See
this
post for explanations and more information.
Protection
From Good/Evil
1.
Circles
If you
spend 1d6 turns creating a Magic Circle and expend this spell on
completion, the spell effect is centered within the circle, but lasts
for hours instead of turns. If the circle is physically broken (this
cannot be done by targets of the spell, but could happen
accidentally...), the spell ends.
2. Spell
Book Feature: Warded Against Intrusion
Your
name is inscribed somewhat gaudily on the cover of your spell book in
ornate leaf. You can inscribe more, but for now it's just you. Anyone
opening your spell book, (who's name is not featured on the cover, of
course) takes 1d8 damage per HLSS. If you have this spell prepared,
you know who tried to open it and where they are, and you can expend
this spell to dye their hands a bright color of your choice for a
year and a day.
3. Witch
Bottle
You can
spend 1d6 days crafting a magic bottle. It must contain at least
a single strand of hair, exactly a single fingernail, and no more
than three drops of blood from a specific Magic-User. Any spells cast
by this magic user against you receive a +3 to Saving Throws (or
Advantage in 5e). You may have only one bottle at a time. At your
option, you can also smash the bottle, expend this spell, and choose
to become invisible to the subject for 1d6 turns.
4.
Dagger Feature: Lodestone
While you
have this spell prepared, you can place your dagger on a flat
surface. In 1 turn it will point to the direction of the nearest and
strongest concentration of Evil or Good (this is randomly determined,
you cannot specify which). If you expend this spell while attacking
with your dagger, and the target is Good or Evil, your dagger
inflicts double damage for this attack.
5.
Familiar: Dog
Any
familiar you acquire is fiercely loyal to your ethical outlook. Step
up it's damage die against any foe that doesn't share your alignment,
and it fights as a HLSS HD creature. It understands your Alignment
Language, and as long as you have this spell prepared it can speak
it. It likes to have its belly scratched and being told its a “Good”
familiar (whatever that means).
6.
Horseshoes
You
can take a horseshoe from a horse slain by either an Evil or Good
creature. It can be hung on the threshold of a dwelling and
incorporated into a ritual that takes 1d6 hours. As long as you have
this spell prepared, the dwelling is protected from Good/Evil (based
on who killed the horse) as the Spell. If you cease living, or cast
or replace the spell with another, you'll need to start the ritual
over (good thing horses have four shoes). I wonder what how it works
with a shoe from a Unicorn...
Read
Languages
1. Staff
Feature: Cipherstick
– Your Staff functions as a
skytale, and you
can carve corresponding sticks for decipherment. Once enciphered, any
text is utterly immune to translation via Read Languages or other
magic short of Wish (only your staff, or sticks you've carved can
decode it), if you cast this spell while transcribing it.
2.
Dictating Quill – As long as you have this spell prepared and a
special writing quill from the feather of a creature of at least 4 HD
(let's drive these Owlbears to extinction!), the quill will dictate
whatever you wish if provided ink and suitable surface. It is fond of
including snippets of your subconscious as commentary in the
marginalia. If Scroll Ink (see Read Magic) is used, it
might transcribe a spell, but
it's helpful footnotes, occasional lacunae, and penchant for obscene
acrostics make the resulting spell mighty unpredictable when cast
(you must still pay for the cost of the scroll, minus the Scroll
Ink discount, but the
results when read are Wild Magic). The quills retain their
potency for 1d6 months. You can have as many active as your HLSS
(they can work simultaneously), and you can make a new one with a
fresh feather and a casting of this spell. You start with 1 quill
named Nicodemus, from your master's sarcastic dire raven.
3. Bonus
Language – When you prepare this spell, you may pick a language
you have heard spoken and seen written. You may read and write this
spell fluently for as long as you have this spell prepared. You may
speak the language (exclusively, no others) for 1d6 turns if you
expend the spell.
4. Spell
Book Feature: Talking Book – The inner covers of
your Spell Book function as a Ouija Board/Spirit Board, including an
ornate planchette attached with a silver chain. Cast this spell, and
up to six literate individuals can use the planchette to communicate
via the written word at the same time (starting with a prompt from
you), and the transcribed results can be read exclusively by you and
all the participants for a year and a day. You might make a lot of
money with this sealing secret contracts at cosmopolitan/polyglot
ports.
Initially
found on Propnomicon,
apparently from this kickstarter.
I wonder if they consulted the board?
5. Jar
of Tongues – You have a jar containing the tongue of an
individual that speaks 1d4 different languages (at least one is a
language you do not possess). Through a disgusting and painful
process that takes 1d6 turns, 1d6 damage, and casting this Spell, you
can replace your tongue with the one in the jar (your tongue is safe
as long as it remains in the jar). You now speak only these
languages, although you can always understand your native tongue. You
may have as many tongues in the jar as your HLSS, and the grisly
process of harvesting a new one takes 1d6 turns of careful cutting,
alongside the expending of this spell. The tongue need not be
“fresh,” but harvesting the tongue of a live creature does
inflict 1d6 damage. Any tongues acquired in this fashion speak the
languages their owners knew.
6.
Voracious Reader – You can read the written word uncannily fast
when you have this spell prepared. Fully comprehending up to 100
pages in 1d10 rounds. For larger tomes, round the total pages to the
nearest die, and it will take that many turns (400 pages = 1d4 turns,
840 pages 1d8 turns, etc). If you absolutely must confirm if the
butler did indeed do it, you may expend the spell to convert rounds
to seconds and turns to rounds. Attempting this on magical texts is a
very bad idea.
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