Planet

 


Planet by Four Tet

 

 The VaM-style spell today is Planet- the title coming from this song by Four Tet.


Here are some definitions that inspired the spell -

 a celestial body moving in an elliptical orbit around a star. 

a celestial body distinguished from the fixed stars by having an apparent motion of its own (including the moon and sun), especially with reference to its supposed influence on people and events.

 

 

No lyrics!

I really love this song - it is a great album as well, New Energy  was my introduction to Four Tet - Alap and Lush are so wonderful, and I highly recommend all of Four Tet's music!


Here is the spell!

 

 

Planet


Duration: Until dispelled by the caster


Range: 3’ orbit from caster


This spell may be cast in response to an action during combat.


When this spell is cast, the next airborne projectile larger than the caster’s thumb is caught 3’ away and redirected in an orbit around the caster, like a miniature planet.


Anyone crossing paths with the planet gets an attack roll against them, this is considered a small weapon.



This spell may be dispelled at will – if it is, the object falls out of orbit.

 

 

 

Miscast Table


1 – The nearest object of a similar size as the caught one flies towards the caster at high speed – make an attack roll against their AC and if they get hit, they take damage equivalent to the size of the object.


2 – The object cannot be dropped out of orbit and gets faster and faster – eventually burning up. If it collides with someone it is treated as an attack roll with a medium weapon.


3 – It is the next ten objects instead of one – if all ten objects are in orbit around the caster, their AC is raised by 10, but their to hit is reduced by 10 – and anyone crossing paths with the planets gets an attack roll against them, this is considered a small weapon. Each planet requires an individual action to drop out of orbit.


4 – The spell becomes instinctual in the caster’s mind – they must make a save vs magic anytime a projectile comes at them to not cast Planet, even if this would result in a miscast.


5 – The caster is fascinated with their planet, and is unwilling to do anything but watch it fly around them – this will end if someone can wrestle the planet away from the caster’s magical pull – or can dispel the effect.


6 – The spell instead accelerates the projectile – tripling its damage if it connects.


7 – ALL objects bigger than the caster’s thumb in a 30’ radius are pulled towards them - make an attack roll against the casters AC and if they get hit, they take damage equivalent to each object.


8The planet just flies around the casters head.


9If the planet collides with something, it violently reverses trajectory – and gives the caster a sharp pull in the same direction – which will give them whiplash.


10The spell just does not stop working, and will pick up any airborne object of proper size within 10’ of the caster.


11When an object is released it flies off at great speed – treat this as an arrow projectile, and use the rules for firing into combat to see what it hits.


12The spell instead accelerates the projectile – pentupling its damage if it connects.




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