TOC
Spellcasting
Creating a Caster
Casting a Spell
Spell Components
Spell Tags
Grand Rituals
Spells Tomes
Spellcasting
*Spells are sentient creatures formed from fragments of magic in the world. Spellcasters use their connection to a familiar like a net catching these spells and using them to create instant magical effects. *
Example Spellcasting Ability:
MD: 2+INT+Level, Max MD: [½level]
Return: 1-2, Imprinted Spells: 2+INT
Spells Known: You begin knowing 1 tome of magic of your choice.
Gained Spells: Gain either +1 tome or +1 slot per template. These are included in the level table.
When Creating a Spellcaster
- You will begin with some Known Spells when you gain the feature. These are the only spells you can cast.
- You may Gain Spells by the methods listed in the spellcasting ability, adding them to your Known Spells.
- You will have a pool of Magic Dice, or MD, from your spellcasting feature, these are used to cast spells.
To cast a spell
- Invest a number of MD no larger than the Max MD listed in your spellcasting feature.
- The spell' effect will be altered by the number of [dice] you invest and the [sum] of the rolled numbers. • Any dice rolled within the Return value, 1-2 in most cases, return to the pool of MD. • You can only cast spell that are Imprinted and can only Imprint a number of spells as described in your spellcasting ability. When you cast a spell you may imprint it as a part of the casting. When you Recover you release all Imprinted Spells and regain all MD.
Spell Components
Casting a spell requires special components to be done correctly:
- A Foci. Such as a staff, wand or components, to safely channel the energy. If you are missing this take [dice] unavoidable damage in magical backlash.
- An Incantation. Spoken aloud and clearly, to summon the spell. If you are unable you must save MENT to cast with ½[Dice].
- Gestures. that are sweeping and elaborate, to guide the spells target. If you are unable this you must roll a ranged attack to hit your opponent.
While wearing Medium or Heavy Armor you cannot use a Focus or make the precise Gestures unless you have been specially trained.
Spell Tags
Cantrips: Are basic spells that can be cast at will.
Quick Spells: Take an action to cast.
Slow Spells: Take a slow action to cast. Slow spells also provoke attacks of opportunity.
Ritual (x): Takes X rounds to be cast, A fast action needing to be spent each round to continue the ritual.
Concentration: Last as long as the caster does not take damage, lose their focus or cast another concentration spell.
Losing Focus
Concentration spells are mentally taxing to maintain over longer time periods. As a general rule a caster will have to save MENT every 10 minutes to maintain a concentration spell.
Grand Rituals
Sometimes you want to do something big with your magic, or something just outside the spell description. This is Grand Magic, where you alter your spell into a more expansive ritual.
To cast a spell as a Grand Ritual:
- Choose the spell1 that will be used by the ritual, this must be a spell you know, which will be unable to cast until you spend a downtime action to recover it, or have a spell scroll for, which will be consumed.
- Tell the GM what you are trying to accomplish, they will tell you if it will cost; downtime to design (long term project), coin for materials (1 for each scale2) and/or stamina in energy (2 for each MD eqivilient).
- Spend 1d4 minutes/hours (as determined by the GM) preparing and casting the ritual.
- Make a skill check using an appropriate magical skill and the ability score the GM deems appropriate.
- The degree of success determines how much the magic follows the intention of the caster, the spell will always accomplish the goal in some respects. No matter the outcome, you are unable to cast the spell used until the a downtime action is used to recover it.
Spell Tomes
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Dangerous and Forbidden (NKOG: Spell Tomes)
TOC
Evocation: Destructive magic calling upon the 7 draconic elements.
Curse Magic: The dark side of the feyborn magic, learned from the hags
Trickster Magic: An eclectic collection of stolen spells used by those who prefer windows to doors.
Diabolism: Magic that breaks one of the 3 Laws of Magic, it risks the safety of the world by pulling Daemons from the Chthonic realms.Evocation
Written on paper-thin slices of dragonscale this book can withstand the harshest of conditions. However it has still been worn by the ages. The harsh lines of Draconic in this tome detail the magic of dragons.
Cantrip: Elemental Blast
Slow
You may throw one of the 7 destructive magics as a blast of energy, as if it were a regular ranged weapon with no tags, you may use your INT or CHA in place of DEX. The attack deals 1d8 damage of your choice of; Fire, Cold, Lightning, Acid, Plague, Thunder or Light.Destructive Spells
Destruction magic functions differently to the way most spells do, they are flexible in a way, their simple nature allows for casters to adapt the spell to the situation.
Instead of spells you have Forms and Elements. Each element has a unique effect on the spell, while each form changes how the spell is expressed.
When taking a single spell from this list chose a single Form, being able to cast it with any Element.Element
The elements effects can be negated or reduced by certain effects, eg. dousing yourself in water, drinking an antidote, redirecting the lightning with a metal cable.
Fire: Damaged targets take an additional [dice] damage and also become Burning.
Cold: Creates icy ground, in the area of the spell + a [dice]×5ft radius, characters who walk through the icy ground must save or fall prone and end their movement ℗ and take 1d6 damage (f).
Lightning: The attack chains, dealing half damage to [dice] additional targets in close range of a each other. Spreads in water and damages all characters standing in the water.
Acid: The attack also reduces the enemies armor by [dice].
Thunder: The attack knocks the target(s) back [dice]×5ft and deafens them.
Plague: The attack also reduces the targets maximum health by [sum] (after dealing damage) until they recover.
Light: The attack also blinds the target until the end of their next turn.
Forms
- Blast
Slow
Deals [sum] damage to all targets in a [dice]×5 ft. radius around a point you chose within Medium Range. Save PHYS for half damage.- Ray
Slow
Deals [sum] damage to [dice] targets within Far Range. Save PHYS for half damage- Wall
Slow
Create a wall 5 ft thick and up to [dice]×40 ft long. This wall can be in any shape you choose. This wall blocks line of sight and deals [sum] damage to any creature that passes through it or is within the area of the spell when it is cast. Any character within the effect when the spell is cast must move out of the effect, they may save PHYS to avoid taking damage.- Armor
Slow, Concentration
Conjure an elemental barrier about a close ally (including yourself), this grants a base armor of [dice] and any character who enters melee range of the character must take [sum] damage or save PHYS for half.- Breath
Slow
You grant a creature you touch the ability a breath weapon. They may, as a fast action, exhale a [dice]×10 ft cone of elemental force, dealing [sum] damage to all character within. The ability ends when it has been used or at the end of the scene.- Storm
Slow, Concentration
You conjure a massive storm over [dice]×40 ft radius centered on yourself, characters you choose take [dice]d4 damage each turn they remain within the radius.- Call
Ritual(1)
You call down an almighty elemental force centered on a single target you can see within far range. When the ritual completes, the target takes [dice]×[sum] damage.Secret Spell: Prismatic Beam
Slow
This powerful spell is as uncontrollable as it is powerful. For each character, including yourself, within medium range roll a d6 twice for a Form and Element, the rolled spell is cast targeting or centered on that character. Each spell is cast with the [sum] and [dice] you cast this spell with. Any concentration spells last [dice] rounds.Curse Magic1
Written with blood on bark and flesh, bound in hair, this tome whispers when left alone. Within the names and desires of 7 Maledictions are described, they can be called upon to curse your foes.
Cantrip: Paranoia A character you can see will become suspicious and convinced they are being watched for the rest of the day. This effect becomes more powerful the longer it effects them, by the end of a week of constant casting they will be unable to sleep.
- Confession
Ritual (2)
You complete a ritual while touching a character, they must answer [dice] questions you ask truthfully, or they take [sum] damage as they are mentally flayed. Trained characters can save MENT to avoid flinching.- Crown of Madness
Slow spell
A creature you can see that can hear your words will be struck by madness for [dice] rounds, attacking the nearest creature. They can save MENT each turn to do nothing instead.- Feast of Ashes
Fast
You curse a nearby creature, they experience unassuageable hunger for [dice] Days. They will not die, but feel as though they are starving; worse, eating food causes them horrible nausea.- Fester
Slow
Reduce a close creatures max HP by [sum] for [dice] minutes. If you cast this spell on a sample of the targets blood the spell lasts for a day, and you may cast the spell on the vial each day to maintain the effect. Each day you extend the spell in this manner, the targets max HP is reduced by a further [sum] as they become more sickly and feverish. Once they are reduced to zero HP they die when you wish it.- Lipstitch
Slow
A character in Mid Range has it's lips sewn together. Their HD can’t be greater than the [dice] invested. The victim can cut their lips open again, but they take [sum] damage in the process. The victim can unpick their lips over minutes to take no damage from this.- Numb
Quick
[dice] Wounds you put your hands on are numbed for [sum] hours, characters take no penalty from those wounds for the duration and are not incapacitated by a mortal wound. However the targets will gain a new wound when the duration ends as the damage is worsened by their actions.
Grants a [dice] bonus to surgery or similar procedures while numbed.- Bind Thrall
Ritual (2) You can bind a creature in medium range to be your thrall for [dice] days or save MENT, modified by the difference between HD and [dice], to be bound for [sum] hours instead. You must know their name and have a lock of their hair or drop of blood. The spell can only effect creatures of less than [dice]×3 HD.
A bound thrall must follow your commands and obey any actions given while bound. If the action would be harmful to it it may save to disobey. This doesn't change the creature's opinions or perspective of you, it just forces obedience onto it.Trickster Magic
Passed down from mage to mage this tome is a puzzle of it's own, ciphers, fake spells and countless annotations from past users. For those willing to take the time to decipher it however the secrets within can be teased out and used for some fun.
Cantrip: Sleight of Voice
When someone speaks into your cupped hands you can catch words and place them elsewhere. The words will be audibly spoken when you wish it from wherever you place them. These words can be used for the Verbal Component of spellcasting.- Forbidden Text
Instant
When you cast this spell you also cast another spell you know or have a scroll for with [dice] MD. You do not expend these additional dice. When somebody reads the text the spell will be activated, being cast centred on or targeting the reader. Surprised targets do not get a save against spells cast in this manner.- Rope Trick
Slow
You grab a rope and fling it into the air, at which point it catches on nothing. If you climb this rope you can enter into a hidden space, you can see outside of this space as if through frosted glass. The rope needs to remain touching the ground or another solid surface for the spell to remain active. The space can fit [dice] characters comfortably and lasts [sum] hours before it begins to droop and fall apart.- Baleful Exchange
Fast
You may select yourself or an object you are touching that is no larger than a person and [dice] additional characters or objects within [sum]×25 ft to instantly swap places. You decide where each character ends up but they must all change location. Each object or character must be connected to you by a solid object such as the ground to be exchanged.- Inversion
Instant
You can cast this as a free action, whenever someone else casts a spell. You invert the effects of their spell. Fire becomes ice, healing becomes hurting, raising the dead means casting down the living, etc.- Snatch Memory
Slow
You may select a character who can see you and with a clever flick of the hand steal a Memory from their mind. If you take the memory of a skill or ability, such as attacks, they will have a [dice] penalty when attempting to do something related to it until they take [sum] hours to retrain the missing knowledge. If you take the memory of a power or spell they must Save MENT to use it until they rest overnight. Other memories are less hardy and are lost until they are returned to them.
Memories appear in the form of small trinkets with a dream-like appearance, you can observe these memories by clutching them as you sleep. Spells can be cast once as if from a spell scroll however you must still invest MD.- Reduction
Slow, Concentration
You may select [dice] creatures or [sum] slots of gear within close range to reduce in size and weight by a factor of 5. When concentration is ended the object will return to full size instantly, you may end concentration on individual objects or characters as free action.
Shrunk Characters take up 1 slot if carried, deal one fifth damage and take a -3 penalty or bonus to any relevant checks.
If cast as a Ritual(10) the spell does not require concentration and instead lasts [sum] hours.- Shapechange
Slow
A creature within Close Range is turned into an animal of your choice with no greater HD than their level for [sum] hours. An unwilling creature can save PHYS to change this to [sum] rounds instead.
The creature gains no benefit from any of their special abilities unless they can be sensibly used by their new form, but does gain the abilities of their new form. All damage and injuries are reflected between the original form and polymorphed form.
The spell ends when you wish it to, the duration ends or the polymorphed creature is reduced to 0 hp, although the character will suffer 1 wound from this.
If you invest at least four dice, this spell lasts indefinitely.School Secret: The Manse of the Knotted Lord
You discover the elaborate buckle on the book is actually a puzzle. This puzzle will take at least a session to solve, or as long as the GM needs to prepare. Once solve the puzzle becomes a key, when this key is inserted into any door the door will instead open into the Manse.
The Manse is an expansive pocket dimension made of stolen buildings and objects. Your key will always open into the same initial building and your entryway will open to the last door your key was used on.
The buildings of the Manse are still inhabited by the creatures that were living in them when they were stolen. Each building is separated by a door with a unique puzzle that must be solved to pass. This prevents these creatures from traveling, however it does not stop the phase spider infestation.
Diabolism
An inconspicuous tome appearing to be a diary at first glance, the spidery writing within details the rituals needed to breech the planar barrier. The list of names once written in the tomes back end is stained in blood, only a few names legible in the mess.
Much like Evocation this Tome of magic functions differently to others, it has only 3 spells, each additional spell beyond those (4 if you take the entire Tome) is a Name you know of a daemon you can summon.
Cantrip: Line of Salt
When you lay down an unbroken line of salt you can bless it to slow any Daemon of less than [level] HD from crossing it. It will take them 1 additional round, or 1 hour if reinforcing a houses threshold.- Bind Daemon
Ritual([dice])
You attempt to bind a daemon of [dice] HD or less to your Will. The daemon, or it's summoner may save, adding the difference in their HD and [dice] to their save. Daemons you know the name of automatically fail their save, but their summoner can still save for them, with a [dice] penalty. If they fail the creature is bound to your Will, for [dice] hours, or rounds on a successful save, and must follow your commands. The GM will let you know their Will cost now, and you will suffer any consequences.- Banish
Ritual(1) You reach into the planes and attempt to pull a daemon of no more than [sum] HD within Mid range back to it's home plane. It, or it's summoner, must save or have the creature Banished to it's home plane. On a successful save the daemon is instead slowed for [dice] rounds as the fabric of the world pulls at it.
- Summon Outsider
Ritual(2) You summon a creature according to the rules below, this creature may have [dice] traits beyond its tier. It lasts for [sum] hours before your binding will expire. At which point you may chose to Banish it without risk or retain it's services for an additional [sum] hours but it's Will cost doubles.
Summoning
You have a pool of Will equal to 2 + INT + CHA. If you summon more creatures than your Will can support you must Save MENT or have them escape your binding being free to do whatever they wish.
A summoned creature costs 1 Will for every 4 HD, a creature will have 1 trait for each Will it costs to summon. You may call upon a creature with a Will to have more traits. You may call upon a summon with a maximum of [level] HD.
When you Banish a summoned creature you regain the Will invested in it, however if a summon is destroyed, or banished against your will, you do not regain the Will until you Recover.
When you summon an unnamed creature you may choose 1 trait, this is guaranteed, then roll a d12 for each additional trait. You may reroll the resulting creature at a cost of 1 less trait.
Named summons are creatures whom you know of their name. These summons always have the same traits when summoned, as a skilled Diabolist you begin knowing 4 names (or 1 for each spell additional you would learn from this school).
Daemons2
Traits
d12 Ability 1 Evil Eye: Summon can, as an action, give a nearby enemy a -HD/2 penalty to checks and attack rolls. Only one curse can be active at a time. 2 Fidgeting Hands: Summon can, as an action grant an ally favor, granting a +1d bonus to a non-combat skill check 3 Skittering Legs: Summon can swim supernaturally fast, Climb walls like a spider, jump incredible heights or some other supernatural method of mobility, not including flight. 4 Blood for Blood: Summon can, as an action, heal a close ally by 1d8, losing the same amount of health. 5 Feral Pact: Summon can command animals of the same general type as the monster. Animals will follow these command provided it's not contrary to their nature. 6 Glistening Muscle: Summon has incredible strength, being able to lift wagons effortlessly. However this strength is too slow to use in combat. 7 Shadowy Physique: Summon can move through any barrier that isn't watertight without impeding its movement and is invisible. However it has limited effect on the world and cannot make attacks. 8 Deceptive Innocence: Summon appears to be a normal mortal to casual inspection. Careful inspection will reveal it's uncanny nature. 9 Born of the Hells: Choose a type of damage appropriate to it's nature, the spirit becomes immune to that damage. This cannot apply to normal weapons or attacks. 10 Stolen Talents: Choose simple skill, like smithing, history or hunting. The Summon gains it as a skill equal to it's teir. 11 Thirst for Blood: Summon gains a bonus to hit equal to your Int bonus, however it will resist commands to spare downed opponents or stop attacking. 12 Hunter of Mortals: Summon can see in complete darkness and identify scents. Greater Traits
The following Abilities can be granted to a summon of 4 HD or above by expending an additional 2 Will, a summoned creature may only have 1 greater trait.
Airy Steps. The Summon can fly at it's normal rate, at 4 HD summons can carry a character, if slowly. At 6 HD it may carry characters effortlessly or multiple slowly.
Aura of Destruction. Characters in engagement range with the summon will take HD+2 damage at the start of it's turn.
Hideous Talons. The summon has natural weapons that grant it additional power, you may select 2 weapon tags to add to it's attacks.
Iron Eidolon. With scales, armor or some other defense the summon gains 4 armor against non-magical attacks.
Myrmidons Sheild. The Summon may, as a reaction, take a hit an ally in melee range would have taken.
Example Summons:
Hit Dice: HD (HP)
Armor: 0, PHYS: 10-½HD , MENT: 10-½HD
Skill: +½HDAttack Range To-Hit Damage Rusted Blade Melee HD Weapon Mut, Lesser Imp (1 Will)
This small imp was tricked into giving it's name away long ago, now many summoners make use of it for housework and menial duties.
Hit Dice: 1 (4)
Armor: 0, PHYS: 10+ , MENT: 10+
Skill: +2 (Housekeeping)Attack Range To-Hit Damage Claws Melee 1d 1d4 Traits: Stolen Talents (Housekeeping)
Dhark, Brute of the bloodwar (1 Will, Level 2)
A brutal and cruel being it cares not that it's servitude is demanded, only that it gets to spill blood.
Hit Dice: 2 (8)
Armor: 0, PHYS: 9+ , MENT: 9+
Skill: +1Attack Range To-Hit Damage Rusted Blade Melee 2d+INT 1d6+2 Traits: Thirst for Blood
Cerbus, Hellhound (2 Will, Level 4)
A relative of the famous Cerberus, Cerbus is but a simple hellhound.
Hit Dice: 4 (16)
Armor: 0, PHYS: 9+ , MENT: 9+
Skill: +2Attack Range To-Hit Damage Glistening Teeth Melee 4d 1d6+2 Traits: Feral Pact (Dogs), Hunter of Mortals
Al'tahar, Shield of the Stygian Lord (4 Will, Level 6)
This stalwart defender is made of icy crystals so clear it is invisible, it's many limbs each hold a shield of ice. It can do nothing but defend it's owner from harm but can never strike out itself.
Hit Dice: 6 (24)
Armor: 0, PHYS: 7+ , MENT: 7+
Skill: +3Traits: Myrmidons Shield, Blood for Blood, Shadowy Physique
This list of spells was originally assembled by one of my players for their character from a few different GLOG sources, that version was significantly less functional than this one due to the fact they were still learning the ins and outs of the system. I've been fixing it up as we play but some (numb) aren't great. Also their character became addicted to Paranoia.↩
These rules are heavily inspired by the rules used in Cities Without Numbers by Sine Nominee Publishing↩
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Collegian Spells (NKOG: Spell Tomes)
A companion to my Wizards, here are 5 spell Tomes, one for each College.
TOC
Astromancy: The Arcane arts that guide magic and prophesy. Taught by the flying Omarim College .
Pyromancy: An ancient art given by the gods, it's surprising depth is practiced by Mage-Generals of Wuford.
Hedge Magic: Collected wisdom of honest tradesmen, the practical magic of Hedge Mages is simple, but effective.
Miracles: These prayers to the saints seem to defy magical theory, but in the hands of faithful Theurgists they work wonders.
Enchantment: The fey were some of the first to practice magic and some say the Witches were the first to steal it.Astromancy
A heavy tome often more interested in theory than practice, a battered telescope is mounted on the outside and a deck of Tarot Cards spread between the pages.
Cantrip: Measurement
You can instantly make calculations using a trivial magic spell; you can use this to tell the exact time, know the angle and distance to any point you can see, instantly count a pile of objects or other precise measurements.- Personal Constellation
Slow
[sum] stars form a constellation about you or an ally you can see. These stars cast light as a torch, one star fading each dungeon round. You may as an action send the stars forth as magical comets, dealing 1d4 damage each to a character in direct line of sight to the stars.- Astrologer's Orrey
Ritual (3)
You call upon the stars and conjure an illusionary orrey showing the position of the stars about you. Using this you can determine your exact location. You may also use this to call upon the mighty horoscopes, choose [sum] predictions from a horoscope, tarot reading or other method of telling the future. You may add +1d to a roll to relevant each of these predictions after which they have been achieved. These predictions expire at the next moonrise.- Theory Of Magnetism
Slow, Concentration
You control a handful of iron within close range for [dice] turns with mysterious forces of magnetism, theorized to hold the stars in the sky. At one [dice] you could steer a chain like a snake, fling a sword through the air or open an iron lock. Each dice you invest increases this effect. At 4 [dice] you could collapse a room or knock over a small army of knights.
Attacks are rolled as ranged attacks with +[dice] bonus and deal [sum] damage.- Track Ley Line
Ritual (3)
You trace the shape of the local ley, the rivers of magic that flow throughout the world. This reveals any sites of power, such as a mages tower, standing stones or portals. For [sum] hours, while you are within the 5 leagues of the location you cast the spell, you know the location of sites of power where resting will grant any casters +1 MD when they recover. Other spells may also gain benefits from this understanding- Walk The Ley
Ritual (3)
You, and [dice]×2 allies within close range, may teleport to a point you have seen within [sum] miles. If the point has changed since you last saw it, does not exist or you are only slightly familiar with it you must save MENT to avoid being sent off course.
If you have a Track Ley Line spell active the area of the ley does not count against the range of the spell and you will never need to save to teleport into that area.- Scry from the Stars
Ritual (3), Concentration
Holding onto a mirror, crystal ball or other reflective surface you may speak the name of a creature you know. If they are within [dice]×100 Miles you will be able to see them in the reflection from the perspective of you birth constellation.
If you invest 3 or more dice, or have a body part (such as a fingernail or strand of hair), you can also hear through the spell.- Passing Serendipity
Instant
When an ally makes a roll or save, you may, as a reaction, befriend a prophesy passing by to lend you a touch of it's fate. The ally may reroll the save or roll with [dice] bonus luck dice as they are assisted by a stroke of luck.Magical Secret: Place of Power
As a 10-clock long term project you can transform a location into a place of power. While in your place of power:- You always gain the benefits of Track Ley Lines
- Spells cast count as +1MD,
- Your range for dice returning increases by 1
- You can instantly detect any spells or magic within your area
- Other benefits deemed reasonable by the GM.
Pyromancy
This warm tome has been transcribed by endless hands. It is refined in many ways, the excess being trimmed away with a ruthless efficiency. It has seen battle but survive it all.
Cantrip: Conjure Flame
You can conjure or extinguish flames up to the size of a torch. Additionally you can control these flames and make them leap between your finger and close to your body.
- Ash Cloud
Slow, Concentration
You create a cloud of hot ash completely blocking sight in a [dice]×10ft. radius. Any creatures within the cloud must take [sum] damage as they inhale hot ash, save PHYS for half. Prone creatures, or those who cover their mouth with wet cloth, are unaffected by this.- Embers Embrace
Slow
You may select a nearby ally, who is surrounded by a cloud of [sum] embers. As an Action or Riposte, the ally can send up to [dice] embers flying at nearby opponents, each dealing [sum] fire damage, the targets may save PHYS to halve the damage.- Flashpoint
Slow
You may light all objects in a [dice]×5 ft radius of a point in Mid Range on fire. Creatures in the area take [sum]d4 damage or save PHYS for half.- Guardian Hearth
Ritual (3)
You beseech the spirit of a campfire or hearth to offer you protection. For [sum] hours the flame and any others within [dice]×20ft will not extinguish.
If a creature that wishes you harm enters the light of the flames, they will flare and pop loud enough to wake you. You may declare a specific threat the flames are to ward you from, any such being will be burned by the light, taking [sum] fire damage each round they are lit by the flames.- Reforge the Steel
Slow, Concentration
You cause [dice] pieces of metal you can see in mid range to glow cherry red, this heat will never harm you or your allies but will deal [sum] additional damage to any other creature who touches it unless they choose to throw it aside. Armor has too much padding for this spell to affect creatures wearing it.- Evocation of Flame
Slow
You may cast this spell at a maximum level of [dice]×10 ft2 of fire in Mid Range. You may command that flame with a single word, such as "Burn", "Wall" or "Fight". The flame will understand and follow your intention, although it will not willingly harm itself (such as by leaping into water). The flame may act as an Evocation Fire spell of the same level. Other effects may animate the flame for [sum] rounds, or hours if the spell is cast over 10 minutes.- Pyromancy
Slow
You may speak to a flame as if it were a living creature. The larger the flame the more intelligent it is and the more [dice] are required to understand it. Flames don't pay attention to much but they can peer into the likely future and distant past.
Candles are about as smart as dogs [1 Dice], Campfires are about as smart as slow-witted men [2 Dice] and forest fires are highly articulate [3 Dice], Volcanoes are dangerous to talk to unprepared [4 Dice]. Some flames can be trained to carry messages or spy on others.School Secret: Truth of the Phoenix
When you die you may burst into flames, dealing up to your level d6 damage to every creature of your choice within eyesight. When the flames die down a warm egg can be found in the ashes, after 1d4 days you will spill out of the egg, without any of your equipment and reduced to level 0. You do keep your skills and feats but do not gain new feats until you have leveled past your original level (when you level up you may replace a feat with another). When you gain your first XP you may choose a class to begin leveling in.
Hedge Magic
A sturdy leather folio warded with herbs. The tomes pages contains the advice of those who have seen it all. The magic almost secondary to the wisdom of a long life lived.
Cantrip: Mending With 10 minutes of time any minor damage, like tears or cracks, no larger than your hand can be seamlessly repaired. Skilled users can weld objects of identical material together.
- Light
Fast
When cast creates a bright light that can be controlled within reach of the caster for [dice] hours (6 dungeon rounds each). As an action can be sent to point within Mid range and expended to to blind all creatures within 30ft for [dice] minutes, save to reduce this to [dice] turns.- Heat Metal
Slow, Concentration
You cause [dice] pieces of metal you can touch to glow cherry red, this heat will never harm you or your allies but will deal [sum] additional damage to any other creature who touches it.
As you increase the dice the temperature the metal glows at will increase. When cast with 1 [dice] the metal becomes as hot as an oven, at 2 as hot as a forge, 3 as hot as a blast furnace, at 4 it reaches the temperature of a volcano or other magical heat sources.- Green Thumb
Slow
You gently nurture plants within Mid range, sustaining them with magical energy, you can grow plants up to [dice] times their initial volume over 10 minutes, shaping them however you want. You can also cast the spell instantly to, Grappling up to [dice] opponents standing among plant life. These plants have [sum] HP and take double damage from fire.- Condensation
Slow, Concentration
By pulling the air together you can condense the air around into fog and then into liquid. You can fill [dice] waterskins with water over 10 minutes. You can instead conjure this fog about a person, they are blinded by the thick fog and will lose their turn as they choke on the fog, Save to lose an action, being Slowed, instead.- Longsight
Slow
You bend the air around a ring, such as one made by your circled fingers, that ring now acts as a telescope letting anyone who peers through it to see incredible distances or observe the stars. This removes penalties from ranged attacks past your weapons range and grants a +[dice] bonus on checks to see distant details.- Birdcall
Fast
You can create [dice] illusionary sounds of any animal or voice you have heard at points within Medium Range. The sounds lack resonance however and intelligent beings will not be fooled unless the sound is disguised somehow (such as being muffled). Beasts however can be easily startled and scared by the sounds of their predators.
If cast directly into a characters ears they will be deafened for [sum] rounds, save PHYS for half.- Unseen Servant
Ritual (2)
You summon an invisible, intangible servant for [sum] hours. It will do your bidding and can perform any and all unskilled mundane tasks at the speed a human could perform them. It cannot go further than the medium range from the caster and can only take a single harmful action, dealing [sum] damage maximum and being dispelled.Magical Secret: Tea Reading
A secret borrowed from the witches, you can brew a magical cup of tea and roll a random spell from a thematic tome of magic (eg. A fiery ginger tea might produce a pyromancy spell), you may treat that spell as known until your next recovery. You may know [½level] spells in this way.Miracles
The school of miracles can only be cast by Theurgists and other divine spellcasters.
It's binding new, the gilt pages freshly shining, each page tells the tale, and folly, of a saint. The prayers within are penned in an elaborate and passionate hand.
Cantrip: Blessings
You may spend 10 minutes to purify wine into holy oil, bless weapons to harm ghosts and devils, or detect the presence of extra-planar beings within eyesight. You may only have a single one of these effects active at once.- Blessings of St. Zois
Ritual (3)
You speak a prayer of the Gatekeeper in the presence of [sum] dead bodies or undead of under [dice] HD. The bodies cannot rise again as undead until they have been unearthed for [sum] weeks. Undead within earshot are turned, their bodies becoming lifeless or forced into the ethereal realm for [dice] rounds, half on MENT save.- Travels' of St. Cuthbert
Ritual (2) You commune with a symbolic journal of the saint, you may ask [dice] questions about the area and get an answer from the well travelled deity. The answers can only tell you about the area within [dice]×10 Miles.
Example Questions:- What is the names of important landmarks?
- What is the strongest creature in the land? (highest HD creature)
- Who commands the magic here? (strongest spellcaster)
- Who leads the hearts of the people? (leader of the area)
- Where is the home of civilization? (largest settlement)
- Feast of St. Dama
Slow
You may bless [dice] pieces of bread, or other small piece of food. Until the next dawn, it becomes supernaturally nourishing and can either be used as an days rations or consumed as an action to recover [sum] stamina.- Revealing Breath of St Bahamut
Slow
A 10' radius circle around a point within close range is filled with moonlight for [sum] rounds, at the end of your turn you may move this beam [dice]×5 ft. Any creature beginning their turn in this area take [sum] damage (save for half). Shapechangers do not get a save against this spell, take maximum damage from it, and are forced to revert to their original shape while within the area.- Ballad of St. Oghma
Slow, Concentration
The tragic tale of a lost lover surrounds you and you may shape stone as you wish while you sing his song.
At 1 dice you may move a few kilograms of earth, at 2 dice you can tunnel a dozen yards, at 3 dice you can travel at walking pace beneath the earth, at 4 dice you can tunnel to the chthonic planes.- Wrath of St. Talos
Fast, Concentration
You bless [dice] weapons within close range, they crackle with ominous lightning. Attacks with these weapons deal [sum] additional damage and ignore metal armour.- Wings of St. Charon
Fast
You conjure a small set of golden wings, these can instantly carry a message or small object ([dice] slots) to another creature in any location, even on another plane.
Alternatively, they can be attached to your heels to allow you to instantly travel up to [dice]×30ft when you take the move action, the wings vanishing in the process.School Secret: Wish
With a desperate prayer to the gods lasting days you can call upon them to grant you one wish. This wish can be anything they have the power to do such as raising the dead, destroying a village or granting you incredible wealth. However this act breaches the celestial barrier and allows a greater Fiend into the world, this being will cause untold chaos and it can smell the divines touch on you.
Enchantment
At first glance this locket is nothing more than a simple piece of jewellery, but each secret found guides the reader on a journey of wonder and magic.
Cantrip: Minor Illusion
Create a small illusion of an object that could fit in your hand. This illusion must be a single solid object and does not hold up to physical or detailed inspection.
- Lullaby
Slow
[dice] hit dice of nearby creatures fall into light slumber for [sum] rounds, or [sum] hit dice for [dice] rounds. Alert characters may save to be stunned instead. Slumbering characters can’t be awoken by anything less vigorous than a slap. Creatures are affected in ascending order of their HD.- Demand Fealty
Ritual (2)
You can bind a creature in close range to be your thrall for [dice] days or save MENT to be bound for [sum] hours instead (the save is modified by the difference between the creatures HD and [dice]). You must know their name and have a lock of their hair or drop of blood. The spell can only effect creatures of less than [dice]×3 HD.
A bound thrall must follow your commands and obey any actions given while bound. If the action would be harmful to it it may save to disobey. This doesn't change the creature's opinions or perspective of you, it just forces obedience onto it.- Call Thy Name
Quick
Speak the full name of any creature, and it will hear your voice, and learn your exact location. As long as you remain in the place you cast the spell, then they will be able to determine the direction you are. If you leave this place, then this no longer applies. Finally, you can also send a message equal to [sum] words to the recipient.- Glamor of Dust
Quick
Create an illusion, the size of a person, around an object, or a free standing one that lasts for the scene. It can be any image. Illusions can only add, not remove. For each [dice] added the illusion can also: Smell/Taste, Move, Alter/Make Sounds, Alter Touch or Be as large as a wagon.- Glamor of Wind
Slow, Concentration
[dice] creatures turn invisible. If they attack or do something strenuous before the time limit is up, they turn visible.- Seal Thine Home
Slow
You makes a closed shape of runes over an object or onto a surface of up to 10*[dice] ft. While these Wards are active, no supernatural creature can pass through the threshold without permission, powerful creatures may be able to save to ignore this. The spell ends if the ward is physically broken or after [sum] hours.
If four or more dice are used on these wards, they are permanent until broken.- Inversion
Instant
You can cast this as a free action, whenever someone else casts a spell. You invert the effects of their spell. Fire becomes ice, healing becomes hurting, raising the dead means casting down the living, etc.School Secret: Names of Power
When you know a creature's true name (the name they think of themselves by) you may cast spells on them as if you could see them even when they are hidden. This also allows spells to be cast one range further (far becoming on the same plane)
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Forgotten Spells of the Gods (GLOG: Spells)
These spells are not like regular spells, they cannot be cast with magic dice, but instead cast as long as one has reached the requirements to cast them. They must be challenged and found, you cannot transcribe these spells or teach them to another.
Song of Orpheus
Orpheus lost his love, Erydice, while entrapped in the curse of his muse. Without his love he delved into the depths of the world, he sung a song or morning so powerful it split the earth and opened a way into the underworld where he negotiated with Desponia, the Queen of the Dead. However he could not master himself, he failed the deal and was entrapped forever distant from his love.
To learn the song of Orpheus one must have lost a love, a person who has lost a love of their life can hear the song emanating from beneath the earth. By digging into the earth, the lover can find a cave, at the height of which lies a salt statue of Orpheus himself. Stepping into the cave the lover will find their lover's apparition, ready to dance with them. At the conclusion of the dance they must make a choice, to take their lovers hand and descend into the underworld together or to let them go, allowing them to fully pass beyond. One who lets them pass beyond, may take the lyre from the statue, holding the spell of Orpheus.
Orpheus' Lament
Slow spell, Concentration
While you sing the song of mourning the ground opens in front of you and you, and any companions, can walk through stone, as a passage opens in the solid ground. The First Verse lets the group travel through natural stone and earth, the Second let one walk through worked stone and magical spells, the Third lets one walk to the lower planes, the staircase leading to the domains beneath the earth.
Each verse becomes more difficult than the last, the caster loses 1 stamina for each hour singing the first verse, 2 for each singing the second and 3 for each hour of the third. If the caster runs out of stamina they take a wound Sore Throat when the caster stops singing they must save and on a failure they begin to become petrified, turning into a statue of salt. This can be prevented or undone with rare magical materials, such as a Basilisks stomach bile.
This spell is sentient, but can only communicate in emotional chords, it is kind, loving and always falls in love with the caster. It never wants to go back to Desponia and will do whatever it can to avoid being reclaimed by her. However it fears loss and wishes to petrify it's caster to forever keep them together.
The Lost Storm
The god Talos was the warrior of the gods, he fought and felled the titans of the sky and storm. His power grew until, in arrogance, he challenged the sea. There he found his match, and Oceanus stole his storm leaving it as a mark of his failure.
In the heard of the Pirates Sea, then called the Sea of Gods, one can find The Storm sailors pray to talos to guide them away from this storm, for the gods wrath spells doom for them.
However if one were to find the heart of the storm they could learn a spell of the gods and call upon his storm. Through the storm harsh winds and rough seas will require the crew of a ship to work hard to prevent capsizing or sinking.
The First Mile of the storm rains in burning acidic rain, dealing 1d6 damage for each minute a creature spends under it. Furthermore it begins to dissolve metal or organic materials. Some materials are not dissolved by this rain, they must be found to keep sailing.
The Second Mile lightning seeks the souls who pass into the domain. Each creature that is struck must save or take 10d6 damage as the lightning hits them (half on p, none on s).
The Third Mile the rain freezes into dagger like shards, this will tear apart anything softer than steel and deal 2d6 damage against characters hit.
The Fourth Mile causes frost to climb over solid surfaces, attempts to move require special equipment or risk slipping and falling. Fog rises preventing one from seeing beyond their arms reach, and howling winds swallow words spoken.
The Eye of the Storm is a mile wide calm area, the winds are completely still and sunlight streams from a gap in the clouds at all times. Here a Isle can found formed from a towering sword, atop the sword a carving can be transcribed to learn the spell, this must be transcribed in steel for all other materials will be destroyed by the spell's power.
Storm of Talos
Ritual (5), Concentration
Over the 5 rounds of the ritual the storm begins to gather above the caster, any beings with magical talent can feel the power emanating from the spell. Once it is cast the Storm described above begins, each mile forms above the caster, effecting them and anything in a mile for a round, before moving an out as the next mile begins until the caster is safe within the eye. The Storm moves with the caster while the maintain concentration, multiple characters can carry the concentration together, the storm remaining while at least half of them hold onto the spell. When the spell ends, by the concentration ending or the casters choosing to end it, the storm fades over minutes.
The spell is sentient and is a spirit of war, it seeks battle and war and advocates for violence when it can solve a problem. It does however understand peace and when it must be used, it cannot stand to see betrayal or injustice. It struggles to understand the limitations of mortals, seeing any enemy as worthy of it's use.
Chains of Tartarus
Deep beneath the earth lies the prison of the Titans, digging even deeper Tartarus binds the titans so they will never escape. To find the chains one first must make it to The Grey Waste where they must avoid the agents of Hades and Desponia, there in the deepest part of the land they can find massive chains made of disgil descending into the depths of Carseri. This chain is bound to various alcoves and cells where other creatures have been imprisoned by the powerful magic.
To learn the spell you must claim one of these cells each holds a bound creature, the deeper one descends the stronger the cells become. You must defeat the guardians, copies of the caster and any other's who guard their prisoner, shatter the chains holding closed the alcove and survive whatever it held being set free. Then you may find the vows Tartarus uttered to bind the titans as he dug, which you may utter again to cast the spell.
Vow of Tartarus
Ritual (10)
With the true name of a creature you can see you can begin to bind them, they are slowed and stunned while you cast the ritual. At the end of the ritual chains and burst from the ground and drag them into the depths, where they are bound into the alcove you claimed. However if the ritual is interrupted your magic will backfire and you must save or become bound in your own cell.
You may choose the appearance of the cell and how the passage of time is perceived inside. You cannot bind a creature with more HD than the creature that was already contained within the cell. Once you've cast this spell your alcove is filled, and you cannot cast the spell unless you were to free the creature inside or claim another alcove.
If somebody else defeats your guardian, a copy of yourself and any allies you bind alongside you, they can free the bound creature and claim the alcove for themselves.
The Name of Death
By defeating an avatar of death you may earn it's name.
Die
FastA creature you can see dies, however Death now knows your name.
Nameless God
The void is a layer in the plane of Dreams, it is where the forgotten things lies. Lost dreams, forgotten moments, and even dead secrets can be found in this place. Deep in this plane a quiet shrine can be found, it's stonework worn away, by taking a rubbing of the worn stone a few worn letters can be found. With this fragment of a name the spell worms it's way into your brain.
The Ancestor
Slow
You summon a shadowy creature that resembles you, it acts as you command. You can pass through the Ancestor and vice versa. The ancestor may only remain for the scene before fading away out of view. The Ancestor cannot be summoned more than once per day.
When it is first called the Ancestor has no details and has the statistics of a 1 HD commoner, you may make one skill that the ancestor has. When you have summoned the ancestor a number of times equal to it's HD it increases it's HD by 1.
When the Ancestor Reaches 3 HD, you may choose a feat for the Ancestor to gain, you must also choose a gender & ancestry for your ancestor. When the Ancestor reaches 5 HD you may choose a class for the Ancestor to take one level in, you must now choose a voice for your ancestor. Your ancestor no longer increases in HD at this level.
When you reach your final level or die the Ancestor may claim a name, they become a player character at 1st level with the Feat and Class you chose for them. When they reach their final level they will ascend, becoming a minor god, of a domain appropriate to their nature. You, or your party, may then ask one Wish of them, which the nameless god will grant you if it is within their power.The Ancestor is sentient, their personality develops as you discover them, they cannot talk until their final level, before then they can only whisper in your ear.
Each time this spell is completed, and a minor god ascends the nameless god gains one letter of their name when the god has regained it's name in full it will rise again, a full god, shaped by those who discovered it.
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Weapons of Less Destruction (GLOGtober 23 Challenge 1 #4)
GLOGtober Challenge #1: Rolled a 4, Magic items that are unintentionally also magic weapons.
Cleansing Rod.
A failed mage was known for washing not as often as they should. They had a distaste for the sense of water flowing over them and therefore decided to solve this problem as their graduate project. The rod cleansed them quite effectively, however as their graduation approached they began to lose weight, they got pale and started to grow sickly despite eating well. When they passed away the chirurgeon concluded that he had cleansed his humor's and thus doomed himself to a slow death.
The Cleansing Rod can be used, over 1 minute, to cleanse a person of all filth. Thus rendering them clean and even smelling pleasantly of lavender (giving a +1 to social checks). However the cleansed person can no longer benefit from Recovery or rations and will begin to starve.
A highly skilled medical practitioner may be able to come up with a cure: drinking a healthy persons bile or other digestive fluids.
Cursed Tome
The librarian had noticed a distinct trend, the romance novels were disappearing at a staggering rate, however none were being booked out. So he decided to make a trap to catch the horny thief.
This tome appears to be a cheaply bound romance novel attached to a length of rope. Whoever touches the tome will find whatever parts of them touched it covered in a in invisible in that glows in the dark. This ink transfers on touch to other objects or places allowing one to follow the trail.
The tome acts as a flail, however on a hit the target is marked and they can be followed by their trail as long as it is dark enough to see the glowing ink.
Telekinetic Sewing Kit
They became quite common nearby the magic school, many students would make them for a quick profit. A simple telekinesis spell on a sewing kit, the tailors would pay top dollar to be able to sew with two free hands. It all ended however with the Seamstress Murder's where an assassin earned fame by using poisoned needles from the kits to fulfil their contacts. Now they are black market items, purchased by both assassins' and tailors wherever they can find them.
This sewing kit contains 2d6 needles inside that can be guided by a user with mental commands (Sewing kit gives +1 to all related checks). These needles can be flung as if by a magic missile spell at enemies, dealing 1d4 damage each. Unlike magic missile these needles can be poisoned.
Hedge Mages Spells*
The hedge mages are known for being a practical folk, some are known for their incredible skill with a wide range of spells. Most however are just simple craftspeople, using utility spells to support people. Some people, with less sense than muscles, attempt to take from them like they were simple craftsmen, they are quick to learn that simple utility magic can have other effects.
Cantrip: Mending
With 10 minutes of time any minor damage, like tears or cracks, no larger than your hand can be seamlessly repaired. Skilled users can use it to weld two identical materials together (skill check to do successfully)
1: Light
Slow, visible point, instant
When cast creates an incredibly bright light, if fired into the air lights up everything in 100ft. If fired close to the ground all creatures within 30ft. must save or be blinded for 1 minute (f) or 3 turns ℗. This also creates long shadows that give a +1 bonus to any attempts to hide on the battlefield.
2: Cooktop
Slow, [dice] Nearby pieces of metal, Concentration
You cause [dice] pieces of metal you can see to glow cherry red allowing you to cook atop it like a camp-fire. If cast on weapons the opponent must drop it or take [sum] damage each turn you maintain the spell. Casting on armor generally is ineffective due to it's size and padding worn beneath it.
3: Green Thumb
Slow, Nearby plants, Instant
You gently nurture plants, sustaining them with magical energy, you can grow plants up to [dice] times their initial volume over 10 minutes, shaping them however you want. You can also release it in a burst to grow plants quickly and entangle anyone in them, entangling up to [dice] opponents standing among plant life. These plants have [sum] HP and take double damage from fire.
4: Condensation
Slow, A nearby point or character, Instant
By pulling the air together you can condense the air around into fog and then into liquid. You can fill [dice] waterskins with water over 10 minutes. You can instead conjure this fog about a person, they must save or lose their turn (f) and be blinded ℗ as they choke on the fog.
5: Longsight
Slow, Self, [dice] rounds
You bend the air around a ring, such as one made by your circled fingers, that ring now acts as a telescope letting you see incredible distances or observe the stars. This removes penalties from ranged attacks past your weapons range and grants a +1 bonus on checks to see distant details.
6: Birdcall
Fast, Nearby point, Instant
You can create illusionary sounds of any animal or voice you have heard. The sounds lack resonance however and intelligent beings will not be fooled unless the sound is disguised somehow (such as being muffled). Beasts however can be easily startled and scared by the sounds of their predators.
If cast directly into a characters ears they must save or be deafened for [sum] rounds.
7:****Unseen Servant
_Ritual (2), Nearby Location, [sum] hours
_You summon an invisible, intangible servant. It will do your bidding and can perform any and all unskilled mundane tasks at the speed a human could perform them. It cannot go further than the range of the spell away from the location where the spell was cast and can only take a single harmful action, dealing [sum] damage maximum and being dispelled.