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The Grimoire Project


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Guest Worldmaker

Re: The Grimoire Project

 

Blizzard

 

This spell creates a large area of intensely cold wind and thickly blowing snow. This effect does not injure those caught in it, but it does blind them.

 

College: Forces

Philosophy: Conjuration

Special Effects: Arcane Magic, Forces, Conjuration, Air Magic, Weather Magic

Effect: Change Environment

Casting Time: Full Phase

Target/Area Affected: 1 km radius

Duration: 6 Hours

Range: 1440 Meters

Active Cost: 139

Skill Roll Penalty: -7

Real Cost: 43

END Cost: 16

 

Blizzard: Change Environment (-5 Temperature Levels, +5 Wind Levels, And -5 To Sight Group PER Rolls, Long Lasting (6 Hours)) - Increased Maximum Range (1440 Meters; +1/4), MegaArea (1" = 1 km; +1)(139 Active Points); Extra Time (1 Turn; Activation Only; -3/4), Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Range (20"; -1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Spell #100

 

 

 

Blood Dagger

 

With this spell, the caster uses his own blood to create a crimson-colored dagger almost a foot in length. The knife is more effective a weapon than a standard dagger. There is a price, however: for every phase the dagger exists, the caster suffers a point of BODY damage. Using one's own blood in this fashion is black magic, and its use puts the caster's soul in peril.

 

College: Matter

Philosophy: Necromancy

Special Effects: Arcane Magic, Matter, Necromancy, Blood Magic, Black Magic

Effect: HKA 1d6+1

Casting Time: 1/2 Phase

Target/Area Affected: Single Creature

Duration: Constant

Range: No Range

Active Cost: 45

Skill Roll Penalty: -2

Real Cost: 9

END Cost: 4

 

Blood Dagger: Hand Killing Attack 1d6+1 - Costs END Only To Activate (+1/4), Constant (+1/2), Penetrating (+1/2)(45 Active Points); Side Effects (Caster Takes 1 BODY Damage Each Phase Spell Is Active; -1), Side Effects (The Corrupted Soul Process; -1), Requires A Power Skill: Necromancy Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Blood Sacrifice

 

This dark spell uses the power of blood to boost the effectiveness of the necromancer's spells. By sacrificing a (usually black) large animal (such as a goat, a dog, or a deer), the wizard can augment his magical powers for several hours. This spell is black magic, and its use puts the caster's soul in peril.

 

College: Matter

Philosophy: Necromancy

Special Effects: Arcane Magic, Matter, Necromancy, Death Magic, Black Magic

Effect: Aid Arcane Spells 5d6

Casting Time: 1 Turn

Target/Area Affected: Caster

Duration: Instant

Range: Self

Active Cost: 72

Skill Roll Penalty: -4

Real Cost: 11

END Cost: 7

 

Blood Sacrifice: Aid Arcane Spells 3d6 - All Arcane Spells Simultaneously (+2)(72 Active Points); OAF: OAF: Animal Sacrifice, Ritual Knife, and Blood Bowl (-1), Only To Aid Self (-1), Side Effects (The Corrupted Soul Process; Happens Automatically -1), Extra Time (1 Turn; Activation Only; -3/4), Requires A Power Skill: Necromancy Magic Roll (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4), Only At Night (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Blood Toast

 

One (or more) enemy combat casualty is ritually bled and the blood collected is then drunk by the participants in the spell. Taking in the power of the slain gives them additional power and skill in the next battle. This spell is black magic, and its use puts not only the caster's soul in peril, but the souls of everyone who participates.

 

College: Matter

Philosophy: Necromancy

Special Effects: Arcane Magic, Matter, Necromancy, Blood Magic, Black Magic

Effect: +4 With All Combat

Casting Time: 1 Turn

Target/Area Affected: Up To 8 Creatures

Duration: Constant

Range: No Range

Active Cost: 80

Skill Roll Penalty: -4

Real Cost: 14

END Cost: 8

 

Blood Toast: +4 With All Combat - Uncontrolled (Lasts Until The End Of The Next Combat Session; +1/2), Useable By Up To 8 Creatures Simultaneously (+1)(80 Active Points); OAF: Specially Prepared Goblet And Knife (Very Difficult To Obtain; -1), Side Effect (The Corrupted Soul Process; Happens Automatically; -1), Requires A Power Skill: Necromancy Magic Roll (-1/2), Spell (-1/2), Costs END Only To Activate (-1/4), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Blood of the Earth

 

With this spell, the recipient draws magical power directly out of the ground beneath his feet, fortifying his body and making him as tough as the mountains. If the character ever loses contact with the ground (including jumping, flying, or even climbing a staircase to the second floor of a building), the effects of the spell disappear immediately.

 

College: Change

Philosophy: Enchantment

Special Effects: Arcane Magic, Change, Enchantment, Earth Magic

Effect: Aid PD 6d6

Casting Time: 1/2 Phase

Target/Area Affected: Single Creature

Duration: Instant

Range: No Range

Active Cost: 36

Skill Roll Penalty: -2

Real Cost: 14

END Cost: 4

 

Blood of the Earth: Aid PD 6d6 (36 Active Points); Effects Disappear If Recipient Loses Contact With The Ground (-1/2), Requires A Power Skill: Enchantment Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Body Lightness

 

This spell makes the recipient extremely lighter, allowing amazing feats of leaping and making the recipient faster on his feet. However, the spell also causes the character to suffer knockback if struck by an attack while this spell is in operation. (This overrides the normal rule regarding Knockback not being used in the campaign.)

 

College: Change

Philosophy: Enchantment

Special Effects: Arcane Magic, Change, Enchantment

Effect: Leaping +8 Meters and Running +4 Meters

Casting Time: 1/2 Phase

Target/Area Affected: Single Creature

Duration: Constant

Range: No Range

Active Cost: 16

Skill Roll Penalty: -1

Real Cost: 6

END Cost: 2

 

Body Lightness: Leaping +8 Meters - Costs END Only To Activate (+1/4), Useable By Other (+1/4), Uncontrolled (Lasts 10 Minutes + 10 Minutes Per Point By Which The Roll Was Made; +1/2)(8 Active Points); Side Effect (Recipient Suffers Knockback From All Attacks While Spell Is Active; Happens Automatically -1), Requires A Power Skill: Enchantment Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) plus Running +4 Meters - Costs END Only To Activate (+1/4), Useable By Other (+1/4), Uncontrolled (Lasts 10 Minutes + 10 Minutes Per Point By Which The Roll Was Made; +1/2)(8 Active Points); Side Effect (Recipient Suffers Knockback From All Attacks While Spell Is Active; Happens Automatically -1), Linked (Leaping; -1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Body Pulse

 

Once this spell is cast, any physical contact that is maintained for more than a few seconds (an embrace, a restraining hand placed on the chest, etc., but not quick contact such as a handshake or even a physical blow) delivers a pulse of energy that shoots from the body of the caster into the person creature being touched, doing him damage.

 

College: Change

Philosophy: Abjuration

Special Effects: Arcane Magic, Change, Abjuration, Force

Effect: Energy Blast 6d6

Casting Time: 1/2 Phase

Target/Area Affected: Caster

Duration: Special

Range: No Range

Active Cost: 37

Skill Roll Penalty: -2

Real Cost: 12

END Cost: 4

 

Body Pulse: Energy Blast 6d6 - Trigger (Triggered When The Caster Is Touched Or Held For Any Significant Length Of Time; Does Not Reset; Spell Expires After 24 Hours Whether Triggered Or Not; +1/4)(37 Active Points); No Range (-1/2), Requires A Power Skill: Abjuration Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Boil Liquids

 

This spell brings one cubic game inch of water to a boil instantly, even if the water in question is in the form of ice. This spell cannot be used to directly harm living creatures except those creatures made of water (such as water elementals, naiads, and so on), though casting the spell on water containing living things could potentially be harmful to them.

 

College: Change

Philosophy: Transfiguration

Special Effects: Arcane Magic, Change, Transfiguration, Heat/Fire, Water Magic

Effect: RKA 1d6 or Change Environment

Casting Time: 1/2 Phase

Target/Area Affected: Single Water-Based Creature or Body of Water

Duration: Instant

Range: 450 Meters

Active Cost: 45

Skill Roll Penalty: -2

Real Cost: 20

END Cost: 4

 

Boil Liquids: Multipower (45)(45 Active Points) - Requires A Power Skill: Transfiguration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

u 2) Change Environment (Adds +10 Temperature Levels) - Area Effect (5 Meter Radius; +1/2)(45 Active Points); Only vs. Bodies of Water (-1).u 1) Ranged Killing Attack 1d6 - No Normal Defense (Defense Is Power Defense; +1), Does BODY (+1)(45 Active Points); Only vs. Water-Based Creatures (-1)

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Guest Worldmaker

Re: The Grimoire Project

 

Frostbolt

 

This spell creates a blast of freezing cold air and ice particles that bursts out to damage the caster's target.

 

College: Forces

Philosophy: Evocation

Special Effects: Arcane Magic, Forces, Evocation, Cold/Ice

Effect: Energy Blast 6d6

Casting Time: 1/2 Phase

Target/Area Affected: Single Creature

Duration: Instant

Range: 450 Meters

Active Cost: 45

Skill Roll Penalty: -2

Real Cost: 18

END Cost: 4

 

Bolt Of Cold: Energy Blast 6d6 - Penetrating (+1/2)(45 Active Points); Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Bone Armor

 

This transfers a pile of bones into a macabre suit of armor that clings to the wizard's body. The armor is susceptible to attacks, and once it has been chipped away the spell ends. A wizard can only have one Bone Armor spell active at a time. The bones used to construct the armor must be large enough to realistically provide protection. A man-sized creature trying to use a pile of chicken bones as armor naturally has unrealistic expectations.

 

College: Change

Philosophy: Abjuration

Special Effects: Arcane Magic, Change, Abjuration

Effect: Armor (+6 PD/+6 ED)

Casting Time: 1/2 Phase

Target/Area Affected: Caster

Duration: Special

Range: Self

Active Cost: 18

Skill Roll Penalty: -1

Real Cost: 5

END Cost: 2

 

Bone Armor: Armor (+6 PD/+6 ED)(18 Active Points) - ), Ablative (BODY Only; -1/2), OAF: Pile of Large Bones (-1), Requires A Power Skill: Abjuration Magic Roll (-1/2), Costs END Only To Activate (-1/4), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Bonewarping

 

This spell causes the bones in a single creature's body to warp and bend, causing horrific pain.

 

College: Matter

Philosophy: Necromancy

Special Effects: Arcane Magic, Matter, Necromancy

Effect: Energy Blast 6d6

Casting Time: 1/2 Phase

Target/Area Affected: Single Creature

Duration: Instant

Range: 600 Meters

Active Cost: 60

Skill Roll Penalty: -3

Real Cost: 24

END Cost: 6

 

Bonewarping: Energy Blast 6d6 - No Normal Defense (Defense Is Power Defense Or A Lack Of Rigid Endoskeleton; +1)(60 Active Points); Requires A Power Skill: Necromancy Roll (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Bradduc's Cone of Shadow

 

This spell produces a cone of inky black energy from the caster's extended hands out to the limits of the spell's area of effect. Those caught in the cone suffer damage as if some spiritual knife has attacked their very soul.

 

College: Forces

Philosophy: Evocation

Special Effects: Arcane Magic, Forces, Evocation, Shadow/Darkness

Effect: Drain BODY 4d6

Casting Time: 1/2 Phase

Target/Area Affected: 10 Meter Cone

Duration: Instant

Range: No Range

Active Cost: 50

Skill Roll Penalty: -2

Real Cost: 17

END Cost: 5

 

Bradduc's Cone of Shadow: Drain BODY 4d6 - Area Effect (10 Meter Cone; +1/2)(50 Active Points); No Range (-1/2), Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Bradduc's Wilting Strike

 

This spell evaporates moisture from the body of the target creature. It does not affect those creatures immune to great heat, nor those creatures whose body chemistries are not based on a liquid.

 

College: Change

Philosophy: Transfiguration

Effect: Energy Blast 4d6

Casting Time: 1/2 Phase

Target/Area Affected: Single Creature

Duration: Instant

Range: 600 Meters

Active Cost: 60

Skill Roll Penalty: -3

Real Cost: 24

END Cost: 6

 

Bradduc's Horrid Wilting: Energy Blast 4d6 - No Normal Defense (Defense Is Immunity To Heat Or A Non-Liquid Body Chemistry; +1), Does BODY (+1)(60 Active Points); Requires A Power Skill: Transfiguration Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Fists of Fire

 

This spell causes the caster's hands to become enshrouded with a blazing blue fire, making them effective weapons. Flammable items the caster holds or grabs while this spell is in operation are set ablaze by the magic of the spell.

 

College: Forces

Philosophy: Evocation

Special Effects: Arcane Magic, Forces, Evocation, Heat/Fire

Effect: Hand Attack +4d6 and RKA 1 Point

Casting Time: 1/2 Phase

Target/Area Affected: Caster

Duration: Constant

Range: Self

Active Cost: 37

Skill Roll Penalty: -2

Real Cost: 13

END Cost: 4

 

Fists of Fire: Hand Attack +4d6 - Constant (+1/2)(30 Active Points); Hand-To-Hand Attack (-1/2), Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) plus Ranged Killing Attack 1 Point - Constant (+1/2)(7 Active Points); Linked (Hand Attack; -1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Brannart's Acidic Grip

 

This spell, a variation of the Fists of Fire spell, causes the caster's hands to exude a strong acid, increasing their use as weapons. The acid damages anything the caster touches.

 

College: Forces

Philosophy: Conjuration

Effect: RKA 1d6

Casting Time: 1/2 Phase

Target/Area Affected: Caster

Duration: Constant

Range: No Range

Active Cost: 30

Skill Roll Penalty: -1

Real Cost: 10

END Cost: 3

 

Brannart's Acidic Grip: Hand Killing Attack 1d6 - Constant (+1/2), Penetrating (+1/2)(30 Active Points); No Range (-1/2), Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Breath of Drowsiness

 

This spell causes the caster to exhale a cone-shaped cloud of sparkling gas. The gas creates a lethargic state in victims caught in the cone. Anyone warned before hand can hold their breath and avoid the effects of the gas. However, those who take damage from an attack must make an EGO roll to avoid inhaling. An airtight head cover or lack of need to breathe will render immunity to the effects of the gas.

 

College: Forces

Philosophy: Conjuration

Effect: Drain DEX and SPD

Casting Time: 1/2 Phase

Target/Area Affected: 3 Meter Cone

Duration: Instant

Range: No Range

Active Cost: 52

Skill Roll Penalty: -3

Real Cost: 21

END Cost: 5

 

Breath Of Drowsiness: Drain DEX And SPD 3d6 - Area Effect (3 Meter Cone; Nonselective +1/2), Expanded Effect (Drains DEX And SPD Simultaneously; +1/2)(52 Active Points); Requires A Power Skill Conjuration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Bristle

 

This spell enchants a single suit of armor, causing it to grow long, hard spikes in all directions. The armor to be enchanted need not be made of metal, though this spell does not work on clothing other than armor. The spikes are flexible enough to not hamper the movement of the creature wearing the armor, nor do they cause the wearer any harm. Anyone striking the armor-wearer in combat, however, is in danger of taking additional damage, In addition, the wearer of the armor can use the spikes offensively in hand-to-hand combat.

 

College: Change

Philosophy: Transfiguration

Special Effects: Arcane Magic, Change, Transfiguration

Effect: RKA 1d6

Casting Time: 1/2 Phase

Target/Area Affected: Single Set Of Armor

Duration: Constant

Range: No Range

Active Cost: 41

Skill Roll Penalty: -2

Real Cost: 11

END Cost: 4

 

Bristle: Hand Killing Attack 1d6 - Area Effect (1 Meter Surface; Personal; +1/4), Costs END Only To Activate (+1/4), Useable By Other (+1/4), Uncontrolled (Lasts 1 Turn + 1 Turn Per Point By Which The Roll Was Made; +1/2)(41 Active Points); OAF: Armor To Be Enchanted (-1), No STR Bonus (-1/2), Requires A Power Skill: Transfiguration Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Brittle

 

This spell causes otherwise strong material to become brittle and easily breakable.

 

College: Change

Philosophy: Transfiguration

Special Effects: Arcane Magic, Change, Transfiguration

Effect: Drain DEF 4d6

Casting Time: 1/2 Phase

Target/Area Affected: Single Object

Duration: Instant

Range: 400 Meters

Active Cost: 40

Skill Roll Penalty: -2

Real Cost: 16

END Cost: 4

 

Brittle: Drain DEF 4d6 (40 Active Points); Requires A Power Skill: Transfiguration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Broken Bones

 

This spell causes the target creature's bones to break, causing great harm.

 

College: Matter

Philosophy: Necromancy

Special Effects: Arcane Magic, Matter, Necromancy, Force

Effect: RKA 1d6+1

Casting Time: 1/2 Phase

Target/Area Affected: Single Creature

Duration: Instant

Range: 300 Meters

Active Cost: 30

Skill Roll Penalty: -1

Real Cost: 12

END Cost: 3

 

Broken Bones: Ranged Killing Attack 1d6+1 (Applied vs. PD) - Penetrating (+1/2)(30 Active Points); Requires A Power Skill: Necromancy Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

 

 

This spell was created for the Grimoire by Zachary Butler

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Guest Worldmaker

Re: The Grimoire Project

 

Bronwyn's Babbling Blather

 

The magic of this spell confuses all thinking beings within the area of effect, such that their speech becomes unintelligible gibberish as if they were afflicted by a type of aphasia.

 

College: Information

Philosophy: Charm

Special Effects: Arcane Magic, Information, Charm

Effect: Hearing Group Darkness

Casting Time: 1/2 Phase

Target/Area Affected: 4 Meter Radius

Duration: Constant

Range: 360 Meters

Active Cost: 36

Skill Roll Penalty: -2

Real Cost: 12

END Cost: 4

 

Bronwyn's Babbling Blather: Darkness (Hearing Group) 4 Meter Radius - Costs END Only To Activate (+1/4), Uncontrolled (Lasts 10 Minutes + 1 Minutes Per Point By Which The Roll Was Made; +1/2), Usable As Attack (+1 1/4)(36 Active Points); Only To Render Target's Speech Unintelligible (-1/2), Requires A Power Skill: Charm Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Bubble of Silence

 

With this spell, the wizard creates an invisible bubble centered upon himself. Sounds that originate outside of the bubble cannot enter, and sounds that originate inside the bubble cannot leave it, but creatures inside the bubble can hear each other normally. In addition, the bubble provides protection to all inside of it from sonic-based attacks (such as a siren's song or a sound-based spell).

 

Rules-wise, this spell is purchased so that the "area of effect" is the borders of the 2 meter area in question, rather than the full volume.

 

College: Change

Philosophy: Abjuration

Special Effects: Arcane Magic, Change, Abjuration, Sound

Effect: +30 ED and Hearing Group Darkness

Casting Time: 1/2 Phase

Target/Area Affected: 3 Meter Radius

Duration: Constant

Range: No Range

Active Cost: 74

Skill Roll Penalty: -4

Real Cost: 24

END Cost: 8

 

Bubble of Silence: ED +30 - Area Effect (3 Meter Radius; +1/4), Useable Simultaneously By Up To 8 People (Recipients Must Remain Close To Recipient; +1/2)(52 Active Points); Only vs. Sonic Attacks (-1), Requires A Power Skill: Abjuration Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) AND Darkness (Hearing Group) 3 Meter Radius - Hole In The Middle (3 Meter Hole; +1/4)(22 Active Points); Linked (ED; -1/2), Requires A Power Skill: Abjuration Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Burning Blade

 

A weapon enchanted by this spell is engulfed in flickering blue flames. These flames do not harm the weapon or the wielder, but until the spell expires they do increase the damage caused by the weapon. Despite the spell's name, it can be applied to nearly any weapon made of a conductive material.

 

College: Change

Philosophy: Enchantment

Special Effects: Arcane Magic, Change, Enchantment, Heat/Fire

Effect: Aid HKA 4d6

Casting Time: Full Phase

Target/Area Affected: Single Weapon

Duration: Instant

Range: No Range

Active Cost: 54

Skill Roll Penalty: -3

Real Cost: 17

END Cost: 5

 

Burning Blade: Aid Hand Killing 5d6 - Useable By Other (+1/4), Delayed Rate of Return (5 Points Per Minute; +1)(54 Active Points); Only Aids Weapon-Based HKAs (-1/4), OIF: Weapon To Be Bound (-1/2), Requires A Power Skill: Enchantment Roll (-1/2), Extra Time (Full Phase; Activation Only; -1/4), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Burning Oil

 

This liquid is not meant to be consumed. Rather, it is generally stored in fragile containers and thrown at enemies. When the liquid touches air, it immediately explodes into a ball of bright, hot flames.

 

College: Matter

Philosophy: Alchemy

Special Effects: Arcane Magic, Matter, Alchemy, Potion

Effect: RKA 1d6+1

Casting Time: 6 Hours

Target/Area Affected: 3 Meter Radius

Duration: Special

Range: Based On STR

Active Cost: 35

Skill Roll Penalty: -2

Real Cost: 4

Charges: 4

 

Burning Oil: Ranged Killing Attack 1d6+1 - Area Effect (3 Meter Radius; +1/4), Delayed Effect (May Have A Number Of Potions Equal To Character's INT; +1/2)(35 Active Points); Extra Time (6 Hours To Brew; -3 1/2), OAF: Potion (Universal, Fragile; -1 1/4), 4 Charges (-1), Concentration (0 DCV; Throughout Brewing; -1), Requires A Power Skill: Alchemy Magic Roll To Brew (-1/2), Range Based On STR (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

By The Dead Unseen

 

With this spell, the caster makes himself undetectable to any undead creatures in his general area. Such creatures are unable to perceive the caster in any way other than by touch.

 

College: Change And Matter

Philosophy: Abjuration And Necromancy

Special Effects: Arcane Magic, Change, Matter, Abjuration, Necromancy, Invisibility

Effect: Sight, Hearing, and Smell/Taste Group Invisibility, plus Invisibility to Detect Life Senses

Casting Time: Full Phase

Target/Area Affected: Single Creature

Duration: Constant

Range: No Range

Active Cost: 86

Skill Roll Penalty: -4

Real Cost: 29

END Cost: 9

 

By The Dead Unseen: Invisibility (Sight Group, Hearing Group, Smell/Taste Group, and Detect Life), No Fringe - Costs END Only To Activate (+1/4), Useable By Other (+1/4), Uncontrolled (Lasts 1 Hour + 10 Minutes Per Point By Which The Roll Was Made; +1/2)(86 Active Points); Only vs. Undead Creatures (-1), Requires Either A Power Skill: Abjuration Magic Roll or A Power Skill: Necromancy Magic Roll (-1/2), Extra Time (Full Phase; Activation Only; -1/4), Gestures (-1/4), Incantations (-1/4).

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Guest Worldmaker

Re: The Grimoire Project

 

Cage of Fire

 

Upon casting this spell, a cage of flame appears centered on the target hex and capturing anybody therein. The bars of the cage are made from solid fire, and are capable of burning anyone who passes through them.

 

Rules-wise, this spell is purchased so that the "area of effect" is the borders of the 3 meter radius in question, rather than the full volume.

 

College: Forces

Philosophy: Evocation

Special Effects: Arcane Magic, Forces, Evocation, Heat/Fire

Effect: RKA 2d6

Casting Time: 1/2 Phase

Target/Area Affected: 2 Meter Radius

Duration: Constant

Range: 600 Meters

Active Cost: 60

Skill Roll Penalty: -3

Real Cost: 22

END Cost: 6

 

Cage of Fire: Ranged Killing Attack 2d6 - Area Effect (2 Meter Radius; +1/4), Hole In The Middle (2 Meter Hole; +1/4), Constant (+1/2)(60 Active Points); Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Not In Any Environment Unable To Sustain A Flame (-1/4).

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