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Showing posts from January, 2022

Spell #136 Crescendo

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     Magic User Level 7 Duration- Instantaneous Range- Initiative order Crescendo- The caster takes an action, then the round resets, with the caster at the top of the initiative. This spell may be cast in response to an action in combat.   So what is this spell good for? Taking immediate action, then taking a pre-emptive action and altering the flow of combat. In conjunction with surprise, this spell can be used to defeat way above what would be normal.

Spell #135 Celerity

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       Magic User Level 7 Duration-  1d6 Spells Range- Caster Celerity- The caster's next 1d6 spells do not take an action to cast. *                         *Some spells might not makes sense for this...   So what is this spell good for? Pulling off ludicrous sequences of spells at breakneck speed!

Spell #134 Bounce

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     Magic User Level 7 Duration- N rounds, where N is the next amount of damage taken Range- Caster Bounce- You bounce instead of break, and physical damage is nullified for the duration of this spell. The duration is equal to the amount of damage the first hit did in rounds.   So what is this spell good for? Becoming very resilient, jumping incredible heights to your death- only to bounce and become immune to most damage. Lots of other combat and problem solving potential abounds!  

Spell #133 Ask

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    Art By @SamuelThomasCu2      Magic User Level 7 Duration- Instantaneous Range- Line of Sight Ask- Allows the caster to ask and receive a truthful response to a single question from target entity in line of sight. There is no save.   So what is this spell good for? Asking questions that few wish to answer!

Spell #132 Alter

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     Magic User Level 7 Duration- Two Rounds Range- A sentence, Reality Alter- When cast, the referee writes sentence about something, and the caster changes one word. The alteration becomes true for two rounds.   So what is this spell good for?  Altering reality!

Spell #131 Unearth

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       Magic User Level 6 Duration- Concentration Range- Four-hundred foot around caster + time Buried Unearth- In a radius of four-hundred feet around the caster, objects get unearthed in the order they were buried. The spell works one year of dig time per turn and the spell lasts until the caster loses concentration.   So what is this spell good for? Locating evidence of crime, lost civilizations, pottery sherds, corpses, coffins, coins, temples, old fires, lost treasures, boats, sarcophagi, confiscated arms, bullets, and anything else buried!

Spell #130 Turmoil

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     Magic User Level 6 Duration-Concentration Range- Area around the caster (Up to Ref)   Turmoil- The area around the caster becomes full of shifting winds until the caster loses concentration, and everyone else and anything not bolted down must make a save versus breath or be knocked over at the start of their action. If already knocked down, an additional save is made at -X, where X is the number of rounds Turmoil has been active. If this save is failed they are picked up bodily and moved, taking damage on colliding into things.   So what is this spell good for? Moving things around you with chaotic winds!

Spell #129 Perdu

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     Magic User Level 6 Duration- Instantaneous Range- Global/Caster Perdu- The caster can use this to get lost while on a dangerous task, IE in combat with more than five hundred combatants, in a burning building, lost and starving. Lost means that they appear somewhere else in the world. This spell may be cast in response to actions.   So what is this spell good for? Appearing somewhere else to avoid danger!

Spell #128 Part of the Whole

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     Magic User Level 6 Duration- Instant for nonliving matter and physical objects, concentration for animate matter and abstractions Range- Line of Sight Part of the Whole- This spell isolates a fragment or expands a fragment into the bigger object. It can be used to turn a single page into the book it was torn from, and also change a book into a synopsis. if used on abstract things or animate matter, be warned, this requires concentration to maintain, and reverts on losing concentration. So what is this spell good for? Isolating or expanding things in careful ways?

Spell #127 Mongrel Map

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  As seen in cavern #32!   Magic User Level: 6 Duration: Permanent Range: Touch Create a map of multiple states of the same location, location must already be mapped. For example, part of the map may become gradient labeled, colored based on material, temperature mapped, historically regressed, or otherwise altered. Topographic, population sizes, geothermal activity, paranormal activity, graffiti surface area... Any kind of metric or map type or specificity you can imagine.  So what is this spell good for? Making strange maps!  Here are the maps in full, altered then unaltered!

Spell #126 Into the Fray

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     Magic User level 6 Duration- until landed in desired combat Range- Infinite Into the Fray- Caster leaps into known combat from any distance, travels one-mile a round.     So what is this spell good for? Leaping into combat!

Spell #125 Gnome Saying

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       Magic User level 6 Duration- permanent Range- six objects Gnome Saying- Creates a six-part device out of the six words for the objects the caster uses as components for the spell.   So what is this spell good for? I really don't know where to start.  Examples of gnome devices   Bannana-cogwheel-trumpet-bearing-lashing-water Disc-sword-powder-flywheel-spring-mirror fly-string-towel-marble-snuff-screw pulley-bucket-stone-rope-shilling-flask arequebus-telescope-chicken-sextant-plank-lever

Spell #124 Duplicate

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         Magic User Level 6 Duration- Permanent Range- Caster's Hands Duplicate- Create a perfect* copy of something inorganic held in the caster’s hand in their other hand.  *will be seen as magical by detect magic, and can be dispelled! So what is this spell good for? Creating copies of things you want/need!

Spell #123 Dread

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       Magic User Level 6 Duration- Combat OR until first failed roll non-combat Range- Foes in situation Dread- Situation now carries dread property for foes until end of combat or until a failed roll in non-combat. Dread is defined as " Any failure prompts a HIDEOUS thing to occur, as decided by the referee." Situation is defined as being perceivable or known to caster.    So what is this spell good for? making the opposing creatures make rolls on hackmaster tables!

Spell #122 Cursor

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       Magic User Level 6 Duration- Six rounds Range- Line of sight of caster; then 50' radius around point Cursor- Creates a movable point axis of gravity on an object on an point in line of sight of the caster; the gravity's effects are a composed of a fifty-foot radius of higher gravity than normal around the point chosen. This allows the caster to pull people into the object, as its gravity is much stronger than the ground's. This allows walking on ceilings, walls, or on a floating object. This can also force an enemy to get crushed by their comrades. The caster may use an action to change which object has the axis. The spell lasts eight rounds.     So what is this spell good for? Walking on walls and ceilings, crushing armored foes with their lackeys,  dropping or throwing objects into impossible places, and making intractable spaces and areas, along with so much more!

Spell #121 Council

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       Magic User Level 6 Duration- Seven Rounds Range- Caster Council- Splits the caster into amount of different people equal to wisdom for seven rounds, they give council then re-merge into the caster. Each has different personalities, knowledge, appearance, and general aura. They will each offer different ideas, solutions, and propositions. They might argue, or agree. In any case, they will discuss and advise, attempting to aid the people around them. They are given stats equal to Normal Stats/n, where n is wisdom. They can act and are controlled by the caster, but MUST be role-played as different personalities, and if killed, that side of you is going to be gone or changed considerably. This is a viable route to ego death.   So what is this spell good for? Many things, incredibly dangerous combat, high wisdom characters, council and aid and advice, and for entertainment, diversion, or self healing and understanding.

Spell #120 Bane

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       Magic User Level 6 Duration- Permanent or until scraped off I guess Range- Held Weapon Bane- Deadly poison coats the casters held weapon. The poison has no save.   So what is this spell good for? Being Deadly!

Spell #119 As A Zephyr

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       Magic User Level 6 Duration- Until Stopped by Caster Range- Caster As A Zephyr- Caster becomes a gust of wind, which allows same-area teleportation. This spell can be cast in response to an attack.     So what is this spell good for? Incredible travel distances, teleporting and being invulnerable, blowing out candles and moving tapestries and knocking over things and blowing out fuses and fires in wind form.

Spell #118 Weigh

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     Magic User Level 5 Duration- Instantaneous Range- Caster Weigh- Caster can specify an object, character, or event, and then know weight to overarching story from the referee.   So what is this spell good for?  Figuring out what to do or where to go, or what not to smash or sell!

Spell #117 Voltaic Epiphany Arc

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     Magic User Level 5 Duration- N Range- Variable Voltaic Epiphany Arc- Caster shoots a bolt of arc lighting out of their fingertips that jumps each time it strikes and is limited to N jumps, where N is the initial damage dealt. It deals 1d4 damage times 1d4 damage each strike. It will always travel the shortest distance possible each leap, and will hit a new person each jump if possible. Survivors have one turn where they have a brilliant idea at the start of their action.    So what is this spell good for? Killing a crowd or making geniuses of them!

Spell #116 Surge

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         Magic User level 5 Duration- Variable Range- Caster Surge- Caster gains one action this turn for each strength they have, then is too tired to do anything strenuous for 15-their con in actions.   So what is this spell good for? Hail mary style moves!

Spell #115 Skele-Tonne

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       Magic User Level 5 Duration- two rounds Range- Caster Skele-Tonne- Makes casters skeleton as strong as steel girders for a two rounds, then their skeleton regrows the flesh that is missing from their person, effectively restoring all HP to their normal complement. This spell may be cast in response to actions.   So what is this spell good for?  Dragon's breath, acid, lava, pestilent winds, heavy explosives, magical damage, crushing to an extend, and all sorts of other heavy damage.

Spell #114 Reverse-Cursed

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      Magic User Level 5  Duration- Until the reverse their clothing Range- Touched target Reverse-Cursed- The old stand-by, opposite day on casters choice of target touched by caster until they reverse their clothing. Anything they do is reversed. So what is this spell good for? Making a persons actions have unexpected effects!  

Spell #113 Pretty Eyes

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       Magic user Level 5 Duration- Concentration Range- Line of sight   Pretty Eyes- The casters eyes can see in dark as normal and are strikingly beautiful, immobilizing those who lock gaze with the caster. They lose all agency and must stare into the casters eyes. This spell lasts until the caster loses concentration or blinks.   So what is this spell good for? Making one person do nothing but stare, seeing in the dark.

Spell #112 Palace of Means

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    Magic user level 5 Duration- Seven Rounds Range- A small tent Palace of Means- Rolls out a section of red cloth from hands, which folds into a small silken palace. Inside the child-sized tent of silk is an array of tools and devices for solving problems. Palace lasts seven rounds. Looking for an object is a Search roll for the named object, success indicates they find it, failure means they must keep looking. So what is this spell good for? Solving problems that require specialist tools. if a whole party is in here, you can get quite a lot of tools very fast.

Spell #111 Oubliette

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      Magic User Level 5  Duration-Until discovered Range- "somewhere" Oubliette- Traps something somewhere until discovered by anyone but witnesses.   So what is this spell good for? Isolating things with planning.  Trap a monk in a room, brick the room over. Trap a ghost in a bottle-bury the bottle. Trap a mage in a dungeon, expel the dungeon from this dimension or cave in the entrance.  Trap a spirit in a tree. Trap a priest in a church, then guard the perimeter.  

Spell #110 Moon in the Man

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     Magic User level 5 Duration- Instantaneous Range- target in line of sight Moon in the Man- Everyone has a moon inside them, this releases it from a target within the casters line of sight. Roll a 1d20, this is the radius of the moon. It erupts out of the target from a random part of their body. It deals 1d6 damage for radius 1-3, 1d8 damage for radius 4-6, 1d12 damage for radius 7-10, 1d20+radius for everything else.   Here is a table radius 1- Their right hand 2- Their right Eye 3- Their left leg 4- Their right arm 5- Their left foot 6- Their face 7- Their elbow 8- Their right leg 9- Their Shoulder 10- Their Mouth 11- Their left eye 12- Their Ass 13- Their torso 14- Their left arm 15- Their insides-feels bad-deals damage over time 16- Their genitalia 17- Their right foot 18- Their torso 19-Their left hand 20- Their head   So what is this spell good for? Removing moons!

Spell #109 Midnight

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       Magic User Level 5 Duration- An hour Range- Existence Midnight- Creates a strange feeling, which allows for things to be strange for an hour, involving players allowance for strangeness. This includes dreamlike imagery for all players, and can lead to cartoon solutions, surreal ways around, and can alter some aspects of the universe usually held constant.   So what is this spell good for? Creative solutions, ghosts eating smoke-ring doughnuts, walking umbrellas, tailypo, boogeymen, walking shades,  black tile games, dark twilight rooms, libraries, purple potions, blue rooms on walking up, growing and shrinking perspective, looking through a keyhole, a hoard of toys, changing one's voice, talking and laughing, echoes, running on air, smashing people with a bat, smoke and neon light, speech bubbles, waking dreams, sleeping nightmare, red spheres, poker, and anything else that is surreal.  

Spell #108 Leaping FIre

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      Magic User Level 5 Duration- 3 rounds-rest each new spread Range- hand sized object, then chaos   Leaping Fire- Caster sets hand sized object on fire, fire that jumps from flammable to next flammable, and is highly dangerous. Cause' it doesn't go out immediately, it goes out naturally after 3 rounds, this gets reset each time it lights something inflammable, and of course, spreads. Large amounts of water or other liquids, extremely strong wind, absence of oxygen, and some other more unusual fire dispersal methods work, but this fire is still extremely nasty.   So what is this spell good for?  Goblins and wolves.

Spell #107 Imposition

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      Magic User Level 5  Duration- Permanent Range- Any object Imposition- Create a subtle barrier around an object, a barrier that makes any actions pertaining to the object inconvenient or unintendedly disastrous for the action performed on it or with it.   So what is this spell good for? Creating problems for people! Stuff like bombs, torches, swords, oil lamps, watermelons, trapdoors, catapults, crossbows, cauldrons, whips, rifles... god, the list is endless for things I DON'T want to fail when I try to use them.

Spell #106 Frog

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      Magic User level 5  Duration- Varies Range- Caster   Frog- Caster gains their choice of Long Tongue, Amphibious, Leap, Croak, or Torpor. Long Tongue lasts for five fifteen-foot licks. Amphibious lasts twenty rounds. Leap does a single thirty-foot leap every turn as a free action, and must be taken or the spell ends. Croak deafens all within hearing radius for two rounds and knocks down flying things in a sixty-foot spherical radius around the caster- and may be done as a free action. Torpor puts the caster in stasis until exposed to at least six gallons of water.   So what is this spell good for? Going in and out of water, not using rations or any resources for the party-like bombur, leaping until you don't want to, licking at things, and deafening and knocking things outta air.