In that case, time to roll some spells!
We're starting at level 3, so I get 6 spells, +2 for my Personality. I assume that means the two extras are 1st level, so I'll stick with those and a single 2nd level spell...
I start with Spellweaver Blast, and I also get... (had to reroll two of the spells)
Hover - Scarring spell: This spell leaves the caster’s personal arcane mark permanently on any subject it is cast upon.
Bug Storm - Earworm: An annoyingly repetitive song plays when this spell is cast. Enemies within earshot must make a DC 12 Willpower save or have the song stuck in their head(s) for 1d3 rounds. Casters suffering from the earworm are at -1d spellcasting and concentration checks.
Baffling Haze - Pay the Piper: The caster made a bargain with a powerful being for desperately needed training in this spell.
Every time they cast this spell there is a 1% cumulative chance the being appears later that day and forces the caster to repay their service by performing a dangerous and potentially career-ruining quest or service for them. If the quest is performed successfully, the caster forevermore casts this spell at +1, and the mercurial effect fades away.
Blue Streak - Second Coming: The caster makes spell checks with this spell at +2d.
Supercharge! - Smash it!: The wizard must break something of value that they have in their possession to cast this spell. The item can be as simple as a glass bead or ceramic cup, but it must be something they own and can physically break in a single action.
Arcane Aspect - Spell Annoyer: Casting this spell wakes everyone up in the middle of the night on a far-off unknown world. Every night following a casting of the spell the wizard receives dream communiqués from various wizard representatives of this world, demanding they knock it off.
Medeski's Transformation - Delusionary Terrain: For 1d3 rounds after casting, caster believes they are their own Chaotic/Lawful twin, out to discredit/reform the other
Last edited March 23, 2025 2:12 am