Guest Worldmaker Posted August 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Akonet's Cloud of Steam This spell creates an expanding cloud of live steam that scalds and temporarily blinds any creature caught within its area of effect. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Water, Heat/Fire Effect: Sight Group Flash 4d6 and RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 3 Meter Radius Explosion Duration: Instant Range: 220 meters Active Cost: 44 Skill Roll Penalty: -2 Real Cost: 16 END Cost: 4 Ankonet's Cloud of Steam: Flash (Sight Group) 4d6 - Explosion (+1/2)(30 Active Points); Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) plus Ranged Killing Attack 1d6 - Explosion (+1/2)(22 Active Points); Linked (Flash; -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 22, 2009 Report Share Posted August 22, 2009 Re: The Grimoire Project Akonet's Gemtrap This spell allows the caster to create an explosive trap or an offensive missile weapon out of a gemstone. Only the caster can handle the gem safely once it has been enchanted. If another creature touches the stone (be it by picking the stone up, or even being hit by it in combat), the gem explodes in a shower of shards and fragments that injure those caught in the blast. In most cases, the enchanted gem is left behind as a trap, but the wizard can also throw the gem as a weapon. The gemstone used as the focus of the spell is destroyed when it detonates. College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment, Earth Magic Effect: Energy Blast 4d6 Casting Time: 1/2 Phase Target/Area Affected: 4 Meter Radius Explosion Duration: Special Range: Range Based On Strength Active Cost: 35 Skill Roll Penalty: -2 Real Cost: 9 END Cost: 3 Ankonet's Gemtrap: Energy Blast 4d6 - Trigger (Triggered When Someone Other Than The Caster Touches The Gemstone; Trigger Does Not Reset; +1/4), Area Effect (4 Meter Radius; Explosion; +1/4), Armor Piercing (+1/2)(35 Active Points); OAF: Gemstone To Be Enchanted (-1), Requires A Power Skill: Enchantment Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Range Based On STR (-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 Spell #25 Akonet's Glue-Covered Floor When this spell is cast, the floor under the target is covered in a glue-like substance. Any creatures walking across the area becomes instantly stuck to the floor. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Glue Effect: Entangle 3d6 DEF 3 Casting Time: 1/2 Phase Target/Area Affected: 5 meter radius Duration: Instant Range: 225 meters Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 12 END Cost: 4 Ankonet's Glue-Covered Floor: Entangle 3d6 DEF 3 - Area Effect (5 Meter Radius; +1/2)(45 Active Points); Does Not Prevent The Use Of Accessible Foci (-1), Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Two Dimensional (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 23, 2009 Report Share Posted August 23, 2009 Re: The Grimoire Project Mystic Darts This spell creates a series of small arrowhead shaped darts of magical force that the caster can project at any living target he can see with deadly effect. The spell is inherently accurate and rarely misses. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Force Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: 170 meters Active Cost: 34 Skill Roll Penalty: -2 Real Cost: 11 END Cost: 3 Mystic Darts: Ranged Killing Attack 1d6 - Armor Piercing (+1/4), Area Effect (1 Meter Radius; Selective), Line Of Sight (+1/2)(34 Active Points); Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Can Only Affect One Target Within The Area Of Effect (-1/4), Gestures (-1/4), Incantations (-1/4), Only vs. Living Beings (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 23, 2009 Report Share Posted August 23, 2009 Re: The Grimoire Project Akonet's Ice Darts This spell, a variation on the Mystic Darts spell, creates a series of small arrowhead shaped darts of ice that the caster can project at any living target he can see with deadly effect. The spell is inherently accurate and rarely misses. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Ice/Cold Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: 170 meters Active Cost: 34 Skill Roll Penalty: -2 Real Cost: 11 END Cost: 3 Akonet's Ice Darts: Ranged Killing Attack 1d6 - Armor Piercing (+1/4), Area Effect (1 Meter Radius; Selective), Line Of Sight (+1/2)(34 Active Points); Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Can Only Affect One Target Within The Area Of Effect (-1/4), Gestures (-1/4), Incantations (-1/4), Only vs. Living Beings (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 23, 2009 Report Share Posted August 23, 2009 Re: The Grimoire Project Alter Object This spell allows the wizard to alter the shape of any object he can touch. The spell will not affect people, animals, or other living creatures, but otherwise can alter the shape of any inanimate object (or, for that matter, "creatures" who do not qualify as living, such as undead and constructs). The mass and makeup of the object are unchanged (meaning that while the wizard can change a sword so that looks like a wagon wheel, it will still be made of steel and will weigh as much as the original sword). College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration Effect: Minor Transform 6d6 Casting Time: Full Phase Target/Area Affected: Single Object Duration: Instant Range: 300 meters Active Cost: 60 Skill Roll Penalty: -6 Real Cost: 16 END Cost: 6 Alter Object: Minor Transform 6d6 (Changes An Object Into A Differently Shaped Object) - Improved Results (Can Turn Anything Into Anything; +1/2)(60 Active Points); All Or Nothing (-1/2), Not vs. Living Creatures (-1/2), Requires A Power Skill: Transfiguration Magic Roll (-1/2), Spell (-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 23, 2009 Report Share Posted August 23, 2009 Re: The Grimoire Project Alter Voice This spell allows the wizard to change his own voice so that he sounds like a completely different person. The voice change is difficult to detect, even when the wizard is impersonating someone known to observers. The caster must have previously heard a voice in order to mimic the sound. When the caster ceases to concentrate on the magic (that is, when he stops paying END for the spell), it ends immediately. College: Information Philosophy: Illusion Special Effects: Arcane Magic, Information, Illusion, Sound Effect: Mimicry 21- Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 23 Skill Roll Penalty: -1 Real Cost: 9 END Cost: 2 Alter Voice: Mimicry 21- (23 Active Points) - Costs END (-1/2), Requires A Power Skill: Illusion Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 23, 2009 Report Share Posted August 23, 2009 Re: The Grimoire Project Animal Forms This spell grants the wizard the power to assume the form of of an animal; when in the form of a particular animal, he gains that animals natural abilities (for example, if he turns into a fish, he can swim swiftly and breathe water). The caster is limited to the shapes of natural animals and their giant forms (he cannot assume the form of animal-human hybrids (such as centaurs) or monsters), and can only assume a single Animal Form per casting of the spell. The character reverts to his or her true form when rendered unconscious or killed while in the form of an animal. College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration, Animals Effect: Variable Power Pool Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 60 Skill Roll Penalty: -3 Real Cost: 45 END Cost: 6 Animal Forms: Variable Power Pool (40 Point Pool + 40 Control Cost)(60 Active Points) - Only For Multiforms (Each Form Built On Up To 200 Points)(-1), Requires A Power Skill: Transfiguration Magic Roll (-1/2), Concentration (1/2 DCV While Changing Shape; -1/4), Extra Time (Full Phase to Change Shape; -1/4), Gestures (-1/4), Incantations (-1/4). All Slots Take: Reversion (-1/2), Costs END Only To Change Shape (-1/2). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 23, 2009 Report Share Posted August 23, 2009 Re: The Grimoire Project Animal Sounds This spell allows the wizard to reproduce the calls of a specific animal. The caster is unable to speak normally while maintaining this spell. College: Information Philosophy: Illusion Special Effects: Arcane Magic, Information, Illusion, Animals Effect: Hearing Group Images Casting Time: Full Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 15 Skill Roll Penalty: -2 Real Cost: 5 END Cost: 2 Animal Sounds: Images (Hearing Group) +/-5 To Per Rolls (15 Active Points) - Only to Imitate Animal Sounds (-1), No Range (-1/2), Requires A Power Skill: Illusion Magic Roll (-1/2), Side Effect (Caster Cannot Speak Other Than To Make Animal Sounds While Spell Is In Operation; -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 23, 2009 Report Share Posted August 23, 2009 Re: The Grimoire Project Animate Mist This spell allows a wizard to shape a dense mist or fog into any shape within the confines of the area of effect. The shape can then be animated. The details of the shape and the complexity of the animation are poor, and the mist is naturally unable to make sounds. The spell requires the presence of mist or fog in order to be cast (the spell can "add" more mist by making it look thicker, but it can't create mist out of nothing). For purposes of this spell, the smoke from a fire counts as mist. College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment, Air Magic Effect: Sight Group Images Casting Time: Full Phase Target/Area Affected: 1 meter radius Duration: Constant Range: 100 meters Active Cost: 20 Skill Roll Penalty: -1 Real Cost: 7 END Cost: 2 Animate Mist: Images (Sight Group) - Area Effect (1 Meter Radius; +1/4), Uncontrolled (Lasts 1 Minute + 1 Minute Per Point By Which The Skill Roll Was Made; +1/4)(20 Active Points); Only To Create Images In Mist, Fog, And Smoke (-1), Requires A Power Skill: Enchantment Magic Roll (-1/2), Extra Time (Full Phase; Activation Only; -1/4), Gestures (-1/4), Images Are Fuzzy And Indistinct (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 23, 2009 Report Share Posted August 23, 2009 Re: The Grimoire Project Animate Reflection With this spell, the wizard can animate any reflective image so that it follows his commands. The reflection is capable of speech and whatever actions the caster wishes, though it cannot leave the mirrored surface. College: Information Philosophy: Illusion Special Effects: Arcane Magic, Information, Illusion, Phantasm Effect: Sight and Hearing Group Images Casting Time: Full Phase Target/Area Affected: Single Reflective Surface Duration: Constant Range: 300 meters Active Cost: 19 Skill Roll Penalty: -1 Real Cost: 5 END Cost: 2 Animate Reflection: Images (Sight Group and Hearing Group) - Increased Maximum Range (300 meters; +1/4)(19 Active Points) - Only to Animate Reflections(-1), OIF: Reflective Surface (-1/2), Requires A Power Skill: Illusion 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 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Animate Statue This spell will animate any statue up to twice the size of a man. The statue will move (and possibly fight) as the caster directs for as long as the wizard powers it (the caster may take other actions while he directs it. The strength and possible actions made by the statue are limited by its shape and makeup. (A copper statue would be weaker than a marble statue; a statue with no arms could not grab someone, etc.) College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment Effect: Telekinesis 30 STR Casting Time: 1/2 Phase Target/Area Affected: Special Duration: Constant Range: 395 meters Active Cost: 79 Skill Roll Penalty: -4 Real Cost: 14 END Cost: 8 Animate Statue: Telekinesis (30 STR) - Indirect (Always Comes From The Statue; +1/4), Uncontrolled (Lasts 1 Turn + 1 Phase Per Point By Which The Skill Roll Was Made (+1/2)(79 Active Points); Only To Animate A Single Statue (-1), Concentration (1/2 DCV; Throughout Use Of Constant Power; -1/2), OIF: Statue To Be Animated (-1/2), Possible Actions Limited By The Shape Of The Statue (-1/2), Requires A Power Skill: Enchantment Magic Roll (-1/2), Spell (-1/2), Telekinetic STR Limited By The Material The Statue Is Made Of (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Animate the Dead Through the use of this spell the wizard is able to cause dead bodies to move to his mental comment. This spell differs from other Necromantic magic in that it does not give a corpse an undead life force of its own; the caster merely uses his Necromantic power to move the body like a puppet. The corpse remains to its motionless state when the caster drops the spell. College: Matter Philosophy: Necromancy Special Effects: Arcane Magic, Matter, Necromancy Effect: Telekinesis 20 STR Casting Time: 1/2 Phase Target/Area Affected: Single Corpse Duration: Constant Range: 250 meters Active Cost: 50 Skill Roll Penalty: -2 Real Cost: 11 END Cost: 5 Animate the Dead: Telekinesis (20 STR), Fine Manipulation - Indirect (Always Comes From The Statue (+1/4)(40 Active Points); Only To Animate A Single Corpse (-1), Concentration (1/2 DCV Throughout; -1/2), OIF: Corpse To Be Animated (-1/2), Requires A Power Skill: Necromancy 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 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Anti-Magic Bubble This spell suppresses magic in a 2 meter radius around the wizard. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Metamagic Effect: Supress Magical Powers 6d6 Casting Time: 1/2 Phase Target/Area Affected: 2 Meter Radius Duration: Constant Range: No Range Active Cost: 187 Skill Roll Penalty: -9 Real Cost: 57 END Cost: 19 Anti-Magic Bubble: Suppress Magical Powers 5d6 - Area Effect (2 Meter Radius; +1/4), Costs END Only To Activate (+1/4), Constant (+1/2), Expanded Effect (All Magical Powers Simultaneously; +2)(187 Active Points); Costs Endurance To Maintain (-1/2), No Range (-1/2), Requires A Power Skill: Abjuration 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 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Arc Lightning With this spell, the character projects a charge of electricity at a foe. The electrical charge then continues to arc around the target's body, doing damage for as long as the caster concentrates on (that is, pays Endurance for) the spell. In addition, any person touching the original target while the spell is in operation also receives a like charge. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Electricity Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Constant Range: 185 meters Active Cost: 37 Skill Roll Penalty: -2 Real Cost: 15 END Cost: 4 Arc Lightning: Ranged Killing Attack 1d6 - Constant (+1/2), Sticky (+1/2), Uncontrolled (Ends After 3 Phases; +1/2)(37 Active Points); Requires A Power Skill: Evocation 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 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Arc of Flame This spell produces a roaring arc of flame from the caster's extended hands out to the limits of the spell's area of effect. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Heat/Fire Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 1 meter cone Duration: Instant Range: No Range Active Cost: 19 Skill Roll Penalty: -1 Real Cost: 6 END Cost: 2 Arc of Flame: Ranged Killing Attack 1d6 - Area Effect (1 Meter Cone; Thin Cone; +1/4)(19 Active Points); Gestures (Requires Both Hands; -1/2), No Range (-1/2), Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Arc of Frost This spell produces an arc of cold air and ice crystals from the caster's extended hands out to the limits of the spell's area of effect. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Cold/Ice Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 1 meter cone Duration: Instant Range: No Range Active Cost: 19 Skill Roll Penalty: -1 Real Cost: 6 END Cost: 2 Arc of Frost: Ranged Killing Attack 1d6 - Area Effect (1 Meter Cone; Thin Cone; +1/4)(19 Active Points); Gestures (Requires Both Hands; -1/2), No Range (-1/2), Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Arc of Blades This spell produces an arc of crystal shards of magical force from the caster's extended hands out to the limits of the spell's area of effect. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Force Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 1 meter cone Duration: Instant Range: No Range Active Cost: 19 Skill Roll Penalty: -1 Real Cost: 6 END Cost: 2 Arc of Blades: Ranged Killing Attack 1d6 - Area Effect (1 Meter Cone; Thin Cone; +1/4)(19 Active Points); Gestures (Requires Both Hands; -1/2), No Range (-1/2), Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Arc of Electricity This spell produces an arc of electrical energy from the caster's extended hands out to the limits of the spell's area of effect. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Force Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 1 meter cone Duration: Instant Range: No Range Active Cost: 19 Skill Roll Penalty: -1 Real Cost: 6 END Cost: 2 Arc of Electricity: Ranged Killing Attack 1d6 - Area Effect (1 Meter Cone; Thin Cone; +1/4)(19 Active Points); Gestures (Requires Both Hands; -1/2), No Range (-1/2), Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Arcane Boon This spell allows the wizard to turn the next spell he casts into healing energy. The spell to be changed must be cast on the wizard's next phase following the casting of the Arcane Boon. College: Change Philosophy: Transfiguration Effect: Major Transform 6d6 Special Effects: Arcane Magic, Change, Transfiguration, Metamagic, Healing Casting Time: Full Phase Target/Area Affected: Single Spell Duration: Instant Range: No Range Active Cost: 60 Skill Roll Penalty: -3 Real Cost: 15 END Cost: 6 Arcane Boon: Major Transform 6d6 (Changes Any Spell Cast On The Next Phase By The Caster Of The Arcane Boon Into Healing BODY 4d6)(60 Active Points); Limited Target (Spells Only; -1), Extra Time (Full Phase; -1/2), No Range (-1/2), Requires A Power Skill: Transfiguration 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 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Arcane Eye This spell creates a mystic eye through which the caster can receive visual information at range. The eye resembles a normal eye belonging to a member of the wizard's own race, except that it is floating in mid-air and is three inches in diameter. While the spell is in operation, the caster can see everything the eye can see. The magic of the spell is such that natural darkness does not hamper the vision provided by the Arcane Eye. The caster can direct the eye to move as he wills, at a rate of 6" per phase. It cannot pass through solid objects, but is capable of passing through the smallest of openings. College: Information Philosophy: Divination Special Effects: Arcane Magic, Information, Divination Effect: Sight Group Clairsentience and Nightvision Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: 1080 Meters Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 15 END Cost: 4 Arcane Eye: Clairsentience (Sight Group), +2 To PER Roll, Mobile Perception Roll (Can Move 12 Meters Per Phase) - Increased Maximum Range (1080 Meters; +1/2)(40 Active Points); Concentration (1/2 DCV; Throughout; -1/2), Requires A Power Skill: Divination Magic Roll (-1/2), Extra Time (Full Phase; Activation Only; -1/4), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4), Sense Affected As Both Sight Group And Mystic Group (-1/4) plus Nightvision (5 Active Points) - Linked (Clairsentience; -1/2), Requires A Power Skill: Divination Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Nonpersistent (-1/4), Physical Manifestation (-1/4), Sense Affected As Both Sight Group And Mystic Group (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 24, 2009 Report Share Posted August 24, 2009 Re: The Grimoire Project Arcane Fortress This spell, one of the most powerful of the spells in the Abjuration Philosophy known, brings into being a shield of force that is impenetrable to all but the most powerful magical or mundane attacks. The shield appears as a glowing silver sphere some five meters in radius, three meters high, and centered on the caster. If the caster is on the ground when the Arcane Fortress manifests, it comes into being as a hemisphere rather than a full sphere. As more and more powerful attacks are made against the dome, it glows more and more brightly before finally bursting into a bright flare of light shortly before it fails. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Force Effect: Force Wall (20 PD/20 ED/10 Power Defense/10 Flash Defense (Sight Group)/10 Flash Defense (Hearing Group)) Casting Time: 1 Turn Target/Area Affected: 5 Meter Diameter Sphere Duration: Constant Range: No Range Active Cost: 396 Skill Roll Penalty: -20 Real Cost: 99 END Cost: 36 Arcane Fortress: Force Wall (20 PD/20 ED/10 Power Defense/10 Flash Defense (Sight Group)/10 Flash Defense (Hearing Group)), 0 BODY, 5 Meter Radius/3 Meter High Dome, Non-Anchored, - Costs END Only To Activate (+1/4), Counteracts Indirect (+1/4), Hardened (+1/4), Constant (+1/2), Uncontrolled (Lasts 5 Minutes; +1/2)(396 Active Points); Extra Time (1 Turn; Activation Only; Can Take No Other Actions; -3/4), Lockout (Caster May Use No Other Spells If This Spell Is In Operation; -1/2), No Range (-1/2), Requires A Power Skill: Abjuration Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Restricted Shape (Must Be A Sphere Or A Hemisphere Centered On The Caster; -1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 25, 2009 Report Share Posted August 25, 2009 Re: The Grimoire Project Arcane Glue This spell will afix one inanimate object to another. The strength of the bond is such that the two objects cannot be separated without destroying one or both unless the magic is reversed or dispelled. This spell has no effect on living creatures. College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration Effect: Major Transform 4d6 Casting Time: Full Phase Target/Area Affected: Two Objects Duration: Constant Range: No Range Active Cost: 40 Skill Roll Penalty: -2 Real Cost: 9 END Cost: 4 Arcane Glue: Major Transform 4d6 (Changes Two Objects Into One Object, Joined At A Seam; Heals Back With Dispel Magic)(40 Active Points) - OAF: Two Objects To Be Glued Together (-1), All Or Nothing (-1/2), No Range (-1/2), Requires A Power Skill: Enchantment Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Target (Inanimate Objects Only; -1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 25, 2009 Report Share Posted August 25, 2009 Re: The Grimoire Project Arcane Mask This spell grants the caster protection from magical detection spells. The Arcane Mask protects the caster from scrying, Detect and Reveal spells, mind-reading divinations, and other such Divination magic that searches out the person of the mage. Such magic simply does not recognize the presence of the caster while the Arcane Mask is active. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Invisibility Effect: Mystic Group Invisibility Casting Time: Full Phase Target/Area Affected: Single Creature Duration: Constant Range: Self Active Cost: 25 Skill Roll Penalty: -1 Real Cost: 11 END Cost: 2 Arcane Mask: Invisibility (Mystic Group), No Fringe - Useable By Other (+1/4)(25 Active Points); Requires A Power Skill: Abjuration 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 25, 2009 Report Share Posted August 25, 2009 Re: The Grimoire Project Arcane Shield This spell creates a field of magical energy around the caster's body that protects him from damage, both magical and mundane. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Shield, Force Effect: Force Field (+5 PD/+5 ED/5 Power Defense) Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 30 Skill Roll Penalty: -1 Real Cost: 11 END Cost: 3 Arcane Shield: Force Field (+5 PD/+5 ED/5 Power Defense) - Hardened (+1/4)(30 Active Points); Costs END (-1/2), Requires A Power Skill: Abjuration Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Perceivable (-1/4). Quote Link to comment Share on other sites More sharing options...
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