Some Spells

Here are a few spells or spell-like effects that could be found in a spellbook, as a one-time device or scroll, or as an effect or trap somewhere in your dungeon.  Add spell level to suit your campaign.

Expedient Quartermaster

This spell conjures, for the caster and up to six companions, a supply of personal gear appropriate to thier occupation and the surrounding environment. Each gains a fortnight of rations, a suit of clothing or armor, and general items useful to the situation. A cleric in a dungeon might gain plate, shield, mace, and a pack including spikes, rope, holy symbol, lantern and oil. A fighting man out-of-doors could expect chain, sword, bow, horse, and saddle-bags with foraging and camping gear. A magic-user in a castle would find courtly robe and hat, staff, scroll case, and portable desk full of writing materials and spell reagents. The items are always of the finest quality but are never magical in any way. Those supplied by each particluar casting of the quartermaster will appear as a matching unit, with armor or clothes of similar style and color. In certain situations a group item may also appear, for example a group near a body of water will be provided with a suitable boat or raft.

Byzal’s Windy Conveyance

The caster and up to six others grasping – or grasped by – the caster are instantly swept into an extradimensional whirlwind that transports them to the location envisioned by the caster, up to one mile away. No matter the destination, the travelers are tossed in the wind, completely out of control, for thirty seconds. All torches and lanterns will be extinguished and travelers have a 50% chance of dropping whatever they are holding. On arrival the travelers must spend a full minute regaining balance and breath before capable of anything else.

 Larkajanur’s Ominous Valediction or The Curse of Inconvienient Attention

Save versus spells or opponents faced with a choice of targets will always choose to attack you above others. Lasts until dispelled.

Ekhion’s Inflexible Reprieve

The inflexible reprieve is a one-time displacement triggered by an eminent danger (thus preventing damage from a successful attack by an enemy, exploding fireball, etc.) or the spell’s duration, whichever comes first. The spell lasts ten minutes for every two levels of the caster. Unwilling targets of the spell may save versus magic, but once the spell is successfully applied it cannot be removed. To determine the character’s new location roll d8 for compass direction, d100x10′ for distance, and place the character into the nearest unoccupied space.

 Almetor’s Petulant Arms

Will affect 1d6 beings; those who fail a save vs. spells will find weapons writhe, turn, and jump in thier hands. Those with uncooperative weapons should subtract 3 from to-hit rolls. The spell lasts for one turn.

The Mercurial Spirit of Prabacor

Casting this spell summons a mischevious, uncontrolled unseen servant-like spirit that will remain for a turn per level of the caster. Roll for reaction.

2-4: Resentfully harasses and distracts the caster, preventing spellcasting, tying shoelaces of his friends, slamming doors and so on.

5-9: Spirit neutral towards the caster, but will look for excitement at someone’s expense. In this state the spirit can be offered goods or services in exchange for favors. What could it want? Otherwise it may wander off, become interested in someone or something interesting, or simply wait to be returned wherever it came from.

10-12: Independently provides help by, e.g., opening doors, harassing or distracting enemies, setting off traps, etc.

1 Response to “Some Spells”

  1. 1 Charlatan
    July 24, 2012 at 4:07 pm

    I’ve been noodling around on some house rules that collapse clerics and magic users into a single class with something that approaches schools of magic, and that mercurial spirit chart is perfect for low-key mishaps. Nabbed!

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Past Adventures of the Mule

July 2012

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