Herein lies lore of the trove of the experimentalists. Items of deceptive craft, spells of mad origin, wonders better left hidden; to this the unhinged were drawn. This page is under the GNU Free Documentation License which allows reuse as long as reuse is allowed in turn.


Amulet of Impressiveness
Amulet of Resilience
Amulet of the Edge
Amulet of the Fakir
Anvil of Brain Scrambling
Archimedes' Folding Mirror
Arrow of Bridging
Arrow of Charging
Arrow of Feather Falling
Arrow of Following
Arrow of Screaming
Arrow of Traveling
Arrow of the Rope Bridge
Arrow of the Snake
Arrow of Unusual Trajectory

Bagpipes of Unbearable Screeching
Ball of Bouncing
Ball of Emptiness
Ball of Endless Thread
Ballerina's Shoes
Barrel of Survival
Bedroll of Revitalizing Sleep
Bell of Butler Summoning
Bell of Steam
Bell of the Testing Aide
Belt Buckle Portals
Belt of Chain Mail
Bench of Time Passing
Blazing Sunglasses
Bola of Dreadful Fire
Bolt of Cold Iron
Bonanno Pisano's Leaning Tower
Bone Shard of Trollish Vigor
Bong of Potency
Book of Collected Poems
Book of Helpful Sorcery
Book of Omega
Book of Thin Paper
Boomerang of Endless Attack
Boots of Air Walking
Boots of Burning Rubber
Boots of the Galago
Bowl of Dangerous Fruit
Bowl of Vegetables
Box of Greediness
Brass Knuckles of Feather Falling
Bridge of Bone
Bridle of Comprehending Languages
Bullseye Lantern of Darkness
Bullseye Lantern of Penetrating Light

Candle of Delayed Fireballs
Candle of Frozen Time
Candle of Searing Light
Cannonball of Massiveness
Cape of Stupendous Power
Carnation of Charisma
Carving of the Alert Gopher
Carving of the Cunning Weasel
Carving of the Determined Woodpecker
Carving of the Echoing Parrot
Carving of the Fascinating Nightingale
Carving of the Ferocious Mouse
Carving of the Inquisitive Guinea Pig
Carving of the Insufferable Skunk
Carving of the Nimble Dragonfly
Carving of the Peaceful Dove
Carving of the Tireless Hamster
Carving of the Thirsty Leech
Chain Mail of Shocking Surprise
Chair of Ferocious Flight
Chalkboard of Screeching
Chameleon Sheet
Chariot of Trampling
Cloak of Funky Doom
Cloak of Streaming
Cloak of the Flying Squirrel
Cloak of the Mule
Cloak of the Phoenix
Cloak of Wind
Coin of Criticality
Coin of Evocative Attraction
Coin of Melding
Coin of Memory
Cookbook of the Maniacal Alchemist
Crossbow of Growth
Crossbow of Mouthiness
Cups of Skill Transference
Curtain of Ghostliness

Dagger of Message Seeking
Dart of Drinking
Deck of All Trades
Deck of Housing
Die of Air
Die of Truth
Die of Wizardry
Diffraction Limited Spyglass
Disk of Burden
Display Dome
Door of Springiness
Donut of Dodecaplication
Dream Catcher
Dress of Flame

Earring of Clairaudience
Earring of Pale Flame
Earring of Thought Reading
Earrings of Heard Movement
Earrings of Traded Divination
Ears of the Bat
Endless Ladder
Engine of the Earth
Escape Pod
Explosive Stucco
Eye of the Storm

Fan of Ethereal Winds
Favor of Parthia
File Cabinet of the Muckraker
Fire Ant Farm
Fireplace of Burning History
Flag of Berserk Rage
Flag of Racing
Flagpole of Foolhardiness
Floorboard of Creaking
Flute of the Fey
Flute of Snake Charming
Fork of Fateful Decision
Fountain Pen of Endless Ink
Fountain Pen of Fine Script
Frame of Painted Presence
Franklin's Kite
Full Plate of Retroreflection
Full Plate of the Turtle

Galvanized Garlic Clove
Gauntlet of Distant Impact
Gauntlet of Irresistible Strike
Geodesic Vehicle
Glasses of Blinking
Glove of Etherealness
Glove of Stained Glass
Glove of the Gigantic Fist
Glove of the Oven
Glove of Undeniable Challenge
Gloves of Corinthian Leather
Gloves of Invisibility
Gloves of Spell Juggling
Gong of Magma
Greatclub of Oblivion
Greatclub of Unstoppable action

Hammer of Healing
Harp of Harmony
Harp of Missile Motivation
Hat of Forgetfulness
Hat of Madness
Hat of Pyramidal Power
Hat of the Giant
Hat of Twinned Wands
Headband of the Saint
Heel of Grievous Fate
Hellish Hay
Helm of Sculpted Thought
Helm of the Stag
Hide Armor of the Porcupine
Hive of the Seeker
Holed Apple
Horn of the Herd
Horseshoes of Leaping
Horseshoes of Reversing
Hourglass of Snoozing
Humming Pad
Hypnotic Carriage Wheel

Inflatable Sleeper

Jacket of Inflatable Musculature
Javelin of Spell Storing

Kayak of Ramming

Lantern of Tracked Shapes
Leather Armor of Flexibility
Lipstick of Draining
Lockpick of Distant Effect
Log of Rolling

Manufacturing Plant
Maple Seed
Mask of Infernal Disguise
Mattress of Bouncing
Medallion of Monster Summoning
Mirror of Parallel Worlds
Mobius Manipulator
Morningstar of the Snake
Mote of Neutronium
Mug of Liquid Air
Mug of Scalding

Nail of the Vampire
Needle of Minute Being
Nest of the Pseudodragon
Net of Close Encounters
Net of Red Tape
Nipple Ring of Gutsiness

Odyline Ink
Oil of Familiarity
Oil of Lightness
Oil of Malevolence
Overcoat of Black Leather
Overcoat of the Commander

Pan of Pizza Conjuration
Paper of Origami
Parchment of Proclamation
Paste of Mending
Pentacle of Elemental Entry
Picture Frame of Contact
Piggy Bank of Time
Pillow of Sleeping
Pipe of Inquisitive Smoke Rings
Portable Bed
Portable Manhole Cover
Portable Porthole
Portable Shadow
Portable Staircase
Pot of Growth
Potemkin's Shoddy Facade
Potion of Addiction
Potion of Alcohol
Potion of Cold Blood
Potion of Effervescence
Potion of Foggy Breath
Potion of Glassy Water
Potion of High Surface Tension
Potion of Liquid Courage
Potion of Tough Ice

Quarterstaff of Foolishness
Quill of Spoken Presence
Quill of Tickling
Quilt of the Lunatic

Rag of the Earth
Rapunzel's Wig
Reclining Chair of Sustenance
Red Shirt of Attractiveness
Red Shirt of Doom
Reed Ship of Suds
Ring of Relentlessness
Ring of the Moon
Ring of Time
Robe of Immolation
Robe of the Charlatan
Rock of Defense
Rock of Heat
Rock of Shrinking
Rock of Triumph
Rod of Clarity
Rod of Clothing
Rod of Electra
Rod of Expectant Wonder
Rod of Focus
Rod of Oblivion
Rope of Shrinking
Rug of Floating
Rug of the Pit

Sack of Magic
Saddle of Alteration
Saddle of the Brute
Sandals of Enswer
Sandstone Pyramid
Sap of Silence
Sash of the Second Chance
Scabbard of the Final Chill
Scabbard of the Unsheathed Spell
Scalpel of Plastic Surgery
Scissors of Space Cutting
Sculpture of the Elasmosaurus
Sculpture of the Elephegasus
Scythe of the Soulrester
Seashell of Scrying
Seed of Tall Grass
Seed of the Airy Dandelion
Seed of the Arching Willow
Seed of the Beaming Sunflower
Seed of the Colossal Lily Pad
Seed of the Cosy Baobab
Seed of the Goodberry Bush
Seed of the Gigantic Pumpkin
Seed of the Golden Apple Tree
Seed of the Hedge Maze
Seed of the Hemp Oil Plant
Seed of the Inspiration Tree
Seed of the Ironwood Tree
Seed of the Oaken Grove
Seed of the Prickly Tree
Seed of the Ragweed Plant
Seed of the Roomy Cactus
Seed of the Sargasso Mat
Seed of the Skywood
Seed of the Tenacious Ivy
Seed of the Tree Stump
Seed of the Venus Mantrap
Seed of the Volatile Castana Tree
Seeds of Loud Wildflowers
Seemingly Short Sword
Sextant of Clarity
Sheet of Bouncing
Shield of Speed Limiting
Shield of the Manticore
Ship of Ice
Ship of the Standing Wave
Shot Glass of Hydrogen
Shutter of Enveloping Armor
Silent Whistle of Dog Summoning
Silk Balloon
Silk Blimp
Skiboard of Necessary Speed
Skis of Endless Snow
Slide of Acceleration
Slide of Compelling Fun
Soap of Bubble Being
Soap of Cleansing
Sparkles of Sensitivity
Spider Shoes
Staff of Beastly Drawing
Staff of Anarchy
Staff of Sound
Staff of Light
Stake of Forbiddence
Starscape
Statue of Imitation
Stone Mushroom
Studded Vengence
Swiss Army Sword
Switch of Dramatic Magic
Sword of Life Crunching
Sword of Mercy

Tablespoon of Shrinking
Tarp of Floating
Teddy Bear of the Madwand
Telescoping Plank
Tent of Illusionary Appearance
Tesla's Instant Electrical Tower
Thread of Shrinking
Throne of the Demagogue
Tightrope of Safety
Tinkertoy of Democritus
Tomahawk of Scalping
Tooth of Arrow Snaring
Tooth of Dazzling
Toothpaste of the Viper
Trojan Coin
Trojan Penguin
Trojan Toad
Trophy of Benarius Justonian
Trophy of Marathon
Tuque of Inconspicuousness
Tusk of the Bull Elephant
Two Faced Coin

Umbrella of Dryness
Umbrella of Levitation
Umbrella of Shielding

Vase of the Breeze
Violin of Tragedy
Vorpal Silver Platter

Warhammer of Crushing
Weak Link
Whip of Electrocution
Wick of Healing
Wig of Static Electricity
Wig of the Medusa
Windmill of Quixote
Windowframe of Illusionary Height
Wingboat of the Zephyr
Wireframe Cat

Xylophone of Bone
 

The following magic items are only in the concept stage and will be written up over time.

Angry Young Hive
Ambrosia( good creature becomes deva, bad becomes devil )
Amulet of Proof against Taxation( requires locate object; detects nearest taxer and gives general indication of direction and distance, gives plus four to hide checks for objects )
Amulet of Uncertainty( uncertainty of an object is inversely proportional to mass)
Armorica of the Sea( performance with additional members summons water creatures )
Arrow of Cloud Grappling( this very light arrow has a steel thread at most 500 m long that can support 200 kg extending behind it, when fired into mist of any kind, even the steam from a large chimney, it holds on )
Bell of Firewomen Summoning( summons fire casting druidess, priestess, sorceress )
Book of Actors( people can be drawn in and stored in book, their picture appears )
Book of Possibilities( actions are written and can be undone )
Book of the Atlantean Library(interesting stories, possibly directions or spells)
Brick of Level Attitude( a brick that is always perpendicular to gravity )
Bucket of Swift Rocks( bucket which stores & fires rocks, bigger rock less hit )
Bullseye Lantern of Shadows( puppet shadows become shade animals )
Button of Monstrous Friendship( button turns into a friendly monster when dispelled)
Candle of Shadows( summons shadows in shadows of the characters )
Carnivorous Chest(hungry chest moves slowly and eats people when they're sleeping)
Carving of the Distracting Peacock( peacock distracts people within ten meters who can see it for a round, unless they make a will save at 16? )
Carving of the Fragile Canary( canary sings a little; but, dies if there is danger in the area, a day later can be brought back to life )
Clay of Prototyping( make items, monsters? by molding them with this clay )
Cloak of the Beast( cloak casts shadow of what the wearer is like, can turn into )
Clockwork Dinosaur( has big chest compartment and head is the cockpit )
Cotton Cloud( clouds mirror the shapes made by this cotton )
Darksand( sand with a five centimeter radius continual darkness on each grain, clump 2 centimeters in radius has 10,000 grains )
Deck of Enemies( This Tarot deck has 78 ebony plaques. The cards start off black with only the text of their names on them. Within a round after a creature's death, the holder can create a link to that creature by tapping the deck. At this point the tarot card that most resembles the creature's temperament links to the creature in its afterlife, the card becoming snapshots of that creature in its new surroundings. If the card is thrown onto the ground, the card burns to a crisp and the creature emerges from the ashes and stays for 13 rounds or until its death. If the creature fails its will save at a difficulty of nineteen, the creature is under control of the summoner, otherwise acts on its own free will. )
Deck of Varied Weaponry( each card in this deck becomes a weapon )
Drum of the Earth( performance with additional members summons earth creatures )
Earring of Future Hearing( earring relays what is going to be said in a round )
Earring of Linked Thinking( bestows juwanism upon wearer and a person )
Eureka Sphere( crystal ball scries??? on person in moment of creativity and has a range of 10,000 km, will tend to only show most creative idea in week, will shock wearer when moment happens, it will keep scrying until he writes or speaks portion of idea or until an hour passes, otherwise scryer will get vague impression of what idea was about )
Flower of Enlightenment( lotus petal tea for wisdom, commune, divination, contact)
Flower of Enthralling( blowing pollen from this flower enthralls creatures in that general direction )
Flute of the Woodlands( calls out to animals in a forest )
Gem of Crystallization( all the faces of an octohedral gem exposed to air grow at a rate of a centimeter per day, since the air can be blocked by putting objects, like carpets, on the faces of the stone, this growth can be guided to form corridors, rooms and windows. The magic works out to a 500 m radius. If the core stone is destroyed, the rest of the crystallization remains; but, stops growing. The gem is made of common, low value polished stone. )
Helm of Channelling( helm has short flared hollow horns sticking out of it, wearer can channel a being with a desired skill or feat once per day of any power, that entity is able to make a contested will check to take control, alignment will be close to that of wearer )
Helm of the Brain( helm is in the shape of a brain, once a day people who have a combined intelligence and wisdom of at least eighteen can voluntarily donate their brainpower to the helm by touching the helm and concentrating for a round, after they do this the helm stores an intelligence of the wearer plus one point of wisdom and intelligence for each donor, to a maximum of six donors, one of which must be the one wearing the helm, the donor's intelligence and wisdom go to three after this donation and stay that way for an hour, this is an enhancement penalty, during that hour anyone with an initial intelligence and wisdom of at least three who wears the helm has its stored intelligence and wisdom score )
Hive of Territorial Termites( hive poisons anyone in radius, brings bones to edge)
Horn of the Doomsayer( this horn can be blown once a month, the blower plus the closest thirteen people who hear it have to make a will save or be afflicted by a curse which manifests in a week )
House of Many Sides( tesseract house )
Incense of Frozen Smoke( incense creates smoke, when the fire is quenched, the smoke freezes, trapping the air along with it; since the smoke is fragile people can slowly force their way through it with strength checks )
Ioun Rock( a rock that circles the head providing some power as well as ruining stealth and perception )
Manufacturing Tree( has brazil, baobab or cocunut? nuts with manufactured wooden items inside )
Maslow's Pyramid( pyramid provides for all simple needs, has crypt in the basement that slowly heals and feeds humanoid inside )
Memory Threads?/Quilt?
Parrot of Bad News( this parrot enlarges and flies when given bad news )
Pebble of the Avalanche( pebble starts avalanches, maybe earthquakes )
Pendulum of True Names( swings in the direction that a true name is spoken )
Portable Well( well with viper that must be fed with food or coin )
Portal of Cunning Monsters( monsters sense through portal, will emerge if easy )
Purse of Holding( small bag of holding which decreases size but not mass, purse with outside size of one liter can store five liters of stuff, up to a mass of twenty kilograms )
Quilt of Memory?/Spellstoring?/Skillstoring?
Rag of Cleaning( brushing rag over wound cures and removes disease )
Rod of Force( rod with a changeable length and constant mass )
Ring of Unhealthy Stamina( cursed ring of extreme stamina, wearer becomes undead )
Robe of Demolition( evocation patches, one of em activates em all )
Room of Mutability( changes furniture and appearance when not looking )
Roulette Wheel of the High Roller( get a bonus to ability, chance of losing soul, this wheel is fair, sometimes enforced by a pit fiend )
Rusted Maiden( rusty iron maiden whose spikes inflict mental diseases )
Sacrificial Lamb( when command word is spoken, lamb shapeshifts into a sullen, passive, intelligence and wisdom 3 version of the person touched which lasts for a week, when burned this homoculus leaves almost no ashes )
Seed of the Bamboo Grove( grove with underground tunnels )
Seed of the Sycamore Tree( sycamore tree attracts helpful dryad )
Shawl of Abstract Animals(abstract animal paintings,trace to summon,many jst appr)
Shield of Impulse( can shield bash effectively and kind of fly )
Silk Rockoon( silk bag which inflates into flaming sphere powered rockoon )
Skates of Any Terrain( skate over any terrain; roughness matters, friction don't )
Supplement of Longevity( adds two years to lifespan after one year of use, plus one day per month of use )
Supplement of Somnoscrying( after one month, while continuing to take supplement dreamer astral projects every night, one in six chance of conscious travel as zero level caster )
Tail of Asmodeus( snap on tail with poison and other desirable features )
Tape of Immoveability( tape can not be moved once out of the roll of tape )
Tapistry of Psychedelic Threads(Lantern of Psychedelia?)( watchers get odd perception, precog, seeing snd, ethereal, alternate possibilities, transparent walls, seeing auras )
Tinkertoy of Curiosity( this tinkertoy is a marvellously crafted shimmering stucture that continually changes its form, a being with a godlike perception can see that its material component is just the tip of an artistic iceberg overlapping several planes. should someone possess this object for more than a week, this toy adapts to its owner, its art playing off the owner's soul and attracting the notice of a powerful entity. There is a four in twelve chance that the alignment of this entity is the same as that of the owner otherwise it is random. The entity is far beyond the ken of the owner and will tend to affect the owner in subtle ways according to its nature. )
Tower of Babel( tower keeps rising, can create new languages )
Tower of Escher( people who don't understand keep going down, in circles )
Treant Locus( a tree whose every leaf is a scrying surface to a treant )
Trophy of Ben Hur( improved chariot racing, become hateful while doing so )
Wand of Heavy Objects(creates random heavy objects of about 500kg, like a safe or a piano, at any location within 20m)
Window of Lively Sight( sees only living being and matter close to them, can be used to spot ships in the distance )
Yarn of Incredible Tales( yarn has tales and as it is spun an unbelievable story seems real and comes to life, can make incredible story seem real and can project image of story, needs modify memory or some other bard only spell )
Zen Tree(bonsai oak tree gives gardener after an hour their gardening skill as an enhancement bonus to a mental skill, it takes a month to adapt to a new locale if it is moved and every century it has a one in two chance of dying )
 

The following spells are only in the concept stage and will be written up after most of the magic items are written up.

Absentmindedness( forgets to do anything one round in two at random )
Acadamania( can only cast a spell, use a feat or skill once )
Accident( 3rd level, will save, lasts hour / level or until triggered; whenever victim has to make a check for some kind of physical misfortune, such as when using balance, climbing, jumping, riding; such as stay in saddle, soft fall & leap, tumbling, they get a minus six to that check )
Adapt( attributes and body changes moderately to fit environment )
Adventuritis( 3rd bard, causes victim to want to go on an adventure or join a high risk scheme )
Airweight( reduces density to that of air )
Animate Ground( ground does quickly on purpose what usually takes millenia )
Arboreal Guardian( Druid 4, plant tree, that tree will become a treant once when druid calls or when tree, with a wisdom of fourteen, decides it is time to act, will stay as a treat for a day; can have as many guardians at one time as points of charisma )
Arc Weld( wizard 4, conical blast of microwaves causes arcs to form on metal, welding like to like, which stiffens metal armor, binds metal locks, etc... reflex save to avoid area of effect )
Armory( conjure one use items like oil flask, acid, holy water, etc... )
Arrogant Dismissal( dismiss weak creature easily )
Astroeyes( see far stars and astrally at the end of the spell )
Behold( illusion that holds the attention of people in an area for a short time )
Betrayal( follower tuns against leader )
Beyond this Horizon( atmosphere refracts to give glimpses of far off scenes on the horizon )
Big Lie( make people believe a completely unlikely lie )
Black Ice( improved grease, ground is harder and stays till ice melts )
Blend( 1st wizard, improved hide, target gets plus ten on hide checks when moving, is in invisible when stationary against a static background )
Blind Invisibility(1st wizard, affects caster only, covers sight only, caster can not see while this spell is operating, concentration must be maintained to keep spell, casting another spell or attacking breaks spell)
Body of Light
Bonfire(Druid 6, attracts burnable substances from surroundings, then lights them, at higher levels uproots trees and other attached objects)
Bottomless Pit( makes a really, really deep pit )
Bovinity( creatures in a radius who fail will save act like cows, they are placid and can be herded, something like confusion)
Braingeyser( gives to allies spells which they can cast or discard )
Bloom( Druid spell takes a turn to cast, any plant that would bloom or bear fruit within three months does so now, this takes stored energy from the plant so does not enable a plant to bear an enormous amount of fruit over a few weeks and is ineffective on the same plant for a year )
Borrow( gives temporary stats or hit points, but loses double at the end of the spell for a day )
Break the Silence( bard 2nd wiz 3rd, enchantment, next time within one hour per level of the caster that the victim is in a situation where silence is necessary or desired, the victim has to make a will save or speak one word, probably appropriate to the situation; but, still unwanted )
Brittleness( reduces hardness of metals and stone to one )
Brothers in Arms( cleric 5th, summons priests of same ethos as caster for one day whose levels add up to half that of the caster )
Bubble Bath( foams water so only boats can float, lesser on ground )
Bungee Cloud( 2 druid, 3 wizard; brings a cloud within twelve kilometers to ground, solidifies it, at which point it drifts back up again, at end of spell or when caster wishes, the cloud goes straight down and revert to mist form and rises back to where it was )
Buoyant Air( air gets the density of water, keeping its old viscosity )
Butcher( 7th wiz/sor, cut up, cook and package victim into courses and hors d'oeuvre )
Cacophony( loud noises mean no one can hear anything in a large radius )
Cage Match( traps people in a cage and enrages them )
Carbonate Water( lowers density of water and suffocates slightly )
Carbovore( 2nd level wizard, can eat any carbon containing material for food, has to be broken into bite size chunks, spell does not give ability to eat through oak door for instance )
Celestial Magnification( 9th druid/mage, magnifies a celestial body by a factor of two, increasing its area by a factor of four, should this be used on the sun, the temperature of the area increases by sqrt(2) after a while, bringing 300K to 420K(147C), lasts for a minute / level? )
Chains of Addiction( indulge your addiction even in battle )
Chaotic Ability( add d20 - d20 to an ability score, minimum of one? )
Channel Lightly( partially channels another person who is dead into the caster's body. The caster gets a skill, a feat or a base attack. The difference in levels + d12 + number of abilities a character wants determines how long the caster has to rest afterwards, while resting, the character can only speak and walk. The character also has to make a will save against the power difference or the person can if she chooses, possess the caster. )
Coincidence( meet people more likely than chance )
Command Logic( 4th bard / mage, find the leader by examining subordinates )
Command Perspective( 3rd bard, target realizes how petty they are compared to their commander)
Concealed Youth( brings youth; but, keeps old appearance )
Conjure Ushers( ushers attack anyone who speaks, for casting or whatever reason )
Contagious Confusion( confusion that spreads from person to person )
Contagious Conjuritis( conjuritis that spreads slowly between spellcasters )
Contingent Gift( gift teleported when condition is fulfilled )
Convenient Bonus( plus two attribute bonus when you need it )
Corrode( 7th druid, non magical ferrous metal in an area rusts away, becoming completely unusable )
Corruption( 6th bard / 7th cleric chaos sphere, make morally wrong choice in ambiguous situation )
Crashportation( 2nd wizard transmutation, travels up to 100 m / level in a round, the spell lessens; but, does not elimated the crash, crash force is equal to falling 3 m / level, normally causing damage of d6 / 3m; tumbling, feather fall or other means of reducing falling damage can be used to reduce the damage the crash )
Creakiness( 0th wizard transmutation, lasts for 1 hour / level or until used, makes one moving part creak loudly the first time it is moved, this can be a door, window, drawer or even a floorboard, from alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly up to 180 feet away. The ringing lasts for 1 round. Creatures within a silence spell cannot hear the ringing. )
Cruising for a Bruising( 4th bard / 5th mage, doubles the chance of a random encounter if the caster is alone or leading a group, somehow controlling the voyage, this works for wandering monsters or parties, also if say two groups in an area are trying to find and each other, the encounters are doubled whether they are for good or ill )
Dark Color( this 3rd? level spell is similar to darkness but darkens a color, one color per level of the caster, available colors are infra red, red, orange, yello, green, blue, indigo, violet, ultraviolet, xray )
Decision Message( sends message when a decision is given )
Destination Doom( teleports creature to dangerous, nightmarish place for it )
Detachability( remove body parts and they will function for a while on their own )
Devil's Own Grandmother( makes inaminate objects fail, object gets a save bonus according to its value, plus one for every factor of 10, so + 1 for a 10 gp object, +2 for a 100 gp object, etc... )
Disarmament( those not under attack throw their weapons away )
Disguise Other( disguises victim to other people )
Distress Sale( 5th wiz, caster sells something important to him in return for a limited wish, typical sales items are limbs, permanent point of ability loss, permanent level loss )
Dog Ear( target gains ability to hear ultrasound )
Domino( people fall into each other )
Doom and Gloom( people are less likely to hit and a fumble is disastrous )
Dream Attractor( make attractive place on dream plane where people can congrgrate)
Dream Vista( give a vague overview of an area, either a location or a projection or speculation, this view is not detailed enough to see people )
Dreamrun( polymorph dream self to running ethereal animal, save to avoid damage )
Dressed to Kill( 3rd bard, personal effect, target be wearing clothes worth at least 1000 gp and have a charisma of at least 16 for this to work, creatures in line of sight of target have to make a will save or they are distracted, fumbling on a miss whenever they naturally roll five or lower )
Driftwood( 4th druid / mage, wanted objects float and drift to caster at edge of water )
Drunken Walk( random walk which slowly drifts towards a target )
Dying Breath( 1st cleric, caster has to have taken at least half hit points damage to cast spell, acts as bestow curse. Caster rolls d10, the result is the number of negative hit points the caster is left with and the bonus to the difficulty of the will save )
Earthsurf( ground starts rolling like water in a storm )
Earthswirl( 6th? druid, ground starts twisting in a large radius, returns afterwards )
Earthwalk( walk like xorn )
Eddies of Gravity( strength and direction of gravity acts randomly )
Elemental Body( body becomes one element from the periodic table )
Elemental Furnishings( terrain becomes furniture and one rock of the caster's choice is heated )
Elevate Terrain( raise or lower terrain in a small area by a large amount )
Energize? Ley Line( spells are a caster level higher within ten meters of a point on a ley line, spell requires a large amount of uranium to start, can be sustained by smaller amount of uranium per day, ley lines cover one part in hundred of earth, ley lines are assumed to be a kilometer wide )
Energize? Ley Nexus( spells are three caster levels higher within ten meters of a point on a ley nexus, spell requires a large amount of uranium to start, can be sustained by smaller amount of uranium per day, ley nexi? are where three or more ley lines meet & cover one part in million of earth, ley lines are assumed to be a kilometer wide )
Energize? Ley Node( spells are two caster levels higher within ten meters of a point on a ley node, spell requires a large amount of uranium to start, can be sustained by smaller amount of uranium per day, ley nodes are where two or more ley lines meet & cover one part in ten thousand of earth, ley lines are assumed to be a kilometer wide )
Enter the Peasant( 1st bard, summons an angry, loud, foolhardy peasant with three hit points and not much else who will immediately attack the closest enemy of the caster )
Escape Life( 8th necromancy, makes creature undead needs fortitude save to resist )
Ethereal Element( specific element becomes ethereal )
Ethereal Peace( become ethereal, might not come back )
Ethereal Wave( wave of transition flows slowly, living creatures in it are ethereal for a round if they want to be, otherwise fortitude/will save at fifteen, their possesions go into stasis, they return to within their possesions if they don't move more than a meter while ethereal, good for mass prison escapes, although most escapees will have to escape naked )
Evolve( attributes and body changes drastically to fit environment )
Exalted Entrance( full round 3rd bard, target must strut for a full round as well, gets temporary hit points plus morale bonus to hit and morale penalty to be hit by whoever fails their will save )
Expect the Unexpected( get a chance to stop just before running into unexpected )
Extrapolate( guesses next words from a partial text or chart )
Facsimile( creates replica of object )
False Evoker( creates illusionary evoker firing real lightning bolt )
Farspeak( Bard 2 / Wizard 3, speak at a distance to a defined locale, not a creature but rather an area, similar to clairaudience )
Fantasia for Oxy Acetylene Torches
Fashion Police( forcibly remove types of clothing, killing wearer if necessary )
Final Insult( taunt )
Fireform( become a flame, travel along a fire, revert when fire goes out )
Flash Flood( intense rain in a five kilometer radius for ten minutes )
Fleetflight?( fly faster if concentrating on flight )
Float( floats an object or creature in water whether they like it or not )
Fly Object( gives ability to fly to object, control it without concentration )
Fog Filled with Foulness ( 3rd mage or 2nd druid, people have to save each round to see if they are temporarily incapacited by the stink )
Foolhardiness( makes subject ignore danger )
Foolish Pride( thieves and maybe mages attack openly )
Frantic( random improved haste, subject might have an extra action )
Freeze Frame( projects the illusion that people in a radius aren't acting )
Glide( fly downwards )
Globe of Still Air( air doesn't move inside this globe )
Glorious Finale( temporary hit points that become negative at end of duration )
Godspeed( triple expeditious retreat )
Go Manual( attack with unarmed hand )
Gravotractor( everything in a ray falls towards caster at one gravity )
Greennet( awakened trees can communicate )
Ground to Gum( transforms ground to sticky gum )
Guns, Guns, Guns( conjure guns and cannons )
Hackles( makes people around area/target? angry, shifting all reactions a step towards hostile )
Hard Ice( ice as hard as stone takes a long time to melt )
Healing Cloud( cloud cures / causes wounds to good / evil? people in area )
Hearing the Center( subject can act without seeing )
Heavy Weaponry( makes weapons heavier, harder to wield and lift )
Here Comes the Cheese( 9th level, cast personal spells on others )
Hesitate( slow initiative for a round )
Homesickness( inflicts greater damage the farther away they are from home )
Hundred Handed Fist( deals as many unarmed attacks as caster levels )
Hush( 1st cleric spell, weak silence, quiet in a 5 m radius )
Hydrogen Form( becomes a floating gas, explode as fireball if ignited )
Hydrophobia( target repels water, will float about two meters above water )
Ice Sculpture( conjure ice in a rough sculpture shape )
Ignore
Ill Wind( wind tries to spread fire, overturn ships and flood areas )
Illusionary Allies( creates fifth shadow allies )
Illusionary Charge( charge full of sound and fury signifying nothing )
Illusionary Invulnerability( target seems to be invulnerable, until he falls )
Illusionary Speed( gets there earlier or later than you'd think )
Image Delay( person is invisible, their image following behind them )
Impending Doom( Brd 6, Wiz 6; range touch, will save or suffer nightmares for a week, these cause d6 points of damage, leave the subject tired out & unable to regain arcane spells; at the end of that time, a final nightmare with a creature of a challenge rating three lower than that the victim dreads, show the victim defeat this creature, the spell ends, should the victim evade the creature, he gets another will save, success means the spell ends, failure means another nightmare, should the victim be killed, must make will save or die, either way the spell ends, on this active night the victim does not take nightmare damage and is able to regain spells the next morning, dispel evil or dispel magic ends the spell )
Improved Volley( bounces items and multiplies them? )
Indulgence( enchant victim to pay for false atonement )
Inertia's Edge( caster can shift right angle change direction four times a round )
Inflation( Wiz 4?, transformation, halves value of gems, jewelry and coins by converting them into lower value versions )
Intelligentsia( summons knowledge experts )
Indistinguishability( makes all party members look the same )
Inflated Space( makes extradimesional space that can be larger by being slower )
Inner Scent( people in a radius smell of their alignment, low smell check misses everything, higher gets good / evil, higher still gets alignment, animals get bonus on smell check, LG=roses, ng=camomile, cg=lilac, ln=oak, N=lotus, CN=wildflowers, LE=brimstone, ne=putrefaction, CE=ozone )
Insolence( person laughs at orders, might rebel )
Interchangable Parts( exchange body parts with willing target )
Inversion( left to right of person is exchanged, they need left handed food )
Invite Legend( 6th bard, invite legend to plane / world, legend has to be in top fifty of her field, magic, science, art, politics, adventure, legend returns to home on death or at will, requires people as material components; they might die )
Invoke Indigo Vortex( 9th mage, an indigo vortex appears next to a random adventurer in the multiverse, the vortex opens for one round and connects to another random point in the multiverse with a similar atmosphere, the caster can not control the vortex or see it or even know where it opens at the time of casting, he will see the results in a dream the next time he sleeps )
Join the Mists( go into legend, to be called again in time of great need )
Karmic Slingshot( 5th divination bard/priest, target aims for a goal and caster divines appropriate quests or life changes that will change the target's karma so that the goal happens to him )
Latent Message( bestows a message of up to twenty five words in length by whispering silently into the target's ear. When the condition of the message is fulfilled, the target 'remembers' what the caster said, until then the target has no idea what the caster spoke. Similar to magic mouth. )
Leap( huge jump )
Leap of Time( when target jumps over a bodylength of distance, he leaps forward in time as well, about 1 round per meter of extra jump length )
Legendary Visage( draw face of legendary person )
Letterless( 1st bard, wiz enchantment, victim can not say a certain letter )
Letterless Zone( 3rd bard, wiz enchantment, victims can not say a certain letter in a certain radius around an object )
Light Sphere( creates five centimeter light sphere which glows with a dim light, when it is crushed or thrown against a hard surface all the light is released at once in a ten meter radius sphere, people have to make a reflex save or be blinded, 2nd wizard )
Lightning Web( creates fine carbon web, anything that touches gets zapped )
Little Wing( 1st wizard, polymorphs arms or wings into small wings that permit glide ratio of a flying squirrel )
Live Steam( steam elemental runs amok )
Loud Word( 2nd bard charm, duration is one turn per level, when target says chosen word, if the target fails a will save he shouts that word, whether he saves or not the spell then dissipates )
Low Sun( creates illusion of sunrise or sunset )
Lucky Day( flip to see if day will have morale bonus or penalty )
Lunalignment(alignment becomes chaotic at the full moon and lawful at the new moon)
Lynchmob
Machineshape
Malnourish( gives effects of malnourishment to victim )
Man of Magnesium( 2nd level wizard, humanoid burns brightly, taking 3 points of damage per round, anyone within 1 meter also takes three points of damage per round, people within 3 meters can not look in his direction, lights up 100 m radius, person is visible for 10 km during day and 1,000 km at night )
Marsh Gas( lowers density of water, suffocates slightly and is explosive )
Massiveness( gives object a great mass while not changing the weight )
Mass Levitate( levitate many )
Mass Procrastinate( 6th wizard, slow getting up and walking by a quarter, lasts four hours per level/four )
Mass Reduce( reduce many )
Meddler( find and hear people making decisions )
Meteor Mating Call( call a meteor )
Metronome( all actions fall on one segment in a round )
Micro Creation( like major creation but tiny detailed objects )
Mind Leap( the caster and target have the option of leaping into the other's mind, when the mind is away the body is sleeping and is under the equivalent of a mind blank spell, in the other mind the leaping mind can only speak and can be ignored or banished, should it be banished it spends a day in limbo then returns to its body. Should the body die while the mind is with someone else, the mind degrades at one point of intelligence, wisdom and charisma a day, when an ability reaches zero the mind dies as well. Otherwise the spell lasts for a day per level. )
Mirror Body( inverts body so he can't eat )
Misdeath( damages target; but, they don't notice )
Misfire( makes missile weapons fumble disastrously )
Missile Return( missiles return to attacker )
Moat( creates a water filled moat )
Motivate( geas with payment in magical escrow )
Mow( wiz 4th, cuts down vertical vegetable matter with a diamter smaller than ten centimeters, above twelth stone, above eighteenth iron )
Mud to Asphalt( transforms mud to asphalt )
Musical Being( become a series of notes, appear when they are played )
Mutate( change attributes and body type randomly )
Net of Iron( like wall; but, has opening for a specific size of creature )
Obscuritis( says and writes things so obscurely he can not be understood )
Odylic Doom( adds spell energy to target, when sufficient spells are in there all spells go off )
Oxygenate( increased oxygen in an area, extra endurance, flammability & healing )
Partial Polymorphing( polymorph only part of a person )
Pawn Sacrifice( bring hit dice to twelve temporarily )
Peace on Earth( creatures can't attack )
Persuade Missile( 1 Bard, wizard: persuades missile to attack the caster's preferred target instead of what it was aimed at, a person firing a missile gets a will to avoid this effect, inanimate shooters, like dart traps, do not; missile fires at the same to hit and damage roll of the shooter )
Phantom Footfall( sounds like someone unseen is following )
Phantom Storm( brings real storm while maintaining a normal sky )
Phantom Tone( vibrates and breaks fragile objects without a sound )
Photovore( 3nd level wizard, can sustain with a bit of anything plus sunlight )
Plant Item( plant an item in a place even if enclosed )
Porcelain( body has damage resistance; but, becomes brittle )
Precious Gravity( makes heavy metals heavier still )
Predict Sky( predicts aurora, meteors, comets, eclipses )
Procrastinate( 3rd wizard, slow getting up and walking by a quarter, lasts four hours per level/four )
Puff( 2nd wizard, low power gust of wind, creates a vortex ring such as that from a mecanical vortex maker )
Pyrolisis( 7th wizard, fortitude save, turns victim to methanol )
Quantum Levitation( levitates in three meter instantaneous jumps )
Quicksand( turn soil into a quicksand )
Ragdoll( 2nd cleric / wizard, make bones flexible, lowers strength by four, take half bludgeoning damage, lasts hour / level? )
Raise Dwelling( levitate structure for a long time )
Reconstruct( improved mend, needs eleven twelfths to renew )
Reinforce Mist( increases strength of mist to that of soft foam )
Resonant Voice( 2nd bard, caster sounds like he is speaking in an echoing cavern and gets +5 bonus to intimidate; 3rd greater resonant voice, if caster holds note sound builds and becomes a deafening shout, if perform check is above fifteen, the difference is the damage and creatures in area have to save or be deafened and knocked down, this use ends the spell, otherwise spell lasts 1 round per level )
Reveal Magic( iconographic display of all active spells )
Reveal Painting( painting revealed when condition is fulfilled | reveals previous)
Reverse Momemtum( reverses momemtum of objects lighter than fifty kilograms )
Rickety( weakens key parts of structure, making it easy to topple )
Rock Hut( tunnel a dwelling into a preexisting rock )
Rogue Wave( waves converge out of everywhere to form one devastating wave )
Root( 1st wizard, polymorphs legs into roots, anchoring target in ground )
Running Water( glob of water runs around the battlefield butting people )
Sade's Exquisite Pleasure & Pain( feel pleasure, than come down hard )
Sandform( turn into grains of sand, can be blown with the wind or move like dune )
School's Out( a school of magic can not be cast into an area )
Scream of the Squirrel( target gains ability to scream in the ultrasonic, scaring dogs and bats )
Seething Rebel( attacks next person who commands him )
See Wind( see the wind direction and strength everywhere )
See ya Later( puts victim into the future )
Sheet Mist( horizontal thin sheet of mist, e.g. can only blind large creatures )
Shocking Knuckles( 2nd wiz transmutation, arcs leap from knuckle to knuckle of target, knuckles of the target become electrified, every hit from a fist does an extra d6 of electrical damage, lasts for one round/level )
Slick Trail( path behind person becomes greasy )
Slimewave( grease plus person becomes greased and slimy )
Slow Sound( the speed of sound becomes that of a running medium humanoid, spell power equivalent to haste, two rounds per level? )
Slow Water( water slows to almost motionless, as hard as balsa wood )
Sluggish Air( movement is half speed, missile weapons are unusable )
Smoke Cloud( cloud is big up in air or concentrated on ground, follows victim )
Snaky Stretch( arms turn into ten meter long, slightly venomous snakes, can see through eyes of snake with low resolution )
Snarkiness( 1st bard one round per level, victim is coldly sarcastic, says the opposite of what he means the first round this spell is triggered and a one in two chance each round thereafter )
Snowfall( huge amount of snow falls, drifting over everything )
Snowflake Solution( creates number of snowflakes equal to answer )
Snow Sculpture( conjure snow in a rough sculpture shape )
Soap Bubble of Unusual Toughness( a wall with one hit point and damage reduction )
Soft Ground( make ground as soft as a deep mattress )
Softness( reduces hardness of a substance or creature )
Smirk of Success( 2nd bard, 3rd wizard illusion, makes it appear that the caster is extremely powerful and confident, caster feels very little pain and wounds all seem to be minor )
Space Barrier( creates a wide vacuum wall in a small space )
Spam Assault( overwhelms organization with useless messages )
Sphere of Invisibility(2nd wizard, creates a shere which is bends light around anything inside, people inside can not see outside, sphere is immobile, lasts concentration, heightened lasts hour/level)
Spillgraph( 3rd?, visual magic mouth, stuff in a container, like sand, leaves, seeds, even water, spills out to form an image when a triggering condition is met, i week per level, 25 five words of text max or simple picture )
Split Presence( 6th wizard, teleport to an area and thereafter each round flip a coin to see if you are where at your destination or beginning, otherwise like 5th teleport )
Sprint( 2nd level expeditious retreat, also gives runner ability to try to go through walls, runner has to make a fortitude save versus wall material hardness plus thickness / 5 cm, should runner fail, spell ends )
Sponge bath( sponges descend on area, strip people of their clothes and armor, have to succeed at a reflex save plus raw armor class bonus to avoid effect and wash them for a round, giving them a plus four bonus to disease checks for the next day )
Stagefright( when victim nexts speaks to a crowd, they are afraid )
Starch( ranged touch attack hardens clothes, causes wearer to trip, fumble )
State of Grace( better sanctuary, attacker retries each round, area attack banned)
Steam Jet( jet of steam comes from off hand )
Stonehead( head becomes a blunt stone weapon and gains damage reduction )
Stone Tunnel( creates a stone tunnel with several exits )
Stroke of Genius( 7th, sacrifice magic item to create a bolt of lightning that strikes at any up to d6 or d12 beings with an intelligence or wisdom of at least 13, does damage and gives insight )
Stroke of Midnight( creates time in an area at midnight )
Stumpy( shortens legs, slowing movement )
Surrealistic Drive( 7th illusion, 1 turn per level, creates a surreal looking carriage that the people within have to believe in to let it carry them. Should they fall unconscious or decide not to believe in their transport, it no longer exists for them and they fall out of it into their environment. Should someone who continues to believe in it want to catch an unconscious or dead person at they moment they are no longer able to conciously believe, they have to succeed at a reflex save. The vehicles available are: giant platypus, can carry seven medium sized humanoids move like a fish underwater and above water, creatures within are dry and have air. large winged sailing vessel, can carry sixty medium sized humanoids move like a large galley, stretch giraffe has thirty meter long legs, carries seven, mole tunnels slowly through sand and mud, slower through clay, carries seven, elephegasus flies and carries four, turtle rocket goes to one location & carries seven, duration is a turn per level; if you let the drive be random duration is doubled )
Swap Heads( 6th wizard transformation, caster and target swap heads )
Take Two( retry action )
Tar and Feather( instantaneously turns clothes into flammable tar and feathers )
Telegraphiti( puts grafiti in distant places )
Teleport Deeply( forms an air pocket underneath and teleports there )
Temporal Instability( creates area where creatures are slowed, hasted and pushed into the future )
Tesla's Electrifying Transformation( turns into ball lightning )
Thread the Needle( ignore cover and therefore fire into melee safely )
Through Rock(look through rock into its past, sort of turns rock into slowglass )
Thunder Voice( loud voice in a cone, does d6 damage, deafens, heard for 20km )
Tilted Gravity( gravity pulls sideways or in a circle )
Time Shove( randomly shoves creatures in an area into the future )
Time Wind( creatures in an area have to succeed at a strength check or be blown into future, i dunno if you should be able to walk against wind )
Toolshape( polymorph into an inanimate object )
Toughen Ice( increases melting point to forty degrees, hardness increases to 2 )
Tragic Invocation( caster goes to the edge of death, then leaps beyond, for the next round he has +6 int / cha / caster level, there is a one in two chance that he dies irrevocably because of massive aging, if aging does not kill him or some other cheese, the spell does nothing )
Transmutamania
Tunnel Vision( get plusses to hit one target, oblivious to others )
Turbulence( downdrafts and microbursts make flight hazardous in an area )
Twisted Meaning( reverses or obscures a speech )
Undead Rebellion( undead rise up against their controllers and rampage )
Unholy Workmanship( create undead animated crafted bone items )
Unify( unify two creatures )
Unleash Ferocity( enrages placid creatures )
Unseen Animation( inanimate object moves when no one is looking at it )
Unseen Targets/Victims?( destructive force goes everywhere but where visibles are)
Vaccinate( immunize creature against disease, might kill it later )
Vehicular Invisibility( 3rd wizard/bard, creature becomes invisible to another when something blocks their line of sight )
Via Carenedos( see ya later sucker, jump forward in time or push someone else )
Voodootown( takes a day to cast, the mage must form a model of the town, when that model is damaged, an equivalent accident happens to the city, the dwelling gets a save )
Wall of Bamboo( creates a wall of tall bamboo plants )
Wall of Etherealness( anyone who touches the wall becomes ethereal )
Wall of Morality( 6th wizard, wall of force only lets through chaotic, lawful, good, evil creatures )
Wall of Sandbags( creates a wall of sandbags )
Wall of Warped Space( 6th wizard, creates a spherical wall of additional space, this can only be done if the wall only cuts through water, air or vacuum, therefore this spell is only really useful for creatures in water, air or space, the radius of the effect is one meter per level, the additional space has a depth of one hundred meters per level. To explain the nature of this additional space by analogy, in a two dimensional world, the space thus added would be in the form of an addition of the world sheet shaped as a cylinder going down then back up. Because of the nature of this additional space, its circumference is everywhere equal to the circumference of the wall itself, therefore travel around the space is quick; but, that path stays the same distance from the center of the wall. When the wall is created, air or water is conjured if necessary to fill the additional space. When the spell ends, that extra material disappears if it is not held by a creature. The spell lasts for a minute / level, creatures can avoid entrapment with a successful reflex save. )
Waterspout( waterspout has diameter, lifts ship caster can move it )
Weak Magic Field( weakens magic in an area by two thirds )
Wheel( 2nd wizard, polymorphs legs into wheels, target can move twice normal speed on flat land, loses four points of armor class )
Whiff of Grapeshot( fires thirty small iron balls in a general direction )
Wimp Summoning( summon weak monsters plus a thief )
Wind Ring( toroid of wind enabling stationary skydiving for a group )
Wind Tunnel( tunnel of wind which blows people between two places )
Witticism
Zero Sphere( create a zone with weak choosable gravity and no wind )
Zone of Slow Light( slows light in area by a factor of a trillion aka slow glass )
Zone of Smallness( 6 wizard, everything in this zone is reduced in size by a factor of twelve and reduced in mass by a factor of one thousand seven hundred and twenty eight, when people exit zone they revert to their original size )
 

Dragons

Iron?
Lead
Magma
Rust
Turquoise
Helium

A related game system, with a new world and rules is being developed.
 
 

Feedback   Free Electronic Nation Home   Game   GNU Free Documentation License