Yet More Magic Words

I gotta stay in practice, yo. If you’re unfamiliar with what’s happening here you can read the original system proposition. I also wrote not one, but two previous magic word lists similar to this one. Also, it’s relevant that I’ve actually been playtesting this idea in my current campaign. It’s going really well, and at present it seems likely that this will become a permanent fixture of my gaming. Most successful house rule I’ve ever written. Doctor Faustus







Fourth Tomorrow

A spell that can be cast instantaneously, without any of the normal gestures or verbalization which would normally reveal spellcasting to foes. The caster disappears into a state of non-existence which lasts four days. 96 hours later they will reappear exactly where they were when the spell was cast. To them it will seem as though only an instant has passed.

If the space they would reappear in is already occupied, the spell jerks them towards the nearest unoccupied space. The caster takes 1d6 damage for every 5′ they have to be dragged.

Wild Tomorrow

A ritual spell used to create a circle 15’ in diameter. A map is placed in the center of the circle with a drop of blood on the caster’s desired destination. Anyone who sleeps within this circle will enter a shared dream for 8 hours. There they will be tested together by a mysterious being called The Blue Coachman. The test will usually take the form of a maze which they must reach the center of before the 8 hours are up. There is no penalty for dying within the dream, though you will spend the rest of the dream in a black void, and wake up with a headache. When the dream ends, the characters awake.

If they were successful, they will appear in a convenient location at the planned destination. If they were not, The Blue Coachman will leave them wherever he finds the most amusing. Perhaps in the middle of a desert, or on a solitary island. He might still take you where you wanted to go, but will place you in the most inconvenient spot he can find. Perhaps right into chains in the dungeon beneath your foe’s castle, or in a deep gorge that is about to be flooded.

Tomorrow Tree

A spell which causes a tree to grow to its full maturity in a single night, even if it is only a recently planted seed in the ground. This growth happens along the natural course the tree would have taken, assuming it received ample sunlight, water, and fertilizer. It will typically grow around barriers, rather than pushing through them.

The caster must sleep for 8 hours during the night for the tree to grow. But other characters can remain awake to watch the tree, and may attempt to guide its growth through pruning and bending if they wish.

Tomorrow Slash

A subtle spell. It may be cast quietly in private, and is activated in one of two ways. Either the caster must touch the target’s clothing, or they must momentarily draw their target’s attention to themselves.

20 + 1d6 hours later, the target takes 2d8 damage. Save versus Magic for half. The spell leaves a dagger wound on the body.

The Wild Four

Summons four revelers. They appear from around the nearest corner and jubilantly approach the caster. They cheer the caster’s name, they dance, and they drink. They always seem to have whatever celebratory accouterments they need, though they’re unable to give any of it to anyone else. (For example, they’ve always got a beer in their hand, but if asked to give you one, they can’t do so unless there is real beer nearby).

People who see the revelers will be enticed to join in the party. No save is required, but unless they have some reason not to party (such as being on guard duty), they’ll probably join in for at least an hour or so.

The wild four will continue to party until the caster is so exhausted that he falls into an 8 hour sleep. They will then dance off into the night, and disappear once they’re out of everyone’s hearing.

Four Trees

A one hour ritual spell which causes an apple tree to grow 10’ to the north of the caster, a fig tree to grow 10’ to the east, a pineapple tree to grow 10’ to the south, and a cherry tree to grow 10’ to the west. The trees will reach full bloom at the end of 1 hour, with ample fruit, regardless of environment. They will persist in this state for as long as the caster concentrates, producing new fruit every hour. Once the caster stops concentrating, the trees will become subject to whatever environmental and climate conditions they are in, and either flourish or decay in real time.

Four Slash

A touch-range spell that can be cast on any friendly target. On the target’s next turn, they can make 4 separate melee attacks. They can move up to 10′ between the attacks, and these 10′ steps do not count as part of the caster’s movement.

This spell is unique in that it has only a 2-in-6 chance of failure if cast within an anti-magic field.

Wild Tree

In an instant, a target tree that is touched by the caster grows to twice its current size. The caster may direct the trees growth, causing it to form a bridge, or a barrier, or to crash through a nearby structure. The cater cannot direct the tree to grow in a way that will cause it to come crashing down under its own weight. 

Wild Slash

A single target within the caster’s line of sight must save versus Magic or be cursed. In any round where the victim of the curse makes a melee attack, their armor class is reduced by 1d6 for that round.

Tree Slash

When cast on a tree, that tree will sense vibrations in the earth using its roots. Anyone who approaches within 15′ of the tree will be attacked by swinging branches. They must save versus Breath or be struck for 1d6 damage each round.

The tree is indiscriminate in who it targets. Not even the caster is safe.

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