chromacide

Idea, Magical

Sep 28th, 2013
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  1. SPELL LIST, YO
  2.  
  3. Wizards are the most paranoid straight up insane bloodthirsty motherfuckers on the face of the planet, because if they aren't?
  4.  
  5. Another wizard will find you and eat your fucking brain.
  6.  
  7. I'm starting a setting for my group where wizards have a single spell, given at birth, of no specific utility. One of the spells a player has is the ability to exert minimal force on flowers. A BBEG might have something as OP as complete control over blood.
  8.  
  9. Spells can be taken from another wizard by eating their brain.
  10.  
  11. ITT: Looking for pictures of crazy wizards, and ideas for entertaining spells.
  12. So spells in this world work for one of two reasons. First a bit of backstory...or afterstory really.
  13.  
  14. The spells that wizards bring into the world are by their nature converging as wizards brains are eaten by the more powerful, collecting into greater and greater pyschopathic titans. Seers/prophecies/the universe itself is aware that there is an individual in the future, the Wizard of All Wizards, who will have complete dominion over the universe.
  15.  
  16.  
  17. I have two ideas for how spells work:
  18.  
  19. The first is that the universe is scared of the Wizard of All Wizards. Not yet knowing which *current* wizard will turn out to be him, different parts of the universe will listen to the bidding of different wizards. Once a wizard has conquested another, it is clear the dead one was *not* the WoAW, and the power is transferred.
  20.  
  21. My basic idea here is that whenever the GM says
  22.  
  23. >No, you can't Summon Water inside the enemy's lungs
  24.  
  25. It takes all the fun out of actually being a wizard. I want to encourage my players to be macgyver as fuck with their spells without it being OP, which is why they have a very limited set of them.
  26. ---
  27.  
  28. * Alter gravity in an area the size of a small house during sunset or sunrise.
  29.  
  30. * Turn falling water into ice
  31.  
  32. * Speak to recently dead animals
  33.  
  34. * Eating a leaf allows you to see as if you were the tree it came from.
  35.  
  36. * Instill fear in a nearby person/being when you are both in darkness
  37.  
  38. * When riding an animal it will never tire
  39.  
  40. * Your day is two hours longer than everyone elses
  41.  
  42. * You can't get lost
  43.  
  44. * You're always extremely hungry and have an acute sense of smell
  45.  
  46. * With your eyes closed and walking backwards you can perfectly retrace your steps
  47.  
  48. >Power: Generate Purple Mist
  49.  
  50. >Mimic Sound
  51. Any sound the caster hears can be perfectly recalled and uttered later
  52. >Turn Object Invisible
  53. Touch an object and make it invisible to normal vision.
  54. >Change Flavor
  55. This spell is highly sought after for people who regularly eat brains
  56. >Generate Odor
  57. Anything they've smelt before
  58. >Adjust Sharpness
  59. Make a ping pong ball sharper than a katana folded 1,000 times or make an enemies sword as sharp as a pillow
  60. >Destroy specific (Material)
  61. >Accelerate Digestion
  62.  
  63. >Strengthen (left) leg
  64. At the cost of weakening the other leg you can strengthen one leg temporarily
  65.  
  66. >Instill distrust
  67. You can convince anyone talking to you that you are untrustworthy and/or currently lying
  68. > View travelers
  69. You can see a colored trail in the air representing the path of everyone who has passed through here. Ever. They are color coded with age though.
  70.  
  71. > Piggyback vision
  72. You can see out of someone else's eyes, but not your own. Once activated, this effect lasts until sunset or sunrise, at which point the wizard has the option of dismissing it
  73.  
  74. > Teleport Mostly
  75. A selected object or person is teleported to a location of your choosing. At least...most of it is.
  76.  
  77. > Make Lukewarm
  78.  
  79. > Straighten
  80. The object you select (must have apparent orientation) becomes straight relative to a second object of your choosing.
  81.  
  82. > Quickmelt
  83. Lower the phase change temperatures of a substance of your choosing in your vicinity drastically. Cannot be selectively applied
  84. >Rotate Entity
  85. Touch person/thing and rotate it along any axis as much or as little as you want. Getting attacked by axeman? Touch him and spin him upside down.
  86. >Light Spit
  87. Spit on something and it will glow with intense light.
  88. >Attract Insects
  89. Draws insects of all types to your location within a certain circumference. Does not give you control over them.
  90. >Indestructible Teeth
  91. >Isolated Tracking
  92. You can mark one object and will always know it's location and distance away from you.
  93. >Sap Sweat
  94. Your sweat can be made very sticky, useful for climbing/stealing
  95. >Forgetful Wink
  96. Wink at an entity and they will momentarily forget what they were doing.
  97.  
  98. >Fire eater
  99. You can eat fire, hot coals, lava, etc. and store it in your stomach for indefinite periods of time. You can exhale the heat for a vast array of effects. You could exhale hot coals to start a fire. Exhale all the heat for a fire breath attack. Thaw ice, boil water. Hold the coals in your stomach for extra warmth. Become a human hot-air balloon. However, the fire in your stomach is your life force, and you must eat fire to stay alive. Effects of not having fire in your belly are practically identical to starvation. Normal food can only hold back this starvation for a short while. You are not immune to fire unless you're physically swallowing it.
  100.  
  101. > Blindspeech
  102. You seem to be totally fluent in a language, and respond with full intelligence. However, you have no knowledge of what you say or what they say to you. (Think Searle's Chinese Room)
  103.  
  104. > Elevate
  105. You may telekinetically lift or suspend an object of substantial weight. You cannot, however, control it's descent.
  106. > Rot
  107. Accelerate the decay of any living or once living substance
  108.  
  109. > Doubleheavy
  110. You and anything you hold are twice as heavy as they would be otherwise.
  111.  
  112. > Sunfear
  113. You can induce accelerated growth in a plant but instead of seeking the sun it will flee it, growing down, or away from the window.
  114. >Primordial Gesture
  115. The user can make any gesture understandable, to, and beyond packing a novel's worth of meaning into a thumb-up. The gesture is known and understood by everyone who sees it, and can be repeated by anyone who sees it. However, only one gesture can be kept in the collective unconscious at a time, and the user must make a new gesture for a new meaning, the old one forgotten instantly. When making a new gesture, the time required is multiplied by the complexity of the message(IE:An order, consisting of three, grammatically correct sentences would take about a minute of concentration. Three rambling, run-on sentences would take three to five.) Adjust as you wish.
  116. >Colorstorm
  117.  
  118. Targets existing weather. When cast on clouds that are dropping snow or rain, causes each droplet or snowflake to turn into a different color. The color stains and cannot be removed except with a Remove Curse spell.
  119. >Form Abomination
  120. Will make a selected item seem unbearable to the senses of those capable of detecting it. It does this without actually altering the item, and will wear off the first moment it is not being perceived. May result in property damage.
  121.  
  122. >Induce Facetiousness
  123. The victim becomes incapable of perceived as being in any other emotional state than amused apathy. Induced by contact, and is expressed immediately after the contact ends. Is permanently induced in the wielder, and cannot be used selectively. Not very sexy.
  124.  
  125. >Access Meta
  126. Lets you do things like open the concept of doors. Doesn't actually do anything to the real world. Fucks up poetry like nothing else, though.
  127. >Induce Foam
  128. Cause any liquid to become aerated and foamy.
  129.  
  130. >Everknot
  131. Knots and fastenings you create will never slip or fail. No guarantee about the rope going up to the knot though...
  132.  
  133. >Libidon't
  134. Immediately calm an individuals sexual desire. Effects only last during physical contact. Cannot be disabled.
  135.  
  136. >Find humor
  137. You can always, without fail, find the humor in anything. You don't always find everything funny, but you could if you felt like it. You can also impart the found humor into anyone else so that they also understand why buckets are absolutely HILARIOUS. Won't do anything to someone who already finds whatever it is funny.
  138.  
  139. >Slippery
  140. You can become essentially frictionless at will. Also applies to whatever you're wearing.
  141.  
  142. >The Best
  143. Everyone around you is absolutely convinced you're the best at something, but they aren't quite sure what it is. Adoring fans will ask you for your autograph, crowd you for a chat, and look at you in awe saying:
  144. "It's that famous musician!"
  145. "I could have sworn he's the king's tailor."
  146. "Naww, he's that swordsman who fought off a hundred men with a sewing needle!"
  147. When you leave, nobody will have a clue why they said all those things about you.
  148.  
  149. >Stone thrower
  150. You can throw stones with pinpoint accuracy. This only applies to stones you can reasonably lift with one hand.
  151. >Cheeseseeker
  152. You cannot eat food without some cheese to go with it. You find it to be absolutely revolting. You always somehow manage to find some cheese though. No matter how illogical or outlandish it may seem, you will ALWAYS find cheese when you want it. However, no one can survive on cheese alone, so you do have to eat regular food... unless you have
  153.  
  154. >Deconstruct Logic
  155. Three times a day, the user may pick any logical point in an argument, and render it moot via nonsense. This will be accepted by all who hear it first hand, and though they can't spread this effect, they cannot be dissuaded from believing it.
  156.  
  157. >Inconspicuous Abnormality
  158. When used, anything Wizardy that may provoke panic, a reaction, or even a remark, is viewed as "forgettable", "not worth my time", and "less magical than that one whore's blowjobs".
  159.  
  160. >Bureaucratic Protection
  161. A passive ability. The user must sign, submit, and file papers for every major decision they make, including Wizardry, eating brains and gaining more Wizardry, and especially diplomacy. The only "benefit" being that every enemy will insist on checking with their bosses at least three times, and gaining specific instructions at least four, before they will act in any way against you. There is a special form they may request, that will cancel both of the effects, but it will be forever "on the way".
  162.  
  163. >Create Accusation
  164. The user may make a claim against any non-wizard. This claim must be of a plan to overthrow, become heir to, or otherwise replace a present authority figure. Regardless of the truth of the claim, the accused will agree with the accuser. The authority will do the reverse,
  165.  
  166. >Catch
  167. The wizard can catch things. Any things, ranging from small objects, large objects, people's drifts, colds, up, a break...
  168. It's basically limited reality bending focused around a single word and the regular phrases associated with it. Of course, a wizard can't just make up some random meaning and expect it to work.
  169.  
  170. > Future Sight-Dinner
  171. The wizard can now see what any person, themselves and other wizards included, will be eating for dinner next.
  172. So that can lead to interesting results if they use it on somebody and don't see anything...
  173. >Hey, what's that?
  174. Makes the target immediately turn their head to the right and stare intently.
  175. Can be resisted if they realise whats happened.
  176. > Aspect Shift
  177. You can take any object you can life with two hands, and with some force, stretch it and change the aspect ratio. Widen a ladder but make it shorter, turn a thick bit of rope into a long thread, or squish a sphere until it's almost a plate.
  178.  
  179. > In-Wiz-ibility
  180. When you are awake you are invisible to all except other wizards.
  181. >Redirect blame
  182. You have the power to redirect the blame onto anyone or anything, even the accuser. Everyone is forced to accept that it is the target of this spell's fault, no matter how illogical it seems in reality.
  183.  
  184. >Drinking Problem Curse
  185. You gain the ability to make someone spill or fumble anything they try to drink. You do have to be looking at them, but there is no outward sign that you're the one doing anything. Keep doing it and they might choke or die of thirst.
  186.  
  187. >Control Fog
  188. This just lets you summon, or dispel, or concentrate, or disperse, any existing mist or fog. It also works on poisonous miasma, or smoke. You just can't create it out of nothing, or cause it to disappear, just move it around, to or from places in your line of sight
  189.  
  190. >Summon Plank
  191. You summon a single footlong plank of 2x4 wood. You can only have 1 plank in existence.
  192. After 30 seconds, the plank dissipates.
  193.  
  194. >Mirror Images
  195. You summon several copies of yourself that imitate your every action, with their own individual hopes,dreams and aspirations. At the end of the round, they disappear.
  196. Super-Hindsight. The wizard is not particularly talented in the present, but he always knows exactly what he should have done immediately afterward. He enjoys a massive bonus to any rolls that have already happened but not to an that are happening right now.
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