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Cirque du Spells

April 8th, 2015

Alex Riggs

Obscure Arcana Archive

                If you’re anything like me, then when you think of the circus, you’re probably not thinking of anything relating to the typical medieval-fantasy style setting that most campaigns of Dungeons and Dragons or Pathfinder take place in. In reality, though, circuses and similar troupes of travelling entertainers are popular mainstays of the fantasy genre, and pop up all the time. In the game that I’m currently running, one of my players has a sorcerer who comes from the circus, and used to be a clown. Not too long ago, he was agonizing over what spells to take at the next level, because all of the effective ones weren’t flavorfully appropriate for his style of character, forcing him to choose between the flavor that he wanted and the effectiveness that one needs in order to be able to play the game. This got me thinking, and while it was too late for me to provide him with any spells to take, I thought it wouldn’t be terrible if the world had a few more circus-themed spells, especially since they’re just as useful for regular folks (assuming they don’t mind a little bit of circus-style theatrics).

 

AMAZING ACROBATICS
School transmutation; Level alchemist 1, bard 1, bloodrager 1, magus 1, sorcerer/wizard 1, summoner 1
Casting Time 1 standard action
Components V, S, M (a short length of rope)
Range personal
Target you
Duration 1 round/level

                Your legs become stronger and faster, your body lighter, and you suddenly find yourself able to perform incredible feats of acrobatics. Your movement speed increases by 10 feet. Like any effect that increases your speed, this affects your ability to jump (see the Acrobatics skill for more details). Further, you gain a +5 enhancement bonus on all Acrobatics checks. Finally, you can walk up vertical surfaces as though they were horizontal, as long as you both begin and end your turn on a horizontal surface that is capable of supporting you.

                At 5th level, the bonus on Acrobatics checks increases to +10. At 10th level, it increases to +15.

 

BLAST OF PEANUTS
School conjuration (creation) [emotion, mind-affecting, see text]; Level bard 5, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a greasy paper bag)
Range 60 ft.
Area cone-shaped burst
Duration instantaneous and 1 round/level; see text
Saving Throw Reflex half, Will partial, see text; Spell Resistance see text

                A storm of flying peanuts emerges from your outstretched fingertips, showering your foes in projectiles in an obvious display of your disapproval. Each creature in the affected area suffers 1d4 points of bludgeoning damage per caster level (to a maximum of 15d4 at 15th level). A successful Reflex save halves this damage. This part of the spell is not subject to spell resistance.

                In addition to injuring affected creatures’ bodies, the spell also injures their pride, enhancing their worries and fears and drowning them in self-doubt. Each creature that suffers any damage from this spell must succeed on a Will save or suffer a -2 morale penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round per caster level. This aspect of the spell is subject to spell resistance, and has the emotion and mind-affecting descriptors.

 

VISAGE OF THE CLOWN
School illusion [emotion, fear, mind-affecting, see text]; Level bard 3, inquisitor 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a pinch of white make-up)
Range 30 ft.
Area cone-shaped burst
Duration 1 round/level or 1 round/4 levels; see text
Saving Throw Will partial and Will negates, see text; Spell Resistance yes

                For just a moment, your face takes on the guise of a horribly exaggerated clown, painted a deathly white, with strange designs, unnatural hair, and a bulbous red nose. Though the change lasts for only a moment, it is long enough for the magic to take its hold on those to whom you direct your gaze.

                Each creature in the affected area must succeed on a Will save or be overcome with a fit of laughter at the sight of you, falling prone and being unable to take any actions for the spell’s duration. Each round, at the end of its turn, an affected creature can attempt a new Will save to break free of the effect. Success on this saving throw ends the spell’s effect for that creature. This aspect of the spell is not a fear effect.

                Each creature in the affected area that succeeds on its initial Will save to resist laughing must succeed on a second Will save to avoid becoming horribly frightened by you, instead. Creatures that fail this saving throw are panicked for the spell’s duration. Each round, at the end of its turn, an affected creature can attempt a new Will save to break free of the effect. Success on this saving throw ends the spell’s effect for that creature. This aspect of the spell is a fear effect.

                The spell’s duration varies depending on the creatures it affects. For creatures with 10 or fewer Hit Dice, this spell’s duration is 1 round per caster level you possess. For creatures with 11 or more Hit Dice, this spell’s duration is 1 round per 4 caster levels you possess.