Showing posts with label Blue Grimoire. Show all posts
Showing posts with label Blue Grimoire. Show all posts

Thursday, August 22, 2019

Spell: Confound Flesh

Confound Flesh
Level: 5
Duration: 1 day per level of caster
Range: 30'

In an instant, everything in contact with the victim's flesh is commingled into a single organism. Clothes, armor, weapons, backpack contents; all of it is integrated into a mad, screaming mess. All potions caught within this spell's area of effect are subject to miscability effects, all rations are considered either wasted or consumed, all wine/water is lost. However all spell-books remain unaffected as stipulated by a nested codicil within the structure of the spell itself.

On a successful Save, the duration is halved and the victim reverts back to normal at the end of the spell with only a few minor lingering after-effects. A failed Save results in the victim becoming so integrated with their gear that they become an amalgam-creature and are no longer able to qualify as anything other than a Grotesk.

Friday, November 10, 2017

Candlewerm [Wermspittle]

One of the first creatures one learns to Summon, Call or Bind at the Academy is a Candlewerm. The little beasts make excellent 'first servitors' for those students who've never yet had a pet or gained a Familiar. Besides carrying around candles or torches, these things can be taught simple tricks...like the time a student trained a Candlewerm to wield a wand...with rather mixed results.

Candlewerm
No. Enc.: 1
Alignment: Neutral
Movement: 30' (10') [Climb Walls]
Armor Class: 8 [as Leather]
Hit Dice: 1 hit point
Attacks: 1
Damage: 1 point
Save: MU1
Morale: 6 [11 if made a Servitor]

Special: Blind (Immune to visual illusions, Glamers, Figments), Able to climb vertical surfaces, Vague Empathy allows them to mostly understand a few verbal commands.


Candlewerms are among the most common, minor forms of Servitors known in Wermspittle. The little things are not suited to service as Familiar, but they are intensely loyal and surprisingly clever--if one takes the time to train them to do more than just lug around a lit candle or carry a torch in their specialized mouth-parts.

Certain obscure treatises claim that it is possible to enhance minor servitors like the Candlewerms, but few spell-casters ever make that much effort as it is considered a waste of time.



A spell-caster may choose to invest as much as 10% but no less than 1% of their recently earned XP to enhance their Candlewerm, allowing the creature to gain additional hit dice as if advancing as a magic-user at 10% of the normal XP cost and never gaining the ability to cast spells...unless further measures are taken to elevate the simple wermic-brain of the creature...but this sort of thing is strenuously discouraged on campus...

Wednesday, April 2, 2014

Spell: Strange Big Stone

Strange Big Stone
Level: 6
Duration: 1 night per level, per caster
Range: 120'

Very few non-Bogles ever learn to cast this spell, mostly because it is intended to be simultaneously cast by multiple Bogles working in concert. Once cast, this spell forms a massive, dark stone-like mass to form overhead and to levitate in place for 1d4 rounds during which time it can be shoved into place before it falls into place. Once in-place the Strange Big Stone seals everything underneath it inside of an empty, black pocket of non-space for the duration of the spell. Whatever, or whomever is trapped by this massive stone cannot be detected, found or located by any spell, item or oracle. The Strange Big Stone created by this spell  emanates magical Continual Darkness out to a 30' radius, has 1HD per hit point invested in the spell, per caster working together. in addition, at every 2 additional HD, the Strange Big Stone acquires another +1 on all Saves. There is a base 1% chance of the Strange Big Stone becoming either a Dreaming Stone or waking up into a bizarre form of self awareness as a Thinking Stone. Neither of these things has any particular use or loyalty for their creators...

Spell: Dark Immersion

Dark Immersion
Level: 4
Duration: 1 Turn per level of caster
Range: 10'

The target of this spell is abruptly immersed in dark, cold water to a depth of 10' per level of the caster, and they are held underneath the water for the duration of the spell. Bogles use this spell to drown their enemies even in the midst of their castle bed chambers. A successful Save allows the victim to fight their way up through 10' of the dark water. Victims gain one Save attempt per Turn, but each failed Save incurs a cumulative -1 penalty on all subsequent Saves. This spell can only be cast using the dark-tongue of the Bogles, it has so far defied all textual analysis and efforts to convert or to translate it into any other language.

Spell: Heart-Clutch

Heart-Clutch
Level: 7
Duration: Instant
Range: 10'

A vicious spell, the caster gains the ability to momentarily seize and squeeze the still-beating heart of their victim from up to 10' away. The victim takes 3d6 damage and must make a Save. If they succeed, they are immobilized in pain for the next 3d6 rounds. If they fail, they suffer double damage (6d6) and are immobilized for the next 3d6 hours, during which time they are completely incapable of speech, spell-casting or self-defense. Victims of this spell who do not receive curative spells or other, similar medical care in a timely manner suffer the permanent loss of 1 CON point.


This is a rare spell, rarely taught to outsiders. It is considered an insult to the keepers of the secret teachings of the old master to display this spell to anyone who survives. Those who allow a victim to survive an attack by this spell seldom survive long enough to regret their incompetence.

Spell: Crow-Claws

Crow-Claws
Level: 1
Duration: 6 rounds
Range: Self

Another Bogle-spell, this one causes all damage inflicted by one's claws to be doubled, except on a natural '20,' when it is now tripled. Those beings lacking claws gain 1 additional point of damage on their unarmed attacks.

Spell: Black Snag

Black Snag
Level: 2
Duration: 6 Turns + 1 turn per level of caster
Range: 30'

Originally crafted in the dark-tongue of the Bogles, this spell forms a sticky, tarry black mass of black material that quickly solidifies into a solid mass of unbreakable stone once it has snared the hands or feet of some unwary victim. The spell is cast upon the ground and left lying as a trap, it is not cast upon a victim. Bogles often cast this spell multiple times in order to make sure they capture their intended prey, however doing so does run the risk of capturing the caster or their allies.

Tuesday, April 1, 2014

Spell: Unnatural Acromegally

Unnatural Acromegally
Level: 3
Duration: Save or Permanent
Range: Touch

Upon a successful touch attack, the caster causes the bones of the victim's hands, feet or head to swell and grow disproportionately large. If the victim succeeds on their Save, the effect of the spell lasts for 1 round per level of the caster, if they fail, the effect is permanent, until dispelled or removed by recourse to some other spell.

In the case of the victim's head being affected, they suffer a -1 penalty to CHAR and their visual and auditory senses are reduced by half, including their ability to Hear Noise, Spot Hidden, etc.

If the victim's hands are affected, they incur a -1 penalty to DEX and can no longer use/manipulate small objects, however they do gain a +1 to damage inflicted by their bare-hands. They also lose the ability to Pick Pockets.

Those who have their feet affected by this spell suffer a -1 penalty to DEX, have their movement rate reduced by one half and can no longer Move Silently.

The most common reversed-form of this spell restores the damage inflicted by the normal version, however there is a variant that drastically reduces the victim's head, hands or feet. The overall effect is mostly the same, only the bonus to damage gained by over-large hands is lost.

Spell: Muddle Path

Muddle Path
Level: 5
Duration: 1 turn per level of caster
Range: 30'

The target of this spell suffers a -2 penalty to their Save if it is cast upon them unawares. The spell causes its victims to get confused about their directions and those who make a successful Save only get lost for a brief while, while those who fail their Save head directly into the worst possible terrain within the range and duration of the spell, including walking into mud or across loose rocks, or into a pool of bog water.

A lesser variant of the reversed Find Path spell, this is a favorite of the more ambush-minded denizens of various bogs and other locales where the terrain can be as deadly as the fauna.

Spell: Transfer Vitality

Transfer Vitality
Level: 2
Duration: Permanent
Range: Touch

Caster transfers their a small portion of their own vitality (hit points) into a suitably prepared item, object or construct. This spell cannot be used to heal living beings. The caster can invest 1d4 hit points per level, once per day. The amount transferred by the spell is rolled randomly and if the amount transferred exceeds the total current hit points of the caster, they are dead. Hit points transferred in this manner take double the normal amount of time to recover and cannot be restored by magical means.

Sunday, March 30, 2014

Spell: Graft Flesh

Graft Flesh
Level: 4
Duration: Permanent
Range: Touch

The caster gains the ability to transfer living flesh from one body to another and to mold it into place so that it adheres and integrates properly into the new body. The donor flesh can come from any other living creature. 1d6 hit points worth of living flesh can be grafted per level of the caster.

Should the recipient be reduced to zero hit points and then recovered, the grafted flesh remains inert and must be removed before it grows septic.

Saturday, March 29, 2014

Spell: Animate Necrotic Tissue

Animate Necrotic Tissue
Level: 1
Duration: Permanent
Range: Touch

This spell infuses gangrenous and otherwise necrotic tissue surrounding some wound upon an otherwise still-living victim to tear itself free and become a shapeless lump of undead flesh that can then be grafted onto a necrotic golem, or used to repair zombies, among other unsanitary and unsavory uses. The grotesque chunk of flesh can be employed as a very, very simplistic servitor, but that only happens in extremely rare instances. Usually. Though there are rumors of an assassination attempt that made use of a lump of necrotic flesh submerged in a chalice of wine, the thing choked the food taster to death and not the actual target.

The process of extricating itself from the host tends to cause 1d4 damage per level of the caster, per turn, until the undead tissue succeeds in severing its connection to the host. If the host survives the experience, they tend to gain a permanent +1 bonus on all resistance rolls versus infection.

This spell works best if cast upon a living victim, but it can also be used on fresh medical waste taken directly from a surgeon's table, but at a cumulative -10% chance of failure per minute away from the host.

Wednesday, March 26, 2014

Spell: Literary Incandescence

Literary Incandescence
Level: 2
Duration: Instant
Range: 30'

The caster selects a target which must be a written work of some kind, and causes it to burst into flames causing 1d4 per level of the caster. The damage inflicted is doubled if the caster is unable to read the language of the work. If the target is a scroll inscribed with a spell it must Save or be ruined. Spell-books and grimoires subjected to this spell get one Save per level of their master, and on any successful Save the damage is redirected back to the would-be arsonist.

Spell: Curdle Blood

Curdle Blood
Level: 3
Duration: Instant
Range: Touch

This spell instantly congeals the blood in the immediate vicinity of an open wound, causing the victim to suffer double the original damage and requiring a Save to avoid developing gangrene.

Tuesday, March 25, 2014

Spell: Lesser Receptivity

Lesser Receptivity
Level: 1
Duration: 3 Turns
Range: 0

Upon quieting their mind and focusing upon a single question the caster can attempt to elicit a response from some lesser spirit or geist. The caster applies their CHAR bonus, if any to the reaction roll of the entity attracted by the spell. The caster must keep their inquiry very specific, and as simple as possible, using no more than 6 words (+1 per level of caster). There is no guarantee that there will be any response and sometimes the spirits lie or seek to mislead the enquirer.

Saturday, March 22, 2014

Spell: Animate Unliving Servitor

Animate Unliving Servitor
Level: 3
Duration: Permanent
Range: Touch

The caster converts a mass of scrap-metal, broken crockery, glass, lead-shot, small rocks and other inorganic debris into a roughly human-like shape and causes it to arise in a mockery of life. The mindless servitor-thing formed by this spell is equivalent to an undead skeleton and can only carry out very simple commands of fewer than five words. they remain active until destroyed or Dispel Magic is cast upon them.

The caster may animate a number of hit dice worth of unliving servitors equal to the caster's level. For example, a 5th level scholar can animate 5 HD worth of unliving servitors, and it is left to them to determine if it would be 5 single-HD servitors or a single 5-HD servitor, or some other distribution of HD.


All unliving servitors produced by this spell have the following stats:

No. Enc.:  Determined by Creator
Alignment: as creator
Movement: 20' (5')
Armor Class: 6
Hit Dice: Determined by Creator
Attacks: 1
Damage: 1d6 or by weapon
Save: MU1
Morale: 12