Trickster Magic

Passed down from mage to mage this tome is a puzzle of it's own, ciphers, fake spells and countless annotations from past users. For those willing to take the time to decipher it however the secrets within can be teased out and used for some fun.

Cantrip: Sleight of Voice

When someone speaks into your cupped hands you can catch words and place them elsewhere. The words will be audibly spoken when you wish it from wherever you place them. These words can be used for the Verbal Component of spellcasting.

1: Forbidden Text

Instant

When you cast this spell you also cast another spell you know or have a scroll for with [dice] MD. You do not expend these additional dice. When somebody reads the text the spell will be activated, being cast centred on or targeting the reader. Surprised targets do not get a save against spells cast in this manner.

2: Rope Trick

Slow

You grab a rope and fling it into the air, at which point it catches on nothing. If you climb this rope you can enter into a hidden space, you can see outside of this space as if through frosted glass. The rope needs to remain touching the ground or another solid surface for the spell to remain active. The space can fit [dice] characters comfortably and lasts [sum] hours before it begins to droop and fall apart.

3: Baleful Exchange

Fast

You may select yourself or an object you are touching that is no larger than a person and [dice] additional characters or objects within [sum]×25 ft to instantly swap places. You decide where each character ends up but they must all change location. Each object or character must be connected to you by a solid object such as the ground to be exchanged.

4: Inversion

Instant

You can cast this as a free action, whenever someone else casts a spell.  You invert the effects of their spell.  Fire becomes ice, healing becomes hurting, raising the dead means casting down the living, etc.

5: Snatch Memory

Slow

You may select a character who can see you and with a clever flick of the hand steal a Memory from their mind. If you take the memory of a skill or ability, such as attacks, they will have a [dice] penalty when attempting to do something related to it until they take [sum] hours to retrain the missing knowledge. If you take the memory of a power or spell they must Save MENT to use it until they rest overnight. Other memories are less hardy and are lost until they are returned to them.

Memories appear in the form of small trinkets with a dream-like appearance, you can observe these memories by clutching them as you sleep. Spells can be cast once as if from a spell scroll however you must still invest MD into the scroll.

6: Reduction

Slow, Concentration

You may select [dice] creatures or [sum] slots of gear within close range to reduce in size and weight by a factor of 5. Gear takes up no slots when shrunk in this way, while characters take up 1 slot. Shrunk characters will deal one fifth damage. When concentration is ended the object will return to full size instantly, you may end concentration on individual objects or characters as free action. If cast as a Ritual(10) the spell does not require concentration and instead lasts [sum] hours.

7: Shapechange

Slow

A creature within Close Range is turned into an animal of your choice with no greater HD than their level for [sum] hours. An unwilling creature can save PHYS to change this to [sum] rounds instead. The creature gains no benefit from any of their special abilities unless they can be sensibly used by their new form, but does gain the abilities of their new form. All damage and injuries are reflected between the original form and polymorphed form. The spell additionally end when you wish it to or the polymorphed creature is reduced to 0 hp, although the character will suffer 1 wound from this. If you invest at least four dice, this spell lasts indefinitely.

School Secret: The Manse of the Knotted Lord

You discover or are granted complex puzzle made up of spiders silk and Astral Bronze. When you solve the knotted puzzle it will become a key. If this key is entered into any door the door will now open into the Manse of the Knotted Lord. Solving (or reconfiguring) the key takes as long as your GM needs to prepare (although this shouldn't take more than a couple of sessions as they should just be stealing a dungeon from somewhere)

The manse of the Knotted Lord is a seemingly endless dimension made up of stolen buildings and the style and construction change as you travel through it. Each area of the manse is separated by a different door, you must reconfigure your key to open each door you come across. It only takes you a few seconds to change the key between configuration's once you've figured the trick out.

Your key will always open into the same entryway, and the other tricksters doors open into their keyways. When anyone exits through your entryway you will come out of the last door your key was used on.

The manse is not empty, and you must clear the previous denizens of any area you wish to inhabit. Fortunately only other Tricksters can open the doors between dungeons, unfortunately the infestation of phase spiders don't particularly care for doors.