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Weirdest spell ideas you've ever had


Michael Hopcroft

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I've had a few weird spell concepts in my time, and I was wondering what kind of weird spell concepts people have come up with, and whether they've actually built them. Here are some of my stranger ideas and the intended effects. I don't know how these spells would work and some are, frankly, impossible. but they might show up in some mad wizard's grimoire....

 

1. Every evil witch knows the spell to turn princes into frogs. what about a spell that will turn a frog -- any frog -- into a prince? what happens if it's cast indiscriminately and there's suddenly a surplus of princes?

 

2. I once imagined a spell to Create Infinite Pizza. Casting this spell would create a hot, fresh, delicious pizza that is infinte in height, width, depth, mass, and extends infintely through time and space. Eventually that pizza, unless dispelled, will take up all the space in the universe and then some -- it's INFINITE! Fortuntaely, because the END cost is also infinte the spell will never be cast. Perhaps more reasonable would be simply Create Pizza, which creates a hot, fresh, delicious but normally-sized pizza out of thin air. Great for urban fantasy campaigns --learn that spell and the Domino's driver becomes the lonliest guy in town.

 

3. what if you could cast a spell on yourself that, for the next hgour, will warn you when you are about to make a mistake? Not just walking into a trap or the like, but ANY error in judgement. Like "you really don;t want to kiss this particular girl right now...."

 

4. what if you could enchant a real sword (or other weapon) to do illusory damage? This could actually be useful. The Duke tells yolu to kill your friend or he'll shoot you with his battery of archers. You whip out your sword, cast the spell, and to all appearances it looks like you've comp[lied with his wishes. then you take the "corpse" and make your getaway, and when your friend wakes up you plot your revenge. You could even simulate such seemingly irreversible innjuries as decapitation convincingly without doing any real harm to your "victim".

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In a campaign I ran, a player actually made a spell called "Now You're Here But I'm Not Because I'm Over There Where You Were Just A Moment Ago.".

It was a teleportation spell that mad him switch places with another character of roughly the same size and mass. I gave up on finding a way to do it By the Book and just fudged it - I'm sure it could be done by the rules in the BBB (the latest edition at the time) but it would be a pretty complicated mess of advantages and limitations.

 

A spell that Ijust gave up on giving a HERO system character is a first level witchcræft spell from Dangerous Journeys (*shudder*). It's a pretty neat little spell, that causes the target to produce a rude bodily noise. The problem here is, that we're talking about a Mind Control effect (since we don't want to create the illusion of a fart or a burp - for proper embarrassment effect, we want the target to actually burp or fart). In any situation where this will make much of a difference, making a rude bodily noise is clearly something the target will be highly reluctant to do, so we'll need a large number of dice. And a Mind Control that can only be used for one specific command is (according to BBB - this is in the BBB era) only a -1/2 limitation, regardless of what that command actually is. And I can't even put Gestures or Incantations on the spell to make it cheaper, because it's important that it doesn't appear as if somebody other than the target is causing the effect.

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Spellcaster Monthly.

 

Spellcaster Monthly is a monthly magazine for wizards. It includes interviews, product reviews, advice, tips and tricks (NPI), and a complete spell with every issue. And for subscribing you get a free gift...

 

Cost Power END
4 Fireball Tattoo: Energy Blast 3d6 (vs. ED) (15 Active Points); Independent (-2), OIF (-1/2) (uses END Reserve) 1
1 Fireball Tattoo: Endurance Reserve (3 END, 0 REC) Reserve: (1 Active Points); Independent (-2), OIF (-1/2)
Powers Cost: 5
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Originally posted by M-3

A spell that Ijust gave up on giving a HERO system character is a first level witchcræft spell from Dangerous Journeys (*shudder*). It's a pretty neat little spell, that causes the target to produce a rude bodily noise. The problem here is, that we're talking about a Mind Control effect (since we don't want to create the illusion of a fart or a burp - for proper embarrassment effect, we want the target to actually burp or fart).

 

The final outcome you want here is for the target to be embarrassed by a noise coming from his body. When I converted it, I just built it as Images, and went with the fact that it was an actual noise and not an illusion as a special effect. Given the narrow range of situations where such a spell would be useful, it's not out of keeping with the spirit of the game to keep the price for it low.

 

Those mid-level witch spells in Dangerous Journeys are the real killers. The storm spells and stuff? Ah, hell, I converted them in such a way to keep the same effects, and some of those things came out to 500 AP, and 90 or so real cost....

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Originally posted by Captain Obvious

Those mid-level witch spells in Dangerous Journeys are the real killers. The storm spells and stuff? Ah, hell, I converted them in such a way to keep the same effects, and some of those things came out to 500 AP, and 90 or so real cost....

 

I haven't had a copy of Dangerous Journeys in years. If I ever get another one (and lviing five blocks away from one of the biggest used bookstores in the world and being a regular customer of RPGNow makes that entirely possible....) I would probably be very careful what I used. I recall really annoting GDW when I reviewed Mythus -- but followed up by joining the fandom for a while and getting involved in a heated discussion over an NPC villain i created, a maopole-weilding Partial Practice Dweamoecraefter with series strategic skills who wanted to be the AErth version of napoleon and win a kigndom by his own sword....

 

On the other hand, The Epic of AErth, the one Dangerous Journeys book I can;t find in PDF, amkes for an incredibly detailed mostly-human Fantasy HERO setting.

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Re: Weirdest spell ideas you've ever had

 

Originally posted by Michael Hopcroft

 

1. Every evil witch knows the spell to turn princes into frogs. what about a spell that will turn a frog -- any frog -- into a prince? what happens if it's cast indiscriminately and there's suddenly a surplus of princes?

 

2. I once imagined a spell to Create Infinite Pizza. Casting this spell would create a hot, fresh, delicious pizza that is infinte in height, width, depth, mass, and extends infintely through time and space. Eventually that pizza, unless dispelled, will take up all the space in the universe and then some -- it's INFINITE! Fortuntaely, because the END cost is also infinte the spell will never be cast. Perhaps more reasonable would be simply Create Pizza, which creates a hot, fresh, delicious but normally-sized pizza out of thin air. Great for urban fantasy campaigns --learn that spell and the Domino's driver becomes the lonliest guy in town.

 

3. what if you could cast a spell on yourself that, for the next hgour, will warn you when you are about to make a mistake? Not just walking into a trap or the like, but ANY error in judgement. Like "you really don;t want to kiss this particular girl right now...."

 

4. what if you could enchant a real sword (or other weapon) to do illusory damage? This could actually be useful. The Duke tells yolu to kill your friend or he'll shoot you with his battery of archers. You whip out your sword, cast the spell, and to all appearances it looks like you've comp[lied with his wishes. then you take the "corpse" and make your getaway, and when your friend wakes up you plot your revenge. You could even simulate such seemingly irreversible innjuries as decapitation convincingly without doing any real harm to your "victim".

 

1. Summon Prince - OIF (Frog of Opportunity; - 1/2)

 

2. 1000d6 Major Transform to Pizza - Limited Target (the Universe; -1)

 

3. Precognition - Trigger (About to Do Something Stupid), Doesn't Reveal The Consequences (-1)

 

4. Drain - Any Weapon (+1/4) plus Images vs. Sight, Touch, and Hearing

 

In case that mad wizard shows up in anyone's game :0

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Originally posted by M-3

A spell that Ijust gave up on giving a HERO system character is a first level witchcræft spell from Dangerous Journeys (*shudder*). It's a pretty neat little spell, that causes the target to produce a rude bodily noise. The problem here is, that we're talking about a Mind Control effect (since we don't want to create the illusion of a fart or a burp - for proper embarrassment effect, we want the target to actually burp or fart). In any situation where this will make much of a difference, making a rude bodily noise is clearly something the target will be highly reluctant to do, so we'll need a large number of dice. And a Mind Control that can only be used for one specific command is (according to BBB - this is in the BBB era) only a -1/2 limitation, regardless of what that command actually is. And I can't even put Gestures or Incantations on the spell to make it cheaper, because it's important that it doesn't appear as if somebody other than the target is causing the effect.

If the main effect is embarrasment, you could just drain their charisma or attack them with skill penalties on social skills. You don't have to actually create the noise with the power if it's too costly, it can just be a special effect.

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Originally posted by Michael Hopcroft

On the other hand, The Epic of AErth, the one Dangerous Journeys book I can;t find in PDF, amkes for an incredibly detailed mostly-human Fantasy HERO setting.

 

Yeah, Epic of Aerth is a really good setting...there's just so much support for it to be found! :D

 

That's what first drew me into the Dangerous Journeys thing. There was enough interesting stuff hinted at in Epic that I decided I had to get my hands on Mythus, and once I got that, I decided I had to get Mythus Magick. There's some interesting stuff in there, but it seems like it would be really clunky to play. Better just to convert the good stuff to Hero....

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weirdest spell huh?> well, my first rpg group played The Fantasy Trip (anybody remember that one?) and we had a prootwaddle who had an IQ one point greater then their max (something like 2 or 3) and as such he learned the spell Mayonaise. When coupled with his endless bag of tack, well, you get the idea... right, you do don't you...

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Originally posted by Dinofreak2000

weirdest spell huh?> well, my first rpg group played The Fantasy Trip (anybody remember that one?) and we had a prootwaddle who had an IQ one point greater then their max (something like 2 or 3) and as such he learned the spell Mayonaise. When coupled with his endless bag of tack, well, you get the idea... right, you do don't you...

 

I can top that. I developed the Exploding Prootwaddle spell. when cats, it created a prootwaddle that functioned just like a normal Prootwaddle, but when you struck it (or if it tripped and fell) it exploded like a Petard, doing the same damage for the same radius.

 

This concept gradually evolved over the years. i was writing a comedy series called Weird Guy a few years ago and one of the major characters was Hugo the Exploding Pig. Hugo was a bipedal talking pig who exploded every day at 3:22pm excatly, no matter where he was and what he was doing. he could also detonate himself at will. he alwasy reformed himself a few minutes later and it was unclear 9since nobody tried) whether he could be killed. Strangely enough, Hugo was in the supporting cast.

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I have a couple of really strange ones.

 

I was one a creative roll, just plowing out the spells. I came up with the idea of a slow creeping curse. So I was trying to model it, and came up with a body drain uncontrolled continous sticky 0 end persistant and some limitations - didn't affect living (but they could be carriers). The idea was you curse this person and everything he touches ends up rotting away.

 

When I looked the spells over a while later I noticed that I had neglected to include a "turn off" condition for the uncontrolled, and had originally thought that if he touched someone, they were infected too, but that would only go out three from him (someone he touched, someone they touched, and lasted someone they touched). So I looked over what I had actually built, instead of what I intended to build and was "No way is anyone ever buying this spell". And I built it.

 

 

There was the Xerox spell. Transform a page into a book that is an exact replica of a book held in the other hand of the caster. Nice for mages building up thier libaray.

 

Some I liked for color.

Feast of Rocks- Area transform into food (and table and diningware) freely stolen from the later Amber books. Had a lot of color.

The simple version of the spell was "Stonemeal" which changed a rock into waybread.

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Really weird spells and ideas

 

Bloodrope Caster cuts himself and bleeds out a strong magical rope. Spell lasts for about ten minutes and then slowly "melts" away. Eww.

 

Pantomimic tool Caster silently pantomimes a small useful tool and the spell creates the effect. (up to 10 STR or 1/2d6K)

 

Makes your head hurt Uninvited guests are such a pain. First, cast an illusion to make your lab appear to scrying spells as upside down. Then, build the lab upside down, including reversing gravity. When people look in, it looks ok. Unless, they are smart enough to see through the illusion and see that it is actually upside down. Entering the lab, causes you to "fall" up, unless you actually thought the lab was upside down and entered that way. However, most wizards who can see though the illusion had protected themselves from magic...including the reverse gravity.

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I could never decide whether to do it as an invisible effect entangle or as a form of flash attack (non-targeting sense of time). But the plan was to "blind" a person to the passage of time. So they'd interact normally with other people but they wouldn't notice the passage of time. So for instance a sentry would be patrolling and he'd report when he was called out to but he could spend 15 minutes staring off into space and unless something entered his field of vision he'd just stand there and be annoyed when all of a sudden they called out again (either assuming they didn't hear him respond or someone was way to edgey about being on patrol.)

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I made that spell that switches two people's positions. Called it Zip-Zap. I also had a spell that made all the same flashes and bangs, but only made me look like them and them look like me without changing our positions....

 

As for other odd spells :

 

I made a "Disarm" spell that was actually a minor transform... it caused a randomly determined limb to simply fall off of an opponent and flop uselessly onto the ground. No damage done, no pain inflicted. They just had to take an off-hand penalty if it was their weapon arm, or a movement penalty if it was a leg. Its on the edge of being more than a "minor" transform, but really, its a lot less extreme than turning someone into an anvil.

 

Body aid and Regeneration with Invisible Power Effects. I'd look like I had taken mortal wounds, but actually not be dead. With a little time, I'd actually feel just fine.

 

Invisibility (normal sight) Useable Against Others/Objects (+1) At Range (+1/2) 0 End (+1/2). Very handy for peeking through closed doors. Or getting the guys chasing you to do an unexpected full speed move through on a solid object. Or for sneaking things into or out of places. Or concealing the fact that you actually have 90% cover. :)

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Originally posted by farik

But the plan was to "blind" a person to the passage of time.

 

Sounds like Mental Illusions to me.

 

I've got magic in my game for a character to grow their hair into "godswool," the fibers of which harden into steely wire when cut (or shed). Godswool can be woven into clothes that act like armor. That's probably the strangest magic currently available to a PC.

 

-AA

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I think you've out-wierded me, but here are some I've done:

 

The "human camel" spell, used by a small desert tribe: While you're in the city and food is plentiful, get yourself nice and fat. On your journey, take out your scimitar and slice off a piece of your belly (it does no damage, thanks to the spell). This chunk of flesh turns into food. It's a create food spell that requires excess body mass. Each time you use the spell, you lose a little weight.

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About the only odd one that comes to mind now is the theme music spell.

 

It was part of an idea for a "Hero" (capital H).

 

Being a Hero had several benefits, one of which made it into spell form - the spell caused the caster to hear a soundtrack. For the cost of, I think -2 to hearing Per, the caster gained danger sense (he could hear the music pick up with the monster theme, or the BBEG theme) and limited prescience (he'd hear a love theme [or 70s style porn track] when the woman of his dreams [or night] came by; or else he'd hear travelling music if he had to travel, or he might get an idea that the bad guys plot was moving forward - he'd hear the bad guys music faintly). I may have to do that for 5th edition, now that I think about it. Never used it, but I liked the idea.

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In my campaign world, there is a mysterious group of earth-element wizards known to the lay people as the "Dun Wizards." One spell they have allows them to merge into the surface of stone, soil, or masonry. The Dun Wizard appears to turn into a relief sculpture of himself on the surface of, say, a stone wall. They can still move and talk, but they can't "seep through" to the other side of the wall (but if they walk to an end of the wall, such as a doorway, they can go around it to the other side). This is bought as Desolid, Can't pass through solid materials -1/2, Harmed by anything that could harm the material they've merged into.

 

I guess this one isn't that weird, but I'll include it anyway:

Dream Manipulation - Mind Control (lots of dice) with gradual effect (takes weeks or maybe even months) The victim will be haunted in his dreams which slowly and subtly alter his personality, attitudes, or actions, by leaving subconcious emotions leftover from the dreams. "The duke doesn't seem like himself lately. He's been having nightmares..."

 

Here's one I originally did as a superhero power, but I liked it so much I made it into a fantasy spell:

You're in the heat of battle (or wherever) and suddenly time seems to stand still. Everyone around you suddenly seems frozen in place. You hear shouting and sounds of confusion. Someone invisible bumps into you. Something invisible hits you...

 

This is bought as simple Darkness to all Sight, with a strange special effect. It simply freezes the visual image of everything in the area affected. No one is actually frozen in place. If you take a few steps forward and turn around. You'll see yourself standing stock still. If you then look down, you won't see your own body. It like being in a large hologram that covers up the real image of what's there, with an image of what was there at the moment the spell started.

 

Great for confusing enemies, and Personal Immunity is nice too.

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I was in a game where the GM kept reminding us (the wizards) how unhappy the peasants were. I proposed the weirdest solution...

 

A few of my favorite things

 

Based on sappy musical song, the caster gathers up all the items that makes him happy and casts a powerful enchantment that makes everyone in the town (other than the wizards) incredibly happy, joyful, singing and dancing. (Area Effect Transform - Transform heals over time)

 

I think I broke the GM on that one. He never mentioned that the peasants were unhappy again. And I never even had to cast the spell.

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Hmm, this isn't hero but...

 

I had a character once to whom others reactions were so important that she wuld use the AD&D2d ed "cantrip" spell to ensure that whever she took her helmet off her hair fall into perfect shape and her makup was perfectly applied. (Think hollywood movies, where people slug it out for 10 min and come out as if they jus tstepped off a vogue magazine.

 

or to quote a movie i loved and the critics hated (Last Action Hero): "You know, tar STICKS to some people!"

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A piece of fanfciton I just read had an extremely interesting "Clerical" spell that played a central role in the story and which certainly surprised the charavcter it had been cast on.

 

basically it's a spell that is part of the standard wedding ceremony of a particular culture that binds the couple for lfie magically as well as socially. In toehrwords, once the sepll is cast on you you WILL NOt part until death. Nor will you want to. further, there is no undoing the "binding" spell. The race that uses this spell is extraordinarily long-lived, and this spell was designed so that a marriage could theoertically endure formillenia.

 

The spell does nothing to prevent disputes, arguments, fights, etc., between the couple. It does not enrue they will be especially "happy". But it does prevent the marriage from being broken up -- even if you try to leave, you will always come back.

 

One could make ths epll even more intense by having it enforce fidelity as well. those it is cast on lose sexual interest in all persons except each other (and have continuing, intense desire for each other). This could be even nastier when cast on someone who was not expecting it.

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Here's a favourite "weird-but-useful" spell. I actually lifted the original idea off the net (one of the net spellbooks for Dee'endee IIRC)

 

==================================

 

FUTURE SELF

 

This spell is a very strange temporal conjuration. It causes a future self of the caster to appear at a place to which the caster is traveling and make arrangements for his arrival. The caster must be able to reach the place to which the double is sent within the time allotted, or else the spell will fail. So, if a caster, planning a trip, casts future self and is then detained past his arrival date, the spell will fail (and the side effect will be invoked). The destination could be a city, village, town, or trading post, or even an isolated person's house. Even if the caster has no idea what exact business he has to do or at what inn he will stay, the double will "know" and will have spoken to the right people and made the right arrangements. Therefore, when the caster arrives and enters an inn, the caster's preferred overnight arrangements will have been worked out; people with whom the caster wishes to speak with or trade with will meet him at the time the caster realizes he needs to speak or deal with them. The arrangements cannot be spread over a time period of more than one day. The caster must "set aside" an amount of money in a specially prepared, sealed pouch or box upon the spell's casting, and it is in a state of flux until the events play themselves out, at which point the proper change will be left in the container at the end of the spell's duration. Purchases or accommodations costing more than the reserved funds will simply be reserved by the double, unless the caster will not be able to afford them (ack! strangeness!). The double will only be seen by the people with which transactions or business arrangements are made, since it is weaving back and forth through time, and so does not "exist" in any other localities in the area. After the expiration of the appointed day of arrival, the caster will "disappear" briefly - during which time he is making his previous arrangements. Since time is irrelevant here, this allows him time to travel great distances, find strangers etc. However, if the spell fails, either through delay or miscasting, the caster will find things gone mysteriously awry - his arrangements will not be made, and enemies may be ready to greet him, he may have mysteriously incurred the wrath of a powerful figure, aged several years etc. He will only learn how these occurrences were triggered at the end of the appointed day, after his brief "disappearance".

 

Power: Extradimensional travel (through time, a variety of set dates)

 

Specific Modifiers: Side effect (peculiar happenings, -1/2), OAF, enchanted cashbox (-1), Extra time (5 minutes, -2), Only to make arrangements - caster is instantly returned to site (-1).

 

Active Cost = 50 points; END Cost: 5; Magic Roll: -5; Casting Time: 5 minutes.

 

==================================

 

Cheers, Mark

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Alcohol Resistance

Immunity to Alcohol 3

End cost -1/2

MSR -1/2

 

RC:2, End: 1, AC:3, MSR:-1

Good for when Society and Stupidity don't mix, or when you wish to observe objectively while being part of the community.

 

 

 

Brothers of One Mind

Mind Link (Small Group) 10

8 people (2 doubled doubled) 10

MSR -1/2

Concentrate 0 DCV while casting -1/2

Costs End -1/2

 

RC:8, End: 2, AC: 20, MSR:-2

This spell links a tiny unit together in the sense that they can all feel each other in the back of their head, they may speak to one and another keeping the characters from shooting one and another in the dark as well as other situations where not knowing what is going on could cost a person his life.

 

 

 

 

Change of Years

1d6 Transfer Str to Str 15

1 hex non-selective AOE +1/4

Recover 5 active points per minute +1/4

Linked to (Broadsword) attack -1/2

MSR -1/2

Death returns all points -1/2

 

RC:9, End: 2, AC: 22, MSR:-2

This spell ages the target while providing fresh energies for the caster, the spell will slowly lose power as the energies seek to return to the target through the Law of Similarities. Though not unseemly powerful this can drastically change the combat for a minute (changing at the least the Dc's involved for one side or another and at best changing the opponents OCV levels by -3 for two minutes. Rumor has it that there are more powerful spells that can bve cast but they are beyond the scope of this work.

 

 

 

Cloud of Tears

Change environment: 29 (-4 to all Sight based Per rolls in an 8" radii)

MSR -1/2

Gestures, Incantations -1/2

Extra time full Turn -1 1/4

Must Concentrate -1 0 DCV throughout

RC:, End: 3, AC: 29, MSR:-3

Even forcing everyone to cry in an area can be useful. Finding where and when this spell would be the most effective is the truly difficult part of this spell. The area in addition smells slightly of onions and seems to feel miserable. Though not actually caustic, the spell is effective enough to distract, not damage.

 

 

Dyson’s Razor

Transfer 1d6 of Body 15 (Body damage from caster to target)

Trigger +1/2 ( after being struck in combat by a blow that does body damage)

Doubled End cost -1/2

MSR -1/2

OAF Blade -1

 

RC:7, End: 4, AC: 22, MSR:-2

Oddly enough this appears to take the "spirit of a wound' and inflict it upon the person who struck me, it is fairly obvious why the pain is caused, but not necessarily how, and that is how I like it. The phisical part of the casting of the spell is the mimicking movements of the weaponin my hand doing a Ripost.

 

 

Dyson’s Stupid Strength

Transfer 1d6 of Int to Str 15

Increased Duration +1/2

lose one active point/5 minutes

Doubled End cost -1/2

MSR -1/2

Side effects -1/2 (3d6 drain of Int)

Costs End x2 -1/2

Gestures, Incantations -1/2

(says "duh" and smacks forehead)

 

RC:7, End: 4, AC: 22, MSR:-2

 

Admittedly it is a stupid way to get stronger, but when brains are needed more than brawn....

 

 

 

 

Falling Charge

2d6 Aid to Gliding 20

UBO Simultaneously, x4 ppl +1

Limited Spell -1 (only for damage bonuses gained from movement)

Restrainable -1/4 (too much weight or easily disturbed by modifying the gliding membranes.)

MSR (Rage Magic) -1/2

G, I -1/2

Sideffects -3/4(affects caster and target, 3d6 Drain Str)

OIF -3/4 (all members must have Chak nut scales worn on their bodies)

 

RC:10 , End: 3 AC:50, MSR:-5

When the Yazarians are said fall upon their enemies, there is much truth to this. Legend has it that they can often be "striking harder than the stones themselves sometimes". More often than not the this spell is the truth behind the incredible striking power a Yazarian can have when taking the intial rush of surprise and height advantage to it's logical extreme.

 

 

Horse's illusion

Mental illusions2d6 10

Cumulative +1/2

Increased Cumulative +3/4 (96 maximum points)

Msr -1/2

End x2 -1/2

0 DCV -1/2

only versus Horses (-1/2)

Gestures throughout -1/2

Must accquire undetectable level -1/4

 

RC: 7, End: 4, AC: 22, MSR:-2

 

One way to get a horse to do what you want... Simple and effective if time consuming.

 

 

 

Horse Manipulation

Mind control 2d6 10

Cumulative +1/2

Increased Cumulative +3/4 (96 maximum points)

Msr -1/2

End x2 -1/2

0 DCV -1/2

only versus Horses (-1/2)

Gestures throughout -1/2

Must accquire undetectable level -1/4

 

RC: 7, End: 4, AC: 22, MSR:-2

This is the other way to get a horse to do what you want....

 

 

Horse Seeker

Mind Scan 2d6 10

Cumulative +1/2

Increased Cumulative +3/4 (96 maximum points)

Msr -1/2

End x2 -1/2

0 DCV -1/2

only versus Horses (-1/2)

Gestures throughout -1/2

Must accquire undetectable level -1/4

 

RC: 7, End: 4, AC: 22, MSR:-2

This simply is a way to find more horses, this spell searches upon the winds of probability for those that may serve us....

 

 

Horse Sense

Telepathy 2d6 10

Cumulative +1/2

Increased Cumulative +3/4 (96 maximum points)

Msr -1/2

End x2 -1/2

0 DCV -1/2

only versus Horses (-1/2)

Gestures throughout -1/2

Must accquire undetectable level -1/4

RC: 7, End: 4, AC: 22, MSR:-2

 

Simple and effective if time consuming, yet unlike others this spell often does not tell you much. Possibly this is a very disturbing spell, but after much time spent with communing with horses, a person can and will be able to gain some information that might be of use to the person.

 

 

 

Press of Emotions

Drain End, 2d6 20

Ranged +1/2

Drain Pre, 1d6 10

Ranged +1/2

MSR -1/2

End x2 -1/2

G, I -1/2

Side effects: -1/2 (3d6 Drain of Endurance and Pre in equal amounts)

 

RC:15 , End: 9, AC: 45, MSR:-4

This spell takes the casters more despicable emotions and presses them upon another. Fighting this welter of external emotions is very tiring as well as potentially unbalancing to the presence of the target.

 

 

 

 

Smothering Fog

1d6 EB 5

NND +1(Ego 13+ or no need to breathe)

Continuous +1

One Hex AOE +1/2

MSR -1/2

Linked to Darkness -1/2

With

Darkness vs sight group 1" 10

Usable vs others +1

Personal immunity +1/4

MSR -1/2

IIF ring -1/4

x2 end cost in direct sunlight -1/4

Extra time full phase -1/2

 

RC:9+9=18, End: 1+2(4)=3(5), AC: 17+22=39, MSR:(-1)+(-2)=-3

 

This spell takes the "phisicality" of the ring as well as the obscuring nature of the metal itself and the "unbreathability" of silver too (ever tried to see/breathe through Silver? pretty darn difficult if you ask me).

 

 

 

Them are some of the weirder ones.....

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