DrownMagic User 1
Duration: 2 rounds/level
Special: Must have unwillingly taken drowning damage to learn this spell.
Trick a brain into drowning. Each round that the target fails a save (paralyzation), choose to either advance the spell a stage or return to 0th stage. The 0th degree takes effect immediately.
Stage 0: Target cannot move, but can speak and breathe. Further saves at a disadvantage.
Stage 1: Additionally, target cannot breathe and takes 1d6 subdual damage this round.
Stage 2: Additionally, target takes 1d6 (normal) damage.
Stage 3+: Additionally, target loses one point from a random ability score (permanent).
If subdual damage + real damage > HP, the target is unconscious and the spell ends. The target must be physiologically able to drown.
- Also trick your own brain. The spell affects you the same as the target (use target’s saves for progression).
- Trick everyone’s brain. The spell affects everyone around you in a 120’ radius (use target’s saves for progression).
- PTSD. Must save or flee from water. Rerolls mean save is at progressive penalty.
- Water elemental that loves drowning people is jealous, attacks you (1 HD/level).
- Casting this spell is always risky. Reroll frees the caster from this result, as they become hardened to its effects.
- Target is immune to the spell, and can now hold their breath twice as long as usual. Caster grows to irrationally hate them if they don’t already.
GillsMagic User 1
Duration: 6 Turns/level
As Water Breathing, except lose ability to breathe air. The reverse is Lungs.
- Permanent deep one mutation (nictitating eyelids, webbed fingers, etc.)
- Spell is permanent.
- Greater mutation for duration of spell.
- Gills are non-functional, and now you can't breathe.
- The fish love you, maybe a little too much. Actions and visibility underwater are hindered by schools of fish, if any are nearby.
- You have been chosen for a quest from Dagon (or other suitable entity). Details will come to you in your dreams.
Providence sends a raft of sufficient buoyancy and size to support 1d4 person-days/level. It appears on the horizon drifting towards you, such that it can be reached by an unencumbered swimmer without issue (barring other circumstances). The form will vary but it will have no inherent means of propulsion. Some forms may include:
- volcanic raft
- dense seaweed mat
- carcass of a great beast
- empty barrels & crates lashed together
- low-lying fossil cloud
- strange metal disc
- empty shell of a dragon turtle
Read WakesMagic User 1
Duration: 1 Round/level
In a perfect Newtonian world, information is never lost, it merely gets quieter and quieter. This spell lets you read the history of the ocean before you. Once each round, you may learn one of the following things:
- What was the bearing of the most recent ship to pass here, and when was that?
- What direction is the nearest stationary object?
- Where and when did anything most recently break the surface of the water intermittently (like a whale surfacing or a stone skipping)?
- Visions of the rain—severe headache incapacitates caster for 1d6 rounds/level. No information gained.
- Echoes of creation—permanent deafness (this does not hinder the spell).
- Ghosts of the flood—each day save or be possessed by an antediluvian ghost (with their own, worse CHA, WIS, & INT). They lose interest after a week of saves.
- Harmony of nature—save or be compelled to join your ghostly whale friends swimming through the sea.
- Bad point of reference—information given is actually about the future. This could raise issues about free will, but don’t let it bother you. At least it’s good information.
- Transmission from the stars—1d4 permanent damage to a random ability score, and you learn a weird new spell.
TransmuteMagic User 1
When you learn this spell, roll for two materials, then roll for 1 more material/level. When you gain a level, roll again for an additional material. You can transmute the volume of 1 person/level from any one material you know to any other material you know. Allow saves as appropriate. Some materials include others, and this is not a mistake. For example, “stone” includes “marble”. You cannot choose to transmute to the more specific material if you do not know how.
- Transmutation fails, and target is immutable to any future magic.
- Transmutation fails, and you forget the target material.
- Transmutation is successful, but only for 3d6 (1d4: 1-seconds, 2-minutes, 3-hours, 4-days).
- Target goes to a random target material.
- Target goes to a random target material, and you learn to transmute that material!
- Transmutation is successful, but grafts itself to your body.
Materials (4d20)If you re-roll a material, move up or down the list until you find a new one.
|4||illusion||like a hologram or something|
|9||poison||retain form but become poisonous|
|10||nitrogen||~79% of air, asphyxiant|
|20||wool||felted, loose, pelt|
|35||fungus||edible, myconids, mycelium, magic|
|41||keratin||hair, fingernails, fur, hooves, horns, feathers|
|52||ashes||the solid remains of any fire|
|57||paper||papier-mâché, origami, stacked|
|64||bottles||normal bottles, anything hollow and bottle-like|
|65||acid||standard "fantasy acid"|
|67||ants||for range purposes, maybe consider a hive as one organism|
|74||oxygen||does not itself burn, but in pure oxygen most things do|
|76||sodium||reacts with water|
|77||tea||pressed, loose, steeped|
|78||ectoplasm||makes a thing into a ghost, or vice versa|
|79||radium||does radiation make superheroes or corpses?|
|80||void||as sphere of annihilation|