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Extremely Confused
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GuardianTempest has taken over responsibility for the grimoire here.
Old spells list last updated a year ago or whenever Credit to GuardianTempest for Profound Still, Sunlight Spear, and Force Sphere, Eisenritter for Spook, Ghastly Visage, Phantasmal Killer, Weird, Unraveling Bolt, Meigddo Flare, and Dragon Slave, Cruxador for Change Form, Weredrago2 for Exorcism, and ReptileViking for True Strike, Psychotherapy, and Psychosurgery. Set 1 Abjuration Profound Still Abjuration 1 Test: Abjuration + Willpower Target Number: 15 Action: Full Action Keywords: Focus, Somatic, Verbal Duration: Twenty-five seconds Effect: Everyone in a 30m radius of the caster, including the caster, can't cast level 1 spells. For every two raises on the test, the level of spells that can't be casted increases by one. Focus: An implement.
Gellar Ray Abjuration 2 Test: Abjuration + Willpower Target Number: 15 Action: Reaction Action Keywords: Focus Duration: Instant You may prevent a Psychic Phenomenon within 30m of you, or prevent the summoning of a creature with the Daemonic trait - so long as you got as many raises as the creature's level. Focus: A charm.
Gellar Field Abjuration 3 Test: Abjuration + Willpower Target Number: 20 Action: Full Action Keywords: Focus Duration: Concentration (Half) This spell generates a smaller, personal, version of a spelljammer Gellar Field, effective within a 10m radius. The caster may spend a resource point to prevent a Peril of the Warp within the field, and all Perils occurring outside the field do not affect those within. Anything with the Daemonic trait within the field is destroyed. Daemonhosts lose the power of their sin asset within the field. Spells may not be pushed within the field. Focus: A charm.
Gellar Wave Abjuration 4 Test: Abjuration + Willpower Target Number: 15 Action: Reaction Action Keywords: Focus Duration: Instant You may prevent a Psychic Phenomena or Peril of the Warp caused by or targeted at anyone within 50m of you, or banish a creature with the Daemonic trait - if you got as many raises as the creature's level. Focus: A charm.
Stasis Field Abjuration 5 Test: Abjuration + Willpower Target Number: 40 Action: Full Action Keywords: Focus, Somatic, Verbal Duration: Concentration (Full) This spell generates a sphere, centered on the caster, with a radius of 50m within which all non-Primitive ranged weapons are incapable of operation, all color is drained, and everything is illuminated with a shadowless light. Prometheans and other machines which end the round within the field lose a half action. Explosives which are triggered within only detonate when they leave the field, and do not affect those within the field. Weapons with the Power Field quality lose it while within the field. The stasis field's matte gray boundary blocks all sight in or out. Focus: A metal sphere. Conjuration Mana Tap Conjuration 1 Test: Conjuration + Willpower Target Number: 10 Action: One Hour Keywords: Somatic, Verbal Duration: Instant Gain 1 generic resource point, plus one for every raise, which you can only spend when casting spells from a specific school chosen at the time of casting. The schools you can collect these generic resource points for are based on the environment in which you are casting the spell: for example, you could get resource points for use with either Illusion or Enchantment spells from islands, Healing or Transmutation from forests, Divination or Necromancy from swamps, Evocation or Conjuration from mountains, Abjuration or Healing from plains, and so on. One may only store a number of resource points for each school up to their rank in the school plus their power stat. This can only be used once per day within the same general location.
Impart Force Conjuration 2 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Somatic, Verbal Duration: Instant The caster generates a force on a target within 100m, adding or subtracting up to 1 from the Momentum of a vehicle (plus one for every raise), changing a vehicle's direction by up to 30 degrees (plus 10 degrees more for every raise), or - should the target be a creature - either moving them up to 4m (plus raises times two) in any direction or adding up to 2 (plus one for every raise) to their Dexterity for any action they take on their next turn with the movement keyword.
Conjure Conveyance Conjuration 3 Test: Conjuration + Willpower Target Number: 15 Action: Full Action Keywords: Material, Somatic, Verbal Duration: One Hour The caster summons an Uncommon-quality vehicle. The drive rating of its drive system must be less than five plus double the number of raises, and it must have a cockpit and an alternate control input set to arcana. Material: A container, such as a can or vase, of fuel.
Dilate Space Conjuration 4 Test: Conjuration + Willpower Target Number: 10 Action: Full Action Keywords: Somatic, Verbal Duration: Half a minute The caster creates a sphere with a radius equal to the number of raises on the focus power test plus one. Within this sphere, distances are amplified by two plus the number of raises times two; for example, if you rolled a 30, that would create a sphere with a radius of 5m and an amplification factor of 10. To cross from one end of the example sphere to the other would require that the crosser move a distance equal to the diameter of the sphere times ten, or 100m. Dispel may be used on this sphere at any time to revert space back to normality, but if the spheres have been nested within each other only the lowest spheres in a sequence of nested spheres can be dispelled.
Conjure Greater Conveyance Conjuration 5 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Material, Somatic, Verbal Duration: One Hour The caster summons a Very Rare-quality vehicle. It must have a cockpit and an alternate control input set to arcana. Material: A container, such as a can or vase, of fuel. Divination True Strike Divination 3 Test: Divination + Wisdom Target Number: 25 Action: Full Action Keywords: Focus, Verbal Duration: Instant The caster gains three free raises on their next attack test, and may ignore the effects of concealment and darkness for that attack. Focus: A miniature copy of an archery target.
Contact Deity Divination 5 Test: Divination + Wisdom Target Number: 35 Action: Full Action Keywords: Focus, Language Dependent, Material, Mind-Affecting, Social, Verbal Duration: One Minute With this spell, you may telepathically commune with a deity of your choice. Note: they may smite you if you piss them off. They also don't have to respond to or even listen to you. Material: Incense. Enchantment Flashback Enchantment 3 Test: Enchantment + Charisma Target Number: 20 Action: Full Action Keywords: Language-Dependant, Mind-affecting, Saving Throw, Social, Verbal Duration: One Minute The caster may make a saving throw with Arcana + Willpower if they so choose. Should they elect not to or fail the roll, you may ask the target to recall anything they know. Everything they think while going through their memories, they will say. They will answer specific questions about their memories.
Mindkill Enchantment 4 Test: Enchantment + Charisma Target Number: 25 Action: Full Action Keywords: Mind-affecting, Saving Throw, Verbal Duration: 15 seconds Mindkill induces a temporary state of extreme confusion in a creature. The target may make a saving throw using Arcana + Willpower. Should they fail, they gain the Mindless trait temporarily. For every raise, an additional 5 seconds are tacked onto the spell's duration.
Memetic Agent Enchantment 5 Test: Enchantment + Charisma Target Number: 30 Action: Full Action Keywords: Focus, Language-Dependant, Mind-affecting, Saving Throw, Social, Subtle, Verbal Duration: Indefinite Creating a Memetic Agent allows one quite a bit of control over the ideas of the masses. The caster makes a simple request. As long as the request is something within the target's nature, they do not get a saving throw to resist. If the request is unusual, the target may make a saving throw. Targets who pass their saving throw are not aware of anything unusual, except that they were highly tempted to follow the caster's request. Targets affected by this spell will want to pass the Memetic Agent on at the beginning of every conversation, rolling Persuasion + Fellowship to effectively cast Memetic Agent on the target but with the same request as was casted on them. If they are infested with multiple Memetic Agents, they will choose randomly. Every time they conclude an attempt to pass it on, they may make a saving throw. After one successfully makes a saving throw, one cannot be infected with the same Memetic Agent again. The focus is only needed when first casting the spell, not when spreading a Memetic Agent. Focus: A basilisk’s eye. Evocation Dazzling Ray Evocation 1 Test: Evocation + Charisma Target Number: - Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic Duration: Instant The caster fires radiant rays of blinding light from their finger- or tentacle-tips. The target is dazzled for one round, plus one for every two raises. For every four raises, the target is blinded in one eye for a round. The TN of this spell is equal to the target's Arcana + Wisdom saving throw.
Sonic Blast Evocation 2 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Focus, Saving Throw, Somatic Duration: Instant The caster emits a deafening screech from their focus, requiring everyone in a 45-degree cone for 20m in front of them to make a Constitution saving throw with Arcana + Wisdom or be deafened. Failing the test to cast instead deafens the caster. Focus: An instrument or speaker system.
Force Sphere Evocation 3 Test: Evocation + Charisma Target Number: 20 Action: Full Action Keywords: Attack, Combo-OK, Focus, Somatic Duration: Instant Effect: Unleash a powerful shockwave in a 10m radius that deals 5k3 damage. Anyone caught in it must make an Acrobatics + Strength check or gets knocked prone and pushed away by 2m times the number of raises on the test. Focus: An implement
Sunlight Spear Evocation 4 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Focus, Ranged Touch, Somatic Duration: Instant Effect: Make an attack that deals 6k4 E damage at a range of up to 100m. This attack deals double damage to Vampires and Strigoi. This attack also deals half damage to Kryptonians and Phoenixes. Focus: An implement.
Dragon Slave Evocation 5 Test: Evocation + Charisma Target Number: 35 Action: Full Action Keywords: Attack, Ranged Touch, Somatic, Verbal Duration: Instant Make an attack with Blast 50 within 1km that deals 6k4 damage, and ignores 5 points of Aura on each target. You can use the results of this spell's magic test in place of a Ballistics test made as part of a Shot Guns action, in which case the caster is treated as an Orgone Heavy Cannon emplacement instead. Healing Psychotherapy Healing 2 Test: Healing + Wisdom Target Number: 20 Action: Full Action Keywords: Combo-OK, Somatic, Touch, Verbal Duration: Instant The caster may spend resource points while casting this spell. Each resource point removes 1 insanity point from a touched target. In addition it removes any active Mental Trauma from the target. It has no effect on Disorders.
Exorcism Healing 3 Test: Healing + Wisdom Target Number: - Action: Full Action Keywords: Focus, Somatic, Touch, Verbal Duration: Instant Effect: Should the caster roll higher than the mental defense of the touched spirit or possessed individual, they banish the target spirit. If the spirit is of the same alignment as the caster, they take a check to their roll. If the spirit doesn't worship a god in the same pantheon as the caster, the caster gains a raise to their roll. If the target is a Daemonhost, they lose the benefit of their sin asset for one day as well as all unspent Hero Points. Focus: A charm.
Psychosurgery Healing 4 Test: Healing + Wisdom Target Number: 30 Action: Half Action Keywords: Material, Somatic, Touch, Verbal Duration: One day. You place a mental block on a target's traumatic memories, suppressing one of their Disorders. Unfortunately they are too ingrained to be completely removed and the block only lasts a single day. Material: A silver needle
Megiddo Flare Healing 5 Test: Healing + Wisdom Target Number: 35 Action: Full Action Keywords: Attack, Combo-OK, Focus, Verbal Duration: Instant This functions as Rebuke, except it affects all creatures within 50m per level, and all Mind-Affecting effects or Psychic Phenomena in the area immediately end. Focus: A brick or stone taken from a consecrated area or sealing circle, washed with holy water between castings. Illusion Spook Illusion 1 Test: Illusion + Intelligence Action: Half Action Target Number: - Keywords: Combo-OK, Subtle Duration: Instant You may use the result of this spell as an Intimidation test.
Ghastly Visage Illusion 2 Test: Illusion + Intelligence Action: Full Action Target Number: 10 Keywords: Combo-OK, Mind-Affecting, Verbal Duration: Instant The target, a creature within 10m, sees a horrifying vision, and must test against Fear (1). Increase the Fear rating by 1 for every two raises you get on this roll.
Phantasmal Killer Illusion 3 Test: Illusion + Intelligence Action: Full Action Target Number: 25 Keywords: Attack, Combo-OK, Mind-Affecting, Saving Throw, Somatic, Verbal Duration: Instant One target creature within 30m takes 2k1 damage per level. This spell has no damage type and if it would deal critical damage, the target instead gains a level of fatigue. This spell can be resisted with a Willpower + Arcana test.
Generate Shroud Illusion 4 Test: Illusion + Intelligence Target Number: - Action: Full Action Keywords: Focus, Subtle Duration: One minute. You and everyone within 5m of you becomes invisible, and may use the result from this magic Test in place of stealth rolls involving sight - so long as they remain within 5m of you. This effect lasts up to one minute per level, but ends immediately if anyone within the shroud makes an attack.
Weird Illusion 5 Test: Illusion + Intelligence Action: Full Action Target Number: 35 Keywords: Attack, Combo-OK, Mind-Affecting, Saving Throw, Somatic, Verbal Duration: Instant This functions as Phantasmal Killer, save that it affects each enemy within 30m. Necromancy Unraveling Bolt Necromancy 1 Test: Necromancy + Intelligence Action: Half Action Target Number: 15 Keywords: Attack, Combo-OK, Ranged Touch, Somatic Duration: Instant Make a ranged attack with a range of 30m. This attack deals 2k1 damage plus 2 damage per level, and the target loses a point of Resilience, plus one more point of Resilience for each raise you get on the magic test (to a maximum of your Level), until the end of your next turn. This may not reduce the target to less than one Resilience.
Immortality Elixir Necromancy 5 Test: Necromancy + Intelligence Action: Full Action Target Number: 30 Keywords: Material, Social, Somatic, Subtle, Touch, Verbal Duration: One Week The touched target, after drinking the spell's material, is unaffected by aging for the spell's duration. Material: A cup of mercury. Transmutation Splice Transmutation 1 Test: Transmutation + Wisdom Target Number: 10 Action: Full Action Keywords: Somatic, Touch, Verbal Duration: One Scene The touched item merges with the touched target's body at a location chosen by the caster. It counts as a natural weapon. Should the target take critical damage in the body location that the item has been merged with, the item separates. The item may not be attached to the gizzards. All rolls with the item take a -2k0 penalty, but add a number of raises equal to the number of raises obtained on the roll to cast to the result of all rolls with the item. Material: A pinch of Silver dust.
Recomposition Transmutation 2 Test: Transmutation + Wisdom Target Number: 25 Action: Full Action Keywords: Material, Somatic, Touch, Verbal Duration: Indefinite. The touched item increases or decreases in craftsmanship by one - for example, from a natural quality of Common to Best. Its craftsmanship must be “adjacent” to its natural craftsmanship; no making Poor items Good or Best, for example. A Poor item which has its craftsmanship reduced disintegrates, while a Best-quality item which has its craftsmanship increased gains a 1-dot enchantment as per the Item Enchanting rules. Failing the test to cast reduces the item's quality permanently by the number of checks on the test. Material: A pinch of Silver dust.
Change Form Transmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Half Action Keywords: Somatic Duration: Instant The caster shifts in body and appearance to something new. Every aspect of face and body can change, but the end result must still have more or less the same size and body shape. It is possible to change gender, and be fertile, but changing from one race to the appearance of another doesn't have any mechanical effect.
Adaptation Transmutation 4 Test: Transmutation + Wisdom Target Number: 20 Action: Half Action Keywords: Somatic, Touch, Verbal Duration: One scene. The touched creature gains one of these traits: Amphibious, Armor Plating (2), Crawler, Fear (1), Dark Sight, Flyer, Quadruped, Regeneration (1). If this spell is cast again on the same creature, the previous trait or traits are replaced. Failing the test to cast results in the trait(s) being chosen randomly. For every raise on the test, the caster may select an additional trait.
Projection Transmutation 5 Test: Transmutation + Wisdom Target Number: 35 Action: Full Action Keywords: Focus, Somatic, Touch, Verbal Duration: Indefinite Alchemical Projection allows one to transmute an item from one material to another. This allows the caster to change a mundane item made of an appropriate mundane material into one made of an appropriate magical material - for example, gold to orichalcum or platinum to element x. The target item can have no more moving parts than a crossbow, unless you get two or more raises on the test to cast. Focus: A Philosopher’s stone. Credit to GuardianTempest for Soothing Sunlight, Eisenritter for Shades, and Weredrago2 for Comprehend Languages, Telekinesis, Umbral Jaunt, Alarm, Arcane Lock, and Permanency. Set 2 Abjuration Alarm Abjuration 1 Test: Abjuration + Intelligence Target Number: 10 Action: Half Action Keywords: Focus, Somatic, Verbal Duration: Two hours This spell sounds an alarm each time a creature of Size 2 or larger enters an area or touches an object (10 meters or less in diameter) that has been warded with Alarm. A creature that speaks a chosen password (determined at the time of casting) does not set off Alarm. You decide at the time of casting whether the alarm will be mental or audible. A mental alarm alerts you (and only you) so long as you remain within 1 kilometer of the warded area. A mental alarm will awaken you from sleeping, but does not otherwise disturb concentration. An audible alarm produces the sound of a bell for 1 round, which can be heard clearly for 20 meters. For every raise on the Focus Power test, you can increase the range of the Alarm by 5 meters. Focus: A tiny bell and a piece of very fine silver wire.
Arcane Lock Abjuration 2 Test: Abjuration + Intelligence Target Number: 15 Action: Half Action Keywords: Material, Somatic, Verbal Duration: Indefinite An Arcane Lock cast upon a door, chest, or portal (target cannot exced 10 meters in diameter) magically locks it. You can freely pass your own Arcane Lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful Dispel or Knock spell. Add two checks to the normal TN to break open a door or portal affected by this spell. A Knock spell cannot break an Arcane Lock, but it does suppress it for 10 minutes. Material: An Uncommon amount of gold dust.
Permanency Abjuration 5 Test: Abjuration + Intelligence Target Number: 30 Action: 2 Full Actions Keywords: Social, Somatic Duration: Indefinite On the completion of this spell, you must immediately cast another spell. The spell after Permanency changes its Duration to Indefinite, and all tests made to Dispel it take a check to the result of the roll. Permanency works better for certain spells (such as Enlarge Person or Wall of Force) than it does others. Your SM has the final say on what spells can be made permanent with Permanency. Conjuration Telekinesis Conjuration 1 Focus Power Test: Conjuration + Willpower Target Number: 10 Action: Half Action Keywords: Subtle Duration: Instant You can move things with your mind. This spell has a range of (Willpower+Conjuration)*2 meters, and uses Willpower in the place of Strength. Along with lifting or throwing objects, this spell can be used to make attacks or grapple. Fine manipulation is difficult, but can be done at a -1k1 penalty.
Umbral Jaunt Conjuration 2 Focus Power Test: Conjuration + Willpower Target Number: 20 Action: Half Action Keywords: Focus, Somatic, Verbal Duration: One Scene The caster travels into the Umbra, taking along anybody who is holding their hand. This spell lasts for one scene, after which the caster and all other creatures effected by this spell are returned to the Materium. Focus: A silver thread. Divination Comprehend Languages Divination 1 Test: Divination + Wisdom Target Number: 10 Action: Half Action Keywords: Mind-Affecting, Social, Subtle, Touch Duration: One Scene You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, but not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic, and does not decipher codes or reveal messages concealed in otherwise normal text. Material: A pinch of soot and a few grains of salt. Enchantment - Evocation - Healing Soothing Sunlight Healing 5 Test: Healing + Wisdom Target Number: 30 Action: Full Action Keywords: Focus, Somatic, Verbal Duration: Instant Effect: This functions as Heal except it can be targeted at any and all allies in a 50m radius. The caster must spend resource points equal to every individual hitpoint healed, but all diseases and poisons are cured freely. Focus: An implement. Illusion Shades Illusion 4 Test: Illusion + Intelligence Target Number: 20 Action: Half Action Keywords: Combo-OK, Mind-Affecting, Saving Throw, Somatic, Verbal Duration: Instant At your behest, the shadows in the area spring to life, bringing with them old fears and half-forgotten nightmares. Each enemy within 30m must roll on the Shock table, with a +1 bonus for each raise you get on this roll. This spell can be resisted with a Willpower + Arcana test. Necromancy - Transmutation - When making spells, keep in mind that - Every school uses one characteristic. The schools that use Intelligence are Illusion and Necromancy, the schools that use Wisdom are Healing and Transmutation, the schools that use Willpower are Abjuration and Conjuration, and the schools that use Charisma are Enchantment and Evocation.
- Each school does its own things, and so if you want to find out in which school to place a spell you're going to want to know what every school's spells do. If you want to make a magic disease, you're not going to put it in Evocation because Evocation is all about overt annihilation. If you want to make a spell that cloaks everyone nearby, best not to put it in Abjuration because cloaking is stealth and stealth is part of what the school of Illusion does.
Full list of all spells in this thread, compiled by ReptileViking
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