[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.
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.
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.
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.
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