| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | |
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1 | Name | Range | Target | Duration | Description | ||||||||||||||||||||
2 | Absorb Potion | Touch | [dice] hours | The target drinks a potion when the spell is cast. That potion is then suspended within their bloodstream. They can choose to activate it, instantly, at any point during the duration. If they have not done so by the end of the duration, the potion dissolves without effect. | |||||||||||||||||||||
3 | Absorb Toxicity | self | [dice] hours | You take no damage from poison for the duration. You can pass poison from yourself to creatures you touch. | |||||||||||||||||||||
4 | Absurdity | 30’ | creature | 1 minute | Target saves vs. Charisma; on failure, they consider one thing completely absurd. The caster chooses which things the victim considers absurd. The target does not fear, & cannot be intimidated by, the absurd object. If 2 dice are invested, a person can be the absurd object; one additional person or object can be included per die. | ||||||||||||||||||||
5 | Accompaniment | Touch | Self | [dice] hours | There is an invisible orchestra following you everywhere you go. They play constantly, loudly, and appropriately. Gives listeners a -[dice] penalty to resist other audible magic. | ||||||||||||||||||||
6 | Acid Arrow | 50ft | creature | Three rounds | Make an attack roll. On a hit, deal [sum] acid damage, then [sum]/2 for the next two rounds | ||||||||||||||||||||
7 | Acid Arrow | 50ft | creature | Instant | Target takes [sum] damage, and [sum-4] damage over the next 2 turns unless washed. | ||||||||||||||||||||
8 | Acid Fog | 100’ | [dice] minutes | Creates a cloud of fog with radius equal to 5’ times the highest die rolled (up to 30’). The cloud is opaque, and creatures in the cloud take [dice] acid damage per round. | |||||||||||||||||||||
9 | Acute Quintessence | Touch | Sharp weapon | Until used | The weapon grants +[dice] to Attack. The next hit deals +1d6+[dice] damage, then the spell ends | ||||||||||||||||||||
10 | Acute Senses | self | [dice] minutes | You have the sight of a hawk & the scenting ability of a hound for the duration. | |||||||||||||||||||||
11 | Adhesive Blood | self | self | [dice] minutes | Whenever an attack hits you & deals damage, the weapon sticks to your body. The attacker must make a STR save to pry their weapon loose. | ||||||||||||||||||||
12 | Adhesive Spit | self | self | [dice] minutes | You can spit up to [dice] times, up to 30’. The target struck saves vs. DEX or is tangled up & can’t move from the spot; they also take -2 to attack rolls. They must save vs. STR or attack the slime with a slashing weapon to free themselves. | ||||||||||||||||||||
13 | Adjust Metabolism | touch | creature | [dice] days | You can dial the energy requirements of a creature up or down as you please. Unwilling targets can save to negate. Casting the spell in the opposing direction negates all current effects, but the target will feel intensely nauseous for [dice] hours. INCREASE: Target feels sprightly and hungry. Gains +[dice] to Attack and Strength checks, but will need to eat an extra [dice] rations each day over the duration or will suffer from the effects of starvation as if they have not eaten for 1 day per missing ration. If [sum]>10 the target permanently loses a point of CON and gains a point of STR if they fail a Strength check. P-p-p-protein! DECREASE: Targets feels lumpen and heavy. Loses [dice] from Attack and Strength checks, will feel extremely unwell if they eat, but can go without food for [dice] extra days before beginning to suffer the effects of starvation. If [sum]>10 the target must save or fall asleep for the duration. They get +2 to this save for every thing that is distracting them, or every task they must complete. | You can dial the energy requirements of a creature up or down as you please. Unwilling targets can save to negate. Casting the spell in the opposing direction negates all current effects, but the target will feel intensely nauseous for [dice] hours. INCREASE: Target feels sprightly and hungry. Gains +[dice] to Attack and Strength checks, but will need to eat an extra [dice] rations each day over the duration or will suffer from the effects of starvation as if they have not eaten for 1 day per missing ration. If [sum]>10 the target permanently loses a point of CON and gains a point of STR if they fail a Strength check. P-p-p-protein! DECREASE: Targets feels lumpen and heavy. Loses [dice] from Attack and Strength checks, will feel extremely unwell if they eat, but can go without food for [dice] extra days before beginning to suffer the effects of starvation. If [sum]>10 the target must save or fall asleep for the duration. They get +2 to this save for every thing that is distracting them, or every task they must complete. | |||||||||||||||||||
14 | Aggravate Thundercloud | 120’ | creature | instant | You can dial the energy requirements of a creature up or down as you please. Unwilling targets can save to negate. Casting the spell in the opposing direction negates all current effects, but the target will feel intensely nauseous for [dice] hours. INCREASE: Target feels sprightly and hungry. Gains +[dice] to Attack and Strength checks, but will need to eat an extra [dice] rations each day over the duration or will suffer from the effects of starvation as if they have not eaten for 1 day per missing ration. If [sum]>10 the target permanently loses a point of CON and gains a point of STR if they fail a Strength check. P-p-p-protein! DECREASE: Targets feels lumpen and heavy. Loses [dice] from Attack and Strength checks, will feel extremely unwell if they eat, but can go without food for [dice] extra days before beginning to suffer the effects of starvation. If [sum]>10 the target must save or fall asleep for the duration. They get +2 to this save for every thing that is distracting them, or every task they must complete. | You can dial the energy requirements of a creature up or down as you please. Unwilling targets can save to negate. Casting the spell in the opposing direction negates all current effects, but the target will feel intensely nauseous for [dice] hours. INCREASE: Target feels sprightly and hungry. Gains +[dice] to Attack and Strength checks, but will need to eat an extra [dice] rations each day over the duration or will suffer from the effects of starvation as if they have not eaten for 1 day per missing ration. If [sum]>10 the target permanently loses a point of CON and gains a point of STR if they fail a Strength check. P-p-p-protein! DECREASE: Targets feels lumpen and heavy. Loses [dice] from Attack and Strength checks, will feel extremely unwell if they eat, but can go without food for [dice] extra days before beginning to suffer the effects of starvation. If [sum]>10 the target must save or fall asleep for the duration. They get +2 to this save for every thing that is distracting them, or every task they must complete. | |||||||||||||||||||
15 | Agony | sight | creature | [dice] rounds | Target experiences wracking pain. If they take an action other than writhing on the ground and screaming, they take [sum] damage | ||||||||||||||||||||
16 | Air Bubble | touch | creature | [dice] minutes | Creates a bubble of air around the target, allowing them to breathe even in environments that lack oxygen. | ||||||||||||||||||||
17 | Air Step | touch | creature | [dice] minutes | Target walks on air [dice] feet above any solid surface. | ||||||||||||||||||||
18 | Alarm | touch | [dice] rooms | [dice] days | Any time a creature enters (optional: or leaves) the area, a loud chime is heard (optional: only in your head). If [sum]>12, Alarm also applies to spells, ghosts and ideas | ||||||||||||||||||||
19 | Alarm | [dice] hours | Ward a single area up to [sum] square feet in size. If any creature enters the area, you instantly know about it. If you so choose, a loud noise can also emanate when the alarm is triggered, heard up to [dice] x 100’ from the area. You can designate up to [dice] creatures who will not set off the alarm. You are automatically excluded. | ||||||||||||||||||||||
20 | Alberecht's Unreliable Disintegrator | 100ft | object creature of [dice]x2 HD or less | Instant | Target creature, or an object weighing less than [dice]x200lbs, disintegrates into nothingness. Save +4 negates. Magical objects gain an additional +2 to their save. You can disintegrate a section of an object or creature but not very precisely. | ||||||||||||||||||||
21 | Allure | sight | [dice] rounds | Any creature that can see you saves vs. CHA (with penalty equal to [dice]) or is compelled to approach you. If they are hostile, they will approach you with hostile intent. | |||||||||||||||||||||
22 | Alter Local Gravity | 50ft | [sum]x5' squares | [sum] rounds | You must cast this spell indoors, in an area with a solid roof no more than 50ft high. An areas that you specify has its gravity altered a) an angle that you specify (90 degrees left, 180 degrees up), or b) to a lower strength that you specify (50%, 0%) for the duration of the spell. The spell's effect takes place gradually, giving creatures a chance to Save vs Dex to hang on to something. Creatures take fall damage as normal. In lower gravity, you can jump proportionately higher and farther, but virtually any action requires a Save vs Dex. If you invest 3 or more [dice] the spell's duration becomes a year and a day. | ||||||||||||||||||||
23 | Alter Self | Touch | Self | [sum] rounds | Change your physical appearance, adjusting your height/weight by [dice]x10%. Does not provide memories, 2+ MD changes voice to match. | ||||||||||||||||||||
24 | Amalgapparatus | touch | [sum] (broken) tools | 0 | Fuse broken or intact items into one functional unit. Roll a d6: if it is 1 the resulting device loses all functionality, becomes a weird pointless machine. If it is 2 or 3 it gains the function of (randomly selected) half of the tools. If it is 4 or 5 this one device becomes a multi-tool that performs the functions of all the tools invested. If it is 6 the tool hybridizes the function of the tools invested into an apparatus with one oddly specific function: for instance, hybridizing a corkscrew and a sword yields a spiralling sword with a powerful enchantment against enemies made of cork, whereas simply having all their functions yields a sword with a corkscrew as the pommel. | ||||||||||||||||||||
25 | |||||||||||||||||||||||||
26 | Animate Object | 30ft | [dice] objects | [sum] rounds or [sum] minutes | Target will be able to move of it's own volition, [sum] rounds strenuous actions, [sum] minutes otherwise. Objects have a [dice]-in-8 chance of being particularly loyal, this is only rolled the first time you cast the spell on a particular target. | ||||||||||||||||||||
27 | Animate Potion | touch | potion or liquid | [sum] hours | You turn a potion into an obedient homunculus (HD 0). It is tiny (1' tall) and feeble (Str 1), but it can go where you direct and even bring you small items (like a single coin). The potion can be delivered by touch or by “drinking” the homunculus. Aware targets can swat the homunculus away to avoid the potion's effects. Works on any liquid except water. | ||||||||||||||||||||
28 | Anklecrusher | 50ft | [dice]x2 | Instant | Target takes 1d6 damage and is immobilized. Save vs Dex to negate, prone creatures automatically fail. Target is immobilized until it can win an opposed Strength test against the ground. The effective Strength of the ground depends on what it is made out of: Dirt 8, Clay 12, Limestone 16, Basalt 18. | ||||||||||||||||||||
29 | Ant Haul | Touch | 1 day | Target can carry [dice] x 2 extra equipment slots without being encumbered. | |||||||||||||||||||||
30 | Anti-Life Shell | self | 1 minute | Living creatures with Hit Dice equal to or less than [dice] cannot approach within 10’ of you. Creatures already in the shell when the spell is cast are unaffected unless they leave the shell (or you move far enough away from them). | |||||||||||||||||||||
31 | Anti-Undead Shell | self | 1 minute | Like Anti-Life Shell, but affects the undead instead. | |||||||||||||||||||||
32 | Antimagic Field | self | 1 minute | The field emanates from you in a radius of 10’. Spells cast with spell dice equal to or less than [dice] within this radius have no effect. | |||||||||||||||||||||
33 | Aphasia | 120’ | [dice] minutes | Target saves with penalty equal to [dice]. On failure, they cannot speak or comprehend any language, written or spoken, for the duration. | |||||||||||||||||||||
34 | Apport | [dice] miles | You can teleport a small object (fits in your hand) up to the spell’s range. You can teleport an object to you - you must have seen the object before & be able to visualize its location. You can teleport an object from you to somewhere, in which case you must be touching the object and able to visualize its destination. If you invest at least 4 dice, you can teleport an object that is human-sized or smaller (but it must be an object & not animate!). | ||||||||||||||||||||||
35 | Aqueous Orb | 60’ | [dice] rounds | Conjure an orb of water about 6’ in radius. If you spend your turn concentrating, you can cause it to move up to 30’ in a direction of your choosing. It rolls along the ground - it can’t float. Anything smaller than the sphere in its path is caught up inside; creatures can save vs. DEX to avoid it or to escape. | |||||||||||||||||||||
36 | Arcane Lock | Touch | permanent | Touch a lock to magically enhance it. Only a Knock spell with an equal or greater number of spell dice can open the lock thereafter; no key can open it. | |||||||||||||||||||||
37 | Arcane Polarity | 50ft | Creature with a "Blue Soul" | [sum] rounds, save halves | Inwards: Every spell cast that travels through [dice]x10ft of the Blue Soul instead affects the target instead. This includes any spells coming from the caster themselves. Outwards: If the target contains any spells or MD, they flee at once in a sudden rush. Escaping spells will latch on to any MD available and cast themselves at the nearest target. Any spells that have left a brain will orbit frantically in the Ethereal Plane, and will only have a 5% chance of being permanently lost. Any spells that come near ([dice]x10ft) the target are deflected away at a steep angle. This grants immunity to magic from spells cast outside the radius, and +6 to saves against spells cast within the zone. | ||||||||||||||||||||
38 | Armor of Ice | Touch | Self | [dice] hours | [sum] bonus HP, deal 1d6+[dice] cold damage to melee attacker if they are still up, fire deals double damage to bonus HP. | ||||||||||||||||||||
39 | Astral Prison | 10ft | Object or creature | [sum] rounds | Target must save or be trapped out of phase with reality for the duration. While trapped, it cannot take any actions or talk, but also can't be effected by the real world. This spell can be reversed with an Intelligence check to have the opposite effect on ghosts. | ||||||||||||||||||||
40 | Atavism | 10’ | [dice] minutes | Target animal reverts to a primeval, frenzied state; it gets +4 to all saving throws & attack rolls, & +2 to damage rolls. | |||||||||||||||||||||
41 | Augury | Consult the gods to learn whether an action will result in weal or woe. The chance of a meaningful answer is equal to 50% + [sum]%, rolled in secret. State the course of action; the answer will be either weal, woe, or uncertain. If the % roll is failed, the answer will always be uncertain. | |||||||||||||||||||||||
42 | Aura of Doom | self | [dice] rounds | You exude an aura of terror. Creatures within 15’ of you save vs. CHA (with a penalty equal to [dice]) or are terrified of you (they roll Morale immediately). | |||||||||||||||||||||
43 | Aversion | sight | 1 day | Target saves vs. CHA (with a penalty equal to [dice]) or becomes profoundly averse to an object or location of your choice. The object can’t be something they’re currently holding or touching. | |||||||||||||||||||||
44 | Babble | 50ft | Sentient creature | Speech | Target must say the next [sum] words you dictate, save negates if they are potentially life-threatening | ||||||||||||||||||||
45 | Babbling Curse | 30’ | [dice] minutes | Target saves vs. CHA (with a penalty equal to [dice]) or starts babbling incoherently and uncontrollably. Anyone hearing the babbling saves or becomes fascinated & unable to focus on anything else. Attacking the victim, or a fascinated creature, ends the spell prematurely. | |||||||||||||||||||||
46 | Bane Weapon | touch | [dice] rounds | Touch the weapon and name a creature. The weapon [sum] extra damage to that creature for the duration. You can invest the dice used to make the effect permanent. | |||||||||||||||||||||
47 | Banishment | 120’ | The target must be an extra-planar creature with Hit Dice equal to [sum] or less. They are instantly returned to their home plane and can’t be re-summoned for 24 hours. | ||||||||||||||||||||||
48 | Barbed Chain | self | [dice] rounds | You conjure a lacerating length of chain, which protrudes from your body. You can use it to lash creatures like a whip - it inflicts bleeding and deals damage based on the number of dice investe1 die - d2; 2 dice - d4; 3 dice - d6; 4 dice - d8; 5 dice - d10; 6 dice - d12. You can invest the dice to make the effect permanent. | |||||||||||||||||||||
49 | Barrier of Force | touch | [dice] rounds | A barrier of force surrounds the target. Nothing (except for air) can pass inward through the barrier, though anything can pass outward. The barrier can be attacked; it breaks when [sum] points of damage are dealt to it. | |||||||||||||||||||||
50 | Bartholomew's Pit | 50ft | creature | Instant | Target creature has the illusion of falling into bottomless pit filled with accusatory voices. Save negates. If they fail, the creature is stricken with a deep depression (if sentient) or lethargy (if mindless), and takes [sum] Charisma damage. If they are of [dice] HD or less, the effect lasts [sum] days, and if [sum] is greater than 12, the effect is permanent. If the target has more than [dice] HD, the effect lasts [sum] rounds. | ||||||||||||||||||||
51 | Battering Beam | 100ft | creature or object | concentration. | A beam of force strikes a target you can see, pushing them backwards. Target must win an opposed Strength test against the beam or be pushed away from you 10ft per round. Very large creatures only move 5' per round. The effective Strength of the beam depends on the dice invested. 1 [die]: 14, 2 [dice]: 16, 3[dice]: 18, 4 [dice] 20. If the target is an object, treat it as being struck by a blow of equivalent Strength each round. Each round you maintain concentration adds +1 to the Strength of this spell, to a maximum of 22 Strength. If the target cannot move backwards, it takes 1d6 bludgeoning damage per round. | ||||||||||||||||||||
52 | Battering Wind | 60’ + 10’ x [dice] | Target saves or is thrown back 10’ per [dice]. You can affect 1 target per [die], so long as they’re fairly close together. | ||||||||||||||||||||||
53 | Beatific Scrying | 1 mile | creature | [sum] rounds | You gain a misty vision of the nearest sentient creature, aside from creatures you can see, who is performing a genuinely kind or selfless act. You might see a mother tucking her squabbling children into bed or a gardener freeing a wounded fox from a trap. If no targets are available, the spell fails. | ||||||||||||||||||||
54 | Become Delicious | Touch | creature of [dice]x2 HD or less | [sum] varies | Target creature smells and tastes delicious for the spell's duration. The smell radiates 20ft in calm air, but can spread via wind or leave a trail. Sentient creatures can usually resist the urge to eat the target without a Save, but animals and other ravenous creatures must Save or select the spell's target as their primary attack target. Insects will be attracted to the target for the spell's duration. The target may Save at the end of each duration interval to negate the effects. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. This spell can also affect dead creatures. | ||||||||||||||||||||
55 | Become Disgusting | Touch | creature of [dice]x2 HD or less | [sum] varies | Target creature smells and tastes like garbage for the spell's duration. The smell radiates 20ft in
calm air, but can spread via wind or leave a trail. Sentient creatures can save to resist the bad scent, but animals will avoid the scent. Insects will be attracted to the target for the spell's duration. The target may Save at the end of each duration interval to negate the effects. 1 [dice]: minutes, 2 [dice]: hours, 3 [dice]: months, 4 [dice] years. This spell cannot affect dead creatures, or creatures who either have no sense of smell, or are used to bad smells (e.g. goblins). | ||||||||||||||||||||
56 | Befuddle | 50ft | [sum] creatures | [dice] minutes | For the duration, a target cannot form any new short-term memories. They are always surprised, and will forget anything they have seen the moment it goes out of sight. | ||||||||||||||||||||
57 | Bend Fate | Touch | One creature | [dice] minutes | When the spell is cast, roll [dice] d20s. Whenever the target makes a d20 roll, they can choose to substitute the roll with any of the d20s | ||||||||||||||||||||
58 | Bestial Speech | self | [dice] hours | You can communicate with animals for the duration. You can invest the dice to make the effect permanent. | |||||||||||||||||||||
59 | Bind Objects | Touch | [dice]x2 objects | [sum] hours | Target objects are fused together. If fused for more than 24 hours, they are stuck together permenantly. | ||||||||||||||||||||
60 | Black Hand | Touch | [dice] arms | [sum] minutes | Target arms becomes invisible, and is replaced with an identical illusion. The illusion takes the form of the arm at the moment of casting, but moves realistically. | ||||||||||||||||||||
61 | Black Tentancles | 60’ | [dice] rounds | Black tentacles surge from the ground. Affects one 5’ square per [dice]. Victims must save vs. STR to escape, with a penalty equal to [dice], and the tentacles deal 1d6 damage to each victim per round. | |||||||||||||||||||||
62 | Blight | self | Plants in a radius of 1/2 mile per [dice] wither and die at your touch. | ||||||||||||||||||||||
63 | Blindness | touch | permanent | Target is cursed with magical blindness. | |||||||||||||||||||||
64 | Blink | Touch | Self | Instant | Teleport [sum]x5ft in the direction you are facing. If used while moving, Dex check or prone. | ||||||||||||||||||||
65 | Blood Jelly | touch | meat (1 ration's worth) with some of your blood on it and the blood of up to [dice] other people | Permanent | You touch dead meat or a pool of blood and create a tiny blood jelly. It starts as the size of a thimble. It's is transparent with a red spidery nucleus. It won't harm anyone who contributed blood to its creation. The blood jelly will react the same way you do to any potions or items fed to it. It's a great guinea pig. If it stays small and you feed it an entire potion, you can consume it to also gain the potion's effect. The more you feed a blood jelly, the larger it grows. They lose 10% of their weight each day, and gain 10% of whatever they eat in weight, and it takes an hour to eat something as big as they are. They have 1HD per doubling past 100 pounds and their default attack is sucking 1d4 points of blood per HD they have. Given 1000 pounds of meat, a fist-sized jelly takes about a day and a night to reach 100 pounds and 1HD. The more magical and unusual things you feed to it, the stranger it will become. | ||||||||||||||||||||
66 | Blood Tentacles | self | [dice] minutes | Smear blood across your chest; [dice] blood tentacles burst forth. They can be used to attack any creature within 15’ for 1d6 damage; on hit, the tentacle is destroyed, and you regain hp equal to damage dealt. | |||||||||||||||||||||
67 | Blue Magic | ||||||||||||||||||||||||
68 | Body | 30ft | person | [dice] hours | Target’s body is separated into component parts, organ systems, and other structures. These might be safely moved about without causing harm to the target. Target will be aware of what is going on, but will feel no pain. There is a [sum] in 10 chance of summoning 1d4 alternate-universe versions of the target’s mother as observers. | ||||||||||||||||||||
69 | Bone Fists | self | [dice] minutes | Struts of bone burst from your fists - for the spell’s duration, you can punch for d6 damage (d8 if 3 dice are invested, and d10 if 5 are invested). You can invest the dice to make the spell permanent. | |||||||||||||||||||||
70 | Brown Noise | 20ft | All hearing creatures | [sum] rounds | All targets shit themselves, stunned for one round, half move for the duration. Save negates, +4 to save if you have heard the spell before. | ||||||||||||||||||||
71 | Burn Burn | 20ft | book | instant | The targeted book goes up in flames. This fire is limited to the book and will not spread elsewhere. If a spellbook is burned, the caster has a [dice]-in-6 chance of learning a new spell if the ashes are eaten. | ||||||||||||||||||||
72 | Burning Gaze | self | [dice] rounds | Anything you look at for the duration catches on fire, if human-sized or smaller. For each invested die past 4, double the maximum size of affected objects. | |||||||||||||||||||||
73 | Burning Hands | reach | area | instant | Both of your hands area wreathed in jets of flame, burning everything in front of you for [sum] damage | ||||||||||||||||||||
74 | Burrowing Bolt | 30ft | creature | [sum] rounds | Make a ranged attack roll with a hideous summoned grub. If it hits, the target takes 1d6+[dice] damage each round unless the grub is removed | ||||||||||||||||||||
75 | Butterfly Hurricane | 30ft radius | self | [sum] rounds | You create a whirling, brightly coloured mass of butterflies that cloaks you completely. Any ranged attacks fired into our out of the hurricane automatically miss. Attacks that target an area (such as a dragon's fire breath or a circle of frost) are not affected. Creatures other than the caster who end their turn inside the hurricane must Save or be befuddled for 1 round. | ||||||||||||||||||||
76 | Cacophony | 100ft | point | [sum] hours | You send a small orb of force to a point you designate. The spell creates an incredibly loud clattering, wailing, and whistling when it detonates. Creatures within [sum]x5' must Save or be stunned for one round. It is audible in clear air up to a mile away. You can designate [dice] conditions under which the orb will detonate. You could say "now", "if anyone steps on it" or "if water Touches it". The conditions must be obvious and must occur within 5' of the orb. When the spell's duration expires, you can choose to have the orb detonate or vanish silently. The orb is solid, and can be moved or thrown. | ||||||||||||||||||||
77 | Cacophony | 120’ | [dice]x10ft area | [dice]x2 rounds | A deafening cacophony fills an area up to [dice] x 10’ in diameter. Nobody can hear each other speak. Spellcasters must save or fumble spellcasting. | ||||||||||||||||||||
78 | Call Object | 10’ x [dice] | Summon an object you’ve touched within the last 10 minutes to your hand. (It must fit in your hand to be eligible.) | ||||||||||||||||||||||
79 | Call to Demon | Hell | A random demon of [sum] HD or less | [sum] minutes | Allows you to speak with a random denizen of Hell. If you know their true name, you have a [dice]-in-4 of speaking to them instead | ||||||||||||||||||||
80 | Call to the Daring | [dice] miles | area | 1 minute | All people within the radius of the spell feel a faint tugging at their heart. If they are pure of heart, noble of purpose, and fit of body, the spell functions as a command spell and calls them to the caster's location. Since virtually nobody fits the spell's criteria (it's very picky), it usually does nothing. | ||||||||||||||||||||
81 | Call Vermin | 1 hour | A swarm of [sum] rats or similar vermin are magically called to you from the surrounding area (if there are no such vermin in the vicinity, the spell is useless). They will obey simple spoken commands you issue for the spell’s duration. | ||||||||||||||||||||||
82 | Calm | Affects up to [sum] HD of creatures in your vicinity. Strong emotions (such as fear, hatred, excitement) are reduced to mildness and relaxation. Creatures may save to resist if they wish (with a penalty equal to [dice]). | |||||||||||||||||||||||
83 | Capture Wind | Touch | point | concentration | A magical circle [dice]x2' in radius extends from your fingertip. As long as you maintain concentration, you can absorb any wind passing through the circle. You can then collapse the spell. At any point, as long as you devote a spell slot to maintaining the spell, you can reactivate it with the same radius (no [dice] are needed) to release the wind you absorbed. The wind flows out at the same rate it entered. If you activate this spell in a light breeze for 5 minutes, the spell will release a light breeze over 5 minutes. The wind only flows from the circle, so anyone standing behind it is not affected (unless you release hurricane-force winds indoors). You can cancel the release at any time, which expends the spell as usual. If you die while this spell is "loaded" and in your brain, it activates facing a random direction. | ||||||||||||||||||||
84 | Carry Companion | [dice] hours touch | A target person or animal turns into a stone statue about 6’’ high. Target must be willing. | ||||||||||||||||||||||
85 | Cascade of Power | Touch | creature | [dice]+1 rounds | During this spell's duration, any [dice] your target expends on other spells return to their pool on a 1-5, rather than a 1-3. When this spell's duration ends, you must Save or suffer a Mishap. | ||||||||||||||||||||
86 | Casmontiya's Pet | Self | Hair | [sum] minutes | You create an animate rope from your hair. Treat it like a giant snake with [dice] HD and no bite attack. It has a powerful knowledge of ropes, and can obey simple verbal commands. It dies immediately if it takes any slashing damage, but is immune to bludgeoning. | ||||||||||||||||||||
87 | Catatonia | Touch | [dice] hours | Target appears, even on close inspection, to be dead. Only magical means can expose the artifice. | |||||||||||||||||||||
88 | Catherine | 10ft | point | [sum] minutes | Summons a woman wearing a blue dress. She will obey safe, polite requests. | ||||||||||||||||||||
89 | Cause Wounds | Touch | creature | Instant | Deal [sum] damage to target, save with a [dice] penalty or suffer a Major Injury. If they succeed, they take a Minor Injury instead. | ||||||||||||||||||||
90 | Challenge | hearing | [dice] minutes | The challenged creature is compelled to fight you. If they don’t, they take a -2 penalty to all attack rolls & saving throws. | |||||||||||||||||||||
91 | Charm | Touch | [dice] days | The target saves (with penalty equal to [dice]) or regards you as a trusted friend for the duration. They aren’t aware that they’ve been charmed until the spell wears off. | |||||||||||||||||||||
92 | Charm of the Cods | 30ft | [sum] codfish | 10 minutes | Target codfishes are charmed and will obey simple commands. Does not work on other fish. | ||||||||||||||||||||
93 | Charm of the Dave | 20ft | creature | [sum] rounds | Dave appears and, at your command, tries to charm, placate, or seduce the target. He's absolutely terrible at it. He's awkward, under-dressed, inexperienced, and extremely tired. Likely as not he'll give up halfway through, shrug, and stand back. If you invest 3 [dice] or more, Dave's efforts are accompanied by awkward and out-of-tune flute music. | ||||||||||||||||||||
94 | Charm Person | 50ft | person | [dice] hours | The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent. | ||||||||||||||||||||
95 | Charm Spirit | ||||||||||||||||||||||||
96 | Chilled Arrow | touch | arrow | until used | An arrow you touch gains +[dice] cold damage when it is next used. | ||||||||||||||||||||
97 | Chorus of the Dave | 20ft | point | [sum] rounds | Dave appears and sings a song of your choice. He finds this very demeaning. He also can't sing. He knows the words to all songs in all languages but he can't pronounce most of them. If you invest 3 [dice] or more, Dave's singing is accompanied by a magical kazoo. | ||||||||||||||||||||
98 | Circle of Noise | 100ft | area | [sum] rounds | A circle of crackling white light 20ft in radius appears at a point you designate. Creatures inside the circle must Save or be deafened for [sum] rounds. If [sum] is greater than 12, they are permanently deafened. Creatures inside the circle cannot hear anything outside the circle, and creatures outside the circle cannot hear anything inside the circle. | ||||||||||||||||||||
99 | Claming Blow | touch | weapon or target creature | 0 | Target creature struck by a weapon you enchant or by your hand is moistened and chilled. Usually, no other effect. If you invest 4 [dice] or more the effect is permanent. | ||||||||||||||||||||
100 | Clawing Shadows | 15ft radius | Adjacent | Instant | Deal [sum] damage, save for half. Failing the save knocks the target prone. |