Two individuals who are capable of casting spells may cast The Well on eachother, whether or not it is on their list of known spells. If they do not know the spell, they will have disadvantage on saving throws caused by the spell.
Frequently used as a gambling game, both participants place their bets into the glass, and fill it with water, wine, or ale to bind the spell. A creature is aware when The Well is cast on them, and must cast the spell on the other before the end of their next turn, or else the spell ends.
When one caster asks a question about the other, that target must attempt to answer within 1 minute, though the explanation can last as long as two minutes. If the answerer's time runs out, the glass breaks, and the spell ends. If the answerer speaks an untrue statement, they must make a Charisma Saving Throw, against the asker's Spellcasting Save DC. On a failed Charisma Save, the glass breaks, and the spell ends. In either case, the answerer is considered to have lost the game. If one caster asks two questions in a row, the glass breaks, the spell ends, and the asker loses. If an external source breaks the glass, or remove the coins, the spell ends.
When the wine-glass is broken by this spell, it can be clearly heard from up to 60 feet away, and the glass always breaks in such a way that it can be completely repaired by a single use of the Mending cantrip.
This spell is inspired by the narrative game "Drawing From The Well" as invented by Patrick Rothfuss and James D'Amato during Campaign: Skyjacks.
* - (A wine-glass, and an amount of coins equal to at least 1 Electrum)
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Posted Jun 9, 2021This spell is inspired by the narrative game "Drawing From The Well" as invented by Patrick Rothfuss and James D'Amato during Campaign: Skyjacks, and as demonstrated in the subsequent confrontation between the characters Travis Madagot and Jolly Jack.