It's also now definitely the main design motif of the next cathedral I place in a game
Friday, 29 June 2018
Tuesday, 12 June 2018
Detect Magic Variants
Going to make up another neat little chapbook once I have enough of spell variants.
Detect Magic is boring. There's no story there. I recommend using it as a template, and altering it to be more interesting. Some examples follow.
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Tune Gemstones
1st-level divination (ritual)
For the duration, a number of gemstones of your choice will begin to glow if in the presence of a certain kind of magic. The kind of gem determines what magic triggers the glow- Ruby=evocation, Emerald=enchantment, opal=illusion, onyx=necromancy, sapphire=divination, pearl=transmutation, Amber=conjuration. The strength of the glow depends on the strength of the magic detected, from a flickering ember to as bright as a torch. Magic of 9th level or higher may cause the gem to crack, rendering it useless.
You enchant a pendulum that will swing in the direction of magical fields. Holding the pendulum in front of you will allow you to determine the direction and strength of the nearest magical field- trace, weak, minor, strong, and major. As an action, you can make a roll-under intelligence check tune it to a specific kind of magic, or to ignore a specific kind of magic.
Detect Magic is boring. There's no story there. I recommend using it as a template, and altering it to be more interesting. Some examples follow.
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Wizard Eyes
1st-level divination (ritual)
1st-level divination (ritual)
Casting Time: 1 action
Duration: Varies
Range: Self
Components: V, S, M (Kalamanthis or equivalent)
You open your awareness to the presence of magic in the
world. This can have a deleterious effect on your mind.
For the duration, you see images that reflect the spirit world and the true nature behind all things. You might see an imp-like demon attached to someone’s ear for a charm spell, or note a river of blood beneath your feet that channels power to a fell purpose.
You sometimes have trouble telling what is ‘real.’ Make a roll-under Wisdom check whenever this is tested, with a -1 penalty for each time you’ve used this today.
The spell (and hallucinations) last until you make a successful Charisma saving throw to dismiss it. You may attempt to do this as an action on your turn.
If the caster lacks the material component, they can meditate for 10 minutes (casting the spell as a ritual) to waive the requirement.
For the duration, you see images that reflect the spirit world and the true nature behind all things. You might see an imp-like demon attached to someone’s ear for a charm spell, or note a river of blood beneath your feet that channels power to a fell purpose.
You sometimes have trouble telling what is ‘real.’ Make a roll-under Wisdom check whenever this is tested, with a -1 penalty for each time you’ve used this today.
The spell (and hallucinations) last until you make a successful Charisma saving throw to dismiss it. You may attempt to do this as an action on your turn.
If the caster lacks the material component, they can meditate for 10 minutes (casting the spell as a ritual) to waive the requirement.
Tune Gemstones
1st-level divination (ritual)
Casting Time: 1 action per target
Duration: 1 hour
Range: Self
Components: V, S, M (gemstones, see text)
For the duration, a number of gemstones of your choice will begin to glow if in the presence of a certain kind of magic. The kind of gem determines what magic triggers the glow- Ruby=evocation, Emerald=enchantment, opal=illusion, onyx=necromancy, sapphire=divination, pearl=transmutation, Amber=conjuration. The strength of the glow depends on the strength of the magic detected, from a flickering ember to as bright as a torch. Magic of 9th level or higher may cause the gem to crack, rendering it useless.
Pendulum
1st-level divination (ritual)
Casting Time: 1 action
Duration: 1 hour
Range: Self
Components: V, S, M (a gold pendulum)
You enchant a pendulum that will swing in the direction of magical fields. Holding the pendulum in front of you will allow you to determine the direction and strength of the nearest magical field- trace, weak, minor, strong, and major. As an action, you can make a roll-under intelligence check tune it to a specific kind of magic, or to ignore a specific kind of magic.
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