devil, it will move across the landscape according the caster's whim, and can pick up a few more creatures, though overloading the whirlwind with more beings will cause it to fatten, slow, and messily scatter all riding it around the area.

The whirlwind can continue for up to three exploration turns in normal conditions, adding an additional turn if the spell is cast with an orb, another addition turn for being cast during a windy day, yet another turn if cast in a desert or place with huge amounts of dust to fuel the storm, and one extra turn for casters who are fully immersed in the mysteries of the wind or who are very powerful in their own right. When the spell ends, either at the end of the duration or when the caster dictates, all riding the storm land safely at the destination with the storm dying out around them. The storm itself travels much faster then most land animals and can move many miles over its duration, making it a useful tool for overland travel, but can be slowed by terrain features and stopped by bodies of water and sheer cliffs. Treat the wind as travelling at the same rate a party travels in a whole day, but once each exploration turn the storm lasts. Any spirits of the wind or storm will be calmed once this spell is finished, but may seek vengeance for the hubris of the wizard.