1d6 more original Spells

Stinging Pouch (Divination)

Level: 1

Range: touch

Duration: 1 day

Area of Effect: 1 pouch or pocket.

Components: V, S, M

Casting Time: 1 round

Saving Throw: Negates

This spell is similar to the Razor Pouch spell (Q. V.) but is a minor magic, and was the actual goal of the spell researcher who created those spells ending with this spell as a way to protect the contents of a pouch without destroying them in the process.

Anyone other than the caster trying to touch the contents of the selected pouch or pocket must make a save vs. spell or else take a single point of magical damage as the spell makes the pouch nibble upon the intruder into the protected location.  Whether failed or succeeded the target must utter a string of curses from the pain of mishandling the magics.

This enchantment is not strong enough to bear other similar effects nearby (such as the razor spells) so it always fails under those conditions.  In addition to the pouch or pocket to be so enchanted the component is a needle of any material stabbed through the pouch magically which then is consumed leaving no mark.

 

Determine Value (Divination)

Level: 1

Range: 0

Duration: 1 round per level

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell gives the caster a reasonable idea of the normal (non-magical) value of the items within line of sight from +/-50% to as close as 1% of the starting value. The Dm should secretly Roll d% to determine how close the caster is to the value of the item with a score of 50 being accurate, from there adjust to high (51+ is high) or low (50 or less is low).  Then add or subtract the casters level towards more accurate

If the caster also has detect magic active the spells intermix and magical items can be approximately valued to within 10% (90%+ 1d20%) or the nearest item of value whichever is better. Nystuls’ magic aura though causes false results 75%-the casters level of the time (DM’s should choose an interesting starting point) continuing the relevancy of that particular spell.

The material components are a set of weighing scales, and a gold coin the caster must flip from scale to scale while weaving a ditty about the various coins of the realm.

 

Cone of Enfeeblement (Enchantment/Charm)

Level: 3

Range: 1″+1″ per level

Duration:  1/2 round per level

Area of Effect: A cone  6″ long, 3″ diameter at terminus, 1/2″ at base

Components: V, S, M

Casting Time: 3 segments

Saving Throw: Negates

This spell is very much like Ray of Enfeeblement (Q. V.) but at the chosen point within range the ray explodes into a cone shaped attack enabling the reduction of as many strong opponents that can be made to fit in the area of effect. It shares all the effects of the aforementioned spell (25% reduction in the ‘strength’ of the target, +2% per level, yet after 5th for this spell) except where noted above.

The Material component is a clear prism or focusing agent of some sort which is consumed in the casting.

 

Attraction Curse (Abjuration)

Level: 4

Range: 12″

Duration: Special

Area of Effect: One Creature

Components: V, S, M

Casting Time: 6 segments

Saving Throw: Special

Designed by the then Enchanter Goth to deter his brother from his criminal ways; this spell increases the odds of a victim of this spell running across negative wandering encounters which lasts for 1 day or 1 interacted with wandering encounter result per level of the caster.  For most adventurers, this translates as worse odds for adventuring.

For thieves the curse is much worse because this makes the odds increase that the thief will have issues or problems with plying their trade.  Making it subtly more likely the thief will encounter the watch, or unexpected individuals or the patrols will change their patterns etc…

Games mechanics wise the effects are that when checking for encounters or wandering monsters the Gm rolls twice and uses the result that will cause the most dramatic tension for the target.

The most common components include burning at least 10 Gold Lions value of incense, and some mark or sign of the target whether a boot print or other sign of the spells quarry, which when consumed it then ends up removing some proof of who and where the target was. If a gold coin is used when casting against a thief who has stolen from the Mage the saving throw against the spell is at -4.

Cave entrance

Illusive Force (Evocation)

Level: 5

Range: 2″+1″ per level

Duration: As spell attached to.

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell enables a Spellcaster to give a level of tangibility such as heft, pressure and apparent mass to what was an illusion.  So long as the singular illusion is existent this spell remains active thus this spell has a variable duration.  The spell does not inherently negate saving throws for illusions (reality, even with this spell added to a very believable illusion, is still more than the best deceptions)

Unlike Illusionstruct (see elsewhere) this spell adds a level of force to those illusions that are mobile or have a level of illusions only as far as the illusion itself can support such force obviously.  Thus a mounted troop would bend branches out of their way without the caster specifying it so and other less than obvious signs that may harm the verisimilitude of a spell because the reactions of objects that are not covered by the illusion.  This does extend to some other senses indirectly leaves may crinkle under foot soldier’s feet and pine needles may release a little of their scent

The force is limited to the same amount of force as a Unseen servant may apply on a per individual basis; so a single dragon would only impart a force of a single servant (perhaps sensed as a back wing wind) This spell does not typically cause damage because the forces are so low.  Instead any damage is limited to the prowess of the illusion itself unless the manipulation of (for example) a trap falls below the pressure the spell can induce and the illusion can believably support tripping the trap.

The creation of invisible creatures or forces (an exception of wind being one in general so long as it is generated by a sensible non magical fashion by a visible source) that are unsupported by being defined by an illusion is also not allowed; so invisible forces cannot be created or using this spell to do more than support another spell.  A potentially useful visualization construct is to imagine the magic as a blown bubble (though not as limited) to which the forces expand to fulfill their definition.

As a note if the Illusion this spell is attached to is dispelled or otherwise ends its duration this spell also collapses back to the place the magic is from. This does not occur if it is merely disbelieved by one or many.

The Material requirement is one straw figurine with paint or pigment placed upon it per creature to be enforced. While the Somatic portion is covered by tapping the paint on the straw three times. While doing so they must enter a paean to a Titan of legendary tactical skills.

Faces in the rocky shadows

Illusionstruct (Evocation)

Level: 6

Range: 2″+1″ per level

Duration: As spell attached to.

Area of Effect: Special

Components: V, S, M

Casting Time: 1 round

Saving Throw: None

This spell enables a Spellcaster to give tangibility cues such as heft, stability and mass to what was an illusion. So long as the singular spell of illusion this spell is tied to is existent this spell remains active thus this spell has a variable duration.  The spell does not inherently negate saving throws for illusions (reality, even with this spell added to a very believable illusion is still more than the best deceptions)

Unlike Illusive Force (see elsewhere) this spell adds a level of force to those illusions that are inanimate or have a level of illusions only as far as the illusion itself can support such force obviously.  Thus a stone wall would change the direction of a wind without the caster specifying it so and other less than obvious signs that may harm the verisimilitude of a spell because the reactions of objects that are not covered by the illusion.  This does extend to some other senses indirectly carpets may muffle noises under foot and curtains may stir up a dusty scent if there is one.

Also unlike Illusive Force this spell generates and is bound by many of the same strictures as the spell Wall of Force (Q.V.) which is in part the reason for the higher requirements for this spell. This spell also may be behind some of the legendary magics such as floating castles and other powerful examples of enchantment.

When interacting with real structures this spell cannot create apertures or passageways in part because that is the purview of other spells (Passwall for instance) even if the illusory image is of such.  The spell can create rooms, but these are somewhat limited in that they must be a part of an otherwise open space.  The spell creates a force similar to a wall of force. (qv.) and that may clue in observers that even with tactile resistance all is not as it seems.  This also marks the spell as necessarily more powerful than Illusive Force.

The creation of invisible objects/locations (an exception of wind being one in general so long as it is generated by a sensible non-magical fashion by a visible source) that are unsupported by being defined by an illusion is also not allowed; so invisible forces cannot be created or using this spell to do more than support another spell, specifically one of illusions.  A potentially useful visualization construct is to imagine the magic as a blown bubble (though not as limited) to which the forces expand to fulfill their definition.

As a note if the Illusion this spell is attached to is dispelled or otherwise ends its duration this spell also collapses back to the place the magic is from. This does not occur if it is merely disbelieved by one or many.

The Material requirement is any glass with paint or pigment placed upon it. While the Somatic portion is covered by tapping the paint on the glass three times. While doing so they must enter a paean to a Titan of legendary cartography skills.

 

The Picture headlining the post is a heavily modified photograph from a trip to Glenwood Springs, as are the rest of the pictures.

 

 

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