32 Object-Oriented Spells

Here’s a list of spells that I’ve written for a number of systems over the years. I’ve transferred them to the GLOG magic system to make them compatible with most OSR games. They were designed to have a lot of presence in the world A lot of these spells have a physical presence in the world that characters can interact with. This means they have a high hi-jink potential. There's lots of creative uses and ways to mess around here. Let me cover a few assumptions before we start.

- Spells are generally able to choose the caster as the target, as long as they can target creatures.
- The caster can terminate spells with a duration other than ‘Instantaneous’ early, unless the spell description says otherwise.
- Most spells are cast as a standard action.



1. Sol Illictus
Range: 150ft. Target: A point within range. Duration: Instantaneous
All targets within a 20-foot radius surrounding the point take [sum] fire damage. Save halves.


2. Soul Arrow
Range: 150ft. Target: A creature or object within range. Duration: Instantaneous
The target takes [sum] + [dice] force damage. 


3. Hatching Horse
Range: Self. Target: - Duration: Instantaneous
Cast after eating enough grease and caramelised meat to make you feel nauseous. You vomit out a chicken’s egg. The thing that hatches from the egg after 10 minutes is very clearly not a horse, but it has the same general shape. You decide what makes this creature so alien. Does it appear mummified? Does it have a smooth oblong head and crow’s feet? Is it made of twisting vines? 
The UnHorse grows to the size of a war-steed within the hour. It has [dice] HD and obeys you as a well-trained mount would. It turns to dust upon death. Other animals are unsettled by this being. They are loath to attack it, and most will give it a wide berth.


4. Detonate Soul
Range: Touch. Target: A creature within range. Duration: [dice] minutes
The target’s soul is unpinned like a grenade - it awaits release. Save negates. When the spell ends, the target explodes in a blast of fire, dealing [sum] damage to both itself and everyone standing within 10 feet. The target doesn’t necessarily die from this explosion if they still have HP left afterwards. Bystanders reduced to 0HP explode for [sum] themselves, and their blasts are similarly contagious.


5. Horrid Haunting
Range: 150ft. Target: An object within range. Duration: [sum] minutes.
You touch an object, which becomes inexplicably unnerving to anyone within range who sees it. You and any allies who saw you cast the spell are immune to this effect. Creatures within range that can see the target must save vs. Fear or become horrified by its presence. Most affected creatures will try to remove themselves from their vicinity, and only the bravest will willingly approach.


6. Atonement
Range: Self. Target: - Duration: Instantaneous.
Some believe that the only way to live a good life is to rid oneself of all illusions of control, and submit to the highs and lows of life. Greet the good times knowing they will end, and let oneself not be perturbed by plague or pestilence. 
With this spell, you submit to the wheel-ethic of the stoa. A celestial knife plunges into your chest, and cuts out all the power you amassed in your foolish avarice. You are reduced to 1 HD, and lose all class levels.


7. Bountiful Radiance
Range: Self. Target: - Duration: [sum] hours
You ignite an inner fire, causing your to emit a soft, warm glow only visible in the dark. Anyone you interact with will be inclined to consider you both beautiful and trustworthy. You are unimpeded by cold environments. At the end of each hour, you take 1d6 fire damage.


8. Snap Freeze
Range: Cone. Target: Creatures, objects, liquids. Duration: Instantaneous.
A 15-foot cone of gelid air bursts from your palms, freezing any liquids it touches. All creatures and objects within the cone take [sum] damage, and are frozen solid for [dice] rounds. Targets reduced to 0HP are permanently frozen  in never-melting ice. Any creatures caught in frozen water are encased. A save halves the damage, and prevents a creature from being frozen solid. Saves do nothing to save you from being encased in frozen liquid, however.


9. Röschen’s Undying Slumber 
Range: Touch. Target: A sharp object within range. Duration: Until triggered
The sharp object is imbued with a poison that renders the first creature to be cut by it unconscious. A save negates the sleep effect, but makes the creature incredibly drowsy. While drowsy, it must save at the start of each turn, until it has accumulated either three failures or three successes. Three successes negate, three failures put the target to sleep anyway. 
An affected creature sleeps for [dice] hours, and can generally only be woken by any shock intense enough to deal damage. The kiss of someone the target loves can also wake it. While sleeping, the creature does not need to drink, eat, or breathe, and it does not age. 
Investing at least 4 dice into this spell makes the sleep last for 101 years.


10. Crown of the Puppet-King
Range: 150 ft. Target: A creature within range that has a head. Duration: [sum] days.
A crown of gold appears on the head of the target. While wearing the crown, the creature can hear any command you speak to it, even if you are on a different planet. It must obey your commands to the exclusion of all else. It will forgo eating or sleeping, unless you commanded it to keep itself alive, in which case it will take minimal care of itself. Commands can be anything from immediate (kill that man) to long-lasting (build a house on that mountaintop / travel to Tinuë) or even situational (go forth and give your cloak to the first beggar you see). 
The creature will endeavour to keep wearing the crown unless you commanded otherwise. Others can take the crown away, and even don it, in which they are instead affected by the compulsion. A save negates. The crown disintegrates when the spell ends.


11. Animate Objects
Range: Touch. Target: An object no bigger than a table. Duration: [sum] minutes.
The object you touch comes alive. It is able to fly at a speed of 60 feet per round, and may have access to other forms of locomotion. Tables walk, balls roll, carpets crawl. The object sees you as its master, and behaves like a well-trained dog. It has [dice] HD. When reduced to 0HD, it becomes inanimate once more.


12. Mist-Horn Golem
Range: Touch. Target: A pebble. Duration: [dice] hours.
The pebble is transmuted into a tiny stone homunculus with a big head and a single eye. It has 1HD and can walk at a pace of 10 feet per round. The golem obeys your orders. It can scout down corridors keep watch for enemies. It understands you, but its own vocal talents are limited to emitting a deafening HONK that carries for miles. This sound is very effective for warning you of danger.



13. Coward’s Luck
Range: Self. Target: - Duration: Instantaneous.
This spell was created by a mischievous university student who wanted to cover his retreat from any potential pursuers. When you cast this spell, an obstacle appropriate to your environment appears to slow down anyone chasing you and your allies. In a city, you might summon a parade, while the wilderness might spawn landslides or deep rivers.


14. Disease Demon
Range: Touch. Target: A creature within range. Duration: Instantaneous.
You touch a creature and extract [dice] diseases afflicting it. Each affliction is transformed into a winged imp that appears above the target, and flies off to wreak havoc. Any creature touched by an imp must save or be afflicted by the disease it was created from. The imps have 3HD, but are completely harmless except for their accursed touch. 


15. Darklit Sight
Range: Touch. Target: a fake eye made of metal. Duration: Instantaneous
Touch an eye, endowing it with a strange form of sight. Replace one eye of a nearby creature (including yourself) with the metal facsimile to put it to use. The eye sees only metal. A sword burns like blinding white fire. Rock and earth have a gentle glow to them. Flesh is only the vaguest shadow - sometimes you can see the faint network of blood vessels running through it, often you can’t see it at all. Make a roll to search for something made of flesh, unless you have another functioning eye. Pockets of not-earth register as gaping voids in stone or soil. 


15. Featherweight
Range: Touch. Target: A creature or object within range. Duration: [dice] minutes.
You touch a creature or an object, making it as light as a feather. You can punt that goblin biting at your feet really far, but he’ll fall slowly. The affected creature descends at a rate of 60 ft. per round, and takes no damage from falling. Heavy objects become way easier to move. Save negates.


16. Rend-the-Veil
Range: - Target: - Duration: Instantaneous.
Prepare a mixture of equal halves pig’s blood and quicksilver in a bowl. Make sure the bowl’s mouth has a diameter no less than 4 feet. Recite the incantation and reach into the liquid. You will feel a demon reach out to you. Pull it from the bowl. (A potential LIST of demons can be found here). The monster is compelled to grant [dice] requests if you speak them aloud - it will try to kill you before the words leave your lips. After the requests are fulfilled, it’s free to wander the world. Unless you’ve been able to come to an understanding, it’s likely to take revenge. 
If roll triples or doubles, an additional mishap occurs - the liquid becomes a permanent portal to another plane.


17. Glamourie
Range: 150 feet. Target: Point within range. Duration: [Dice] minutes.
An image no larger than a house appears within range. The image can move, emit sound, and emit smell. You could also summon only sound and smell, forgoing the image. The illusion cannot be seen through, but it pops like a balloon if it suffers an impact no more powerful than a vigorous slap.


18. Sanguine Fabrication
Range: Self Target: - Duration: Instantaneous.
You transmute your blood into a duplicate of an object you can see. If [dice] is 1, you can replicate an object no larger than a dagger. If [dice] is 2, you can replicate an object no larger than a pig. If [dice] is 3, you can replicate an object no larger than a horse. If [dice] is 4, you can replicate an object no larger than a tree. You take [sum] damage from blood loss.


19. Hemme’s Hopping Hysteria
Range: 60 feet. Target: Object or creature within range Duration: [dice] hours.
You imbue the target with the ability to jump over a house. That doesn’t mean they are necessarily able to resist the resulting fall. Save negates. If an object is enchanted in this way, it gains limited sentience. The object perceives its rightful owner as it master, and hops after them like an excited dog. 


20. Sevenleague
Range: 60 feet. Target: A creature within range. Duration: [dice] minutes.
The target quadruples in height on account of their freakishly elongated legs. Their walking speed quadruples as well. Save negates.


21. Sympathetic Bond
Range: 60 feet. Target: 2 Objects or creatures within range.    Duration: [dice] minutes.
The two targets are interlinked for the duration. While the targets are linked, any energy put in or taken from one is similarly given or taken from the other. Freeze 1 target, freeze the other. Set one on fire, the other also heats up. If either target takes damage, they instead take half, and the other target takes an equal amount of damage. If one or both targets are creatures, they can save to negate the spell.

22. Obsession
Range: 150 feet. Target: Creatures within range. Duration: [sum] minutes.
[Dice] within range become obsessed with an object of your choosing they can see. They are unable to move away from it for the duration. If [dice] is at least 4, the duration is a year and a day.


23. Psionic Bond
Range: 150 feet. Target: [2xDice] creatures within range. Duration: 10 minutes.
For the duration, you are able to read the thoughts of the target. This does not mean you can flip through their minds like a book - you simply hear any thoughts going on inside their heads. You can guide their thoughts by talking to them and asking leading questions. If you allow it, the targets are also able to hear your thoughts, or even the thoughts of each other. This is quite useful, should you wish to form a telepathic group-chat. Save negates.


24. Invisibility
Range: Touch. Target: A creatures within range. Duration: [dice] hours.
The target’s body becomes invisible for the duration. The same is not true for their clothes, equipment, or the specks of dust on their skin. If you roll triples or doubles, an additional mishap occurs - the invisibility is permanent.


25. Blinding Mist of Fury           (Inspired by a spell from Vaginas are Magic)
Range: 60 feet. Target: Point within range. Duration: [dice] rounds.
A faint red mist spreads from the chosen point to an area with a radius of 5 feet. Anyone who breathes in the mist must save or become blinded and overcome by unthinking bloodlust until the spell ends. The cloud can be moved by wind, but doesn’t disperse until the spell ends, at which point the mist thins enough to become ineffective. Though dispersed, the poisonous vapour remains. How long until the atmosphere is saturated and we all become beasts?


26. Noise Eater
Range: 60 feet. Target: Point within range. Duration: [dice] minutes.
Open an empty bottle and whisper an incantation. No sound can be generated within 20 ft. of a point you choose within range. All sound that enters the area is canceled and stored within the bottle, which is sealed at the end of the spell. If the bottle is opened again, it replays all the sound absorbed in chronological order.


27. Pentacle
Range: Touch Target: A pentacle drawn upon the ground.    Duration: [sum] minutes.
You imbue the pentacle with abjuring magic, provided it’s no larger than [dice]x10 feet in diameter. Specify a type of creature that is unwelcome within the warded area. You can be as general as “demons” or as specific as “my uncle Harold.” Creatures that fit your specifications cannot enter the pentacle unless they save. The pentacle can be inverted, preventing targets from exiting.


28. Missive Gale (Inspired a spell from the Troika! system.)
Range: Touch.    Target: An object small enough to fit in your hand.    Duration: Instantaneous.
Whisper the name of someone you know. The target is born upon strange winds towards them. It’ll bump into them three times before falling to the ground. A spell designed for daggers, but mostly used to send letters. The object may be caught or delayed, but it’ll try to arrive as long as it exists.


29. Force
Range: Cone. Target: Objects and creatures. Duration: Instantaneous
You project a 10-foot cone of thunderous force from your palms. All objects, structures, and creatures within the area take [sum] damage, and are thrown backwards [dice]x5 feet. A save halves the damage and prevents targets from being thrown back.


30. Raise Dead
Range: - Target: - Duration: [sum] minutes.
Dig a hole in the ground. Fill it with equal parts milk, blood, and honey. Whisper an incantation, drawing forth spectres of the dead from the underworld. Alternatively, you may call the name of a specific deceased individual to call them forth. They know everything they knew in life, and retain some of their personality. A part of them is missing - what brought them joy in life no longer moves them, and they are haunted by a lingering sadness. 
If there are any corpses present, the ghosts will possess them. The resulting undead have [dice] HD, and are friendly to the caster if the ghosts were. If [dice] is 1, the undead is barely conscious. It is a machine of flesh and bone that can walk and take vengeance upon the living with its teeth, but little else. If [dice] is 2, the undead has a monkey’s intelligence. It can understand orders and body language, and has limited tool use. If [dice] is 3, the undead has human intelligence. If [dice] is 4, the undead is a lesser vampire, cunning and eternal.


31. Counterspell
Range: 150 Target: A spell in range Duration: Instantaneous.
This spell can be cast as a reaction when you see another mage cast a spell, or as a standard action when you encounter ongoing magic. You create an effect that nullifies their magic. Describe it. If they cast fireball, you summon a sphere of water that smothers the flames before they do any damage. If they summon a demon, you summon hands from the earth to drag it back to hell. If [dice] is equal to or greater than the amount of dice the other mage invested in their spell, that spell ends.


32. Host-Hider
Range: 100 ft. Target: a small army within range Duration: [sum]x30 minutes.
A small army joins you in standing close together, and you all raise your arms above your heads with fingers outstretched. You and the army transform into trees appropriate for the terrain until the duration ends. You cannot dispel this magic early.

Comments