Teleblister
Teleblister by Clever Girl
The VaM-style spell today is Teleblister - the title coming from this song by Clever Girl.
Buy their album on their BANDCAMP page - you will not regret it, this album is worth much more than they are charging.
This album requires headphones.
It is so beautiful.
All four tracks are perfect.
Elm, Ohmygodiloveyoupleasedontleaveme, Sleepyhead Symphony - these are all excruciatingly beautiful songs - and would make good spells.
Here is some definitions of Tele- and Blister!
Here are the lyrics!
None!
Ok, here is the spell's effects!
Teleblister
Duration: Concentration
Range: Line of Sight
The caster – with concentration and line of sight – can heat air.
The air will increase temp in a 3’ radius sphere and is centered on a spot in line of sight of the caster, this radius will extend 1D4 feet for each turn spent concentrating. Each turn concentrating will increase the air temp by 1D4×10 degrees Fahrenheit.
Concentration would be broken on performing any action that would require a roll, or taking damage.
The caster gets one sphere of air affected for each level they possess.
Teleblister’s effects may be accelerated by one turn by making a miscast roll – this may be done as a free action.
Clothes and other inflammable materials catch fire at 410 Fahrenheit – 104 is where people start to have problems from being in the heat – 230 is where they will likely die or have serious problems.
Miscast Table
1 – The spell suddenly reverses – the space or spaces that were being heated snap and instantly the temp drops to -320 Fahrenheit – the temp of liquid nitrogen, and everything in that radius of air will instantly freeze. This causes a very loud popping noise, may stress architecture enough to cause structural damage, will instantly kill any living thing in the effect. This will also trigger a random encounter and warn pretty much anything that can hear in a very large vicinity.
2 – The caster passes out – they have heatstroke. If they are not cooled, they may die or have permanent organ damage and lots of other effects, and may go into a coma. The spell stops.
3 – The caster’s head explodes.
4 – The spell stops and the caster is staggered and nauseous from heat cramps – any rolls that are odd are considered failures from being hampered by cramps – this lasts until the caster is cooled down.
5 – The caster passes out from heat syncope – dropping like a rock. The spell ends.
6 – The caster suddenly flushes – and lose their vision – they are affected by heatstroke and must be cooled down soon or they will pass out – past that they may die or have permanent organ damage and lots of other effects, and may go into a coma.
7 – The caster is completely engulfed in fire. The caster suffers 1d8 damage per Round until they they either die or the fire is put out. Casters who are alight usually react by trying to concentrate harder – and as such this damage does not disrupt their concentration, and the spell still happens/continues.
8 – The caster’s head explodes.
9 – The caster passes out from heat syncope – dropping like a rock. The spell ends.
10 – The spell stops and the caster is staggered and nauseous from heat cramps – any rolls that are odd are considered failures from being hampered by cramps – this lasts until the caster is cooled down.
11 – The caster passes out – they have heatstroke. If they are not cooled, they may die or have permanent organ damage and lots of other effects, and may go into a coma. The spell stops.
12 – The caster is completely engulfed in fire. The caster suffers 1d8 damage per Round until they they either die or the fire is put out. Casters who are alight usually react by trying to concentrate harder – and as such this damage does not disrupt their concentration, and the spell still happens/continues.
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