Monday, March 10, 2014

100 Magic Twists for Torchbearer
















  • The caster is teleported to another area on this plane
  • The party is teleported to another area on this plane
  • The caster summons monsters native to this area
  • The spell becomes permanent
  • A powerful storm is summoned
  • Undead rise from the ground and swarm the area
  • The caster is polymorphed into an animal form
  • One item in the caster's pack disappears
  • Night turns to day
  • Day turns to night
  • All food the party is carrying spoils
  • The season changes overnight
  • A portal opens to another plane
  • The party is teleported to another plane
  • Earthquake!
  • All water the party is carrying becomes salt water
  • All metal objects the party is carrying become rusted and worthless
  • Plants and trees sprout and bear magical fruit
  • A hole in the ground opens, revealing a staircase
  • Everyone in the party ages 1 year
  • The caster's appearance permanently changes within their stock's normal range of features
  • The caster becomes the opposite gender permanently
  • A perfect clone of the caster appears that may act separately and independently--both now roll half the number of dice rounded down on all tests
  • Each character's enemy is immediately summoned to the area
  • The caster's doppleganger from a mirrored plane is summoned to the area--can you tell them apart?
  • One feature of the caster permanently mutates into something animal, alien, or monster
  • The caster feints and enters the mind of a nearby creature
  • One item within the caster's pack becomes sentient and can communicate telepathically
  • Someone close to the caster dies (not a player character)
  • Plants in the area wilt and die
  • A useful item appears in the characters pack (they may or may not notice their pack get heavier)
  • One item within the party becomes giant in size, impossible to lift or move by any ordinary means
  • All liquids the characters carry turn to sand
  • The failed spell disappears from the caster's spellbook
  • The spell fizzles with a bang, attracting the attention of anyone and anything nearby
  • Misfire! A fantastic bolt of energy injures one or more party members
  • The contents of the caster's backpack or sack are replaced with a nest of insects or snakes
  • The caster falls into a deep, magical slumber
  • The caster summons a magical storm (rain of blood, rain of fire, rain of toads)
  • The ground becomes quicksand
  • The caster attracts the attention of a ghost who haunts this area
  • Time speeds up--conditions are earned every 2 turns, light sources last half as long rounded down
  • The caster becomes mute
  • The caster becomes deaf
  • The caster becomes blind
  • All food and water within the party becomes poisoned
  • A third eye appears on the caster's forehead--who sees what you see?
  • All of the character's liquids gain magical properties
  • The character feels a pain in their arm, upon inspection someone of something has carved a message into their skin
  • All of the character's weapons become animated and engage the party in a conflict
  • a major illusion leads the party astray
  • A sinkhole opens
  • A tree sprouts and grows higher and higher until it reaches the clouds
  • One of more party members catch fire
  • One or more party members becomes frozen in a block of ice
  • Zero gravity--the party begins levitating, floating higher and higher
  • One of the jewels in the party becomes a soul gem, trapping the character's inside
  • The party becomes invisible
  • An item becomes permanently cursed
  • An Angel falls to earth just moments away from completing its holy mission
  • Delayed Transmission--the spell goes off but at the most inconvenient time
  • The spell fails but is not wiped from the caster's mind
  • The caster summons an invisible wall around the party
  • The spell is reversed
  • The party is surrounded by a wall of fire
  • The caster becomes possessed

To determine the number of people affected or the number of turns an effect lasts, use the spell circle level (ie a first circle spell affects one person for one turn).

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