Acquisitions Incorporated

(Jeff_L) #1

When I met Jim Dar k magic, · I w ondered. how I he d


n thiner done in that outfit. I have since ear~e
got a y o. I. I e standing and talking.
that most ofh1s ta ents anvo v
His outflt is perfect for that.

GIFT OF GAB
2nd-level enchantment

-Morgren


Casting Time: I reaction, which you cake when you
speak to another creature
Range: Self
Components : V, S, R (2 gp)
Duration: Instantaneous
Jim Darkmagic is said to have invented this spell, origi-
nally calling it I said what?! Have you ever been calking
to the local monarch and accidentally mentioned how
their son looks like your favorite hog from when you
were growing up on the family farm? We've all been
there! But rather than being beheaded for an honest slip
of the tongue, you can pretend it never happened-by
ensuring that no one knows it happened.
When you cast this spell, you skillfully reshape the
memories of listeners in your immediate area, so thac
each creature of your choice within 5 feet of you forgets
everything you said within the last 6 seconds. Those
creatures then remember that you actually said the
words you speak as the verbal component of the spell.

INCITE GREED
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a gem worth at least 50 gp)
Duration: Concentration, up to I minute
When you cast this spell, you present the gem used as
the material component and choose any number of crea-
tures within range that can see you. Each target must
succeed on a Wisdom saving throw or be charmed by
you until the spell ends, or until you or your companions
do anything harmful to it. While charmed in this way,
a creature can do nothing but use its movement to ap-
proach you in a safe manner. While an affected creature
is within 5 feel of you, it cannot move, but simply stares
greedily at the gem you present.
At the end of each of its turns, an affected target can
make a Wisdom saving throw. If it succeeds, this effect
ends for that target.

JIM'S GLOWING COIN
2nd-level enchantment
Casting Time: I action
Range: 60 feet
Components : S, M (a coin), R (2 gp)
Duration: I minute
Of the many tactics employed by master magician and
renowned adventurer Jim Darkmagic, the old glowing
coin trick is a time-honored classic. When you cast the
spell, you hurl the coin that is the spell's material com-
ponent to any spot within range. The coin lights up as
if under the effect of a light spell. Each creature of your

C H A PTER 3 I PL\YtR OPTIONS

ROYALTY COMPONENT
Jim Darkmagic's unique brand of spellcasting mixes ar-
cane expertise with a particular kind of pecuniary fervor.
New spells originally developed by Jim spawned a new
type of spell component, which has since spread to other
spells created by employees and franchisees of Acquisi-
tions Incorporated: the royalty component.
To cast a spell that employs a royalty component (in-
cluding using a spell scroll or other magic item that stores
such a spell), a caster must have sufficient funds on their
person. The cost of the casting is set by the caster who
creates the spell, but is typically l gp per spell slot level.
When the spell is cast, the royalty is magically transported
to a coffer or other object designated by the creating spell-
caster. This payment is made whether the caster using the
spell is aware of the royalty component or not. If the caster
does not have sufficient funds, the spell is not lost but it
cannot be cast.
Though many casters have tried to circumvent the roy-
alty component, none have ever fully succeeded. However,
it is said that a character can attempt a DC 15 Intelligence
(Arcana) check while casting a spell with a royalty compo-
nent. With a successful check, the payment is taken from a
random creature within 10 feet of the caster, without that
creature's knowledge.

choice that you can see within 30 feet of the coin must
succeed on a Wisdom saving throw or be distracted for
the duration. While distracted, a creature has disadvan-
tage on Wisdom (Perception) checks and iniciative rolls.

JIM' S MAGIC MISSILE
/st-level evocation
Castin g Time: I action
Range : 120 feet
Components: V, S, R (I gp)
Dura tion: Instantaneous
Any apprentice wizard can cast a boring old magic mis-
sile. Sure, it always strikes its target. Yawn. Do away
with the drudgery of your grandfather's magic with this
improved version of the spell, as used by Jim Darkmagic!
You create three twisting, whistling, hypoallergenic,
gluten-free darts of magical force. Each dart targets a
creature of your choice that you can see within range.
Make a ranged spell attack for each missile. On a hit. a
missile deals 2d4 force damage to its target.
lf the attack roll scores a critical hit, the target of that
missile takes 5d4 force damage instead of you rolling
damage twice for a critical hit. If the attack roll for any
missile is a 1, all missiles miss their targets and blow up
in your face. dealing I force damage per missile to you.
At Hiiher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart, and the royalty component increases by 1 gp.
for each slot level above I st.

. eech by Jim and it w~s


I once I iea rd. a motivational sccon d s of sp my 1·" 11e. \.Vhat does Omin
the worst ninety 'l. s

see in him. anyway. _Walnut Dankgras

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