Not much to see here, folks, just a practice run at making GLOG spells using the ever-effective Araki Method of Power Naming.
1)
Knights of Cydonia
R:
20’ T: Point D: [sum] rounds
You
summon [dice]-HD worth of rust-armored warriors from distant Cydonia
and Tharsis. The rounds of activity are shared among all knights
summoned.
2)
Toxicity
R:
Touch T: A container of liquid D: [dice] hours
You
turn the liquid murky and foul for the appointed time: anyone
drinking or touching it must save vs. poison. If [sum]>8, the
change is permanent.
3)
Get a Hold of Yourself
R:
Touch T: Person D: [sum] rounds
Breaks
target out of fear. They will resist fear for [sum] rounds.
4)
Gold on the Ceiling
R:
50’ T: Gold and all other valuables D: [sum] minutes
Any
item within range worth at least 1 gp will fly up into the air and
become stuck on the ceiling. If no ceiling is present, the items will
hover 30’ in the air until the effect expires.
5)
Get Along Gone
R:
50’ T: [dice] persons D: 1 minute
[Dice]
people are enveloped in a cloud of smoke, accompanied with a bright
light and loud bang, permitting escape from combat.
6)
Landsick
R:
20’ T: Person D: [sum] rounds
Target
is overcome with powerful nausea, vomiting if 2 dice or more are
invoked. Effect will only take place if the target is on solid
ground; they will be immune if in the water or on a water.
7)
Destroy the Past
R:
Self T: Self D: As long as you can hold your breath
You
are transported to the same location at a specified point in time
within a range of [sum]x10 years. This will last as long as the
player can hold their breath – breathing will result in
returning to the present. All changes to the present will be
applicable after the caster returns.
8)
Promises of Sanctuary
R:
Sight T: House or other shelter D: Until dawn
Target
building is protected against evil intrusions of up to [dice] HD. If
[sum] > 6 there will be fresh firewood, if >8, warm bedding, if
>10, a hot meal, if >16 the Sanctuary Nymph will reveal
herself.
9)
Walk like an Egyptian
R:
Self T: Self D: [Sum] rounds
You
are rendered two dimensional upon a surface you are touching. You
cannot move between adjacent objects unless 3+ dice are invested.
10)
Whiteout Conditions
R:
15’ x [dice] T: Person D: [dice] minutes
Target
is enveloped in a blinding snowstorm, centered on their body. The
storm will follow them, though anyone else trapped in it will be able
to escape normally.
11)
Burn Burn
R:
20’ T: Book D: 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.
12)
Obey the Beard
R:
Touch T: Beard D: [sum] minutes
The
target’s facial hair is awakened, and those listening it will be
compelled as if under a Command spell. The awakened hair will
always have the same identity, being that of Big Jimbo Holhms, a
lumberjack known for his over-excitable imagination and love of
activities that cause concussions.
13)
Body
R:
30’ T: Person D: [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.
14)
Hang ‘Em All
R:
Touch T: [dice] corpses D: Until released or decomposed completely.
The
corpses, if strung up from gallows, will act as an oracular chorus to
passersby: delivering warnings, compliments, advertisements, musical
numbers and trivial information.
15)
Word Crimes
R:10’ T: Visible Text D: 1 hour
Affected text will be changed so as to reference significant criminal
behavior (usually of a humorous nature. If 2+ dice are invested, any
individual of a criminal profession (thieves, assassins, drug
peddlers, lawyers) will give great respect to the individual
possessing altered text, for as long as the effect holds. After that,
it’s up to smooth talk.
16)
Fly Me To The Moon
R: Touch T: Person D: Instant
Target is instantly transported to a visible location on the moon.
Any additional items beyond clothing and small objects requires an
additional die of investment. Don’t use it on a new moon.
17)
Way Down We Go
R: 30’ T: Multiple Persons D: [dice] combats
All effected persons have advantage for checks against fear, morale,
or stress (as applicable) for [dice] combat encounters. This spell is
only effective the first time a specific dungeon is entered.
18)
Ventricide
R: Touch T: Person D: Instant
If 4+ dice are invested, the target’s heart explodes.
19)
Coalescence
R: 20’ T: Corpse of ooze D: Permanent
The caster will create a rainstorm within the effect area, which will
wash the remnants of the ooze to the space in front of the caster,
ready for harvesting.
20)
Hallelujah Money
R:
30’ T: Person D: [sum] rounds
Target
is beset by seizures as an angel appears and showers them with [dice]
x1000 false gold pieces, and scraps of paper bearing the visages of
long-dead kings. The target must pass a WIS check to resist the urge
to cease their current activities and founding a religion with a
healthy appreciation for tithing.
As in Hirohiro Araki?
ReplyDeleteThe very same.
DeleteThese are great! I do have some questions regarding a few of them. For Knights of Cydonia what stats do they possess? For Toxicity what does the poison do? For Landsick what are the mechanical effects of nausea? For Promises of Sancutuary what does the Nymph do?
ReplyDeleteGood questions! I have no idea if these are good answers.
DeleteThe knights are as a fighter / fighters (or appropriate monster if you wish) of [dice] HD. They may ask for a return on their service.
Toxicity's poison could be anything, though my mind defaults to "high fever, vomiting, out of action, chance of death without proper medical attention in 1d10 days."
For Landsick, the target will have to pass a CON check in order to do much of anything besides stagger around. If they do pass, it's a -2 to hit.
The nymph is the source of all the other aid in the cabin. She's mostly just a friendly NPC, but if she's summoned enough times (3-5) and the party are good houseguests she might show more often or provide one-off gifts.
Yeah, I think all of those are good answers.
Delete