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ITT we think of non-flashy subtle magic spells

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Thread replies: 41
Thread images: 4

> Sleep: The caster puts a specific target to sleep with a flick of his wrist, more powerful casters are able to ensorcell multiple targets with this spell. Targets are asleep anywhere from a moment to several days, depending on their willpower and the intent of the caster.

I would be much appreciative if you didn't derail the thread over minutiae this time.
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>>53391638
>The caster makes the victim more flatulent over a couple of days.
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>>53391654

> The spell is called "Invoke Flatulence"
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Kindle Hearth
>make a small, campfire sized flame appear on a piece of flammable material.

Mist of the Fae-folk
>create a dense bog that only impedes the vision of enemies, where your voice travels in and from the direction of your choosing.

Earthen Ears
>by placing your ear to the ground you can sense the vibrations of all creatures within a 1/2 mile who are traveling by ground.
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Color shift
>brightens or darkens the existing color of the target
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Smoke Shape
>you can manipulate a collection of vapor or smoke in the air to take any shape of the same size.

Beast Friend
>improves the attitude of a nearby non-hostile animal. A strong willpower is needed to placate a hostile animal.
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>>53392103

Kindle Poot
>make a small, campfire sized fart appear on a piece of fartable material.

Mist of the Fart-folk
>create a dense bog that only impedes the vision of enemies, where your poot travels in and from the direction of your choosing.

Flatulent Ears
>by placing your butt to the ground you can sense the vibrations of all poots within a 1/2 mile who are traveling by ground
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>>53392189

Color fart
>brightens or darkens the existing color of the fart
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Underdark Bloom
>touching a nearby living plant will cause it to give off a blueish-green, otherworldly glow. This gives roughly the same light as a torch, but is also known to ward off weaker undead.
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>>53392190

Fart Shape
>you can manipulate a collection of ass-vapor or butt-smoke in the air to take any shape of the same size

Beast Fart
>improves the attitude of a nearby non-hostile animal. A strong buttpower is needed to placate a hostile animal.
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>>53392307

Underdark Poot
>touching a nearby plant will cause it to give off a blueish-green, otherwordly smell. This gives roughly the same smell as a fart, but is also known to ward off weaker undead.
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Secrete Poison
>casting this spell will cause an a predetermined amount of saliva you expel to become toxic. This is a flavorless and odorless, allowing it to be added to food or drink stealthily.
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>>53391654
>>53391933
I also like playing as Brown Nose from The Photon Effect.
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Find the way Home
>cast this spell on an individual to gain a small understanding of what they consider to be their 'home'. This can a person, place, or activity. It's most associated with something that they feel the most satisfied in taking part in or being around.
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>>53392457

Flatulate Poison
>casting this spell will cause an a predeterminated amount of fart you expel to become toxic. This is flavorless and odorful, allowing it to be added to food or drink smellily.
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>>53392541

Fart the way Home
>cast this spell on an individual to gain a small understanding of what they consider to be their 'home'. This can be a person, place, or activity. It's most associated with something that they feel the most satisfied in taking fart in or being around.
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Imitate Life
>cast this spell before beginning a form of artistic expression. Specific aspects of this work will become more life-like as dictated by the caster at the time of creation. For example, a painting of a grassy field will begin to create a light breeze or generate the smell of fresh grass. A statue may make subtle movements as though it were mearly a person holding a pose. A ballad of battle may cause the audience an increased sense of urgency, or hear the distant sounds of clashing swords. The more elaborate the imitation the greater the willpower required to complete the casting.
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>>53392651

Imitate Fart
>cast this spell before beginning a form of fartistic expression. Specific aspects of this work will become more life-like as dictated by the caster at the time of creation. For example, a farting of a gassy field will begin to create a light breeze or generate the smell of fresh ass. A statue may make subtle movements as though it were mearly a person holding a poot. A ballad of buttle may cause the audience an increased sense of urgency, or hear the distant sounds of flatulating swords. The more elaborate the imitation the greater the buttpower required to complete the casting.
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>>53391638
>Distant Shout: The caster's voice during the next seconds can be heard up to a kilometer away, depending on the caster's will
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>>53391638
Prolong Suffering - Causes any creature in pain to suffer more and for longer - Often used by inquisitors and torturers

Transfer Exhaustion - Can only be cast if you're exhausted. You can form a ball and toss it at someone nearby. They gain all of your fatigue and are stunned for 1d3 seconds.

Steal Voice - Target you touch is muted for several minutes. If they are willing the spell will last for several hours equal to the caster's intelligence. While the spell is in effect, the caster can speak with the exact voice of the stolen.
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>>53396407
Why would you need magic for that? A rolled-up sheet of paper will more than suffice.
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>>53391638
Farwalk: in order to cast you must be lost, you must be travelling, and you must have an item from the place you desire to be. Hum a certain tune and place the item in a burning lantern. After some time, you will find yourself in or near your desired location.

In game, it'd be like walking into a forest on one continent, and then walking out of a forest on another continent. A forest that just so happens to be a day or so away from your desired location.

Essentially a teleport spell for a lower magic setting.
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>>53391638
Status: a spell from the lore of voodoo, rare in the fact that it isn't a hex or a curse. Like most voodoo spells, it requires a part of the target (a lock of hair, a sample of blood etc)
Once cast, the caster knows whether the target is cursed or hexed, conscious, hungry, injured (and roughly how injured), or otherwise distressed.

The spell can be prevented by wards
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>>53391638
Ward: imbues a totem, fetish, or piece of jewelry with protective magics. One who has a ward is immune to lesser magics and hexes (ie, it'll stop most hexes but if the DM has a magic based plot device he has leeway to have it affect you)

Magic is fickle, not all things can become wards. DM discretion on what items can and can't be wards.
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>>53391638
Hunger: a vile hex that makes the target insatiably hungry at all times. Voodoo, requires a sample of target, casting ritual involves a feast.
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>>53391638
Cleanse: a ritual that produces a sort of soup that, once ingested, cleanses a person from almost any magic influence. Note: this essentially a magic detox, and as such can be very taxing. Those of weak mind or body may run into complications, it is recommended to have a doctor on hand.
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>>53392247
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>>53391638
Tongues: coming from a "school" of magic known as hedge wizardry by academics, and campfire magics by laymen and many practitioners.

This spell allows any present to communicate with each other regardless of language. Cast time is somewhat long and requires many things burned, usually done around a campfire. Participants still speak their own language but meaning is conveyed anyways.

Stop me if these aren't what you're going for, I did a low magic campaign and allowed players to have limited access to magic.
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>>53392458

Its Brown Note, and his cousin who can run mildly fast, Blue Streak.
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>>53398148
As long as Blue Streak is sucking on that tube.
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>>53391638
Sleep walk: another campfire magic. Allows one to either A. keep watch at night while still getting the benefits of sleep or B. travel and get the benefits of sleep.
Note: you cannot do both, either you are station and keeping watch or moving but are vulnerable
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>>53391638
Meditation: while in this state, caster does not require food water it sleep. He/she is likewise immune to any hex or illness. Wounds will not bleed or fester.

Note: this does not remove illness injury or hex, merely prevents them from worsening or affecting you. You cannot perform actions while in this state. Basically a magic stasis.
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>>53391638
>>53391638
Revitalize: another campfire magic. It speeds up the natural healing process of the body. Most wounds will still take a number of days to heal, but this will significantly lower the number
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>>53391638
Influence Weather- as the name suggests, allows caster to influence weather. Is not the same as control, you cant make it pour sheets of rain in a desert. An example would be making a clear sky cloudy, a cloudy sky rain, rain into a storm, or a storm into etc. or vice versa. Also allows user to influence wind direction.
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>>53391638
Ill Fortune- A subtle voodoo hex that makes the target suffer bad luck. (Basically a flat demodifier to all rolls. Nothing huge and unbearable, but it affects every roll)
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>>53391638
Sigurd's Surreptitious Signal - The caster specifies any one condition that relates to absolutely anything, anywhere. When the condition is met, a beeping noise like an especially quiet alarm clock goes off in his or her wizard or witch hat for 1 hour/level or until dismissed. The wizard can choose at the time of casting whether the signal is audible only to him or herself or also to others. Focus: Wizard or witch hat, must be pointy.

Douse: A wizard or witch who casts this spells puts out all flames, magical or otherwise, within a radius around him or herself.

Cubrik's Comfy Composition: Whenever the caster makes contact with any material, it impacts him or her as if it were made of the most comfortable material possible. This grants protection from nonmagical weapons and makes all environments suitable for sitting, relaxing or resting in.

Raise Bed: Enchanted bed is imbued with negative energy and bloodthirsty, undead sentience. Anyone who lays upon it will quickly fall asleep and have a full night's worth of nightmares, bestowing negative levels upon the target and leaving them unrested. The more exposure to sentience the bed has, the more complex the nightmares become as it gains increasing self- and other-awareness, and as a result, for each victim it has had, the number of negative levels it bestows on subsequent visitations is increased. It cannot move or take any actions. If no one has slept in the bed for a certain period of time, perhaps weeks, the negative energy inside it will fade away until it returns to normal.
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>>53391638

> Dirt Ward: protects your clothing and possessions from being soiled.
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[Passive] Snuff - a cold, heavy, malevolent aura seeps into everything within {undefined radius} around the point of origin (caster). Candlelight, lanterns, and illumination spells (cast by lesser levels) are extinguished and targets experience prickly chill and sense of dread.

[Cast] Anachronism - illusionary reality bending that removes caster from the present time and space to another time and space that enables the caster to temporarily see and use contraptions and constructs that no longer work.

(Ex.: caster comes to wide chasm and sees remains of old rickety bridge that now hang down the opposing sides of chasm. Caster distorts reality to a point in time where the bridge still exists and may cross. Caster disappears from the present while crossing the bridge, reappears upon reaching the other side of the chasm.)

[Cast] Reversal - caster instantly mirrors the direction they are facing.

(Ex.: caster hears a noise from behind them. Upon casting Reversal, caster may immediately face behind them. Eliminates the turning motion.)

[Cast] Flicker - caster creates an illusory image of themselves within the peripheral vision of [target].

[Ritual] Manifest Aura - caster performs sacrificial ritual upon target site (shrine, dwelling, abode). The nature of the sacrifice determines the aura that now permeates the target site.

[Ritual] Manifest Weather - caster performs ritual to summon weather (storm, blizzard, hurricane, tornado, cloudless sky) to their location. Requires preparation and time; how quickly the weather manifests depends upon the caster's mana/magic reserves. What kind of weather manifests depends upon the complexity of the ritual and the caster's skill.

Calling a hurricane to FL may take several hours, while a snowstorm may take weeks.

[Cast] Acquire - teleport target immediately to your hand. Caster must understand the nature of the target; must possess greater will/conviction than whoever may be holding target.
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>>53403106
[Cast] Acquire - target cannot be sentient nor possessed.
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>>53397378
You have to teach first year students SOMETHING
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