I am co-writing some adventures with my son for his schoolmates in Basic Fantasy RPG. We decided to design a style of magic based on names and nicknames to play a role in the early adventures. This led to us designing five spells created by the feared Appellomancer, Ngo-Gua whose tomb the PCs will be raiding in search of a book of the True Names of evil spirits (the Numaomicon).
I thought I might share the spells here to offer up some humour.
The PCs might be able to find Ngo-Gua's spellbook and thus acquire and these for their own nefarious purposes.
You can give a target an embarrassing nickname that will forever warp their fate. The target gets a save, but if the nickname is apropos to something they just did or their appearance, they save at -4. If they fail the save they are forever marked with that nickname.
Anyone who sees the target instantly knows their nickname, and will be at -2 to reaction rolls to them if the target attempts to assert authority or command someone.
Worse still, the spell bends their fate to keep putting them in situations that are apropos to the situation. A victim called Stinkface might forever end up with smelly things plastering their face, while the unfortunate King Sizzlebeard was forever accidentally setting his beard ablaze. “Lumphead” had better wear a helmet for the rest of their days. Every three years the target must save vs. death or have a dangerous encounter apropos to their nickname occur to them that has a chance of getting them injured or killed.
The cursed nickname can only be removed by way of a remove curse spell. Even then the nickname will linger, though the magical effects do not, unless the target makes some serious effort to live it down.
Change Name
Level: Magic-User 2
Range: Touch
Duration: Instant
You can change a willing being’s name. Every other living being except extremely powerful supernatural beings like demons, angels, gods, and elemental lords immediately remember the target by their new name. It does not alter writing, however, making documents seem fraudulent but conveniently invalidating wanted posters and arrest warrants. This does not alter their True Name.
The Curse of Dangus
Level: Magic-User: 1
Range: 30’
Duration: Permanent
This curse can affect the dread name Dangus. Only one being in all of existence can be called Dangus. When a Magic-User prepares this spell they automatically know where Dangus is in relation to themselves, and whether they are living, dead, or undead.
If Dangus is dead, the spell can be cast on another being. A creature can also be freed from being called Dangus by being told its True Name, at which point the spell can be cast on another being.
When a creature becomes Dangus, no other being can remember their name as anything but Dangus. It is re-written instantly in all texts as Dangus. Only the person who cast the spell, powerful otherworldly beings like demons, angels, gods, and elemental lords or magical writings can hold their True Name.
No being can take Dangus seriously. Dangus is a walking joke wherever they go. No enemy can fail a morale check against Dangus. Gods will not grant boons to Dangus. Any reaction roll of Hostile or Friendly is immediately downgraded to Neutral. Dangus has a Charisma of 5 for purposes of recruiting henchmen and hirelings. Friends and spouses inevitably treat Dangus as a fool.
Know True Name
Level: Magic-User 1
Range: 30’
Duration: Instant
You can look at a single creature and instantly know their True Name: a secret name they are given in the spirit world at birth.
If you know a creature’s True Name, you may use it once to cancel a spell that creature is about to cast, or attempt to turn them as if they were the Undead and You were a Cleric of your Magic-user level. Whenever you speak a creature’s true name you gain +2 AC against them and +2 to saves against their powers and spells for 5 rounds.
Pact of the Acid Tongue
Level: Magic-User 1
Range: Self
Duration: 2 hours
While this spell is active you can spend your action mocking an enemy and giving them an embarrassing nickname. If the Nickname seems witty and appropriate to what has recently happened, the target gets no saving throw. If it is a random nickname they may save vs. spells to reject it.
If the nickname sticks, the target is at -1 to attacks and saves for 1d3 turns. Allies of the creature must make a Save vs. paralysis or be at -2 to their next d20 roll because they are too busy laughing. Damage to relationships is permanent.
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