NKOM SRD

Trickster Magic

Passed down from mage to mage this tome is a puzzle of it's own, ciphers, fake spells and countless annotations from past users. For those willing to take the time to decipher it however the secrets within can be teased out and used for some fun.

Cantrip: Sleight of Voice
When someone speaks into your cupped hands you can catch words and place them elsewhere. The words will be audibly spoken when you wish it from wherever you place them. These words can be used for the Verbal Component of spellcasting.

  1. Forbidden Text

Instant
When you cast this spell you also cast another spell you know or have a scroll for with [dice] MD. You do not expend these additional dice. For the next [sum] hours or [dice] days, when somebody reads the text the spell will be activated, being cast centred on or targeting the reader. Surprised targets do not get a save against spells cast in this manner.

  1. Rope Trick

Slow
You grab a rope and fling it into the air, at which point it catches on nothing. If you climb this rope you can enter into a hidden space, you can see outside of this space as if through frosted glass. The rope needs to remain touching the ground or another solid surface for the spell to remain active. The space can fit [dice] characters comfortably and lasts [sum] hours before it begins to droop and fall apart.

  1. Baleful Exchange

Fast
You may select yourself or an object you are touching that is no larger than a person and [dice] additional characters or objects within [sum]×25 ft to instantly swap places. You decide where each character ends up but they must all change location. Each object or character must be connected to you by a solid object such as the ground to be exchanged.

  1. Inversion

Instant
You can cast this as a free action, whenever someone else casts a spell.  You invert the effects of their spell.  Fire becomes ice, healing becomes hurting, raising the dead means casting down the living, etc.

  1. Snatch Memory

Slow
You may select a character who can see you and with a clever flick of the hand steal a Memory from their mind. If you take the memory of a skill or ability, such as attacks, they will have a [dice] penalty when attempting to do something related to it until they take [sum] hours to retrain the missing knowledge. If you take the memory of a power or spell they must Save MENT to use it until they rest overnight. Other memories are less hardy and are lost until they are returned to them.
Memories appear in the form of small trinkets with a dream-like appearance, you can observe these memories by clutching them as you sleep. Spells can be cast once as if from a spell scroll however you must still invest MD.

  1. Reduction

Slow, Concentration
You may select [dice] creatures or [sum] slots of gear within close range to reduce in size and weight by a factor of 5. When concentration is ended the object will return to full size instantly, you may end concentration on individual objects or characters as free action.
Shrunk Characters take up 1 slot if carried, deal one fifth damage and take a -3 penalty or bonus to any relevant checks.
If cast as a Ritual(10) the spell does not require concentration and instead lasts [sum] hours.

  1. Shapechange

Slow
A creature within Close Range is turned into an animal of your choice with no greater HD than their level for [sum] hours. An unwilling creature can save PHYS to change this to [sum] rounds instead.
The creature gains no benefit from any of their special abilities unless they can be sensibly used by their new form, but does gain the abilities of their new form. All damage and injuries are reflected between the original form and polymorphed form.
The spell ends when you wish it to, the duration ends or the polymorphed creature is reduced to 0 hp, although the character will suffer 1 wound from this.
If you invest at least four dice, this spell lasts indefinitely.

School Secret: The Manse of the Knotted Lord

You discover the elaborate buckle on the book is actually a puzzle. This puzzle will take at least a session to solve, or as long as the GM needs to prepare. Once solve the puzzle becomes a key, when this key is inserted into any door the door will instead open into the Manse.

The Manse is an expansive pocket dimension made of stolen buildings and objects. Your key will always open into the same initial building and your entryway will open to the last door your key was used on.

The buildings of the Manse are still inhabited by the creatures that were living in them when they were stolen. Each building is separated by a door with a unique puzzle that must be solved to pass. This prevents these creatures from traveling, however it does not stop the phase spider infestation.

#tome