Circus Magic School of Spells Ideas v0.2

In the absence of DS spell stats, the following, based on D&D spell stats will be the parameters described for each spell. These are, obviously, subject to change when more information becomes known about the DS spell system.

The most important missing stat, given that we know the DS magic system uses mana, is mana cost. At this time comparative mana costs are not known for existing DS spells. Mana costs will be determined by comparison with the costs for the existing Nature and Combat spells that ship with DS.

Key: Title (T)
Level (L)
Casting Time (CT)
Range (R)
Area of Effect (AE)
Duration (D)
Save (S)
Blurb (B)


T: Flashpowder
L: One
CT: Instant
R: Caster
AE: 10' sphere
D: 10-60 seconds
S: Half duration
B: Flashpowder materialises a quantity of magical powder in the area around the caster and ignites it, causing blinding flashes and accompanying noise. This renders opponents inside its area of effect blind for 10-60 seconds dependent on the level of the caster. At levels 1 and 2 the duration is 10s; at subsequent levels the duration increases by 10s, until the duration is 60s at level 7 and above. A successful saving throw halves the duration of the spell.

T: Roman Candle
L: Two
CT: Fast
R: Sight
AE: 30' Sphere
D: 10-40 seconds
S: Special
B: On casting Roman Candle the magician throws a magical firework into the ground. This then shoots a spray of yellow sparks and flame into the air, instantly blinding any opponents in the area for 30 seconds. If the caster is below level 3, the candle burns for 10s, blinding any opponents entering the area of effect in that time, and then peters out. If the caster is level 3 or above, the following additional effects occur:
At level 3 the candle burns for 10s, then sprays green flame and purple sparks, confusing any opponents in the area of effect for 30s. This stage lasts for 10s, then peters out. At level 5 the candle goes through the first two stages then emits bright blue smoke for 10s, poisoning any opponents entering the cloud for 30s. Opponents will lose 1hp every 2 seconds. At level 7 the candle goes through the first three stages then burns a thin red flame straight up for 10s. This has no effect on any opponent, however, after 10s the candle will explode doing 10-50 points of damage to any individual inside the area of effect.
Opponents may save against each effect, a successful save will nullify the effect except in the case of the final explosion, where a save halves the damage.

T: Rabbit Trick
L: Three
CT: Medium
R: Sight
AE: n/a
D: 30-120 seconds
S: n/a
B:The caster conjures a magician's hat and throws it to the ground. The hat then spawns a rabid rabbit every 10s, which will attack the nearest opponent. These rabbits have resistance to physical damage, move at twice the speed of a normal rabbit and inflict a diseased bite. However, they are not endowed with extra hitpoints and effective damage will quickly kill them.
At level 3 the hat remains in place for 30s, spawning three rabbits.
At level 4 the hat remains 60s, spawning six rabbits.
At level 5 the hat remains 90s, spawning nine rabbits.
At level 6 the hat remains 120s, spawning twelve rabbits.


T: Exploding Doves
L: Three
CT: Fast
R: Sight
AE: Target
D: n/a
S: half damage
B: The caster conjures 2-6 doves which then fly at the designated target(s) and explode into a cloud of razor-sharp steel feathers, dealing 15- 30 points of damage per dove. Two doves at level 3, an extra dove every second level until 6 at level 11. Successful save halves damage.

T: Custard Pie
L: Two
CT: Fast
R: Sight
AE: Target
D: 30s
S: negates confusion
B: The caster throws a magical custard pie at a single target which will blind and confuse for 30 seconds. A successful save negates the confusion effect.

T: Escape Trick
L: Four
CT: Fast
R: Sight
AE: Target
D: special
S: halves escape time
B: The caster materialises a magical strait- jacket on the target. This holds the target in place until they can escape. The target cannot do anything until they have escaped the jacket. The target's dexterity determines the time taken to escape the jacket.
Dexterity 1-5: 5 min
6-8: 3 min
9-11: 2 min
12-14: 1 min
14-20: 30 sec
A successful save halves the escape time.

T: Punchinello
L: Five
CT: Medium
R: Sight
AE: n/a
D: 10 minutes
S: n/a
B: Casting Punchinello conjures magical puppets from the circus Punchinello show. At level 5, the single grotesque figure of Punchinello himself is summoned. Armed with a club which confuses opponents on 50% of successful hits, the diminutive Punch is a formidable foe. At level 7, the caster will also summon Mrs Punch, who's roller pin will likewise inflict confusion on 50% of hits. At level 9, the Punchinello dog will also appear, biting opponents in the normal fashion. At level 11, the Punchinello show crocodile appears, snapping opponents and causing fear 25% of the time. Finally, at level 13, the Punchinello city guard appears, attacking with a grotesquely outsize halberd and inflicting +2 damage.

T: Dire Clown
L: Five
CT: Medium
R: Sight
AE: n/a
D: 1 hour
S: n/a
B: Dire Clown summons a masqued clown dressed in yellow and black and armed with three exploding juggling balls, an oversized fencing rapier and a battery of spells including Flashpowder, Custard Pie, Joker's Buttonhole and Exploding Doves. The Clown is level 5 for the purposes of spells, etc.

T: Circus Beasts
L: Three
CT: Medium
R: Sight
AE: n/a
D: 10 minutes
S: n/a
B: Circus Beasts summons the following creatures in cumulative progression:
Level 3 - Dog
5 - plus Tiger
7 - plus Bear
9 - plus Lion


T: Gypsy's Smile
L: Three
CT: Instant
R: Sight
AE: Target
D: n/a
S: n/a
B: Gypsy Smile heals the target on a hitpoint for 5 gold basis until the target is healed or the caster runs out of gold.

T: Gypsy's Curse
L: Three
CT: Instant
R: Sight
AE: Target
D: n/a
S: negates
B: Gypsy Curse inflicts clumsiness and weakness on the target, reducing their ability to hit a target and the effect of any successful hits. This spell will remove 30 gold from the caster's purse. If the caster does not carry enough gold, the Gypsy's Curse will be inflicted on them rather than their opponent.

T: Candy Floss
L: Four
CT: Fast
R: Sight
AE: 30' circle
D: 60 seconds
S: half duration
B: Candy Floss coats an area of ground with pink, sticky candy floss, impeding the progress of anyone in the area. Anyone caught in the candy floss will be held for 60s, but will be able to fight, cast spells, etc. A saving throw halves the time to 30s.

T: Sword Swallower
L: Three
CT: Fast
R: Caster
AE: Caster
D: 30-120 seconds
S: n/a
B: Sword swallower confers immunity from swords, daggers and similar weapons on the caster. At level 3 this lasts for 30 seconds, at level 4 60s, level 5 90s, and level 6 and above 120s.

T: Juggler
L: Four
CT: Fast
R: Caster
AE: n/a
D: 5 minutes
S: half damage
B: Juggler places five juggling clubs in the caster's hands, these can then be thrown at opponents and will inflict 10-20 points of damage per club. The caster may not use any other weapon until the clubs are all thrown or the spell duration ends. A successful save will half the damage.

T: Fire Breather
L: Four
CT: Fast
R: 30'
AE: Target
D: up to 30s
S: negates
B: Fire Breather allows the caster to breathe magical flames at a given target to a distance of 30 feet. At level 4 the flames are yellow and do 15-30 points of damage. At level 7 the flames are green, confuse the target and do 30-45 points of damage. At level 10 the flames are blue, freeze the target for 30s and deal 45-60 points of damage.

T: Ring Master
L: Six
CT: Fast
R: Caster
AE: 60' circle
D: 1-5 minutes
S: special
B: Ring Master gives the caster a degree of control over events in the area surrounding him. The caster wields a magical whip and exerts control through this, doing nothing else for the duration of the spell. In exchange the caster is protected from weapon damage (though not magic or special damage such as fire, cold, etc) and all enemies inside the ring are slowed (save to negate). In addition, at least one enemy and up to three come under the control of the caster for 1-5 minutes according to the following level progression.
6 - One enemy for one minute
7 - One enemy for two minutes
8 - One enemy for three minutes
9 - Two enemies for three minutes
10 - Two enemies for four minutes
11 -Two enemies for five minutes
12 - Three enemies for five minutes
There is no save against this control.

T: Vanishing Act
L: Three
CT: Instant
R: Caster
AE: Caster
D: 1 hour
S: n/a
B: When performing the Vanishing Act, the caster disappears in a flash of light and a puff of smoke. The caster is now invisible for 1 hour, unless this is dispelled or the caster breaks the spell by fighting, casting further spells, etc.

T: Quick Change
L: Four
CT: Instant
R: Caster
AE: Caster
D: 1 hour
S: n/a
B: When performing the Quick Change the caster dons a magical new suit of clothing. In this case, the clothing is all-over light mail, improving the armour of the magician for an hour.

T: Spray of Flowers
L: Three
CT: Fast
R: Caster
AE: 10' sphere
D: 1 minute
S: negates
B: Spray of Flowers produces a multi-coloured spray of magical flowers confusing any enemies within 10' for 1 minute. A save negates the effect.

T: Grotesque Clown
L: Four
CT: Fast
R: Caster
AE: 20' sphere
D: 2 minutes
S: negates
B: Grotesque Clown masks the caster as a bizarre and frightening clown, inflicting fear on all opponents in a 20' sphere for 2 mins. A successful save negates this fear effect.

T: Circus Strongman
L: Four
CT: Instant
R: 20'
AE: Target
D: 10 minutes
S: n/a
B: Circus Strongman massively increases the strength of the target.

T: Circus Acrobat
L: Five
CT: Instant
R: 20'
AE: Target
D: 10 minutes
S: n/a
B: Circus Acrobat increases the dexterity and weapon skill of the target.

T: Human Cannonball
L: Five
CT: Fast
R: Vision
AE: Caster
D: n/a
S: none
B: Human Cannonball is a dangerous spell of last resort used to escape insurmountable odds and only useful is the caster is not already mortally wounded. On casting this spell, a dreadful explosion,propells the caster into the air like a cannonball, to land at the indicated spot, or thereabouts. The explosion and landing does 10-20 points of damage to the caster, while any opponent within 10' of the caster at the time of casting will receive 5-15 points of damage with no save.

T: Joker's Glove
L:  Two
CT: Fast
R: special
AE: Target
D: special
S: half-damage
B: Joker's Glove is basic offensive spell that changes according to the level of the caster. At levels up to and including 4, the magic glove delivers a powerful electric charge by touch, damaging the opponent for 1-3 points per caster level. At levels 5 to 8 inclusive, the glove sticks to the target on touch and explodes after 5s, damaging the target for 3-5 points per caster level. At levels 9 and above, the glove becomes a short-range weapon, firing itself up to 10' at the target as a clenched fist and doing 5-7 points of damage per caster level. A successful save halves all damage.

T: Joker's Buttonhole
L: Three
CT: Fast
R: 10'
AE: Target
D: n/a
S: half-damage
B: Joker's Buttonhole is a particularly nasty offensive spell that changes according to the level of the caster. At levels up to and including 5, the magical joke flower sprays acid, dealing 2-4 points of damage per caster level. At levels 6 to 9 inclusive, the buttonhole sprays a flaming liquid that deals 4-6 points of damage per caster level. At levels 10 and above, the buttonhole sprays a noxious poison that immediately inflicts 6-8 points of damage per caster level and slows the target for 5s per caster level. A successful save halves all damage and will negate the slow effect of the poison spray.

NB: At least FOUR additional fireworks-based spells are to be devised (these will be used as individual spells in themselves and options in the Fireworks Kit item described below). These should be kept to level 2 or 3 type power with widely-varying uses.



Magic Items


A selection of magic item ideas follows. The intention is that these and any other magic items based on or related to the Circus Magic school would be included in the Circus Magic siegelet, adding some entertaining and/or effective items to the adventurer's inventory.

T: Title
E: Effect
B: Blurb


T: Montalban's Whip
E: Casts Ringmaster (5 charges)
B: Crafted by the famed Circus owner and minor magician Montalban the Magnificent, his Whip will enable the wielder to control events around them in the same way as the difficult Ringmaster spell but without the cost or learning required by that spell.

T: Green Joke Flower
E: Sprays Acid (20 charges)
B: Hits targets up to 20' away and does 6-12 points of damage. Save halves damage.

T: Red Joke Flower
E: Sprays Flaming Liquid (15 charges)
B: Hits targets up to 20' away and does 12-18 points of damage. Sets flammables alight. Save halves damage.

T: Blue Joke Flower
E: Sprays Poison (10 charges)
B: Hits targets up to 20' away and does 18-24 points of damage. Also slows target for 20s. Save halves damage and negates slow effect.

T: Spring-loaded Boxing Glove
E: Shoots out at target (10 charges)
B: Hits targets up to 10' away and does 20-30 points of damage. Save for half damage.

T: Leopard Skin
E: Increases wearer's strength. Increases armour slightly.
B: No armour may be worn with the Leopard Skin, which permanently affects the wearer's strength in the same way as the Circus Strongman spell.

T: Spangly Leotard
E: Increases wearer's dexterity and weapon skill. Increases armour slightly.
B: No armour may be worn with the Spangly Leotard, which permanently affects the wearer's dexterity and weapon skill in the same way as the Circus Acrobat spell.

T: Flash Cane
E: Casts Flashpowder 3/day
B: A standard magician's cane imbued with the ability to dazzle enemies with the Flashpowder spell several times a day.

T: Mr Punch Puppet
E: Summons Mr Punch 1/day for 20 mins
B: This magical hand-puppet will summon Mr Punch, and Mr Punch alone, for a somewhat longer duration than the marvellous Punchinello spell. It also requires little learning to use.

T: Magician's Hat
E: Produces effects and creatures 5/day
B: This traditional circus magician's hat can be used five times a day and will randomly produce any of numerous objects or creatures.
1: A rabid rabbit - will attack nearest enemy as per Rabbit Trick spell
2: An exploding dove - will fly at nearest enemy and explode as per Exploding Doves spell 3: Spray of Flowers - confuses enemies as per Spray of Flowers spell
4: Flashpowder - blinds enemies as per Flashpowder spell
5: Vanishing Act - caster vanishes as per Vanishing Act spell
6: Circus dog - attacks nearest enemy (dog equivalent to that produced by Circus Beasts spell)
May vary chances of these effects being selected

T: Belinda's Crystal Ball
E: Heals party to full health at a cost of 250gp. Useable 1/day.
B: Belinda the Fantastical used this crystal ball to see the future and grant good fortune and health to those who crossed her palm with silver and gold. Using its powers to see the future is difficult and only a gypsy adept can manage this with any success. However, its power to heal requires only a modicum of concentration and plenty of money...

T: Flower Bomb
E: Thrown up to 30', explodes and confuses enemies within 10'.
B: A one-time use parcel of gunpowder and magical flowers, this little bomb has a similar effect to the Spray of Flowers spell but can be thrown some distance. (should stack in inventory)

T: Red Nose
E: Makes user look ridiculous, all opponents within 10' fall about laughing for 30s. Useable 1/day.
B: This clown's red nose can be used to inflict uncontrollable laughter on opponents. Opponents can save to negate effect. (similar to rendering opponents unconscious, should use same animation)

T: Custard Pie Gun
E: Fires custard pies blinding and confusing opponents. (10 charges)
B: Similar in effect to the Custard Pie spell, this weapon (crafted by Dwarven Clowns) will blind and confuse opponents for 60s. A successful save negates the confusion effect.

T: Clown Hooter
E: Summons 2-3 clowns, 1/day
B: The Clown Hooter summons 2 to 3 circus clowns for 10 minutes. These clowns will fight any enemies and are each equipped with the Custard Pie, Joker's Glove and Joker's Buttonhole spells. These clowns are level 3 for the purposes of spells, etc.

T: Transmutational Greasepaint
E: Enables user to cast Grotesque Clown. (3 charges)
B: This tube of magical greasepaint allows the user to become a Grotesque Clown with a few hurried daubs. (May make this a multi-purpose item, ie. optional effects).

T: Metamagical Lollypop
E: Gives 5-10 points of mana on consumption.
B: Given out by Magic-using clowns this lollypop will actually increase the mana of the person eating it by up to 10 points.
T: Loon Pants
E: Increase movement rate for 2 minutes (3 charges)
B: The Loon Pants increase the wearer's movement rate to between 1.5 to 2.5. This may be useful or it may be dangerous...

T: Fireworks Kit
E: Enables user to cast a variety of firework- based effects (10 charges)
B: The user may use the kit to cast any of the following effects by choice:
1: Roman Candle
2: TBA
3: TBA
4: TBA
5: TBA


T: Bag o' Tricks
E: Produces random trick items 3/day
B: The gaily coloured Bag o' Tricks produces trick items up to three times a day:
1: A single Flower Bomb
2: A tube of Magical Greasepaint (1 charge)
3: Metamagical Lollypop
4: Loon Pants (1 charge)
5: Custard Pie Gun (1 charge)
6: Spring-Loaded Boxing Glove (1 charge)
May vary chances of these items appearing.

This concludes the Circus Magic v.0.2 list

Cheers,