Analyze
1.
Avaricious Eyes
If you have
this spell prepared, you can instantly enumerate large sets of the
same or very similar items. Most commonly used with coins, you have
but to glance at pile and you know the exact number of coins (of each
varying type) in a pile of 10,000 coins or less (if it's more, you
know this fact, but it will need to be split into smaller piles
before you can count it). You can also carefully study a gem, piece
of jewelry, an objet d'art/de vertu, or a piece of fancy
furniture for 1d6 turns and ascertain it's precise value in gold
pieces by expending the spell. Pick a two digit number (or roll d%)
and write it prominently on your character sheet. If you ever end up
“counting” or “appraising” a value that ends in these
numbers, the numerological feedback loop leaves you unable to utilize
this feature or prepare this spell for 1d6 days.
2. Spell
Book Feature: Palimpsest of Common Command Words
Your spell
book contains a list of Command Words (1d6), each word is rated with
a percentage (d%), upon encountering a command word item, you may
pick a word and cross it out. If you roll under the percent chance
for this word, it is the command word of this item. You can expend
this spell to switch the tens and ones place of your d% roll. Your
diligent research into this area of dweomercraft in between
adventures allows you to add a new word to the list each time you
gain a level in experience.
3. Know
Lineage
With a
sample of blood (at least a vial's worth), you can expend this spell
to learn all about the lineage/bloodlines of a target, going back a
number of generations equal to your level. One of your parents is
not actually related to you.
4.
Dagger Feature: Haruspex
Any dagger
in your hand becomes a relatively gruesome tool for effective, but
bloody divination. By using it to dissect the entrails of a animal
creature that has been killed in your presence while you have this
spell prepared, you can consult the creature's viscera to foreshadow
the future. This is a gory and ponderous process that takes 1d6
turns. Once the examination is complete, you will possess the ability
to detect secret/concealed doors with the same base chances as an Elf
(Autumnal Variety, 2 in 6) for the rest of the day. If you choose to
share your findings with others, your rambling prophecy allows you to
expend this spell immediately whenever you witness one of them taking
damage. Damage is rolled twice and the lower result is used.
Livestock and other animals are preternaturally nervous around you
(-2 to reaction rolls) and generally disobedient and skittish in your
presence.
5. Tea
Leaves
You
possess some rather interesting tea leaves (enough for 2d6 cups).
Brewing a cup's worth takes 1 turn and boiling water. The process
smells positively lovely, the tea is delicious, and drinking it even
heals 1d6 + HLSS hit points (quite useful in a pinch). More
intriguingly, if you add a single drop of a magic potion to the cup
before drinking (the strength of the tea mitigates any potentially
harmful effects, or at least that's what you Master told you), you
can consult the leaves in the bottom of your cup and they will
provide you with enough clues to discern the potion's purpose with
certainty. You know where this tea grows (several dozen hexes of
ocean away, most likely) in the event you need to harvest more by the
light of a full moon.
6.
Familiar Feature: The Eyes Have It If you
possess a familiar, and have this spell prepared you can spend a turn
concentrating in order to see through your familiar's eyes for up to
1d6 turns. This process is disorienting however, and requires a turn
to recover from, during which you are nearly blind. Your familiar
cannot see colors and this is sometimes frustrating.
Charm
Person
1. A
Loyal Henchmen
Recipient
of a Charm Person that you cast and went awry. It's permanent now as
long as you spend at least a few hours a day with your Henchmen
(sharing a few meals and conversing/interacting). As long as you have
this spell prepared, the Henchman has max Morale/Loyalty scores and
get's a +2 to one Ability Score of your choice. You've grown quite
fond of your Henchman over the years. The Henchman also knows your
most terrible secret.
2. Spell
Book Feature: Hamlin's Concerto
Folded
gingerly between the leaves of your Spell Book is a dogeared page of
sheet music. You suspect it is for casting a much more powerful
ritual version of this spell in conjunction with a simple flute and
tatterdemalion attire, but you'd be loathe to risk such puissant
magics at your current novice level of expertise. Still, you can make
out the basics: By playing this tune for 1d6 turns after a promise of
silver, you can choose to have either rats or children be affected by
the Charm Person spell for as long as you continue to play + 1d6
turns (you can communicate with them telepathically during this
process to issue simple commands), and this spell affects multiple
targets (at least an entire Village worth of rodents/children, if it
becomes an issue d10,000 and d1,000 respectively). Save versus Spells
after the first 10 minutes. Failure means you get to begin a new and
exciting life as a member of the species rattus
norvegicus. As a minor
consolation, you are a carrier of 2d6 fleas itching to spread your
bubonic plague and you can also cast Charm
Fleas Or Felines twice daily.
3. Spell
Book Feature: Etiquette Book – You can devote 1d6
turns to studying your spell book prior to interacting with a
different social class to engender a positive shift (up one category)
to reaction rolls. Works indiscriminately on anyone from common
carpenters to cabbage-headed kings. Shift your weekly living expenses
up a category though.
4.
Perfume
You have
2d6 doses of a marvelous and magical musk. After applying a dose the
recipient will smell pleasant (no matter what) for a year. If you
have this spell prepared and have applied the perfume in the past
week, your effective Charisma Score is 2 higher (max 18), or high
enough to engender at least a +1 bonus. You can expend the spell at
any time to cast Charm Person on a target that can smell you, and
they save with a penalty equal to your Charisma Bonus. Also, for the
purposes of Saving Throw intervals (Rules Cyclopedia, Page 144), this
target is treated as having their Intelligence Score lowered by your
level (minimum 3), as long as you are doused in a fresh dose when the
interval arrives. You have only one of these Charms active at any
given time. Should you run out of perfume, manufacture of more
requires some pretty extensive reagents, and this is a constant
source of study for you. Upon gaining a level, you may attempt an
intelligence check. If you succeed, you may learn one of the 9
reagents necessary to make additional doses, at the cost of your
automatic spell gain. If the check fails, well...
5.
Language: Harpy/Dryad
You can
speak the language of either Harpies, or Nymphs and Dryads (choose
one). You are also immune to your choice's Charms while you have this
spell prepared. While out cavorting on your adventures, you try not
to think about one of the following, based on this choice:
I.
Somewhere a Willow weeps in the woods, alone with a broken heart.
Elsewhere a Brook blubbers between boulders, ever so patiently
wearing down mountains. Both take no comfort in knowing that they
aren't the only one forlornly longing for your return. As each
season's snowy and icy-still torpor brings more maudlin memories,
their tears begin to turn to bitter rage at the prospect of sharing
you.
If
the prospect of a love Triangle this perilous makes you idiomatically
or ideologically 180°, there's always option II.
II.
Ostracized in her aerie, a somewhat struthious Celaeno meticulously
preens her plumage for you whilst singing the saddest of songs.
She's tried in vain for months to get her strangely wingless
clutch to fledge.
Venetian
Harpy via Forest Rogers:
Fantastic Beings. “You never call...”
6.
Familiar Feature: Serpent
If
you possess a familiar, while you have this spell prepared your
familiar grants you another saving throw against Charm spells (it
can't abide divided loyalties). Your tongue is forked, and your
familiar may assume the shape of a crown, diadem, or other type of
ornate headgear. If you choose, you may cast this spell, and whatever
target you choose can be inveigled by your familiar to perform tasks
that would normally be considered contrary to their alignment or
habits (still no Seppuku sadly, but anything shy of this is fair
game). Before excitement overtakes you though, any new spells you
prepare are chosen for you by your familiar (randomized) for at least
one week, plus the normal time period associated with Charm Person
based on your Intelligence (lovely page 144 again). It has just
Charmed you in a way, and has unfulfilled aspirations of Power with a
capital “P”, a penchant for corrupting established institutions,
and a very detailed long term plan (probably involving Dragons,
or
at least those lovely Lamias and that one megalomaniac Medusa it's
friends with). By carefully guiding your spell selection, it believes
it can start seeing these undoubtedly dangerous plans to fruition.
No comments:
Post a Comment