Cure disease, or each cleric his own drug

Whenever cure/remove disease is cast, the target must make a CON-save.

If failed, the disease became (or was already) resistant to this particular cleric/normal person's version of cure/remove disease. The diseased individual still suffers from the disease, and may only be cured by another person but this time with a penalty (+1/-1 or similar). The penalty accumulates.

(Antibiotic resistance is serious problem, people!)

Where is my mind? (or Who's head is this?)

There are magicks that messes with everyone's head - literally.

When caught, nothing happens (not even the slightest stomach ache).

But somewhere in the world, there's a headless being out to get you. Its head - or rather, the schematics for recreating the shape and functions and most memories - have been transferred to your DNA.

It rests there, inside you, doing nothing, until the poor headless creature comes within close range of you and the schematics activates - and you start transforming into its head. The creature will then pick up and attach its head (you), resuming business as usual.

Some explaining mechanics if you want/need that

Flow of the curse:
1. Person A is cursed
2. Random creature B loses its head
3. Creature B will start chasing after Person A (it will always know the general direction of Person A)
4. When Creature B is within range X of Person A, thing Y will happen (transformation still reversible)
5. When Creature B is within very close range of Person A, the head transformation will lock in and will complete
6. Creature B pick up its head and attaches it again
7. If Creature B is decapitated, the curse is reversed and Person A will unfold to its former self

To randomly determine what type of creature loses its head: use any random encounter table/long list of monsters you've got at hand. It may very well be another human being. Maybe not a kraken.

To determine how far away the creature is: common sense, or 1d12 days of travelling by foot.

Ranges and their effects (point 4 and 5 above): when Creature B is within 10 metres, the transformation kicks in and will not be reversible. Other than that: assuming a person has two legs, two arms, one torso and one head, render one random body part useless for every 100 meter the creature closes in (reversible), starting at a 600 metre range.

The Matryoshka Effect: however highly unlikely, there will always be a small risk that Person A, while cursed, loses his/her own head due to another person being cursed, and so on, ad infinitum.

Tell everybody to bring physical spell books

Some of us still use CDs. Or even LPs. Or musicassettes.

Why not use them as spell books?

  • Track number is spell level
  • Track name is spell name (obviously)
  • The A-side contains the hits; good spells that doesn't take too long to cast or memorize, but their effect will fade over time
  • The B-side will take longer to memorize, and their immediate effect on you (or the spell target) will not be obvious at first (e.g. there may be additional side-effects). It will take time to get used to these spells, and there will always be wizards claiming these to be their favourites
  • Track length tells us its components (minute field), and range (seconds):
    • Components (minutes):
      • 0-1: Verbal (singing)
      • 2: Verbal (growling)
      • 3: Somatic (fine dancing, ballet)
      • 4: Somatic (krumping)
      • 5: Material (food)
      • 6: Material (steel)
      • 7 and above: combine the ones above in any way such as their sum equals the track length in minutes, for instance 5 (Food)+2 (Growl) = 7 minutes
    • Range (seconds):
      • 00-19: Personal
      • 20-29: Touch
      • 30-49: Earshot
      • 50-58: Eye sight
      • 59: Thought (if met in person less than an hour ago)

If the spell effect - drawn from the name of the spell (e.g. song title) - isn't obvious, it's up to the casting player to make up its effect to the GM in a convincing way. If you don't get your desired effect, add a undesirable side-effect to the spell (e.g. caster's nose grows each successful casting) and keep going. Or switch CD.

The Compleat Spell Book of The Blue Album

The target doesn't recognize you, even if you've previously met. More so, they won't be able to help you before you've stated your problem to at least three different people, all residing in different buildings.

Cast upon yourself to cause amnesia.

1st to 7th level: one additional target/every odd level
8th level: can instead specify an area up to 20 feet radius

The target(s) can't be affected by magical means besides spells cast by you. This also means any spells cast upon the target(s)/area immediately affects you.

Spell level: 20

Also known as the reversed-levitation spell, or cosmic-disruption spell. The caster causes the planet s/he stands on to quickly change its course (randomly) through the universe, and cut off the caster from the planets gravitational pull (the planet actually forgets about this body).

As the planet keeps going on its new course, the caster remains in this fixed place, but to the naked eye it will look like this person drifts away into the sky, and further more, into space.

Gates in a friendly golem named Holly, who will aid the caster for the next 160 seconds.
The golem suffers from myopia and needs to stand extremely close to its targets to successfully attack.

Cast upon a target currently astral travelling to unravel their silver chord into multiple fibres. The target is now less vulnerable to the old hey-let's-cut-this-chord-and-kill-him-while-astral-projected, as long as at least one fibre is intact.

On the other hand, there's a risk a fibre snaps off and attaches to someone/something else - projecting in properties of the attached object into the astral walker.

Cuts travel time in half when seafaring.
If cast in a tavern, turns all ale into seawater.
If cast upon an incoming wave, turns it into a thousand pound keg,

Forces the target to rephrase its last stated fact, rendering it false in a compelling way.

Sends targeted non-living things away to the nearest available space (in this world/plane).
When cast, roll and see where it ends up (the caster knows the exact spot after casting):

  1. In the nearest dragon's lair
  2. In a locked room at the last tavern visited
  3. In the cavity of a giant's tooth (a really big giant)
  4. Ten metres in front of the caster
  5. At the bottom of the last lake crossed
  6. 100 metres up in the air, seemingly stuck but actually falling at a rate of 1 meter/day

Just by sheer memorization of this spell, a stretch of land (most likely a road) in a strange and distant land will render the wizard invincible when s/he walks there.

The area is always eight metres wide, and as long as the caster's level in metres. On that road s/he will never die.

Conjures a tiny, tiny sprite parasite, that burrows into the victim's bone and marrow. They're caries to your skeleton.

The only way to rid one's body of them is to confront them in a dream. In these dreams, the sprite is always of human size, dressed in a gown, and demands a dance - after which a fight to the death is inevitable.

Dreams as means of teleportation

Falling asleep while holding a folded map will transport your dreamself to a random spot within the map's borders.

(so skip those naval maps)

One's dreamself is not to be confused with the astral body, nor is the place a perfect replica of the place transported to; both things (called dreamentities) are generalizations made by all the people (and beings) dreaming about that place (and you) at the same time.

So, in order to visit that place depicted on that map you went to bed with, there must...

  • people dreaming about you (to form your dreamself)
  • people dreaming about the place on your map (to form the dreamentity of that place)

Generalizations are almost never true. Your dreamself may very well end up being big-headed (literally) if that's how the people dreaming about you feels about you.

The same goes for the place. If nobody's dreaming about your destination - but enough people are dreaming about you - your dreamself will end up in the Hall of the Mare, a black void consisting only of a dimly lit throne, upon which the Queen Mare sits and stares at you with her terrible multitude of eyes until you awake. Each failed teleportation will anger her; fail enough times and she will rise from her throne on her spiderlike legs, perforating the membrane that separates the Mare and our world. She leaves you there, alone in the hall, but you know she's probably out to do something to your physical body.

Where do you want to go tonight?