Guest Worldmaker Posted August 19, 2009 Report Share Posted August 19, 2009 A while ago I began a huge project to convert every spell found in the 2nd Edition AD&D "Wizard Spell Compendium" books (four volumes) and the 2nd Edition AD&D "Priest Spell Compendium" books (three volumes) to Hero System. The end result would be thousands and thousands of converted spells. I've worked on the project off and on for close to two years, and have already converted truckloads of spells. And then Steve Long announced 6E's release and everything came to a screeching halt. I've got a mild (comparatively) case of OCD. The fact that my spell conversions would not be compliant with the latest version of the Hero Rules immediately caused me to stop working on the project, because why work if I only have to start from the beginning re-converting the spells when 6E was released. I started tinkering with the 6E pdfs and the new Hero Designer update the moment I downloaded them. Here's the product of that tinkering. The spells that follow are specifically intended for use in my Fortune and Glory! Fantasy Hero campaign, but can be adapted for other campaigns and settings as needed. Comments on how I built a spell, or suggestions as to how to build it better, are welcome. ************ As a reminder, here's the magic system I use. Arcane Magic is the magical power wielded by Wizards (who learn their spells from tomes, teachers, and other external sources) and and Sorcerers (who, by way of a mystic heritage, have innate spell-like powers that, rules-wise, are functionally identical to other Arcane spells). It is differentiated from Divine Magic, the magic of Priests, Druids, Paladins, and other servants of the gods in that the basic energy powering Arcane spells comes from the environment or from the spellcaster himself, while the power behind Divine Magic is bestowed by the gods themselves. Spell Colleges and Philosophies All Arcane spells used in this campaign are classified by the philosophy behind the magic. These philosophies are also sometimes called "schools" of magic. The philosophies themselves are grouped into colleges. Wizards characters must take a Power Skill in every magical philosophy from which they wish to be able to cast spells. College of Change: Abjuration: Spells that deal in protection and alleviation. Enchantment: Spells that deal with endowing objects and creatures magical traits and abilities. Transfiguration: Spells that deal with changing creatures and objects from one form into another. College of Forces: Conjuration: Spells that deal with creating something out of nothing. Evocation: Spells that deal with the generation of magical energy, usually for use as a weapon. Summoning: Spells that deal with bringing something from one place to another. College of Information: Divination: Spells that deal with gathering information. Illusion: Spells that deal with false images and phantasmic effects. Charm: Spells that deal with thought and the mind. College of Matter: Alchemy: Spells that deal in creating magical potions, ointments, powders, and other formulae. Necromancy: Spells that deal with life, death, and undeath. Runecraft: Spells that deal with the crafting of magical runes and sigils to achieve mystic effects. Occasionally, a spell will be equal parts of several philosophies. Arcane Spell Pools: All Wizards possess an Arcane Spell Pool from which they cast their spells. The basic Spell Pool, included in the Wizard Package, is built as follows: Arcane Spell Pool: Variable Power Pool (40 Points)(60 Active Points) - Arcane Magic Only (-1/2), Can Only Change Spells With Access To The Wizard's Spell Book And Sufficient Time (-1/2), Only Spells From The Wizard's Known Spell List (-1/4), All Slots Take Requires A Power Skill: Magical Philosophy Roll. Total Cost: 49 Points. The above-listed pool is considered a base. With GM approval, Wizards can increase the size of their spell pools during character construction. Otherwise, they can increase it during the course of play through the use of Experience Point expenditures as normal. Once a spell is "prepared" through the Arcane Spell Pool, the Wizard can cast it as many times as he likes (and has Endurance enough to pay for), until he replaces the spell by "preparing" something else. Spell Construction: All Wizard spells must follow these basic rules: All Arcane spells must be built with the "universal" limitation Requires a Power Skill: Spell Philosophy Roll (-1/2); this limitation automatically takes the modifier Penalty Is -1 Per 20 Active Points, with no alteration in value. All attack spells have the required limitation Spell (-1/2). No Arcane spell may take any form of Reduced Endurance advantage, including the Costs END Only To Activate advantage. Sorcerer Powers: Sorcerers buy their spells individually as powers. Such spells cannot be purchased in a Framework (though sometimes a single spell might be constructed as a Framework, if such construction is appropriate and meets the GM's approval), but they do divide the real cost of the spell by 3. Such abilities cannot take the Requires a Power Skill: Magic Philosophy limitation, but like Wizard spells are required to always have an END Cost (that is, they cannot have any form of the Reduced Endurance advantage (including the Costs END Only To Activate advantage). All such powers are subject to GM approval. If a spell is built as a Multipower, only the reserve cost is divided by 3; the costs of the individual slots are then added to the result to determine the cost of the spell. If the spell is built as an Elemental Control, the total cost of the spell is divided by 3. Special Effects Rules: Magic spells (whether Arcane or Divine) generally have very broad Special Effects (SFX). In addition to any specific SFX that a particular spell might have (such as electricity for a Bolt of Lightning spell or fire for a Fireball spell), all spells also automatically have the additional SFX of "Magic", plus either "Arcane" or "Divine". All Arcane spells gain the applicable Spell College and Philosophy as additional SFX. This mandatory SFX cannot be altered by any means, including Variable Special Effects. For example: an Arcane spell taken from the Necromancy philosophy always has Magic, Arcane, Matter, and Necromancy SFX, regardless of any other SFX that might be applicable. Black Magic: Spells that carry the SFX tag "Black Magic" carry a hazard to their caster. Such magic is a corruptive influence on the wizard, and the more he uses black magic spells, the darker his nature becomes until finally he is corrupted and evil. In addition, merely learning black magic spells causes this corruptive effect. Every time a black magic spell is learned, the caster suffers a Major Transform 2 Points (Adds Psychological Limitation: Utterly Evil and Social Limitation: Corrupted Soul to the Caster For No Disadvantage Points) - Works vs. Ego, Not Body, Cumulative with no possible defense. Once learned, casting a black magic spell causes the wizard to suffer a Major Major Transform 1 Point (Adds Psychological Limitation: Utterly Evil and Social Limitation: Corrupted Soul to the Caster For No Disadvantage Points To The Caster) - Works vs. Ego, Not Body, Cumulative, also with no defense. When the transformation is complete, the caster has been corrupted by the dark nature of his magic and is now a being of darkest evil. This transformation can only be healed by the application of certain Divine magic spells, usually accompanied by a long and complicated ritual, all of which the corrupted Wizard will be no doubt violently opposed to undergoing anyway. Skill Levels: Characters can buy Spellcasting Skill Levels, as follows: Two-point skill levels apply to a single spell philosophy. Three-point skill levels apply to all of the philosophies of a single college, or can be added singly to any three schools regardless of college. Five-point skill levels apply to all the schools in two colleges or can be added singly to any six schools regardless of college. Eight-point skill levels apply to the schools of three colleges, or can be added singly to nine philosophies Ten point skill levels apply to all colleges simultaneously. "Mundane" skill levels cannot be applied to spellcasting. Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 19, 2009 Report Share Posted August 19, 2009 Re: The Grimoire Project A Change of Season This spell causes plants and trees within the radius of the spell to change their form to match a different season of the year as determined by the caster. Thus, the wizard can cause plants to bud and flower in the dead of winter, or drop all of their leaves in the middle of spring). Though little-used, this spell has proven useful for specific tasks, such as growing an emergency food supply in winter or saving new growth from a late frost in spring. Since most plants are not quick to respond to this spell, the casting is tedious and long. College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration, Plants Effect: Transform 4d6 Casting Time: 1 Turn Target/Area Affected: One Kilometer Radius Duration: Instant Range: No Range Active Cost: 90 Skill Roll Penalty: -4 Real Cost: 24 END Cost: 9 A Change of Season: Transform 4d6 (Changes Plant Seasons; Heals Back With Another Application Of The Spell) - MegaArea (1 meter = 1 kilometer; +1), Area Effect (1 meter; +1/2)(90 Active Points); Extra Time (1 Turn; -1 1/4), Requires A Power Skill: Transfiguration Magic Roll; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Only vs. Living Plants (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 19, 2009 Report Share Posted August 19, 2009 Re: The Grimoire Project The Spell of Many Faces This spell allows the caster to alter his own facial appearance (even to the point of duplicating the face of another person). Nearly any detail of his appearance can be altered to suit the whim of the caster. College: Information Philosophy: Illusion Special Effects: Arcane Magic, Information, Illusion, Effect: Sight, Hearing, and Touch Group Shape Shift Casting Time: Half Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 33 Skill Roll Penalty: -2 Real Cost: 12 END Cost: 3 The Spell Of Many Faces: Shape Shift (Sight, Hearing, and Touch Group), Any Humanoid Form, Imitation (33 Active Points); Faces Only (-1/2)Requires A Power Skill: Illusion Magic Roll (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project A Face in the Crowd This spell has a similar effect to The Spell of Many Faces. Unlike that spell, which uses glamours and illusion to alter the caster's appearance, this spell actually changes the physical structure of the recipient's face to make him look different (even to the point of duplicating the face of another person). Nearly any detail of the spell recipient's appearance can be altered to suit the whim of the caster. College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration Effect: Sight Group, Hearing Group, and Touch Group Shape Shift Casting Time: Full Phase Target/Area Affected: Single Creature Duration: Constant (1 Day) Range: No Range Active Cost: 49 Skill Roll Penalty: -2 Real Cost: 18 END Cost: 4 A Face in the Crowd: Shape Shift (Sight, Hearing, and Touch Group), Any Humanoid Form, Imitation - Useable By Other (+1/4), Costs END Only To Shape Shift (+1/4)(49 Active Points); Faces Only (-1/2)Requires A Power Skill: Illusion Magic Roll (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project A Momentary Lapse of Reason This spell causes everyone within the area of effect to become disoriented and unable to think coherently for the duration of the spell. The caster is immune to his own spell. College: Information Philosophy: Charm Special Effects: Arcane Magic, Information, Charm, Confusion Effect: Change Environment Casting Time: 1/2 Phase Target/Area Affected: 4" Radius Duration: 1 Hour Range: 225 meters Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 18 END Cost: 4 A Momentary Lapse of Reason: Change Environment (-5 To INT Rolls And All Rolls Based On INT) 4" Radius, Long Lasting (1 Hour) - Area Effect (4" Radius; +1/4), Personal Immunity (+1/4)(45 Active Points); Requires a Power Skill: Charm Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project A Murder of Crows A Murder of Crows summons a flock of crows that surround and attack the target creature, swarming around him so tightly that he cannot see (or be seen) and pecking and clawing at him. They have almost no chance of harming an armored man, but an unprotected one could potentially die from such an attack. This spell does not function if there are no crows in the surrounding area when it is cast. College: Forces Philosophy: Summoning Special Effect: Arcane Magic, Forces, Summoning, Animals, Birds Effect: RKA 1/2d6 and Sight Group Darkness Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Constant Range: 155 meters Active Cost: 31 Skill Roll Penalty: -1 Real Cost: 8 END Cost: 3 A Muder of Crows: Ranged Killing Attack 1/2d6 - Area Effect (One Meter Radius; +1/4), Constant (+1/2)(17 Active Points); Crows Must Inhabit The Locale (-1/2), Extra Time (Full Phase To Affect Target; -1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4) plus Darkness (Sight Group) 1 Meter Radius - Ranged (+1/2), Useable As An Attack (Sticks To Victim And Moves With Him; +1 1/4)(14 Active Points); Crows Must Inhabit The Locale (-1/2), Extra Time (Full Phase To Affect Target; -1/2), Linked (Ranged Killing Attack; -1/2), Requires A Power Skill: Summoning Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project A Summons One Dares Not Deny This spell summons another sentient being into the caster's presence, whether the target being wants to be summoned or not. The caster must have the target creature's full name and a detailed description, and the target creature must be within 100 miles of the caster, for the spell to work. College: Forces Philosophy: Summoning Special Effects: Arcane Magic, Forces, Summoning, Teleportation Effect: Summon Specific Being Casting Time: 1 Turn Target/Area Affected: Single Creature Duration: Instant Range: No Range Active Cost: 220 Spell Roll Penalty: -11 Real Cost: 44 End Cost: 11 A Summons One Dares Not Deny: Summon One Specific Sentient Being Of Up To 400 Points - Reduced END Cost (1/2 END Cost; +1/4), Specific Being (+1), Expanded Class of Beings (Any Sentient Being; +1/2)(220 Active Points); Summoner Must Know Target's Full Name And Possess A Detailed Description Of The Target Being (-1), Extra Time (1 Turn; Only To Activate; -1 1/4), Requires A Power Skill: Summoning Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Target Creature Must Be Within 100 Miles Of Summoner (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project A Ward Against Death This very rare and rather complicated spell halts the effects of time on the body of the caster, preserving him at his current age for a century. The spell does not return the character's youth, nor does it make him immune to harm. College: Matter Philosophy: Necromancy Special Effect: Arcane Magic, Matter, Necromancy, Time Effect: Life Support: Longevity (Immortal) Casting Time: 1 Hour Target/Area Affected: Caster Duration: 1 Century Range: Self Active Cost: 5 Skill Roll Penalty: -0 Real Cost: 1 END Cost: 1 A Ward Against Death: Life Support: Longevity (Immortal)(5 Active Points); Window Of Opportunity (Once Per 25 Years; Window Remains Open For One Day; On Caster's Day Of Birth On 25 Year Increments; -2), Side Effects (Loses 15 Points Of Long-Term Endurance; Occurs Automatically; -1), Exta Time (1 Hour; Character May Take No Other Actions; Activation Only; -1 3/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Must Be Re-Cast Every Century (-0). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project Abeyance This spell temporarily nullifies magical powers. The spells and effects so affected aren't so much turned off as they are temporarily held in check. College: Change Philosophy: Abjuration, Enchantment Special Effects: Arcane Magic, Change, Abjuration, Enchantment, Metamagic Effect: Suppress One Magical Powers 4d6 Casting Time: 1/2 Phase Target/Area Affected: Single Magical Effect Duration: Constant Range: 300 meters Active Cost: 60 Skill Roll Penalty: -3 Real Cost: 24 END Cost: 6 Abeyance: Suppress Magical Powers 4d6 - Any Magical Power (+1/2)(60 Active Points); Requires A Power Skill: Abjuration Magic Or Power Skill: Enchantment Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project Absorb Pain With this spell, the caster can heal the wounds suffered by another creature, but at a price: he takes on all damage that he heals. For obvious reasons, most wizards use this spell sparingly. College: Matter Philosophy: Necromancy Special Effects: Arcane Magic, Matter, Necromancy, Healing Effect: Healing 4d6 Casting Time: Full Phase Target/Area Affected: Single Creature Duration: Instant Range: No Range Active Cost: 40 Skill Roll Penalty: -2 Real Cost: 10 END Cost: 4 Absorb Pain: Healing BODY 4d6 (40 Active Points) - Side Effects (Caster Suffers The Damage He Heals With No Defense; Occurs Automatically -1), Extra Time (Full Phase; -1/2), Others Only (-1/2), Requires A Power Skill: Necromancy Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project Accelerate Metabolism This spell allows for natural healing by speeding up the metabolism of the target creature. The target does not move any faster than normal; rather, he just lives faster. The energy expended by the target's body tends to fatigue the creature, as the stresses placed by such a rapid metabolism age the creature slightly. College: Matter Philosophy: Necromancy Special Effects: Arcane Magic, Matter, Necromancy, Time Effect: Healing BODY 4d6 Casting Time: Full Phase Target/Area Affected: Single Creature Duration: Instant Range: No Range Active Cost: 40 Skill Roll Penalty: -2 Real Cost: 11 END Cost: 4 Accelerate Metabolism: Healing BODY 4d6 (40 Active Points) - Extra Time (Full Phase; -1/2), Others Only (-1/2), Requires A Power Skill: Necromancy Roll (-1/2), Side Effects (Drain END 6d6 vs. Recipient With No Defense; Happens Automatically -1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project Acid Bolt This spell hurls a large, teardrop-shaped globule of acid at the target creature. The creature continues to take damage until such time as the spell's magic wears off (upon which the acid disappears into nothingness), the acid is washed off the target's skin, or otherwise neutralized. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Conjuration, Evocation, Acid Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Constant Range: 185 meters Active Cost: 49 Skill Roll Penalty: -2 Real Cost: 20 END Cost: 5 Acid Bolt: Ranged Killing Attack 1d6 - Costs END Only To Activate (+1/4), Constant (+1/2), Sticky (+1/2), Uncontrolled (Lasts For 1 Turn, Or Until The Acid Is Washed Off Or Neutralized; +1/2), Penetrating (+1/2)(49 Active Points); Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project Acid Cloud This spell creates a cloud of purplish-green acidic vapors within the area of effect. Creatures caught in this area continue to take damage even if they leave the area, as the acid sticks to their skin until such time as the spell's magic wears off (upon which the vapors disappears into nothingness), the acid is washed off the target's skin, or otherwise neutralized. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Acid Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 5 meter radius Duration: Constant Range: 260 meters Active Cost: 56 Skill Roll Penalty: -3 Real Cost: 22 END Cost: 6 Acid Cloud: Ranged Killing Attack 1d6 - Costs END Only To Activate (+1/4), Area Effect (5 meter radius; +1/2), Constant (+1/2), Sticky (+1/2), Uncontrolled (Lasts For 1 Turn, Or Until The Acid Is Washed Off Or Neutralized; +1/2), Penetrating (+1/2)(56 Active Points); Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project Acid Jet This spell creates a cone of liquid acid from the caster's outstretched hand that sprays everything within the area of effect. Creatures caught in this area continue to take damage, as the acid sticks to their skin until such time as the spell's magic wears off (upon which the vapors disappears into nothingness), the acid is washed off the target's skin, or otherwise neutralized. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Acid Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 10 meter cone Duration: Constant Range: No Range Active Cost: 56 Skill Roll Penalty: -3 Real Cost: 19 END Cost: 6 Acid Jet: Ranged Killing Attack 1d6 - Costs END Only To Activate (+1/4), Area Effect (10 meter cone; +1/2), Constant (+1/2), Sticky (+1/2), Uncontrolled (Lasts For 1 Turn, Or Until The Acid Is Washed Off Or Neutralized; +1/2), Penetrating (+1/2)(56 Active Points); No Range (-1/2), Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project Acid Rain This spell causes droplets of acid to fall from the sky over the area of effect. Creatures caught in this area continue to take damage even if they leave the area, as the acid sticks to their skin until such time as the spell's magic wears off (upon which the vapors disappears into nothingness), the acid is washed off the target's skin, or otherwise neutralized. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Acid Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 5 meter radius Duration: Constant Range: 260 meters Active Cost: 60 Skill Roll Penalty: -3 Real Cost: 24 END Cost: 6 Acid Rain: Ranged Killing Attack 1d6 - Costs END Only To Activate (+1/4), Indirect (Fires From Above; +1/4), Area Effect (5 meter radius; +1/2), Constant (+1/2), Sticky (+1/2), Uncontrolled (Lasts For 1 Turn, Or Until The Acid Is Washed Off Or Neutralized; +1/2), Penetrating (+1/2)(60 Active Points); Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4). Quote Link to comment Share on other sites More sharing options...
DusterBoy Posted August 20, 2009 Report Share Posted August 20, 2009 Re: The Grimoire Project That's a lot of work you've put in there, LambChop. Repped. Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Thanks! I appreciate it. Acid Shield With this spell, a sizzling mantle of acid vapor settles around the caster, burning any opponents that strike him. The Acid Shield is nullified by large amounts of water, and thus College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Shield, Acid Effect: RKA 1d6+1 Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 37 Skill Roll Penalty: -2 Real Cost: 16 END Cost: 4 Acid Shield: Ranged Killing Attack 1d6 - Area Effect (Surface; Personal; +1/4), Costs END Only To Activate (+1/4), Constant (+1/2), Uncontrolled (Lasts 1 Turn + 1 Round Per Point By Which The Skill Roll Was Made, Or Until The Caster Is Doused With Water; +1/2)(37 Active Points); Requires A Power Skill: Abjuration Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Not In Water Or Heavy Rain (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Aesthchild's Sorrow When cast, this spell causes the target creature to be blinded as large, painful tears of blood are forced out of the creature's tear ducts. Eyeless creatures or those with no blood are immune to this spell, as are those whose eyes are protected in some way. College: Matter Philosophy: Necromancy Special Effects: Arcane Magic, Matter, Necromancy, Blood Magic Effect: RKA 1 Point plus Flash 3d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Constant Range: 180 meters Active Cost: 34 Skill Roll Penalty: -2 Real Cost: 13 END Cost: 3 Aesthchild's Sorrow: Ranged Killing Attack 1 Point - Costs END Only To Activate (+1/4), Constant (+1/2), Uncontrolled (Lasts Until The Effects Of The Linked Flash Fade; +1/2), No Normal Defense (Defense Is Not Having Eyes, Not Having Blood, Or Flash Defense For Sight Group; All Or Nothing; +1/2), Does Body (+1)(21 Active Points); Linked (Flash; -1/2), Requires A Power Skill: Necromancy Magic Spell (-1/2), Gestures (-1/4), Incantations (-1/4) plus Flash (Sight Group) 3d6 (15 Active Points) - Requires A Power Skill: Necromancy Roll (-1/2), Linked (Ranged Killing Attack; -1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Age to Destruction This spell causes the target creature or object to age quickly; potentially, this aging can be fatal or ultimately destructive to the target. The longer the spell is held on the target, the more the target ages. The caster must concentrate on continuing the spell, or else it ends after an instant. College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration, Time Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature or Object Duration: Constant Range: 260 meters Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 18 END Cost: 4 Age to Destruction: Ranged Killing Attack 1d6 - Constant (+1/2), No Normal Defense (Defense is Longevity or Being Made Of A Long-Lasting Substance Like Granite; All Or Nothing; +1/2), Does BODY (+1)(45 Active Points); Requires A Power Skill: Transfiguration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Aggra's Ambush This spell causes a feedback loop in the mind of the caster that can cause pain to anyone attempting to contact the caster telepathically in any manner. College: Information Philosophy: Charm Special Effects: Arcane Magic, Information, Charm, Shield Effect: Ego Attack 3d6 Casting Time: Full Phase Target/Area Affected: Self Duration: Special Range: Caster Active Cost: 37 Skill Roll Penalty: -2 Real Cost: 16 END Cost: 4 Aggra's Ambush: Ego Attack 3d6 - Trigger (Activating Trigger Is A 0 Phase Action; Trigger Does Not Reset; Character Does Not Control Activation Of Personal Trigger; +1/4)(37 Active Points); Requires A Power Skill: Charm Magic Roll (-1/2), Extra Time (Full Phase; Only To Cast; -1/4), Gestures (-1/2), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Agony of the Damned Summoning a demon without a suitable means of control has been the demise of many a wizard. When the usual bribes and threats fail, a summoner can threaten a demon with this spell. The mind of the demon is assaulted by wave after wave of mental anguish, crippling his ability to resist. This spell is black magic, and its use puts the caster's soul in peril. College: Forces Philosophy: Summoning Special Effects: Arcane Magic, Forces, Summoning, Demonology, Black Magic Effect: Mental Blast 4d6 Casting Time: 1/2 Phase Target/Area Affected: Single Demon Duration: Constant Range: 5 meters Active Cost: 60 Skill Roll Penalty: -3 Real Cost: 11 END Cost: 6 Agony of the Damned: Mental Blast 4d6 - Constant (+1/2)(60 Active Points); Only vs. Demons (-1), Side Effects (The Corrupted Soul Process; -1), Requires A Power Skill: Summoning Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Normal Range (-1/4), Limited Range (5"; -1/4). Quote Link to comment Share on other sites More sharing options...
DusterBoy Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Thanks! I appreciate it. Acid Shield With this spell, a sizzling mantle of acid vapor settles around the caster, burning any opponents that strike him. The Acid Shield is nullified by large amounts of water, and thus College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Shield, Acid Effect: RKA 1d6+1 Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 37 Skill Roll Penalty: -2 Real Cost: 16 END Cost: 4 Acid Shield: Ranged Killing Attack 1d6 - Area Effect (Surface; Personal; +1/4), Costs END Only To Activate (+1/4), Constant (+1/2), Uncontrolled (Lasts 1 Turn + 1 Round Per Point By Which The Skill Roll Was Made, Or Until The Caster Is Doused With Water; +1/2)(37 Active Points); Requires A Power Skill: Abjuration Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Not In Water Or Heavy Rain (-1/4). This looks good, but don't you need damage shield in there, since it damages anyone who touches it? Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project This looks good' date=' but don't you need damage shield in there, since it damages anyone who touches it?[/quote'] Not under 6E. Damage Shields are now built as Constant Area Effect (Surface; Personal) attacks, rather than having a separate advantage. Airboat This spell generates a solid platform of cloud and mist, shaped as a small boat. The details regarding the appearance and look of the boat are up to the caster, but they are never that distinct in any event. The boat is large enough to carry the caster and three other people, along with whatever cargo the caster wishes to move, and is capable of flying through the air at a constant velocity. The spell ends immediately if the cargo capacity of the Airboat is exceeded. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Flight, Air Magic Effect: Flight 15 meters Casting Time: Full Phase Target/Area Affected: Up To 4 Creatures Duration: 1 Day Range: No Range Active Cost: 84 Skill Roll Penalty: -4 Real Cost: 24 END Cost: 7 Airboat: Telekinesis (20 STR) - Area Effect (3 Meter Line; +1/4), Costs END Only To Activate; +1/4), Uncontrolled (Lasts Up To 1 Day Or Until Lift Capacity Is Exceeded; +1/2)(60 Active Points); No Range (-1/2), Only To Lift The Airboat's Cargo (-1/2), Requires A Power Skill: Conjuration Magic Roll (-1/2), Extra Time (Full Phase; Only To Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4) plus Flight 12" - Costs END Only To Activate (+1/4), Useable Simultaneously By Up To 4 People (Recipients Must Remain Close To The Caster; +1/4), Uncontrolled (Lasts Up To 1 Day Or Until Lift Capacity Of Linked Telekinesis Is Exceeded; +1/2)(24 Active Points); All Recipients Must Stay Within 2" Of The Caster Or They Lose The Benefits Of This Spell (-1/2), Caster Controls Direction In Which All Recipients Move While They Are Under The Spell's Effects (-1/2), Linked (Telekinesis; -1/2), Requires A Power Skill: Conjuration Magic Or A Power Skill: Evocation Magic Roll (-1/2), Extra Time (Full Phase; Activation Only; -1/4), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Airwalking With this spell, the recipient creature can literally walk on air by simply stepping "up" onto nothing. The spell supports him in mid-air as he walks at his normal rate. College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment, Flight Effect: Flight 6 meters Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Constant Range: No Range Active Cost: 10 Skill Roll Penalty: -0 Real Cost: 4 END Cost: 1 Air Walking: Flight 6" - Useable By Other (+1/4), Uncontrolled (Lasts Until The Recipient Sets Foot On A Solid Surface Again; +1/2)(18 Active Points); Requires A Power Skill: Enchantment Magic Roll (-1/2), Extra Time (Full Phase; Activation Only; -1/4), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Ainthe's Spell of Dessication This spell evaporates moisture from the body of the target creature. It does not affect those creatures immune to great heat, nor those creatures whose body chemistries are not based on a water. College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration, Heat/Fire Effect: Energy Blast 3d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: 225 meters Active Cost: 37 Skill Roll Penalty: -2 Real Cost: 15 END Cost: 4 Ainthe's Spell of Dessication: Energy Blast 3d6 - Does BODY (+1), No Normal Defense (Defense Is LS: Safe In Intense Heat or a Non-Liquid-Based Biochemistry; All Or Nothing; +1/2)(37 Active Points); Requires A Power Skill: Transfiguration Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
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