Shiny Spell Scrolls 3
I'm not usually a Greyhawk enjoyer, but I like the illusion spells. And I figure including these spells makes the list more useful to more people.
Third Level Shiny Effects
- Cause Disease (Clerical). You can add a cosmetic marring that gives your target -2 reaction for the course of the illness. They remain permanently marked afterwards, though with no penalty (1)
- Continual Darkness (Clerical). The darkness seems vaster on the inside than the outside. Those who enter, wander for 1d6 turns before emerging
- Continual Light (Clerical). Resting the night under this glow has the same effect as resting the night in a settlement
- Cure Disease (Clerical). The person who is cured of disease immediately increases their HP by 1 per HD
- Explosive Runes. You know immediately, the name and face of the person who triggered the runes
- Fire Ball. You can choose to reduce the radius of the blast, reducing the damage by the same percentage (2)
- Haste Spell. Dry grass, paper and other flammable items catch under the footsteps of the targets
- Infravision. While this spell is active, you can see the emotional states of creatures and the radiant warmth of recent footsteps
- Invisibility, 10' Radius. Creatures within the circle when the spell was cast remain invisible for the duration, even if they leave the circle
- Lightning Bolt. You can choose a point in the beam where it turns by up to 90 degrees (3)
- Locate Object (Clerical). You see a vision of the object and its surroundings (4)
- Monster Summoning I. The monsters summoned by this spell are armed and armoured with mundane equipment to your specifications (5)
- Protection from Evil, 10' Radius. Creatures who attempt to attack those protected by this spell must make a saving throw against spells or forget why they were inclined to such violence for 1d6 turns
- Protection from Normal Missiles. Every missile that misses you for the duration is redirected at a target of your choice with the martial skill of a Hero
- Remove Curse (Clerical). For one week after you cast this spell, your target will shrug off the next curse placed on them
- Rope Trick. The interdimensional portal can move up to 100' before it is opened again. This move must be made blindly from behind the closed portal
- Slow Spell. The targets suffer a 50% reduction of intelligence, magic saves and effective caster level for the duration
- Speak with Dead (Clerical). You can call to the spirits of the recently dead who you do not have a corpse of, either by name or more generally (6)
- Suggestion. The target will suffer lost time following the duration
- Water Breathing. For the duration, mundane sea creatures treat you as an ally (7)
Epic Effects
- You become invincible for one round after casting this spell
- You become famous for casting this spell. Whatever the actual outcome, this deed will be remembered as mighty and you will be remembered as the doer of this deed
- After casting this scroll, you feel a deep connection to your surroundings. You cannot be surprised for 1d6 days
- After casting this scroll, you feel a lasting satiation fall over you. You require no food or water for 1d6 days
- This scroll turns into a map after casting. It leads to a comfortable cottage off the beaten path with a manageable vegetable garden, a small paddock of goats, and enough firewood for a year. Tended to, it will make a comfortable home, neglected it will fall to ruin
- Casting this scroll summons Aigus, a woman made of liquid glass (HD 3, AC as Plate, Attack as spear ×2). She will happily befriend the first people she encounters. She does not need to eat, but also cannot heal by any means.
Footnotes
- OR: You can decide on a rare but not impossible remedy that is the only cure to the disease.
- OR: You can deploy a shaped charge fireball, whose area of effect is a 90 degree cone which extends 30' from the detonation point
- OR: You can choose whether the lightning bounces off a dungeon wall or burns a tunnel through it
- OR: You can ask up to 3 questions about the object and receive reasonably true answers
- OR: The monsters summoned by this spell never test morale and survive 1 turn after dropping to 0 HP
- OR: This allows parlay and negotiation with the undead
- OR: Once during the duration you can use a water breath attack in a 20' cone dealing damage equal to your current hit points
Listening To: Tech Won't Save Us - Librarians Are Helping the Public Ditch AI
Reading: Arm of the Sphynx by Josiah Bancroft
Watching: ALEX JONES IS DEAD - Real Infowars
Playing: Idols of Ash