These spells are
based on posts I've made on this blog. Every spell contains links to
various other tables, spell lists, generators, or monster stats.
[1]
Marvelous Marble -
3rd
level
This spell creates
a statue- generate a statue when you cast this spell. The statue is
conjured from the earth or air and pantomimes the caster in slow,
jerky movements. Every round, the statue either does exactly what the
caster commands, but the caster must give up their action, OR the
statue follows a set of instructions given to it. You can give any
number of commands to the golem in a single round, and it will follow
the instructions without fail, but slowly and one at a time. Because
of this, it is very possible for the moves to become ineffective over
time, or even accidentally strike allies.
The Golem can be
made to do one of the following every round- the caster can use basic
words or phrases to give these orders, but this is the limit of the
statue's ability. The only other thing the golem can be made to do is
follow the caster's walk if led around by the iron chain stuck into
its throat. If the statue is struck by a wild magic pulse or if the
caster is gutted and screams unintelligible; then the golem will do
something random instead.
Golem Orders –
1d8
- Strike a pose. Does nothing, but effectively passes a round.
- Strike the nearest target with a stone fist. -2 to hit and 1d10 damage.
- Strike a specific area by throwing something. Will pick up and throw people if it runs out of heavy inanimate objects to throw.
- Grab the nearest target. Hard save to wriggle free.
- Crush anything the Golem has grabbed. This is a save vs death. If nothing is grabbed, the golem will crush its own rocky hands and fingers.
- Defend. Curls its arms around the nearest person in front of the golem or between its legs. The person cannot move from its grasp, but treats their AC as 18.
- Slam. Either slamming its entire body into the ground to knock all adjacent targets prone if they fail a save, OR slamming its body weight into wall or object. The Golem will always run in a straight line to perform the slam, meaning if something gets in the way it will hit that instead.
- Self Destruct. The Golem tears off chunks of itself and flick its material as shrapnel. It takes 1d6 damage, deals 1d6 damage to everyone hit by the shower, and loses -2 AC.
The Golem has a
base AC of 16, 4 HD, and takes no damage from piercing or sharp
weapons. The material the statue is made out of, as well as its
subject influence its abilites. Golems made of magic wax can be cut
with sharp weapons, where as if the statue was made of gold it gains
a 1 in 3 chance to bounce off any spell cast on it, and so on. The
Statue-Golem lasts a maximum of one hour.
[2]
Crystal Centurion -
4th
level
From a pulse of
energy from a small focusing crystal; the caster is instantly clad in
a suit of armor made from magical crystals. The “caster” for this
spell can also instead be anyone who is holding the magic focusing
crystal when this spell is cast, letting warriors or rogues hold it
before the wizard activates the enchantment. They treat their AC as
18 for the entire duration of this spell. They are also equipped with
a large, heavy crystal bludgeon. The bludgeon deals 1d6+2 damage,
counts as magic, and grants the holder a random power pulled from the
Azurite power table. They also have a crystal shield which grants +2
to all saves and has a 1 in 3 chance to deflect spells of lesser
level then this one; this deflection also applies to dragon breath
and can be bounced back at the dragon. This spell lasts long enough
to fit an entire battle within; up to a maximum of one hour.
Additionally; the
wave of energy generated by this spell causes magic crystals to grow
in the area. The crystals grow into a specific formation and type,
which is generated using the Mana Crystal generator. These crystals
can explode when touched, using an X in 6 chance, where X is the
stability of the crystal rolled on the Mana Crystal generator. If
these crystals are touched by magic crystals as well, they don't
explode, meaning the caster is safe from the detonations.
Finally, this
spell is very powerful and taxing, and has a price. Every time you
are the subject of this spell, draw a crystal on your character
sheet. Once you have three crystals drawn, you must make a save each
time you use this spell or touch a mana/magic crystal; on a failure,
draw yet another crystal AND roll on the crystal mutation table to
see how you change. If you ever get 10 or more Crystals on your
character sheet, your character is frozen in place by enigmatic paradox crystals, with no guarantee that they'll ever be able to
escape.
[3]
Maw of the Mound -
4th
level
After the
incantation of this spell, the caster's body falls apart into dark
black soil. The ground shakes and their face appears etched into the
dirt itself. They can move as a tidal wave of dirt, which requires a
save to avoid getting knocked over when it goes under you. The maw
can charge into barricades, knock up tiles, uproot trees, and
anything else a huge mobile earthquake like this could do. This is a
powerful spell, and requires a handful of salt distilled from the
ocean beneath the soil and rock of the world as one of its major
casting ingredients.
Every round, the
caster can either attack with a bite attack that has a +4 to hit and
deals 2d10 damage OR open their mouth and use their tongue as a ramp
to allow forces of the underworld to charge out. These monsters are
not capable of distinction for surface dwellers nor would they follow
the caster's orders anyway, and as such charge onto the battlefield
attacking anything in their path. The spell only lasts for 3 rounds.
The biting attack
doesn't kill its target if they reach 0 hit points or less. Instead,
they are swallowed by the maw and fall into a pit of blackness.
There, they come to an uncomfortable realization and are trapped in a
temporary prison outside of time. They will return in 1d50x50 years,
but are dead for the purposes of this campaign.
The tongue bridges
allows monsters to come out. Only one monster can be released by the
maw- the monster that is released is random. If an extra round is
used to open the tongue bridge- more of the same monster is released.
Roll a 1d3 then roll on the table.
- The Monster is accompanied by a black cloud that blots out sunlight in a 100 ft area. It is a strange beast from another realm shourded in Midnight.
- The Monster comes from deep within the Earth. Roll on the Wandering Monster Table from the Dead Underground City
- It is a detachment of the Slaugh; the dark elves, who will use it as a staging attempt to invade the surface world. After this battle, they will attempt to capture the spellcaster of this spell to use them to create another strategic Maw.
[4]
The Faithful Two -
1st
level
This spell is low
level despite its effects, but requires two similar characters, both
already sworn to service to the spell caster. This spell merges the
two together in spirits, and they can an emphatic link that connects
them across as many miles as they have HD collectively. The two
become more intertwined in combat as well, roll on the Super Combat Bros. Generator to see what gimmicks and uniforms are drawn to the
collective group. This spell can only be cast by any individual magic
user once; it creates their faithful bodyguards, but no more. Though often these Fighters come from specific Warrior Cults, or from a very specific Mercenary Group.
[5]
Drake-Twist - 2nd
level
Both of the
casters arms twist together and transform into a small but fearsome
dragon head. It takes one round for the twist to happen, you may
perform one action with your dragon head in the second, and in the
third the arms decouple. You cannot block, attack, or cast spells or
do anything requiring your hands in the first and third rounds of
this spell. If the caster is killed during this, or if the arms are
both severed while the dragon head is mostly formed; it may crawl off
on its own to become a stunted regular dragon in the wild. This
dragon will be very desperate to rejoin all
dragon kind.
Once the head
appears the caster may either bite at the nearest enemy, dealing
1d12+1 damage with a +2 to hit, speak or stare in the manner of
dragons through this head (save vs stuns all kobolds nearby, opens
dragon lair secret walls, etc.), or use a powerful breath weapon or
spell. The color and type of dragon is randomly selected when you
first learn this spell, and is always the same. The dragon that this
spell treats itself as a caster level = HD, with that amount of power
in its breath. The dragon head can cast magic that isn't just a
breath weapon; the powers of dragons are numerous when tied to their
elemental affinity and color.
The colors and
types of dragons are randomly determined by using this dragon table.
If the character is more Lawful, replace number 8 with the Holy
dragon. If the character is more Chaotic or if magic is more dark and
sinister in your setting, keep number 8 as the Blood dragon.
[6] Coffin of Chaos
- 3rd
level
This spell
requires a large wooden coffin to be carved and used as the focus for
this spell. When cast, the spell creates a massive amount of energy
within the coffin. Every round, the coffin's door slams open and
something flies out. Roll each round on the table below. The creature
or thing is always aimed at the direction the coffin's opening is, so
the spell can be “aimed”, but is chaotic and could easily be
deadly even to those who cast it. This coffin lasts for 6 rounds, or
until it rolls two 8s on the table.
Coffin of Chaos
Effects – 1d8
- The Coffin spits out 1d8 Weird Skeletons. They are lifeless, but a necromantic pulse from the coffin could animated them into lifeless undead. Painted skeletons become helpful instead.
- Swarm of buzzards fly from the coffin. Many of the buzzards know that this coffin produces food for them, and so some will reenter the magical portal inside after they have eaten. The buzzards don't do anything except circle ahead, but act as a shield against arrows and will attack undead dealing 1d6 damage as a swarm per round, picking off dead flesh for consumption.
- The Coffin releases a cyclone of Death Energy, which circles around. The first round it travels in a straight line from the coffin as fast as a man can run. If you are struck by the tornado you take 1d6 damage and must save vs death or lose a level from level drain. Every round after the first, it travels in a random direction using a 1d8. 1 in True North, 3 is True East, 8 is North-West, etc. There is also a 1 in 3 chance that whenever something dies near the cyclone, it travels towards that being instead, with a higher chance if a more powerful high level or HD creature was slain; it is attracted to the deathly energy.
- Necromantic Pulse. Pale green light illuminates everything within a 20ft cone of the coffin. If it hits any dead bodies, they rise as mindless undead.
- 2d6 Undead Creatures come out of the coffin. The creatures are all of the same specific type of undead, who are weak to a specific element. The very next round, instead of rolling on the table, the coffin shoots out the element that destroys these creatures. For instance, if the coffin spewed out some Dry-Vine Skeletons, the next round it shoots out of a gout of flame. If the coffin released Clay Mask Mummies, then the next round it fires out a sandstorm with rocks and flung stones which deal physical damage, etc. The undead will all attack once and then be destroyed by the elemental discharge unless if the coffin is rotated to no longer aim at them. These elementally challenged undead are not under anyone's control when summoned.
- Massive skeleton hand appears through the coffin, and throws a fistful of Magic Arrows. The arrows have 1d2 kinds of magic arrows, and the number of arrows fired is 1d6 per type. They seek or are thrown at random targets, though usually it will be someone near front facing to the coffin, as they are spotted first.
- The Coffin emits a loud shriek. This attracts nearby attention, and lowers the AC of everyone by -2, which stacks any number of times this is rolled. Additionally, someone in the party has feverish dreams that night about an Ancient Evil, scrawling their name onto their own chest; scratched on by their blood nails.
- The coffins hums ominously, but does nothing. Mark a checkmark on the coffin for this combat. If this is rolled again; Random Strange Item drops from the coffin; roll once on the list. The lid slams shut, and is found to be nailed shut with tin nails that can only be removed with a +1 claw hammer or equivalent. Many prefer to burn this one and get a new coffin.
[7]
Hand of Punishment &
Prudence - 3rd
level
This spell creates
a giant glowing hand that flies forward from the caster's position
towards a target. Whoever gets in the way of the hand will take the
blow instead, so it can be blocked. Once it hits someone, the hand
does a martial art moves that deals 1d6 damage. On a failed save, it
also deals 1d2 debilitating special techniques to the person, which
take a round each to clear up. The hand also performs its techniques
in a specific martial arts style, which can be countered by someone
who knows a superior style, giving them advantage on the saving
throw.
[8]
VampNight - 4th
level
Whenever this
spell is cast, it must be cast at dusk just as the sun is going down.
An eerie feeling extends over the surronding area; this spell can
easily cover an entire town and the surrounding farms. After the
first hour of quiet, vampires begin to appear. The vampires are not
“true” vampiric beings by any means, they don't have much detail
to their minds or bodies, appearing only with the most basic of
physical traits. These false creatures however still thirst for human
flesh, and attack anyone they can find; draining their blood for
their eternal hunger.
Every exploration
turn, or every 10 minutes, you must roll a 1 in 6 chance to have an
encounter. The encounter will always be a group of vampires. If you
are being very quiet (no spells, no animals, no children), make it a
1 in 8 chance. If you are hiding somewhere and being quiet, increase
to a 1 in 10 chance. Every time you encounter vampires all the
vampires you encounter will be of the same type. You encounter 1d6
Vampires at a time, attacking barricades to taste hot blood.
Every hour, the
spell changes. Each hour, a randomly determined vampire bloodline is
what people will encounter whenever they roll an encounter with
vampires. The vampires will attack any living being with blood, and
have a higher 1 in 4 or even 1 in 2 chance to be encountered for
those trying to escape the radius of the spell. This spell lasts
until dawn.
[9]
Esoteric Polymorph -
4th
level
The
caster is transformed into a Weird Monster form. You new body is very
random, having many disparate elements, and you must roll a new body
plan and all the appropriate limbs. You also must make two saving
throws vs spells. On one success, you regain some of your mental
ability while in this new form, and gain a random power on the Weird
Monster Generator table. On two successes, you become an Elite
version of the creature, gaining yet another ability. This spell
lasts for up to an entire day, but can be ended early by resting in a calm place.
The
Esoteric Polymorph changes people into weird monsters. You will be
mentally forever changed by the experience. Shift the characters
alignment one step towards Chaotic if appropriate, and/or permanently
reduce their Wisdom by -1d4 points. This is only done the first time
they use this spell, but continued use of the spell is like a drug,
picking up more mannerisms and a calling to explore otherworldly
places and speak to unnatural beings. If the number of times you've
used this spell exceeds your Wisdom modifier, each season you have a
1 in 6 chance to disappear and return as an Other, you've lost your
magic but have gained something far worse.
[10]
Eaann's Magic Wand -
2nd
level
This spell
conjures a silver magic wand. It has a random appearance, but is
always made of or painted silver. This wand has the magic powers of a
single type of Magic Rod in addition to the Magus Rod, rolled
randomly when this wand is conjured. If you roll a 12, double the
number of charges instead, and the wand is topped or hilted with a
purple crystal. If this crystal is removed, the wand vanishes and the
shard can be kept as a minor mana crystal of the weakest power level.
If your character
masters this spell, you can shrink the size of the die with your
favorite type of Rod taking up the spot of 1 on the table- roll a 1d8
or a 1d6 to get a better chance of your favorite, etc. Eaann's Wand
disappears when lost or when all its charges are expended. It has
2d6+2 charges.
Nice blog-cursion going on here!
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