Thursday, 27 March 2014

Speleo Spells


Cryobrite Bridge
Magic-User Level 1
Duration: Permanent
Range: 0
The caster can summon up a bridge of yellow cakey, brittle untrustworthy stone. The bridge is 10 feet long for every level of the caster. It’s width is equal in feet to 1/3  of the casters intelligence score. The rock is solid and will support weight, but is about as hard to chip away as polystyrene. Use of this spell in a volume under the control of  a particular race will be taken as an affront and possible prelude to attack. If they wanted a bridge there they would have built one. Also your bridge is thin as fuck, no-ones impressed.


Calcite Gap
Magic-User Level2
Duration: 1 turn
Range: touch
The subject can move through calcite formations as if they were thick foliage. The stalactites, stalagmites, flowstone and helictites will simply shift smoothly out of the way without breaking. If the subject is still amidst the flowing stone when the spell give out, they will be trapped.


Heat Ghost
Magic-User Level 1
Duration: 1 turn/level
Range: 5ft/level
Creates a human-shaped and sized figure, under the control of the caster, visible only in the infrared spectrum. To a watcher using only infravision this will appear to be a real person. The figure cannot speak or  affect the physical world but any tracks they leave will persist in exactly the same way as those of a warm blooded person. If this spell is memorised it may be cast alongside any illusion spell to extend the illusory effect into the infrared spectrum.

Stone Steps
Magic-User Level 1
Duration: 1 round/level
Range: 10ft/level
Turns any stone slope, from 10 to 70 degrees incline, into a set of 6ft wide, neat, even stone steps. The length of the stairway increases with the level of the mage. When the spell ends, the stairs disappear back into the rock. Often used as a trap spell.


Speak With Air
Magic-User Level 4
Duration: 1 round/level
Range: 0


Worthless Corpse
Magic-User Level 1
Duration: 1 turn/level
Range: touch
Appearing to be dead is not to useful underground. Corpses are resources. This spell makes the body of the target appear, not simply dead, but utterly worthless, not worth investigating, without even marrow to crack open and eat.

Blood Into Rope
Magic-User Level 1
Duration: 1 turn/level
Range: 0
The caster can drain their own blood and weave it into a red rope. Arterial blood is dynamic, veinous blood is static. The rope is non-animate but will un-knot on command. It counts as magical, which means it could be used to, for instance, strangle a Ghost. Rope is 30ft long per hp sacrificed.

Hollow Head
Magic-User Level 3
Duration: 1 turn/level
Range: touch
This spell moves the targets brain into a side dimension, and leaves a handy crack all the way around their skull. They head can be opened and the brain-shaped space inside can be used to store handy things. The crack is undetectable and cannot be opened by anyone other than the caster. The subject is immune to mind-affecting magic as their brain is no longer there. Loos objects may rattle around. The brain returns to its position at the end of the period, if anything is occupying the same space the subject will die instantly. Unwilling subjects get a save.


Servant Skull
Magic-User Level 1
Duration: permanent
Range: Touch
This spell can only be learnt directly from the Olm, they never write it down. The caster can enchant the skull of a dead college. (Only PC’s can be affected and only if the player of that character is willing.) The skull, once flensed, can float around freely. It has the memory and intelligence of the fallen friend, 1HD and no powers of any kind.


Skellygrab
Magic-User Level 4
Duration: Permanent
Range: Touch
The caster can turn the bone skeleton hand (one hand per casting) of an intelligent, named, humanoid, into a grapple. The hand can grab, climb and run around on the end of its rope with the same skill as its original owner. (The hand of a high levele thief, for instance, will be significantly better than that of a common mook.) It has standard human strength. It counts as a retainer and has a morale.


Terror Tubes
Magic-User Level 5
Duration: Instant
Range: 0
If this spell is memorised it can be cast instantly as a free action, even in the enemies turn. The casters mouth opens to enormous size and all the fear in the immediate location is swallowed and moved safely to their appendix. The fear-creating properties of any being can be consumed this way. However, this fear remains in existence, simply inside the casters swollen appendix.  If the appendix bursts at any time the fear will be released. So if the caster steals the fear of a Death Knight and then takes a blow to the stomach, they will be poisoned by appendicitis while emanating terror.

Spelogrowth
Magic-User Level 5
Duration: Permanent
Range: 120
Area: one cave.
Causes the creation of speleothems to go into overdrive. Stalactites and stalagmites close in like teeth in a closing jaw. This still takes a few seconds so is not that useful as a weapon, but can trap those inside, or make an area impassible.


Piercer Cloak
Magic-User Level 3
Duration: Permanent
Range: touch
Over the course of an hour the caster can enchant a cloak. The wearer of this cloak can wear it as long as they wish. If they wrap it over their head like a cone, they take on the appearance and powers of a large Piercer. Specifically, they can cling to ceilings, shuffle slowly around, observe secretly and drop on people. This will continue until the unfurl the cloak, at which point the enchantment is lost.


Cone of Mould
Magic-User Level 7
Duration: Immediate
Range: 0
Causes a cone-shaped area originating at the casters hand and extending outwards in a cone 6 feet long per level of the caster. This area is full of spores. These spores may have effect equivalent to one of the following Myconid spores; Rapport. Pacifier. Hallucinator or Animator. Remember it takes 1d4 days for infected corpses to animate.

Waterfall Caul
Magic-User Level 5
Duration: 1 day/level
Range: 0
If in the presence of a waterfall, the magic user may steal a fragment of its power. A cloak-shaped gap appears in the waterfall. This part of the waterfall now falls around the casters shoulders like a cloak. The water appears from nowhere, flows the length of the casters body and disappears. It looks cool as fuck. Anything thrown, or pushed, into the water will appear in the waterfall. To the caster, the falling water may be manipulated as a cloak and does not chill their body. To anyone else it is surging white water with the same temperature and force at the original falls. Provides equivalent to plate protection anywhere it covers the body. Protects against backstab. Quite loud. Tends to mist up the place. The cloak may only be taken from an actual waterfall, it cannot be created whole.


Dream Venom
Magic-User Level 3
Duration: Permanent
Range: 0
An invention of the Drow. The caster may distil a poison that infects the dream state of the victim. This can be applied to any blade or placed in food or drink. The victim gets a save vs poison as usual. It has no physical effect, but whenever the caster dreams their body in the dream will be horribly diseased. The disease begins as a mild flu-like virus and progresses slowly to the level of horrific leprosy. The caster can release the victim at any time. It is rumoured that certain rare materials can also cure the poison.

Vampire Counsel
Magic-User Level 5
Duration: see below
Range: 0
Summons a member of the Vampire Court to deliver legal advice for the caster. The vampire summoned will be human 70% of the time and 30% will be another humanoid but highly intelligent race. The Vampire is a fully trained and highly expert lawyer in every known legal system. The vampire will serve in a legal capacity only and will do nothing illegal. Though there are, of course, grey areas.  They will never engage in combat of any kind, except verbal combat. They will serve as long as they are fed one pint of blood a day and there is legal work to do. Other creatures will react exactly as if a Vampire had suddenly appeared in their midst. However, if they examine their records, they will find the Vampire is a registered member of the bar in that polity and is qualified to represent the caster and associates in court. People have been arrested for casting Vampire Counsel, but never convicted.


Ghoul Pipes
Magic-User Level 4
Duration: depends
Range: 30ft
By taking the thigh bones of a humanoid that starved to death and hollowing them out, the caster can create a pair of pipes. Use of this spell transforms them into Ghoul Pipes. The pipes will only work for that caster. Anyone listening to music from those pipes will not be disgusted or surprised by any meal they are invited to eat. Even the rotting flesh of their own family will pass without remark. They are no more or less likely to eat than they would a normal meal, but the nature of the food will have no effect on their decision.


Silent Speech
Magic-User Level 1
Duration: 1 turn/level
Range: 0
This spell lets the user use and understand the Silent Speech of the Underdark. They may comprehend the trade speech and any of the racial languages.

Wait
Magic-User Level 1
Duration: d4 turns per level
Range: 30 + 10 per level
This spell was developed by the Duregar as an alternative to Sleep that would actually affect elves. Like Sleep it affects 2d8 of creatures of up to 2hd each. If the creatures are not in combat or direct danger, they will simply wait where they are for the duration of the spell. They are not dazed in any way and can still respond to threats. They just won’t go anywhere. If interrupted or compelled by an authority figure they get a second save. Drow hate this spell.

Pocket Ropes
Magic-User Level 1
Duration: 1 day/level
Range: 0
Simply shrinks a number of ropes equal to the caster level to the size and weight of string. They can be kept easily in the pocket, or wrapped around the wrist. Caster can end the spell at any time.


Optic Beast
Magic-User Level 3
Duration: 1 round/level
Range: 0
The Optic Beast is trapped within the radius of one particular light-giving flame. Usually a lantern, candle or torch. If the light goes out, it dies.  It has the same HD as the caster, but rolls the d8 rather than the d4. The optic beast can take the form of any creature the caster has directly seen and has the physical attacks, movement and AC of that creature. It does not have special attacks. It can affect only creatures that can see it. Blind creatures, or sighted creatures with their eyes closed are immune to it. It is always gold, like a burning sun.

Lens Weapon
Magic-User Level 1
Duration: Continual
Range: sight
The caster may destroy a particular weapon and trap its image in a lens. The weapon must be destroyed beyond any possible use or repair. If the caster holds the lens carefully to their eye and looks at someone, the person being focused on can make use of the weapon in the lens as if it simply appeared in their hands. This cannot be prevented by anti magic or dispelled. If the caster blinks, looks away, drops the lens, loses line-of-sight or loses focus, the weapon blinks out of existence.  One lens, one weapon. Only the caster may focus the weapon, and never on themselves.



Monkey Guts
Magic-User Level 3
Range: 0
The caster can spill anthropoid guts from a living victim, they will fall into the shape of the local arrangement of passages. Secret routes will be shown. Warded or hidden passages will be shown. If the victim expires or the guts are disturbed on the floor the map disappears. Monkey guts work, ape guts, human guts but not Elf, Dwarf, Halfling or any creature not related to man.

Levitating Brain
Magic-User Level 1
Duration: 1 turn/level
Range: 100/level
Imbues a disembodied brain with amazing powers of flight. Regrettably does not increase the toughness or solidity of the brain in question. The brain must be whole and acquired separately. The brain can fly at the speed and with the force of a dragon. If it hits anything solid it splats apart. It may not be encased or protected.

Summon Mirth Elemental
Magic-User Level 6
Duration: 1 turn/level
Range: 20
The most irritating elementals of all. Will be attacked by any other elemental present. Will probably be attacked by anyone else as well. Mirth elementals instantly enrage anyone they have not charmed. The elemental will obey the caster so long as the orders are funny, by the standards of Mirth Elementals, which are not high.

Mirth Elemental
Armour: As Plate, HD8, Atk d3/d3 , Flight
Immune all psychological effects.
Spells at will: Shocking Grasp, Ventriloquism, Invisibility, Knock, Feign Death, Fumble, Animal Growth, Feeblemind, Charm, Mass Charm, Otto’s Irresistable Dance, Shape Change, Time Stop.

Iron Eye
Magic-User Level 3
Duration: 1 round/level
Range: 0
The caster may temporarily remove one eye and replace it with an iron eye, which must be specially made for them. They iron eye can see magnetic waves. It can be blinded by worked metal held close to it. Otherwise the user can see their way through dark spaces or across empty oceans, (iron bearing stone may be rather bright). Weapons and metal arrowtips will show up like flares in the dark, as will any other metal. (The caster should take care not to lose their original eye.)

Dribbleganger
Magic-User Level 5
Duration: Permanent
Range: 0
With a fragment of original DNA and enough biomass, the caster can create a duplicate of any humanoid creature. The duplicate will have all the innate powers and physical capabilities of the original. The duplicate will regard the caster as a parent. Their intelligence will be one sixth of the originals. (Minimum of 1). If magical powers or special skills required intelligence to use, they can no longer be accessed. They clone has them memories of the original, but usually does not understand them.

Un-suspectable Servant
Magic-User Level 2
Duration: 6 turns + 1 turn/level
Range: 0
This spell creates a mindless but opalescent, featureless and entirely visible and man-shaped being that performs simple tasks at the casters command. It can run and fetch things, open unstuck doors and hold chairs, as well as clean and mend. It can lift 20 pounds or drag 40 pounds . It cannot cause direct harm in any way. It has one hit point and an AC of 12. It cannot be suspected of any wrongdoing, ever. It could carry body parts through a nunnery, it could pour poison into the kings drink in front of him, it could dig a pit trap outside the gates of a school. The acts can be questioned if they are unusual, but not suspected.

Matchstick Men
Magic-User Level 1
Duration:  3o seconds to a minute.
Range: 0
This spell transforms burning splinters of wood into tiny golems under the casters control. Expect d30 from a double handful of kindling. Once the fragments are alight, they crack apart into tiny humanoid bodies, wreathed in flame. About an inch to two inches in height. They will scamper around as long as they live and do whatever the caster commands. They last 30 seconds, after that point, one matchstick man dies each second. None lives longer than a minute. They leave tiny ash corpses where they fell.



4 comments:

  1. Skellygrab is particularly good! And could be found as a magic item, maybe with twists in store that depend on whose hand it is. (It will try to strangle his enemies, etc.)

    ReplyDelete
  2. I started to list the ones I liked most but I like them all.

    ReplyDelete
  3. So, if I got a lock of Emma Watson's hair and cast Dribbleganger upon it, I could have a clone of her JUST. FOR. ME?

    I'm in.

    ReplyDelete