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shadowcat1313
Feb 17th, '05, 03:45 PM
AKA Shadowcat fails a sanity check

33 Nacres Savage Attraction: Telekinesis (30 STR), Indirect (Any origin, any direction; originates from target; +3/4), Area Of Effect (8" Radius; +1) (124 Active Points); Custom Modifier ( Telekinesis can only attract metal objects towards target ; -1 1/2), Custom Modifier (limited to 3" radius; -1/2), Extra Time (Full Phase, -1/2), 4 Continuing Charges lasting 1 Minute each (-1/4) [Notes: This spell was designed as a nasty attack upon an unsuspecting person. When cast, the spell will make the person magnetic; all metal objects will fly at him at their maximum velocity. Each attack does 1d6 per BOD+DEF, up to max 6d6.]
20 Namers Command: Mind Control 12d6 (60 Active Points); Custom Modifier (Spell Only Works If Target Being's True Name Is Known ; -2) [Notes: By using this spell, a mage can take control of all but the most powerful beings, forcing them to do his bidding. However, the spell is only effective if the being's True Name is known.]
75 Netherworld: Sight and Hearing Groups Images Increased Size (16" radius; +1), +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (75 Active Points) [Notes: The caster creates a cloud of swirling fog and smoke - the image of the netherworld. Even if the strong willed do not flee, the distraction often affords the opportunity for the caster to escape attention.]
108 Neutralize Acid: Dispel 12d6, all [special effect] powers simultaneously (+2) (108 Active Points) [Notes: This spell neutralizes the remaining effects of acid - whether derived from spell, or some more mundane source such the alchemist's lab. It has no effect, unfortunately, on the damage done by acid prior to its casting. It has the interesting side effect of briefly neutralizing acids that are used for self-defense by certain mythical creatures, so it has some potential for defense against such creatures.]
23 Neutralize Poison: Dispel 17d6, any [special effect] power one at a time (all poisons and venoms; +1/4) (64 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), No Range (-1/2) [Notes: This spell allows the caster to neutralize any natural poison or venom.]
15 New Features: Shape Shift (Sight Group, limited group of shapes), Imitation (30 Active Points); Custom Modifier (Face only; -1) [Notes: The easiest way of getting access to a target is to be the target's best friend, or at least look like the target's best friend. This spell also allows an assassin- or thief-mage to escape more easily, by simply transforming his features into that of a guard and walking out.]
32 Night Blindness: Sight Group Flash 4d6, BOECV (Mental Defense applies; +1) (40 Active Points); Custom Modifier (2X END in Direct Sunlight; -1/4) [Notes: This spell creates a magical ball of darkness. The caster throws the ball; anyone it touches is temporarily blinded by the writhing darkness.]
21 Night Scare: (Total: 57 Active Cost, 21 Real Cost) Sight Group Images Increased Size (8" radius; +3/4) (17 Active Points); Custom Modifier ( Form is a cold, ghostly apparition; -1), Custom Modifier (only at night in clear moonlight; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) (Real Cost: 5) plus EB 2d6, No Range Modifier (+1/2), Invisible Power Effects (Fully Invisible; +1), AVLD (Power Defense; +1 1/2) (40 Active Points); Custom Modifier (only at night in clear moonlight; -1), Linked (Images; -1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 16) [Notes: This spell allows the caster to draw together beams of moonlight to form a ghostly apparition that can strike with an icy touch. The image has the appearance of a pale-white, transmogrified human form floating just above the ground, anywhere within an 8" radius of the target hex. When the hands of the image strike a target, they inflict cold damage from Energy Blast. The image attacks with the same abilities as the caster, and is, of course, immune to combat damage. However, the caster can cause the image to appear to suffer damage in order to make the images more believable.]
4 Night Sight: (Total: 13 Active Cost, 4 Real Cost) +4 PER with Sight Group (8 Active Points); OAF Expendable (Difficult to obtain new Focus; -1 1/4), Costs Endurance (-1/2) (Real Cost: 3) plus UV Perception (Sight Group) (5 Active Points); OAF Expendable (Difficult to obtain new Focus; -1 1/4), Linked (Enhanced Perception; -1/2), Costs Endurance (-1/2) (Real Cost: 1) [Notes: This spell was designed to help the Caster's work at night, but it can be used to help them do other things at night as well. The Caster's focus for this spell is a strip of cloth with a pair of cats eyes embroidered on one side. The caster activates the eyes and can see through them into darkness]
15 Night Wings: Multiform (157 Character Points in the most expensive form) (31 Active Points); Extra Time (Full Phase, -1/2), Costs Endurance (Only To Change; -1/2) [Notes: With this spell, the character can transform himself, along with any possessions, into a common bat. The caster gains all the unusual abilities of this creature, along with its limitations. He is unable to cast spells while in this new form, if his spells require incantations or gestures.]
30 Nightmare: RKA 2d6, Reduced Endurance (0 END; +1/2), Continuous (+1) (75 Active Points); Custom Modifier ( Target not attacked if his eyes are closed ; -1), Custom Modifier (Only lasts 1 turn; -1/2) [Notes: This spell allows the caster to summon forth a horrible creature - some monster right out of a dream. The creature is not real, it is only a dream, but it is a dream which can kill. If the victim tries to defend himself or fight the creature, he will be hurt, possibly even killed. However, should the victim simply cover his eyes and wait, the monster cannot harm him and will eventually disappear. The creature will remain a full 12 seconds, all the while attacking. If the victim has his eyes closed the monster will stalk around him, growling and hissing, waiting for him to open his eyes.]
18 Noncommittal: (Total: 30 Active Cost, 18 Real Cost) Drain DEX 1d6 (10 Active Points); Linked (Drain; -1/2), OIF (Items on target; -1/2) (Real Cost: 5) plus Drain STR 2d6 (20 Active Points); OIF (Items on target; -1/2) (Real Cost: 13) [Notes: This spell animates the target's clothing and possessions. The target's objects will resist any actions initiated by the target, severely limiting his combat and other abilities]
11 Numb Sense: Sight Group Flash 4d6, Variable Special Effects (Limited Group of SFX; any one sense group; +1/4) (25 Active Points); Activation Roll 11- (-1), Custom Modifier (PER modifier of target penalizes Magic Skill Roll ; -1/4) [Notes: The Wizard can use this spell to overwhelm any one sense group of the target creature with illusions, causing the sensory organ to fail for a short period. The sensory overload is not always successful, however, especially if the target is highly perceptive.]
Powers Cost: 405