Monday, August 31, 2026

Grimoire, Decorated with Martigora

    This post is a response to friend-of-the-blog Phlox' prompt "Spells of the Evil King". Here are a set of spells you might find in a grimoire once the dust has settled. I demanded spell names from my discord friends, so that's why they're like that. 



  1. Jane's Whistling Dogbullet
    R: sight T: a creature or object D: instant
    Caster points a finger at the target and utters a syllable of power, launching an invisible ball of magical energy that deals [sum] damage on a successful attack roll and sticks to whatever it strikes.
    The projectile produces a loud, irritating noise within 200' that is only audible to elfs, dogs and other creatures with enhanced hearing. Unintelligent animals that can hear the noise will ferociously attack the source, with an effective +4 morale. If this causes them to attack a creature, every attack that hits has a [dice]-in-20 chance of destroying the invisible energy. A friendly elf (for example) can easily find and destroy the energy without harming the target.
  2. Ghost Decapitation
    R: 30' T: a living creature D: [sum] days
    Caster carefully aligns oustretched forefinger and thumb with the target's head and mimes crushing it. If the target fails a save, their chakra connections are broken and their soul is rendered paraplegic. Those suffering from soul paraplegia cannot benefit from any class features, including spellcasting, skill or stat bonuses, or extra attacks. Repairing soul paraplegia requires a healing spell cast with at least [dice] MD
  3. Recruit
    R: shouting T: a dead creature loyal to the caster D[sum] rounds
    Caster stretches a hand and pronounces a word of power. [dice] shadowy copies of the target arise from the corpse and serve the caster's every command. They have identical physical capabilities, but because they are only shadows they cannot cast spells and dissipate upon receiving any damage or at the end of the duration.  
  4. Poison Touch
    R: touch T: a living creature D: instant
    Caster draws a fingernail along the target's exposed skin. The target may attempt a dexterity check to avoid this if they are aware of the casting. The target is poisoned for [sum] rounds, and must check constitution at the start of each round or lose [dice] HP
  5. Sympathize
    R: 30' T: two living creatures D[dice] rounds
    The caster whispers a word of power, but otherwise makes no outward sign that this spell has been cast. Sympathy can be cast in a combat round without using an action. For the duration, the two targets are linked, and any negative effects (poison, charm, sleep &c) applied to or HP damage dealt to one target is also applied or dealt to the other. The connection is broken early if [sum] damage is dealt to one or the other of the targets. 
  6. Sink 
    R: 30' T: up to [dice] creatures D[best] rounds
    Caster stomps and utters a word of power. Targets save or treat solid ground as deep water for the duration. Targets who cannot swim, or who are wearing heavy armor, may drown, and it is difficult to fight or cast spells while treading water. At the end of the duration, targets may save again to be forced back onto the surface; if they fail the save, they are trapped in the now-solid floor. 
  7. Witness 
    R: self T: self D[sum] rounds
    Caster becomes a fucking red dragon for the duration. When the spell ends, or when their dragon form is slain, they have a [dice]-in-6 chance of reverting to who they were before; otherwise they die and remain a dead dragon. 


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