[Swords & Wizardry] New Spell: Luck runs dry

Luck runs dry

 

Akler the fighter stumbled down the alley, knowing that something was wrong. Everything had started to go wrong ever since that wizard caught him cheating at dice. His bolt-hole had been raided by the constables, pickpockets had stolen his magical daggers and now he felt that he was being followed. The twisting alley came to a dead end. A pair of scrawny, short, rough looking thugs revealed themselves. In a moment they transformed into beady eyed humanoid rats, sneering evilly.

Wererats!,” Akler exclaimed, drawing his nicked short sword.

 

 

 

Luck runs dry (Arcane)

Level 2

Range: 30 feet

Duration: 24 hours

This spells gives the magic-user the ability to curse one individual or creature, making them very, very unlucky for a day. In addition to having a -1 on all Saving Throws (there are no bonuses to Saving Throws, all begin at the base number and subtract one) the victim attracts all forms of misfortune: finding traps the hard way, losing games of chance, and attracting a stream of thieves, snake-oil salesmen, and wandering monsters. No one circumstance should be fatal, just extremely annoying.

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3 Responses to [Swords & Wizardry] New Spell: Luck runs dry

  1. Another neat little spell that opens up loads of roleplaying fun. I’m finding many of the spells in the Core Rules boring in comparison to yours, Al’s, and Matt’s in Eldritch Weirdness.

  2. bat says:

    Thank you very much, Sean, it is comments like this that make this blog worth writing: if one idea sparks something I will be happy and I have accomplished my goal. Al and Matt throw out quality work and it is an honor to be mentioned with them. I believe that the core spells are very generic for a reason, but there is nothing wrong with adding flavor.

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