Showing posts with label a to z. Show all posts
Showing posts with label a to z. Show all posts

Tuesday, 12 May 2015

Locket Hex

4th level, Range: 30', Duration: Permanent

A locket, keepsake, or charm bracelet bearing a depiction or token of the subject's true love may be dweomered by this spell, granting the enchanter great control over the subject's heart. The hex may be used in two ways, as follows.

Lock: The locket becomes impossible to open by mundane means. If it is open, it snaps instantly shut. From this moment, the subject's love for the one depicted in the locket becomes possessive, jealous, and paranoid, seeking to lock his love away from the world.

Unlock: The locket becomes impossible to close by mundane means. If it is closed, it snaps open. The subject's love for the one depicted in the locket dissipates like a soul fleeing a corpse.

In either case, smashing the enchanted locket causes the subject to fall into a deep sleep lasting for seven days.

Wednesday, 6 May 2015

Knife, Fork, and Spoon

1st level, Range: Touch, Duration: One meal

Cast while at sup, this spell acquires the confidence and loyalty of a single knife, fork, and spoon which the enchanter passes his hand over. For the duration of the meal (which can, naturally, be extended by cunning means), the enchanted cutlery observe their surroundings -- the spoon sees, the fork listens, and the knife detects the presence of dweomers. When the meal is concluded, the spying silverware will relay their observations to the enchanter, whispering with tiny, ringing voices in his ear.

Alternatively, the spell may be used to conjure one complete set of cutlery, including utensils appropriate to a meal at hand, per level of the enchanter.

Wednesday, 22 April 2015

Jackanapes

2nd level, Range: 30', Duration: 1d6 turns

This spell causes the instantaneous conjuration of 1d4 trained monkeys per three experience levels of the enchanter. The monkeys are obedient, if rambunctious, and may appear dressed in whatever livery the caster desires (typically that of minstrels, jesters, or valets). They have 1d3 hit points, an armour class of 7, a movement rate of 12, and a morale of 7.

In addition to its costume, each monkey is conjured with an item in its paws, which it is trained to use. The enchanter may choose: musical instruments, common tools (hammers, spades, saws, etc), or weapons (small ornate cudgels, spears or lances).

If commanded to attack, the monkeys inflict 1d2 damage with claws and biting (one attack per round) or 1d4 damage with weapons.

Tuesday, 14 April 2015

Inches to Miles

5th level, Range: Self, Duration: 1 hour

This spell lays a brief but powerful enchantment on the fabric of space, bending it such that the enchanter may travel many miles in a short moment. Once the spell is cast, the enchanter may make either one or two steps. As the spell's common name implies, the length of each step is greatly magnified -- inches are literally transformed into miles. The following possibilities exist:
  • Road travel: a step may take the enchanter far along a road upon which he stands. Up to three junctions may be navigated.
  • As the crow flies: the enchanter may travel in a straight line, landing at ground level.
  • Step back: as the spell allows two steps to be taken, it is possible for the enchanter to travel to a distant location then return by turning around and making a reverse step, returning to his original location. After the first step has been made, the enchanter must decide whether to end the spell, leaving him in the new location, or to maintain it. In the latter case, the caster must remain stationary, taking no steps until he wishes to return to the original location. Making any steps except the returning stride ends the spell.
A simple means of calculating the maximum length of a step is to halve the character's height in inches. This is this the maximum number of miles that can be travelled with the enchanted stride.

Sunday, 12 April 2015

High Horse

1st level, Range: 30', Duration: 2d6 rounds

This cantrap has several applications. Cast upon a person of haughty or arrogant disposition, it brings about a brief spell of humility. Cast upon a horse (with or without rider) it either lifts the beast unwittingly into the air (up to 20') or evokes in it a mood of high folly, as if drunken or moonstruck. In all cases, a saving throw versus spells may be made to resist.

A higher level enchanter may affect one subject per three experience levels.

Thursday, 9 April 2015

Gingerbread Charm

1st level, Range: 5', Duration: Special

Casting this charm upon a figure of freshly baked gingerbread causes it to come to life. The spell affects a single animal or humanoid figure, to a maximum size of 1'. Living gingerbread creatures have a movement rate of 30' (10'), an armour class of 9, 1d3 hit points, and cannot attack in any meaningful way. They are, however cunning (INT of 12) and very stealthy (able to go unnoticed on a 1-4 on 1d6).

The wizard who gave life to the creature is able to communicate with it via a limited form of telepathy which only functions when the two make eye contact (assuming the gingerbread creature has eyes of some kind) and enter into a brief hypnotic trance. The personality of the gingerbread creature is one of the following, determined at random (secretly by the referee):
  1. Loving. Wants nothing more than to cuddle and nestle with its creator.
  2. Duplicitous. Outwardly friendly to its creator yet secretly strives to undermine his plans. What does the creature do at night while mortals sleep?
  3. Adventurous. Lusts after travel and new experiences. Will abandon a staid creator.
  4. Contrary. Stubbornly refuses to obey its creator. If left to its own devices, may create beautiful things.
  5. Homely. Loves to help with household chores.
  6. Hateful. Takes pleasure in causing pain (especially physical) to living creatures, including its creator.
  7. Wise. Its head is empty of knowledge and experience, but the creature is surprisingly perceptive when asked for moral or personal advice.
  8. Demanding. Has extremely high standards of living. Will have tantrums if it doesn't get its way.
As a form of construct, gingerbread creatures do not require air, food, or water for sustenance, and are immune to poisons. They may, however, be affected by spells of charm and mind manipulation, including (curiously) sleep.

Living gingerbread creatures naturally perish after 24 hours, disintegrating into crumbs as the enchantment which binds them dissipates. They may, however, be kept alive indefinitely if fed small quantities of one of the following substances daily: mercury, fine rum, human blood. (The liquid stains their mouths.)

The spell may also be cast upon a normal loaf of bread, enchanting it such that the hair of anyone who eats part of it will turn permanently bright red.

Wednesday, 8 April 2015

Forget-Me-Not (reversible)

3rd level, Range: Touch, Duration: Permanent

This hex operates by means of a dainty, unassuming flower, which must be proffered by the enchanter and accepted in good faith by the one to be enspelled. The spell may be cast up to one minute before the flower is proffered, but delaying any longer causes the magic to dissipate. The one accepting the enchanted gift finds that, from that moment on, their thoughts return inevitably to the one who gave it to them, remembering the gesture with the utmost fondness.

The reversed version of this spell, forget-me, must be cast under the same circumstances, but causes the subject to utterly forget the enchanter's existence.

Monday, 6 April 2015

Exceedingly Good Cake

5th level, Range: Touch, Duration: Permanent

A cake of exceptional quality is enchanted such that the alignment of the first person to eat of it is permanently altered to the most righteous and virtuous hue of goodness. A saving throw versus spells is allowed, with a -1 penalty if the cake was baked by the wizard casting the spell. Those of previously evil bent may be overwhelmed with regret at their former deeds.

Alternatively, the wizard may cast this spell in order to conjure artisan cakes, gateaux, pastries, doughnuts, or pies totalling up to one cubic foot in volume per level of the caster.

Saturday, 4 April 2015

Doorman Hex

2nd level, Range: 10', Duration: Special

Uttered beside a doorway, this hex has two possible uses:

1. It may cause a single doorman or guard to grant the wizard passage through the portal. A wizard of higher level may beguile multiple wardens: one additional guard per level beyond 5th. Magical or enchanted guardians may also be beguiled, but may save versus spells to resist. Afterwards, the guards have no memory of the wizard's passage.

2. It may summon into being one or more doormen to protect an unguarded portal. At low level, a single servant is summoned, but their number increases as follows: 5th level: 1d4, 8th level: 1d6, 11th level: 2d4, 13th level: 2d6. The doormen are normal men, dressed in smart livery (with advance planning, the wizard may choose the exact design), and armed with ornamental spears (usable in combat, but -1 to hit). The wardens will guard the door to the best of their ability, allowing or denying access according to the wizard's instructions. They are wholly loyal in this task but will, if asked, freely tell their master's name to any who enquire. It is impossible to command the doormen to perform any other task, and they cannot move more than 10' distant from the portal they protect. When the duration (1 hour) expires, the doormen vanish.

Friday, 3 April 2015

Candy Crush

4th level, Range: Touch, Duration: 1 day

This spell enchants a handful of candy (of any kind) with one of two possible magical effects, chosen as it is cast.

1. Any being which eats one of the sweets must save versus spells or become hopelessly infatuated with the wizard. This infatuation lasts for 24 hours, after which affected beings regard the former object of their admiration with a grudging suspicion.

2. The sweets leap from the wizard's palm into the air, expanding to terrifying proportions as they cascade back to earth. Anyone caught within the 30' area in front of the wizard must save versus paralysis or suffer crushing damage from the falling sweets. The amount of damage depends on the type of candy used -- from 2d6 for soft marshmallows to 6d6 for rock hard boiled sweets. The sweets remain in gargantuan dimension for the remainder of the spell's duration and may, during this time, attract children, insects, dogs, and other sweet-loving beasts.

When the duration expires, the sweets spontaneously evaporate in a puff of pink dust.

Thursday, 2 April 2015

Bonnet Glamour

3rd level, Range: Touch, Duration: Special

A single fine bonnet, cap, or hood of elaborate craft (laced, embroidered, sequinned, bejewelled, etc.) becomes enchanted such that the one who wears it takes on the uncanny likeness of a specific noble or person of pious import (as selected by the wizard). The bonnet itself is not in any way disguised, but the glamour is otherwise efficacious in the realm of all applicable senses. It is not, however, a true transmutation -- certain physical tests may reveal the deception.

The garment must be donned as the spell is intoned, remaining enchanted for as long as it remains firmly in place.

A Merry Band

4th level, Range: 15', Duration: 1 round or longer

Up to one person within range is affected per level of the wizard. Two things happen. Firstly, any items held in their hands are instantaneously transmuted into musical instruments (1. drum, 2. pipes, 3. bell, 4. lute, 5. fiddle, 6. trumpet). Secondly, they are enchanted with a wondrous musical virtuosity with the instrument which has manifested in their grasp and a compulsion to play a merry jig with great glee and vigour. Those without instruments will clap and sing. Thus may any situation be transformed into a merry ball. There is no saving throw.

The enchantment lasts for at least one round. At the start of each subsequent round, enchanted subjects may make a saving throw versus spells to break it. At this point, transformed items are returned to their normal state. Those of a musical predilection suffer a -3 penalty to the saving throw, as they are inclined to enjoy the effects.

Physical damage to an enchanted subject also ends the effect.

Wednesday, 28 March 2012

Alphabetical dropout

Aaah so April is just around the corner, and I said I was going to participate in the A to Z blogging challenge. Several factors are now making this look less likely. Firstly, what I want to write seems like it'll be quite a lot of work, probably too much for a post a day, realistically. Secondly, work is continuing on Theorems & Thaumaturgy, and I want to be able to focus on that over the coming month. And lastly, spring is happening and I notice that my desire to sit inside at the weekend writing has lessened!

So, I guess my April A - Z challenge won't occur as intended. I'll still write the proposed material, as it's something I want to do anyway for my campaign, and I'll probably still stick to the alphabetical format, as I like the end result of having an A to Z guide on a topic. But I guess it'll end up being more of an April / May / June A to Z challenge for me... I'll just post things gradually as I have time. :)

Saturday, 3 March 2012

April A-Z preview: Shrines & cosmic powers of S'raka

I mentioned a while back that I was thinking about doing the April A-Z blogger challenge again this year, and that I was considering a theme of clerical spells. Well, the idea has now crystallised.

I'll be doing a write-up of 26 alphabetically named cosmic powers (gods, devils, demons, animal kings, etc) which have prominent shrines or temples in the city of S'raka, where our Labyrinth Lord campaign is based.

As a little preview, here's the kind of thing I'll be writing. (This won't be the H for April, there'll be another that day.)

The Forge-Shrine of Hegg, God of Blades

The southerly district of Irkham, known as a centre of industry – especially of smoke-belching steel works – is also home to the shrine of a cosmic power of some importance to adventurers. Hegg, the god of blades, has small shrines scattered throughout Old Aalia, but his central place of worship is in Irkham. At first glance, the place appears to be simply a series of small smithies and metal-crafting workshops arranged around a central plaza. However the presence of the 20' high statue of the cosmic power Hegg soon alerts visitors that this is no ordinary marketplace. Hegg is portrayed, in a scintillating metal of unknown origin, as a man skewered with hundreds of blades, and with arms held aloft as if in jubilation of the sky.

The devotees of Hegg are of several kinds. Firstly are the array of metalworkers who are bound as apprentices to the shrine from a young age, and spend their whole lives there perfecting the arts of blade-crafting. The blades of Hegg are known as some of the finest available, and are highly in demand, often being commissioned by noble houses. Secondly there are the blade-maidens, white linen-clad girls and women who oversee ritual sacrifices in a specially designated sub-shrine, and the processing of the resulting animal meats into especially fine sausages. The blade-maidens also offer a blessing and a close-shave for 1sp.

Lastly are the blade-blessed, those strange and few individuals who have devoted themselves not to the practical crafts patronised by the god of blades, but rather to the unusual spiritual pursuits which please him. Little is known by outsiders of the exact activities of these few seldom seen priests, but it is clear that they are regarded as the most beloved of Hegg, and are believed to conduct private rituals in the catacombs beneath the shrine. They can be recognised by the scars which cover their bodies and faces, and by their habit of wearing as little clothing as permitted by the season, presumably in order to further emphasise their scarification. Rumours tell that the blade-blessed practice a bizarre art of self-impalement, in imitation of their lord, and that they are granted wondrous visions while they lay skewered by sacred blades.

Apart from the mundane services of the blade-maidens and the craftsmen devoted to Hegg, the following more specialised services are available at the shrine.

Enchanted blades: The artisan smiths of the temple produce blades of exquisite quality whose craftsmanship is enhanced by being imbued with the cosmic power of Hegg. Such blades are +1 magical weapons. A dagger from the forge-shrine costs 500gp, a short sword 1,500gp and a long sword 2,000gp.

Spiritual weapon: By sacrificing a silver dagger and receiving the blessing of the shrine, the benefits of this spell may be gained. The dagger is translocated to the cosmic armoury of Hegg, but can be called upon in times of need (as per the spell) by invoking the name of the god of blades. This blessing costs 100gp, in addition to the cost of the dagger.

Bless blade: A special ritual which can be performed by the blade-blessed of the shrine bestows a temporary magical enchantment onto a bladed weapon. The ritual entails the blessing of a portion of the blood of a sacrificed animal (typically a lamb). The blood is placed into a metal tube, marked with the rune of Hegg, and should be applied to a bladed weapon to invoke the effects. The anointed blade gains +1 to hit and damage for one hour, and counts as a magical weapon. The ritual costs 80gp.

Blade divination: This more unusual and expensive ritual is not often performed, but is sometimes sought by adventurers who have come across magical weapons of unknown origin. The power of Hegg can be invoked to grant a vision giving details about the origins of and enchantment which lies upon a magical bladed weapon. As preparation for the ritual, the owner of the blade must spend three days of fasting in one of the underground sub-shrines. On the night of the third day the character must take part in a ritual with the blade-blessed. An intricate and intensely painful series of cuts is inflicted upon the bodies of all present – including the character, sending them into an altered state of consciousness. At the culmination of the process one of the priests plunges the blade into himself and enters into an ecstatic trance, during which he gains information about the enchanted blade. 1d4 facts about the blade are revealed by this ritual, typically including its “plus” to hit, if possessed. The ritual costs 750gp.

Monday, 30 January 2012

April A to Z... an idea

After the fun I had with last year's April A to Z, and the nice collection of spells which resulted from it, I've been thinking recently about 1: if I'll do it again this year, and 2: if so, what will be the theme?

Early on I ruled out doing another A to Z of spells, and had the idea that I wanted to use the alphabetic inspiration to put a bit more flesh into my Labyrinth Lord campaign somehow. A gazetteer of some kind? Descriptions of some inns and  taverns in S'raka, the great city where the adventurers are based?

Yesterday an interesting idea came to me. I've had this concept that clerical spells aren't easy to come by. That you can't just walk into any old temple and request a raise dead or remove curse or whatever. The idea is that each spell can only be provided (and then usually as a long-winded ritual) by a temple or shrine whose patron is in some way connected to the effects of the spell. The only practical example of this in the campaign so far was when the PCs got one of their number extracted from his incarceration inside a magical book by visiting the temple of Hgriselde, lady of pacts and bindings, and getting a dispel magic cast.

So, I thought about maybe making an alphabetical list of all clerical spells, and for each one making up a few details about one or more temples in S'raka where the spell might be available. I reckon this would result in a very nice campaign resource, which would bleed over into adding a lot of detail to the various city districts, and to greatly fleshing out the multitudinous cosmic powers which are worshipped in the place.

I had a look, and there are no clerical spells (in Labyrinth Lord) beginning with the following letters: J, M, O, U, V, X, Y, Z. I'm not sure what I'd do about those yet. Perhaps also make up 8 new spells to fill the gaps... (I could probably also find suitably named cleric spells in AD&D 2nd edition.)

Saturday, 30 April 2011

An arcane alphabet

Well, that was that for the April A to Z challenge!

I thoroughly enjoyed the experience, and I'm pleased with the end result, looking back now at my post list for April! I did, of course, find the incessant onslaught of posts rather hard at times, especially with some of the challenging hypothetical spell names I'd set for myself -- some of them were really really difficult to come up with anything for in practice (laughing gnome, tessellate, zoetrope!?).

To wrap it up, I've created a PDF of the whole lot, which you can download here: An Arcane Alphabet.

A to Z: Zoetrope

This post is designated Open Gaming Content according to the Open Gaming License.

Zoetrope
Available to: Magic-users (chronomancers)
Level: 9
Duration: Permanent
Range: 10'

This powerful spell creates an area of space where time is warped so tightly that a single moment is repeated over and over for all eternity. The area affected is a cylinder 10' high and 10' in diameter. Any creatures or objects in this area when the spell is cast, or anything subsequently entering the area is caught in the time loop. From the outside, the time loop appears to be a spinning column of light, wherein can be seen, semi-transparent and phantom-like, the last few seconds of normal existence of everything trapped inside.

The zoetrope is an extremely powerful dweomer, and is unaffected by dispel magic. A wish is sufficient to release a single creature or object from its confines, but if magic ever existed which could undo this spell entirely, it is now lost.

The casting of this spell carries a certain risk to the chronomancer, who has a 10% chance of accidentally being sucked into the zoetrope and trapped.

A to Z: Yeast growth

This post is designated Open Gaming Content according to the Open Gaming License.

Yeast Growth
Available to: Druids (myconic)
Level: 1
Duration: Instant
Range: 5' per level

This spell causes the radically accelerated and greatly augmented growth of all naturally occurring yeast organisms within range. As yeast exists virtually everywhere, the result is that all creatures, objects and surfaces in range are rapidly engulfed in a slimy mass of frothing yeast. The yeast itself is normal and harmless, and can be wiped off with some effort. However all affected creatures suffer a 1 in 6 chance per round of slipping over, and a -1 penalty to attacks until they are free of the yeast.

This spell can also be used to accelerate a process of yeast fermentation, such as that used in beer brewing or bread making. Such processes can be completed instantaneously with an application of this spell.

Friday, 29 April 2011

A to Z: Xenogamy

This post is designated Open Gaming Content according to the Open Gaming License.

Xenogamy
Available to: Magic-users (nature mages)
Level: 8
Duration: Permanent
Range: Touch
This spell enables the caster to create an infinite variety of bizarre creatures by a process of genetic melding. Two living creatures of any species must be selected and contained within a laboratory for a period of 2d4 weeks. During this period the two creatures gradually begin to merge into a single being. Each week there is a 10% chance that the hybrid creature will die. If the process is successful, the resulting creature will have qualities and appearance reflecting both of its 'parents'. The Labyrinth Lord should determine which qualities are retained from which parent.

If intelligent creatures are melded with the spell, the resulting monstrosity has a 90% chance of being utterly insane.

Thursday, 28 April 2011

A to Z: Whale speech

This post is designated Open Gaming Content according to the Open Gaming License.

Whale Speech
Available to: Druids (aquatic)
Level: 3
Duration: 1 hour per level
Range: 100 miles per level

In addition to giving the caster the ability to communicate with whales, this spell, when cast underwater, allows him to send messages through the aquatic medium, which can be received and understood by a single recipient somewhere within the spell's enormous range. The recipient must be someone whom the caster knows personally, or has met at least once.