Spells for Violet Flower
Spells are complex rituals that require a folio documenting the ritual (the remnants of the Old Kingdom's wizard militia) in addition to a ritual bloodletting performed with an obsidian blade. This deals 1d6+1HP damage. If a bloodletting would kill them, they instead have 1HP and cannot prepare more spells until they heal to full. After this, the prospective wizard may cast the spell for the next 24 hours.
Magic not granted from the Gods is incredibly heretical in all parts of the Violet Flower. An omnipresent gesture of goodwill in the Violet Flower is presenting one's palms, held out at elbow height and facing upwards, to reveal scars or wounds of sorcerous origin, which are too elaborate and specific to happen by chance.
(Adopted from NBateman's Perfect Spell List. These are his brainchildren, not mine.)
1: Breath of the Hydra Bolts of iridescent red lightning spring from the caster’s fingers and kill 2d6HD worth of creatures. Those of 4HD+ may save vs. death to resist. Lower HD creatures are always affected first.
2: The First Soldiers 1d6 green-faced warriors (2HD / AC 8 / Clubs and Shield) step out of a shimmering black mist wearing elaborately carved wooden armor. They disappear after 2d6 turns.
3: Kiss from the Woman in Dreams: The magician blows a kiss. 2d6HD worth creatures are put to sleep. Creatures of 4HD+ may save vs. spell to resist. Lower HD creatures are always affected first. For every one of the following conditions that is true, add another d6 to the total HD roll:
- The targets aren't aware of the caster
- The targets are awake when they normally wouldn't be
- The targets are resting, or performing some other calm task
- The targets are human
Alternatively, whisper into the ear of a single creature. They get no save.
4: Wall of All Creation An impenetrable flower barrier unfurls from the earth in a place of the caster’s choosing. Those who strike it are rebuffed; arrows are destroyed; spells turn to naught. Any who try to force their way through the wall must save vs. death or be destroyed, a successful save still deals 3d6 damage. The spell lasts for 1 turn.
5: Jaded Thralls Turn a human of the same HD or lower into a thrall, forever. The thrall grows a pair of jade antlers from their head, sharply knapped like snowflakes, that curve and dig into their skull. They must save each month or be killed by the jade antlers growing into their brain. Any human who sees the thralls and their master is hostile; servitude leaves deep wounds.
6: Storm or Calm For the next hour the wizard reshapes the weather according to their will; lightning bolts strike with Zeus’ fury; great whirlwinds turn villages to ruin; oceans are rocked by swirling storms. Or, a gentle rain waters long cracked sillion, drought ends, and children splash in the mud.
7: Necromancy Revive 2d6HD worth of corpses as servants.
8: Hands of the Hydra A legion of scaled red hands crawl and grasp at the ankles of the sorcerer, eager to do their bidding. The hands remain for 2d6 turns and long to choke, steal, and make mischief. In battle, the hands may be sent to grasp and bind up to 1d6 creatures. A save resists their hold.
9: The Third Question Touch an individual’s head and open up their mind completely: sift through their memories, feelings, nostalgias, etc. Knowledge of spells may be stolen in this way. What is taken cannot be returned.
10: Dreamer's Walk The wizard separates their soul from their body and travels freely. Spells may be cast while projected, but the physical world may not otherwise be tampered with. If the caster’s body is destroyed their soul is bound to the world until exorcised. At some point during the effects of spell, the wizard will encounter a beautiful carpet that is not where it appears to be in the real world. This carpet leads to an audience with the Woman In Dreams Everlasting, who gave the knowledge of this spell to a lover she had long ago. She believes the caster to be her lost lover and will attempt to persuade the caster stay with her. Each time after the third the spell is used, the wizard must save to leave the world of dreams.
11: Sphere of Uncreation A sphere of uncreation shatters all objects in a 30’ sphere. Living Statues must save vs. death or be destroyed, if they succeed they take 3d6 damage.
12: Entourage's Fortune Arrows and blades fail to land true against the subject of Fortune; arrows wheel round them while clubs strike short or hit the strong of their armor. For 2d6 turns the subject cannot be harmed by mundane weapons. They may still be wrestled, killed by magical weapons, or doomed by spells.
13: Flight Fly like Superman for 2d6 hours.
14: The Death of the Obsidian King Point a finger to create a conflagration which deals 6d6 damage to all in a 30’ sphere. Flammable objects quickly catch fire, the flames deal a further 1d6 per round to those exposed.
15: Deceit of the Void Appear as any creature or being for 2d6 hours; exact replicas are impossible, for there are always slight differences noticed on a 2-in-6. The spell ends if an attack is made.
16: Petrification of the Old Kingdom A human is permanently turned to rotting stone. This spell cannot be avoided.
17: Malachite's Tears A touched creature is healed to full HP, all limbs are regrown, poisons and diseases are purged. This process takes 1 turn.
18: Petal-Step The sorcerer instantly teleports anywhere they have stood in the past.
19: The True Troth Create a document which kills signators who break its terms.
20: The Obsidian King's False Tower Create a tower made from obsidian that lasts for 1d6 days. The structure is stark and accommodates up to 20 man-sized creatures. Somewhere in the structure is a door to the true Obsidian King's Tower.