(All art, names, and ideas were taken from listening to this album.) |
[1] Ancient Vibrations
This spell can be
cast on people or objects. If cast on a person, it reawakens a long
since atrophied and dormant part of their body which can let them
vibrate at a specific frequency. This vibration acts as unique
identifier for that person's bloodline, as closely related people
have similar vibrations, and can be used to do things like open old
ancestral tombs or secret stone lockboxes.
Secondly, if cast
on an object, this spell causes it to rattle with the secret lore of
olden times. For most objects, this makes them have a +1 to hit or AC
for a single round such if used on a sword, shield, or helmet, but it
falls away or you drop it after each round you use it from its rapid
movement. The one exception to this are instruments. If cast on an
instrument, the instrument can be used to shatter apart a stone wall
or rampart; creating an opening where men could pass through if the
other side is clear. This only works on walls of a thickness equal to
or less then a typical armspan. The instrument used to cast this
spell becomes still and silent forevermore.
[2] Huffing Petrichor
This spell can
only be cast immediately (up to one hour) after it rains. This spell
uses the freshness of the air as its catalyst. When it is magick'd
into being the spellcaster is surrounded by a cloud of fresh air
while the particles of magic reach out further around them in all
directions, causing whoever breathes them a mild sense of euphoria.
This also smells very strongly of petrichor.
The fresh air
surrounding the spell caster is of superb quality and protects
against poison gas and shortness of breath. Restore 2d6 damage taken
from toxic gas damage if applicable to anyone within the fresh air
bubble around the spell caster. This can also be used to freshen up a
dungeon environment, climb on top of the hill of trash, and so on,
but this bubble cannot penetrate water on its own so it cannot be
used for underwater exploration. The surrounding bubble of petrichor
causes confusion and euphoria, meaning you roll +1 to reaction checks
to enemies affected by it and they have -1 morale for lack of being
able to work together. The petrichor bubble of smell is about the
distance of a forest clearing, where as the bubble around the caster
is about 10 ft in all directions.
[3] Odd Visions
This spell must be
cast with a crystal ball, scrying bowl, or other item of visual
divination. The spell lasts for two turns, and only affects the spell
caster. Spell casters high on a hallucinogenic drug while casting
this spell gain a +2 saving throw for its use.
When cast; this spell puts the user into a trance and grants them visions of things. These visions are seen in their scrying object, and will end the moment they look away. As such, it is possible for someone else to prematurely end this spell by covering the scrying device or shoving the spellcaster aside, but the spellcaster themselves cannot move or willingly do anything but watch the visions.
For the first turn
staring and scrying, the spellcaster will see visions of outer realms
and worlds beyond their imaginations, beings from other times and
places, impossible geometries, and so on. The spell caster must make
a saving throw at this point. If they fail, they are overwhelmed by
the visions and black out or close their eyes to make it stop,
failing the spell. They also receive a single point of insanity, -1
morale or Charisma, or some other appropriate negative for seeing
what they have seen.
For the second
turn of staring, the spellcaster sees the impossible realign with the
real world. No longer are they overwhelmed, but instead it provides
great insight. If the spell is interrupted at this point, the
spellcaster receives no negative repercussions but did not complete
the spell fully. If the spell is fully completed, then the
spellcaster must roll on this table.
Odd Vision Table –
1d4
- You go blind for 2d6 days, but are filled with an inner peace. As your sight returns though, you forget why.
- You've attracted the attention of something beyond. If you didn't have a supernatural entity as your patron, you do now. If you did, then your old familiar is eaten and replaced.
- Your horizons have expanded. Your character gains the first they do not have; Aggressive Bisexuality, No phobias, Ambidexterity, the ability to “see” colors via touch.
- You have learned some type of incredible, Terrible Knowledge.
[4] As Old As The Hills
This spell
requires the use of three ritual implements; the ritual chalice, a
ritual dagger, and a circle of stones, rope, or ash. This spell
requires the user to stand in the center of the circle atop an old
hill, to cut their wrist with the ritual dagger, and the ritual
chalice (filled with wine) to end the effect.
As the user's
blood falls onto the hill, they start to age rapidly. For every point
of damage they inflict upon themselves, they age by five or ten
years. Without a disease already ravaging them, they can become quite
old without a too much risk of death. By letting your blood flow out,
you become older and older, and as you become more old you gain more
spiritual authority, and the wisdom of age, while your body shrivels
up and becomes weaker. For each point of damage you inflict upon
yourself, you can treat your Wisdom modifier as +1 higher until the
effect ends.
If the ritual chalice is drunk by the spellcaster, then the spell effect ends and their youth is returned. If the chalice is spilled or the spell interrupted, then the spell caster will remain the age the spell had made them, and leaving the circle means the weight of the world bears down upon them, and they will be subject to the normal terrors and spirits that possess the elderly with the shakes and senility.
If the ritual chalice is drunk by the spellcaster, then the spell effect ends and their youth is returned. If the chalice is spilled or the spell interrupted, then the spell caster will remain the age the spell had made them, and leaving the circle means the weight of the world bears down upon them, and they will be subject to the normal terrors and spirits that possess the elderly with the shakes and senility.
[5] Cemetary Violence
This spell is cast
in a graveyard or cemetery. If any battling or fighting is to take
place there during or right after the casting of this spell, the
magic of the spell makes the battle more “final”. Piles of dirt
move to open up new graves which bodies conveniently fall into. Hands
of the buried reach up to hold still the dying before they can escape
(those at 0 or less HP but aren't instantly dead, not those simply
knocked to the ground), weapons pierce organs and spells cast their
most deadly magic, etc.
While under the
effects of Cemetary Violence, all combat damage that results in a
kill is a kill, regardless of other abilities or items that may
prevent it, unless they have spiritual authority over their
graveyard. The prophet of the God that this graveyard is watched by
could come back from the dead here, but not a nercomancer rising
themselves from the dead.
Additionally,
weapons or attacks made using elements from the graveyard, such as
smashing someone over the head with a tombstone or stabbing them with
a rusty fence pike, have +2 to hit and damage. The undertaker of the
graveyard also gets this bonus.
[6] Clairvoyance
Clairvoyance is a
classic wizard spell. It's up there with invisibility and fireball.
It's also very hard to pull off. In order to cast Clairvoyance, at
least TWO of these must be true for that character.
- At least TWO positive points of Intelligence modifier
- At least ONE positive point of Wisdom modifier
- Character has had their third eye opened
- Character learned Clairvoyance from a Master (not a spellbook)
- Character is of a very high level/reached “Name level”
- Character is the Seventh Son of a Seventh Son
If at least two
are true, the character may cast Clairvoyance once per day. If three
to four are true, they may cast Clairvoyance as much as they wish,
but repeated use of the spell deals 2 points of damage to their
Charisma ability score. If their Charisma drops to 9 or less, they go
blind but may continue to use Clairvoyance to see the world around
them if they so choose. The Charisma score can be healed normally
with rest or magical healing. If the character has 5 or 6 of the
categories above are True, then their Clairvoyance is “always on”
and in a radius of 15ft around them at all times.
Clairvoyance
grants the ability of the user
to know things. They may pose any question or bit of information to
the DM, which must be answered truthfully. “What's inside this
box?” is a valid question, as is “Where are they taking the
box?”. Each additional bit of information unlocked down the string
counts as an extra use of Clairvoyance. You can read minds with
Clairvoyance as well; simply asking about a person's memories, their
plans, or their prepared spells or location are all accepted.
However, certain magical materials or concepts block Clairvoyance.
For example, the true form of a demon or angel cannot be learned by
Clairvoyance, as material such as lead or silvered mirrors block all
forms of scrying, including Clairvoyance.
[7] Conjurer's Clutter
The Conjurer's
Clutter is a two way trap spell. It can only be cast in an indoor
space, with a lot of objects or objects laying around. Something like
a well stocked pantry, library, or conjurer's workshop would be a
good candidate. The person who casts this spell must be well
acquainted to this mess, living there or using it to store valuable
goods of their own or for their master.
The 'clutter' in
this spell makes up the objects around. These objects begin to move
when not watched, hiding and moving around to make the area as
confusing as possible. Piles of objects move in front of windows or
doorways, even forming fake passages that close up behind you if you
aren't careful. The clutter also protects its most valuable items
within its deepest parts, almost as if a dungeon was erected to
protect something, but homely. The Sorcerer who cast this spell is
not immune to it; the items will be just as hard to retrieve for them
as they would anyway else. It takes one hour per item you wish to
find among the clutter, plus an additional turn for every other
significant item within the hoard and/or for every extra wizard level of the caster.
[8] More True Than Time Thought
This magic spell
works on the power of the past. Those who cast this spell are
historian-wizards, with one eye firmly set on the world that has
ended, and with only one in the present. Those who cast this spell
become old in some way; if not in age, then old in speech or
appearance or attitude towards new ideas and younger people. Oldness
is contagious in that way.
Once this spell is
cast; the user must forget a moment of today and lose -1000xp or the
equivalent in your game. Then, they must focus on something that
happened from the past and, depending on how ancient or memorable it
was, the past happens again. It happens before them and is both a
spirit or illusion, but also real. People can watch the past play out
again, but they can also influence it to some degree. For example, if
you cast this spell on a hill where a great battle was fought, the
warriors of that battle will appear again, as though alive, and both
sides will battle. You can aid with one side, the side that lost in
the “real” history, but if they win, things start to change. You
can change the past, but it isn't fullproof. Sometimes a person may
reappear that was supposed to have died, and people's memories will
selectively change to shroud what really happened in myth, since
you've changed the outcome of the past. The more ancient the past was
though, the most ghostly and harder to influence these events play
out become. Speeches by great warrior-kings that happened a thousand
years ago are muffled to unrecognizably, and the ghostly phantoms
would only shift their glance at you for a moment if you tried to
distract them; the past would refuse to change.
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