“Moons rotate around planets endlessly, slowly, while disregarding debris around them.
However, for the debris, it’s the beginning of the end. If it crashes into it, it crumbles and scatters, ending its current existence and starting a new one in pieces.
It couldn’t hurt to have something similar, the ability to swat away impediments with the concept of moons.”
–Luck
Revolutions
0th-Level Transmutation Cantrip
Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M*
Duration: 1 Round (Concentration)
Classes: Wizard
*The object that the spell is cast upon.
You touch an object weighing no more than 5 lbs., covering it in arcane energy, causing it to float while giving it a rapid, rotational spin.
You can move it in any direction within 30 ft.
Debilitating Effects. If it comes into contact with an object or creature, it must make a successful Constitution saving throw. On a failed save, rotational energy transfers to it, causing one effect of your choice. Different effects unlock depending on level. On a success, it suffers no effect.
- Spin (1st level) – Immense friction is created on the spinning object, allowing it to rapidly grab a large or smaller object or creature, spinning it 15 ft away from you in any direction. It doesn’t provoke attacks of opportunity.
- Lock (3rd level) – An object or creature floats 5 ft off the ground, reducing its speed to 0 and negating any bonuses to speed until the end of its next turn.
- Imperil (5th level) – The target’s body twists and tightens from impact. It has disadvantage on its 1st saving throw or ability check until the end of its next turn.
- Numb (7th level) – Ripples are sent throughout the target’s structure, causing it to lose all sense of touch. It has disadvantage on attacks against you or on attacks that don’t target you (your choice) until the end of its next turn.
- Misdirect (9th level) – A large or smaller object or creature loses control of its motor functions, forcing it to collide with another target within 30 ft (your choice) and attack it (DM chooses what kind of attack).
- Dampen (12th level) – A bright and loud flash is created on impact. The target can’t see or hear (your choice) and automatically fails any ability check involving sight or hearing until the end of its next turn.
Force Damage. On a failed save, if you choose, the target also takes 1d10 force damage from the rotational energy violently dissipating. On a successful save, it takes no damage.
Returning Object. The object used for the spell automatically returns to you at the end of your turn.
At higher levels. The damage increases by an additional 1d10 at 5th (2d10), 11th (3d10), and 17th (4d10) level.
Going Around In Circles
Luck enjoys simplicity and complexity all at once and doesn’t care if one creates more efficiency than the other. This spell is a result of that. Take a simple concept, rotations of an object and the energy it produces, and take it to the extreme, resulting in a complex tool.
What concept is Luck trying to realize? He believes the tools he needs are always around him, but in small scale and not at their full potential. It comes from his own sense of wonder and questions of the world he resides in. It might not even be his own world. All the more reason for him to ask more questions.
His questions always start off small, then grow greater in scope overtime. The greater scope contributes to his love of mysteries as he keeps stumbling upon them during his adventures. It can even get to the point where he doesn’t realize where it’s taken him.
Maybe someone or something shares his great love of mysteries as much as he does and they’re watching intently to see what he finds next. They could even be instigating Luck’s endless search for answers to those mysteries.
Stumbled upon mysteries need tools, information, or concepts to solve them. No matter how simple or complex. No resource or idea is useless until it has been tested for its validity, especially in Luck’s case.