Friday, February 22, 2019

10 Orange Spells

[1] Protection from Scurvy - 3rd level
Simple. Effective. Protects up to 100 people from getting scurvy for up to 1d4+1 weeks. Fruity fresh citrus vapors fill everyone's nose when this spell is cast.

[2] Curtains of the Ankh - 3rd level
This spell drapes magical orange colored curtains over each nearby entrance up to 40 ft away. All entrances are covered by the cloth, even ones that the magic user cannot see, but it cannot cover solid walls that hide hidden doors or entrances like huge holes in the ground or ceiling; only open doorways or windows. Each curtain has a symbol of a golden ankh stitched to its center, the holy symbol symbolically linked to the powers of life and death.

Mindless undead are afraid of the ankh, and in return are afraid of and will not pass through the curtains. Intelligent undead or undead commanded by their master are able to go through the curtains without needing a saving throw, but they take 1d4+1 damage from the magic curtains slicing into their skin and sawing their bone. The curtains take a round to appear and last a maximum of 3 combat rounds.

[3] Sands of Magic - 2nd level
This spell requires a small bag filled with sand. The sand is best if fine and pure white, which produces slightly more and higher quality resultant product. When this spell is cast, the bag is struck with a wave of magic, spits out any excess sand, and transforms the remainder in the bag into a exact specific amount of bright orange magical sand. This specific amount of sand is always the same every time this spell is cast, which many magic users have gotten accustomed to the exact heft and measurement of for use as a magical universal weight.

This sand is very special for two reasons. The first is because it is a powerful metamagic reagent. If a pinch of sand is thrown out of the bag upon a spell being cast, the sand particles mix with the magic being worked, increasing the power of the spell. Spells are boosted as though the caster was one level higher, increase the damage or healing of a spell by +1 per die, increasing effects like area or duration by up to +50%, and improving the stage of a spell by an extra unit; such as a painful transformation spell skipping a useless or painful stage of the transformation. 
This powder is extremely useful even in small quantities and a spoon full of the stuff can be used in conjunction with powerful magic to cast spells beyond 4th level, a much coveted ability.

The second reason the sand is special is because it cannot be repeated. Once a magic user has cast this spell once and only once, they can never cast it again. Forever this spell is blocked from their mind and soul, and even if they were to switch bodies, die and be revived, or otherwise try to find a loophole they can never cast this spell again. It relies on some untapped “potential” that is cosmic and beyond the reach of all mortal beings to restore once used. Entire pyramid schemes of Wizard orders have propped up around this spell; masters teaching apprentices just long enough for them to be capable of casting this spell, then taking a large cut of the powder to send up to their teacher and telling their student that they're on their own now; if they want more they have to go find their own apprentice to send back up the chain. The top of these pyramids belong to powerful Archmages; gaining omnipotence one grain of sand at a time.

[4] Pillarstand - 1st level
This spell conjures up to four pillars within 20ft of the caster. The pillars stretch upwards, up to a maximum of 20 ft each, to touch the ceiling or any object or creature above. The pillars are made of a tan, sandy desert stone and are very strong from downward pressure, but crumble easily from attacks with blunt weapons. Each pillar has 8 hit points from blunt weapons, but can hold up a massive downwards force of great mass. This spell can be used to stop a massively huge creature from coming down atop you, or to block a cave in, or grant support to structure that is about to collapse. The pillars last for an exploration turn.

[5] Two-Pixie Mask - 4th level
This spell requires two turns to cast, the first to incant the spell and the second to focus the magical glowing orange energies of the spell around the face of the magician. This spell creates a magical, painted porcelain mask over the face of the caster, with the left and right side split evenly down the middle. One face shows a smiling, happy face of a fairy creature, where as the other shows a dark and brooding face. Two stone “wings” float just behind the mask, mimicing the small and transparent dragonfly-like wings of a pixie. Anyone with an Intelligence modifier of at least 13+ can tell the mask is meant to represent both the seelie and unseelie courts of fae.

The mask has several magical powers. The first ability is minor and is immediate to anyone who puts on the mask; the wearer sees a lime green aura around anyone who is a skinflint or miser with money. The nongenerous people are selected out of crowds, and with a flick of the wrist the mask's wearer can pester them with insects or cause dogs to bark at them and chase them if they get loose.

The second, and more important ability of the mask is its boost to magical powers. Whenever you cast a spell, you may choose to raise or lower its spell level by one degree. Using this mask could allow you to cast a spell of which you have run out of spell slots for this adventure, but can degrade to a lower level to cast it when necessary. The mask has a duration of one day after being summoned, before splitting apart into two opposed fairy spirits. The darker pixie curses you while the kinder one blesses you, canceling each other out, before returning to the realms of the fae.

If you raise a spell, it has become more powerful but difficult to cast, as it now takes up a higher level spell slot. Firstly, you improve all die used by this spell by one size, then you add the following effect to the spell; if an enemy magic user attempts to counter this spell, on success or failure, an airborne acid cloud is conjured from the mask which hisses at the foe, dealing 1d4+2 damage per turn as long as the target remains in range- the acid hits every round the spell would have normally last for.

If you lower a spell, it has become weaker but easier to cast, as it now takes up a lesser level spell slot. Firstly, you reduce the number of total dice thrown by this spell for each category by -1. So if the spell healed using 2d6 dice, it goes down to just 1d6 instead. Secondly, all saves done against this spell get +2 and are easier to succeed on.

[6] Tiger-Stripe Spell - 3rd level
This spell can only be cast on a being that can and in nature eats meat. The being gains several glowing stripes along their physical body, similar to that of a tiger, imbued with the magic of ferocity and of predators. The target gains +2 damage to all attacks that hit, and an additional save or bleed at 1d4 damage per round on attacks with bites or natural weapons. Additionally, the striped target gains +2 to stealth modifier and adds their stealth modifier to their to hit rolls when they attack from stealth.

The tiger-stripe spell has a drawback. During the duration of the spell, whatever creature the targeted one normally preys upon in nature is now irresistible to the striped target. Kitsune will salivate when they see rabbits; even rabbit folk. Orcs feel a mad hunger for man and elf flesh, toadlings seek clouds of gnats with an open mouth, and so on. The character empowered by this spell loses some control of themselves with these instincts; they must save or attack anything in nature their kind would devour.

The spell lasts for 3 hours.

[7] Sunswallow - 1st level
This spell can only be cast on illusionary objects, places, or beings. If the caster is totally aware or sure that the target is indeed a phantasm, then this spell works as intended without a problem. If the caster is not totally sure and only suspects or casts this spell on the off chance it is, then the caster must make a save versus spells to have the spell function correctly against their self doubt.

This spell creates a simple illusionary but massive scale event- the sun opens up and swallows the target illusion whole- destroying it in a spectacle. This massive and powerful seeming ability was specifically designed to mock the students of the magical schools of illusion, whose trickery is easily undone by a first level spell. If the target is a partially living illusion or somehow a half phantasm, then they are trapped within the false sun of pure light for three rounds and take 1d6 fire damage.

[8] The Blazing Approach - 2nd level
Upon casting, this spell creates 2d8 metal chains that appear in mid air, stringing along as though held up by invisible and intangible poles. The chains remain in position for one combat round, and during this round they are heating up, becoming hot as though in the forge. After this round ends, the chains suddenly become invisible. This spell is usually cast in the distance between the magician and an approaching foe with a melee attack as to gain distance. If the caster or their allies decide to approach along this span, then the spell will hurt them as well.

The chains deal 1d4 fire damage if they are touched, of which the average enemy has only a 1 in 20 chance to avoid on a standard approach. Holding out a shield will let you reduce the damage to 1 instead, the chains only singeing your hair. Characters of high intelligence with a +1 modifier can approach and remember where the chains are, having instead a 1 in 6 chance to avoid, with very intelligent characters with a +2 modifier having a 1 in 3 chance to avoid.

Random flailing of weapons or Area of Effect ice spells or blasts can be enough to knock away and cool off the magical invisible chains, which dissolve into gray mist when they hit the ground. The chains cool off and vanish after 6 combat rounds.

[9] Question Comet - 4th level
This spell can only be cast in a specially prepared observatory which remains undisturbed for the duration by all except the caster and up to four assistants he or she chooses. They group must not leave the observatory for an entire season, only allowed access to the outside world in a tiny fenced in garden or through a small metal slot that food and supplies can be pushed through.

During this season, the spellcaster and entourage scan the stars and ask a single question. The question must be a yes or not question and is answered by the arrival of a shooting star. Based on its wobble through the sky, it is possible to tell if it means yes or not, but if the comet itself is missed and the interpretation is missed then the spell will be useless and all that work will be for naught.

Any attempt to trick the comet or force it to answer a paradoxical question will cause it to instead drop on the Observatory dealing 3d20 damage to all within and making a hard save or causing permanent blindness to all who witness the brilliant orange flash.

[10] Arm-Locking Beam - 1st level
This cast fires a bright orange beam out of the caster's finger or wand. The caster must make an attack roll +1 if using a wand to hit the target's arm. When struck, the target's arm is locked in place and cannot move, bend, or make attacks with that arm. In some cases, such as a shield held up or a lance held out, the arm could still be useful in that context, otherwise it remains locked and useless. This spell only hits arm-like limbs, but can hit any similar enough limb that can grasp objects. So this spell also works on ape legs, prehensile tails or hair, tentacles, etc.

The target's limb becomes locked in place for 2 rounds. Each round after, they get a saving throw to end the effect, else the arm remains locked.

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