Acquisitions Incorporated

(Jeff_L) #1

casters and into the world at large. Some of these
spells are alterations of old classics, while others
bend the magical energy of the multiver se in new and
exciting ways.


DISTORT VALUE
1st-le vel illusion

Casting Time:^1 minute
Range: Touch
Components: V
Duration:^8 hours
Do you need to squeeze a few more gold pieces out of a
mer chant as you try to sell that weird octopus statue you
liberated from the chaos temple? Do you need to down-
play the worth of some magical assets when the tax col-
lector stops by? Dis tort value has you cover ed.
You cast this spell on an object no more than l foot
on a side, doubling the object's perceived value by
adding illusory nourishes or polish to it, or reducing
its perceived value by half with the help of illusory
scratches, dents, and other unsightly features. Anyone
examining the object can ascertain its true value with
a successful J ntelligence (Investigation) check against
your spell save DC.


At Higher Le vels. When you cast this spell using a


spell slot of 2nd level or higher, the maximum size of the
object increases by 1 foot for each slot level above 1st.

./1i 11 :1 m11.11^1 (· m1°.J.J1"/e is an anc ient and powerful

sp~ll. as w ell as being th e name of my band in


Wizard Academy.

FAST FRIENDS
3 rd-le vel enchantment
Casting Time:^1 action
R ange: 30 feet
Components: V

- Jim Darkmagic


Duration: Concentration, up to^1 hour
When you need to make sure something gets done, you
can't rely on vague promises, sworn oaths, or binding
contracts of employment. When you cast this spell,
choose one humanoid within range that can see and
hear you, and that can under stand you. The creature
must succeed on a Wisdom saving throw or become
charmed by you for the duration. While the creature is
charmed in this way, it undertakes to perform any ser-
vices or activities you ask of it in a friendly manner , to
the best of its ability.
You can set the creature new tasks when a previous
task is completed. or if you decide to end its current
task. If the service or activity might cause harm to the

creature. or if it conflicts with the creature's normal


activities and desires. the creature can make another
Wisdom saving throw to try to end the effect. This save

is made with advantage if you or your companions are


fighting the creature. If the activity would result in cer-


tain death for the creature, the spell ends.
When the spell ends, the creature knows it was
charmed by you.

At Higher Levels. When you cast this spell using a


spell slot of 4th level or higher. you can target one addi-
tional creature for each slot level above 3rd.

SPELLS BY CLASS
You're free to pitch the OM on allowing any class access to
these new spells if they seem a good thematic fit for your
character, as befits the wide-open, laissez-faire nature of
an Acquisitions Incorporated campaign. For a more tradi-
tional approach, consider the following allocation.
Bard Spells
l st level: distort value
2nd level: gift of gab
3rd level: fast friends, motivational speech
Cleric Spells
3rd level: fast friends, incite greed, motivational speech
Sorcerer Spells
l st level: distort value
3rd level: incite greed
Wizard Spells
l st level: distort value, Jim's magic missile
2nd level: gift of gab, Jim's glowing coin
3rd level: fast friends, incite greed
Warlock Spells
l st level: distort value
3rd level: incite greed

C:ll1\PTER^3 I l'U\YER O PTIONS 75
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