I didn't do spell descriptions in my post about the Witch because my brain was already hurting so here they are. Some of these spells are stolen at least in part from Arnold K's GLOG Wizards, and some are the product of brainstorming from the wonderful people on the OSR Discord.
Animate Dead
Casting Time: 1 minute
Duration: Indefinite
Range: 10'
You raise [dice] humanoid corpses as either 1 HD zombies or 1 HD skeletons under your control, depending on how decayed they are. They remain under your control until you allow the spell to lapse or until they are destroyed. In combat, they act on your initiative. They only do what you directly command, and cannot perform complex or dexterous actions. All dice committed to this spell are automatically expended no matter their roll, and cannot be regained until the spell ends.
Animate Objects
Casting Time: 1 minute
Duration: [sum] minutes
Range: 10'
You animate [dice] * 2 mundane objects no heavier than 10 lbs. These objects, while animated, can fly, and have 1 HD. They can attack for 1d4 damage, or for 1d8 if they are weapons. They remain animated and under your control while the duration of the spell lasts. In combat, they act on your initiative. They only do what you directly command, and cannot perform complex or dexterous actions, or actions that are unfeasible given their form. Objects can autonomously perform their intended action while animated (i.e. a broomstick can sweep and a spindle can spin), and if this action is the only thing these objects do for the
duration, the spell instead lasts for [dice] hours (does not apply to
weapons).
Bane
Casting Time: 1 action
Duration: [sum] days
Range: 30'
[dice] + 2 creatures in range must Save vs Magic or have a -1d6 penalty to their rolls on a d20 for the duration.
Bestow Curse
Casting Time: 1 action
Duration: [dice] years
Range: Touch
A
creature in range must Save vs Magic or become cursed for the duration. Choose one of the following options: 1. They can only speak in rhymes, 2. They can only walk backwards, 3. Animals will either run from them or attack them on sight while yowling loudly, 4. They become infertile, 5. They're always in shadow, even if they're standing outside on a sunny day, 6. Any product of their profession has a 3-in-6 chance of being non-functional or spoiled. If you cast the spell with at least 4 MD, it lasts indefinitely.
Blight
Casting Time: 1 action
Duration: 0
Range: 30'
A
creature or plant in range must Save vs Magic or take [sum] damage. If the target is a sentient plant, it takes double damage. If the target is a mundane plant, it immediately sickens and dies.
Blindness/Deafness
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
[dice] creatures in range must Save vs Magic or become either blind or deaf (your choice) for the duration.
Charm Animal
Casting Time: 1 action
Duration: [dice] hours
Range: 30'
[dice] animals in range must Save vs Magic or become extremely friendly to you for the duration. If you invest at least 4 dice into the spell, it lasts indefinitely.
Charm Person
Casting Time: 1 action
Duration: [dice] hours
Range: 30'
A person in range must Save vs Magic or regard you as a close friend for the duration. If you invest at least 4 dice into the spell, it lasts
indefinitely.
Clairvoyance
Casting Time: 1 action
Duration: [dice] rounds
Range: 120'
You create an invisible magical sensor at any point within range. You don't have to be able to see this point, but the spell fails if the sensor is within a solid object. For the duration of the spell, you can see, hear, and smell as if you were at the sensor, but you cannot see, hear, or smell your surroundings. You can end the spell prematurely if you wish.
Command
Casting Time: 1 action
Duration: 0
Range: 60'
[dice] creatures in range who can hear and understand you must Save vs Magic or immediately obey your [dice]-words command to the best of their ability. If in combat, they carry this out on their next available turn.
Commune
Casting Time: 10 minutes
Duration: 0
Range: [dice] miles while above ground, [dice] * 100 feet while underground
You commune with the world and learn 1 of the following things about the area within range: 1. The names (in the local language) and locations of all major terrain features, 2. The location of a creature who's name you know, 3. The location of the highest HD monster, 4. The location of the most powerful spellcaster, 5. The location of the most politically and socially influential creature, 6. The location of the largest concentration of sentient creatures.
Control Rain
Casting Time: 1 hour
Duration: [sum] hours
Range: [dice] miles
For the duration of the spell, you can make the weather within range one of the following: 1. Clear, 2. Overcast, 3. Drizzling, 3. Gently Raining, 4. Raining, 5. Pouring, 6. Severe storm. Casting the spell requires burning 20 * [dice] d. of incense and an animal sacrifice of at least a chicken. If the area is in the grip of a particularly severe drought or period of inundation, you only have a [dice]-in-6 chance of successfully changing the weather.
Cure Disease
Casting Time: 1 minute
Duration: 0
Range: Touch
A creature within range who is currently diseased makes an additional Save vs Disease with a [dice] bonus. They suffer none of the usual ill effects on a failed save.
Detect Magic
Casting Time: 1 action
Duration: [dice] minutes
Range: Self
For the duration, you can see any magical effects within sight. You know the class of the spellcaster who created the effect, if applicable, and may Save vs Magic to gain a general sense of what the magic does. Some effects may be obvious, such as a divination sensor (as clairvoyance or scrying) or an invisible creature. You can also tell whether a creature is a spellcaster by staring into their eyes.
Detect Thoughts
Casting Time: 1 action
Duration: [dice] minutes
Range: 30'
[dice] creatures within range must Save vs Magic. On a failure, you can read their thoughts. You know their location, their surface thoughts, and what they're about to say or do. In combat, they have disadvantage on attacks against you, and you have advantage on attacks against them and saves you must make because of their actions. If you probe deeper, you can learn their emotional state and may gain some insight into their motivations, but they will immediately know you're rooting around in their mind. You do not have to be able to see a creature to target it with this spell.
Entangle
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
Plants sprout in a [dice] * 5' radius circle around a point in range. Creatures within this area must Save vs Paralysis or become restrained. Whenever a creature first enters the area, they must also save. Restrained creatures cannot move. At the end of their turns, restrain creatures may save again, freeing themselves on a success. Once a creature has freed itself, they still move at half speed within the area.
Find the Path
Casting Time: 10 minutes
Duration: [dice] hours
Range: Self
For the duration, you know the shortest and most direct route to a fixed location of your choice. You also know how far you are from it in a direct line and the exact direction it is in.
Hex
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
A creature within range takes an additional [dice] damage whenever it takes damage for the duration. Whenever you directly deal damage to it (with a weapon attack or a spell, for example), instead of dealing [dice] additional damage, you deal [sum] additional damage. The creature must Save vs Magic or have disadvantage on attack rolls against you.
Hideous Laughter
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
A creature within range must Save vs Magic or laugh uncontrollably for the duration. While laughing, they are incapacitated and rolling on the ground, unable to do anything. If cast with at least 4 dice, the duration is permanent (until the creature dies of thirst or hunger).
Illusion
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
An illusion no larger than a [dice] * 5' cube affecting [dice] senses of your choice appears within range. You can choose the exact way in which it affects those senses (i.e. exact appearance, exact texture, exact smell). Creatures can Save vs Magic to notice it is an illusion if they have reason to suspect it, and they will notice it is an illusion automatically if it is clearly proven. The illusion can cast light up to 30' away and can smell awful enough to inflict disadvantage on all d20 rolls by creatures in the area. It can be dismissed at any time.
Inflict Wounds
Casting Time: 1 action
Duration: 0
Range: Touch
A creature in range must Save vs Magic or take [sum] + [dice] damage. If the target is undead, this spell instead acts as an invigorate spell against them.
Insect Swarm
Casting Time: 1 action
Duration: [sum] rounds
Range: 30'
You summon a swarm of various flying insects at a point within range. It has [dice] HD and can hit for 1d6 damage. Targets it hits must Save vs Poison or take an additional [dice] damage. In combat, it acts on your initiative. It will only do what you specifically command, and cannot perform complex or dexterous actions. As is usual for a swarm, it only takes 1 damage from non-area effects but takes double damage from area effects. It remains under your control until destroyed or until the duration ends, at which point it dissipates.
Invigorate
Casting Time: 1 action
Duration: 0
Range: Touch
A creature within range regains [sum] + [dice] hitpoints. If target is undead, this spell instead acts as an inflict wounds spell against them.
Kulning
Casting Time: 1 minute
Duration: [dice] minutes
Range: [dice] * 100'
All domesticated ungulates within range gather to you and follow you around for the duration. If you choose, instead of affecting all domesticated ungulates within range, you can affect up to [dice] specific domesticated animals of any kind you can see. As you are singing for the duration, you produce a significant amount of noise. You can end the spell at any point.
Locate Object
Casting Time: 1 hour
Duration: 0
Range: [dice] * 50 miles
You learn the location of a single specific object or living thing you know the name of. If there are multiples of this specific thing within range, you learn the locations of the nearest [dice] of them. The quality of the location information is up to the DM, but should be exact enough to allow relatively straightforwards navigation to it. If at least 4 dice are invested, the range of this spell is indefinitely large.
Mending
Casting Time: 1 minute
Duration: 0
Range: Touch
You repair a broken object within range that is no larger than a [dice]' cube or [dice] objects no larger than a 1' cube. You cannot repair magical items with this spell.
Moonbeam
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
A 10' radius circle around a point within range is filled with moonlight. Any creature beginning their turn in this area must Save vs Magic or take [sum] damage. Shapechangers do not get a save against this spell, take maximum damage from it, and are forced to revert to their original shape while within the area.
Pass Without Trace
Casting Time: 1 minute
Duration: [dice] * 2 hours
Range: 20'
All creatures of your choice within range leave no tracks and cannot be tracked by nonmagical methods. None of these creatures can be found while attempting to be stealthy in a natural area.
Phantasmal Force
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
You create an illusory creature at a point within range. This illusion appears differently to all of your enemies, looking like their worst fear. The illusion acts on your initiative in combat and can only attack. It can hit for 1d10 damage. If a creature is hit by the illusion, that target must Save vs Illusion. On a success, they see through the illusion and can no longer hit it or be hit by it. On a failure, they become frightened for the duration. If any creature who believes in the illusion hits it (AC 12), it is destroyed.
Polymorph
Casting Time: 1 action
Duration: [dice] hours
Range: 30'
A creature within range must Save vs Magic or be turned into an animal of your choice with no greater HD than their level. The creature can deliberately fail their save if they wish to. The creature gains no benefit from any of their special abilities unless they can be sensibly used by their new form, but does gain the abilities of their new form. All damage and injuries are reflected between your original form and your polymorphed form at the beginning and end of the spell. You can end the spell at any time you wish. If you invest at least four dice, this spell lasts indefinitely.
Produce Flame
Casting Time: 1 action
Duration: [dice] hours
Range: Self
You summon a flame in your hand for the duration. It casts light as a torch. You can, as an action, throw this flame at a target within 60'. They must Save vs Magic or take [sum] damage. Throwing the flame ends the spell.
Remove Curse
Casting Time: 1 minute
Duration: 0
Range: Touch
You remove a harmful magical effect from a creature within range. If the effect was cast with more dice than this spell is cast with or is particularly powerful, you must Save vs Magic or fail to remove the effect. Some extremely powerful curses cannot be removed with this spell or may require this spell as well as further magical rituals to remove. This spell requires burning 10 * [dice] d. of incense and an animal sacrifice of at least a chicken.
Restoration
Casting Time: 1 minute
Duration: 0
Range: Touch
You remove a negative effect from a creature within range. The type of effect that can be removed depends on the dice you invest in the spell as follows: 1 die for blindness, deafness, or paralysis; 2 dice for charm or petrification; 3 dice for hit point maximum reduction or to heal [sum] ability score damage; 4 or more dice for experience drain. This spell requires burning 10 * [dice] d. of incense.
Sanctuary
Casting Time: 1 action
Duration: [dice] hours
Range: Touch
[dice] creatures within range becomes magically protected. Any creature wishing to harm the targets in any way must first Save vs Magic. On a failure, they are unable to harm the targets, even indirectly, for the duration of the spell. The first time a creature succeeds on its save, the spell ends.
Scrying
Casting Time: 1 minute
Duration: [dice] hours
Range: [dice] * 100 miles
You pick a creature who's name you know within range. You create an invisible sensor watching them for the duration. You must invest at least 3 dice in order to hear through the sensor as well. If you don't have a body part (at least a fingernail clipping or strand of hair) from the target, you only have a [dice]-in-6 chance of successfully scrying on them. Scrying requires a reflective surface or crystal ball, on which the image is shown, and either [dice] * 10 d. of silver dust or moonlight. You can end the spell at any time
Silent Image
Casting Time: 1 action
Duration: [dice] hours
Range: 60'
You create a visual illusion within range that is no larger a than [dice] * 5' cube or a [dice] * 10' square. Creatures can Save vs Magic to notice it is an illusion if they have
reason to suspect it, and they will notice it is an illusion
automatically if it is clearly proven. The illusion can cast light up to
30' away. You can cause the illusion to change while you can see it and with considerable concentration. It can be dismissed at any time.
Slow Poison
Casting Time: 1 action
Duration: [dice] hours
Range: Touch
[dice] poisoned creatures within range can make an additional Save vs Poison, suffering no ill effects on a failed save. In addition, the action of the poison within them is halted for the duration.
Speak with Animal
Casting Time: 1 action
Duration: [dice] hours
Range: Self
For the duration, you choose [dice] classes of animals (in the taxonomic sense, i.e. mammals, birds, insects, arachnids, or cephalopods) to speak with. You can talk to these animals and they will understand you, and you will be able to understand their communications as if they were speaking. Their intelligence is not increased and they are not automatically friendly to you.
Speak with Dead
Casting Time: 1 action
Duration: [dice] minutes
Range: Touch
You can converse with a humanoid corpse in range. The corpse may or may not be particularly cooperative or helpful, and certainly won't be too inclined to help you if you killed it. You can, however, force the corpse to answer [dice] questions. Casting this spell requires cypress ash and 10 * [dice] d. of silver dust.
Summon
Casting Time: 10 minutes
Duration: 0
Range: Touch
You summon a random supernatural creature (In Carolingia, 1d3 for 1. Demon, 2. Fey, 3. Starspawn). The creature has HD determined by dice invested: 1 die for 1d4 HD, 2 dice for 1d6 + 1 HD, 3 dice for 1d8 + 3 HD, and four or more dice for 1d10 + [dice] HD. If you know the true name of a specific creature, you can instead summon it directly, as long as the dice you invested allow a creature of that HD to be summoned. The creature makes a reaction roll to determine its feeling about being summoned, unless it would clearly feel a specific way about it already. As part of casting this spell, you can expend 100 d. of silver dust or salt, 10 d. of chalk, 5 candles, and the blood of a freshly killed humanoid to create a magical circle. If you do so, the summoned creature is trapped within the circle until you release it. You may banish the summoned creature at any time while you can see it, although if it is unwilling to be banished you must first Save vs Magic. If you fail the save, you cannot banish the creature.
Wild Shape
Casting Time: 1 action
Duration: [dice] hours
Range: Self
You turn into an animal of no more HD than [dice]. You keep your mind, but you can only use class abilities that make sense for the animal form you assume. You can only speak languages that your original form and your wild shaped form share. All damage and injuries are reflected between your original and wild shaped forms at the beginning and end of the spell. You can end the spell at any time you wish.
Word of Death
Casting Time: 1 action
Duration: 0
Range: 60'
A creature within range who can hear you and has no more HD than [dice] must Save vs Magic or die.
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