Fionn’s Amphibious Charm. When cast, a fish-shaped mark is branded in a visible location on the target’s body. For the duration of the spell, whenever the affected character gets wet, they transform into a salmon. The character will change back when completely dry. (Whether “getting wet” includes things like drinking water is up for the GM to decide...)
Circe’s Porcine Curse. This spell transforms its target into a pig. The type of pig depends on the size of the target (halfling: piglet, human: standard pig, ogre: giant warthog, etc.).
Incantation of Transfiguration. The spellcaster begins chanting a magical song, and all characters that can hear the spellcaster must save or be transformed into a harmless critter. The transformation lasts as long as the spellcaster keeps chanting.
Animorph. The target of this spell can transform into an exact copy of a creature they are physically touching, keeping their own mental stats and personality. The transformed character can change back whenever they choose, but if they remain in animal form for more than two hours they must succeed a save vs. spells or be stuck as an animal permanently.
Zzildra’s Battle of Wits. The spellcaster makes a check against the target's INT. If they pass, the target is transformed into a sheep. If they fail, they are transformed into a sheep. The transformation lasts 1d6+6 turns.
Lecto’s Dark Mirror. This spell transforms a target into its “opposite”. What a character’s opposite may be is up to GM discretion. Predator/prey animals are easy enough, but this becomes more subjective with humanoids and other inanimate objects. Go with your gut on these. The opposite of a goblin could be a dwarf or a gnome, the opposite of a fork could be a spoon, and so on.
Etymos’s Rhymic Remaking. This spell can transform an object into another object with a rhyming name. Change a sword into a board, a cat into a bat, and so on. For humanoid or other sentient characters, the “name” to be rhymed could be their actual name, character class, occupation, or rank.
Arakhir’s Hallucination. The magician conjures a dazzling display of prismatic lights and magical smoke with a 30’ radius. Any creatures caught inside the spell must save vs. spells or believe that they have been transformed into a snail. No physical transformation actually occurs, but the target will only be able to act like a snail, wriggling sluggishly on the ground. In this state salt deals damage to them as fire oil, but if brought to 0 hp the character simply falls unconscious. Someone affected by this spell can be slapped back to their senses as with a sleep spell.
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