The Ezrin Quale Trilogy

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Spindle of Slumber

6th-level Enchantment

  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a spindle)
  • Duration: Until triggered
  • Classes: Bard, Sorcerer, Warlock, Wizard

You enchant the spindle with an ancient magic while speaking the name of a specific creature (a pseudonym, title, or nickname doesn’t work.) The spindle appears ordinary and harmless until it draws that creature's blood. When pricked, a willing creature falls asleep automatically. An unwilling creature must succeed on a Wisdom saving throw against your spell save DC or fall into a deep, magical slumber for one day. Then the spindle reverts to an ordinary spindle.

While asleep, the creature is unconscious, incapacitated, and unaware of its surroundings. It does not age, require food or drink, or dream. A creature immune to magical sleep is unaffected by the needle.

The sleeper cannot be awakened by normal means. The slumber can be ended with Remove Curse cast using a spell slot of 5th level or higher, Dispel Magic, or Greater Restoration. At the discretion of the GM, the kiss of a true love may also end the slumber.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration of the sleep is determined by the slot used:

Slot Level Duration
7th 7 days
8th 1 year
9th 100 years

Ezrin's Notes

This one was a lucky find. It was documented in a tome of folklore I was idly perusing.

I wonder if the creator considered that it could also be used for one-way time travel?


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The Wizard's Wager (Part 2)

The Endgame

So, there I was – seven new spells in hand, but less than 3 days left in my unwise bet. I had traveled half the continent by then, charming spells out of eccentrics, recovering them from ruins, and acquiring a few through entirely legitimate (if not strictly conventional) means. But as I checked schools of magic off from my list, those that remained became harder and harder to obtain.

With time running out. I was wrapped in panic. There was no way I'd find the final spell in time. Then it hit me: the wager was to document eight undiscovered spells. If I couldn't find the last spell... I could make it myself.

A frantic weekend later, with the wager itself as my inspiration, I managed to craft a spell of my own design. I do hope you enjoy it as much as I enjoyed my winnings.

  • Ezrin Quale

Presenting... Quale's Wizard's Wager


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Quale's Wizard's Wager

5th-level ConjurationCasting Time: 1 minute – Range: 10 feet – Components: V, S – Duration: Concentration, until the game is finished – Classes: Bard, Warlock, Wizard

The caster describes a game for two players that can be played on a tabletop. Examples include card games, chess, or liar’s dice. They must clearly explain the rules such that both players understand them, as well as the consequences of losing. If either participant is unwilling, coerced, or controlled by an outside force, the spell fails.

A large table, two comfortable chairs, and any game pieces required are conjured from thin air. Though magical, these objects are subject to damage as normal. They vanish when the spell ends.

The player who loses is reduced to 0 hit points. A draw results in no effect. If the caster loses concentration or the game is interrupted by an outside force, the result is considered a draw.

A player who refuses to take their turn, abandons the game, cheats, enlists outside interference, or engages in other unsportsmanlike behavior is disqualified and loses by default. (At the GM's discretion.)

The Game Master will determine what rolls, if any, are required to resolve the game.

Ezrin’s Notes

It is unwise to attempt a role-playing game. Not only do they take an extraordinary amount of time, but you also run a very real risk of recursion.

If you find yourself short on suitable games, I recommend Elhromane's excellent tome: “Tabletop: Games for Elves from Twelve Years of Age to Seven Hundred and Fifty, and for That More Intelligent Sort Who Likes Elven Games and Books.”


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