MAKE YOUR OWN SPELL MACHINE

Hello connoisseur of refined magicry and delighted hocuspocus.

Today I , Sir Shwartzshmugulus the Almighty present you a Wonder like no other. The one and only

MAGIC MACHINE OF MAKING MAGIC

A small blackboard inscribed in glowing iridescent runes asks you to insert 50 gold pieces to make your own spell.

The process of making magic is easy and feels like cuddling with puppies, while an angelic choir is singing about your adventures:

First, you need to determine your spell’s ELEMENT. To do this crank the red lever ( roll 1d100) and pick one of the two ELEMENTs shown. For an additional fee of 10 gold pieces you may crank the red lever a second time, combine both ELEMENTs if you do so. Your spell’s ELEMENT tells you the general type of effect it has. Fire element spells can burn or give warmth. Greed element spells can give you money, but also take away your riches. Wind element spells push and blow but can also make you fast, or let you fly. You get it.

Now give your spell a FORM. To do this crank the blue lever ( roll 1d100). Your spell’s FORM informs you about the spells area of effect,range,casting time, targets and general form of application. A spell in the form of a Haunting will apply sometime in the target’s future. A spell in the form of an Intervention can be cast immediately. A spell in the form of a Feeling applies to the targets emotions. A spell in the form of a Ritual takes some time and preparation to cast. ETC.

1d100 ELEMENTELEMENTFORM
1.TempestFireBlast
2.GriefMushroomHaunting
3.AnguishSoulIntervention
4.BondUnboundSeal
5.InsanityLightBolt
6.TreacheryDreamCurse
7.DiseaseEmeraldFeeling
8.GrudgeThoughtBoon
9.GreedPainRite
10.VengeanceTriumphPact
11.MothMasteryRitual
12.DeceptionVigorSpray
13.PurityBloodExplosion
14.VoidWillRune
15.FaithHateCommand
16.FortunePowerHelix
17.TemptationPearlBurst
18.LightningCalmTornado
19.DeliriumIceSigil
20.StenchAetherOrdeal
21.GhostWrathVolley
22.OblivionTwilightIllusion
23.MaladyAcheMastery
24.HonorCurseNeedle
25.TormentStoneRing
26.MagicConscienceOrb
27.SteamOpulenceKick
28.VaporFictionStrike
29.StanceWaterCone
30.IronMiseryMeteor
31.SlumberCloudTransformation
32.IlluminatePlentyMutation
33.WindForceEruption
34.LustCoralForm
35.StrengthPeaceChain
36.HarmonyGrowthBlow
37.GoldBaneRift
38.VioletHealingTransfusion
39.DarkTruthGaze
40.DisturbanceParadiseShroud
41.GroundDefenseSiphon
42.TerrorAirAura
43.FuryLoyaltyVortex
44.MayhemAnarchyEnchantment
45.DementationHoneyWave
46.GemDeceitWall
47.EssenceSoundIllness
48.FusionCorruptionConjuration
49.EctoplasmLiesShield
50.EchoHazeEye
51.PlasmaVengencePulse
52.PlagueSicknessBane
53.WhisperDamnationDisaster
54.BattleStormBlade
55.DawnNauseaHammer
56.RebukeTasteFate
57.KnowledgeBoneCure
58.FactDisgustFavor
59.AgeMetalBlessing
60.QuicksilverEarthWard
61.IgnoranceValorWeapon
62.LuckVeinElemental
63.TimeGlamourSummoning
64.UnholyBloodlustRule
65.AnimalUnlightJump
66.JealousyHungerProjectile
67.NightmareWearinessHole
68.WorryDecayArrow
69.FeedbackWeightCross
70.JusticeCunningPortal
71.FearBlindnessBall
72.CharmTragedyBomb
73.DeathDirtFog
74.SorrowMindMist
75.RuleFathomBeacon
76.AbandonDuskLiving
77.ManaWarTentacle
78.NihilAngerBarrier
79.HopeHatredSquare
80.SilenceWinterCube
81.SympathyEnduranceCloud
82.GloomBladeField
83.GraceCourageSwarm
84.SilverDarknessArc
85.LoveAgilityBeam
86.SwordIllusionBoomerang
87.OrderScornArmor
88.LawInventionCrown
89.FertilityLifeLake
90.FlatteryDoomBubble
91.HorrorFlameTouch
92.DesperationGraspHand
93.EternityDespairShockwave
94.ConflictBlightPollen
95.ShadowNatureSong
96.EnvyFungusInfusion
97.HasteWealthThorns
98.AgonyDespiseGraft
99.ChaosRageTrap
100.SacrificeMadnessCry

Now a real Magic Machine of Making Magic, Sir Shwartzshmugulus the Almighty INC.- certified spell wouldn’t be complete without some extra spices on top. A SPELL MODIFIER gives your spell the certain je ne sais quoi that actually makes it work as a spell. For this part of the process you don’t have to do anything, it’s entirely automatic.(roll 1d100)

1d100 SPELL MODIFIER
1.Doesn’t allow a saving throw.
2.Makes the caster laugh.
3.Costs double the amount of Magic.
4.Can be cast for free.
5.Has a very far range.
6.Has a very close range.
7.Pushes things away.
8.Pulls things towards it.
9.Casts on anyone in range.
10.Only casts on one target in range.
11.Has a 1-in-6 chance to backfire.
12.Takes very long to cast.
13.Makes a loud sound.
14.Makes no sound.
15.Forbidden by the church.
16.Forbidden by the state.
17.Drains the caster of all magic for the day-
18.Makes the caster fall asleep.
19.Flies in a chaotic pattern.
20.Attracted by Light.
21.Doesn’t work on a specific species.
22.Only works on a specific species.
23.Requires a human sacrifice.
24.Requires caster to consume rotten meat
25.Requires caster to be drunk.
26.Casts another spell as it expires.
27.Bounces around.
28.Casts after a 6 second delay.
29.Angers the gods.
30.Moves very slowly.
31.Hits target instantly.
32.Can be charged up to double power.
33.Can be channeled as long as you stand still.
34.Also casts behind you.
35.Can be cast from any point in view.
36.Slowly homes towards nearby creatures.
37.Slowly grows in size.
38.Slowly shrinks in size.
39.Brings the targets hit closer to you.
40.Moves you whereever it hits.
41.Lasts forever.
42.Glows brightly.
43.Dims all lights in the area.
44.Can’t be counterspelled.
45.Doesn’t detect as magic.
46.Costs gold to cast.
47.Doesn’t take an action to cast.
48.On impact it copies itself once.
49.Always takes all remaining Magic to cast.
50.Changes colors constantly.
51.Ignores gravity.
52.Can be cast around corners.
53.Can be cast through walls.
54.Leaves a trail of ELEMENT.
55.Transforms any nearby ELEMENT into ELEMENT
56.Forks itself into 2 spells.
57.Plays an eerie melody while cast.
58.Can only be cast on yourself.
59.Leaves a rotten stench that attracts monsters.
60.Can only be cast if caster is evil.
61.Only works on willing creatures.
62.Half of the spell affects the caster.
63.Caster owes a favor to the spell, each time it’s cast.
64.Only works on non-magical things.
65.Only works on magical things.
66.Constantly changes shape.
67.Transforms the caster into a duck for the day.
68.Spell works the same but is a different ELEMENT.
69.Takes a material component.
70.Makes you extremely hungry.
71.A certain type of spirit is attracted to the spell.
72.Makes the caster lose 3 INT points for the day.
73.Can only be cast once per lifetime.
74.Everyone will know it was you.
75.Noone will ever believe it was you.
76.Turns you a random color when cast.
77.Works better when you wear a specific hat while casting.
78.Appears like a natural phenomenon.
79.You need to make a specific journey, before you can cast this spell
80.Makes a monster appear somewhere that will attack the innocent.
81.Sentient and clever, loves to solve puzzles.
82.Sentient and heroic
83.Sentient and psychotically barbaric
84.Copies itself into whatever book you’re holding while casting.
85.Looks really impressive.
86.The spell is desperately in love with you and doesn’t want to be cast.
87.The spell gives of WLAN.
88.Hallucinogenic.
89.Target must stand within magic circle.
90.Caster must stand within magic circle.
91.It rains lobsters for 1d6 minutes following casting.
92.Causes those in the immediate vicinity to lose almost all self-doubt and caution
93.Everyone nearby becomes maddeningly itchy
94.Power follows a logarithmic curve with distance
95.Spell is cast behind you.
96.Caster must be in a drugged trance
97.Only works on animals.
98.Only works on sentient beings.
99.Gain back half of all MD used. (rounded down)
100.Combines with other spells in your head.

BRZZZT– BRIIIBBLRRRRRRRRRRRR- POW POW

brrrr, your spell is now complete. Please rip off the scroll at the perforated line and recommend us to atleast 3 people. If you don’t the legally binding contract you entered by using this machine will obliterate you from inside out. You have a week.

Have a nice day and I hope you come again.

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