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Ultimate Grimoire Letter L


shadowcat1313

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I've been busy again

 

15 Land Haven: Tunneling 5" through 8 DEF material, Fill In (44 Active Points); Custom Modifier (Tunnel must be connected to a large body of water; -2) [Notes: Land Haven is the name given by sailors to the caves and canals which are made possible by this spell. When the wizard completes his casting, he may open before him a wide canal in a land mass, or even a tunnel-like cavern stretching into a cliff face. Naturally, water from the river, lake or sea in which his ship is floating will rush in, probably carrying the vessel with it. He may even close up the cave or canal behind him, so that the craft is floating within. This spell has also proven useful in capturing pirates.]

80 Lava Pit: (Total: 169 Active Cost, 80 Real Cost) RKA 3d6, 1 Continuing Charge lasting 1 Day (+1/4), Explosion (+1/2), Continuous (+1) (124 Active Points); Custom Modifier (Doused by an equal quantity of water ; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Custom Modifier (only on solid ground; -1/4) (Real Cost: 62) plus EB 2d6, 1 Continuing Charge lasting 1 Day (+1/4), NND ([standard]; negated by not breathing; +1), Continuous (+1), Area Of Effect (6" Radius; +1 1/4) (45 Active Points); Linked (RKA; -1/2), Custom Modifier (Doused by an equal quantity of water ; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Custom Modifier (only on solid ground; -1/4) (Real Cost: 18) [Notes: This powerful spell causes the earth to spew forth lava and vapors, forming a growing pit. The Lava pit will grow outward to form a pit, unless there is a downward slope. The lava will take a day to cool and solidify, unless doused by an equal quantity of water. While active, the heat of the Lava Pool will inflict great harm on anyone moving through its centre, and lesser damage on the edges of the pit, plus further damage from the effect of the gases within the pit.]

33 Legerdermain: Teleportation 10", Variable Special Effects (Any SFX; +1/2), Usable As Attack (+1) (50 Active Points); Requires A Skill Roll (Sleight of Hand; -1/2) [Notes: The magician is versed in a wide variety of parlor tricks, ranging from causing a bundle of flowers to appear, to vanishing from the stage in a cloud of smoke. This spell will allow the caster to perform amazing acts of legerdemain, with the particular effects determined by the act.]

7 Levitate: Flight 5", Usable By Other (+1/4), Ranged (+1/2) (17 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Levitation (-1/2) [Notes: When this spell is cast, the target is surrounded by a glowing field and is able to gently climb and descend, but not move horizontally. The user must concentrate intensely to maintain this power]

12 Lich Transformation: Multiform (450 Character Points in the most expensive form) (90 Active Points); Extra Time (1 Day, -4), OIF Expendable (Very Difficult to obtain new Focus; 100 year old grave stone plus mystical essences (expendable, rare and expensive, defined by GM ; -1), Custom Modifier ( Requires resurrection to return to life ; -1), Custom Modifier (does not work in bright sunlight; -1/4) [Notes: Long a closely held secret of a few select Magi, this dark ritual allows the Necromancer to transform himself into the dreaded Lich. The transformation is total, and can only be reversed by raising the Lich from the dead. The focus for this spell is a 100 year-old grave stone which is used to store the 'soul' of the Necromancer, plus various rare essences.]

90 Life Leech: Transfer 2d6 (Body To Body), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (90 Active Points) [Notes: This potent spell allows the caster to draw life force from his enemies and transfer it to himself.]

34 Life Transfer: (Total: 120 Active Cost, 34 Real Cost) Minor Transform 6d6 (Ages Target 1D6 Years) (60 Active Points); Extra Time (5 Minutes, -2), Custom Modifier (does not work in bright sunlight; -1/4), Custom Modifier (Limitation: does not work on ground sanctified to a "good" religion; -1/4) (Real Cost: 17) plus Minor Transform 6d6 (Caster becomes 1D6 years younger) (60 Active Points); Extra Time (5 Minutes, -2), Custom Modifier (does not work in bright sunlight; -1/4), Custom Modifier (Limitation: does not work on ground sanctified to a "good" religion; -1/4) (Real Cost: 17)

3 Light Spell: Hearing Group Images Increased Size (4" radius; +1/2) (7 Active Points); Only To Create Light (-1), No Range (-1/2) [Notes: This spell allows the caster to create a globe of cool, white light that illuminates the surrounding area as brightly as a lantern. This spell is often made into permanent lights for temples, the houses of the wealthy and important city thoroughfares.]

3 Lighten Burden: Telekinesis (6 STR) (9 Active Points); Custom Modifier (Only to lighten the backpack and its contents; -1), No Range (-1/2), Affects Whole Object (-1/4) [Notes: This spell is a favorite of traveling Wizards forced through choice or circumstances to journey on foot. Upon casting this spell, the pack of the Wizard, along with a total of 50kg in contents, will become virtually weightless.]

30 Lighten Metal: Telekinesis (20 STR), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); Custom Modifier (only to decrease the weight of a mass of metal by half; -1) [Notes: When this spell is cast upon a metal object (armor, sword, or a pouch of coins), that object's weight is lightened by half. Multiple uses of this spell will continue to lighten to object by half up to the limit of the spell.]

27 Lightning Bolt: RKA 2 1/2d6, Custom Modifier (+1 body outdoors, -1 body indoors; +0) (40 Active Points); Side Effects (6d6 Energy Blast or Random discharge, side effect triggered if targeting roll fails; -1/2) [Notes: Opposing winds summoned by the caster generate a large static charge that is channeled through the caster at the target - a lightning bolt.

If the caster fails to hit his target, he'll suffer a large shock, unless he is wearing no metal, in which case the full force of the spell will be turned on whatever piece of metal nearby that the GM feels is appropriate.]

12 Lightning Flash: Sight Group Flash 4d6, Explosion (+1/2) (30 Active Points); Custom Modifier ( Will not function in Enclosed Environments ; -1), Extra Time (Full Phase, -1/2) [Notes: This spell is very much like lightning bolt except that the caster does not strike the target with the bolt, he cause the bolt to strike in front of the target. The bright light is generally enough to blind anyone in the near vicinity.]

31 Lightning Rod: Dispel Electricity 12d6, any [special effect] power one at a time (Electricity; +1/4), Reduced Endurance (1/2 END; +1/4) (54 Active Points); No Range (-1/2), Custom Modifier (must be grounded; -1/4) [Notes: This spell turns the Wizard into a walking lightning rod. Any lightning or electrical charge that strikes the caster is immediately grounded, as long as he is connected in some manner to the earth.]

13 Like a Rock: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Costs Endurance (-1/2) [Notes: This spell allows the caster to suffer any environment a stone could. The caster could literally reach into a fire and pick up a burning coal with his bare hand, or sleep on a bed of nails. However he will still take damage from the sudden shock of attacks.

Also, conditions too severe for even a rock will harm him (lava pits, the surface of a sun, the pressure of a steel press).]

7 Lions Roar: +15 PRE (15 Active Points); Custom Modifier (only to cause fear; -1/2), Custom Modifier (Limitation: Reforms the body into part human, part animal form ; -1/2), Custom Modifier (only while roaring; -1/4) [Notes: The awesome roar of the Lion will intimidate all but the mightiest foes. This spell will cause the face of the wizard to sprout hair and acquire the features of this big cat. He can then deliver a roar that will cause many an opponent to flee in fear.]

26 Little Friends: Summon 16 50-point creatures, Friendly (+1/4), Expanded Class of Beings Limited Group (any small animals; +1/2) (52 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) [Notes: This spell summons a group of small animals from the nearby area. While these creatures are not of much use in combat, they can help the caster in many ways. A deer might know the way through a strange forest, thus helping a lost wizard. A group of rabbits might be able to tell a starving mage where a carrot patch could be found. Birds could be called upon to scout a path for bandits. A group of fish might be able to tell the caster where a sunken ship is. And so forth. Of course, the caster will have to figure out a way to communicate and befriend the creatures, or else they will only give him cursory help.]

41 Living Wood: Telekinesis (15 STR), Area Of Effect (One Hex; +1/2), Indirect (Any origin, any direction; +3/4) (51 Active Points); Custom Modifier (only where plants can grow; -1/4) [Notes: The trees themselves become alive and grab or hit the caster's enemies.]

30 Locate Nemesis: Mind Scan 5d6 (Human class of minds), +10 ECV (45 Active Points); Concentration (0 DCV; -1/2) [Notes: Sometimes a single person in the world of men will attract a mage's interest, particularly if that person is an age-old enemy. This spell searches the countryside in an attempt to discover the person's whereabouts.]

16 Locate Object: Detect A Class Of Things 12- (Unusual Group), Discriminatory, Range [Notes: With this spell a mage can call upon the knowledge of the dead to locate a lost object. The object can be anything, but the mage must describe it in detail to the spirits before they can locate it. The mage must be in the general vicinity of the lost object, or the spirits will lose their purpose as they wander.]

6 Lofty Eye: AK: Local Countryside, Custom Modifier (Varies with area; +2) (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1), Custom Modifier (only information visible from above; -1/2) 14- [Notes: This unusual spell gives the caster an elevated view of his surroundings. The caster must stand still with eyes closed for the duration; he is then able to look down from a point hundreds of feet directly above the spot where he is standing. Needless to say, the spell's utility is limited by visibility conditions-- it does not grant the ability to see through trees, clouds, smoke, etc. It will not function at all if cast indoors or underground. Trees are not a barrier to the spell's operation, but it does not lend any special visual acuity, so fine details of things on the ground may not be picked out. The duration is limited by caster concentration]

4 Long Sleep: Simulate Death (+2 to roll) (5 Active Points); Custom Modifier (cannot voluntarily turn off; -1/4) [Notes: This spell puts the wizard into a trance-like state in which he appears to actually be dead. During this period, his bodily functions are greatly reduced, and he can thus survive long periods unattended. This spell is used to avoid starvation, or tedious periods such as long ship voyages, or even simply for a rest. When the spell is cast, the wizard must specify some event that will arouse him.]

9 Lore of the Plants: Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze (13 Active Points); Costs Endurance (-1/2) [Notes: This power allows the Wizard to determine the properties of a particular plant or tree through physical contact. This information can include whether parts of the plant are edible or poisonous, any health effects, what types of objects the plant is suitable for constructing, and so on. Any skills associated with plant knowledge are complementary to this spell.]

16 Love Spell: Mind Control 10d6 (Human class of minds), Telepathic (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) (75 Active Points); Extra Time (5 Minutes, -2), IAF Expendable (Difficult to obtain new Focus; -3/4), Custom Modifier (Customer must personally see that Trigger is set off; -1/2), Set Effect (Love this person; -1/2)

9 Luck Charm: Luck 6d6, Usable By Other (+1/4) (37 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (user must carry charm; -1/2), Custom Modifier (Cancelled if user commits a predetermined vice ; -1/2), OIF Expendable (Easy to obtain new Focus; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: n a matter of a few seconds, the caster can fashion a small knot of cording, feathers, beads and a lock of a certain person's hair, casting over it peculiar verses. When that person carries this charm, he will be followed by great luck. However, the caster must ask of him what is his greatest vice, and he must answer truthfully; and should he commit that vice thereafter, the charm will fall apart and its magic will disappear. The caster may only create one of these charms at a time.]

30 Lunatic: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Custom Modifier (only functions during period of full moon ; -1), Set Effect (only to cause target to go berserk; -1/2) [Notes: This spell causes the target to go berserk (as per the Character Disadvantage), attacking the nearest target(s). The spell will only function during the week of a full moon.]

Powers Cost: 584

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