Saturday, 16 March 2019

Selkie Spells and Warlock Options

Four selkie spells and some warlock options (a pact and six invocations) that I've been working on. The spells and most of the invocations are techniques selkies developed, often to solve various practical problems, but are not necessarily selkie-only. The Pact of the Skin and the two invocations which have it as a prerequisite do require the warlock to either be a selkie, or possess the sealskin of one. See the Pact of the Skin below for details.

Spells

Give these to any class you want. None of them are combat spells, and all of them are well within the “balance” guidelines for what those classes should be able to do.

Crown of Perfect Recall

2nd-level transmutation

Casting Time: 10 minutes
Range: Touch
Components: V, S
Duration: 1 day

You destroy a single written work, converting the text into a halo of glowing blue words orbiting your head. You have disadvantage on Dexterity (Stealth) checks while the halo is in effect.

This spell can be used on spellbooks and scrolls. At the referee's discretion, there is a chance of mishap.

By taking 10 minutes, you can regurgitate the words onto blank material, after which the spell ends. If there is insufficient material, roll on the following table to determine what happens.

If the spell ends or is dispelled before any regurgitation, the words are lost forever.

1d6 Consequence
1 Text squished, requires a microscope to read.
2 Text cuts off once material runs out, remainder is lost forever.
3 Text overflows onto the closest blank materials.
4 Text permanently etches itself onto your skin.
5 Target material somehow contains all the text without changing size, by some non-euclidean packing of its surface area.
6 Text rejects the target material and spills onto the ground as a lego-like mess of tiny glowing words. They gain sapience and start a society. Their society is structured along linguistic principles, and they wield punctuation marks as tiny tools and weapons. They hate you for dispossessing them of their home.

Knitted Servant

2nd-level transmutation

Casting Time: 1 hour
Range: Touch
Components: V, S, M (yarn and combustible salts worth 50 gp, which the spell consumes)
Duration: Permanent

You create a knitted servant. At a certain time each day, chosen when you cast the spell, the servant will animate and perform a programmed task. This can be any simple task that a human servant could do, such as fetching objects that match a given description, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine.

The servant cannot be given additional orders unless it is reprogrammed. Reprogramming a servant requires unraveling it and recasting the spell, though this doesn't require the expenditure of additional material components.

The servant has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

If tasks cause two or more knitted servants to come within 10 ft of each other, their magic weaves tangle and corrupt each other’s programs. Roll on the table below to determine the form this corruption takes.

1d6 Consequence
1 Complete unraveling, both servants cease to function.
2 Servants swap nouns, e.g. a pair of servants programmed to "sweep the floor" and "fetch firewood" become "sweep firewood" and "fetch the floor"
3 One servant (chosen randomly) overwrites the others' programming with its own.
4 Time derailment. One servant (chosen randomly) now performs its task seven times a day, the other only once a week.
5 Both servants revert to an inert state, listening for new orders. They will interpret and follow, literally, the first imperative statement they overhear from any creature
6 Servants fall in a mechanistic simulation of love and elope. They travel 6 miles each day in a random direction, but continue performing their programmed tasks each day at the appropriate time, if possible.

Magewind

2nd-level evocation (ritual)

Casting Time: 1 action
Range: Self (100 ft sphere)
Components: V, S
Duration: 1 hour

You change the current wind speed and direction. You can change wind speed one stage up or down on the following scale. The effect persists in a 100 ft radius sphere around you.

The spell ends prematurely if you no longer have a clear path to the sky. After the spell ends, the wind returns to normal.

Stage Wind Speed
1 Calm
2 Moderate
3 Strong
4 Gale
5 Storm

At Higher Levels. When you cast this spell using a spell slot of 3rd or higher level, the radius affected increases by 100ft for each slot level above 2nd.

For every two slot levels above 2nd, you can change the wind speed by an additional stage.

For example, if you cast this spell with a 6th level slot and the weather is currently calm, a radius of 500 ft is affected, and you can change the wind speed to anywhere from calm to a gale, as well as changing its direction.

Seafoam Clothes

1st-level transmutation (ritual)

Casting Time: 1 action
Range: Self (100 ft sphere)
Components: V, S
Duration: 1 hour

You fashion seawater into clothing on your body, of any appearance you wish. If iron (but not steel) touches the clothing, make a concentration saving throw (DC 15) or the clothing reverts to seawater.

Selkie Warlocks

The unbreakable bond between a selkie and their sealskin holds a mysterious power. Though most selkies are loath to tamper with such an integral part of their identity, those looking for quick power will find many otherworldly patrons eager to dig their claws in, all in the name of collaboration, of course.

Pact of the Skin

Your patron has taught you to exploit the magical bond between you and your sealskin. Choose a number of warlock spells you know equal to your proficiency bonus. You can cast those spells while in seal form.

Whenever your proficiency bonus increases, you add another spell to the list. Whenever you gain a warlock level, you can choose one spell on this list and replace it with another warlock spell you know.

This pact is exclusive to selkies. However, a warlock who acquires a selkie’s pelt can learn invocations that have this pact as a prerequisite. In this case, the invocations only function while the warlock has the sealskin on their person. The selkie must be alive, but does not have to be a warlock themselves.

Even after death, the pelts of selkie warlocks with this pact carry traces of the magic the warlock knows. These spells may be successfully discerned (and transcribed into a spellbook, if wizard) with an Intelligence (Arcana) check with a DC equal to the warlock's spell save DC.

Warlock Invocations

Fey crossing

You can expend a spell slot to sense the direction towards the nearest gateway to the realm of Faerie. An active fey crossing is detectable from 12 miles away, while a dormant one is detectable from 6 miles away.

Additionally, you have a strong intuitive sense of the means by which one can open such a crossing. When you touch a fey crossing, you automatically receive a clue from the referee without the need for an ability check. This can take the form of a short phrase, cryptic rhyme, or riddle.

Fog Sight

You can see through fog (including clouds, haze, or steam) unimpeded to a distance of 120 ft. and through heavy fog beyond that distance as though it were only light fog.

At the referee's discretion, this also applies to clouds of ice (such as cirrus clouds), of other chemicals such as those exuded by certain trees, or to dust clouds.

Lore of Shifting

Prerequisites: 5th level, Pact of the Skin

You learn the alter self spell. It counts as a warlock spell for you, but does not count against the number of warlock spells you know.

When you cast alter self, its range is Touch instead of Self. Regardless of target, you choose the form taken, and can change it with an action, but an unwilling creature can resist the spell with a Wisdom saving throw.

Additionally, when you cast alter self, it has the following form option and “At Higher Levels” text:

Flight Adaptation. The creature’s weight halves, and its arms change into wings. They can be the wings of a bird, bat, or any other animal. The creature gains a fly speed equal to its walking speed, but cannot hold or wear items on its wings (rings, gloves, etc. are forced off by the transformation), nor can it use them to perform somatic components of spells.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The same form must be chosen for each target, and when you use your action to change the chosen form, all affected targets change form together.

Skin Puppet

Prerequisites: 5th level, Pact of the Skin

You learn the animate dead spell. It counts as a warlock spell for you, but does not count against the number of warlock spells you know.

When you cast animate dead, you can target an unattended skin or hide. This includes suits of leather, studded leather, or hide armor. It also includes a selkie’s sealskin, even if that selkie is still alive.

Some special cases follow:

  • If you are a selkie and animate your own sealskin, you can use your action to dismiss the spell.
  • Animated hides use the stats for animated objects (reproduced below), except they are undead, and can squeeze through spaces two size categories smaller than them.
  • Animating skin that is still attached to a corpse merely produces a zombie.
Animated Object Statistics
Size HP AC Str Dex Attack
Tiny 20 18 4 18 +8 to hit, 1d4 + 4 damage
Small 25 16 6 14 +6 to hit, 1d8 + 2 damage
Medium 40 13 10 12 +5 to hit, 2d6 + 1 damage
Large 50 10 14 10 +6 to hit, 2d10 + 2 damage
Huge 80 10 18 8 +8 to hit, 2d12 + 4 damage

Weather Augur

You learn the augury spell. It counts as a warlock spell for you, but does not count against the number of warlock spells you know.

If you are outdoors and clouds are visible, you can cast augury without the normal material components.

Weatherworker

You learn the druidcraft cantrip.

You add the following spells to your warlock class spell list, though not to your spells known; you must still select them normally:

1st: create or destroy water, fog cloud
2nd: magewind1, gust of wind
3rd: call lightning, sleet storm
4th: control water, ice storm
5th: commune with nature, conjure elemental2
8th: control weather
9th: storm of vengeance
1 new spell, see above
2 air or water elemental only.

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