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Ultimate Grimoire Letter O


shadowcat1313

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and there coming to take me away haha!

 

20 Obfuscate: Mental Illusions 8d6 (Human class of minds) (40 Active Points); Custom Modifier (only to reduce perception rolls; -1) [Notes: This spell allows the caster to dim the senses of the target, so that he will become less observant. Under the influence of the spell, a gambler would be less likely to notice sleight of hand, or a guard a forged pass. If only cosmetic changes are required, any roll of +EGO is sufficient to allow the spell to function - and PER rolls will be automatically failed. However, the spell is not invisibility - the target will see and remember obvious things.]

16 Object Reading: Retrocognitive Clairsentience (Mental Group) (40 Active Points); Custom Modifier (Retrocognition Only; -1), No Range (-1/2) [Notes: This spell allows the caster to detect the emotional residue left on objects. This may tell the mage something about who owned the object or how it was used.]

12 Obscure: Sight and Hearing Groups Images 1" radius, +/-5 to PER Rolls (30 Active Points); Custom Modifier (Only to simulate empty space ; -1), Extra Time (Full Phase, -1/2) [Notes: This spell is similar to invisibility and silence in that it is used to keep people from seeing or hearing you. However, this spell goes about it in a different manner. By casting Obscure, a mage merely makes himself hard to notice. People looking at him will tend to see only empty space. The advantage of this spell is that it covers both sight and hearing at once. The disadvantage is that a particularly observant person will see right through it.]

15 Odor Eater: Invisibility to Smell/Taste Group , Reduced Endurance (0 END; +1/2) (15 Active Points) [Notes: This spell removes any odor from the body of the caster and makes him all but undetectable by smell. A faint trace of the Wizard's scent can still be picked up within a 1" radius, however.]

17 Open Barrier: Tunneling 4" through 9 DEF material (35 Active Points); Custom Modifier (only to open holes in obstructions; -1) [Notes: This spell allows the caster to create an opening within an obstruction, such as a wall or portcullis.]

28 Open Grave: Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (1/2 END; +1/4), Area Of Effect Nonselective (20" Radius; +1 1/4) (100 Active Points); Custom Modifier ( Caster is limited in number of attacks to the number of corpses; -1), OIF (Corpses; -1/2), Custom Modifier (does not work in bright sunlight or on ground sanctified to a "good" religion ; -1/2), Extra Time (Full Phase, -1/2) [Notes: A more powerful version of the "Animate Dead" spell, this spell can raise a number of corpses to pseudo life, subject to the caster's will. They are not truly endowed with unlife - when the caster ceases to bend his attention to them, the corpses will collapse. In addition, the corpses only remain animated if they stay close to the caster. When this spell is cast, the caster's eyes, and the eyes of the bodies he is animating glow with fetid green light.]

41 Open Thy Heart: Mind Control 10d6 (Human class of minds), Custom Modifier (does not require verbal communication; +1/4) (62 Active Points); Custom Modifier (Only to calm target and make him peaceful; -1/2) [Notes: This spell causes the opponent to open his heart to goodness and lose his combative ardor. He will continue to defend himself, but will not attack unless others seek to kill him. If he suffers from the berserk disadvantage, this spell will usually cause him to lose his combat frenzy.]

54 Open Wound: (Total: 75 Active Cost, 54 Real Cost) Drain BODY 1d6, Ranged (+1/2), Continuous (+1) (25 Active Points); Linked (Drain; -1/2), Custom Modifier (Only on previously wounded targets; -1/4) (Real Cost: 14) plus Drain STUN 2d6, Ranged (+1/2), Continuous (+1) (50 Active Points); Custom Modifier (Only on previously wounded targets; -1/4) (Real Cost: 40) [Notes: The terrible spell causes any old wounds on the target to open up again, causing terrible pain and bleeding.]

20 Orb of Flames: RKA 1d6, Continuous (+1), Area Of Effect Nonselective (6" Any Area; +1) (45 Active Points); Custom Modifier (Must continue from last hex; -1/4), Custom Modifier (No Range at Start; -1/4), Custom Modifier ( Only turn 1 side per hex moved; -1/4), Custom Modifier (Will not work in rain or underwater ; -1/4), No Knockback (-1/4) [Notes: The spell creates a sphere of tight, boiling flames next to the caster which then rolls about under the control of the Wizard. Each phase the Orb is maintained, it will roll 6" along a string of contiguous hexes specified by the caster, and can hop across barriers up to 1 meter in height. (Due to inertia, the Orb can only change direction by a maximum of sixty degrees per hex moved.) Anyone in the hex path of the Orb is attacked, and flammable objects will begin burning.]

8 Owl Form: Multiform (115 Character Points in the most expensive form) (23 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (only at night; -1/2) [Notes: This spell allows the caster to change his form to that of a Great Horned Owl. (See the HERO Bestiary for details.) Once the sun rises, the caster is automatically restored to his normal form, even if flying, underground, or hidden from the sunlight.]

11 Owl Sense: (Total: 16 Active Cost, 11 Real Cost) Targeting with Normal Hearing (10 Active Points); Costs Endurance (-1/2) (Real Cost: 7) plus +6 versus Range Modifier for Normal Hearing (3 Active Points); Costs Endurance (-1/2) (Real Cost: 2) plus +6 versus Range Modifier for Normal Hearing (3 Active Points); Costs Endurance (-1/2) (Real Cost: 2) [Notes: This spell allows the caster to see and hear as efficiently as an owl]

Powers Cost: 242

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