Wednesday, January 24, 2024

GLOG Grimoire: Swearing-Book of the Opaline Order

Here's another grimoire for the grimoire bandwagon. Previously:

Caster Beware!

The Short-Lived Book

Some Spells, Mostly Summons

A GLOG Grimoire

Grimoire, And Custom Fireballs

Grimoire Bandwagon + Mage Organ-Spells

Grimoire of Grimoires

PRIMEUMATON'S NEW YEAR SPECIAL

Once the terror of their enemies and the jewel of their lords and less-cynical songsters, the wizard-knights of the Opaline Order fell victim over generations to their own exacting honour. Spellbound to never flee from battle, never cheat or lie, and to obey their master in all things, the Opaline Order was winnowed and withered by the vagaries of this tarnished world until it was completely and finally broken by one of its own, the arch-warlock Oathbreaker Engrand.

The Order is survived by its swearing-book, a thick tome recording its members, rituals, history, and the spells which they took particular pride in. Its iron-bound cover will not open unless a bloodied thumb is pressed to an indent in its corner and the Order's secret declaration of allegiance is recited. The spells it contains are:

1. Gustatory Geas
R: 30' T: Intelligent creature D: See below
Place a magical command on a creature to fulfill some quest. The quest cannot result in certain death, and must be within the creature's ability to understand and complete. While the creature is under the geas, when they try to eat they must state a significant step they've taken towards completing the geas or they will find themself unable to eat or keep any food down. If the quest becomes impossible the geas is lifted - however if it becomes impossible due to the geased creature's own actions, they are cursed to starve to death. At 1 [dice] the geas lasts [sum] hours. At 2 [dice] it lasts [sum] days, and at 3 [dice] it lasts [sum] weeks. At 4 [dice] the geas is permanent.

2. Solar Mantle
R: N/A T: Self D: Up to [sum] rounds
Shine as bright as the sun (though without the heat). This has all the effects of actual sunlight, such as burning vampires. At 1 [dice] the caster takes 1d6 damage per round the spell's active. At 2 [dice] this decreases to 1d3 damage per round, at 3 [dice] it's 1 damage per round, and at 4 [dice] it's none.

3. Milk Glass Manifestation
R: 30'  T: Spot on the ground big enough to hold the shape D: [dice]x[dice] hours
Create a solid shape made of milk glass up to [sum] feet across at its widest point. When the duration's up the construction crumbles to nothing.

4. Become Javelin
R: Touch T: Creature or self D: [sum] rounds
Target is transformed into up to [dice] javelins. Unwilling targets get a save to resist. They can change back at will, becoming any of the javelins - and if the spell is still ongoing, they can teleport to any javelins left in subsequent rounds, poofing the javelin they teleport to out of existence in the process. If a javelin is broken, the creature is forced to change back from or teleport to it, and is stunned for a round.

5. Sorcerous Shodding
R: Touch T: Mount D: [sum] minutes
This spell requires a material component: a set of horseshoes made of any material of your choosing, affixed to the target of the spell. While the spell lasts, the target may move across the same material as their horseshoes as though it was flat, solid ground. The spell grants no special ability to make horseshoes out of, for example, air - that will require other methods. At 1 [dice] the target must be a horse. At 2 [dice] the target must be some horse-like creature, such as a zebra or a camel. At 3 [dice] the target may be any quadruped that can be fitted with a saddle and bridle. At 4 [dice] the target may be any creature carrying another creature on its back.

6. Gatewinch Glammer
R: 30' T: Object D: [sum] minutes
Creates a winch attached by occult mechanisms to an object within range. Turning the winch moves the object in a single predefined direction (up, down, left, right, etc.), however the winch must be turned with a cumulative strength proportional to the amount required to move it normally - this amount of required strength is reduced by the spell's [sum], and [dice] creatures may work together to turn the winch at one time. E.g., if a boulder would require 40 strength to lift normally, and the spell is cast with 3 MD with a [sum] of 10, the winch would require 30 cumulative strength from up to 3 creatures working together to move the boulder.

2 comments:

  1. These are all really specific in ways that make them interesting. The Become Javelin in particular is so idiosyncratic that I'm wondering if it was inspired by something or if not, how you came up with that, but I can imagine how that spell in particular could lead to some really interesting encounters.

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    Replies
    1. I was thinking up knighty spells and it just came to me.

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