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Showing posts from November, 2021

Spell #74 Reverse Roles

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       Magic User Level 3  Duration- Instantaneous Range- Line of sight Reverse Roles- Swap places with a person in line of sight. So what is this spell good for? For keeping people from escaping, for getting to treasure, for displacing guards, for ascending towers, breaking sieges, killing leaders, and many more.

Spell #73 Recover History

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    Magic User Level 3 Duration- Instantaneous Range-  Caster Recover History- Caster recovers a lost secret, piece of information, et Cetera, out of thin air.   So what is this spell good for? For giving players plot hooks, mcguffin details, random worldbuilding facts, adventure hooks, secrets, new spells, locations of treasure, political secrets, recipes, and generally any kind of detail that would be interesting and gameable.  

Spell #72 Recast

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    Magic User Level 3  Duration- Not Applicable Range- Not Applicable Recast- Recast last spell cast by the caster.   So what is this spell good for? It is essentially an additional copy of any memorized spell, so it lends itself to flexibility. Tons of versatile uses!  

Spell #71 Pocket

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   Magic User Level 3 Duration- Until Removed Range- Casters hand, then sleeve, then reverse   Pocket- Slip an object into your sleeve and into a pocket of space elsewhere. You may pull an object out of this pocket out of time as a free action. Living things are preserved in time until removed. The object must move through the sleeve of your clothing.     So what is this spell good for? Flasks of oil, Flasks of water, Torches, Tinderboxes, Umbrellas, Mirrors, Rope, Poles, Holy Water, Potions, Spikes, Toads, Chickens, Clothes, Candy, Swords, Snakes, Arrows and Bolts, Caltrops, Acid, Bottles of Vinegar, Bottles of Wine, Specific Tools, Carpets, Blankets, Carrots, Dog Treats, Mice, Rabbits, Knives, Maps, Books, and so many more. Anything you can think of as encumbering, and useful but specific is a great candidate. If you spend a little while piling a space up, in combat you can pull a snake once per turn, or if you have 50 snakes you could pull all of them out in one turn. This goes fo

Spell #70 Optical Illusion

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   Magic User Level 3 Duration- Until a living collision Range- Until a living collision Optical Illusion- Creates an optical illusion of the casters choice for everyone but themselves. The illusion will persist until collided with by something living.   So what is this spell good for?  Too many to list!

Spell #69 Leathered

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    Magic User Level 3  Duration- Rest of day or night Range-  Caster Leathered- Caster becomes Leather-skinned, and for the duration of the day or night has base AC without armor as if they were wearing leather armor.     So what is this spell good for? Daily armor!

Spell #68 Gold Troll

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    Magic User Level 3  Duration- three rounds Range - Line of sight Gold Troll- Target within casters line of sight drops items on taking damage for three rounds. The item dropped is randomly determined by the referee.   So what is this spell good for? Making people drop their armor after being peppered by arrows, making a bulging sack carrying dwarf drop it, or just nickel and diming laden targets. Also good for making potion carriers drop potions, bombers drop bombs, riflers drop cartridges, warriors drop swords. of course, they might drop anything, so the more items the worse the target.

Spell #67 Glide

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     Magic User 3 Duration- Instantaneous Range- Caster Glide- Allows the caster to make one smooth move out of many small moves. If a normal action taken would take a whole turn, then glide would allow five or six smaller moves as one move in one smooth motion. So what is this spell good for? Lots of things, all of them complex.

Spell #66 Gasoline Castle

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     Magic User level 3  Duration  seven rounds Range- Casters path  Gasoline Castle- Caster create a trail of gasoline where they walk for seven rounds, and the gasoline cannot be crossed by foes. They must walk.     So what is this spell good for? For creating a trail of fire, for blocking large lines of encroaching enemies, for closing off a room, for sieges and battles, nor narrow passages, zombies devils and killers.

Spell #65 Ersatz

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    Magic User Level 3 Duration- Permanent Range-  Casters hands Ersatz- Creates shoddy copy of object held by caster. Logos misspelled, ingredients substandard, faded label, dents and scratches and unmarked bottoms, sharp edges and ugly tax stamps from far-flung counties and oppressive governments.  So what is this spell good for? Low quality magical objects, replicating food, horrible quality clones, multiplying books into pulp versions, making cheap and dangerous carts and boats.... The list is extensive...

Spell #64 Descend

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    Magic User Level 3  Duration- Until 3 feet from the "ground" Range- Caster and their fall distance Descend- Drops the caster at a slightly breakneck speed through empty space next fall, then last second breaks fall gently. The caster picks the "ground".    So what is this spell good for? For falling to the ceiling then down again, for leaping off cliffs or clouds, for busting through a window and down to certain death, for flying sideways across chasms, for falling though battle towards a opponents shield, and lots of other scenarios involving falling.  

Spell #63 Conjure Sauce

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     Magic User Level 3 Duration- While still in line of sight of the caster Range- Line of sight Conjure Sauce- Give something some attitude within line of sight.   So what is this spell good for? Making coffee spicy and splashy, making goats sassy and fast,  making nuns do breakdancing, making guards take bets and old men race in the streets. In general, this spell is good for inducing more interesting behavior of "things"  

Spell #62 Clamber

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       Magic User 3 Duration- Until next morning Range- Caster Clamber- The caster climbs just barely up. They roll for climb, and their climb score is adjusted to exactly what they rolled. This lasts until the next morning.   So what is this spell good for?  For climbing!

Spell #61 Cantrippin'

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      Magic User Level 3  Duration- FOREVER Range - Caster Cantrippin ’ - Caster ’ s next spell splits into ¼, 1/3, or ½, and the leftovers are saved until fully used up.   So what is this spell used for? Mini Acid Arrows and fireballs, size based knocks, mini Water Welters and rockets, mini burst heals, smaller range spells and smaller effects but more uses, and potential accruing of many more spell than would be normal.  

Spell #60 Braid

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    Magic User Level 3 Duration-  Until the two objects are released from hands of caster. At this point they simply locked in place.  Range- Caster's hands   Braid- This spell allows the caster to braid two objects together, fused or otherwise connected in a twisted fashion. Like twisting wire, the caster may intertwine two objects with their bare hands.    So what is this spell good for? For Gripping and connecting swords, Dualcasting Wands, Forked lances, Hideous serpents, newly-conjoined twins, Spine and brace, arm and hammer, wicker and snake, rod and lightning, air and water.  

Spell #59 Blatant Flames

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       Magic User Level 3 Duration- 2 rounds Range- 50' cone from casters mouth   Blatant Flames- From the casters mouth spouts an inferno jet, it deals d8 damage times d4 and emits a loud roar, which tests the morale of any creature of 1 HD or below. Any wild animals also make a morale check on seeing and hearing Blatant Flames.    So what is this spell good for? Spooking animals and torching foes. Flam'd!

Spell #58 Banish

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     Magic User level 3 Duration- Hours equal to the Apotem length Range- Perimeter radius of the dekagram emanating from the center of the circle in feet Banish- Use several material components and math to clear an area of anything sentient. A cutting edge way to deal with the first custom may incorporate the accompanying:(HOW TO DO IT) A special stepped area in the focal point of the custom space.(PICK A SPOT) A custom blade or a wand, used to motion to the places of the tenpointed star, and to draw the dekagram and the enchanted circle interfacing it. The purpose of this ritual is the same.(CHALK) Conjuring of the Archangles: Consisting of four angles, 90, 180, 270, and 360.(USING TRIGNOMETRY) area = p ⋅ a 2  Perimeter and Apotem Length  are essential components to this ritual.   So what is this spell good for? Clearing a radius of anything so you can do Something.