Scarce
2013-12-05, 11:29 AM
Why I like Incantations:
After reading through Unearthed Arcana, I stumbled upon Incantations and loved it for the concepts I wanted to invoke in my next campaign: powerful magic is possible, but rare, and often hidden. Moreover, because this next campaign will be relatively low level, I want to give the whole party access to some utility magic, without giving them plot-breaking WIN buttons like you might get at higher levels. Also, they're interesting, flavorful, and risky.
My problem:
Writing them takes time and I'm looking for some to pillage for inspiration/theft so my players can get a good variety. But why can't I find any?! Do people hate them, or am I looking in the wrong places?
Some I've written: (no DCs, as I'm working on the maths still)
Wander the Library
This ritual transports the user to a mysterious location known as The Library, a seemingly infinite series of 10X10ft rooms connected by doors on all four walls to each other and lined to capacity with bookshelves full of titleless books. It's said that all the information in the multiverse, past, present, and future is inscribed here, including somewhere an index to the impossible Library, but no divination magic is here possible and the vast majority of books are written in secret, unknown, or yet to be invented dialects.
Finding useful information entails a high DC search check
Blind Jump
Users of a blind jump are teleported randomly within their plane in a manner which bypasses normal magical interference, such as from an antimagic field . The randomness of this teleportation is quite complete: the final location is selected using a world map and 3 d100 rolls. Roll 1: x coordinate in 10x miles. Roll 2: y coordinate in 10x miles. Roll 3: vertical displacement in 10(x-50) yards. If this final roll is within 100 yards of the ground (above or below), the spell adjusts and places the user firmly on the earth (or water.)
A jump resulting underground does not shunt the user as in a normal teleportation spell. Instead, it creates a 5x5' earthen pocket with enough air for 8 hours. Similarly, a jump resulting high above the ground results in plummeting a great distance.
After reading through Unearthed Arcana, I stumbled upon Incantations and loved it for the concepts I wanted to invoke in my next campaign: powerful magic is possible, but rare, and often hidden. Moreover, because this next campaign will be relatively low level, I want to give the whole party access to some utility magic, without giving them plot-breaking WIN buttons like you might get at higher levels. Also, they're interesting, flavorful, and risky.
My problem:
Writing them takes time and I'm looking for some to pillage for inspiration/theft so my players can get a good variety. But why can't I find any?! Do people hate them, or am I looking in the wrong places?
Some I've written: (no DCs, as I'm working on the maths still)
Wander the Library
This ritual transports the user to a mysterious location known as The Library, a seemingly infinite series of 10X10ft rooms connected by doors on all four walls to each other and lined to capacity with bookshelves full of titleless books. It's said that all the information in the multiverse, past, present, and future is inscribed here, including somewhere an index to the impossible Library, but no divination magic is here possible and the vast majority of books are written in secret, unknown, or yet to be invented dialects.
Finding useful information entails a high DC search check
Blind Jump
Users of a blind jump are teleported randomly within their plane in a manner which bypasses normal magical interference, such as from an antimagic field . The randomness of this teleportation is quite complete: the final location is selected using a world map and 3 d100 rolls. Roll 1: x coordinate in 10x miles. Roll 2: y coordinate in 10x miles. Roll 3: vertical displacement in 10(x-50) yards. If this final roll is within 100 yards of the ground (above or below), the spell adjusts and places the user firmly on the earth (or water.)
A jump resulting underground does not shunt the user as in a normal teleportation spell. Instead, it creates a 5x5' earthen pocket with enough air for 8 hours. Similarly, a jump resulting high above the ground results in plummeting a great distance.