Random Assortment: Spells and Gear and Things

Stinging Touch. Arcane 1. 1d4 damage per level, capped at third level (3d4) [20×0.33]; inflicts pain (–2 penalty to attack and proficiency throws for one round) [3]; affects one creature [×1]; range touch [×0.4]; attack throw required [×0.35]; no save [×1]; lasts one day [×7]; arcane [×1]. Cost 10.

Bee Sting. Shortsword +1, deals a total of 2d4+1 damage and inflicts pain on anyone it successfully hits. Base cost 30,000 gp, 121 days.

Stinging Willow. A switch of magical willow enchanted with stinging touch. Deals no damage of its own, but treat as a club for attacking purposes. On a successful hit, deals 1d4 magical damage and inflicts pain. Base cost 25,000 gp, 100 days. As an option, may only be usable by mages, in which case it deals damage based on the user’s mage level (3d4 for a mage of third level or higher).


Thank you. I'll be adding to it over time.

Dogsbody. A hollow bronze construct of a giant malamute and saddle, with a folding hatch along one side. HD 6••; AC 3; move 150; attack bite 2d6 (knockdown at +0, human-sized opponents save at –4); immune to poisons, gases, charm, sleep, hold, and non-magical weapons; save F3; morale n/a. Weighs 75 stone, 5.5 feet long, 3 feet wide. Can carry 15 stone at full move, 30 stone at half move. The interior of the hatch is larger than the dog, and can hold up to 100 stone (weightless while stored in the dogsbody) and 150 cubic feet (the hatch can only accommodate 4 ft. by 2 ft., however). Base cost 147,000 gp, including the enchanted container dweomer.

Purse Dog. As a dogsbody, above, but the size of a small terrier, and with the opening in its back. HD 1••; AC 2; move 90; attack bite 1d4; immune to poisons, gases, charm, sleep, hold, and non-magical weapons; save F0; morale n/a. Weighs 15 stone, 2 feet long, 1 feet wide. The opening hatch is 18 inches by 9 inches, but can hold the same 150 cubic feet and 100 stone with no weight addition. Base cost 137,000 gp, including dweomer. Although not significantly less expensive and lacking the ability to carry a rider, the purse dog is much, much less obtrusive, and can even be labeled as a cute pet. Some individuals arrange a hanging container designed to blend into the lip of the hatch opening, making it appear that there is no warped space within the dog.

(Note: I decided against just editing them all into the original post, because it would get too confusing as to which ones were new. Sorry about that.)

Pyrfalcon. HD 14•••• (63 hp); AC 11; move 120, fly 480, cannot move through water 14+ feet wide; attack 2× claws 2d6+1 (dive) + bite 4d6+2 + burning slam 3d8 (4d8 vs. cold-using opponents); immune to non-magical weapons; save F14; morale +4. Can carry 75 stone at full move, or 150 stone at half move. A crossbred small roc and 16HD fire elemental. Base cost 48,000 gp. You probably don’t want to meet the mage who successfully researched this.

The Unfortunate Spells of Patches Red-Eye

Sadly, this research grimoire is all that remains of Patches. After a minor success with some radical experimentation, he appears to have gone too far and disintegrated himself in a blast of wild magic.

Arcane 1

Essence of Coffee. The caster is alert and immune to sleep spells for two turns per caster level.

Lash of Fire. A whip-like tendril of flame leaps from the caster's hand and begins tearing into one opponent within 240 feet (no save). This deals 1d4 fire damage per round, and lasts as long as the caster Concentrates.

Arcane 3

The Stingy Cleric. The caster immediately heals 2d6 hit points. No attack throw required.

Arcane 5

Finding the Seams. One creature within 90', plus one creature per five caster levels, must save vs. Death or suffer a mortal wound.

The Source of my Fears. This spell takes one full turn to cast, and allows the caster to detect evil as the spell within 120' for one full day.

Arcane 6

Summoning the Pig of Destiny. This summons one pig of destiny from distant planes of existence, appearing within 10' of the caster. The pig of destiny will serve the caster as a faithful mount for one day, then disappear. This spell takes one turn to cast, and can only be cast once per day. Pig of Destiny. HD 6•••; AC 6; move 150, fly 300; attack trample 2d6 (5’ wide) or gore 2d6+1 (charge 4d6+1); immune to non-magical weapons; save F3; morale +2. This immense, winged boar weighs 350 stone, and is 14 feet long, with a 56-foot wingspan. It can carry 100 stone at full speed, or 200 stone at half speed.

This is the best. I will be adding an empty wizard’s tower somewhere in my game with Patches’ spell-books.

Patches' complete grimoire at the time of death:

Level 1. Chameleon, essence of coffee, floating disc, lash of flame, protection from evil, and wall of smoke.

Level 2. Detect invisible, ESP, gust of wind, invisibility, and wizard lock.

Level 3. Command person, dismember, dispel magic, nondetection, and the stingy cleric.

Level 4. Dimension door, remove curse, wall of fire, wall of ice, and wall of wood.

Level 5. Curse of swine, finding the seams, mass infravision, and the source of my fears.

Level 6. Lower water, move earth, and summoning the pig of destiny.

Rituals. Cancellation (arcane 7) and permanency (arcane 8).

Those notes left behind indicate that he was trying to re-research summoning the pig of destiny a second time, to try to get better results. Either that, or a permanent version of curse of swine. It's always hard to tell, second-hand, what a mage attempting radical experimentation intended before he turned to powder.

Spit Gulch Spells

Spit Gulch is the shallow scrubland valley of Spit River, which isn't a river so much as a rumor of one somewhere north of the trickle actually found in Spit Gulch. A hill on the western lip of the valley (called Holler Hill for reasons lost to time) bears a tumbled-down triangle of castle walls, the bottom floor of a once-immense tower (including a stairway into deeper passages), and the rotted remains of various wooden businesses. One section of castle wall, more erect than the rest, still has a bit of fluttering parchment declaring the place a plague hazard.

It is said that, before succumbing to a plague of unknown origins, the sorceress who kept the place had three spells of surpassing power, and that if one braved the depths of the tower, they might yet be found. Sadly, no one has ever managed such a feat.

Arcane 1

Grim Fountain. Clean, refreshing water begins filling one living subject within 15 feet, and pouring out of every orifice, unless the subject makes a save vs. Spells. This deals 1d6 water damage per caster level, for one round per caster level.

Riverfriend. The caster's skin takes on the faint sheen of a water elemental, granting a +2 bonus to AC and immunity to non-magical weapons for one round per caster level.

Tidal Flight. The subject (whom the caster must touch) gains the ability to swim at 120' for 6 turns + 1 turn per caster level.

Alchemist Spells, Rank 1

This is the spell list my default alchemist class chooses from at first level.

  1. Alchemical Bullet
  2. Charismatic Power
  3. Floating Disc
  4. Hold Portal
  5. Lens of Detecting Danger
  6. Lens of Detecting Evil
  7. Lens of Detecting Magic
  8. Light*
  9. Lightness
  10. Magic Rope
  11. Micrometeor
  12. Physick's Touch
  13. Protection from Evil*
  14. Sharpness
  15. Shield
  16. Slipperiness
  17. Spray
  18. Unseen Servant
  19. Velocity
  20. Wall of Smoke

Alchemical Bullet. For one round per caster level, the caster’s sling produces magical bullets sufficient for the caster’s attacks with that weapon. On a successful attack (there is no bonus to hit), a bullet deals 1d6 damage per caster level, to a maximum of 3d6. Damage type is determined by the alchemist when it is learned (“alchemical ice bullet”, “alchemical flame bullet”, etc.). (1d6/level capped at three [8.1], one round per level [×4], range 180’ [× 1.1], attack throw required [×0.35], no save [×1], arcane [×1]).

Charismatic Power. One living creature (of any HD) within 15’ regards the caster as a trusted friend and ally. Intelligent creatures can avoid the effect with a save vs. Spells (with a +5 bonus if the creature is being threatened or attacked by the caster or the caster’s allies). This charming effect lasts for only one round per level, and is otherwise identical to charm person. (charm target [30], one creature of any HD [×1.1], only target living creatures [×0.75], range 15’ [×0.6], duration 1 round/level [×1.1], save avoids/intelligent only [×0.6], arcane [×1])

Lens of Detecting Danger. As detect danger, but lasts as long as the caster Concentrates. (detect danger [8], range 30’ [×0.8], small area/object/creature [×0.7], duration concentration [×1], no save [×1], arcane [×3]).

Lens of Detecting Evil. As detect evil, but lasts as long as the caster Concentrates. (detect evil in range [5], all within range [×1], range 60’ [×1], duration concentration [×1], no save [×1], arcane [×2]).

Lens of Detecting Magic. As detect magic, but lasts as long as the caster Concentrates.

Lightness. The caster can fly (move 120’) for five minutes per caster level. (fly [35], self [×0.75], only creatures [×0.8], lasts 3 turns [×0.9], arcane [×1]).

Micrometeor. Deals 1d4 damage per caster level to a 20-foot diameter sphere, anywhere within 150’ (line of sight is required). Half of the damage dealt is fire damage (a save vs. Blast eliminates this half), the other half is impact (no save). (1d4/level [20], area 20 ft. diameter sphere [×2], instant [×1], range 150’ [×1], save halves [×0.75], arcane [×1]).

Physick’s Touch. This heals 1d3 points of damage to a single touched subject (attack throw required unless subject is helpless) and grants a +1 on the Mortal Wounds 1d20 roll. (cure 1d3 damage [6], one creature [×1], attack throw required [×1], range touch [×1], instant [×1], beneficial [×1], arcane [×1.5])

Spray. Deals 1d8 damage, +1 per caster level, to a cone 40 ft. long and 20 ft. wide. Creatures within the area of effect can save vs. Blast to halve the damage. Damage type is determined by the alchemist when it is learned (“ice spray”, “flame spray”, etc.). (1d8 capped at one [3.6], 1 damage per level [8], cone 20&times40 [×2.5], range 0’ [×0.4], instant [×1], save halves [×0.75], arcane [×1]).

Velocity. One creature or object’s movement rate is doubled for one turn per level. (doubled move [5], one target [×1], range 240’ [×2], 1 turn/level [×1], arcane [×1])

A setting-specific variant on Contact Outer Plane.

The Spheres

Oceana is a planet (and a god), mostly ocean (60%), at the center of nested spheres. Not quite eight thousand miles in diameter, with 200 million square miles of surface (only about 60 million of usable land, however). The world is said to be hollow with a nested sphere deeper within, although estimates of size vary.

The Blue Maze orbits 8 thousand miles above, and is 320 miles in diameter (it appears about five times as wide across as Earth’s moon).

The Great Eye orbits 11 thousand miles above, and is 97 miles in diameter (it appears about the same size as Earth’s moon). In recent memory, the iris has never been focused anywhere on Oceana, but is always just a little off-center. It is said that anything within a few miles of the surface of the moon is attacked by mile-long tentacles, storm winds, random spell effects, and a corrupting aura.

The Sun is set into a solid ring of pure adamant that orbits 24 thousand miles above. The ring is said to be 216 miles wide, 6 miles deep, and 200 thousand miles long, with a gap for the sun. The surface is freezing everywhere except near the sun.

The Outer Sphere is a vast sphere of adamant with no apparent egress, 56 thousand miles above. Reflective surfaces along the inner shell reflect sunlight back, forming stars.

In the space between the bodies, there is very thin atmosphere—even thinner than that of very high terrestrial altitudes—which prevents the use of wings, lifting gases, or similar non-magical flight. And while it is breathable, creatures who require oxygen will be weakened after an hour spent in it (double the effective weight of gear, halve move, and –2 on melee attacks and damage). They recover after an hour in normal atmosphere.

Contact Outer Sphere

This fifth-level arcane spell puts the caster’s mind in contact with an entity from one of the outer spheres and pushes it to answer questions. There are said to be still other outer spheres that a caster could contact, but little is known of them, and most rumors imply that it is better to avoid them entirely. The list below are the closest thing to a "dependable" list:

The Blue Maze

A crystalline entity of sharp edges and cold-blooded logic, as often malevolent as benign. Lore states that they think in maze-like terms, and may lie for a greater good, or simply to fit the “pattern of events.”

Blue Maze entities never answer more than three questions, and their answers are often riddles or enigmatic one-word replies. When the question is asked, make a proficiency throw 16+ to know it, and roll 1d6: on a 4+, the entity lies undetectably.

There is a 5% chance per casting that the caster will become utterly lost in a riddled answer for 1d6 weeks, obsessed with it and unable to think of or do anything else. Casters of at least 11th level are immune.

It is possible to deliberately choose a more powerful entity in the Blue Maze. Each step more powerful grants a +1 on the proficiency throw, increases the chance of insanity by +5%, and increases the minimum caster level for immunity by +1.

The Great Eye

A malevolent and horrible wisp of pure Chaos . . . which nonetheless may know something useful by chance.

Chaos wisps answer 2d6 questions, always with a single random word. Make a proficiency throw 13+ for the word to be relevant; and roll 1d6: on a 5+, the word is relevant, but a lie.

There is a 20% chance per casting that one of the random words produces a sense of growing horror and nightmarish terror in the caster’s unconscious. If so, the caster is fine for 1d6 days . . . and then loses 2d4 weeks to catatonic fear.

Each level above 11th reduces the number of weeks of insanity by one.

Because of the similarity in the nature and scope of the insanity, many believe that the spell oblivion sends its targets to some part of the Great Eye.

Adamantine Waste 

A monstrous titan whose soul is trapped in the adamant ring holding the sun in place. It’s knowledge is ancient and terrible.

An adamant titan soul will answer eleven questions, each with a Word of Power which illuminates the path to knowledge. Make a proficiency throw 5+ for the titan to know the answer; and roll 1d6: on a 6, the titan has chosen to lie for its own obscure purposes. This lie is undetectable.

There is a 95% chance (minus 5% per caster level) that one of the Words spoken by the titan will drown the caster’s mind in what feels like a few seconds of imagery and knowledge . . . but takes the caster a full season to assimilate. While assimilating the knowledge, the caster is paralyzed and must be cared for by others.


Within the Sun lies a fire elemental of unsurpassed power, bound there by Oceana to serve her purposes. The Sun elemental knows all things that occur on the surface, in the light, or in even the faintest warmth, on Oceana and the other spheres. The Sun is Oceana’s eye on the world.

The Sun elemental will answer up to twelve questions, so long as all twelve questions are on the same general topic, and will answer with reasonably complete sentences.

The proficiency throw is 2+, but if it occurred in the physical world, the Sun automatically knows the answer. The Sun does not lie.

There is a 50% chance that communicating with the Sun will temporarily blind the inner and outer sight of the caster, leaving him blind, babbling, and unable to cast spells for two entire seasons.

Huh. Now I want to write up a custom version of Contact Other Plane for my campaign … or maybe just steal and rename yours.

I like these. I always like to add new and unique items into treasure found, and these will fit in nicely.

Slightly revised, as I complete work on the planes/spheres.

Contact Other Plane

This fifth-level arcane spell puts the caster’s mind in psychic contact with an entity from one of the other spheres to ask questions.

Abyss. Up to 7 questions. Knowledge throw 11+. Lies on 5+ on 1d6. 

The abyssal intelligence at the center of Oceana, deep within the oceanic depths . . . which some scholars believe is actually the goddess herself.

The Abyss answers in complete sentences, but requires all questions to be on the same general topic. The Abyss sometimes lies for unfathomable reasons.

Each casting, there is a 33% chance that the caster will glimpse the merest shadow of the vast and darkling mind of the Abyss, and acquire a sense of how little humans matter. The caster’s mind shatters, and will take 2d6 weeks to rebuild itself and stop gibbering mindlessly.

Adamant Titan. Up to 11 questions. Knowledge throw 5+. Lies on 6+ on 1d6.

A monstrous titan trapped in the ring holding the sun in place. Its knowledge is ancient and terrible.

The adamant titan answers with Words of power which illuminate the path to knowledge.

Each casting, there is a 95% chance (minus 5% per caster level) that a Word drowns the caster’s mind in what feels like a few seconds of imagery and knowledge . . . but takes the caster a full season to assimilate. While assimilating, the caster is paralyzed and must be cared for by others.

Azure Crystal. Up to three questions. Knowledge throw 16+. Lies on 4+ on 1d6.

A twisty-minded entity devoted to logic and riddles, as often malevolent as benign, and known for lying “to fit the pattern of events.”

Each casting, there is a 5% chance that the entity will bind the caster’s mind with a riddle. This takes 1d6 weeks to solve, and the caster can do nothing else. An 11th level caster is immune.

This is a first-level azure crystal. Higher-level crystals can be contacted: for each higher level (maximum 10th), add a +1 bonus to the Knowledge throw, increase the chance of a riddle binding by +5%, and increase the caster level required to be immune to the riddle.

Eye Wisp. Up to 2d6 questions. Knowledge throw 13+. Lies on 5+ on 1d6.

A malevolent and horrible wisp of pure Chaos . . . which may know something useful by chance. Questions are answered with a semi-random word—a successful Knowledge roll means the word is relevant, a Lies result means the relevance is misleading.

Each casting, there is a 20% chance one of the words produces a sense of growing horror in the unconscious mind. The caster is fine for 1d6 days . . . and then loses 2d4 weeks to catatonic fear. Reduce this by one week at 12th level, two at 13th level, and three at 14th level.

Starborn. Any number of questions. Knowledge throw 9+. Lies on 10+ on 1d10.

These frozen intellects float or swim in the outer borders of the Outer Sphere, amidst the glittering stars. Powerful psionic entities, they can often discern the answer to questions.

Communication with them is damaging to the psyche, however. The caster may ask as many questions as desired; at the end of the questioning, there is a number of questions ×5% chance of severe damage. (If there are more than 10 questions, break the result into groups of 10 or less, and roll once for each).

Severe psychic damage leaves the caster comatose for 1d6 months while the mind heals. Each additional damage result adds 1d6 months.

At the end of the comatose period, the caster must roll 1d10 + Wisdom modifier on the Tampering With Mortality table (ACKS, p. 107). Each psychic damage result past the first subtracts –1 from this roll.

Sun. Up to 12 questions. Knowledge throw 2+. Never lies.

The vast elemental powering the Sun, bound by Oceana as her eye on the world, knows all things that happen in the physical world.

All questions to the Sun must be on the same general topic: the spell ends if the topic shifts. The Sun never lies, and normally answers with complete sentences.

However, each casting, there is a 50% chance communicating with the Sun blinds the inner and outer sight of the caster, leaving him blind, babbling, and unable to cast spells for 1d4 seasons (up to a year).

There are said to be still other outer spheres that a caster could contact, but little is known of them, and most rumors imply that it is better to avoid them entirely.

So cool and flavorful! Awesome.

Inventory Charm. Arcane 2. This spell creates a nondimensional space within a small container (holding 1/6 stone or less) such as a wallet or pocket, or within a small object such as a key, stone, or sheet of paper. This functions exactly like enchanted container, but can only hold a maximum of one cubic foot and one stone (10 lbs.); and the container remains intact for one week instead of two months.

Inventory Codex. This incredible artifact resembles a book. Each page of the book is enchanted with a permanent inventory charm, and one item can be placed into a page (becoming visible as a stunningly realistic painting on the surface of the page) or removed at any time. A typical codex has 2d6 pages, and has a base value of 50,000 gold per page. The grand alchemist Fauven the Bold was said to have a codex of 11 pages, each with a magical tool of immense value placed within.