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Forum Games and Roleplaying / Re: Let's make a Random Spell List.
« on: November 12, 2016, 08:14:24 am »
Jump jets (alteration): Target gets boots with little Vernier thrusters and 4d2 turns worth of fuel. When activated, they allow to move about very quickly, fly, jump buildings in a single bound, and hover in place - if a RTD 1d6 allow; otherwise the target can splatter itself against a wall very quickly, explode mid-air, jump face first into buildings, or lose control and fall. There's no way to know the precise amount of fuel, and it tends to run out mid-flight (e.g., the target can jump high, but without fuel it lands hard).



