Spell Turbulence

Spell Turbulence

When a spell is cast the energy of the spell cause wakes or ripples collectively known as Spell Turbulence, this turbulence increases in effect the stronger the spell is. Examples being of a voice that projects far louder and deeper than it should, elaborate arcane circles, frost or flame sparking in the air. This is different from a spell going wild or Rampant.   There are three tiers of Turbulence that correspond to lesser, moderate, and major. These are broken down by the circles of spells, 1st-3rd level spells are lesser, 4th-6th are moderate, and 7th-9th are major. The exact form this takes is up to the DM but below are some examples, a Major turbulence can include effects from Moderate and Lesser but with more dramatic effects.  

Lesser

  Abjuration: Dozens of strange tiny and thin blades like a cocktail pick dances around the caster with the blade facing down.   Conjuration: Small orbs akin to will o'wisps circle around the caster slowly, though have none of the other properties.   Divination: A heightened sense of contrast in light and shadow making things appear more defined, especially those of known or obvious magic. (Does not reveal unknown magic items)   Enchantment: Makes the caster appear in a light that accents the effect they are trying for, to charm someone they will have light show their 'good side' while if trying to be scary the shadows will form on their face. Often called by Bards as 'Dramatic lighting'   Evocation: Temperature shifts that might cause one to shiver with the shift being rapid but minor.   Illusion: Colors appearing in the air or objects around the caster.   Necromancy: A morbid chill and a visible breath like fog of the caster for the duration of the spell.   Transmutation: Surging and changing of the winds.  

Moderate

  Abjuration: The blades summoned by the lesser form of Abjuration turbulence become larger than the caster becoming far more imposing as well as having a large shield placed before it.   Conjuration: During the conjuration the ability to see sprites, fey, archons or other Outsiders watching the casting, they seem mostly curious though some may seem menacing.   Divination: Flashing images of the Deck of Fates (or Tarot cards) and the sense of being watched by greater forces.   Enchantment: This can include the pigment of the tongue turning to silver, or even appearing to have become like that of a serpent.   Evocation: The effect of the element appears in the immediate vicinity for a brief instant, while the caster will have their veins, eyes, and hair glow the same color associated with the element used.   Illusion: As the caster is casting the spell an effect rather like mirror image surrounds the caster and or the target of the spell, however, these images are more like rainbow-colored outlines than anything that could be mistaken as the real thing.   Necromancy: An acrid feeling in the air a foul scent and acidic presence.   Transmutation: Matter under a state of flux base on material and current state, solids turning into liquids, liquids to gasses. At the end of the spells cast however all changes revert to how they were.  

Major

  Abjuration: This school invariably summons a lesser spirit of Felza, this small creature made of white energy bounds around the subject in the form of a fennec fox. When used to banish outsiders a larger one appears and bites onto the target before running them through a portal with them screaming all the while.   Conjuration: During the summoning of creatures at this level actual gates are formed that are destroyed once the create returns to where it came. The ground often shakes as great pillars shoot from the ground. Around these gates the ground turns to something appropriate to the home plane of the being summoned, this damage or growth remains until nature once more reclaims it.   Divination: Portents of possible futures seen in glimpses flickering in a double helix pattern like looking at twisted parchments stretching off into forever. It is impossible to truly see what these other possibilities show or reference. Iridescent eyes can begin to open in the air and look around as well as projecting images of cards like from a Tarot deck.   Enchantment: Waves of emotion often accompany these spells rekindling happy memories thought lost. Often seen as the least offensive of the Major Turbulences however is a very dangerous one as it can affect minds in other more harmful ways. Being the target of such spells cast in anger can drum up painful memories powerfully enough to make old wounds ache.   Evocation: One of the more likely to produce a real-world effect spells cast at this level of Evocation can create fires, freeze water, and so on. The danger of a rampant 9th level Evocation spell with a turbulence effect tied to its element can become a catastrophic event.   Illusion: This one is largely unknown as given the nature of illusion such effects would normally be concealed by the illusion in question. However, in the case of the weird spell the entire area would seem to darken save for light designed to accent and highlight the fear of the creature manifested. Other documented types are numerous false landscapes and images lined up around the viewer like a hall of mirrors with each being a different and bizarre place.   Necromancy: Spells cast from Necromancy at this level often include images of ghosts, wails, and cries and grasping skeletal hands appearing around the target. Those present feel a chill wind that can even send a shudder through creatures normally immune to cold and necrotic damage as it affects the soul. These spells are also known to cause Mortus sprites to congregate and become visible.   Transmutation: Spells cast from Transmutation at this level often are accompanied by a localized temporal anomaly in the form of all parties seeing time move slower, this does not aid in any way merely draws out the casting and travel of the spell. A further example being disintegrate cast as 7th level would force those on the battlefield to experience that instantaneous moment stretched out over seconds as the beam slowly crept forward hitting the target and very slowly ripping portions of them apart.

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