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Ultimate Grimoire Letter S Part Two


shadowcat1313

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sorry this took so long to finish its been a busy week

 

25 Spell of Absorbtion: Absorption 4d6 (energy, END), any [special effect] power one at a time (can power any one spell, spell absorbed must be defined when spell is created; +1/4) (25 Active Points) [Notes: This "generic" spell allows a Mage to absorb the energy from some phenomenon, and use it to increase the power of his spells. Unlike The Chain Of Myriad Uses (qv), which can absorb the energy from any natural phenomenon, this spell only works off one specific phenomenon, which must be defined when the spell is built. A single phenomenon cannot power both this spell and The Chain at the same time. Some phenomenon from which power can be absorbed include fire, cold, storms, lightning, physical blows, and running water. The actual name of the spell is often changed to reflect the type of energy it absorbs (for example, a spell which absorbs energy from cold might be called The Spell Of The Frigid Furnace).]

13 Spell of the Charmed Blade: +4 with HTH Combat (20 Active Points); Custom Modifier (Only to increase chance of hitting a target; -1/2) [Notes: This spell is the companion to the Spell Of The True Arrow - it grants the caster increased accuracy in hand-to-hand combat.]

5 Spell of the Grasped Arrow: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1) [Notes: This spell, the bane of archers everywhere, allows the mage to pluck arrows and other missiles out of the air, avoiding the damage they might cause entirely.]

10 Spell of the True Arrow: +4 with Ranged Combat (20 Active Points); Custom Modifier (Only to increase chance of hitting a target; -1/2), Custom Modifier (with bows only; -1/2) [Notes: By using this spell, a warrior-mage makes himself an extremely accurate archer.]

10 Spell of the Warriors Strength: Aid Strength 2d6 (20 Active Points); Self Only (-1/2), Custom Modifier (Only Works To Increase STR For Combat Applications ; -1/2) [Notes: This spell makes the caster stronger while in combat. It does not work to make the caster stronger so that he can lift heavy objects, break down doors, and so forth.]

105 Spell Ward: (Total: 120 Active Cost, 105 Real Cost) Major Transform 2d6 (magical apparatus into useless item), Difficult To Dispel (x4 Active Points; +1/2) (45 Active Points) (Real Cost: 45) plus Custom Power, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; incorrect interference; +1/4) (75 Active Points); Linked (Transform; -1/4) (Real Cost: 60) [Notes: A spell used to protect their magical apparatus from unauthorised use, this spell is similar to, but more powerful than, Spell-lock (qv). It transforms the caster's magical goods into any item, either mundane or exotic the caster chooses. The appearance is decided by the caster when he first formulates the spell. It is even possible to maintain the appearance of the transformed items, but while they look similar to the original however, spellbooks will be full of gibberish, the apparatus will not fit together, or will malfunction etc etc. The condition set for retransformation can be anything - a code word, the casting of a particular spell, the completion of a puzzle, etc. Unpuzzling the Spellward can be dangerous however - any unsuccesfull attempt will result in a dangerous defensive spell being unleashed.]

47 Sphere of Annihilation: RKA 4d6, Area Of Effect Nonselective (One Hex; +1/4), Armor Piercing (+1/2), Continuous (+1) (165 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Custom Modifier (No range at start; -1/4), No Knockback (-1/4), Custom Modifier (must continue from last hex; -1/4) [Notes: This dastardly spell creates a spherical gateway to the plane of the void, where all matter and energy are utterly consumed. The sphere moves 9" per phase, within range and under the direct command of the Wizard. Those caught by the black, featureless sphere are quickly consumed, unless they are specially protected or desolidified.]

30 Sphere of Silence: Darkness to Hearing Group 3" radius, Mobile (+1) (30 Active Points) [Notes: The caster can use this spell to create a 3" radius sphere of complete silence. Conversation is impossible within the sphere, Powers requiring an incantation cannot be used, and no sounds of any form can enter or leave the area. The sphere can be cast on a stationary location, or it can move with the spell caster. In the later case, this could place the caster at a significant disadvantage.]

10 Spiders Grip: Clinging (15/25 STR) (12 Active Points); Custom Modifier ( Caster must use three limbs to cling ; -1/4) [Notes: The caster s hands and feet become sticky, allowing him to cling to surfaces such as walls and ceilings. The caster must have at least three limbs in contact with the surface to be able to cling.]

25 Spines of the Porcupine: HKA 1d6 (1d6 / 1d6+1 w/STR), Damage Shield (+1/2), Continuous (+1) (37 Active Points); Custom Modifier (Reforms the body into part human, part animal form; -1/2) [Notes: The skin of the wizard sprouts a dense coat of hard spines that pierces anybody who comes too close, leaving barbed quills caught in the flesh. The spines are especially long and dangerous on the back and outer flanks of the wizard.]

20 Spirit Voice: Hearing Group Images 1" radius, +/-5 to PER Rolls [Notes: This is the workhorse spell of sound illusions, able to generate sounds of any kind, in varied complexity.]

40 Spirit Curse: Cosmetic Transform 8d6 [Notes: This spell allows the mage to curse someone in pre-selected manner. When the mage learns the spell, he must decide what change his curse will enact on a target such as changing their skin color, or making them appear old. The curse can easily be lifted in a manner befitting the curse, and this too must be decided upon when the spell is learned. For example, the cure for an old age curse might be to bath in babies' milk. The curse will have no effect on the target's combat ability, but can be embarrassing.]

18 Spore Cloud: Drain DEX 2d6, NND ([standard]; Defense: Life Support doesnt breathe; +1), Area Of Effect (4" Radius; +1) (60 Active Points); 1 Charge (-2), Custom Modifier (only where plants can grow; -1/4) [Notes: A thick cloud of pollen is suddenly released from nearby growth, causing those caught within the radius to choke and gag with nausea. Anybody breathing the pollen cloud will be slow to move or react until the effects wear off. An airtight head cover, or lack of need to breathe, will offer immunity to the effects of the pollen.]

19 Sprint: Running +14" (24" total) (28 Active Points); Increased Endurance Cost (x2 END; -1/2) [Notes: This spell allows the caster to run at great speed, though it is physically exhausting. When this spell is in effect, the caster's breathing speeds up and his eyes turn completely black.]

8 Squeaky Shoes: Hearing Group Images Increased Size (4" radius; +1/2), 1 Continuing Charge lasting 1 Day (+1/4), Persistent (+1/2), Usable As Attack (+1), Invisible Power Effects (Fully Invisible; +1) (21 Active Points); Set Effect (Only to create squeaking noise; -1), Costs Endurance (Only Costs END to Activate; -1/4), Custom Modifier (No Effect on Targets with more than 30 points of Shrinking ; -1/4) [Notes: The bane of burglars, this spell creates an area of floor that emits annoying squeaking noises whenever a creature heavier than a mouse attempts to cross. The spell remains in effect for a period of one full day.]

5 Stand Firm: Clinging (20/30 STR) (13 Active Points); Custom Modifier (Caster cannot walk while spell is active; -1), Custom Modifier (only on the ground or floor; -1/2) [Notes: This spell locks the caster in place, so that he is able to resist the strongest winds or mightiest blows.]

72 Star Travellers: (Total: 332 Active Cost, 72 Real Cost) FTL Travel (1 Light Years/day), Ranged (+1/2), Usable Simultaneously (up to 16 people at once; +1 1/4), 1 Continuing Charge lasting 1 Year (+1 1/4) (112 Active Points); Extra Time (5 Minutes, -2), Custom Modifier (Cancel by landing on planetary surface; -1), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 26) plus Flight 10", x4 Noncombat, Ranged (+1/2), Usable Simultaneously (up to 16 people at once; +1 1/4), 1 Continuing Charge lasting 1 Year (+1 1/4) (100 Active Points); Extra Time (5 Minutes, -2), Custom Modifier (Cancel by landing on planetary surface; -1), Linked (FTL Travel; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 21) plus FF (8 PD/8 ED), Ranged (+1/2), Usable Simultaneously (up to 16 people at once; +1 1/4), 1 Continuing Charge lasting 1 Year (+1 1/4) (64 Active Points); Extra Time (5 Minutes, -2), Custom Modifier (Cancel by landing on planetary surface; -1), Linked (FTL Travel; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 13) plus LS (Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Ranged (+1/2), Usable Simultaneously (up to 16 people at once; +1 1/4), 1 Continuing Charge lasting 1 Year (+1 1/4) (56 Active Points); Extra Time (5 Minutes, -2), Custom Modifier (Cancel by landing on planetary surface; -1), Linked (FTL Travel; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 12) [Notes: The ability to journey to the stars allows thousands of new worlds to be explored and conquered. This spell allows a small group of wizards and their cohorts, to fly to the edge of the atmosphere, then travel across the cosmos at enormous velocity. The group is provided with life support and defense against the harsh elements of interstellar space. Once the group sets foot upon a new world, however, the spell is cancelled and they must remain until they choose to risk the journey once more.]

16 Starburst: (Total: 42 Active Cost, 16 Real Cost) RKA 1d6, Explosion (+1/2) (22 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Gem or Crystal; -1 1/2) (Real Cost: 9) plus Sight Group Flash 4d6 (20 Active Points); OAF Fragile Expendable (Difficult to obtain new Focus; Gem or Crystal; -1 1/2), Linked (RKA; -1/2) (Real Cost: 7) [Notes: The Caster throws small gems at the target, and they explode with a brilliant flash of light into tiny, sharp splinters. This spell destroys one gem per use. (An expensive spell for wizards!)]

17 Stare of Power: Ego Attack 3d6 (30 Active Points); Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4) [Notes: With this spell, the mage casts a gaze at his enemy intense enough to literally stun him in his tracks.]

57 Statuette: (Total: 86 Active Cost, 57 Real Cost) Major Transform 2d6 (Item to statuette) (30 Active Points); No Range (-1/2) (Real Cost: 20) plus LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Self-Contained Breathing), Usable As Attack (+1) (56 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Linked (Transform; -1/4) (Real Cost: 37) [Notes: An item or creature affected by this spell is altered into a small statue, approximately 1/10 life size. While in this state, they are in a state of suspended animation, and could remain in such a state indefinitely. The statuette resulting is somewhat resilient, getting all normal PD/ED and BOD, but if destroyed, this ruins the item (or kills the creature, if living). Returning the item to (normal) size and/or life merely entails tossing it upon the ground (with this being the stated intent) or speaking a command word specified by the caster upon casting]

7 Stay Dry: FW (4 PD), Transparent to ED Attacks (+1/2) (15 Active Points); No Range (-1/2), Custom Modifier (Transparent to non-Liquid physical attacks ; -1/2) [Notes: This spell creates a dome-shaped barrier around the caster which keeps him from getting wet. The dome will also provide some protection from attacks by Elemental Water-based beings.]

30 Steal Breath: EB 2d6, NND ([standard]; Defense is a Force Field. air-tight helmet, or no need to breathe; +1), Continuous (+1) (30 Active Points) [Notes: This spell sucks the breath out of the target with a visible wisp. Once successfully cast and targeted, the spell may be maintained by paying the END cost, with no need to roll again.]

39 Steal Form: Shape Shift (Sight and Touch Groups, any shape), Reduced Endurance (0 END; +1/2) (49 Active Points); Custom Modifier (Costs END to cast; -1/4) [Notes: Certain mages have gained the ability to assume the shape of creatures they've encountered. How useful this spell will be depends on how well travelled the sorcerer is and how many interesting creatures he's seen. He can even duplicate individual persons, if he has encountered them.]

45 Steal Power: Transfer 2d6 (END to END), Reduced Endurance (0 END; +1/2) (45 Active Points) [Notes: This spell is allows a mage to power his spells by using the energy of others to cast spells. This is the easiest and most effective way of stealing that power.]

62 Steal Sight: (Total: 80 Active Cost, 62 Real Cost) Sight Group Flash 4d6, Reduced Endurance (0 END; +1/2), Continuous (+1) (50 Active Points) (Real Cost: 50) plus Clairsentience (Sight Group), Reduced Endurance (0 END; +1/2) (30 Active Points); Custom Modifier (victim must be blinded; -1/2), Custom Modifier (only what victim sees; -1/2), Linked (Flash; -1/2) (Real Cost: 12) [Notes: This spell allows the wizard to see through another's eyes, by stealing his sight. The spell, if successfully cast, renders the victim blind - and the wizard can, at will, see through the victim's eyes (as long as he stays in range). Since the Flash is continuous, the blindness lasts as long as the caster desires the spell to operate.]

30 Steal Youth: Major Transform 2d6 (person into older person) [Notes: Some mages specialize in the theft of magical energy, and life-force energy is within that realm. The mage has but to cast his spell, and the target he hits will begin to grow old. The effects can be negated by bathing in a pool of clear water, but the caster isn't about to tell his victim that.]

44 Steam Cloud: RKA 1d6+1, Area Of Effect Nonselective (4" Radius; +3/4), Continuous (+1) (55 Active Points); Custom Modifier (Won't work in very dry areas; -1/4) [Notes: This potent spell creates a cloud of superheated steam around the target. The target is affected until the spell it is dispelled or the caster stops the spell.]

27 Stillborn: Minor Transform 4d6 (Turns females barren) (40 Active Points); Custom Modifier (does not work in bright sunlight; -1/4), Custom Modifier (does not work on ground sanctified to a "good" religion; -1/4) [Notes: By means of this despicable spell, the Necromancer can cause a female to become barren, or deliver a stillborn child. This spell is little used by the death magi, but it has sometimes proven useful, especially against enemies among the nobility. One known non-magical means to recover from this condition is to obtain the blessing of a god through a pilgrimage to a holy site, thereupon making a suitable sacrifice. It is not unknown, incidentally for female mages to use this spell on themselves.]

10 Stone Body: Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Usable By Other (+1/4) (12 Active Points); Custom Modifier (must have contact with ground; -1/4) [Notes: Turns the outer layer of the caster's body into animate stone, multiplying his mass by 4, increasing STR by 10, increasing nonresistant PD and ED by 2. The spell may be cast on anyone the caster touches, willing or unwilling.]

10 Stone Face: Invisibility to Sight Group (20 Active Points); Custom Modifier (Only while stationary next to wall ; -1) [Notes: When the Wizard casts this spell, he is able to blend into the face of a solid surface and become virtually invisible. The effect is lost, however, whenever the caster moves.]

29 Stone Shape: Minor Transform 8d6 (80 Active Points); Extra Time (1 Minute, -1 1/2), Custom Modifier (Requires appropriate KS to build complex objects; -1/4) [Notes: This spell allows the Wizard to shape an 8- DEF block of stone into any form. Once the spell is cast, the stone slowly changes to the desired shape over the course of a minute. This is slow enough that anyone who is not already restrained in some manner can escape being trapped by the new shape. If the final shape is unstable, then it will collapse after the spell is completed. Given the appropriate skills and sufficient patience, this spell can be used to form any type of stone construction, including walls, staircases, statues, and so on.]

12 Stone Skin: FF (6 PD/6 ED) [Notes: The caster causes his skin to become rock-hard. This spell remains in effect as long as the caster continues to expend energy to keep it up. While this spell is operating, the caster's skin becomes slightly shiny and rocky-looking.]

17 Storm of Thorns: RKA 1d6+1, Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2) (35 Active Points); Custom Modifier (requires a thorn-bearing plant of some kind; -1) [Notes: The caster calls on the thorns in the target hex to fly out and attack nearby targets. In addition to hitting anyone in the target hex, the thorns will fly outward, although they will get weaker the farther they are from the target hex.]

18 Story Smoke: Sight, Hearing, Touch and Smell/Taste Groups Images Increased Size (4" radius; +1/2) (37 Active Points); Incantations (Requires Incantations throughout; -1/2), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) [Notes: This spell is used to create realistic scenes to accompany the bard's songs or story telling. Kept simple it works well, but in complex matters it becomes apparent that the images are merely illusion. This, however, does not lessen the dramatic impact they have on a crowd.]

63 Strength In Arms: (Total: 81 Active Cost, 63 Real Cost) Aid Strength 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Area Of Effect (4" Any Area; +1 1/2) (27 Active Points) (Real Cost: 27) plus Aid PD 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Area Of Effect (4" Any Area; +1 1/2) (27 Active Points); Linked (Aid; -1/2) (Real Cost: 18) plus Aid Body 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Area Of Effect (4" Any Area; +1 1/2) (27 Active Points); Linked (Aid; -1/2) (Real Cost: 18)

40 Strength of Ten: Aid 5d6 (50 Active Points); Custom Modifier (tight clothes become restrictive unless adjusted; -1/4) [Notes: A very straightforward spell, the caster is able to give himself extraordinary strength for a short period of time. The caster's body grows slightly and becomes more muscular through the use of this spell, so that any armor or tight clothes worn must be adjusted, lest they become constricting or uncomfortable.]

45 Strength Switch: Transfer 2d6 (Strength to Strength), Ranged (+1/2) (45 Active Points) [Notes: This spell enables the caster to drain strength from the target and use it to make himself stronger.]

18 Strengthen Object: Armor (4 PD/4 ED), Usable As Attack (x2 maximum weight per inanimate target; +1 1/4) (27 Active Points); Costs Endurance (-1/2) [Notes: This spell allows the Shaper to increase the toughness of the outer shell of an object, making it able to resist damage better than normal.]

27 Strengthening of Will: Aid EGO 4d6 (40 Active Points); Extra Time (Full Phase, -1/2) [Notes: This spell allows the caster to increase his natural willpower to superhuman levels. Strengthening is especially important when two enchanters duel.]

13 Strobe: Drain DEX 3d6 (30 Active Points); Side Effects (3d6 DEX drain, Side effect occurs if used near reflective surfaces; -1), Custom Modifier (Usable only at night; -1/4) [Notes: The caster's hand or focus flashes with a quick, intermittent light that disorients the target. If reflected back on the caster, he suffers the same effect.]

4 Strolling Chair: Running +4" (24" total), Reduced Endurance (0 END; +1/2) (12 Active Points); OAF (4 legged chair; -1), Extra Time (Extra Phase, -3/4) [Notes: The cast can rest in any four-legged chair and use his animation powers to cause the legs to begin walking. The primary advantage of this spell is that it requires almost no energy to maintain, allowing the wizard to keep moving while relaxing on a cushioned seat.]

24 Stunjack: EB 6d6, NND ([standard]; defence is insulation or not being grounded; +1) (60 Active Points); No Range (-1/2), Custom Modifier (Reforms the body into part human, part animal form (-1/2); -1/2), Extra Time (Full Phase, -1/2) [Notes: This spell allows the caster to generate the same dangerous electric shock which makes the stunjack such a feared opponent. The skin of the caster's arms bulges as the electrical organs are created beneath it, and in a few moments when the change is complete, he can generate a powerful electical impulse in the skin of his fingers.]

31 Subdue Magic: Suppress 5d6, any [special effect] power one at a time (+1/4) (31 Active Points) [Notes: This spell allows the caster to de-energize a spell. The caster can suppress any magical spell, but only one spell can be affected at a time.]

17 Subliminal Message: 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; being read; +1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/4) (87 Active Points); Extra Time (5 Minutes, -2), Custom Modifier ( Command must seem to be reader's own desire (+10 effect) or it has no effect; -1), IAF (inscribed surface; -1/2), Custom Modifier (Focus must be prepared in advance ; -1/2) [Notes: This spell is cast upon a paragraph of writing, a sign, or a drawing of some kind. The writing or image should be freshly made by the caster himself and upon its completion the caster casts the spell. The spell implants an invisible subtext into the work, causing all who read it to subconsciously be compelled by its meaning. The message conveyed subliminally is chosen by the caster. Those viewing or reading the work are then compelled to follow its directives. A person affected will be unaware that anything has occurred, and even those whose behavior has been altered by the spell have no idea where their implanted urges originated.

The exact duration of the behavior changed depends on the nature of the suggestion. The material component is the paper (or other surface) upon which the subliminal message is inscribed.]

15 Suffer the Frost: (Total: 32 Active Cost, 15 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Custom Modifier (Only vs Cold; -1), Visible (-1/4) (Real Cost: 13) plus LS (Safe in Intense Cold) (Real Cost: 2) [Notes: This spell covers the caster in a golden glow, allowing him to endure intense cold and frost with minimal damage. This reduction works against normal and magical cold, including killing attacks.]

45 Suffer Thy Wrath: (Total: 67 Active Cost, 45 Real Cost) RKA 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; missile reflection; +1/4) (37 Active Points); Custom Modifier (STUN and BODY damage limited to attack result; -1/4) (Real Cost: 30) plus Missile Deflection (Arrows, Slings, Etc.), Missile Reflection (30 Active Points); Costs Endurance (-1/2), Linked (RKA; -1/2) (Real Cost: 15) [Notes: Upon casting this spell, the caster is completely wrapped in a golden glow. Attacks upon the caster are turned back upon a foe: missile weapons are reflected back and damage from a melee attack is also inflicted on the attacker. Of course this defense is not perfect. Some missiles will still get through and the total reflected damage is limited to the maximum allowed by the power.]

11 Suggestion: Mind Control 12d6 (Human class of minds) (60 Active Points); 1 Charge (-2), Custom Modifier (Must reach level at which target will remember actions and think they were natural to have effect; -3/4), Costs Endurance (-1/2), Extra Time (Full Phase, -1/2), Set Effect (suggestion; -1/2) [Notes: Upon casting this spell, the Enchanter can suggest a course of action to the subject, who will come to view the idea as his own and carry it out. Any attempt to break free from the suggestion receives the usual +20 modifier.]

18 Summon Ancient Power: Summon 300-point creatures, Expanded Class of Beings Any Type of Being (one specific being; +1) (120 Active Points); Extra Time (1 Hour, -3), Custom Modifier (requires reasonably complete remains of Hero to be summoned ; -2), Custom Modifier ( Can only performed in specially dedicated site ; -1/2), Antagonistic Annoyed (-1/4) [Notes: This powerful spell reanimates the corpse or skeleton of a hero of ancient legend. The spell can only be cast in a fane or tomb dedicated to the dead person to be raised, or some similar location where his body and some fragment of his spirit may linger to be quickened. The reawakened hero will not remember anything beyond the moment of death, and will not be under any compulsion to aid the summoner - aid will have to be compelled by some other means.]

2 Summon Demon Hordeling: Summon 60-point Hordeling, smallest and weakest demon type - can be bribed with wealth or pleasure (12 Active Points); Extra Time (1 Hour, -3), IAF Bulky Fragile Expendable (Difficult to obtain new Focus; plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried); -1 1/2), Antagonistic Hostile (-1/2), Concentration (0 DCV; -1/2) [Notes: These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour.]

4 Summon Hound of Hell: Summon 145-point Hound of Hell, Ferocious - can be best bribed with flesh (29 Active Points); Extra Time (1 Hour, -3), IAF Bulky Fragile Expendable (Difficult to obtain new Focus; plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried); -1 1/2), Antagonistic Hostile (-1/2), Concentration (0 DCV; -1/2) [Notes: These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour.]

7 Summon Deceiver: Summon 230-point Deceiver, Best bribed with riches (46 Active Points); Extra Time (1 Hour, -3), IAF Bulky Fragile Expendable (Difficult to obtain new Focus; plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried); -1 1/2), Antagonistic Hostile (-1/2), Concentration (0 DCV; -1/2) [Notes: These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour.]

10 Summon Fire Demon: Summon 330-point Fire Demon, Riches are acceptable to this demon, but something special is better (66 Active Points); Extra Time (1 Hour, -3), IAF Bulky Fragile Expendable (Difficult to obtain new Focus; plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried); -1 1/2), Antagonistic Hostile (-1/2), Concentration (0 DCV; -1/2) [Notes: These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour.]

11 Summon Amorphous Horror: Summon 375-point Amorphous Horror, Hard to propitiate - try a nice human sacrifice or three (75 Active Points); Extra Time (1 Hour, -3), IAF Bulky Fragile Expendable (Difficult to obtain new Focus; plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried); -1 1/2), Antagonistic Hostile (-1/2), Concentration (0 DCV; -1/2) [Notes: These spells summon the various types of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour.]

21 Summon Demon Hand: Telekinesis (25 STR) (38 Active Points); Extra Time (Full Phase, -1/2), Custom Modifier (Summoned "Hand" can be killed by attacks, (treat the hand as having DCV 3, DEF 7, and 10 B0DY done to it will eliminate the hand; -1/4) [Notes: With this spell the caster summons the hand of a giant demon. The hand will erupt from the ground to do whatever the caster wishes. The hand can be attacked but is very difficult to harm.]

13 Summon Djinn: Summon 450-point creatures (90 Active Points); Extra Time (1 Hour, -3), IAF Immobile (-1 1/2), Antagonistic Violent (-3/4), Custom Modifier (Will not work in rain, underwater, or indoors; -1/2) [Notes: This very powerful incantation allows the wizard to summon a Djinn. (See HERO* System Almanac 1 for stats.) The Djinn will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and must be outdoors.]

12 Summon Elemental: Summon 368-point creatures (74 Active Points); Extra Time (1 Hour, -3), Custom Modifier (requires large body of Element ; -1 1/2), Antagonistic Violent (-3/4) [Notes: This powerful incantation allows the wizard to summon an Elemental (of a particular type). The type of elemental summoned must be chosen when the spell is learned. (See HERO* Bestiary for stats.) The Elemental will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have a large source of the appropriate element nearby.]

2 Summon Familiar: Summon 50-point creatures, Devoted (+3/4) (17 Active Points); Extra Time (6 Hours, -3 1/2), Custom Modifier (only under a full moon; -2), OAF Immobile Expendable (Easy to obtain new Focus; OAF (Magic circle) (Immobile, Expendable; -2), Side Effects, Side Effect occurs automatically whenever Power is used (All of the caster's spells are useless until this spell is successfully cast; -1) [Notes: A familiar is an important part of some mage's powers of enchantment. This spell's conditions are stringent, however: the caster must travel to a secluded spot under a full moon and spend many hours casting a circle, burning spices and herbs, and invoking the spirits of nature. At the completion of this ritual, his new familiar will appear beside him. He may have previously selected what sort of animal his familiar will be; if not, the GM can select an appropriate creature. If the mage fails to cast this spell correctly (assuming skill rolls are used), he is rejected by whatever powers he follows and is stripped of all spells except Summon Familiar (which he must await the next full moon to cast).]

45 Summon Horde: (Total: 310 Active Cost, 45 Real Cost) Summon 16384 200-point creatures (110 Active Points); Extra Time (1 Hour, -3), 1 Charge (-2), Linked (Mind Control; -1/2), Arrives Under Own Power (must be within a days walk of caster; -1/2), Costs Endurance (-1/2) (Real Cost: 15) plus Mind Control 20d6, Area Of Effect (One Hex; +1/2), MegaScale (1" = 10 km; +1/2) (200 Active Points); Extra Time (1 Hour, -3), 1 Charge (-2), Costs Endurance (-1/2), Custom Modifier (only vs the summoned creatures; -1/4) (Real Cost: 30) [Notes: This spell will summon a large horde of creatures from the surrounding lands to fight for the caster. Each of the 16,000 creatures is worth a maximum of 200 points, and must reside within a day's travel of the location where the spell is cast. They arrive with whatever weapons, armor, and equipment they originally carried, but they are willing and eager to follow any orders from the wizard. Any deficiencies in supplies and equipment must be made up by the caster and his allies.]

36 Summon Imp: Telekinesis (20 STR), Fine Manipulation, No Range Modifier (+1/2), Indirect (Any origin, any direction; +3/4) (90 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Custom Modifier (Imp can be eliminated by ordinary attacks. Treat it as DCV 6, DEF 3, and 5 BODY done to it will eliminate it ; -1/4) [Notes: With this spell the caster summons a small (2' tall) imp which will be under contract to help the caster. The imp can be killed by ordinary attacks. The imp is mostly useful for grabbing things; if ordered to attack, it will mock the caster and then disappear.]

14 Summon Major Demon: Summon 450-point creatures, Expanded Class of Beings Very Limited Group (Major Demons; +1/4) (112 Active Points); Extra Time (1 Hour, -3), IAF Immobile ( IAF plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried, -1-1/2).; -1 1/2), Antagonistic Hostile (-1/2), Requires A Skill Roll (-1/2), Concentration (0 DCV; -1/2), Custom Modifier (Random stats; -1/4), Gestures (-1/4), Incantations (-1/4) [Notes: This spell summons a major demon, one of the demons of greater power. The major Demon will wish to slay the caster but can be bribed. A special sacrifice of considerable value will be required to placate the demon. Otherwise this spell functions like the other demon summoning spells. See the description below for details on how to generate a major Demon.]

20 Summon Mount: Summon 120-point creatures, Expanded Class of Beings Very Limited Group (Local Domesticated Mount; +1/4) (30 Active Points); Custom Modifier (Long Term END loss to wizard each hour to prevent dismissal; -1/2) [Notes: This spell allows the Wizard to summon the local equivalent of a domesticated mount. In most circumstances, this will be a horse, but it could be a camel when in the desert, a giant sea horse underwater, or a young pegasus in a flying castle. The mount will be healthy and trained to follow simple directions from its rider. Unless the Wizard pays 5 points of Long Term END each hour, the mount will be dismissed to its place of origin.]

19 Summon Extra-Planar Entity: Summon 300-point creatures, Expanded Class of Beings Any Type of Being (Any Extra Planar Creature; +1) (120 Active Points); Extra Time (1 Hour, -3), IAF Immobile Expendable (Difficult to obtain new Focus; -1 3/4), Concentration (1/2 DCV; -1/4), Variable Limitations (requires -1/2 worth of Limitations; depends on plane of entity; -1/4) [Notes: This potent and difficult spell allows the Wizard to summon an entity from another plane. The True Name of the entity must be known by the Wizard before he can perform this summoning, but the entity can be from any plane previously visited by the mage. To perform the conjuration, the Wizard will need a large sample of material native to the plane of the entity, and a circle of summoning surrounded by a runic equation. Once the creature has been summoned, he is under no obligation to serve the Wizard. Indeed, he could be quite annoyed at being drawn from his native home in this manner, and might immediately seek to attack the Wizard.]

25 Summon Resident: Summon 100-point creatures, Expanded Class of Beings Very Limited Group (one sentient of geographic area; +1/4) (25 Active Points) [Notes: With this powerful spell, the caster teleports to his location a resident from any geographical area that the caster is familiar with (i.e. has visited in the past). The area could vary in size from a country to a building. The caster does not control exactly who will be summoned, although it will always be some sentient humanoid. Thus the reliability of the spell is somewhat limited. Also, the summoned person is usually rather upset about being summoned and will generally leave (teleport back) unless bribed or convinced to stay.]

6 Summon Fire Salamander: Summon 175-point creatures (35 Active Points); Extra Time (1 Hour, -3), IAF Immobile Expendable (Difficult to obtain new Focus; -1 3/4), Antagonistic Annoyed (-1/4), Custom Modifier (Will not work in rain or underwater ; -1/4) [Notes: This spell allows the wizard to summon a Salamander from the elemental plane of fire. (See HERO Bestiary for stats.) The Salamander will seek to set afire anything it can reach, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and have a large source of fire nearby.]

9 Summon Succubus: Summon 285-point creatures (57 Active Points); Extra Time (1 Hour, -3), IAF Bulky Fragile Expendable (Difficult to obtain new Focus; plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried); -1 1/2), Concentration (0 DCV; -1/2), Antagonistic Annoyed (-1/4) [Notes: This spell summons a Succubus, an infrequently summoned demon that can be useful for certain special tasks. The Succubus will want to steal the soul of the caster, and will appear to be cooperative to achieve this goal. A same spell can be used for summoning an Incubus, the masculine form of the Succubus - although they can change their forms, the spell will compel them to appear in the form specifically called.]

10 Summon Water Wierd: Summon 205-point creatures (41 Active Points); Extra Time (1 Minute, -1 1/2), OIF Immobile (Large Immobile body of water; -1 1/2), Antagonistic Annoyed (-1/4) [Notes: This powerful incantation allows the water wizard to summon a Water Weird. (See the stats listed below.) The Weird will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have a large source of water nearby.]

20 Summon Vermin: Summon 120-point Any swarm of Indigenous Vermin, Ranged (+1/2), Expanded Class of BeingsA Any Type of Being (Any Swarm; +1) (60 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Summoned Being Must Inhabit Locale (-1/2), Antagonistic Annoyed (-1/4) [Notes: This spell will summon a swarm of indigenous vermin. The pests will be under no compulsion to serve the Caster, but they are likely to be annoyed at being disturbed from their nests and can serve as a dangerous distraction.]

20 Summon Winds: Change Environment 8" radius, Custom Modifier (Double Radius Outside, Halve it Indoors; +0) [Notes: This spell summons numerous winds to whip the caster's robes about his body dramatically, blow papers about the place, rustle the curtains, blow doors shut, and muss his opponent's hair.

This spell has no combat effect, but in a dusty environment it might subtract 1 or 2 from perception rolls. It can of course blow out all the candles, plunging a room into natural darkness. It is great for getting people's attention and adding to Presence attacks.]

25 Sunbolt: RKA 1 1/2d6, Armor Piercing (+1/2), No Range Modifier (+1/2) (50 Active Points); Custom Modifier (Usable only in Bright Sunlight; -1/2), Beam (-1/4), Side Effects (ld6+1 RKA, AP Side effect occurs if used near reflective surfaces; -1/4) [Notes: When this spell is cast, light rays from the sun are focused into a deadly beam of energy. Because the beam is so tightly focused, it is accurate over long distances and can penetrate even the toughest of armor.]

25 Suppress Change: Suppress 5d6 [Notes: This spell enables the caster to do battle with those creatures which alter their form, especially in a chaotic nature. This spell will weaken the changing ability possessed by such creatures, and helps the caster identify them.]

16 Swamp Gas: (Total: 77 Active Cost, 16 Real Cost) Drain BODY 1d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Uncontrolled (+1/2), Area Of Effect (3" Radius; +1), Continuous (+1) (40 Active Points); OAF Immobile (Large Pile of Garbage, Immobile; -2), 4 Charges (-1), Gradual Effect (1 Minute; -1/2), Custom Modifier (Must be inhaled (-1/4); -1/4) (Real Cost: 8) plus EB 5d6, Explosion (+1/2) (37 Active Points); OAF Immobile (Large Pile of Garbage, Immobile; -2), Custom Modifier (Only if there is a fire within area ; -1), Linked (Drain; -1/2) (Real Cost: 8) [Notes: A clear gas is emitted by a pile of garbage, poisoning those caught nearby and providing an explosive mixture if a source of flame is available. The cloud will quickly dissipate, leaving an unpleasant odor in the air.]

30 Swarm: EB 3d6, Penetrating (+1/2), Continuous (+1), Area Of Effect (4" Radius; +1) (52 Active Points); Custom Modifier (Not against "sealed" targets (Forcewall, force field etc); -1/4), No Knockback (-1/4), Custom Modifier (Dispelled by flame ; -1/4) [Notes: The wizard calls out insects, and shapes them into a swarm. The attackers' small size allows them to at least irritate heavily armored targets. The swarm is not completely mindless; they will not go into fire, water, or any other environment that will cause their death.]

19 Swarm Form: Multiform (115 Character Points in the most expensive form) (Instant Change) (28 Active Points); Costs Endurance (Only To Change; -1/2) [Notes: The wizard disintegrates into a swarm of tiny animals that attack and move as a group. While each individual animal is easy to slay, collectively the swarm can be quite lethal. (See the HERO Bestiary, Swarming Animals.) The type of swarming animal must be selected when this spell is first chosen, and can be worth no more than 115 points.]

12 Swimming: (Total: 14 Active Cost, 12 Real Cost) Swimming +4" (6" total) (Real Cost: 4) plus LS (Self-Contained Breathing) (10 Active Points); Linked (Swimming; -1/4) (Real Cost: 8) [Notes: This spell allows the caster to swim for extended periods of time at greater than normal speeds. And since it also gives the caster the ability to breathe underwater he may stay underwater indefinitely.]

19 Swirling Leaves: Darkness to Sight Group and Normal Hearing 3" radius (33 Active Points); Extra Time (Full Phase, -1/2), Custom Modifier (only where plants can grow; -1/4) [Notes: The Mage can call a swirling wind to blow all the loose debris up in the air, making it impossible to see or hear anything.]

45 Syrupy Liquid: Suppress 3d6, Personal Immunity (+1/4), Variable Targets (affects special effects; +1/4), Area Of Effect (8" Radius; +1 1/2) (45 Active Points) [Notes: With this spell, the Wizard is able to increase the viscosity of a body of liquid, slowing the movement of any objects through the fluid. The thick liquid has no effect upon the caster.]

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