Guest Worldmaker Posted September 1, 2009 Report Share Posted September 1, 2009 Re: The Grimoire Project Cosian's Acid Stream The spell causes a thin stream of purplish, hissing acid to shoot forth from the wizard's outstretched hand. Creatures caught in the area of effect continue to take damage until such time as the acid is washed off the target's skin or otherwise neutralized. College: Forces Philosophy: Conjuration Special Effects: Arcane Magic, Forces, Conjuration, Acid Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: 10 Meter Line Duration: Constant Range: No Range Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 15 END Cost: 4 Cosian's Acid Stream: Ranged Killing Attack 1d6 - Area Effect (10 Meter Line; +1/4), Costs END Only To Activate (+1/4), Constant (+1/2), Uncontrolled (Lasts For 1 Hour, Or Until The Acid Is Washed Off Or Neutralized; +1/2), Penetrating (+1/2)(45 Active Points); No Range (-1/2), Requires A Power Skill: Conjuratin Magic Roll (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-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 Cosian's Electric Arc This spell causes a small arc of electricity to leap from the wizard's extended fingertip, striking one target of the wizard's choosing. College: Forces Philosophy: Evocation Effect: RKA 1d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: No Range Active Cost: 15 Skill Roll Penalty: -1 Real Cost: 6 END Cost: 1 Cosian's Electric Arc: Ranged Killing Attack 1d6 (15 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...
Curufea Posted September 1, 2009 Report Share Posted September 1, 2009 Re: The Grimoire Project When I do eventually post it to the web' date=' having it in two places at once is no worries.[/quote'] Kewl! It is a valuable resource and should be shared. I'll start putting it in the "resources for fantasy hero" section. 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 Cosian's Hunting Hound This spell conjures a hunting dog to be a helper and boon companion to the casting wizard. The conjured dog is very loyal to the wizard, and will fight for him if the need arises. The creature is intelligent, as dogs go, and can understand simple verbal commands so long as they are nothing more than a couple of words and relatively simple. Hounds summoned by this spell are capable of hunting and tracking, and are skilled enough at it that they can usually hunt sufficiently well to feed the wizard (and itself), provided there is game in the surrounding area. When the spell ends (that is, when the dog has served the caster for a number of days equal to the caster's EGO score), the dog fades back into the nothingness from which it came. College: Forces Philosophy: Conjuration Effect: Summon Hunting Dog Casting Time: Full Phase Target/Area Affected: 1 Hunting Dog Duration: Constant Range: No Range Active Cost: 16 Skill Roll Penalty: -2 Real Cost: 8 END Cost: 2 Cosian's Hunting Hound: Summon One Hunting Dog Built On Up To 40 Points - Slavishly Devoted (+1)(16 Active Points); Requires A Power Skill: Conjuration Magic Roll (-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 Spell #150 Cosian's Sparkle Beam This spell calls forth a sparkling golden ray. Any living creature struck by the beam is temporarily blinded. The true function of this spell, however, is its use against undead, demons, and other such foul creatures of darkness. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Light Effect: Sight Group Flash 6d6 and RKA 2d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: 500 Meters Active Cost: 50 Skill Roll Penalty: -2 Real Cost: 16 END Cost: 5 Cosian's Sparkle Beam: Flash (Sight Group) 6d6 (30 Active Points) - Requires A Power Skill: Evocation Magic Roll (-1/2), Spell (-1/2), Beam (-1/4), Gestures (-1/4), Incantations (-1/4) plus Ranged Killing Attack 1d6+1 (20 Active Points) - Only vs. Undead Or Demonic Creatures (-1), Linked (Flash; -1/2), Spell (-1/2), Beam (-1/4), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Curufea Posted September 1, 2009 Report Share Posted September 1, 2009 Re: The Grimoire Project Everything including the last two spells you've added can be found on the wiki here- http://www.curufea.com/hero/doku.php?id=resources:gp:start Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 2, 2009 Report Share Posted September 2, 2009 Re: The Grimoire Project Create Light This spell creates a field of light in a 4" radius area that is as bright as ordinary daylight (though it does not share daylight's damaging effect against certain creatures). The color of the light is up to the whim of the caster. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Light Effect: Sight Group images Casting Time: 1/2 Phase Target/Area Affected: 4 Meter Radius Duration: Constant Range: 200 Meters Active Cost: 20 Skill Roll Penalty: -1 Real Cost: 7 END Cost: 2 Create Light: Images (Sight Group) - Area Effect (4 Meter Radius; +1/4), Costs END Only To Activate (+1/4), Uncontrolled (Lasts 1 Hour; +1/2)(20 Active Points); Only To Create Light (-1), Requires A Power Skill: Evocation Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 2, 2009 Report Share Posted September 2, 2009 Re: The Grimoire Project Cosian's Starlight This spell, a variation of the Create Light spell, illuminates an area as brightly as a cloudless outdoor night sky filled with stars. The light thus created is pale and wan, and dilutes vision mostly to black and white. Full visual acuity is possible only out to a range of 10 yards, but general identification can be made out to 20 yards. Stationary figures can be made out at 40 yards, and movement detected out to 80 yards. Intervening cover will, of course, reduce sighting distances accordingly and there are ample shadows within the area of effect to hide in. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Light Effect: Sight Group images Casting Time: 1/2 Phase Target/Area Affected: 4 Meter Radius Duration: Constant Range: 200 Meters Active Cost: 20 Skill Roll Penalty: -1 Real Cost: 7 END Cost: 2 Cosian's Starlight: Images (Sight Group) - Area Effect (4 Meter Radius; +1/4), Costs END Only To Activate (+1/4), Uncontrolled (Lasts 1 Hour; +1/2)(20 Active Points); Only To Create Dim Starlight (-1), Requires A Power Skill: Evocation Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 2, 2009 Report Share Posted September 2, 2009 Re: The Grimoire Project Cosian's Wall of Darkness This spell brings into being a wall of blackness which cannot be seen or heard through. It has no physical existence, and does not hinder nor harm those passing through it. It does, however, block the passage of sight and sound from one side to the other, assuming that the spell is not cast in such a way (such as in a field of grass) which would otherwise allow sound to move around the edges of the wall. College: Forces Philosophy: Evocation Special Effects: Arcane Magic, Forces, Evocation, Darkness Effect: Darkness (Sight Group, Hearing Group) Casting Time: 1/2 Phase Target/Area Affected: 4 Meter Line Duration: Constant Range: 150 Meters Active Cost: 25 Skill Roll Penalty: -1 Real Cost: 7 END Cost: 1 Cosian's Wall Of Darkness: Darkness (Sight Group, Hearing Group) - Altered Shape (4 Meter Line; +0)(15 Active Points); Requires A Power Skill: Evocation Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 2, 2009 Report Share Posted September 2, 2009 Re: The Grimoire Project Create Bone Golem With this extensive ritual, the character can take an intact skeleton (from either a whole corpse, or one the caster has wired togther himself) and animate it with the help of certain alchemical formulae and incantations. The wizard can only have one golem active at any given time. It should be noted that a golem created in this fashion isn't truly "living dead", and thus does not count as an undead creature. College: Matter Philosophy: Alchemy Special Effects: Arcane Magic, Matter, Alchemy, Construct Effect: Summon Golem Casting Time: 1 Month Target/Area Affected: Single Golem Duration: Instant Range: No Range Active Cost: 100 Skill Roll Penalty: -5 Real Cost: 25 END Cost: 10 Create Bone Golem: Summon One Bone Golem Built On Up To 250 Points - Slavishly Devoted (+1)(100 Active Points); Extra Time (1 Month; -5), OAF: Intact Skeleton And Carefully Crafted Magical Amulets (Very Difficult To Obtain; -1 1/2), Concentration (0 DCV; -1/2), Requires A Power Skill: Alchemy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 2, 2009 Report Share Posted September 2, 2009 Re: The Grimoire Project Create Clay Golem With this extensive ritual, the character can take statue shaped out of clay or thickened mud and animate it with the help of certain alchemical formulae and incantations. The wizard can only have one golem active at any given time. College: Matter Philosophy: Alchemy Special Effects: Arcane Magic, Matter, Alchemy, Construct Effect: Summon Golem Casting Time: 1 Month Target/Area Affected: Single Golem Duration: Instant Range: No Range Active Cost: 120 Skill Roll Penalty: -6 Real Cost: 30 END Cost: 12 Create Clay Golem: Summon One Clay Golem Built On Up To 300 Points - Slavishly Devoted (+1)(120 Active Points); Extra Time (1 Month; -5), OAF: Clay Statue And Carefully Crafted Magical Amulets (Very Difficult To Obtain; -1 1/2), Concentration (0 DCV; -1/2), Requires A Power Skill: Alchemy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 2, 2009 Report Share Posted September 2, 2009 Re: The Grimoire Project Create Flesh Golem With this extensive ritual, the character can take an intact corpse (either a complete corpse, or one the caster has sewn togther himself) and animate it with the help of certain alchemical formulae and incantations. The wizard can only have one golem active at any given time. It should be noted that a golem created in this fashion isn't truly "living dead", and thus does not count as an undead creature. College: Matter Philosophy: Alchemy Special Effects: Arcane Magic, Matter, Alchemy, Construct Effect: Summon Golem Casting Time: 1 Month Target/Area Affected: Single Golem Duration: Instant Range: No Range Active Cost: 100 Skill Roll Penalty: -5 Real Cost: 25 END Cost: 10 Create Flesh Golem: Summon One Flesh Golem Built On Up To 250 Points - Slavishly Devoted (+1)(100 Active Points); Extra Time (1 Month; -5), OAF: Intact Corpse And Carefully Crafted Magical Amulets (Very Difficult To Obtain; -1 1/2), Concentration (0 DCV; -1/2), Requires A Power Skill: Alchemy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 2, 2009 Report Share Posted September 2, 2009 Re: The Grimoire Project Create Homonculous An alchemist can use this formula and a bit of his blood to create a small replica of himself to serve as a servant. Only oneThe wizard can only have one homonculous active at any given time. College: Matter Philosophy: Alchemy Special Effects: Arcane Magic, Matter, Alchemy, Construct Effect: Summon Homonculous Casting Time: 1 Week Target/Area Affected: Single Homonculous Duration: Instant Range: No Range Active Cost: 44 Skill Roll Penalty: -2 Real Cost: 5 END Cost: 4 Create Homonculous: Summon One Homonculous Built On Up To 110 Points - Slavishly Loyal (+1)(44 Active Points); Extra Time (1 Week; -4 1/2), OAF: Chemicals Needed To Form Homonculous And Some Of The Caster's Blood (Very Difficult To Obtain; -1 1/2), Concentration (0 DCV; Throughout Casting; -1), Gestures (Throughout; -1/2), Incantations (Throughout; -1/2), Requires A Power Skill: Alchemy Magic Roll (-1/2). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 2, 2009 Report Share Posted September 2, 2009 Re: The Grimoire Project Create Straw Golem With this extensive ritual, the character can take an intact scarecrow (like may be found in any farmer's field) and animate it to be a servant with the help of certain alchemical formulae and incantations. The wizard can only have one golem active at any given time. College: Matter Philosophy: Alchemy Special Effects: Arcane Magic, Matter, Alchemy, Construct Effect: Summon Golem Casting Time: 1 Month Target/Area Affected: Single Golem Duration: Instant Range: No Range Active Cost: 60 Skill Roll Penalty: -3 Real Cost: 15 END Cost: 6 Create Straw Golem: Summon One Straw Golem Built On Up To 150 Points - Slavishly Devoted (+1)(60 Active Points); Extra Time (1 Month; -5), OAF: Scarecrow And Carefully Crafted Magical Amulets (Very Difficult To Obtain; -1 1/2), Concentration (0 DCV; -1/2), Requires A Power Skill: Alchemy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Dark Puppet Upon casting this spell, the actions of the Wizard's shadow are reproduced in the physical world. Thus, if the Wizard's shadow throttles a target's shadow, the victim will begin to gag and choke for air. Likewise, if the shadow of a weapon is grasped, the actual weapon will move according the commands of the Wizard. Due to the difficulty of maintaining the actions of his shadow, however, the Wizard must maintain a sharp focus throughout the duration of the spell. This spell will not function if there are no shadows. College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment, Darkness Effect: Telekinesis 20 STR Casting Time: 1/2 Phase Target/Area Affected: Caster's Shadow Duration: Constant Range: Special Active Cost: 40 Skill Roll Penalty: -2 Real Cost: 10 END Cost: 4 Dark Puppet: Telekinesis (20 STR), Fine Manipulation (40 Active Points) - Concentration (1/2 DCV; Throughout; -1/2), Requires A Power Skill: Enchantment Magic Roll (-1/2), Spell (-1/2), Telekinesis Must Align With Caster's Shadow (-1/2), Gestures (-1/4), Incantations (-1/4), Range Limited By Reach Of Caster's Shadow (-1/4), Telekinetic Strength Limited To Caster's Strength (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Deadly Strike When this spell is cast upon a single weapon, the wielder of the weapon causes greatly increased damage the next time the weapon strikes an opponent in combat. The spell lasts for a single Turn, or until a successful melee strike is made. After that, the magic fades away. College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment Effect: Deadly Blow +2d6 Casting Time: 1/2 Phase Target/Area Affected: Single Weapon Duration: Instant Range: No Range Active Cost: 56 Skill Roll Penalty: -3 Real Cost: 15 END Cost: 6 Deadly Strike: Deadly Blow +2d6 (Any Hand-to-Hand Weapon, Any Circumstance) - Useable By Other (+1/4), Lingering For Up To 1 Turn (+1/2)(56 Active Points); OAF: Weapon To Be Enchanted (-1), Instant (-1/2), Requires A Power Skill: Enchantment 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 September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Detect Illusions This spell detects whether a given phenomena or substance is actually an illusion created by a spell or magical ability. College: Information Philosophy: Divination Special Effects: Arcane Magic, Information, Divination Effect: Detect Illusions 21- 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 Detect Illusions: Detect Illusions 21- (Large Class Of Things; Mystic Group)(21 Active Points) - Costs END (-1/2), Requires A Power Skill: Divination Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Detect Invisibility This spell detects whether magical invisibility effects are active in the area. College: Information Philosophy: Divination Special Effects: Arcane Magic, Information, Divination Effect: Detect Invisible Objects Or Creatures 21- 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 Detect Invisibility: Detect Invisible Objects Or Creatures 21- (Large Class Of Things; Mystic Group)(20 Active Points) - Costs END (-1/2), Requires A Power Skill: Divination Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Detect Poison This spell reveals the presence of poison within the perception of the caster. The spell will detect any poison present in any medium, including revealing whether or not a particular creature has been poisoned. College: Information Philosophy: Divination Special Effects: Arcane Magic, Information, Divination Effect: Detect Poisons 21- 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 Detect Poison: Detect Poisons 21- (Large Class Of Things; Mystic Group)(20 Active Points) - Costs END (-1/2), Requires A Power Skill: Divination Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Detect Scrying This spell allows the caster to determine if someone is scrying him (that is, following his actions with spells such as The Spell of Far Seeing). It does not tell him who is scrying or why. College: Information Philosophy: Divination Special Effects: Arcane Magic, Information, Divination Effect: Detect Scrying Attempts 21- Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 15 Skill Roll Penalty: -1 Real Cost: 6 END Cost: 1 Detect Scrying: Detect Scrying Attempts 21- (A Class Of Things; Mystic Group)(15 Active Points) - Costs END (-1/2), Requires A Power Skill: Divination Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Detect Shapechangers By means of this spell, the wizard can detect the presence of any shape-changing creature. Any sort of shape-changer (be it a lycanthrope, a doppelganger, a demon, a creature using an enchanted item to change shape, or even a wizard using transfiguration magic) can be detected with this spell. The spell does not reveal the creature's true form... just that the creature has the capacity to assume new forms. College: Information Philosophy: Divination Special Effects: Arcane Magic, Information, Divination Effect: Detect Shapechanging Creatures 21- Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 15 Skill Roll Penalty: -1 Real Cost: 6 END Cost: 1 Detect Shapechangers: Detect Shapechanging Creatures 21- (A Class Of Things; Mystic Group)(15 Active Points) - Costs END (-1/2), Requires A Power Skill: Divination Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Detect Teleportation Using this spell, the caster is alerted when anyone arrives or departs his vicinity through use of teleportation magic of any sort. The spell does not reveal the precise location of the teleporter's arrival/departure, nor (in the case of departure) does it reveal where the teleporter is going. Just that such an event has occurred nearby. College: Information Philosophy: Divination Special Effects: Arcane Magic, Information, Divination Effect: Detect Arrivals And Departures By Teleportation 21- Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 22 Skill Roll Penalty: -1 Real Cost: 10 END Cost: 1 Detect Teleportation: Detect Arrivals And Departures By Teleportation 21- (A Class Of Things; Mystic Group) - Uncontrolled (Lasts 1 Day; +1/2)(22 Active Points) - Requires A Power Skill: Divination 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 September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Detect Undead This spell of detection will reveal to the caster the presence and location of undead nearby. When viewed by the caster under the effects of this spell, undead creatures glow with a sickly-green glow visible only to him. College: Information Philosophy: Divination Special Effects: Arcane Magic, Information, Divination Effect: Detect Undead Creatures 21- Casting Time: 1/2 Phase Target/Area Affected: Caster Duration: Constant Range: Self Active Cost: 20 Skill Roll Penalty: -1 Real Cost: 7 END Cost: 2 Detect Poison: Detect Undead Creatures 21- (Large Class Of Things; Sight Group Group)(20 Active Points) - Costs END (-1/2), Requires A Power Skill: Divination Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Sense Affected As Sight Group And Mystic Group (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Detonate When this spell is cast, the caster causes a single inanimate object no more than 1 cubic-foot in area to begin charging itself with magical energy. For one turn, the item stores more and more mystic energy until it gets to a critical point and explodes, doing damage to everything around it. The spell cannot be cast so as to use a living creature as the "bomb". This spell has no incantation, allowing it to be cast silently. College: Change Philosophy: Enchantment Special Effects: Arcane Magic, Change, Enchantment Effect: RKA 2d6 Casting Time: 1/2 Phase Target/Area Affected: 2 Meter Radius Explosion Duration: Instant Range: 370 Meters Active Cost: 37 Skill Level Penalty: -2 Real Cost: 8 END Cost: 4 Detonate: Ranged Killing Attack 2d6 - Area Effect (2 Meter Radius Explosion; +1/4)(37 Active Points); Extra Time (1 Turn For Onset; -1 1/4), OAF: Inanimate Object To Detonate (-1), Requires A Power Skill: Enchantment Magic Roll (-1/2), Spell (-1/2), Focus Must Not Be Larger Than 1 Cubic Foot In Area (-1/4), Gestures (-1/4). Quote Link to comment Share on other sites More sharing options...
Guest Worldmaker Posted September 3, 2009 Report Share Posted September 3, 2009 Re: The Grimoire Project Detoxify This spell instantly neutralizes any poison, from alcohol to snake venom, in the body of a single creature. Multiple castings are necessary if the creature is under the effects of multiple poisons, as the spell only neutralizes them one at a time. College: Change Philosophy: Abjuration Special Effects: Arcane Magic, Change, Abjuration, Poison Effect: Dispel Poison 8d6 Casting Time: 1/2 Phase Target/Area Affected: Single Creature Duration: Instant Range: No Range Active Cost: 45 Skill Roll Penalty: -2 Real Cost: 18 END Cost: 4 Detoxify: Dispel Poison Powers 15d6 (45 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...
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