Without further ado, the rest, then a test run.
83. Climb - whether by conjuring a handy rope, gaining sticky powers or being able to use minute imperfections in the wall, the target can climb 10m. Better find a safe spot, as it runs out straight away after 10m.
84. Odour - the caster can fill the air of a 5m diameter sphere (well, hemisphere if you're standing on the ground) with either a masking perfume or a sickening smell. Only common scents, and those that the caster can remember - doesn't affect the caster, but definitely does others. Lingers for a hour or so unless dispersed by winds, etc.
85. Decay - can rot down anything organic in a very short time, with minimal odour issues. Good for removing garbage, cleaning bones, getting bloodstains off armour...
86. Thirst - makes the target very thirsty. Multiple castings increase this thirst in an almost exponential manner. Doesn't kill the target but can make them divert to get water, fight to get water, or even kill to, well, you get the idea.
87. Detect Life - gives a general indication of larger live beings in a space within sight or not much bigger than a small house. So doesn't detect all the spiders and cockroaches in a ruin, but one/few/many and maybe an indication of the type (dog, reptile, mammal...)
88. Stonework - allows the caster to mould a small (<1 kg or 1 m square) rock or area of rock into a rough shape of their choosing. Can be one big piece or several small; making hand and foot holds up a castle wall; crafting a stone bowl or arrowheads; digging out the chains set into bedrock...
89. Root Blast - makes plants or vegetation grow really well. Make a field or orchard bear more fruit over a season, or cause a bramble patch to cover the path. Too much growth in too short a time will cause the vegetation to die in a few days.
90. Ignite - something flammable, within 10m and within sight.
91. Extinguish - something on fire, within 10m and within sight. Up to normal fire size, not the medieval version of a fire engine.
92. Smoke - large amounts. Need some flammable focus on the ground for it - branches, bushes, a cloak - the smoke billows out of this, and can fill a fair sized room quite quickly.
93. Detect Lore - I'm not entirely sure what I was thinking when I wrote this down, but I think it's a way of magically enhancing one's senses and memory to be able to note any significant lore related to a place, object or name. You need some basic lore first, to build on. Basically you get real good at research and study.
94. Weaken - an object. Makes it brittle, soft, breakable. The spell is both harder and less effective the more skilfully crafted, magical or naturally resistant the object is - so a worn ordinary sandstone trapdoor to a deserted basement would be reasonably affected, while the steel bound doors to the King's chambers not so much. Makes the object easier to break rather than the spell breaking it.
95. Dull Sense - choose one, and the target has the use of that sense halved for the duration of the spell, while being unaware of it. Hearing and sight reasonable common, but taste and smell have their place...
96. Skeletal Beast - can enchant a short term, smallish skeleton animal out of a suitable pile of cleaned bones. It will obey the casters simple (up to two word) orders.
97. Weather Watch - a casting of this will give an indication of general weather for the next day.
98. Interpret Writing - will give a rough understanding of the intent of a written language not known to the caster. Not pronunciation or any subtleties, but the gist of the text.
99. Rock Gauntlet - the caster gets a heavy rock coating of one or both hands and forearms. Good for punching (as +1 mace), warding blades or plunging ones hands into fire.
100. Slow Heart - this stabilises the dying by slowing the circulation of blood, delaying poisons and bleeding. Something terminal will still kill them, but there's a few hours to get them repaired at the very least, and longer for straight blood loss.
101. I Know The Way to San Jose - the caster knows the direction of a location they know well, but not how far.
e.g. Mamen the White walks through a portal and ends up in an unknown jungle. He knows the City of Twin Delights is in the direction of those mountains but not if it's 50 or 5000 km away.
102. Vermin Ward - a circle of, well, anything, that excludes vermin until it's broken. Caster must be inside, though. Can be used without a circle, but caster must concentrate solely on maintaining the repulsion.
103. Flash - moves the target forward exactly 5m in a flash. Hurts if they hit, say, a wall, an armoured body, or end up over a long drop. Easily misused.
104. Farsight - the caster can enchant a tube to act as a telescope for a short time. Anyone can use. Not understand, but use.
So that's where it ends, for now. It's so hard to end on a set number, as inspiration always strikes at the last minute.
Let's see if the Random Roll at starting levels works, and if three spells is enough?
Let's take little Mamen the White, from the Pale Halls of the City of Twin Delights. At first level, he knows the following spells; 66, 17, 61 - these are Beacon, Suggestion & Catspaw. There's a strong hint of a a career in stealth and misdirection,but Beacon doesn't add much. A reroll allowed there, and 88 gives Mamen Stoneshape.
This seems workable - nothing flashy, powerful or game changing, but the ability to mislead or lie, to be quite sneaky, and to be able to manipulate stone around locks, bars and other things kept shut. Okay for early level city adventures, but dungeon crawling?
Say an extra spell? 36 = Fumble. Now that's useful in combat, providing you have someone between you and the dungeon dwellers.
I'll work on it.
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