Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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) Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 29, 2009 Report Share Posted August 29, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 30, 2009 Report Share Posted August 30, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 30, 2009 Report Share Posted August 30, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 30, 2009 Report Share Posted August 30, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 30, 2009 Report Share Posted August 30, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 30, 2009 Report Share Posted August 30, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 30, 2009 Report Share Posted August 30, 2009 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 Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 30, 2009 Report Share Posted August 30, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 30, 2009 Report Share Posted August 30, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 30, 2009 Report Share Posted August 30, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 31, 2009 Report Share Posted August 31, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 31, 2009 Report Share Posted August 31, 2009 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). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted August 31, 2009 Report Share Posted August 31, 2009 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). Quote Link to comment Share on other sites More sharing options...
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