Mouse of Farts
A mouse made of living flautus comes into being at the point the caster designates. It will roam, randomly farting, throughout the combat area for a number of rounds equal to 1d6 + caster’s level. All creatures of less than 4 hit dice must perform a fortitude save with a DC15 or lose their next action to uncontrollable retching. This includes both hostiles and party members as well as the caster. Party members and creatures with more than 4 hit dice save at a +10 and may still make free actions while retching.

Fomend’s Beating Sphere
A small sphere of solid metal comes into being at the caster’s fingertips and flies directly for the crotch of the targeted enemy. It will beat at the targeted crotch for 1d4 + caster’s level rounds. If the target is male or otherwise has vulnerable genitalia, each beating will cause 1d4 damage and has a 25% chance of immobilizing the target with pain for 1 round. If the target is female or has genital armor, the beating sphere has no effect. Targets of 4 hit dice or greater may make a reflex save at DC 18 to swat the sphere out of the air to avoid its effects.

Barking Stones
2d8 stones in the vicinity begin loudly barking and snarling as if they were highly agitated guard dogs. The sound will cause creatures of 2 hit dice or less to make a morale check or flee in terror. The stones gain +1 to their effect if they are behind a fortification such as a wall or door, as it is more difficult to trace the source of the noise. The effect lasts for 1d12 rounds and cannot be extended. Stones are required for the effect but may be carried by the caster. Smashing the stones ends the effect.

Q’s Invisibility
The caster or a being they designate becomes invisible for 1d4 + caster’s level rounds. The invisibility only affects the bring itself, not any of their clothing or gear. It also prevents the affected from interacting with any matter, including their clothing or gear. The affected may wander at the same height above (or below) sea level that they were at when the spell was cast, but will move through any higher ground and will hover above any lower ground. If the affected is in the air when the spell dissipates, they will incur the appropriate falling damage. If they are in the ground, they will violently displace any matter occupying the same space and may suffer from suffocation.

  • Like what you see? Purchase a print or ebook version!