See
this
post for explanations and more information.
Sleep
1. Spell
Book Feature: Manual of Oneiromancy – Place your
spell book under your pillow and cast Sleep on yourself (normal
duration applies). If you sleep undisturbed for at least 1d6 hours,
you can choose one of the following: Commune Spell (3 weal/woe
questions), See within/behind a portal/container you've touched in
the last 24 hours, or wake refreshed with no need to eat or drink for
the day. Anyone sleeping within 50 feet of you when you attempt this
has terrible nightmares, and cannot be woken until you wake.
2. Pouch
of Apple Seeds – You have a pouch of magical apple seeds (2d6).
They can be planted in fertile soil and if you cast this spell and
water your handiwork, an Apple Tree will grow to sapling size in the
standard Sleep Spell duration (4-16 turns). Once grown to this size,
it will bear 1 ripe fruit, in a matter of seconds. Anyone eating this
apple will fall asleep for 4-16 days on an unsuccessful save.
The magic in the apple lasts for 1d6 days, and maintains it's potency
if used as an ingredient in an apple-based dish.
Franz
Jüttner (1865–1925): Illustration from Sneewittchen,
Scholz' Künstler-Bilderbücher, Mainz 1905
3. Spell
Book Feature: Bedtime Stories
– If you spend at least 1d6 turns reading out bedtime
stories scrawled in your spell book and expend this spell, anyone who
is listening falls asleep and has pleasant dreams and a restful
slumber (those so affected only need half as much sleep to obtain
maximum benefits). It affects the double the standard Sleep Spell HD
(targets as determined by the DM, randomly, and at discretion could
include you, so make sure the party member on watch stuffs their ears
with wax or cotton). The audience doesn't necessarily have to be
“willing,” just listening to your stories. If any of the sleepers
are wounded or hurt before they fall asleep, the sleeper with the
highest hit points loses 1d6 x your HLSS in Hit Points, which in turn
heal the hurt sleeper by twice this amount. Anyone reduced to 0 in
this fashion never wakes up. They don't die,
they just never wake up.
4.
Cockerel Automaton – You
possess a life-size mechanical rooster. It's gears can be adjusted
and wound to have it crow loudly (which triggers a wandering monster
check) in metallic tones at a specified time, waking anyone asleep
within 500 feet. It only eats your dreams (you won't remember them in
the morning if its set to crow, but who needs dreams right?). If you
expend this spell, it can be wound to animate, after which it is
mobile (clinking as it pointedly pecks at detritus and inquisitively
following the person with the most visible metal around), and can
attack as a creature with HD equal to your HLSS when cornered (this
type of winding animates the rooster for the standard Sleep duration
in turns, and can be combined with the Alarm feature above).
5.
Osculations – As long as you have this spell prepared, your
kiss can wake anyone sleeping and they are generally well disposed to
this intrusion (+2 to reaction rolls, my prince). You can also kiss
someone asleep (expending the spell) and they will slumber restfully
(regaining 1d6 hit points, plus your HLSS) for the max duration of
the spell (16 turns, must sleep all 16 to gain the benefit).
6.
Familiar Feature: Sloth – Your familiar is generally asleep
most of the time, but it does rouse whenever you sleep to
lovingly rid your body of parasites and groom you, cleaning and
freshening your appearance. You always wake up with nary a hair out
of place (+2 to reaction rolls in situations where an impeccable
appearance might benefit you). It will also defend a sleeping master
as if it were 1 HD greater than normal (step up damage dice too), but
it does so as silently as possible (it would hate to wake you and
interrupt your beauty sleep).
Ventriloquism
This
spell is generally considered a big ol' rip off, so hopefully these
at least make it interesting :)
1.
Music Box – You possess an intricately crafted music box with a
switch that can be set in the presence of any music. It will then be
able to reproduce the tune faithfully with it's limited palette of
tiny mallets and electrum striking surfaces. It can hold up to your
HLSS in songs. It can record such interesting songs as that of the
Harpy Croon or Siren Serenade, so be careful with this.
2.
Dagger Feature: Voice Drinker – If you wound
someone with this dagger, and have this spell prepared, you may mimic
their voice exactly. It only holds the voice of whoever was last
wounded, but you may have possess as many daggers with this feature as your HLSS. You may also use this voice without issue when you cast this spell.
3. Dummy
Golem – You possess a
partially animated (mouth and eyebrows mostly) figure.
It possess a reedy version of your voice as long as you have this
spell prepared, and often makes quips and off-color comments. With
concentration you can control what it says (easily earning a free
meal or place to sleep for the night). You can expend this spell to
have it fight as a creature with HD equal to you HLSS (quipping the
entire time). If destroyed, it can be replaced with a careful carving
process that takes 1d6 weeks.
4. Jar
of Lips – It's a jar of 1d6 pairs of lips that can be affixed
to any surface and by expending this spell, the lips will function as
a Magic Mouth (using your voice). The magic will only power them for
1d6 days, and yes, you know the gruesome technique to harvest more
(takes 1d6 turns of careful cutting and expending this spell). While
you have this spell prepared, you are aware of any active Magic
Mouths and what they are going to say before they say it.
5. Spell
Book Feature: Talking – You may expend this
spell prior to preparing your spells. As you prepare, your Spell Book
whispers encouraging words and unconventional mystical shortcuts (in
your voice). You may pick up to your HLSS in number of spells
prepared during this process. These spells may be cast in complete
silence, without requiring any verbal components, or alternatively,
one spell you prepare may be cast with it's range or duration
doubled.
6.
Familiar Feature: Talks – Any familiar you
acquire possess the ability to speak aloud in any language you know
as long as you have this spell prepared. It is exceptionally critical
of any traveling companions, and a surprisingly decent mimic of
their voices. You may expend the spell at any time to telepathically
convey a mental message to anyone your familiar has mocked in the
last month (provided they share the same plane as you). The message
is limited to a number of words equal to your level.
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