Carry the Sun

 

Carry the Sun by The Glitch Mob

 

 The VaM-style spell today is Carry the Sun-  the title coming from this song by The Glitch Mob.

I love The Glitch Mob - and have big plans for their music, even though this is the only VaM spell I will be makeing for them - Just know that Drink the Sea is wonderful, as is  all of Love Death Immortality - There is nothing better for imagining epic combat sequences, and the music makes me wanna run like nothing else does.  

(OK - I lied - Prodigy makes me wanna run more, but who the hell is going to beat the Prodigy at that?)


 

 

Here is some definitions of Carry and Sun!

 

support and move (someone or something) from one place to another.
 

transport, conduct, or transmit.

 
have on one's person and take with one wherever one goes.
 

support the weight of.
 

be pregnant with.

 
stand and move in a specified way.
 

(of a sound, ball, missile, etc.) reach a certain point.

(of a gun or similar weapon) propel (a missile) to a specified distance.


take or develop (an idea or activity) to a specified point.

 
assume or accept (responsibility or blame).

be responsible for the effectiveness or success of.
 

have as a feature or consequence.
have visible on the surface.

 
be known by (a name).
 

approve (a proposed measure) by a majority of votes.

transfer (a figure) to an adjacent column during an arithmetical operation (e.g., when a column of digits adds up to more than ten).

 
an act of lifting and transporting something from one place to another.

 
the action of keeping something, especially a gun, on one's person.



the star around which the earth orbits.
 


any star in the universe that is similar to the sun, with or without planets. 


the light or warmth received from the earth's sun.

 
 
a person or thing regarded as a source of glory, inspiration, or understanding.
 

used with reference to someone's success or prosperity.
 

a day or a year.
 

sit or lie in the sun.
 

expose (something) to the sun, especially to warm or dry it.





Here are the lyrics!

None!

 

 

 

Ok, here is the spell's effects!

 

Carry the Sun


Duration: 2 Rounds per caster level


Range: Caster


This spell may only be cast in combat – if it is cast before anyone else takes an action – it’s duration is doubled.


The caster becomes, temporarily, the avatar of the sun.


They cannot be knocked over, they are too heavy.

They may, as an action, envelop any held weapons in plasma – this will render their weapon capable of cutting through most anything. (It ignores material hardness factors that affect AC)

Their blood, if spilled, is bright gold and radiates sunlight.

Their clothing and armor is black and shadowy – any contact with inflammable materials will lead to those materials catching fire.


HOWEVER:


They cannot take any action the sun would find ignoble such as:

  • Harm to living creatures. (Damage to the living)

  • Destroying anything that venerates the sun or life. (Lots of monuments and plants)

  • Going against any plan that preserves or protects life. (No ignoring pacifist or “good” player character’s plans to run, help innocents, or otherwise avoid fighting or help people)

  • Interfering with a marriage. (Directly or indirectly depends on proximity in days, the further away the less likely this will matter)

  • Contravening the central path of life (Anything that is outside the scope or harms the destiny of the caster’s future – Referee adjudicates this)


If any of these occur – the sun will be displeased and immediately rescind the caster’s current position as avatar of the sun – this will end the spell.

 

 

Miscast Table


1 – Instead of the sun, you become the avatar of Pluto.

The caster becomes, temporarily, the avatar of Pluto.


They are easily knocked over, they are lighter than normal.

They must take one of the following once each round as their action: Reroll a statistic of their choice, change some physical aspect – they choose what aspect and the referee chooses how it will change, or change alignment.


Once the caster stops being the avatar of Pluto – they will reveal some detail or object of importance in their line of sight, then pass out.


2 – Instead of the sun, you become the avatar of Mars.

The caster becomes, temporarily, the avatar of the Mars.


All armor worn will fall away – and weapons will appear in their hands.

They must take one of the following once each round as their action: Attack the nearest living thing – if the attack connects you must attack again, set something on fire with a touch, or shout out a rallying cry – any creature or retainer cannot flee combat if they hear this cry.


They cannot flee combat if they become part of it.



3 – Instead of the sun, you become the avatar of Uranus.

The caster becomes, temporarily, the avatar of the Uranus.


They must take one of the following once each round as their action: Take an action that drastically changes the situation, attack or subvert the most powerful organization or person known, or cast a randomly chosen magic user spell at the caster’s level with random targets.


If the caster is killed while they are the avatar of Uranus – cast Summon choosing 7 HD, Failing the saving throw, and normal rolls beyond that – it will emerge from their corpse.


4 – Instead of the sun, you become the avatar of Venus.

The caster becomes, temporarily, the avatar of Venus.


All of their clothes fly away in a divine gust of wind – and any living thing in line of sight is treated as if the caster has successfully cast Charm Person on them.

Each round, they must make a general command or intention known out loud. They may make no attacks, and anything strenuous requires a save vs magic – if they fail the spell ends.


When the spell ends – their possessions do not return.




5 – Instead of the sun, you become the avatar of Mercury.

The caster becomes, temporarily, the avatar of Mercury.


A flood of information pours into the head of the caster – they have messages to convey. They are treated as if they are under the effects of Haste. Each round, they must convey messages pertinent to the situation from the planets – treat this as casting Contact Outer Sphere as a free action once each action – and they must rephrase the answer and communicate it.


When the spell ends the caster is treated as if they are under the effects of Slow until their next rest.


6 – Instead of the sun, you become the avatar of Jupiter.

The caster becomes, temporarily, the avatar of Jupiter.


Each time the caster takes a successful action, they may choose a person or thing in line of sight to get struck by lightning for 3d12 damage.

Each time the caster fails an action, they get struck by lightning for 3d12 damage.


If the caster is killed while they are the avatar of Jupiter – cast Cloudkill emanating from the caster’s corpse mouth and wounds – once each round, roll initiative for the corpse – and as an action each round the corpse may issue a Command.


7 – Instead of the sun, you become the avatar of Saturn.

The caster becomes, temporarily, the avatar of Saturn.


The caster gains a 1, a 7, a 12, two 13s, and an 18. Each time something would be rolled, the caster chooses a number and that is what was rolled – after a number is chosen strike it off the list – and when all the numbers are gone, roll 6D20 – these are the new numbers held by the caster.


After the spell ends, the caster will now permanently hold 6D20 in the same fashion and cannot roll D20s on the fly, they may only use the ones they are holding – when they run out roll 6 more.



8Instead of the sun, you become the avatar of Earth.

The caster becomes, temporarily, the avatar of the Earth.


The caster gains somewhere around 700 pounds – and radiates a serenity and certainty in 100” – if anyone stops moving and just calms down, they will heal at a rate of 2 Hit Points a minute or one a round of combat.


The caster is most definitely over encumbered – but they don’t mind.


Plants grow a day a minute in line of sight of the caster, animals pass without fear, and weathering breaks down structures and material at a rate of one year an hour.


Each time the spell would end – the caster must make a save vs magic - if they fail then the spell continues for an amount of rounds equal to the difference between the save and the roll.




9Instead of the sun, you become the avatar of Neptune.

The caster becomes, temporarily, the avatar of Neptune.


They must take one of the following actions once each round as their action: Cast ESP, Cast Forget, Cast Telekinesis, Cast Teleport, Cast Projected Image, Cast Demand. Which action they take is randomly determined – they will scream and grip their head, ripping out hair and grimacing as their mind strikes out.


When the spell ends the caster has a massive seizure that will result in unconsciousness, and has 15% chance to just outright kill them.



10Instead of the sun, you become the avatar of The Moon.

The caster becomes, temporarily, the avatar of the Moon.


The caster becomes a woman if they were not already a woman – everybody in line of sight of the caster at the start of each round or minute has a 50% chance to go forward, the other 50% go backwards – each will go in that direction 1D8 years.


When the spell ends the caster gains some form of insanity – this is to be adjudicated buy the referee.


11Instead of the sun, you become the avatar of absconditus.

The caster becomes, temporarily, the avatar of absconditus, the hidden star.


The caster becomes an effigy of red-hot rock and iron – they must take one of the following actions once as their action, when each has been taken they may act as normal: Cast Reverse Gravity as if they are the center of the earth, OR all metallic objects in line of sight become attracted to the caster, flying at them and melting into their form.

They may Cast Wall of Fire, Iron, or Stone as a free action during their turns.


When the spell ends the metal that was attracted to the caster along with their body weight in iron and stone forms a molten puddle as it falls off their form – and any walls created also melt into red hot iron pools.


In addition, the caster will now be obsessed with the center of the earth, and their new overarching goal will be to contact the star residing in it’s center, abdsconditus.


12Instead of the sun, you become the avatar of Malum Stella.

The caster becomes, temporarily, the avatar of Malum Stella, the Bad Star.


Each round, as a free action, someone in line of sight of the caster dies. The caster chooses.

Each round, as a free action, someone is line of sight who is dead is brought back to life. The caster chooses.


Each round as a free action the caster prophecies a baleful omen. This will be passed as a note by the referee.

Each round as a free action the caster predicts a grand occurence. This will be passed as a note by the referee.

These omens and occurences are true 50% of the time, and the referee should note which are true.


Each round, the caster should make an attack roll, if they do not choose to, they must attack themselves as a free action.

Each round, the caster should parry, if they do not choose to, they must take double damage.


The caster may redirect spells that target others that are cast in their line of sight.

Any critical faliures in the line of sight of the caster result in the caster gaining 2D20 Hit points, excess hit points beyond their maximum can be dispersed as damage to anybody in line of sight of the caster with no attack roll.


When the spell ends the caster dies, and will be resurrected in four days.



 

 

 

 

 

 


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