NEW SPELL: Polychromic Bolt

Sorcerer/Wizard (Evocation)

As you speak the incantation, you gather chaotic energies into the space between your hands. The power coalesces into a projectile that shimmers with all the colors of the rainbow as it streaks toward your chosen target.

A polychromic bolt can affect on creature within a range of 30 feet plus 10 feet per caster level. The target can avoid the spell with a successful Dexterity saving throw.

On a failed save, roll 1d8 to determine the effect of the spell:

d8ColorEffect
1RedThe bolt burns the target for 1d6 points of damage per caster level and the target catches on fire.
2OrangeThe target is blasted backward 10 feet per caster level. If the target strikes a solid object (like a wall or another creature) it takes damage as if it had fallen from a height equal to the distance it had traveled.
3YellowThe target is incapacitated with pain as arcs of crackling yellow energy crawl over their body. The target is unable to perform any actions for a number of rounds equal to the caster’s level. Any creature that touches the target must make a Constitution saving throw or become incapacitated as well.
4GreenThe target is limned with sickly green light as their vitality leaves their body. For a number of rounds equal to the caster’s level, the target moves at half their normal speed and has Disadvantage on all rolls related to physical activities.
5BlueThe target’s eyes take on a faint blue glow. For a number of minutes equal to the caster’s level, they regard the caster as a friend and will take no hostile action towards them.
6IndigoThe target clutches their head as their mind is overwhelmed by psychic turmoil. For a number of rounds equal to the caster’s level, the target must must roll a 1d6 to determine their action: 1-2 – Stagger about in a random direction; 3-4 – Stand still and stare vacantly; 5 – Make a melee attack against a random creature within reach, or themselves if no other target is available; 6 – Act as normal
7VioletThe target is surrounded by an aura of purple light and floats up 10 feet off the ground for a number of rounds equal to the caster’s level. While floating, the target can only move by pushing off of, or pulling across, a solid surface.
8WhiteThe target disappears in a flash of brilliant white light. A fist-sized hunk of clear, multi-faceted crystal rests on the ground where the target stood. An image of the target appears inside the crystal – they are trapped inside for one hour per caster level or until the crystal is broken. While trapped, the target is conscious and can see and hear, but cannot be heard, outside of the crystal.

Random Encounter: Mercenary Pyrotheurge

Pyrotheurges are mystics with a great affinity for fire. Most spend their time cloistered in small communes or in secluded hermitage. But some, who chafe at a life of quiet contemplation, have found their calling in setting things on fire for money.

Hit Dice: 5 to 10 (22 to 45 hp); saves as a magic-user, has Advantage on saving throws related to fire.
Armor: Low (Heavy robes + average Dexterity); takes no damage from non-magical fire.
Movement: As a normal human.
Demeanor: roll 2d6

RollReaction
2 – 3Just got paid! Who’s down to carouse?
4 – 5You all look like you’re on the way to some action. Mind if I tag along?
6 – 8Need some firepower? Mine is yours, if the price is right.
9 – 10Get out of my way! Time is money and I’m wasting both talking to you.
11 – 12Nothing personal, but someone paid for you to burn.

Attack: Light melee weapon (1d6 damage)
Special: Pyrotheurgy – Each of the following effects requires the pyrotheurge to sacrifice 1d6 hit points to activate.

  • Serpentine Fire: The pyrotheurge uses their action to summon a sinuous stream of fire that can be wielded like a whip (1d4 damage + 1d4 fire damage, if a 4 is rolled for the fire damage, the target catches on fire) or thrown as a ranged attack (2d4 points of fire damage and the target catches on fire, 30 foot range).
  • Hell’s Wind: The pyrotheurge uses their action to unleash an arcing wave of flames with the sweep of their arm. Every creature in a 30-foot cone that fails a Dexterity saving throw takes 1d4 points of fire damage per hit die of the pyrotheurge and catches on fire.
  • Fire Walk with Me: The pyrotheurge uses their action to levitate off the ground, their feet surrounded by flames. For a number of rounds equal to their hit dice, the pyrotheurge can fly with a 50% increase in speed.
  • Smoldering Gaze: The pyrotheurge uses their action to enhance their vision. For a number of rounds equal to their hit dice, they can see normally in total and magical darkness, detect illusionary images, and see through invisibility.

I Search the Body: roll 1d10

RollLoot
1-42d10 silver coins
5-6A flask of potent, spicy liqueur
7Bronze and garnet jewelry worth 1d4x100 silver coins
81d4+1 firebombs
9A hooded robe, singed in places and smelling of smoke, but impervious to fire
10A heavy leather-bound tome with bronze fittings – a pyrotheurgical text.