The Ezrin Quale Trilogy

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Selene's Self-orienting Spread

Transmutation cantrip

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, M (Some butter, or other spreadable food item, which the spell consumes)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Gadgeteer, Sorcerer, Wizard

Spread the butter (or other spreadable food) on target object in range. The object is usually a slice of toasted bread or other bread-like item, but can be anything that can fit inside a 5 foot cube. If the object is dropped or falls while the spell is active, it will always land with the spread facing upward from the ground.

If you attempt to apply the spread on more than one face of the object (such as on both sides of a piece of toast) the spell fails.

Ezrin's Notes

Selene must have been seriously sick and tired of dropping her breakfast to go to all this effort.


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Stop Time

Transmutation cantrip

  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: up to 5 rounds
  • Classes: Sorcerer, Wizard

You attempt to stop the flow of time – poorly.

You become magically stuck, unable to move, act, speak, or perceive the passage of time for 1d4 + 1 rounds. From your perspective, time simply skips ahead. To others, you appear frozen in place – unaffected by the flow of time. You are considered Incapacitated and Stunned for the duration. Ongoing effects or conditions that affect only you are paused while you are frozen.

If you take damage or are forcibly moved, the effect ends.

Ezrin’s Notes

Misunderstanding of the classic Time Stop spell. You're supposed to pause everything except yourself. This is why amateurs shouldn't mess around with chronomancy.


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Watch Pot

Transmutation cantrip

  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Druid, Gadgeteer, Sorcerer, Warlock, Wizard

Target a pot, kettle, cauldron, or other similar container that holds no more than a 5-foot cube of water, soup, or other suitable liquid (about 1,000 gallons.) While the spell is active, no amount of heat will bring the liquid to its boiling point – the temperature never rises above a tepid lukewarm.

You can end your concentration at any time. When the spell ends, the liquid immediately returns to whatever temperature it should be – likely a full boil. Creatures that might be splashed or scalded are subject to whatever damage the situation normally imposes, as determined by the GM.

Ezrin's Notes

This spell was originally intended to alert you when the targeted pot comes to a boil. Which could have been very handy. Unfortunately, due to the law of proverbs, it never boils.


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The Wizard's Wager (Part 1)

The tale of an unwise wizard and his wager

During my long and winding travels, I have become extremely adept at tracking and acquiring lost spells. So much so, that I am afraid I became rather overconfident at my own ability. This flaw led me to engage in a most unwise bet.

I had met a long time friend of mine – a master treasure hunter named Absynth – in our favorite tavern. In the warmth of the hearth I was bragging about my accomplishments. In response, he proposed the wager: find eight undocumented spells (one for each school of magic) and do so before the end of the season. For his part, a large amount of gold would be my reward. But should I fail, I would become his personal magician for a year.

Below I document the results of my frantic three month search. As for who collected on the bet... I shall save that as a surprise for the end.

  • Ezrin Quale

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Animate Vermin

1st-level necromancy

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (A drop of your own blood, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard

The spell creates an undead creature that will follow your commands. Choose the bones or corpse of a Tiny beast within range. Your spell brings the target back as an undead creature. The target becomes a Vermin Skeleton if you chose bones, or a Vermin Zombie if you chose a corpse. The creature will follow simple orders and will defend itself against hostile creatures. Once 24 hours have elapsed, the creature will revert to it's lifeless original form.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate two additional Undead creatures for each slot above 1st. Each of the creatures must come from a different corpse or pile of bones.

Ezrin's Notes

Sort of a beginner's animate dead. This spell is often used to teach new necromancers the ropes, but doesn't wind up in their spell books.

I picked this one up from a small circle of necromancers living out of a surprisingly cozy crypt beneath a rose garden. They were, in spite of their reputation, welcoming and eager to share. (Provided you don't mind the not-so-subtle comments about your good bone structure.)

Stat Blocks

Vermin Zombie

Tiny undead, neutral evil ___ – Armor Class 8 – Hit Points 2(1d4) – Speed 20ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:—-:|:—-:|:—-:|:—-:|:—-:|:—-:| |2 (-4)|6 (-2)|16 (+3)|2 (-4)|6 (-2)|4 (-3)| ___ – Senses darkvision 30 ft., passive Perception 10 – Languages None – Challenge 0 (10 xp) ___ Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Vermin Skeleton

Tiny undead, neutral evil ___ – Armor Class 8 – Hit Points 2(1d4) – Speed 20ft. ___ |STR|DEX|CON|INT|WIS|CHA| |:—-:|:—-:|:—-:|:—-:|:—-:|:—-:| |2 (-4)|6 (-2)|9 (-1)|2 (-4)|6 (-2)|4 (-3)| ___ – Damage Vulnerabilities bludgeoning – Damage Immunities poison – Condition Immunities exhaustion, poisoned – Senses darkvision 30 ft., passive Perception 10 – Languages None – Challenge 0 (10 xp) ___

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


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Detect Residual Magic

2nd-level Divination (ritual)

  • Casting Time: 10 minutes
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, Up to 10 minutes
  • Classes: Bard, Cleric, Gadgeteer, Wizard

A blue aura fills a 50-foot sphere centered on a point you can see within range in range. For the duration, you can see a faint image of any magic that was cast within the sphere up to 48-hours ago. You learn the school of magic and, if the spell is on your class’s spell list, it's name. If the spell had a creature or object as it's target, you see a ghostly statue of the target in the location it was at the time of the spell.

Where multiple spells were cast in close proximity, you will only be able to discern the last three.

Ezrin's Notes

Highly specialized watchmages, found in the largest cities, use this spell to investigate magical crimes. It is perhaps the most important tool in magical forensics.

I was given this one in exchange for help solving a series of grisly murders. A tale full of intrigue and action, which unfortunately I have sworn to never divulge.


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Mutate Creature

5th-level Transmutation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A small granite rock, or a banana)
  • Duration: 1 minute
  • Classes: Druid, Gadgeteer, Sorcerer, Wizard

You cause a beast, giant, humanoid, monstrosity or ooze you can see within range to gain a random mutation for the duration. If the target is unwilling, it can make a Constitution saving throw against your spell save DC. On a success, the spell has no effect. Creatures are immune to subsequent castings of this spell while already under its effect.

The mutation can be removed with dispel magic or remove curse.

Choose one mutation table, then roll 1d10.

Positive Mutations
1d10 Mutation Effect
1 - Roll on other table; if 1 comes up again, the spell ends
2 Wings Gains flying speed of 30 feet
3 Insect Eyes +10 Passive Perception
4 Muscle Enhancement +2 Strength (checks and saves)
5 Increased Brain Mass +1 Intelligence, +1 Wisdom (checks and saves)
6 Razor Claws Gain melee attack, 1d8 + Strength modifier slashing damage
7 Prehensile Tail +2 Dexterity (checks and saves), can wield 3 items
8 Amphibious Gains swimming speed of 30 feet. Can breathe air and water
9 Thick Hide +1 AC, gains resistance to bludgeoning damage
10 - Choose from 2 to 9 on this table
Negative Mutations
1d10 Mutation Effect
1 - Roll on other table; if 1 comes up again, the spell ends
2 Dense Bones Loses any flying or climb speed it has. If it has neither, its speed is reduced by 10 feet.
3 Photophobia -10 Passive Perception
4 Muscle Wasting -2 Strength (checks and saves)
5 Decreased Brain Mass -1 Intelligence, -1 Wisdom (checks and saves)
6 Herbivore Natural/claw attacks deal only 1 point of damage. Disadvantage on unarmed strikes.
7 Bulbous Tumours -2 Dexterity (checks and saves)
8 Water Breathing Can breathe water, but not air. Out of water, must hold breath and follow normal suffocation rules
9 Thin Skin -1 AC, gains vulnerability to slashing damage
10 - Choose from 2 to 9 on this table

Ezrin's Notes

I speak from experience when I say that sudden mutation – beneficial or not – is seldom pleasant. I suspect your companions won't appreciate you casting this one on them in a pinch.

I extrapolated the working of this spell from a trap that only conferred negative mutations. Nasty piece of work – and frankly, this version is not much better.


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Over-Heal

2nd-level EvocationCasting Time: 1 action – Range: Touch – Components: V, S – Duration: Instantaneous – Classes: Bard, Cleric, Paladin

A creature you touch regains a number of hit points equal to 2d6 + your spellcasting ability modifier. If this brings the creature to its hit-point maximum, the excess is gained as temporary hit points, up to a maximum of 5 + your spellcasting ability modifier. These temporary hit points last until the end of the creature’s next long rest.

This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.

Ezrin's Notes

This spell came to me in an uncommon fashion: a scroll, tucked away inside a piece of armor I recovered from a long-forgotten temple. I suspect paladins might have used it to one-up each other – but its true provenance is lost to time.

“Oh my gods, epic over-heal!” – Scrawled on back of scroll.


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Predictive Paper

2nd-level IllusionCasting Time: 1 action – Range: Touch – Components: V, S – Duration: Concentration, Up to 10 minutes – Classes: Bard, Sorcerer, Wizard

The spellcaster touches a sheet of blank paper. The spell creates illusionary ink on the surface of the paper. When shown to a creature, the ink forms writing or images that the creature would be expecting to see on that paper. For example, a shopping list for a merchant, signed orders for a guard, or a petition for a noble.

The spellcaster does not get to choose the exact wording, the illusion adapts to the reader's expectations. For example if the paper was handed to a king while dressed as a noble, it could be a claim for land. If dressed as a beggar, a plea for help.

Since the paper itself is real, this illusion can be very convincing. However, a creature examining it can make an Intelligence (Investigation) check against your spell-save DC. If successful, they can notice a flaw in the text that may reveal it as a fake.

When the spell ends, the illusory ink vanishes, leaving the paper blank once more.

Ezrin's Notes

This one is a lot of fun and great for getting places you shouldn't be. But occasionally someone will interpret the paper a way you weren't anticipating and and you may find yourself in rather deeper waters than you anticipated.

Stole Borrowed this one from a peculiar fellow traveling in a blue box.


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Spelljack

4th-level AbjurationCasting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell * – Range: 60 feet – Components: V, S – Duration: Instantaneous – Classes: Sorcerer, Warlock, Wizard

You reach into the forming weave of another's spell to twist its aim.

* When a creature you can see within range begins casting a spell of 3rd level or lower that is on your class's spell list and does not have a range of Self, you may attempt to redirect it.

Make an ability check using your spellcasting ability; the DC equals 10 + the spell's level.

On a success, you choose the spell's new target. If the spell normally affects a single target, you designate a different creature, object, or point within the spell's original range. If the spell affects multiple targets or an area, you pick any valid set of targets or a new point of origin within that range. All other aspects of the spell – damage, duration, concentration, saving-throw DC, and so forth – remain under the original caster's control. The spell's wording still governs what it can do.

On a failed check, your reaction is wasted and the spell is resolved as the caster intended.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can attempt to redirect a spell whose level is less than the slot you expended. (For instance, a 5th-level slot lets you spelljack a 4th-level spell, or lower.)

Ezrin's Notes

There are few spells more ostentatious than turning an opponent's own magic against them.

I had made it to the quarter-finals of a friendly magical dueling competition. To my surprise, my opponent redirected my own magic missiles back at me – knocking me clean out of the match. Naturally, I insisted she teach me the technique.


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