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Tales from the Dungeon

An RPG Zine – ISSUE #7 – Spring 2023

Weird Magic
$10 1st Print
Introduction Contents
The theme for this issue is Weird
Welcome to “Tales from the Magic! Powerful, deadly,
Dungeon” #7. This issue was our otherwordly, comical…we’ve got a bit
entry into ZineQuest 5 and we of everything here.
wanted to give a huge thanks to all
of our backers! The new abilities and items
throughout this issue add options
and in some cases power to already
Several of the contributors to this
strong characters. Adjust as needed
zine have been playing RPGs, board for your table and group.
games, etc., for many many years
and wanted to use this as a way to Page 2-7: The Lost Staffs
share some of those stories beyond Page 8-11: High Fashion
their table. We hope you find Page 12 : Arch Bill
something in this zine that you can Pages 14: The Divine Keys
Pages 16: Max Mavens Millinery
use at your table, and make it a
Pages 18: Beard Magic
part of your story. Pages 20: The Untold Grimoire
Page 22: Grimoire Spells
As always, the pages within are Page 24: Aethereal Modification
meant to inspire creativity. If you Page 26: Spellweaver Chart
Page 28: Weird Magic
disagree with stats or find
Page 31: Magical songs and Dungeon
something unbalanced feel free to Comics
adjust as needed.
Credits
Check out previous issues and stay Writing and Design
up to date by checking out our Skylar Simmons
Itch.io page at the link below. Christopher Rice
Alex Haas
D. Hunter Phillips

Illustrations
Nathan Britto
Christopher Rice
Francesco Accordi

Open Game License Content: The Open Game License Content in this book have been reproduced under the OGL
The Lost Staffs
In the world of magic, the staff is a symbol of power and authority, used by wizards
and mages to harness the forces of the universe. It is not just a tool, but an
extension of the wielder's will, a conduit through which they can channel their
magic.

For many mages, the staff is also a badge of honor, signifying their rank in the
magical hierarchy or representing their individuality and style. It is an essential part
of their identity, passed down from master to apprentice, and a symbol of the
lineage and tradition of magic.

In addition to being a tool for magic, the staff is also a weapon of defense and
attack. It can shield the mage from harm and cast protective spells or focus the
mage's magic into a powerful blast or subtle enchantment. To the mage, the staff is
a trusted companion, a source of strength and protection, and a reflection of their
inner power.

However, in the pursuit of more powerful and exotic staffs, mages may acquire
cursed or corrupted ones. These powerful staffs may provide incredible magical
abilities, but at a great cost.

Some cursed staffs can cause physical mutations or mental instability in their
wielders, leading to physical deformities or madness. Others may drain the life
force of their wielders or those around them, leaving a trail of death and
destruction in their wake. The potential for abuse and misuse of these powerful
artifacts is a significant danger, as some may be tempted to use them to achieve
their own ends, regardless of the consequences.
The Hag’s Index
Staff, Rare (requires attunement)
This staff is a gruesome and unsettling
artifact, made from the severed finger of a
giant Hag. The finger bone is still covered in
ragged flesh and sinew, and its sharpened
nail is blackened with age and dark magic.
The long sharp nail is covered with intricate
carvings of writhing ghouls and skulls along
its length.

Damage:
1d8 bludgeoning (staff) + 1d10 necrotic
(fingernail).

Properties:
The staff can be used as a spellcasting focus
and grants +1 to the spell attack and DC of
Necromancy spells.

This staff grants disadvantage on all


Charisma skill checks as long as it remains
attuned.

This staff has 7 charges and regains 1d6+1 charges at dusk. If you expend the
staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

As an action, you can spend 4 charges to summon a swarm of ghouls to fight for
you. The swarm consists of 1d4-1 ghouls, which appear within 30 feet of you and
obey your commands for 1 hour. After that hour, the ghouls return to their plane
of origin.

As a bonus action, you can spend 1 charge to extend the fingernail of the staff
and make a melee spell attack against a creature within 5 feet of you. On a hit,
the target takes 1d10 necrotic damage and must succeed on a DC 15
Constitution saving throw or be paralyzed for 1 minute. The target can repeat
the saving throw at the end of each of its turns, ending the effect on a success.

Soul Catcher: When the wielder of the staff dies their soul is consumed by the
staff preventing resurrection.
Cephalostaff
Staff, Rare (requires attunement)
The staff is made from a single severed tentacle of a
giant monster squid, its dark and slimy flesh
seemingly still alive as it twitches and writhes in your
hand. The suction cups along its length still pulse
and contract, as if searching for prey. The tentacle is
adorned with strange symbols and runes, etched
into the flesh with a substance that seems to glow
with an otherworldly light. The very air around the
staff seems to chill and become heavy with the
weight of something ancient and sinister.

Damage:
1d8 bludgeoning (staff) + 1d4 Psychic.

Properties:
The staff can be used as a spellcasting focus and
grants +1 to the spell attack and DC of
Transmutation spells.

This staff imbues the wielder with Water Breathing.

Any creature that takes psychic damage from the Cephalostaff must also
succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence,
Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a
success.
Curse of the Unknown: Whenever the wielder rolls a “1” on a D20 they must
make a Wisdom saving throw (DC 18) or become overwhelmed by the alien
energies contained within the staff. On a failed save, the wielder takes 2d6
psychic damage and is stunned for 1 round as their mind is flooded with visions
of eldritch horrors and forbidden knowledge. The curse can only be lifted by
finding a way to appease the ancient entity that the squid once served, or by
destroying the staff.
Witchlight Staff
Staff, Rare (requires attunement)
This ornate magic staff is made from a
large candelabra that seems to flicker
with an otherworldly light. Each of the
arms of the candelabra is adorned with
intricate carvings of arcane symbols and
strange creatures, and the candles
themselves are made from a strange,
blue-tinted wax that seems to glow in
the dark.

Damage:
1d8 bludgeoning (staff) + 1d4 Cold.

Properties:
The staff can be used as a spellcasting
focus and grants +1 to the spell attack
and DC of Evocation spells.

In addition, the Witchlight Staff has 5 charges and regains 1d4+1 charges at
dawn. You can use an action to expend 1 or more of its charges to cast the
following spells:
• Dancing Lights (1 charge)
• See Invisibility (2 charges)
• Light from Beyond (2 charges)
Light from Beyond: As an action, you can command the Witchlight Staff to
release a burst of eerie blue magical light in a 30-foot radius. The light lasts
for 1 minute. When Undead creatures and creatures with the fiendish or
demonic subtype enter the area for the first time on a turn or starts its turn
there, it must make a Dexterity saving throw (DC 15). On a failed save, the
creature takes 2d8 radiant damage. On a successful save, the creature takes
half as much damage.
Maddening Whispers: the wielder is constantly besieged by the voices of the
dead. Each day, the wielder must succeed on a DC 10 Wisdom saving throw.
On a failed save the wielder has disadvantage on all Wisdom skill checks and
saving throws until the next morning. If the wielder fails 5 days in a row, they
are affected by the spell Feeblemind.
Staff of the Blind Seer
Staff, Rare (requires attunement)
This elegant marble staff is
adorned with a beautifully carved
sculpture of a blindfolded head at
its top. The blindfold is delicately
crafted from a piece of shimmering
silk, adding an air of mystery to the
staff. The head itself is incredibly
lifelike, with a serene expression
and intricate details that make it
seem almost human. When held,
the staff feels cool and smooth to
the touch, imbued with a calming
energy that can soothe the mind of
its wielder.

Damage:
1d8 bludgeoning (staff) + 1d4
Thunder.

Properties:
The staff can be used as a
spellcasting focus and grants +1 to
the spell attack and DC of Divination spells.
In addition, the Blind Seer Staff has 5 charges and regains 1d4+1 charges at
dawn. You can use an action to expend 1 or more of its charges to cast the
following spells:
• Blindness/Deafness (1 charge)
• Clairvoyance (2 charges)
• Blinding Smite (3 charges)

Grants advantage on Wisdom (Perception) checks that rely on hearing.


Curse of the Blind: While attuned to the staff, the wielder's eyesight slowly
deteriorates. Each day, the wielder must succeed on a DC 10 Constitution
saving throw or suffer a -1 penalty to their Wisdom (Perception) checks until
the next long rest. If the wielder's Wisdom (Perception) score is reduced to 0,
they become permanently blind. The only way to remove this curse is to cast
remove curse or a similar spell of 5th level or higher on the staff.
The Hands of Unity
Staff, Rare (requires
attunement)
The Hands of Unity is a
strange and unsettling
magical staff that appears
to be made entirely out of
a cluster of human hands,
each grasping onto the
next. The hands are
weathered and worn,
with faint scars and
blemishes covering their
skin, giving the staff a
sense of antiquity and
mystery.

Damage:
1d8 bludgeoning (staff) +
1d4 Force.

Properties:
The staff can be used as a
spellcasting focus and grants +1 to the spell attack and DC of Conjuration
spells.
As an action, you can cast Mage Hand.
While attuned, when you cast a spell with a range of touch, your Mage Hand
can deliver the spell as if it had cast the spell.
Unity Charge: Once per day, you can use an action to cause the hands of the
staff to merge into a single, powerful fist. The next melee attack you make
using the staff deals an additional 4d8 force damage.
Whenever you roll a natural 1 on an attack roll made with the staff or fail a
saving throw while holding it, the hands briefly lose their connection and
become unresponsive. Until the end of your next turn, you have disadvantage
on all attack rolls made with the staff and on ability checks made using your
spellcasting ability.
High fashion
In the bustling city of Arcadia, there was a tailor unlike any other. His shop was a
nondescript storefront sandwiched between two larger buildings, but inside, it was
a bizarre and fantastical wonderland.

The tailor himself was a strange and eccentric man, with a wild mane of purple hair
and an ever-present smirk on his face. He went by the name of Zephyrus, and his
specialty was creating magical robes that were as unique as the customers who
ordered them.

Zephyrus's shop was filled with all sorts of strange and otherworldly materials.
There were bolts of fabric that shimmered like the surface of a lake, thread that
glowed like starlight, and buttons that sang a sweet melody when pressed. The
tailor himself was always experimenting with new materials, using everything from
dragon scales to mermaid hair in his creations.

But what made Zephyrus truly stand out was his use of unconventional magic. He
was known to infuse his robes with the magic of chaos, creating unpredictable
effects that could make the wearer grow extra limbs or sprout wings. Some of his
more daring customers even requested robes that could turn them into animals or
allow them to breathe fire.

Despite the bizarre nature of his craft, Zephyrus had a loyal following of customers
who valued his unparalleled skill and creativity. His robes were not just clothing,
but works of art that told a story about the person wearing them.

But there were rumors that the tailor's magic had a darker side as well. Some
whispered that Zephyrus used forbidden magic to imbue his robes with power, and
that his customers paid a steep price for wearing them. There were tales of people
who were never seen again after commissioning a robe from Zephyrus, and some
claimed that the tailor had even created a sentient robe that had turned on its
wearer and devoured them whole.

Despite the rumors, Zephyrus's shop remained a popular destination for those
seeking something truly unique and magical. And for those brave enough to take
the risk, a Zephyrus original was a piece of clothing that they would never forget.
Made from the tattered remains of clothes worn by
deceased individuals, these robes possessed a
strange energy that seemed to draw in and amplify
the emotions of those nearby.
Zephyrus claimed that the Revenant Robes were
imbued with the remnants of the wearer's essence,
allowing them to tap into the memories and
experiences of the deceased. Many of Zephyrus'
customers were fascinated by this idea and sought
out the Robes for their unique properties.
Despite their macabre origins, the Robes were
surprisingly comfortable and well-crafted. They
came in a variety of styles and sizes, ranging from
elegant formalwear to rugged adventurer garb.
Grants the wearer the ability to sense and amplify
the emotions of those nearby, as well as access to
faint glimpses of the memories and experiences of the deceased whose clothes
were used to create the robe.
The wearer of these robes can cast the following spells once per day.
• Cast Augury without using components.
• Cast Calm Emotions using the wearers spell DC.

One of Zephyrus’ most popular items was the Molten


Mantle, a robe made from a unique blend of rare
metals that gave it a shimmering, liquid metal
appearance. The robe provides exceptional
protection against fire and allows the wearer to
generate extreme amounts of heat around
themselves.
You have resistance to fire while wearing these robes.
1 per day as an action can cast Fireball as a 4th level
spell centered on the wearer of the robe.
Zephyrus created the Astral Raiment to aid
adventurers in their journeys across the
planes. This exquisite robe shimmers with
the brilliance of a starry night sky and is
adorned with glowing gems.
Upon wearing the Celestial Raiment, the
user gains the ability to navigate by the
stars. The robe projects a clear and
accurate representation of the night sky,
including all visible stars and constellations,
which can be used to determine the
wearer's location and navigate with
precision. Additionally, the robe provides a
sense of direction and orientation, making
it difficult for the wearer to become lost in
the wilderness.
The Celestial Raiment also grants the
wearer proficiency in Survival checks when
navigating by the stars.
As a testament to Zephyrus' mastery of his
craft, the robe possesses two powerful
abilities. Once per day, the wearer can cast the spell "Speak with Dead," but it
only works on the remains of creatures that originated from other planes of
existence. Furthermore, the wearer can use an action to summon a constellation
in the sky that provides bright light in a 30-foot radius and dim light for an
additional 30 feet. The constellation lasts for 1 hour and is an awe-inspiring sight
to behold.
This set of peasant robes appears to be made from
rough potato sacks and adorned with colorful chicken
feathers. Despite its humble appearance, the Rags of
the Farmhand possess a subtle magic that aids those
who wear them.
While wearing the Rags of the Farmhand, the wearer
gains a +2 bonus to their Wisdom (Survival) checks
made to forage for food or gather other resources in
natural environments. In addition, the robes provide a
+1 bonus to the wearer's Armor Class when fighting
against attacks made by beasts.
The rough texture and homely design of these robes
make them unremarkable to most people. However,
the Rags of the Farmhand possess a quiet charm that
endears them to those who appreciate their rustic
charm.
Once per day, the wearer can cast the cantrip
"Prestidigitation" to clean themselves and their surroundings.

These robes are wrapped in chains, adorned with


symbols of the dark gods, and are worn by those
who seek to appease them through sacrifice and
ritual.
While wearing these robes, the user gains
proficiency in Religion checks related to dark
gods and their worship. Additionally, the robes
grant resistance to necrotic damage and
advantage on saving throws against spells and
effects that cause fear.
Once per day, the wearer can cast the spell
"Detect Evil and Good" without expending a spell
slot. This ability can only detect creatures or
objects with a strong connection to dark magic
or the dark gods.
Arch Bill
From a young age, Bill the flumph was always different from his peers. His easily
distracted and infinitely curious nature often led him to wander off for hours, even
days at a time. Unfortunately, this made him an easy target for Zeth, a Dark Wizard
and slaver from the Western Reach. Along with a group of enslaved flumphs, Bill
was forced to serve Zeth in his maddening tower of dark magic. It wasn't until the
Heroes of Legend journeyed to the tower and defeated Zeth that Bill and his fellow
flumphs were liberated.

Most of the other freed flumphs returned to their homelands, but Bill chose to
accompany the Heroes under a self-imposed life debt. They employed him for a
modest wage and living accommodations at the esteemed Monster Reserve and
Habitat, where Bill worked as a handy-flumph and janitor. It was during one of his
shifts that Bill accidentally triggered the emergency containment release,
unleashing a horde of deadly creatures into the town and surrounding farms.

The most powerful creature in the reserve, a small porcelain pot sealed with wax,
remained contained. In exchange for its release, a quick-thinking Djinn offered Bill
three wishes. Bill, wanting only to help his friends and the town, made three
seemingly simple wishes: the power to help, a conical hat, and a beard. Little did he
know that these wishes would change the course of his noodly history and turn
him into ARCH BILL.

With the power of the cosmos now coursing through his gaseous, gelatinous,
tentacle-y body, Bill became a force to be reckoned with. However, the sudden
transference of power would have destroyed the mind of any mortal being, leaving
them a gibbering madman huddled on the floor. But Bill's unique consciousness
made him immune to the overwhelming pressure of the sudden power. In an
instant, he could teleport, control the elements, and even manipulate death itself.

Since that fateful night, ARCH BILL has traveled the multiverse, studying the stars
and aiding adventurers when they need him most. He serves as a last-ditch effort
to help would-be heroes succeed when things get tough.

His ability to pop in, help, and pop out again makes him a great, if campy addition
to any campaign.
The Divine Keys
Deep in the dense jungles of the Far East, there exists an ancient order of Maji who
devote their lives to the study and practice of "The Divine Keys." These magical
tones and vocalizations are said to connect practitioners to otherworldly energies,
allowing the Musical Mages to siphon and focus them into strange instruments and
runic musical notes.

The most unique aspect of these reclusive mages is their "Guwalla Membrane."
This is an external hide membrane that develops over the elders' gullets, similar to
a frog's, which they can inflate and deflate to produce otherworldly notes and
sounds. With this membrane, they no longer need to rely on instruments to focus
their power, earning them the nickname "frog men of the mountain" among the
locals.

A young duke, weary of his luxurious lifestyle, abandons his titles and lands to
become a self-proclaimed wanderer. His travels lead him to the villages under the
mountain, where he discovers the mysterious mages. His journals are now the
foremost source of Imperial knowledge about them. The following excerpt is the
only written account of the magical music:

"At first, I heard a low, deep thrum. The sound slowly rose in volume and
deepened in tone until the chorus became so baritone that it dwarfed the
dwarven stone songs. Then, it happened... The mages' throats swelled and
inflated into absurd, muscular sacks that glowed with a warm magical light.
At the same time, the pitch of their low tone rapidly changed into an
otherworldly hymnal. Interwoven into the song, elder mages would vocalize
visible sound waves that collided with each other, creating a glowing, swirling
mist. This mist then condensed into a thick, glowing fog that parted at the
center into a portal. The portal widened until I saw...something not of this
world. A massive set of hypnotic, frog-like eyes staring back at me from the
other side."

The apprentices who have not yet developed the Elder's membrane wield strange
instruments and untranslated runic scrolls to chant and sing these spell songs. Song
Mages can be identified by their brightly colored robes and the icon of the mouth
that they carry. They also carry focal boxes - small, mouth-shaped wands used to
amplify their voice.
Max Mavens Marvelous Millinery
Max Maven is a renowned milliner, famed for using unique and exotic materials in
their creations. Arcane users from around the world desire a Max original. Max is
nothing if not eccentric, creating hats only for those they find "interesting." Max
trades hats for trinkets, stories, unusual objects, and materials, and on rare
occasions, they exchange a hat for specific memories. Max has amassed a
collection of powerful and unique hats from patrons and friends over the years.
Max might be willing to part with one for the right price.

Roll 1d6 to see which hat Max is selling today.


1 Enchanters Hat – This hat bears the legendary horns that belonged to the famed golden
ram whose fleece was used to protect the first heroes. Legend has it that the horns are
a symbol of divinity and will force entities to recognize the bearer as one of their own.
Max acquired this hat in a game of fate and luck with a powerful sorcerer.
2 Creature Cap – Max claims the hat was gifted to him by a desperate fey seeking shelter.
However, what Max was not aware of was that the fey was on the run from the fey
courts for committing several high-level crimes. Furthermore, the same fey has taken
up residence inside the hat and refuses to leave for fear of being found. This fugitive
resident will perform small favors in exchange for continued residence.
3 Enigmatic Visage - a coveted and enigmatic hat that can change its appearance to
match the desires of its wearer. It is said to be crafted from the skin of a rare, shape-
shifting creature found only in the darkest corners of the magical realm. The hat is
imbued with powerful illusion magic that allows the wearer to infiltrate and manipulate
their enemies, but at a cost; the wearer risks losing their sense of self and becoming lost
in the countless personas they adopt.
4 Pot Helmet – A down-on-their-luck hag traded this former cauldron in exchange for
some much-needed rare spell components. Max, the ever-resourceful creator, turned
the ancient cauldron into a hat. Rumor has it that wearing the hat will result in baldness
but also grant powerful knowledge over potions and elixirs to its wearers.
5 Toque of Twirls – This strange-looking hat was given to Max by an eccentric gnomish
wizard in exchange for the legendary sewing needle, The Seamstress' Seraph. The
Toque grants the wearer the ability to become light as a feather, but once activated, it
cannot be deactivated for several hours.
6 Nimue’s Apex - a hat of extraordinary power believed to have belonged to the
legendary enchantress, Nimue, who imbued the hat with her own magical essence. The
hat is rumored to possess the ability to grant its wearer incredible magical abilities,
including the power of divination and the ability to communicate with other realms.
However, it is also said that the hat can only be worn by someone destined to be king.
As a result, the hat sits, collecting dust on Max’s shelf. Interestingly Max doesn’t
remember how he acquired it.
Beard Magic
In ancient times when magic was still a new and mysterious force, there was a
young adventurer named Eadric. One day, while wandering through the forest,
Eadric stumbled upon a terrifying sight, a group of goblins were trying to set a large
treant on fire. Eadric rushed to the treant's aid and fought off the goblins.

The treant, grateful for Eadric's bravery, gifted him with a single strand of his own
leafy beard and instructed him to weave it into his own beard and to never cut it.
Eadric followed the treant's instructions and continued his journey.

Soon after, Eadric noticed a strange power growing within him. He found that he
could see and manipulate the very lands around him with magic, using his beard as
a focus. As his beard grew in length, so too did his ability to harness magic.

As time passed, many came to believe that Eadric was the first wizard, and since
then, a wizard's beard has become as important to them as their spell book. Over
the years, wizards have discovered new and exciting ways to use their beards to
enhance their magic.

To harness the innate power within well-groomed facial hair a caster must acquire
a wizard’s beard grooming kit (75gp) and spend 1 hour each day maintaining and
styling the hair. A beard kit will only last 10 uses before needing to be repurchased.

Roll 1d6 to see what the beard style for the day is and the associated powers.

1 Mutton Chops: spells gain extra damage equal to your proficiency bonus but
last half their normal duration.
2 Full Beard: Single-target spells can target one additional creature. All spells get
-2 spell DC.
3 Handlebar Mustache: Spells gain an additional 10ft of range but cannot target
creatures within 10ft of the caster.
4 Goatee: Spells gain the ability to stun the targeted creature on a natural 20
until the end of their next turn. On a natural 1 the caster is stunned until the
end of their next turn.
5 Fu Manchu: Spells knock both the target and the caster 5ft backwards on a hit.
6 Van Dyke: As a reaction you can change the damage type of a spell you cast to
either fire, cold, lightning, or acid.
The Untold Grimoire
The Untold Grimoire, a tome of immense arcane power, is shrouded in mystery
and feared by most. Legends abound about its origins, yet none can confirm their
veracity. Brave souls who harness its potential encounter boundless magic, but at a
harrowing cost. Chaotic energies scorch their bodies, causing mutations and
unpredictable consequences. The grimoire's incomprehensible knowledge has
driven some to madness, unable to fathom the unveiled universal truths. Though
the reasons behind its fearsome gifts remain unclear, one certainty prevails: those
who seek its power must be ready to pay a hefty price.

Untold Grimoire
Legendary, Arcane Focus (Requires Attunement)
This item is a +1 arcane focus. It has 5 charges and regains 1d4+1 at Midnight each
night. If all charges are used roll a d20, on a 1 the grimoire consumes the user’s
soul killing them instantly. Only a Wish, True Resurrection, or intervention from a
deity can restore a wizard killed this way.

When a Wizard casts a spell using this tome as a focus, they may expend 1 charge
to cast the spell as though it was one level higher. Each time a charge is used the
Wizard must roll a d100 on a 1-50 the Wizard suffers a chaos effect on a 51-100
they do not.
Chaos Effects Table
Roll Two 1 2 3 4
D4s
1:Head Two Gnarled A third eye Your nose Hair turns to ice
black horns opens that will disappears making it hard to
sprout lasting never close leaving a void concentrate until
until the next even while in its absence. thawed by direct
dawn. resting. This Your nose will flame.
eye lasts for 7 reappear after
days. you smell fresh
flowers.
2:Chest A tremendous Barnacles grow Your very flesh Extra organs
second mouth covering your begins to rot appear on the
appears on your chest and and decay at an outside of your
stomach and making it extreme rate. body. It’s a
continually impossible to No damage is horrifying sight.
belches very wear armor. caused but the These additions
loudly. The The barnacles stench is last until the next
mouth will last until you powerful. The dawn at which
disappear after it spend an hour rot lasts until point, they fall off.
eats a satisfying cutting them you bathe in
meal. away. milk.

3:Arms Your arms turn Bone Your hands One arm becomes
into tentacles protrusions become ethereal and
making sprout painfully skeletal as the becomes unable to
everything from your flesh falls away. wield or carry
significantly elbows making You cannot anything. This lasts
more challenging it difficult to wear rings in until it bathed in
for 1 hour. move your this state. The direct moonlight.
arms until the flesh grows
next dawn. back in 7 days.
4:Legs Feet grow two Toenails rapidly Legs feel as Your joints pop
sizes bigger grow into sharp though they are loudly with every
making shoes talons. The constantly step. This lasts
difficult to wear talons last until numb making until you spend 1
for 7 days. cut. walking difficult hour performing
for 1 hour. rigorous
stretching.
Grimoire Spells
Within the ancient tome lies a collection of forbidden spells and sinister rituals that
defy the boundaries of conventional arcane practice. These dark incantations delve
into realms unexplored, enticing even the most steadfast arcanists with their
forbidden power. The components required to enact these spells are not obtained
through ordinary means, often acquired through treacherous quests or dealings
with shadowy entities.

Black Sheep Babble


Level: 5th
Casting Time: 1 Action
Range: 60ft
Components: V,S,M (a bit of wool that’s been dipped in hag spit)
Duration: 1 minute
School: Enchantment
Attack/Save: Wis Save
Damage/Effect: Cursed (concentration)
This spell affects the mind of a nearby caster. On a failed wisdom saving throw that
caster is unable to use the verbal component of spells, as each time they attempt
to speak the incantation it only comes out as sheep's bleat. The spell ends when
the target makes a successful wisdom saving throw at the end of its turn or the
spell’s duration ends.

Abyssal Metamorphosis
Level: 3rd
Casting Time: 1 Action
Range: 60ft
Components: V,S,M (Squid Guts and a black pearl worth 50gp)
Duration: 1 minute
School: Enchantment
Attack/Save: Wis Save
Damage/Effect: Cursed (concentration)
This spell causes the target on a failed wisdom saving throw to perceive that their
body is going through a complete metamorphosis. While under the influence of
this spell the target must use its entire turn to try and fight this change or suffer
3d6 psychic damage. The spell ends when the target makes a successful wisdom
saving throw at the end of its turn or the spell’s duration ends.
Aethereal Modification
In the realms of arcane knowledge, there exists a hidden branch of magical study
known as "Aethereal Modification." This esoteric discipline delves into the secrets
of altering and enhancing spells, allowing practitioners to manipulate the very
fabric of magic itself. Those who devote themselves to mastering the art of
Aethereal Modification become known as "Spellweavers."

The origins of Aethereal Modification are shrouded in mystery, attributed to an


ancient society of enigmatic sages, known as the Elysian Ciphers, who sought to
push the boundaries of spellcasting. Through their tireless research and
experimentation, they discovered a method to harness the raw essence of magic
and reshape it to suit their needs.

The cornerstone of this system lies in the intricate and ever-evolving Flow Charts.
These mystic diagrams depict the branching paths of modifications, each step
representing a trade-off between greater power and increased cost. Spellweavers
navigate these paths, carefully selecting modifications that align with their desired
effects while considering the sacrifices they must make.

The modification process itself is an arduous and demanding endeavor, requiring


profound understanding and mastery of magical theory. Spellweavers invest
countless hours in studying ancient tomes, deciphering cryptic glyphs, and
conducting risky experiments to unlock the secrets of each modification.

Legends speak of legendary Spellweavers who attained unparalleled mastery over


Aethereal Modification, rewriting the very nature of spells and crafting awe-
inspiring magics that defied conventional limits. However, cautionary tales also
warn of those who succumbed to the allure of limitless power, falling victim to the
imbalances and risks inherent in tampering with the delicate balance of magic.

The existence of Aethereal Modification remains largely hidden from the masses,
known only to a select few who guard its secrets and continue to expand upon its
principles. To stumble upon the knowledge of Aethereal Modification is to unlock a
realm of limitless possibilities, but with each modification comes the weight of
responsibility and sacrifice, for the path of a Spellweaver is one that forever alters
the course of magic itself.
Spellweaver Chart
Whenever a magic user trained in the art of Spellweaving casts a spell they can
modify the magic enhancing the potency of their magic at the cost of their physical
and mental resources.
When you cast a spell, you can choose to weave it. Start at the “Base Spell” box
and follow the flow chart for the desired effect. At each progression you gain an
additional negative effect. These effects all stack but do not happen until you
complete casting the spell. You can stop at any stage of weaving.

Start here when you As you bind with the You push into the
begin Spellweaving. spell exhaustion fabric of the spell
Choose the initial overwhelms you. giving your own life.
path of Mind or You cannot cast any You lose half of your
Body. spells for 1 round. current hit points
rounded down.

+2 DC or Change the
+2 to hit damage type with
either Psychic,
Mind Force, Radiant, or
Necrotic.
+1 round to
the spell’s
duration.
You gain +5 AC
until the start of
Base Spell your next turn as
an arcane ward
Increase all flares around
the spells dice you.
size by one
(D6 -> D8).
Change the
Body
damage type
The spell with either cold,
gains +10ft of fire, shock, or
range. acid.
Spellweaver Chart

The spells power Your body is wrecked You give yourself


borders on by the spells power completely to the
uncontrollable and and falls unconscious spell as your body
begins to consume for 1d6+1 rounds. You falls to the ground
your body. You lose an cannot be woken up lifeless.
arm as it turns to dust. without the use of a
greater restoration or
This spell ignores
wish spell.
concentration
requirements. Cannot be
The spell
Legendarily
automatically
resisted.
hits and the
Duration the
target has
spells duration.
disadvantage on
any save against
The spell lasts it.
its entire
+1 target or
duration even if
+5ft radius
the caster dies
before then.
Maximum
spell damage.
Does not require
being able to see
Double base
the target.
damage.
Weird Magic
By D. Hunter Phillips

Before we talk about how to introduce elements of weird magic into any game you
are running, let’s quickly talk about what weird means.

According to the Oxford1 language dictionary, weird can be used as an adjective


meaning “suggesting something supernatural; uncanny”, as a noun meaning “a
person’s destiny”, and as a verb meaning “to induce a sense of disbelief or
alienation in someone.

Since we are talking about Weird Magic, the obvious connection is that we are
using the term weird in the form of an adjective. That means that in this case, we
are talking about something supernatural and uncanny. Sacred rituals, spiritual
divinations, and/or cultural lineage—with an intention to invoke, manipulate, or
otherwise manifest supernatural forces, beings, or entities in the natural, incarnate
world.2

Perhaps a less expected version of talking about weird magic, is the use of the
noun, referring to someone’s destiny. Historically, Scottish authors used the word
in this context to refer to the three sisters of the Fates.3

In time, the name Clotho, with its reference to spinning thread, became the basis
for images of the three Fates as controlling the thread of each person's life. Clotho
spun the thread, Lachesis measured it out, and Atropos cut it with a pair of shears
to end the life span.4

Whether the player picks to give more guided direction, the game master picks
based on the theme of the campaign, or if it is rolled randomly, you can add quick
flavor to a mythic or fantasy style game by giving out a destiny.

1 https://www.google.com/search?q=definition+of+weird
2 "magic | Etymology, origin and meaning of magic by etymonline". www.etymonline.com. Retrieved
2022-10-13
3 https://www.merriam-

webster.com/dictionary/weird#:~:text=In%20the%2015th%20and%2016th,are%20depicted%20as%2
0three%20witches.
4 https://www.encyclopedia.com/history/encyclopedias-almanacs-transcripts-and-maps/fates
ROLL DESTINIES
(1D8)
1 You will topple a major ruler
2 You will bring about the end of something (choose a specific campaign
element)
3 You will be remembered for changing the lives of a specific group of
people
4 You will discover a new place that none have ever found or a place long
lost
5 You will embrace a new power that will forever be remembered
6 Your mark will be left on a culture where the arts will flourish in your
memory
7 You will cause an apocalyptic issue that generations will work to avoid
8 You will craft or create something that will define a generation

If a player and a GM want to play with the idea of randomly picked destinies,
player chosen destinies, or game master given destinies, you could implement this
in just about any game system by allowing for an ability to modify dice mechanics.

Following your destiny : Once per campaign or once per session, if a player can
justify that their character is heading towards an action that is going to fulfill their
destiny, they may either re-roll the dice or they may automatically succeed on the
roll.
The verb form of the word weird, to me, means that the play out of weird magic
means that there should be some norm or group of normal that see the event or
effect to be strange.

ROLL OUTSIDE THE NORM


(1D6)
1 Manifest as strange bodily mutations
2 Similar magic effects to the standard with strange sounds of visuals
3 Strange additional effects change the environment
4 Give strange visions of alien realms to witnesses
5 Everything grows as if time has passed
6 Everything temporarily ages as if time has passed

Perhaps part of the interesting element that can be used in any game is to help the
players or the game master to gage the reactions of all of the normal people that
are outside the understanding of the weird. In any system of game, you could
choose to use this reaction chart any time an obvious magical effect is triggered
that is outside of the normal understanding of the normal people in the area.
ROLL (2D6) REACTIONS TO THE WEIRD
2 Adulation: Those who do not understand are quick to find hope in
a place that they know nothing about. Perhaps all their life is lost
and directionless, and now they find a new idea.
3-4 Awe: The locals whisper amongst themselves as they speak to
each other about what they are witnessing. They try to make
sense of it, but its just beyond their comprehension. That doesn’t
stop them from trying though.
5-7 Shock: The locals watch but do not have any audible reactions.
They simple look wide eyed and try to remain still and calm.
8-9 Fear: Screams of the locals fill the air and the sounds of their feet
clattering as they make their way out of sight and out of mind of
those using such strange abilities.
10-11 Fascination: Not only are the locals interested in such strange
things, but they find themselves unable to leave it alone. They
aren’t hostile, but that doesn’t mean they can’t be dangerous as
they want to poke and prod the strangeness.
12 Violence: The locals are filled with anger from something so
different to their norm. Perhaps their leaders have conditioned
them or perhaps they have terrible previous experiences. Either
way, they are primed to be aggressive.

Do you want to experiment with new game mechanics? Do you want to take a
break from the standard realm of possibility of your campaign setting?

You can bring in Weird Magic by introducing a number of varying factors. Doing
some of these could make it very easy to keep things separated from the rest of
your campaign, or you could choose to drastically alter the setting in character as a
way of changing things going forward permanently. It doesn’t hurt to experiment
and try to give yourself a break from a normal game style, especially if you feel you
can pull it back and return the setting to normal if it too drastically alters the feel.

ROLL (1D8) “EXCUSE” FOR WEIRD MAGIC


1 Dream Realm
2 Portal to Another dimension
3 Eldritch cosmic energy leaking into the real world
4 Unseen force that has an impact on the local environment
5 Random changes in nature that create freakish differences
6 Experimental alchemy
7 Mad Science beyond current understanding
8 Ancient artifact or source of magic that has been long lost
The Wizard – Black Sabbath
People-Vultures – King Gizzard & The Lizard Wizard
Beyond the Wizardthrone – WizardThrone
Psychic Death – Spell
Lesser Magick – Gygax
Strange Magic – Electric Light Orchestra
Strange Brew – Cream
Abracadabra – The Steve Miller Band
Magic Carpet Ride – Steppenwolf
Weird Science – Oingo Boingo

Full playlist
on Spotify!

Dungeon Comics – ENUNCIATE!


Chris Rice
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