Rabenkunst Spells

V2.2 - By CawCawMarmalade

Tales of Moonshore is hosting this edition of Rabenkunst Spells by CawCawMarmalade.

Changelog:

- Fixed some typos

- Improved Undead Form and Endure


Written by CawCawMarmalade, Illustrated by Lux.

  • (WIP) Posted 9-13-2020

  • (WIP) Updated - 9-17-2020 - Added 4 rune images.

  • (WIP) Updated - 4-7-2021 - Spell symbols added to all spells.

Illusion

Effect: Create an illusion, up to the size of a [Sum] x 5cm side cube, for [Dice] turns.

Recharge: Build a life-size or greater statue of any creature, with the spell in place of its head. Keep for three days in a visible location.

Teleport

Effect: Instantly move yourself and any creature that fits completely in a [Dice] x 7cm diameter sphere around you to any spot you can see. Unwilling creatures must make a WIL save to resist the effect.

Recharge: Sit on the spell for three days. The spell must not be moved for this time.

Message

Effect: Send a message consisting of up to [Sum] x 5 words to up to [Dice] creatures you have seen before. Only the recipients can hear it and they will know that it was you who sent it.

Recharge: Don't speak for three days and hold the spell for this time.

Levitate

Effect: For up to [Sum] turns, you and up to [Dice] creatures can move freely in all three dimensions as if they were standing on solid ground.

Recharge: Leave the spell for three days in a position where it isn't in any way linked to the ground.

Revivify

Effect: Bring a creature that has died within the last [Dice] turns back to life, restored to 1 Str, clearing all conditions the creature had before it died.

Recharge: Slay a creature that does not consider you enemy or prey. The spell must be the last thing it sees.

Shove Object

Effect: Move an Object that would fit in a [Dice] x 10cm cube and isn't affixed to anything. You can move it up to [Sum] x 10cm in a single direction. The GM decides how the moving object interacts with other creatures and objects.

Recharge: Walk for a full day in a straight line while dragging the spell on a string behind you.

Frost Cloak

Effect: For [Dice] rounds, any creature that starts its turn within [Dice] x 5cm of you or moves into this area takes [Sum] damage and [Dice] Dex damage. In addition, you are immune to the effects of cold, including that produced by this spell.

Recharge: Encase in a block of ice for three days.

Hold Breath

Effect: For [Sum] x 5 turns, you and up to [Dice] creatures do not need to breath.

Recharge: Leave in the deepest point of a pond for three days.

Conceal Item

Effect: For [Sum] + [Dice] turns, up to [Dice] items you have in your inventory cannot be perceived by anyone other than you.

Recharge: Must be seen by twenty and seven different creatures over the course of three days.

Dance

Effect: Up to [Dice] creatures you can see must dance for [Sum] rounds, unable to move away from the spot, and attacks made by them as well as against them are always Impaired. The spell ends early if a hostile action is attempted against one of the affected creatures.

Recharge: Hold a performer's contest in a settlement. The spell must be the price given to the most entertaining performer.

Calm

Effect: Up to [Dice] creatures will not be hostile to you for [Sum] rounds or until you or one of your allies attempts a harmful action against them or one of their allies.

Recharge: Bring your most hated foe a gift they would appreciate.

Feast

Effect: Produce [Dice]x2 number of rations. When eating the food produced by this spell would help restore an ability score, that score is restored by an additional 2 points. These rations do not spoil.

Recharge: The spell must be consumed by a creature large enough to swallow the spell whole and retrieved from the creature's dump.

Locate

Effect: You get [Dice] number of hints about where a specific object, creature, or location you can describe is. It must be within [Sum] miles of you for the spell to function.

Recharge: While holding the spell, return a valued object or creature to someone who had thought it long lost.

Hedgehog Form

Effect: The fur on your back turns into sharp spikes. For [Dice] rounds, if any creature makes a melee attack against you, it takes [Sum] damage for doing so and you have [Sum] additional HP. For the same duration, you cannot wear armor.

Recharge: Serve a hedgehog a dish of rare beetles, using the spell as a plate, in the morning and evening for three days.

Lightning Bolt

Effect: One creature you can see must make a Dex save. On a failure, it takes [Dice] x 3 + [Sum] x 3 damage, or a third of it on a success.

Recharge: Meditate for three hours atop a tall spire during a thunderstorm while holding the spell.

Hare Form

Effect: Your legs grow long and strong. For [Sum] turns, you make Dex saves with advantage and you move [Dice]+1 times faster-

Recharge: Hold onto the back of a running hare while having the spell on you for one hour.

Scrye

Effect: Focus on an object or a creature you have seen before, or whose exact location you know. For [Dice] rounds, you can see, hear, and smell it and an area of [Sum] x 5cm around it as if you were there.

Recharge: Observe a creature undetected by it for three days, while holding the spell.

Beast Body

Effect: For a number of [Sum] turns, increase Str, Wil, or Dex by [Dice]. If you spend multiple dice, you may choose to distribute the increase between multiple stats

Recharge: Throw the spell in a cauldron filled with swamp water and the flesh of a serpent, a badger, and a raven, which you must have harvested within three days of the beasts' demise. Boil until all liquid has evaporated.

Sleep

Effect: Up to [Dice] number of creatures you can see must make Wil saves or fall asleep for [Sum] rounds. If they are Exhausted, no save is required and they will sleep for [Sum] turns instead. This spell ends if you attempt a hostile action against one of the creatures.

Recharge: Sleep for 3 days and 3 nights while holding the spell.

Entangle

Effect: Vines sprout from the ground in an circle of [Sum] x10cm diameter for [Dice] x3 turns. Each creature in it gains the Restrained condition and can can make a Str save at the end of each round to escape. Each time a creature is slain while in the area of the spell, the vines will grow a fruit that is worth [dice] x3 rations and will never spoil.

Recharge: Cultivate a plant with its roots wrapping the tablet so densely that it cannot be seen.

Mirror

Effect: Take on the appearance of a creature you can see for [Dice] watches. This spell doesn't change your size.

Recharge: Polish until you can see your face on it, then place it on a reflective surface for three days.

Forget

Effect: One creature you can see forgets about up to [Dice] facts or the existence of up to [Dice] creatures or objects, for [Sum] turns. When the spell ends, the creature must make a Wil save. On a success, it remembers. On a failure, it will forget forever. Regardless of result, it takes [DICE] WIL damage. It can still regain the knowledge naturally.

Recharge: Forget the spell somewhere without intending to do so, and don't think about it for three consecutive days while it is still lost.

Fake

Effect: Produce fake copies of up to [Dice] objects from dirt. They will be indistinguishable from the real deal for [Sum] watches, after which they become obvious. If you use this spell on a living creature, it will produce an object that appears like the corpse of that creature.

Recharge: Draw or commission a hyper realistic painting of yourself holding the spell.

Wealth

Effect: Your pouch is filled with [Sum] x 12 pips, which are taken from the most wealthy person within [Dice] miles.

Recharge: Must be stolen from you without your knowing.

Knowledge

Effect: Each time it is recharged, the spell gains the effect of a random spell chosen from those that have been cast by someone who has touched it before.

Recharge: Train an apprentice for year and day, gift the spell to them as a price for completing their apprenticeship.

Water Walk

Effect: You and [Dice] creatures can walk upon liquids as if they were solid ground for [Sum] turns.

Recharge: Must be skipped all the way across a pond.

Dream Visit

Effect: Enter a sleeping creature's dreams and observe. You may relay a message to it that consists of up to [Dice]x3 words and will be understood regardless of species. If you know what the creature fears, you may cause a nightmare so that the target won't be able to benefit from the night's rest.

Recharge: Use as a pillow for three consecutive nights.

Find the Path

Effect: You know [Dice] routes to a location you have seen before, either personally or depicted. You can choose whether to look for the safest route, the quickest route, or the most interesting route.

Recharge: Bury beneath a busy road until a hundred creatures have crossed over it.

Protect Home

Effect: An area of [Dice] square feet is warded from unwanted intrusion. Only creatures you or one of your closest allies invite in may enter. Lasts for [Sum] seasons.

Recharge: Build a home and put the spell in a wall. Raise a new generation, and when they're old enough to leave the home, the spell is recharged.

Inspire

Effect: Each allied creature that can see you gains [Sum] + [Dice] HP for one watch.

Recharge: Three of your allies must make an oath upon the spell to give up their lives in order to save yours.

Ferret Form

Effect: For the next [sum] turns, your teeth and claws grow and sharpen, and for the duration they count as weapons that do d6 damage and don't take up inventory space or degrade. The first attack made against you while this spell is active is Impaired, as your now ferret-like body allows you to dodge.

Recharge: While carrying the spell, challenge three different creatures to duels and defeat all three.

Possess

Effect: Focus on a creature you can picture clearly and try to possess it. You spend one die each on the first three rounds you focus on the spell. On the start of the first round, the target must make a WIL save or have its tongue and senses taken over: You can see, smell, hear, taste, and feel what it sees, smells, hears, tastes, and feels. You speak instead of the creature, which cannot speak. Meanwhile the senses and tongue of your own body don't function.

On start of the second round, the target must make a DEX save, or have its legs taken over: You can walk, swim, or fly using its body, but you can't perform any kind of action that doesn't involve pure movement, and your own body cannot move.

On the start of the third round, the target must make a STR save, or have its body taken over: You can perform any kind of action with the creature's body while your own becomes unable to act.

If all three saves fail, the possession lasts for a full watch, at the end of which the saves are repeated.

If any save involved in this spell succeeds, the spell fades, and the target creature gets a clear image of you in its mind.

If the creature is willing, it may choose to fail the saves, but it will still take three rounds to fully do. You may choose to let it take over your own while you possess the creature's body.

Recharge: Let the spirit trapped in the spell possess your body for three days. If your body dies during this time, you become the spirit powering the spell, which still recharges in the same three days since you let the spirit take your body.

Rite of Undeath

Effect: Raise [Dice] dead creatures as undead for [Sum] turns. The undead are hostile to every living creature. If any creature dies to an attack made by an undead creature, that creature rises as an undead as well, lasting for [Sum] turns beginning with its own death.

The stats of the undead depend on their stats (both ability scores and hit points, but not grit) when they were alive and the time they spent being dead:

If they died within the last [Sum] rounds, their stats are halfed, rounded down.

If they died within the last [Sum] turns, their stats are reduced to a third, rounded down.

If they died within the last [Sum] watches, their stats are reduced to a quarter, rounded down.

If they died within the last [Sum] moons, their stats are reduced to 1 unless they were lower before.

Older corpses cannot be raised.

Recharge: Three days after the spell is cast, a vengeful ghost will appear over the battlefield and seek out the creature that is holding the spell. The spell will recharge when this ghost kills the creature holding the spell. Should the ghost be defeated, it will reappear after three days.

Wish

Effect: Spend a die to make a wish, and it will come true in some way or another. If you roll a 1, re-roll the die and keep the new roll. Each time you make a wish this number increases by 1.

Recharge: Bath in dragon tears under three full moon's zeniths.

Mystic Ward

Effect: Places a Ward on [Dice] creatures for a duration of [SUM] rounds. For this time, all damage against the affected creatures is halfed, rounded down. The damage prevented this way is added to a pool. When the spell ends, the damage in this pool is distributed equally between the [Dice] nearest creatures to the caster. If this leaves some damage in the pool, that damage is applied to the caster.

Recharge: Split a stone in half and chisel a hollow into one of the halves that in which the spell fits perfectly. Place the spell inside the hollow and reconnect the halves with clay. Keep the spell sealed away like this for three days.

Door

Effect: Turns a section of wall up to [Dice]x2'' thick into a door just large enough for you to pass through. The door will turn back into a section of wall after [Sum] turns.

Recharge: Leave on the doorstep of a stranger's home for them to pick it up.

Imbue Weapon

Effect: Touch a weapon. For [Sum] turns, the weapon becomes magical and does an additional [Dice] damage.

Recharge: For three days, create a new weapon each day, using the spell as the surface you work on.

Identify

Effect: Place an item on the spell and ask the spirit kept within up to [Sum] questions about that item.

Recharge: Create something the spirit has never seen before and answer its questions about it truthfully.

Help

Effect: For [Sum] turns, an allied creature may roll a d6 and add the result to a save. They may do this up to [Dice] times, but not more than once on the same save.

Recharge: Safe a complete stranger from disaster.

Ill-Eye

Effect: For [Sum] turns, you can recognize poison or disease in any plant, creature, or body of water you can see, and you have advantage on saves to treat said poison or disease.

Recharge: Brew a potion made from frog's eye, sage seed, and pine sap for three days on a very low flame. Then apply the potion to the spell while the moon is at its zenith.

Bound Item

Effect: Focus for a full hour on an item that you could hold in your paws to bind it to your soul. While the item is within [Sum] miles of you, you can use a free action to summon the item to your paws, automatically placing any item you held in the same slot in your pack, or the closest ally's pack if yours was full. You can do this [Dice]x3 times before you have to recast the spell.

Recharge: Destroy each item that have been bound to someone with this spell. This causes you 1 damage for each item.

Orbit

Effect: Float a single 1-slot item within your reach for [SUM] turns. You can control its position with your thoughts. It can move quickly enough to block an attack (roll for usage), and you may use your action to make melee attacks with the item. The item counts as occupying a third body slot for the purpose of rules that specify slot types.

Recharge: While holding the spell in both paws, move clockwise around a creature that is heavier than you from dawn until zenith, then move counterclockwise around the same creature from zenith until dusk.

Cephalopod Form

Effect: Your fur falls off and your body takes on a squid-like appearance. For the next [Sum] turns, you can squeeze through any opening one centimeter across or larger. You may use an action to become invisible for one round. This invisibility is interrupted if you move or take a free action. You have advantage on contested grapple saves.

Recharge: Coat the spell in squid ink and leave it for three days in a wet place.

Interrogate

Effect: You can ask a creature that can understand you [Dice] questions. If the creature's answer is a lie, it takes [Sum] damage. It knows that it is under the effect of this spell. It's not damaged by falsehoods it believes to be true.

Recharge: With the spell on you, reveal one secret to a friend, one secret to a stranger, and one secret to an enemy.

Mend

Effect: Repair a broken item that takes up [DICE]+1 slots. The pieces of the object must be there.

Recharge: Help restore someone's damaged reputation.

Disintegrate

Effect: One creature you touch must make a save with its highest stat. If it fails, it dies instantly and its body is reduced to dust. If cast on an object that would fit in a [Sum]x5cm cube, it is reduced to dust.

Recharge: Die while holding the spell.

Undead Form

Effect: If you die within the next [Sum] turns, your body rises as an undead 4-[Dice] rounds after your death, with half the maximum stats you had when you were alive. If your body is eaten or otherwise destroyed, you instead become a ghost with a quarter of your maximum stats. This undead form lasts [Sum] watches, but at the end of each watch you must make a WIL save or lose control, becoming hostile to all living creatures except your closest allies.

Recharge: Help a ghost move on.

Endure

Effect: For the next [SUM]+3 seasons, you do not age, and you are immune to all diseases. Up to [DICE] times a watch, if any effect would kill you, it instead reduces you to 1 STR and you become immune to further instances of that same effect for the remainder of the watch.

Recharge: Bury the spell with an ironwood seed and let the seed grow into a great tree with the spell at its center. When you die, your soul becomes a ghost that protects this ironwood tree from anyone who would harm it. If you haven't planted the tree yet when you die, your ghost will haunt those close to you until they plant the ironwood tree. If a creature is buried beneath the tree, its ghost will also rise to protect the tree.

Moon Form

Effect: For [Dice] turns, your fur glows, shedding silvery light in a [Sum]x5cm circle around you. During this time, if an enemy who attempts to attack you, take something from you, or otherwise tries to interact with your form in a harmful way will find you just out of reach. If you try to interact with any creature or object not carried by you at the casting of the spell, you will find it just out of reach. Your presence causes the water level of the closest body of still water to rise by [Dice]x2cm on the near side and recede by [Dice]x2cm on the far side.

Recharge: Leave it on a barge on a clear pond for each night from one full moon to the next, and keep it covered in a piece of silvery silk while the sun is out.

Copy Spell

Effect: Copies a spell you have on you onto up to [Dice] prepared spell tablets.

Recharge: Smash three fully charged spells to dust, then bury the tablet in the powder

Far Strike

Effect: Make a melee attack against a creature you can see regardless of distance, and add [SUM] damage to the attack.

Recharge: Place the spell twenty and seven lengths of your body away from you and hit it with a thrown object. You must be at the same elevation.

Compelled Landing

Effect: Point at a flying creature within [Sum] meters of you. It is compelled to land within this distance and stay on the ground for [Dice] rounds.

Recharge: Tie the spell down at the top of a large boulder and leave it there for three days.

Soft Entity

Effect: Turn a [Sum]x2cm cube of loam, warm wax, animal fat, dough or other soft substance into a creature for [Dice]x6 turns. It can carry 8 slots worth of items but is only half as fast as its caster. It can turn parts of its body into magical improvised weapons to attack other creatures with.

Recharge: Submerge the spell in molten wax for three days.

Rust

Effect: In a [Sum]x3cm radius circle around a creature you can see, all iron or steel objects have their maximum usage dots reduced by [Dice].

Recharge: Place the spell in in an unblemished iron box, place the box in a moist place, and wait until the box is completely rusted over.

Feather Fall

Effect: For the next [SUM] rounds, up to [Dice] creatures can ignore up to [SUM]x3 damage they would take after falling from a high place

Recharge: Stuff in a bag filled with feathers and let this bag hang from a string for three days.

Hedge Out

Effect: All creatures and loose objects in a [SUM]x3cm radius around you are pushed away from you to a distance of up to [SUM]x5cm and take [DICE] damage. For the next [SUM] rounds, no creature other than you can move into the area.

Recharge Condition: Make six spheres, each of a different material, and bury them to form a hexagon surrounding a settlement.