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Ulitmatate Grimoire Letter R


shadowcat1313

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and this section of the Ultimate Grimoire was brought to you by the second letter of the Pirate Alphabet... ARrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr

 

18 Racnalds Ricochet: (Total: 35 Active Cost, 18 Real Cost) EB 6d6 (30 Active Points); Side Effects (Same attack, bounces in caster's direction; -1/2), Custom Modifier (only affects living targets; -1/4), Custom Modifier (side effect triggered by failed combat roll; -1/4), Gestures (-1/4) (Real Cost: 13) plus +5 with any single attack with one specific weapon (Real Cost: 5) [Notes: This interesting spell was originally devised (or so the tale goes) by the mage Racnald for flushing out recalcitrant goblin servitors from under the furniture. When cast, a silver bolt flies from the caster's hand. However, it does no damage to inanimate objects, but bounces off them until it finds a living target or until the bolt reaches its maximum range. If the caster fails to hit his target the spell bounces straight back at him.]

14 Rain Storm: Suppress 2d6, Area Of Effect (One Hex; +1/2), Custom Modifier (All Fire Powers; +2) (35 Active Points); Custom Modifier (Will not function in Enclosed Environments; -1), Extra Time (Full Phase, -1/2) [Notes: This spell allows the caster to cause a large amount of rain to fall in a small, concentrated area. These rains quench the flames of any fires in the area.]

36 Rapid Intoxication: Drain CON 3d6, Invisible to Sight Group (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (90 Active Points); Custom Modifier (Only for CON rolls to assess drunkenness; -1 1/2) [Notes: This spell causes one creature touched during the spell's casting to instantly become extremely susceptible to intoxication during the next day. A creature in this state will become rapidly drunk no matter what strength of alcohol they are drinking. The victim is generally not aware of the spell's existence on their person, and may be puzzled by their lack of tolerance.]

30 Re-Direct Magic: Absorption 5d6 (energy, END), Can Absorb Maximum Of 39 Points' Worth Of Energy Damage [Notes: Using this spell, a mage can power his own spells with the magical energy provided by an attacker. When activated, this spell will channel part of the power of an attacker's spell to the mage.]

8 Read Emotions: Detect A Class Of Things 13- (Unusual Group), Range (12 Active Points); Costs Endurance (-1/2) [Notes: By casting this spell a mage can for a time determine what emotions people around him are feeling. Note that this is not telepathy; it does not pry deep into the target's mind. However, it is capable of picking up surface emotions.]

20 Realm Of the Great: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 6,387 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide) (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used ( Reforms the body into part human, part animal form ; -1/2) [Notes: The great creatures of the Earth are widely revered by common and noble people. This spell confers the massive strength and physical nature of one of these animals. The body of the wizard changes in two ways. First the body becomes larger, secondly the face takes on a mask-like quality resembling the totem animal used by this wizard.]

10 Realm of the Earth: Tunneling 4" through 4 DEF material (20 Active Points); Custom Modifier (only through 1 DEF; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used ( Reforms the body into part human, part animal form ; -1/2) [Notes: The earth is alive with creatures rarely seen by surface dwellers. The power to move through the ground can be useful for entering an area unseen, or digging out of a landslide or avalanche. Upon casting this spell, the limbs of the wizard thicken and grow hard digging claws.]

13 Realm of the Hunter: (Total: 19 Active Cost, 13 Real Cost) +3 PER with all Sense Groups (9 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used ( Reforms the body into part human, part animal form ; -1/2) (Real Cost: 6) plus Tracking with Smell/Taste Group (10 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used ( Reforms the body into part human, part animal form ; -1/2) (Real Cost: 7) [Notes: Successful hunting animals have excellent senses, which they can use to track their prey. Upon casting this spell, the head of the caster takes on the features of his totem hunting animal.]

40 Realm of the Small: Shrinking (0.1254 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB) [Notes: The world of small animals and insects is amazing to behold. The power to become smaller can be incredibly useful as a spying device, or in the recovery of objects dropped in holes.]

4 Realm of the Water: (Total: 13 Active Cost, 4 Real Cost) LS (Expanded Breathing) (5 Active Points); Linked (Swimming; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Half Human/Half Animal Form; -1/2), Extra Time (Full Phase, -1/2), Side Effects (Side effect 2d6 if out of water more than 2 minutes; -1/2), Visible (-1/4) (Real Cost: 1) plus Swimming +8" (10" total) (8 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Half Human/Half Animal Form; -1/2), Extra Time (Full Phase, -1/2), Side Effects (Side effect 2d6 if out of water more than 2 minutes; -1/2) (Real Cost: 3) [Notes: The lakes, seas and oceans are stocked with life that surface dwelling animals can scarcely imagine. This spell gives its user a set of gills and a more streamlined physique. The wizard can operate just as well in and out off water, but should feel some discomfort in the gills if they are in the air for more than 10 minutes.]

30 Regain Health: Aid REC 3d6, Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (67 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) [Notes: This spell gives the affected person increased ability to heal naturally at a much faster rate. The caster holds the person's hand and increases their natural healing ability. The caster must occasionally return in order to maintain this increased healing.]

43 Remain Conscious: Aid Stun 6d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) (75 Active Points); Self Only (-1/2), Custom Modifier (This spell is used by mages when they expect some extremely trying circumstance. When cast, the mage must specify what circumstance will trigger the power.; -1/4) [Notes: This spell is used by mages when they expect some extremely trying circumstance. When cast, the mage must specify what circumstance will trigger the power.]

40 Remove Energy: Drain END 4d6 [Notes: Sorcerers using this spell have the ability to drain an enemy's power. The caster usually prefers to steal this energy, but this spell removes more power from its target than the sorcerer's ability to absorb magic. This spell is, therefore used when the mage wishes to remove large amounts of energy from an enemy.]

18 Repel Unclean: FW (10 PD), Transparent to ED Attacks (+1/2) (37 Active Points); Custom Modifier (Only versus the Unclean; -1) [Notes: The caster creates a glimmering golden wall that prevents the passage of the unclean. Whatever part of the wall touched by the unclean has black swirls spread out from that point.]

2 Resist Heat: LS (Safe in Intense Heat); Costs Endurance (Only Costs END to Activate; -1/4) [Notes: This spell enables the caster to resist high temperatures.]

2 Resist Intoxication: LS (Immunity: Alcohol) (3 Active Points); Extra Time (Full Phase, -1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: This handy spell is used by many a spell caster when he wants to keep a clear head. No matter how much he drinks, it will have no more effect on him than if he drank water.]

60 Resist Magic: Energy Damage Reduction, Resistant, 50%, Custom Modifier (All Magic; +2) (90 Active Points); Costs Endurance (-1/2) [Notes: Spellcasters, possessing the abilities they do, are capable of preparing themselves to resist attacks of a magical nature. They, therefore, possess the ability, through the use of this spell, to resist a portion of all incoming magical attacks.]

16 Resist Pain I: (Total: 30 Active Cost, 16 Real Cost) Energy Damage Reduction, Resistant, 25% (15 Active Points); Custom Modifier (only against stun damage; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); Custom Modifier (only against stun damage; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) [Notes: With this spell, the caster can compel his physical body to ignore minor - or even, to some extent, major - injuries, allowing him to function with a clear head despite injuries.]

53 Resist Pain II: (Total: 64 Active Cost, 53 Real Cost) Aid Stun 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Usable Simultaneously (up to 4 people at once; +3/4), Area Of Effect (4" Any Area; +1 1/4) (32 Active Points) (Real Cost: 32) plus Aid PD 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Usable Simultaneously (up to 4 people at once; +3/4), Area Of Effect (4" Any Area; +1 1/4) (32 Active Points); Linked (Aid; -1/2) (Real Cost: 21) [Notes: The casting of this spell gives those in the area of effect (up to 4 people, including the caster) the ability to ignore most pain.]

17 Resist the Fury of Nature: (Total: 35 Active Cost, 17 Real Cost) Knockback Resistance -10" (20 Active Points); Custom Modifier (only against wind or water; -1), Visible (-1/4) (Real Cost: 9) plus LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (15 Active Points); Linked (Knockback Resistance; -1/2), Visible (-1/4) (Real Cost: 8) [Notes: This spell allows the caster to function in otherwise punishing environments, including intense heat or cold, strong winds, sunburn, crashing surf, poison gases, and underwater. The mage is protected by repeated bands of glowing gold light which move down from his head to the ground, increasing speed as the environment grows harsher.]

8 Resistance Spell: Resistance (10 points) (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) [Notes: This spell allows the caster to resist interrogation and questioning, by distancing his mind from the discomforts of his body]

13 Resistance to Cold: (Total: 23 Active Cost, 13 Real Cost) FF (10 ED), Reduced Endurance (1/2 END; +1/4), Usable Simultaneously (up to 4 people at once; +3/4) (20 Active Points); Custom Modifier (only against cold; -1) (Real Cost: 10) plus LS (Safe in Intense Cold), Usable Simultaneously (up to 4 people at once; +3/4) (3 Active Points) (Real Cost: 3) [Notes: This spell will protect up to four targets against the effects of cold, whether normal or magical. The protection remains in effect as long as the caster maintains the spell and the others stay within sight.]

25 Restore Body: Healing BODY 3d6, any [special effect] power one at a time (any one physical characteristic; +1/4) (37 Active Points); Extra Time (Full Phase, -1/2) [Notes: This spell enables the caster to restore a person's physical condition back to normal.]

4 Restore Limb: Extra Limb (1), Custom Modifier (Only to repair injured limb(s) ; +0), 1 Continuing Charge lasting 1 Year (+1 1/4) (11 Active Points); Increased Endurance Cost (x3 END; -1), Custom Modifier (Canceled when limb has finished healing; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Custom Modifier (Limb at -5 STR, recover 1 per month ; -1/4) [Notes: A crushed or severed limb is a tragedy for anybody, but especially the overworked peasant farmer who must labor from dawn to dust. This spell allows the wizard to magically knit the shattered limb back together, holding it in place until the body can repair itself. The limb can be used while healing, but it will not be fully functional for several months]

25 Restore Mind: Healing BODY 3d6, any [special effect] power one at a time (any one mental characteristic; +1/4) (37 Active Points); Extra Time (Full Phase, -1/2) [Notes: This spell enables the caster to restore a person's mental condition back to normal.]

25 Restore Senses: Healing BODY 3d6, any [special effect] power one at a time (any one sense below normal; +1/4) (37 Active Points); Extra Time (Full Phase, -1/2) [Notes: This spell enables the caster to restore a person's senses back to normal.]

35 Retribution: RKA 1 1/2d6, Damage Shield (+1/2), Continuous (+1) (62 Active Points); Custom Modifier (not on own attacks; -1/2), Custom Modifier (The damage can only do damage equal to the damage done by the attacker ; -1/4) [Notes: The caster uses his power to strike down all those who would attack him. Anyone who hits the caster in hand-to-hand combat is struck by a magical blast of energy.]

15 Reverse Emotion: Mind Control 10d6 (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier ( Only to Reverse Emotional State ; -1/2), Custom Modifier (Requires conversation; -1/2) [Notes: This spell causes the subject to completely reverse their current emotional state. Hatred becomes adulation, sadness becomes joy, boredom becomes fascination, and so on. The reaction depends on the type and intensity of the emotion. The caster must be able to converse with the subject in order to effect the emotion reversal.]

22 Revivify Wood: Minor Transform 6d6 (Dead wood to living plant) (60 Active Points); Gradual Effect (1 Hour; -1 1/4), OIF (Wood of the Desired Type; -1/2) [Notes: Upon casting this spell, the Wizard curls up in a ball and begins rolling down a slope, picking up speed as he goes. The spell ends when the caster reaches level ground, or gradually comes out of the curled position and tumbles to a stop. The Wizard has some control over his descent, but must drop at least 1" for each 2" of lateral movement.]

32 Rolling Rock: Telekinesis (30 STR), Custom Modifier (+1d6N Damage per 2" Move, -1 OCV per 1" Move, 0), (-1" area across soft surface, +1 area across hard surface, 0; +0), Area Of Effect Nonselective (5" Any Area; +3/4) (79 Active Points); Custom Modifier (Only to move rock along ground; -1/2), Custom Modifier (Area must follow line of movement; -1/2), Custom Modifier (Must continue from last hex ; -1/2) [Notes: The Wizard can use this spell to move a massive boulder of stone weighing up to 1.6 tons (1" diameter boulder) about, crushing everything in its path. The rock has a maximum movement rate of 8" across level soft ground or 10" across a hard surface, and has turn mode with a limit of 2 turns. Whenever the boulder enters a hex containing a target, make a 6d6 Punch Attack using the 30 STR TK. For each 2" of movement rate, the boulder causes an additional 1d6N damage. However, the rock is also -1 OCV per 1" of movement.]

19 Rope Trick: (Total: 80 Active Cost, 19 Real Cost) Extra-Dimensional Movement (Single Dimension), 1 Continuing Charge lasting 6 Hours (+0), Continuous (+1), Usable Simultaneously (up to 16 people at once; +1 1/4) (65 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (OAF - length of rope; -1), Custom Modifier (Can only access pocket through single portal; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 16) plus Telekinesis (10 STR), 1 Continuing Charge lasting 6 Hours (+0) (15 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (length of rope; -1), Linked (Extra-Dimensional Movement; -1/2), Custom Modifier (Only to lift rope to portal; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 3) [Notes: This useful spell creates a temporary pocket of extradimensional space where the Wizard and his friends can rest for a few hours. The portal to the pocket appears at a selected height above the ground, and the end of the rope will rise up to meet it. The rope can be drawn through the portal to hide it from view, but one end will always remain attached to the opening. The pocket is extremely utilitarian, being some 3" square with smooth grey sides. The portal will admit up to 16 human-sized beings into the pocket, including the Wizard. It can then be closed from the inside to hide any trace of the spell. When the spell expires, the contents of the pocket are rudely ejected through the portal. The interior begins to shimmer slightly a turn before it expires.]

11 Rot Wood: RKA 2d6, Area Of Effect (One Hex; +1/2) (45 Active Points); Gradual Effect (1 Hour; -1 1/4), Custom Modifier (Only versus non-living wood; -1), Custom Modifier (Does no stun damage; -1/2), No Knockback (-1/4) [Notes: Any non-living wood in the target hex will becomes infested with termites, ants, mold, and other sources of rot. The wood quickly becomes weak and brittle as a result, losing the ability to support large loads or effectively block an opening. Note that this spell can reduce a large number of paper scrolls to dust, but it has no effect on vellum parchment or stone tablets.]

18 Rubbbery Transformation: Physical Damage Reduction, Resistant, 75% (60 Active Points); Custom Modifier (protection reduced by 25% versus pointed/sharp objects; -1), Custom Modifier (Caster takes double knockback from physical attacks ; -1/2), Costs Endurance (-1/2), Limited Power Power loses about a fourth of its effectiveness (50% resistant, 75% to normal; -1/4) [Notes: This spell transforms the caster temporarily so that he is extremely flexible, bouncy, and rubbery. Blunt weapons, impact, and falling damage have little effect in this state, but do double knockback on the wizard. Falling damage causes the caster to bounce in a random direction as though the falling damage did knockback.

The caster can attempt to control the direction of his bounces (off walls, floors, ceilings, people) by making a DEX roll at -5 (or acrobatics at -2) upon impact (but only if he sees it coming). Bladed or piercing weapons do more damage to the caster, but damage inflicted is still reduced. Magical attacks may or may not injure the caster; heat, cold, and most energy will damage him normally, but force attacks are resisted as blunt weapons.

The mage's equipment is transformed in the same fashion, and remains rubbery as long as he does. If the mage bounces into a person, he may do damage or knock them over, at the GM's discretion.]

70 Rubbery Aura: (Total: 105 Active Cost, 70 Real Cost) Physical Damage Reduction, Resistant, 75% (60 Active Points); Costs Endurance (-1/2) (Real Cost: 40) plus Leaping +5" (7"/13" forward, 3 1/2"/6 1/2" upward) (5 Active Points); Linked (Damage Reduction; -1/2) (Real Cost: 3) plus Minor Transform 4d6 (Objects become rubbery) (40 Active Points); Linked (Damage Reduction; -1/2) (Real Cost: 27) [Notes: This spell causes the mage to be surrounded by a field of magic, which causes anything he touches to become unnaturally resilient and rubbery. In effect, anything which comes in contact with the mage will become bouncy, stretchable, and rubbery as detailed in the lesser spell Rubbery Transformation. However, these things return to normal when they are outside of the mage's contact. Large objects are only rubbery in a local area around the mage's touch, perhaps in a radius of 1 metre from the mage's touch.

This allows the mage to bend bars open, bounce on the ground like it was a trampoline, and ignore most purely physical damage. A sword blow will flex into uselessness when it hits the mage, and is sproinged right off his body. See the Rubbery Transformation spell for details. ]

15 Rust Iron: RKA 1d6, Area Of Effect (One Hex; +1/2), Penetrating (+1/2) (30 Active Points); Custom Modifier (Only vs Iron; -1) [Notes: This spell will cause any iron within the hex target to rust, becoming weak and brittle. Multiple applications of this spell will be required to weaken larger iron structures. This spell has no effect on other metals or rust-proof ferrous alloys.]

33 Rust Metal: Drain BODY 3d6, Delayed Return Rate (points return at the rate of 5 per Week; +1 3/4) (82 Active Points); Custom Modifier (only against metal objects; -1), Extra Time (Full Phase, -1/2) [Notes: A mage can cause any metal to corrode rapidly, thereby weakening it and making it more brittle.]

Powers Cost: 844

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