tag:blogger.com,1999:blog-1724254580047847936.post2401443828033490982..comments2024-03-27T20:09:00.283-04:00Comments on Tenkar's Tavern: Announcing the September DCC RPG Contest - New Mercurial Magic EffectsTenkarhttp://www.blogger.com/profile/05159289652051155824noreply@blogger.comBlogger44125tag:blogger.com,1999:blog-1724254580047847936.post-72727771807182506072014-04-02T11:46:35.237-04:002014-04-02T11:46:35.237-04:00Hey, +Stuart K.
I really like "The Black Lo...Hey, +Stuart K. <br /><br />I really like "The Black Lodge" and was hoping to use it. Can you reply or email me? Thanks!<br />Venger Satanishttps://www.blogger.com/profile/04447932700800930510noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-5036028766023784762012-10-02T16:40:59.820-04:002012-10-02T16:40:59.820-04:00Conductive, contagious:Every time this spell is ca...<b>Conductive, contagious:</b><br><br>Every time this spell is cast, there is a chance that someone within 20‘ will learn a random spell from the caster‘s spellbook. This is determined by assigning a number to each creature (friend or foe) within that area capable of using a language, starting with 1, and rolling a d100. If the rolled number matches one of the creatures‘ number, the effect takes place and the creature loses d20% of his/her HP permanently (round up); afterwards, he/she will be able to cast that spell indefinitely, like they were the original caster. If the random spell is the very spell we‘re describing, its mercurial magic effect doubles in strength: roll a d50 instead of a d100, creature loses d40% HP etc.Elias Eighthttp://www.blogger.com/profile/01727143582198202464noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-19429230968089556082012-10-02T09:23:47.306-04:002012-10-02T09:23:47.306-04:00Fart in Church: Whenever this spell is cast, all p...Fart in Church: Whenever this spell is cast, all persons within a 5'xSpell Level will suddenly perk up and notice something is amiss. After one turn, an odor will permeate the area, causing all smell-capable creatures to notice the smell. All affected creatures roll a d20 under their INT score. A successful roll means the creature is intelligent enough to not be distracted, whereas a failure stuns the creature for one turn while they wonder if it was them.Craig Maloneyhttp://www.blogger.com/profile/16097084784135562382noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-21900565684809423282012-09-30T16:22:13.760-04:002012-09-30T16:22:13.760-04:00Light Consuming, whenever the spell is cast, all l...<b>Light Consuming</b>, whenever the spell is cast, all lights in the area dim by a percentage equal to 5 x Spell Level. Physical light source recover in 1d4+1 rounds, magical ones in 1d4+1 minutes. Magical light sources reduced to 0% are dispelled if not permanent. If this spell is case in complete darkness, it has a percentage chance equal to the spell level to open a rift to the <i>Utter Dark</i> that will last 1d6 rounds per spell level.seaofstarsrpghttp://seaofstarsrpg.wordpress.com/noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-83817736847498598152012-09-30T12:22:19.199-04:002012-09-30T12:22:19.199-04:00The Bog: The caster and the target of the spell bo...The Bog: The caster and the target of the spell both sink up to their knees in normal soil. They treat normal terrain as rough terrain for 2d6 rounds.Eric Franklinhttp://www.blogger.com/profile/08877668655911388079noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-54728651901984803942012-09-27T13:41:03.463-04:002012-09-27T13:41:03.463-04:00What's behind Door #3? Whenever the spell is c...What's behind Door #3? Whenever the spell is cast, a magical portal opens three feet in front of the caster. The portal is ovoid in shape, and has an opaque, swirling surface of all colors. If the caster attempts to pass through the portal, he or she must pass a DC 13 Will saving throw. if successful, he or she will be teleported to any place he or she has ever been, however distant (caster's choice). If he or she fails, the caster is repulsed by the portal, and something else comes through from the other side. Roll 1d6: (1) Inanimate object of GM's choice; (2) small animal of GM's choice; (3) large animal of GM's choice; (4) substance of GM's choice; (5 or 6) Wandering Monster of GM's choice.Edgar Johnsonhttp://www.blogger.com/profile/00310118896949396274noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-33293958496952941622012-09-27T11:36:39.698-04:002012-09-27T11:36:39.698-04:00Low Gravity: Casting this spell halves the gravity...Low Gravity: Casting this spell halves the gravity across the area of effect.<br><br>A real pain if you're a marksman, great fun if you're a kid. :0).Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-693419163954642142012-09-27T11:34:46.992-04:002012-09-27T11:34:46.992-04:00Crazy Freakout: As my "Berry Storm" effe...Crazy Freakout: As my "Berry Storm" effect above but instead it rains frogs!<br><br>Far from being nutritional however, these frogs are quite toxic and, if licked induce a psychedelic experience.. Not practical if you're on a quest but you could probably sell these to a shaman.Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-13899598150472778372012-09-27T11:30:28.688-04:002012-09-27T11:30:28.688-04:00Forecast: Casting this spell causes all weather wi...Forecast: Casting this spell causes all weather within 100 miles to flip to it's polar opposite (bright sunshine becomes hail and snow) over the space of a week.<br><br>The weather will then begin to shift back to the norm for the season over the space of the next month.<br><br>Cast this in farming communities only if you enjoy crazed pitchfork wielding mobs.Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-1088142859103287682012-09-27T11:26:50.534-04:002012-09-27T11:26:50.534-04:00"Tag!": When cast, the spell is passed t..."Tag!": When cast, the spell is passed to the target along with its effects (the caster can no longer cast it and, the target gains the ability to cast it if possible).<br><br>If the spell is cast upon someone or something incapable of magic, it is as good as lost.Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-40395718188841200962012-09-27T11:24:10.516-04:002012-09-27T11:24:10.516-04:00Berry Storm: A side effect of this spell is nutrit...Berry Storm: A side effect of this spell is nutritious red-berries raining from the sky (or ceiling if indoors) across the area of effect.<br><br>These berries possess no magical qualities but, do provide a good source of food and water (the berries are quite juicy).Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-59772267802455320942012-09-27T11:21:46.311-04:002012-09-27T11:21:46.311-04:00Racial Shift: Written by the member of another rac...Racial Shift: Written by the member of another race, each casting of the spell has a 1 in 10 chance of "shifting" the race of the caster closer to that of the author.<br><br>For example, a human casting an orcish spell may find their skin becoming a deeper shade of green with each casting or, lower canines becoming more pronounced.<br><br>Such spells written by fearsome races, such as the dragons, are highly sought for this very reason!Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-92019119653331826642012-09-27T11:16:19.893-04:002012-09-27T11:16:19.893-04:00Static Charge: When cast, this spell has a 1 turn ...Static Charge: When cast, this spell has a 1 turn delay before taking effect as it gathers power.<br><br>The magic user may act normally in the second round as the spell requires no continued focus.Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-52424873710677868322012-09-27T11:13:01.003-04:002012-09-27T11:13:01.003-04:00Chain Reaction: When cast this spell randomly cast...Chain Reaction: When cast this spell randomly casts another spell from the user repertoire at the same time, both with the same target if possible. Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-43645244104511869562012-09-27T11:10:44.288-04:002012-09-27T11:10:44.288-04:00Sacred Words: There is a very small (1 on 1D100) c...Sacred Words: There is a very small (1 on 1D100) chance that a casting of this spell may permanently boost an attribute by 1 (the associated attribute should be determined at the point the spell is acquired).<br><br>This beneficial effect targets only the caster and works only once a lifetime.Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-8589654771372382852012-09-27T11:07:55.677-04:002012-09-27T11:07:55.677-04:00Toxic Shock: Casting this spell befouls food and s...Toxic Shock: Casting this spell befouls food and stagnates water within the area of effect of the spell.<br><br>Extended usage of this spell eventually causes the very blood in the casters veins to become poisonous, with the outward effects of the poisoning resembling those of radiation poisoning.<br><br>The only know cure for "The Shock" is prolonged exposure to a magically null area. This could take anything from days to months depending on how severe the case.Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-77345194964831533912012-09-27T11:01:55.572-04:002012-09-27T11:01:55.572-04:00Thunderous Tone: The last word of the spell when s...Thunderous Tone: The last word of the spell when spoken creates a deafening clap, literally deafening all those who hear it for 2D10 minutes.<br><br>During this time players not speak to one another at the table and, must pass all actions to the GM in writing as they cannot hear each other.<br><br>Any creatures that have a heightened sense of hearing (such as Bats who use sonar) could be rendered unconscious, possibly even outright dead by this effect.Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-26812327499116548352012-09-27T10:57:50.229-04:002012-09-27T10:57:50.229-04:00Toxic Influence: When cast, this spell causes wate...Toxic Influence: When cast, this spell causes water to turn stagnant and food to turn bad.<br><br>Over extended use the casters very blood grows toxic in their veins. Presenting the symptoms of radiation poisoning within the caster that can only be cured sealing themselves away in a magically null area (and remaining there, this casters magical days are over!)Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-5313120442259291212012-09-27T10:53:02.444-04:002012-09-27T10:53:02.444-04:00Lose a little of yourself: Attached to a spell tha...Lose a little of yourself: Attached to a spell that causes or heals damage, the caster loses XP on a 1-for-1 basis (or 10-for-1 with more powerful spells) for each point of damage inflicted or healed as their memories are consumed by the ether.<br><br>If the caster loses enough XP this way the GM could rule that they forget any number of things, such as who people are, knowledge and skills they have picked up, other spells or, even chunks of their vocabulary.Tom Grimshawhttp://www.blogger.com/profile/09274323575564614637noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-74920352523804999972012-09-27T07:30:59.925-04:002012-09-27T07:30:59.925-04:00Inflation: This spell is costlier than expected. ...Inflation: This spell is costlier than expected. Roll up an extra Spellburn Action. Try to avoid a 24.<br><br>Fuzzy nose: The caster sneezes whenever the spell is cast. The sneeze is so intense the caster is automatically detected and the caster is also blinded for the remainder of the round, and the next.<br><br>It's good to be me: Whenever the spell is cast, use the next higher level modifier for the spell check.<br><br>Runs like a halfling: The caster's movement is reduced by half - round up. It is in effect for as many rounds as the caster's level is.<br><br>Inevitable indigestion: A secret spell component the caster must consume to make the spell successful also causes a great flatulence. All adjacent creatures and characters, friend or foe, immediately move away five feet. If any of the previously adjacent creatures carries a torch, there is a 10% chance of a fireball affecting everyone and everything in a five-foot radius, including the caster. Also, the caster is immediately detected.Doug Medeshahttp://www.blogger.com/profile/11168721521359901733noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-70292545341110259272012-09-27T05:49:44.200-04:002012-09-27T05:49:44.200-04:00Nudismall clothes within 20ft (including caster) s...Nudism<br><br>all clothes within 20ft (including caster) suddenly disappear leaving all within the radius stark naked. Equipment is not affected.<br><br>Clothes will reappear in the most unlikely places (Socks in Soup Bowl, Shoes on a horses hooves, tunic worn by a zombie etc.).<br>KristianHhttp://www.blogger.com/profile/00232005660954059260noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-55146636084716217552012-09-27T00:53:17.784-04:002012-09-27T00:53:17.784-04:00Thaumic bleedthrough: The spell's magical ene...Thaumic bleedthrough: The spell's magical energy permeates the vicinity! All spells cast within 200' after this spell is cast act as if they were one level higher. Duration 1 rd/level.<br><br>Thaumic dampening: The spell greedily devours the area's latent magical potential! All spells cast within 200' after this spell is cast act as if they were one level lower. Duration 1 rd/level.<br><br>Thaumic afterglow: Casting the spell causes the caster to visibly radiate magical energy. -1 to AC from ranged weapons.<br><br>Thaumic magnetism: The spell has disrupted the magical potential inherent in the caster! The next melee attack that connects will stick to the caster for 1d6 rounds. Applies to weapons as well as fists (for unarmed combat).Stuart K.http://www.blogger.com/profile/06028025283809496381noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-8566646540833079572012-09-27T00:29:26.276-04:002012-09-27T00:29:26.276-04:00Every casting summons a mischief-loving gremlin (t...Every casting summons a mischief-loving gremlin (think the film, not the fairytale). They are generally friendly towards the caster, but inept/chaotic. In town they will wreak havoc and in combat they roll a d6--on a 1 they act adversely to the party (bite for 1 damage, stealing equipment, disrupting spells, etc) on a 6 they help the party in the same manner. Any other roll? they hide/mind their own business. Each gremlin the party kills reduces the caster's hit points by 1. Permanently.Stuart K.http://www.blogger.com/profile/06028025283809496381noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-78538798874693116332012-09-27T00:25:00.651-04:002012-09-27T00:25:00.651-04:00The Black Lodge: Learning the spell frees the cas...The Black Lodge: Learning the spell frees the caster's shadow self, who immediately materializes in The Black Lodge (or whatever). Each casting gives a level to the shadow self. After level 5 the shadow caster gains access to the prime material plane, its goal? The destruction and/or usurpation of the caster.Stuart K.http://www.blogger.com/profile/06028025283809496381noreply@blogger.comtag:blogger.com,1999:blog-1724254580047847936.post-73290912428231176592012-09-27T00:22:08.655-04:002012-09-27T00:22:08.655-04:00Decay: Caster loses a tooth every time they cast ...Decay: Caster loses a tooth every time they cast (any?) spell. Appropriate CHA (or related stat) loss after a certain number of teeth go missing. Once the caster is out of teeth, they cannot cast that spell (any spells?). Caster <i>may</i> add teeth to their mouth, but they must be human and fresh...Stuart K.http://www.blogger.com/profile/06028025283809496381noreply@blogger.com