Guest Worldmaker Posted August 31, 2009 Report Share Posted August 31, 2009 Re: The Grimoire Project Spell #125 Call to My Hand This spell allows the wizard to bring an object he is familiar with directly to his hand. The object must be small and light enough that he could hold it in his hand without effort. Objects that are currently being held by other creatures (such as a weapon) are subject to this spell. College: Forces Philosophy: Summoning Effect: Teleport 10 Meters Casting Time: 1/2 Phase Target/Area Affected: Single Object Duration: Instant Range: 1000 Meters Active Cost: 43 Skill Roll Penalty: -2 Real Cost: 13 END Cost: 4 Call to My Hand: Teleportation 10" - Ranged (+1/2), Usable As Attack (+1 1/4), MegaScale (1" = 100 Miles; +1 1/2)(42 Active Points); Can Only Teleport To Fixed Floating Location (-1/2), Only Works On Hand-Held Objects (-1/2), Requires A Power Skill: Summoning Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) plus Teleportation: One Fixed Location (Caster's Hand)(1 Active Point). 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 Call to the Elements This spell allows the wizard to summon an elemental from any of the four elements. The elemental will be friendly toward the caster (at least initially) and is generally willing to at least listen to him. To use the spell, the caster must have drawn a circle of summoning, and must be in a large room or outdoors. College: Forces Philosophy: Summoning Side Effects: Arcane Magic, Forces, Summoning, Elemental Magic Effect: Summon Elemental Casting Time: 1 Turn Target/Area Affected: Single Elemental Duration: Instant Range: No Range Active Cost: 145 Skill Roll Penalty: -7 Real Cost: 32 END Cost: 14 Call to the Elements: Summon One Elemental Built On Up To 485 Points - Expanded Class Of Being (Any Type Of Elemental; +1/4), Friendly (+1/4)(145 Active Points); OIF: Summoning Diagram (Very Difficult To Obtain, Fragile; -1), Extra Time (1 Turn; Only To Activate; Character May Take No Other Actions; -3/4), Requires A Power Skill: Summoning Magic Roll (-1/2), Spell (-1/2), Concentration (1/2 DCV; -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 Call to the Flames This spell allows the wizard to summon a fire elemental. The elemental will be friendly toward the caster (at least initially) and is generally willing to at least listen to him. To use the spell, the caster must have drawn a circle of summoning, and must be in a large room or outdoors. College: Forces Philosophy: Summoning Side Effects: Arcane Magic, Forces, Summoning, Elemental Magic, Heat/Fire Effect: Summon Fire Elemental Casting Time: 1 Turn Target/Area Affected: Single Fire Elemental Duration: Instant Range: No Range Active Cost: 121 Skill Roll Penalty: -6 Real Cost: 27 END Cost: 14 Call to the Elements: Summon One Fire Elemental Built On Up To 485 Points - Friendly (+1/4)(121 Active Points); OIF: Summoning Diagram (Very Difficult To Obtain, Fragile; -1), Extra Time (1 Turn; Only To Activate; Character May Take No Other Actions; -3/4), Requires A Power Skill: Summoning Magic Roll (-1/2), Spell (-1/2), Concentration (1/2 DCV; -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 Call to the Stones This spell allows the wizard to summon a earth elemental. The elemental will be friendly toward the caster (at least initially) and is generally willing to at least listen to him. To use the spell, the caster must have drawn a circle of summoning, and must be in a large room or outdoors. College: Forces Philosophy: Summoning Side Effects: Arcane Magic, Forces, Summoning, Elemental Magic, Earth Magic Effect: Summon Earth Elemental Casting Time: 1 Turn Target/Area Affected: Single Earth Elemental Duration: Instant Range: No Range Active Cost: 121 Skill Roll Penalty: -6 Real Cost: 27 END Cost: 14 Call to the Stones: Summon One Earth Elemental Built On Up To 485 Points - Friendly (+1/4)(121 Active Points); OIF: Summoning Diagram (Very Difficult To Obtain, Fragile; -1), Extra Time (1 Turn; Only To Activate; Character May Take No Other Actions; -3/4), Requires A Power Skill: Summoning Magic Roll (-1/2), Spell (-1/2), Concentration (1/2 DCV; -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 Call to the Waves This spell allows the wizard to summon a water elemental. The elemental will be friendly toward the caster (at least initially) and is generally willing to at least listen to him. To use the spell, the caster must have drawn a circle of summoning, and must be in a large room or outdoors. College: Forces Philosophy: Summoning Side Effects: Arcane Magic, Forces, Summoning, Elemental Magic, Water Magic Effect: Summon Water Elemental Casting Time: 1 Turn Target/Area Affected: Single Water Elemental Duration: Instant Range: No Range Active Cost: 121 Skill Roll Penalty: -6 Real Cost: 27 END Cost: 14 Call to the Waves: Summon One Water Elemental Built On Up To 485 Points - Friendly (+1/4)(121 Active Points); OIF: Summoning Diagram (Very Difficult To Obtain, Fragile; -1), Extra Time (1 Turn; Only To Activate; Character May Take No Other Actions; -3/4), Requires A Power Skill: Summoning Magic Roll (-1/2), Spell (-1/2), Concentration (1/2 DCV; -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 Call to the Winds This spell allows the wizard to summon an air elemental. The elemental will be friendly toward the caster (at least initially) and is generally willing to at least listen to him. To use the spell, the caster must have drawn a circle of summoning, and must be in a large room or outdoors. College: Forces Philosophy: Summoning Side Effects: Arcane Magic, Forces, Summoning, Elemental Magic, Air Magic Effect: Summon Air Elemental Casting Time: 1 Turn Target/Area Affected: Single Air Elemental Duration: Instant Range: No Range Active Cost: 121 Skill Roll Penalty: -6 Real Cost: 27 END Cost: 14 Call to the Winds: Summon One Air Elemental Built On Up To 485 Points - Friendly (+1/4)(121 Active Points); OIF: Summoning Diagram (Very Difficult To Obtain, Fragile; -1), Extra Time (1 Turn; Only To Activate; Character May Take No Other Actions; -3/4), Requires A Power Skill: Summoning Magic Roll (-1/2), Spell (-1/2), Concentration (1/2 DCV; -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 Calm the Winds Using this spell, the wizard can negate the effects of wind (magical or natural). College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration, Air Magic Effect:Suppress Wind Powers 4d6 Casting Time: Full Phase Target/Area Affected: 6 Meter Radius Duration: Instant Range: 600 Meters Active Cost: 60 Skill Roll Penalty: -3 Real Cost: 22 END Cost: 6 Calm the Winds: Suppress Wind/Air Powers 4d6 - Area Effect (6 Meter Radius; +1/2)(60 Active Points); Requires A Power Skill: Trnasfiguration Magic Roll (-1/2), Gestures (-1/2), Incantations (-1/4), Extra Time (Full Phase; Only To Activate; -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 Cat Form This spell allows the wizard to assume the functional form of a house cat (see page 143 of the Hero Bestiary). College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration, Animals Effect: Multiform Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 20 Skill Roll Penalty: -1 Real Cost: 8 END Cost: 2 Cat Form: Multiform (One 73-point House Cat Form), Instant Change - Reversion (+0)(20 Active Points); Costs END Only To Change (-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 31, 2009 Report Share Posted August 31, 2009 Re: The Grimoire Project Cenfirth's Rejuvenating Touch This spell revives a tired or unconscious creature. College: Matter Philosophy: Necromancy Special Effects: Arcane Magic, Matter, Necromancy, Healing Effect: Aid END and STUN 4d6 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 Cenfirth's Rejuvenating Touch: Aid END And STUN 4d6 - Affects END And STUN Simultaneously (+1/2)(36 Active Points); Only Restores To Starting Values (-1/2), Requires A Power Skill: Necromancy 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 31, 2009 Report Share Posted August 31, 2009 Re: The Grimoire Project Cerne's Word of Death By use of this spell, the caster utters a single word of power that induces such utter shock and terror in whoever hears it that they can literally die of fright. College: Information Philosophy: Charm Special Effects: Arcane Magic, Information, Charm, Death Magic Effect: RKA 2d6 Casting Time: 1/2 Phase Target/Area Affected: 3 Meter Radius Duration: Instant Range: No Range Active Cost: 105 Skill Roll Penalty: -5 Real Cost: 105 END Cost: 10 Cerne's Word of Death: Ranged Killing Attack 2d6 - Area Effect (3 Meter Radius; +1/4), Personal Immunity (+1/4), Does BODY (+1), No Normal Defense (Defense Is Any Presence Bought As Defense Only, Presence 25+, Power Defense, or Being Deaf; +1)(105 Active Points); No Range (-1/2), Requires A Power Skill: Charm Magic Roll (Penalty Is -1/20 Active Points; -1/4), Spell (-1/2), No Knockback (-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 Chain Lightning With this spell, the character projects a charge of electricity at a group of foes. After striking one creature, the electrical charge then jumps from one foe within the area of effect to another. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Electricity Effect: RKA 3d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: 450 meters Active Cost: 79 Skill Roll Penalty: -4 Real Cost: 32 END Cost: 8 Chain Lightning: Ranged Killing Attack 3d6 - Area Effect (Any 5 Meter Area; +3/4)(79 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 31, 2009 Report Share Posted August 31, 2009 Re: The Grimoire Project Charm Person This spell causes the target creature to consider the wizard a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the subject creature as if it were an automaton, but anything the caster says or does is automatically seen in the best possible way. Thus, the subject creature wouldn't follow an order to commit suicide, but he might believe the caster if assured that the only possible way to save the wizard's life is for the subject creature to hold back an onrushing dragon "for just a couple of minutes". The spell also doesn't convey any special linguistic or communicative skills to the caster; he must already have a language in common with the subject to communicate with it. This spell has no required gestures. For the purposes of this spell, the term "person" applies only to the races open to Player Characters, plus man-like creatures like lizard men, frog-men, ratlings, and others. College: Information Philosophy: Charm Special Effects: Arcane Magic, Information, Charm, Charm Effect: Major Transform 4d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Special Range: No Range Active Cost: 60 Skill Roll Penalty: -3 Real Cost: 12 END Cost: 6 Charm Person: Major Transform 4d6 (Changes A Person Into A Person With Psychological Limitation: Considers The Caster A Trusted Friend And Ally; Heals Back 1 EGO Per 3 Months) - Uses Alternate Combat Value OMCV vs. DMCV; +1/4), Works On EGO Not BODY (+1/4)(60 Active Points); All Or Nothing (-1/2), Concentration (0 DCV; -1/2), Eye Contact Required (-1/2), Mental Defense Applies (-1/2), No Range (-1/2), Requires A Power Skill: Charm Magic Roll (-1/2), Spell (-1/2), Suggestions Harmful To The Target Immediately End The Spell's Effect (-1/2), Incantations (-1/4), Limited Target (Persons Only; -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 Chime of Alarm Once this spell is cast, it will create a loud chiming sound that repeats every few seconds when a creature that wasn't "vouch-safed" during casting enters the area of effect. The wizard "vouchsafes" other beings by touching them during the casting of the spell. Once the Chime Of Alarm is triggered, the sound repeats every four seconds until the caster wills it to end. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration Effect: Hearing Group Images Casting Time: 1/2 Phase Target/Area Affected: 16 Meter Radius Duration: Special Range: No Range Active Cost: 10 Skill Roll Penalty: -0 Real Cost: 1 END Cost: 1 Chime Of Alarm: Images (Hearing Group) - Trigger (Triggers When An Unauthorized Creature Enters The Spell's Area; Does Not Reset +1/4), Area Effect (16 Meter Radius; +3/4)(10 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 31, 2009 Report Share Posted August 31, 2009 Re: The Grimoire Project Choking Fog This spell generates a cloud of fog that suffocates of living creatures within it. Such creatures cough and gasp for air as long as they are within the area of effect. The fog dissipates once the spell's duration ends. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Air Magic Effect: Energy Blast 4d6 plus Change Environment Casting Time: 1/2 Phase Target/Area Affected: 5 Meter Radius Duration: Constant Range: 400 Meters Active Cost: 91 Skill Roll Penalty: -4 Real Cost: 36 END Cost: 9 Choking Fog: Energy Blast 3d6 - Costs END Only To Activate (+1/4), Constant (+1/2), Uncontrolled (Lasts 1 Turn; +1/2), Area Effect (5 Meter Radius; +1/2), No Normal Defense (Defense Is Being In An Airtight Area or No Need To Breathe; +1)(75 Active Points); Requires A Power Skill: Conjuration Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) AND Change Environment (-3 To Sight PER Rolls; Long Lasting: 1 Turn) - Area Effect (5 Meter Radius; +1/2)(16 Active Points); Linked (Energy Blast; -1/2), Requires A Power Skill; Conjuration Magic Roll (-1/2), Spell (-1/2), Gesturea (-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 Cleanse the Mind This spell ends any magical effects that are controlling or influencing the mind of the subject creature. College: Forces And Information Philosophy: Abjuration And Charm Effect: Dispel Mind-Influencing Powers 15d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: No Range Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 20 END Cost: 4 Cleanse the Mind: Dispel Mind-Influencing Powers 15d6 (45 Active Points); No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Either A Power Skill: Abjuration Magic Roll Or A Power Skill: Charm Charm Magic Roll (Player's Choice; -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 Cloak of Blades When cast, this spell creates numerous daggers, knives, swords, and axes that whirl through the air around the wizard in a tight but deadly orbit. Anyone who gets too close to the wizard while this spell is in effect is effectively sliced and hacked to pieces by the flying blades. College: Change And Forces Philosophy: Abjuration And Conjuration Special Effects: Arcane Magic, Change, Forces, Abjuration, Conjuration Effect: HKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 1 Meter Radius Duration: Constant Range: Caster Active Cost: 30 Skill Roll Penalty: -1 Real Cost: 12 END Cost: 3 Cloak of Blades: Hand Killing Attack 1d6 - Area Effect (1 Meter Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2)(30 Active Points); No STR Bonus (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4), Requires Either A Power Skill: Abjuration Magic Or A Power Skill: Conjuration Magic Roll (Player's Choice; -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 Cloak of Brilliance This spell wraps the caster in an aura of bright, colorful light. The brilliance of the light causes any creature within the same hex as the caster to go blind temporarily. College: Change And Forces Philosophy: Abjuration And Evocation Special Effects: Arcane Magic, Change, Forces, Abjuration, Evocation, Light Effect: Sight Group Flash 3d6 Casting Time: 1/2 Phase Target/Area Affected: One Meter Radius Duration: Constant Range: No Range Active Cost: 30 Skill Roll Penalty: -1 Real Cost: 11 END Cost: 3 Cloak Of Brilliance: Flash (Sight Group) 3d6 - Area Effect (1 Meter Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2)(30 Active Points); No Range (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Either A Power Skill: Abjuration Magic Or Power Skill: Evocation Magic Roll (Player's Choice; -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 Cloak of Flames The caster wraps himself in a cloak of bright green flames that burn any opponents that strike him. College: Change And Forces Philosophy: Abjuration And Evocation Special Effects: Arcane Magic, Change, Forces, Abjuration, Evocation, Heat/Fire Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: Self Duration: Constant Range: Caster Active Cost: 30 Skill Roll Penalty: -1 Real Cost: 11 END Cost: 3 Cloak of Flames: Ranged Killing Attack 1d6 - Area Effect (1 Meter Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2)(30 Active Points); No Range (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Power Skill: Abjuration Magic Or Power Skill: Evocation Magic Roll (Player's Choice; -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 Cloak of Sparks The caster wraps himself in a cloak of electrical sparks that burn any opponents that strike him. College: Change And Forces Philosophy: Abjuration And Evocation Special Effects: Arcane Magic, Change, Forces, Abjuration, Evocation, Electricity Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: Self Duration: Constant Range: Caster Active Cost: 30 Skill Roll Penalty: -1 Real Cost: 11 END Cost: 3 Cloak of Sparks: Ranged Killing Attack 1d6 - Area Effect (1 Meter Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2)(30 Active Points); No Range (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Requires A Power Skill: Abjuration Magic Or Power Skill: Evocation Magic Roll (Player's Choice; -1/4). Quote Link to comment Share on other sites More sharing options...
Curufea Posted August 31, 2009 Report Share Posted August 31, 2009 Re: The Grimoire Project I would like to see this kind of resource you are creating on my wiki - threads here tend to die unless updated regularly and sooner or later this thread won't be updated and new posts will push it down. Likewise - a wiki gives you search functionality that gives relevant results and a better organisational structure. If interested, PM me with your email address and I'll create a user account for you. 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 I would like to see this kind of resource you are creating on my wiki - threads here tend to die unless updated regularly and sooner or later this thread won't be updated and new posts will push it down. As of right now, the only thing that will keep me from updating this is going to be getting banned again, the boards shutting down, or my dying. But I have no problem with you making the Grimoire Project a subsection of your wiki. I'm putting together one of my own, but only on my own system for now. When I do eventually post it to the web, having it in two places at once is no worries. If interested, PM me with your email address and I'll create a user account for you. You already have my email address. I'm Jack Butler. I also created the Master Lists of Limitations. Cloud Writing On occasion, a spell-caster might need to leave a message for all to see. This spell allows the caster to leave clearly visible writing high overhead using wisps of vapor gathered from the air. College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration Effect: Sight Group Images Casting Time: 1 Minute Target/Area Affected: 10 Kilometer Radius Duration: Constant Range: 1600 Meters Active Cost: 40 Skill Roll Penalty: -2 Real Cost: 9 END Cost: 3 Cloud Writing: Images (Sight Group) - Area Effect (1 Meter Radius; +1/4), Costs END Only To Activate (+1/4), Uncontrolled (Lasts 1 Hour; +1/2), Increased Maximum Range (1600 Meters; +1), MegaArea (1 Meter = 10 Kilometers; Not Scaleable; +1)(40 Active Points); Only To Write By Shaping The Clouds (+1), Extra Time (1 Minute; Activation Only; -3/4), Not In Low Overcast Or Foggy Weather, Winds Of More Than 10 KPH, Or Underwater (-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 31, 2009 Report Share Posted August 31, 2009 Re: The Grimoire Project Cloud the Mind This spell allows the caster to completely cover up his thoughts and emotions. He is undetectable by people trying to sense emotional states, detect lies, or determine intent. College: Change, Information Philosophy: Abjuration, Charm Special Effects: Arcane Magic, Change, Information, Abjuration, Charm, Mind Magic Effect: Mental Group And Mystic Group Invisibility Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 25 Skill Roll Penalty: -1 Real Cost: 11 END Cost: 2 Cloud the Mind: Invisibility (Mental Group And Mystic Group), No Fringe (25 Active Points) - Only vs. Effects That Detect Emotions Or Intent (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Either A Power Skill: Abjuration Magic Or A Power Skill: Charm Magic Roll (Player's Choice; -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 Condense Water When this spell is cast, all of the water vapor in the air surrounding the caster collects on any surface indicated by the caster as dew. The water produced is not magical; its simply condensed out of the air. At the absolute most (given 100% humidity and a large open space), this spell precipitates about 3 cups of water out of the air. In very dry conditions (tightly enclosed areas or areas with less than 5% humidity), the spell is unable to produce any water at all. After this spell is cast, the humidity in the local area drops to 0% for several hours. This prevents the caster from using this spell multiple times in quick succession. College: Change Philosophy: Transfiguration Special Effects: Arcane Magic, Change, Transfiguration, Water Magic Effect: Major Transform 3d6 Casting Time: Full Phase Target/Area Affected: Special Duration: Instant Range: No Range Active Cost: 30 Skill Roll Penalty: -1 Real Cost: 9 END Cost: 3 Condense Water: Major Transform 3d6 (Creates Water Out Of Nothing)(30 Active Points) - Extra Time (Full Phase: -1/2), No Range (-1/2), Requires A Power Skill: Transfiguration Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Not In Arid Areas (-1/4), Side Effect (The 12 Meter Radius Area Around Caster Drops To 0% Humidity For 1d6 Hours After Spellcasting; Happens Automatically; -0). 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 Cone of Cold This spell creates a cone of freezing cold that lances out to damage the all targets caught in the area of effect College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Cold/Ice Effect: Energy Blast 6d6 Casting Time: 1/2 Phase Target/Area Affected: 10 Meter Cone Duration: Instant Range: No Range Active Cost: 67 Skill Roll Penalty: -3 Real Cost: 22 END Cost: 7 Bolt Of Cold: Energy Blast 6d6 - Area Effect (10 Meter Cone; +1/2), Penetrating (+1/2)(67 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 September 1, 2009 Report Share Posted September 1, 2009 Re: The Grimoire Project Conversphere This spell allows the wizard to use a crystal ball as a mystical translator for all spoken languages. Once created, the Conversphere allows the caster to converse intelligibly with almost any sentient being who speaks. The magic of the spell fades after a day. College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment Effect: Universal Translator 21- Casting Time: Full Phase Target/Area Affected: Single Crystal Ball Duration: 1 Day Range: No Range Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 10 END Cost: 4 Conversphere: Universal Translator 21- Uncontrolled (Lasts 1 Day; +1/2)(45 Active Points); OAF: Crystal Ball To Be Enchanted (-1), Only To Translate Speech (-1), Requires A Power Skill: Enchantment Magic Roll (-1/2), Costs END Only To Activate (-1/4), 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...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.