Guest Worldmaker Posted August 25, 2009 Report Share Posted August 25, 2009 Re: The Grimoire Project Mystic Shield This spell, a more powerful version of the Arcane Shield 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 (+8 PD/+8 ED/8 Power Defense) Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 16 END Cost: 4 Mystic Shield: Force Field (+8 PD/+8 ED/8 Power Defense) - Hardened (+1/4)(45 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...
Guest Worldmaker Posted August 25, 2009 Report Share Posted August 25, 2009 Re: The Grimoire Project Eldritch Shield This spell is a more powerful version of the Arcane Shield and Mystic Shield spells. It protects the caster from damage, both magical and mundane. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Shield, Force Effect: Force Field (+12 PD/+12 ED/12 Power Defense) Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 54 Skill Roll Penalty: -3 Real Cost: 20 END Cost: 5 Eldritch Shield: Force Field (+12 PD/+12 ED/12 Power Defense) - Hardened (+1/4)(54 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...
Guest Worldmaker Posted August 25, 2009 Report Share Posted August 25, 2009 Re: The Grimoire Project Spell #50 Sorcerous Shield This is the most powerful version of the various //Shield// spells (the others being Arcane Shield, Mystic Shield, and Eldritch Shield, in order of power). Like the others, it protects the caster from damage, both magical and mundane. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Shield, Force Effect: Force Field (+15 PD/+15 ED/15 Power Defense) Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 86 Skill Roll Penalty: -4 Real Cost: 31 END Cost: 8 Sorcerous Shield: Force Field (+15 PD/+15 ED/15 Power Defense) - Hardened (+1/4)(86 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...
Guest Worldmaker Posted August 25, 2009 Report Share Posted August 25, 2009 Re: The Grimoire Project Arcane Sigil The Arcane Sigil spell allows the spellcaster to permanently inscribe his personal mark onto an inanimate object without harming that object in any way. The sigil is carefully painted onto the object, during which time the incantations are spoken. At the end of the casting, the wizard smears a drop of his own blood on the sigil, empowering the magic. College: Matter Philosophy: Runecraft Special Effects: Arcane Magic, Matter, Runecraft Effect: Cosmetic Transform Casting Time: 1 Turn Target/Area Affected: Single Object Duration: Permanent Range: No Range Active Cost: 12 Skill Roll Penalty: -1 Real Cost: 2 END Cost: 1 Arcane Sigil: Cosmetic Transform 4d6 (Changes Object Into Object Inscribed With Caster's Sigil; Does Not Heal Back) (20 Active Points) - Extra Time (1 Turn; -1 1/4), OIF: Object To Be Inscribed (-1/2), No Range (-1/2), Requires a Power Skill: Runecraft Roll (-1/2), Side Effect (Caster Takes 1 Point Of Damage To BODY; Happens Automatically; -1/2), Gestures (-1/4), Incantations (-1/4), Limited Target (Inanimate Targets 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 Venom With this spell, the wizard touches an opponent in combat, thus infecting it with mystical poison. The poison slowly kills the subject creature over the course of fourteen days unless the magic is dispelled or the poison neutralized. College: Forces Philosophy: Enchantment Special Effects: Arcane Magic, Enchantment, Forces, Poison Effect: RKA 1 Point Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Constant Range: No Range Active Cost: 15 Skill Roll Penalty: -1 Real Cost: 5 END Cost: 1 Arcane Venom: Ranged Killing Attack 1 Point - Costs END Only To Activate (+1/4), No Normal Defense (Defense is Life Support: Immune to Poison; +1), Does BODY (+1)(15 Active Points); Damage Over Time (Does Damage 14 Times, Once Per Day; -1/4), No Range (-1/2), Requires A 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 25, 2009 Report Share Posted August 25, 2009 Re: The Grimoire Project Archer's Bane This spell causes arrows and other missiles fired at the wizard to turn back on their flight path and strike their caster. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration Effect: Reflection Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 15 END Cost: 4 Archer's Bane: Reflection - Costs END Only To Activate (+1/4), Constant (+1/2), Uncontrolled (Lasts 1 Turn + 1 Phase Per Point By Which The Skill Roll Was Made; +1/2)(45 Active Points); Only Works Against Normal, Non-Magical Arrows, Sling Stones, And Other Small Missiles (-1), Requires A Power Skill: Abjuration 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 25, 2009 Report Share Posted August 25, 2009 Re: The Grimoire Project Army of Darkness With this spell, the caster can raise a small army of zombies with which to do his bidding. College: Matter Philosophy: Necromancy Special Effects: Arcane Magic, Matter, Necromancy, Undeath Effect: Summon Zombies Casting Time: 1 Turn Target/Area Affected: Up To 256 Zombies Duration: Instant Range: No Range Active Cost: 150 Skill Roll Penalty: -7 Real Cost: 35 END Cost: 15 Army of Darkness: Summon Up To 256 Zombies Built On Up To 178 Points - Amicable (Slavishly Devoted; +1)(150 Active Points); Extra Time (1 Turn; -1 1/4), OAF: Supply Of Corpses To Be Animated (-1), Number Of Zombies Summoned Is Limited By Number Of Corpses Available (-1/2), Requires 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 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arnidel's Fanfare When cast, this spell seems to have no immediate effect. When a simple condition is met, a fanfare (which is hummed by the wizard during casting) lasting no more than ten seconds is suddenly heard in the area of effect. The spell then immediately resets and awaits the next time the condition is met. The spell will continue to play and reset for as long as the duration lasts. The condition that activates the fanfare must be a simple "true/false" situation, such as " a weapon is drawn", "a dwarf passes through the door" or "someone enters through the window instead of the door". Subjective conditions, such as "a beautiful woman enters" are not acceptable conditions because the spell cannot determine relative value. College: Change and Information Philosophy: Enchantment and Illusion Special Effects: Arcane Magic, Change, Information, Enchantment, Illusion Effect: Hearing Group Images Casting Time: Full Phase Target/Area Affected: 15 meter radius Duration: Constant Range: No Range Active Cost: 17 Skill Roll Penalty: -1 Real Cost: 6 END Cost: 2 Arnidel's Fanfare: Images (Hearing Group) +/-5 To Per Groups - Costs END Only To Activate (+1/4), Uncontrolled (Lasts 6 Hours + 1 Hour Per Point By Which The Skill Roll Is Made; +1/2), Area Effect (15 Meter Radius; +3/4), Trigger (Variable Trigger; Zero Phase Action To Activate; Resets Immediately; +1)(17 Active Points); Only to Create A Trumpet Fanfare (-1), Extra Time (Full Phase; Activation Only; -1/4), Gestures (-1/4), Incantations (-1/4), Requires Either A Power Skill: Illusion Magic Roll Or A Power Skill: Enchantment Magic Roll (Player's Choice; -1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Worndai's Screaming Meteor This spell creates a blazing meteor that rushes headlong at its intended target. The meteor releases a terrifying noise as it travels before exploding on the very next phase after casting, when it reaches its target point. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Sound, Heat/Fire Effect: RKA 2d6 plus Hearing Group Flash 6d6 Casting Time: 1/2 Phase Target/Area Affected: Special Duration: Instant Range: No Range Active Cost: 59 Skill Roll Penalty: -3 Real Cost: 18 END Cost: 6 Worndai's Screaming Meteor: Ranged Killing Attack 2d6 - Area Effect (6 Meter Radius Explosion; +1/4)(37 Active Points); Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Extra Time (Delayed Phase; -1/4), Gestures (-1/4), Incantations (-1/4), Limited Range (Detonates Only At The Far End Of The Linked Flash's 15 Meter Line; -1/4) plus Flash (Hearing Group) 6d6 - Area Effect (15 Meter Line: +1/4)(22 Active Points) Linked (Ranged Killing Attack; -1/2), No Range (-1/2), Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Can Be Deflected (-1/4), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arnulf's Comet This spell, a variation on Worndai's Screaming Meteor, creates a flaming missile that flies toward the target, trailing behind it a "tail" of of superheated, noxious gases. The Comet strikes one target, then explodes a moment later, doing damage to everyone within its radius. In addition, any creature caught in the "tail" as the missile passes also takes damage. The initial missile, being solid, can be missile deflected by anyone along its flight path. If this happens, the coinciding explosion does not occur. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Heat/Fire Effect: RKA 2d6 plus RKA 1d6+1 Casting Time: 1/2 Phase Target/Area Affected: Special Duration: Instant Range: No Range Active Cost: 62 Skill Roll Penalty: -3 Real Cost: 19 END Cost: 6 Arnulf's Comet: Ranged Killing Attack 2d6 - Area Effect (6 Meter Radius Explosion; +1/4)(37 Active Points); Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Extra Time (Delayed Phase; -1/4), Gestures (-1/4), Incantations (-1/4), Limited Range (Detonates Only At The Far End Of The Linked Flash's 15 Meter Line; -1/4) plus RKA 1d6+1 - Area Effect (15 Meter Line: +1/4)(25 Active Points) Linked (Ranged Killing Attack; -1/2), No Range (-1/2), Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Can Be Deflected (-1/4), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Bolt of Lightning With this spell, the character can project a deadly bolt of lightning at his foes. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Electricity Effect: RKA 3d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: 450 meters Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 18 END Cost: 4 Bolt Of Lightning: Ranged Killing Attack 3d6 (45 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 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arnulf's Heat Lightning With this spell, a variation on the Bolt of Lightning spell, the caster projects a bolt of purplish-red bolts of mystic lightning at his foes. In addition to its electrical power, the bolt is ferociously hot, and can ignite flammable materials it strikes. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Electricity, Heat/Fire Effect: RKA 3d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: 450 meters Active Cost: 56 Skill Roll Penalty: -3 Real Cost: 22 END Cost: 6 Arnulf's Heat Lightning: Ranged Killing Attack 3d6 - Variable Special Effects (Counts As Both Electricity And Heat; +1/4)(56 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 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Mirror Images This spell creates five duplicate images of the caster. These images mirror the actions of the caster perfectly, and constantly move around the 4" area of affect. If an attack would "kill" one of the duplicates, the image winks out. College: Information Philosophy: Illusion Special Effects: Arcane Magic, Information, Illusion Effect: Sight Group Images Casting Time: 1/2 Phase Target/Area Affected: 3 Meter Radius Duration: Constant Range: No Range Active Cost: 62 Skill Roll Penalty: -3 Real Cost: 18 END Cost: 6 (Activation)/4 (To Maintain) Arnulf's Multiplying Images: Images (Sight And Hearing Group) -5 To PER Rolls - Area Effect (3 Meter Radius; +1/4)(37 Active Points); Set Effect (Only To Create Five Duplicates of the Caster That Mimic The Caster's Actions; -1), No Range (-1/2), Requires A Power Skill: Illusion Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Individual Images Wink Out When "Killed" (-1/4) plus +5 DCV (25 Active Points) - DCV Bonus Is Proportionate To The Number Of Mirror Images Remaining (+1 Per Image; -1/2), Linked (Images; -1/2), Requires A Power Skill: Illusion Magic Roll (-1/2), Costs END Only To Activate (-1/4), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arnulf's Multiplying Images This spell, a variant of the Mirror Images spell, creates five duplicate images of the caster that mirror the actions of the caster perfectly, and constantly move around the area of affect. Unlike Mirror Images, if an attack would "kill" one of the duplicates, the image doesn't wink out, but rather splits into two new mirror images of the caster. College: Information Philosophy: Illusion Special Effects: Arcane Magic, Information, Illusion Effect: Sight Group Images Casting Time: 1/2 Phase Target/Area Affected: 3 Meter Radius Duration: Constant Range: No Range Active Cost: 62 Skill Roll Penalty: -3 Real Cost: 19 END Cost: 6 (Activation)/4 (To Maintain) Arnulf's Multiplying Images: Images (Sight And Hearing Group) -5 To PER Rolls - Area Effect (3 Meter Radius; +1/4)(37 Active Points); Set Effect (Only To Create Five Duplicates of the Caster That Mimic The Caster's Actions And That Double In Number When "Killed"; -1), No Range (-1/2), Requires A Power Skill: Illusion Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), plus +5 DCV (25 Active Points) - Linked (Images; -1/2), Requires A Power Skill: Illusion Magic Roll (-1/2), Costs END Only To Activate (-1/4), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arnulf's Silver Light This spell creates very bright illumination (almost as bright as full daylight) in the area of effect. The light isn't bright or powerful enough to blind anyone. However, any creatures within the area of effect who are vulnerable to silver (demons, lycanthropes, and some forms of undead, for example) will suffer damage every phase they remain in the light. College: Forces Philosophy: Evocation Effect: RKA 1d6 plus Sight Group Images Casting Time: 1/2 Phase Target/Area Affected: 3 Meter Radius Duration: Constant Range: 380 Meters Active Cost: 38 Skill Roll Penalty: -2 Real Cost: 10 END Cost: 4 Arnulf's Silver Light: Ranged Killing Attack 1d6 - Area Effect (3 Meter Radius; +1/4), Constant (+1/2)(26 Active Points); Only vs. Creatures Vulnerable To Silver (-1), Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) plus Images (Sight Group) - Area Effect (3 Meter Radius; +1/4)(12 Active Points); Set Effect (Only To Create Silvery Light; -1), Linked (Ranged Killing Attack; -1/2), Requires A Power Skill: Evocation 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 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arnulf's Starblades With this spell, the caster is surrounded by a cloud of star-shaped blades made of golden magical force. At will, the wizard can send them rushing at targets within the area of effect. He can do this five times before the spell's magic expires. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Force Effect: RKA 1/2d6 Casting Time: 1/2 Phase Target/Area Affected: 3 Meter Radius Duration: Instant Range: 270 Meters Active Cost: 27 Skill Roll Penalty: -5 Real Cost: END Cost: 5 Arnulf's Starblades: Ranged Killing Attack 1/2d6 - Area Effect (3 Meter Radius; +1/4), Autofire (5 Shots; +1 1/2)(27 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 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arnulf's Starlight Sight This spell grants the recipient creature the ability to see in near darkness. While this spell is in effect, everything looks pale and wan, and everything appears black, white, or gray. College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment Effect: Nightvision Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Constant Range: No Range Active Cost: 9 Skill Roll Penalty: -0 Real Cost: 4 END Cost: 1 Arnulf's Starlight Sight: Nightvision - Useable By Other (+1/4), Uncontrolled (Lasts 1 Hour + 1 Hour Per Point By Which The Skill Roll Was Made (+1/2)(9 Active Points); Requires A Power Skill: Enchantment Magic Roll (-1/2), Gestures (-1/4), Incantations (-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 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arrida's Accounting After she vanquished the dragon Treghlamourne, Arrida of Blackheath developed this spell to quickly tally the wyrm's horde. When cast, the wizard instantly knows how many of each type of object is within his line of sight. For some reason, the spell will not function if the caster tries to use it to count living things. College: Information Philosophy: Divination Special Effects: Arcane Magic, Information, Divination, Sight Effect: Detect Precise Number And Type Of Inanimate Objects Within The Caster's Line Of Sight Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Instantaneous Range: No Range Active Cost: 25 Skill Roll Penalty: -1 Real Cost: 9 END Cost: 2 Arrida's Accounting: Detect Precise Number And Type Of Inanimate Objects Within The Caster's Line of Sight 21- (Large Class Of Things; Sight Group), Discriminatory (25 Active Points) - Costs END (-1/2), Requires A Power Skill: Divination Magic Roll (-1/2), Gestures (-1/4), Incantations (-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 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arrest Movement With this spell, the caster halts the forward movement of a single creature of object toward the caster. Creatures of great strength, or objects moving very quickly, can overcome the effect of this spell, which ends when the caster stops concentrating upon it. The spell does nothing to hinder an object or creature's lateral movement (they can still move side to side), and does not stop an object or creature from moving backwards, away from the caster. College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration, Force Effect: Telekinesis (30 STR) Casting Time: 1/2 Phase Target/Area Affected: Single Creature or Object Duration: Constant Range: 450 Meters Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 14 END Cost: 4 Arrest Movement: Telekinesis (30 STR)(45 Active Points); Only To Prevent Forward Movement (-1/2), Requires A Power Skill: Transfiguration Magic Roll (-1/2), Spell (-1/2), Affects Whole Object (-1/4), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arrowflight This spell temporarily increases an archer's chance of hitting distant targets with his arrows. The spell only works with attacks made using a bow; crossbows, slings, and other ranged weapons cannot be assisted by this spell. College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment Effect: +5 Penalty Skill Levels vs. Range Modifiers With Any Bow Casting Time: 1/2 Phase Target/Area Affectd: Single Creature Duration: Constant Range: No Range Active Cost: 26 Skill Roll Penalty: -1 Real Cost: 10 END Cost: 2 Arrowflight: +5 Penalty Skill Levels vs. Range Modifiers With Any Bow - Useable By Other (+1/4), Uncontrolled (Lasts 1 Turn; +1/2)(26 Active Points); Costs END (-1/2), Requires A Power Skill: Enchantment 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 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Arrowstorm This spell is cast on a single missile (despite the spell's name, it will work with any sort of small missile weapon; sling stones, javelins, crossbow bolts, blowgun darts, etc.) about to be fired from a weapon. During flight, the spell summons hundreds of duplicate missiles, covering a wide area in a terrible hail of death. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration Effect: RKA 3d6 Casting Time: 1/2 Phase Target/Area Affected: 3 Meter Radius Duration: Instant Range: Range Limited By Weapon Type Active Cost: 67 Skill Roll Penalty: -3 Real Cost: 21 END Cost: 7 Arrowstorm: Ranged Killing 3d6 - Area Effect (5 Meter Radius)(67 Active Points); OIF: Missile To Be Fired (-1/2), Requires A Power Skill: Conjuration Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Range (Range Limited By Weapon Type; -1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 26, 2009 Report Share Posted August 26, 2009 Re: The Grimoire Project Astral Awareness The Astral Awareness spell allows the caster to see and hear into the Astral Plane without physically entering that mystic dimension. While this spell is in effect, the "real world" looks filtered and hazy, causing the wizard to suffer a -3 to all Perception rolls involving the "real world". College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment, Senses Effect: Perceive Into The Astral Plane (Sight Group and Hearing Group) Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 10 Skill Roll Penalty: -0 Real Cost: 3 END Cost: 1 Astral Awareness: Perceive Into The Astral Plane (Sight Group and Hearing Group)(10 Active Points); Requires A Power Skill: Enchantment Magic Roll (-1/2), Side Effect (-3 Penalty To PER Rolls In The Real World While Spell Is In Effect; Automatically Occurs; -1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 27, 2009 Report Share Posted August 27, 2009 Re: The Grimoire Project Astral Wall This spell creates a mystical wall which prevents effects that would ignore the presence of a normal wall (specifically, Teleportation, Desolidification, and Extra-Dimensional Movement) into the area it protects. Any attempt to enter the area by such means will fail. It also prevents magical senses (such as scrying) from perceiving the protected area. It is perfectly possible, however, for an enemy intent on attacking the caster to simply walk through an Astral Wall in order to do so. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Astral Effect: Force Wall (1 PD/1 ED) Casting Time: Full Phase Target/Area Affected: 3 meter by 3 meter by 3 meter cube Duration: Constant Range: No Range Active Cost: 88 Skill Roll Penalty: -4 Real Cost: 18 END Cost: 9 Astral Wall: Force Wall (1 PD/1 ED, 9 Meters Long x 9 Meters Tall, Opaque To Mystic Sense Group) - Hardened (+1/4), Affects Desolidified (+1/2), Transdimensional (+1)(88 Active Points); Only To Impede Teleportational, Desolidified, and Extra-Dimensional Movement (-2), No Range (-1/2), Extra Time (Full Phase; Activation Only; -1/4), Gestures (-1/4), Incantations (-1/4), Restricted Shape (3 Meter Cube Around The Caster; -1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 27, 2009 Report Share Posted August 27, 2009 Re: The Grimoire Project Aura of Dark Power This spell surrounds the caster with a projection of his own necromantic power. This aura is detectable by undead creatures, and makes the wizard appear more powerful in their eyes. College: Matter Philosophy: Necromancy Special Effects: Arcane Magic, Matter, Necromancy Effect: PRE +30 Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 30 Skill Roll Penalty: -1 Real Cost: 7 END Cost: 1 Aura of Dark Power: PRE +30 (30 Active Points) - Only To Make Presence Attacks (-1), Only vs. Undead (-1), Costs END (-1/2), Requires A Power Skill: Necromancy 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 27, 2009 Report Share Posted August 27, 2009 Re: The Grimoire Project Aura of Power This spell creates a shimmering aura of magical energy around the caster's head and shoulders. The aura’s color is determined by the caster at the time of casting. The aura's only true effect is to make the caster look more impressive to onlookers. College: Information Philosophy: Illusion Special Effects: Arcane Magic, Information, Illusion Effect: +20 PRE + plus Sight Group Images Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 35 Skill Roll Penalty: -2 Real Cost: 12 END Cost: 3 Aura of Power: PRE +20 (20 Active Points) - Costs Endurance (-1/2), Requires A Power Skill: Illusion Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) plus Images (Sight Group) - Reduced Endurance (0 END Cost; +½)(15 Active Points); Only To Create Phantom Flames That Obscure The Caster's Face, Head, and Shoulders (-1), No Range (-1/2), Linked to PRE (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
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