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Draft Spell Texts**Draft Spell Texts***These spells are in rough format and need rewriting. Some may ahev already been rewritten, this is old text. Transposition Link
Art: Cosmos Availability: Mages, Avatars Base Casting/Item Creation Time: 1 Round/XX Cost: Drain: -4 Required Components: None Suggested Components: A short metal chain, which is held with one end pointing toward each of the targets at casting. Range: See chart. Duration: See chart. Resilliance Skill: Body Resilliance
This spell creates a magical link between any two objects, whereby any further magical effects designed to target the first object will instead end up affecting the second. The caster must select both targets at the time of casting. Both must be within the spell’s range at the time of casting; if they are not, the spell fails. Unless the caster gains an “Undetectable” result, both targets of this spell are aware that they have been the subject of a spell, though they don’t necessarily realize which spell, or who cast it. Can also be cast on objects
Duration Range Obviousness 1 A few seconds Touch Really Obvious 2 1 minute 3’ Starts Obvious 4 1 hour 25’ Hard to Detect 8 1 day 200’ Almost Undetectable 16 1 week 1200’ (1/3 mile) Undetectable
Definitions of Obviousness • Stays Obvious: Both targets are envoloped in blinding red light, and a light beam shaped like a chain extends between them, where it remains until the spell expires. • Starts Obvious: Both targets are enveloped in a blinding red light which fades after a second. • Hard to Detect: Both targets experience a momentary light shift, -4 to detect. • Almost Undetectable: No discernable visual distortion. Magical methods will detect it. • Undetectable: It is impossible to detect the presence of this spell, even with magic.
Another version of the spell has more targets who are all arbitrarily defined. Person Wedgery
Art: Matter Availability: Mages, Avatars Base Casting/Item Creation Time: 6 Rounds/XX Cost: Drain: -7 Required Components: The caster must touch the target. Suggested Components: A metal wedge, which is placed on the head of the target. As the spell is cast, the caster makes a motion as if to drive the wedge into the head of the target (note: the caster does not actually drive the wedge in). Range: See chart. Duration: See chart. Resilliance Skill: Body Resilliance
Person Wedgery is a method of splitting one person into two or more identical people, each of which is half the size and has half the abilities of the original. (Contrary to what the spell’s name implies, the caster needn’t cast the spell on a person, although he usually does.) Person Wedgery duplicates only the physical component of a person—it does not duplicate the aethereal part. Hence, a wedged person has only one mind and only one soul (which hovers halfway between both bodies) and retains a single set of thoughts and desires. In most respects, the wedged person is still a single entity, though she has two bodies; any aetherial spell cast on one half affects both of the people.
Once the spell has been cast, wedged individuals can move as far away from each other as they like. However, when the duration of the spell expires, they start to take wounds as their bodies ache to reform with their counterparts. Each our which passes without their doing so takes its toll in the form of a Minor wound d20 characters take 1d4 hit points. Obviously, spending too much time apart from your other half is dangerous and can result in death. To reform with another half, the two halves must simply push their way inside each other, forming the larger whole.
To make a roll for either of the individuals thus affected by Wedgery, simply split their proficiency in half (even mental checks are affected by this). Furthermore, all spells cast by either person are only half as effective. If rounding is necessary, always round down. Note that even characters who have already been wedged can be wedged again, making it theoretically possible to have an indefinite number of sub-people running around. If a character is reduced to a proficiency or ability of zero or less in this fashion, he dies.
Self Wedgery can also be used on objects, which are destroyed if not placed back together at the end of the spell’s duration.
Duration 1 5 minutes 2 1 hour 4 4 hours 8 8 hours 16 16 hours Personal Aroma Coagulator
Art: Matter Availability: Mages, Avatars Base Casting/Item Creation Time: 6 Rounds/XX Cost: Drain: -2 Base Casting/Item Creation Time: 1 Round/XX Required Components: None Suggested Components: An armpit hair, which is waved at the target of the spell. Range: See chart. Duration: Permanent. Resilliance Skill: Body Resilliance
This spell transforms a person’s body odor into a powerful glue which solidifies a round after the spell is cast, trapping the target in whatever position they are in at the time. Naturally, the sweatier and more foul a person smells when the spell is cast, the more firmly they are adhered to themselves, their clothing, and whatever objects they were holding. On a cool day, a person who has not been engaged in physical activity recently is only slightly hampered, and can break through the glue with a Prowess/Strength/Forcing challenge a Strength check at +8 DC 7. A person who has been sweating a moderate amount (for example, due to having been in combat briefly, or due to having spent some time walking around on a warm day) can make the check unmodified DC 15, and a person who has been really working hard or who has been in the sweltering heat will have to make the check at +8 DC 23.
Note that a person affected by the Personal Aroma Coagulator no longer has any body odor, and thus smells just fine until they have a chance to work up a sweat again.
Range 1 0’ 2 3' 4 25’ 8 200’ 16 1200’ (1/3 mile 32 Within Sight Produce Communication
Art: Cosmos Availability: Mages, Avatars Base Casting/Item Creation Time: 1 Round/XX Cost: Drain: -3 Required Components: A piece of fruit, usually a bannana Suggested Components: Range: See chart. Duration: See chart. Resilliance Skill: None
Allows you to communicate to another person by speaking into a piece of fruit, usually a bananna transmits the sound to the other bananna Green banannas are faint and hard to hear As the bananna turns yellow, it gives crisp reception. Most banannas begin to spoil in 3 days When the bananna starts to rot or go bad, message gets harder to hear, because it gets interspersed with gibberish and cursing, until (when the bananna is completely black) the whole message is nonsensical.
number of fruits affected Pluck Senses
Art: Materium Availability: Mages, Avatars Base Casting/Item Creation Time: 1 Round/XX Cost: Drain: -5 Required Components: None Suggested Components: Range: See chart. Duration: See chart. Resilliance Skill: Body Resilliance
You can grow wings on any of your senses and pluck them off, and send them on missions. Expeditious Repentence
Art: Aetherium Availability: Mages, Avatars Base Casting/Item Creation Time: 1 Round/XX Cost: Low Drain: -7 Required Components: None Suggested Components: Range: See chart. Duration: See chart. Resilliance Skill: Body Resilliance
Redemption is only a prayer away Redeems Causes a willing or unwilling target to atone for any actions considered immoral or unacceptable to the caster Blame is gone—it’s as if the person didn’t do it. Doesn’t version that shifts blame, version that disperses stops short of altering history all spells designed to verify guilt will turn up negative because in every respect it’s as if the person didn’t committ those acts Doesn’t change the fact that they may commit more such deeds in the future doesn’t make them feel guilty or bad If they die, they’ll be judged according to their own religion, which might be really bad orf just neutral. Has been used to put pressure on people to convert Request Divine Audience
Art: Aetherium Availability: Mages, Avatars Base Casting/Item Creation Time: 1 Round/XX Cost: Drain: -7 Required Components: None Suggested Components: Range: See chart. Duration: See chart. Resilliance Skill: Body Resilliance
Requests an audience with the diety. Bug Item
Art: Cosmos Availability: Mages, Avatars Base Casting/Item Creation Time: 1 Round/XX Cost: Drain: -3 Required Components: None Suggested Components: A cockroach, which is placed upon the item during the casting of the spell. Range: See chart. Duration: See chart. Resilliance Skill: Body Resilliance
This spell places a magical “tracking symbol” on any single object (including a person), giving the caster an intuitive sense of where that item is for the full duration of the spell.
Duration Range Knowledge Quality 1 A few seconds 0’ Direction 2 1 minute 2’ Approx. Distance 4 1 hour 4’ Exact Distance 8 1 day 8’ Area Knowledge 16 1 week 16’ Area Vision
• Direction: Caster has knowledge of the direction in which the object lies. • Approx. Distance: Caster knows approximately how many miles away the item is. • Exact Distance: Caster exactly how many feet away the item is. • Area Knowledge: Caster knows the name of the area the item is in, and who’s carrying it. • Area Vision: Caster has a dim view of the area in which the item lies, from the perspective of the item itself. Phantasmal Toady
Art: Force Availability: Mages, Avatars Base Casting/Item Creation Time: 1 Round/XX Cost: Drain: -4 Required Components: None Suggested Components: A coward’s tongue, which must have been soaked in toad’s urine for a week and a day (some say a coward’s toenails work just as well), is shaken vigourously. Range: 10’ Duration: See chart. Resilliance Skill: Body Resilliance
Toady should just be one module for this spell
Phantasmal Toady is a complex trick of light and sound which takes the form of a sniveling, sycophantic humanoid. This humanoid can be can be male or female and a member of any desired sentient race, though it is always hunchbacked and unusually short for its apparant race. If its physical form is unspecified, the toady will take the form of a 5’5” male human. The toady always refers to the caster (or another person designated at casting) as “master” and makes every attempt to obey him. It is simple minded and may be confused by complicated instructions, but it is almost unquestioningly loyal to its master.
The toady cannot manipulate real objects, and physical things pass right through it. It therefore cannot be harmed by any form of physical attack. Neither can it pick things up or touch anything. The phantasmal toady can speak, and make any sounds a person of its size and appearance could reasonably make. However, it is not capable of making sounds in the normal way, by interacting with objects (it is merely an illusion), so the spell must duplicate all the sounds which would seem to be coming from the toady’s voice, its footsteps, and so forth. define sounds what the spell will duplicate
The toady is not a real entity. It has no mind; it merely acts as if it has one. Accordingly, it will always behave as if it would be harmed by all the things that would harm a real person. When attacked, it will try to get out of the way, it will try to avoid falling from great heights, and it will not antagonize a threatening person unless it has been ordered to. Furthermore, it ignores all evidence that it is not real (even if its master tells it so). If its master orders it to take an action which would obviously kill a real person, it will whine about it, but obey. It can be treated as having all proficiencies at 7 or all skills at 5, except those pertaining to the sorts of behaviors toadys excel at, like brownnosing, which they have at 16 14 Keep in mind, however, that all of the toady’s abilities are limited by the fact that it cannot interact with physical objects.
When not otherwise occupied, the toady will spend its time looking around and flattering the person it calls master. Its will act with hostility toward anyone it thinks its master dislikes, and will toady at least a bit toward anyone its master seems to like.
Duration 1 1 minute 2 1 hour 4 1 week 8 1 day 16 1 week Bless
Art: Force Availability: Avatars Only Base Casting/Item Creation Time: 6 rounds/XX Cost: Drain: -5 Required Components: None Suggested Components: Incense, which is burned for the duration of the casting. Range: Touch Duration: See below Resilliance Skill: Soul Resilliance
Bless is a spell which can be cast on any being with a mind. It grants the favor of a particular god, and grants a bonus to all of a person’s actions so long as they act in accodance with the wishes of the diety in whose name they have been blessed (Cobbler’s discresion).
Duration Bonus 1 1 minute Target gets to reroll one check of her choice. 2 1 hour +1 4 1 week +2 8 1 day +4 16 1 week +8 Sanctify
Art: Force Availability: Avatars Only Base Casting/Item Creation Time: 6 rounds/XX Cost: Drain: -5 Required Components: None Suggested Components: Do Avatars need components? Range: Touch Duration: Permanent Resilliance Skill: Soul Resilliance
The much coveted Sanctify spell transforms ordinary items into objects holy in the eyes of the god or gods. It is a much valued spell in many churches around Terrek, and avatars who possess it are often revered by their bretheren.
Sanctify envelops an item with an aura of a diety’s holiness, automatically detectable to all followers of the diety in whose name the item has been sanctified. Most dieties expect that their followers will give a bit of respect and deference to an item sanctified in their name, perhaps kissing it or at least pausing for a moment to contemplate their god’s majestity when they perceive it. Indeed, it is hard for followers not to give the item respect. Those wishing to ignore it must make an unmodified DC 15 Resolve/Concentration/Resisting Urges Concentration check to avoid doing so for one full round whenever such an item is brought into view. (Whether or not a person qualifies as a follower of a diety depends on whether that person regards herself as a follower.) Similar checks should also be made if the follower wishes to destroy or harm the sanctified item.
Sanctified items also cause problems for sworn enemies of a diety. Those who consider themselves such must roll unmodified DC 15 Resolve/Concentration/Resisting Urges Concentration checks or become paralyzed with disgust and loathing for a round when they are presented with such an item.
There are no restrictions on what sorts of items can be sanctified. Some religions place strong stigmas on sanctifying filthy objects, like trash heaps or corpses, but it can still be done if you don’t mind annoying (or angering) the church elders. Certainly it is usually bad form to sanctify symbols of other dieties, or even objects which have absolutely nothing to do with the religion. Most of the time, it is taboo to sanctify people, though a few churches sanctify high-ranking individuals.
It is also possible to sanctify an object in the name of a diety other than your own. Although it can be done, this is essentially liturgical counterfeiting, and can be detected by alert followers of that god with a -4 DC 19 Intuition/Awareness/Descrying Spellcraft check if they wish to give the item an examination. Evaporation
Art: Force Availability: Avatars, Mages Base Casting/Item Creation Time: 1 Round/XX Cost: Drain: -4 Required Components: None Suggested Components: A container from which water was recently evaporated, which is either tossed on the ground or worn on the caster’s head Range: See below Duration: Instant Resilliance Skill: Body Resilliance
Much like the traditional Disintegrate spell, Evaporate breaks the target up into millions of individual components. If successfully cast, a beam of light bursts from the caster’s pinky finger. If a successful Maneuver/Aiming/Shooting ranged touch attack is then made, the light beam strikes the target and vaporizes her unless she makes a Fortitude save. Unlike the more conventional Disintegrate spell, however, the target of this spell does not remain a pile of indiscriminate particles. Instead, she becomes vapor, which ascends into the atmosphere and slowly condenses over the next few hours. Since the vapor retains the essence of who the character was, she reforms in the exact same state she was in when Evaporated, only thousands of feet above the surface of the terrace, at which point she begins to fall.
Range 1 0’ 2 3' 4 25’ 8 200’ 16 1200’ (1/3 mile) 32 Within Sight Frizwhollop’s Psychological EchosTop
Frizwhollop’s Psychometeorological EchoTop
Frizwhollop’s Psychosymphonic Echo
Art: Force Availability: Avatars, Mages Base Casting/Item Creation Time: 3 Rounds/XX Cost: Drain: -3 Required Components: None Suggested Components: The caster throws his hands into the air and utters a cry which indicates strong emotion. Range: See below Duration: See below Resilliance Skill: None
Fritzwhollop’s Psychometeorological Echo was crafted by Fritzwhollop, a mage whose favorite thing to do was stand on mountaintops and bellow at the gods. She carried her obsession with melodrama into other aspects of her life as well, and nowhere was this more obvious than in the spells she designed. Take Fritzwhollop’s Psychometeorological Echo, for example. This spell actually shapes the weather to the target’s mood, causng it to echo events as they happen around him. For example, it might make his hair blow dramatically in the breeze when he says goodbye to his lover. It might causes a dreary rain to fall when he looses his job. And when he gets upset because his mother was taken from him by his archnemesis, it begins to storm. Unless the target can tap into some almost inhumanly extreme emotions, manipulted weather is rarely inherently dangerous, at least no more so than the weather is ordinarily. However, it does have a variety of uses, especially for the melodramatically inclined.
Note: Range in this context refers to the distance from you that the weather extends.
Duration Range 1 1 round 10’ radius 2 1 minute 100’ radius 4 1 hour Half a mile radius 8 1 day 10 mile radius 16 1 week 100 mile radius Heat-Seeking Fireball
Art: Force Availability: Avatars, Mages Base Casting/Item Creation Time: 1 Round/XX Cost: Drain: -3 Required Components: None Suggested Components: A piece of charcoal, which is enveloped in flames as the spell is cast Range: See below Duration: Instant Resilliance Skill: None
Define intelligence of spell Seeking: light sound
This spell generates a ball of flame which immediately heads straight for whichever object in its range which it registers as generating the most heat. When it reaches this target, it explodes. There are two versions of this spell—Classic Heat-Seeking Fireball and New Improved Heat-Seeking Fireball. Both have the same statistics and are identical except for the following characteristics:
Classic Heat-Seaking Fireball is a very effective spell, but it does have one major design flaw. Since it is a fireball, it almost invaribly generates more heat than anything around it, and thus it almost always explodes as soon as it detects itself. This is usually rather harmful to the caster, who takes damage from the fireball as if he was standing a few feet from ground zero. This spell is often used in some of the more competitive magical universities, in order to weed out stupider apprentices. Apprentice wizards are often asked to learn and cast the spell as part of their entrance exam. Those who do, fail.
New Improved Heat-Seeking Fireball is basically the same, except that it was designed to ignore itself as a possible target. In other words, it seeks out the second hottest thing in the area, not counting the caster. This spell is in much wider use, although it is extremely dangerous because of its potiential for targeting the caster’s friends or innocent bystanders.
The Heat-Seeking Fireball will head directly toward a target and explode as soon as it runs into something. The only way to divert it is to “distract” it with something warmer. It can be outrun with Although some fireball sizes are very small, please note that they can be quite damaging because they explode.
Dangeous to yourself and your party
they leave the book open and see if their students are dumb enough to cast it)
How does explosion damage work
Cold-Seeking Iceball versions of this spell are also available.
Size Duration Speed
1 Pea-sized +1 1 round 4 degrees
2 Walnut-size +2 2 rounds 8 degrees
4 Grapefruit-size +4 3 rounds 16 degrees
8 Watermelon-sized +8 4 rounds 32 degrees
16 Halfling-sized +16 5 rounds 64 degrees
Art: Force
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 Round/XX
Cost:
Drain: -3
Suggested Components: A page is torn from a book and lit on fire.
Required Components: None
Range: See below
Duration: Instant
Resilliance Skill: None
The Knowledge-Seeking Fireball is a rather useful variation on the ordinary fireball spell. It is designed to target anyone who is aware of particular facts.
The Knowledge-Seeking Fireball behaves in a maximally effecient fashion, heading directly toward whatever it selects as a target, unless objects get in the way. If there is an obstacle in the fireball’s path, the fireball will attempt go around it via the shortest possible route
However, the fireball cannot move any more feet than its range specifies, even if it spends this time moving in circles
Art: Force
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 Round/XX
Cost:
Drain: -2
Suggested Components: A pair of sticks, which are rubbed vigorously back and forth and then touched to the surface of the spell’s target
Required Components: None
Range: See below
Duration: Instant
Resilliance Skill: Body Resilliance
stench
ice
electric
This spell envelops the target’s entire body in a shealth of flames.
The target is immune to the effects of the fire, which does not need to consume fuel and keeps burning as a result of the spell’s effect. Anything the caster touches is affected
Not immune to any other fire
Self-Immolation
Art: Aether
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 Round/XX
Cost:
Drain: -2
Suggested Components: The caster says something nonsensical or ridiculous and then points at the target.
Required Components: None
Range: See below
Duration: Permanent
Resilliance Skill: Mind Resilliance
This spell causes the target to develop a single ridiculously irrelevant, apparently random, largely harmless personal idiosyncrasy, such as "loves to dig small holes," "occasionally recites the elven alphabet," or "dislikes shaking hands with anyone lacking a last name." This idiosyncrasy cannot harm the target in any obvious way. Thus idiosyncrasies which would be likely to land the target in trouble, like "tempted to ignore authority figures" or "likes to yell whenever it's a good idea to be quiet" are not acceptable, and directly self-destructive ones like "enjoys hurling herself off cliffs" or "longs to attack everything he sees" are right out. The idiosyncrasy should also be specific enough that it only applies in a set of fairly specific, uncommon situations, and it should usually be phrased as a general desire to do or say certain types of things rather than as an absolute compulsion to do so (so "never looks up" would best be rephrased as "hates looking up.") In general, the idiosyncrasy should be the sort of thing that makes others view the target as eccentric, but not suicidal, dangerous, offensive, or completely stupid.
The player of the caster (though not the character) is usually allowed to determine the idiosyncrasy, although the Cobbler has final say, and should not allow anything which seems too useful or convenient under the prevailing circumstances.
Range
1 0’
2 3'
4 25’
8 200’
16 1200’ (1/3 mile)
32 Within Sight
Art: Aether
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 round/XX
Cost:
Drain:
Required Components:
Suggested Components:
Range: See below
Duration:
Resilliance Skill: Mind Resilliance
Spices up food. A few degrees make food nicely spicy. Lots of degrees incapacitate someone who eats
Not really spicy--just makes you think it is.
Turn emotion into beverage
Vision spells--see invidible, see silly, see magic (but nothing else)
Art: Aether
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 round/XX
Cost:
Drain:
Required Components:
Suggested Components:
Range: See below
Duration:
Resilliance Skill: Mind Resilliance
Summons a demon
Gives you geepee
Art: Aether
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 round/XX
Cost:
Drain:
Required Components:
Suggested Components:
Range: See below
Duration:
Resilliance Skill: Mind Resilliance
Summons a demon
Gives you geepee
Art: Aether
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 round/XX
Cost:
Drain:
Required Components:
Suggested Components:
Range: See below
Duration:
Resilliance Skill: Mind Resilliance
Swap one sensation for another--make someone like pain and hate pleasure
swap one person’s sensory input for anothers
Art: Cosmos
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 hour/XX
Cost:
Drain: -8
Required Components: Caster must create a bowl of stew from common stew ingredients.
Suggested Components: Caster must ceremoneously add a “secret ingredient” of his choosing to the stew
Range: See below
Duration: Permanent
Resilliance Skill: Mind Resilliance
When a mage or avatar wishes to cast this spell, he cooks up a pot of stew while simultaneously performing a series of incantations or prayers. The quaility of the stew created is immaterial—once this spell is cast, a delicious odor begins to waft forth from It. XXXX does not enhance the nutritional value of the stew, nor does it change inedible ingrededients into edible ones. However, it does make the best darn stew in Paranesia and its surrounding universes.
This provides three main benefits. First, it transforms an otherwise lackluster-tasting meal into an delicious one. Second, it allows the caster/chef to disguise poisons and other indesirables as parts of a tantalizing (and seemingly well-balanced) meal. Third, and most remarkably, it allows anyone who gazes into the stew to see any event, past, present, or future, which took, is taking, or will take place within the range of the stew at the time of casting. The only other major restriction on this is that the event must have transpired during the stew's existence.
The problem with the stew is that it almost never lasts very long, even if it is made mostly out of dirt, poisonous berries, and bits of bark, because it is so incredibly delectable. Anyone attempting to gaze into the soup will be overcome with an urge to consume it (even if have their nose plugged—the amazing smell bypasses the senses and goes straight to the brain). The first day the stew is created, anyone who comes near enough to look inside must make an unmodified Resolve/Concentration/Resisting Urges roll Will Save at DC 15. Cruelly, on each successive day, the smell gets better. Characters suffer -1 to their resisting rolls +1 to DC for every additional passing day.
Range
1 Half a mile
2 Two miles.
4 Fifty miles.
8 200 miles.
16 50,000 miles.
Art: Materium
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 round/XX
Cost:
Drain: -2
Required Components: None
Suggested Components: Cater dons a napkin and picks up a fork and a spoon
Range: See below
Duration: Permanent
Resilliance Skill: None
This spell will purify a quantity of food and beverage, purging from it all traces of any kind of poison, disease, magic, or any other harmful effect. This is a useful effect, to be sure; however, it works only on examples of food and beverage which the caster herself intends to eat. Hence, the caster cannot cast the spell on food she intends that someone else to consume. Of course, just because the caster intends to eat something doesn’t nececessarily mean she’ll succeed—but if she isn’t going to do her very best to try, the spell will sense this and automatically fail.
Unlike other similar spells, Purify Food and Beverage also works on living entities—provided that the caster intends to eat them.
Caster can warn or take any desired actions prior to casting the spell (get tied up, explain the spell, etc). At the time the spell is cast., however, the caster must
Duration of intention to consume.
Range
1 0’
2 3'
4 25’
8 200’
16 1200’ (1/3 mile)
32 Within Sight
Art: Aether
Availability: Avatars, Mages
Base Casting/Item Creation Time: 1 hour/XX
Cost:
Drain: -2
Required Components: None
Suggested Components: Cater dons a napkin and picks up a fork and a spoon
Range: See below
Duration: Permanent
Resilliance Skill: Mind Resilliance
This spell was created by the travelling bard show known as Swords & Daisies, who, perhaps because they couldn’t sing or play their instruments, never seemed to be able to land a gig. Then one day, as they were being booed out of a town square, a heckler (who shouted that their bad playing could raise the dead) gave them an idea that changed their careers forever. The bards had always dabbled a bit in the necromantic arts. Now they studied them intensely until they had designed the spell that would later bring them fame and fortune.
Create Undead Audience raises a number of corpses from the dead to serve as an audience for whatever event to which the caster wishes to subject them. These undead do not acquire individual volition, and the scope of their abilities is quite limited, although they seem to function with a sort of primitive group mind. When raised, they will climb from their graves and report to any position which the caster designates as the “theatre.” Once there, they will follow any simple set of instructions consistent with the behavior of an audience. They will stand up, sit down, throw things (preferably rotten fruit if they have it), clap, cheer, boo, or whatever. After the spell’s duration expires, or after there have been suitable hints that the show is over, the undead will return to the place they were raised from and attempt to put themselves back the way they were before they were raised.
(usually printed on cue cards and held up)
This spell does not affect the appearance
Summons an evil demon which is only too happy to heal you
Feeds on truth?
You take on false beliefs in exchange for healed wounds
Basic spell lets you transport a certain number of pounds a certain distance for a certain period of time (then it wears off). It’s loud, and you’ll die if you teleport into something (except gasses, which the spell automatically moves out of th4e way for you).You must also exchange a quantity of something with your position, chosen by the Cobbler. Sometimes it’s just dirt; other times, it’s a person, part of a person, or part of the structure of a building.
Must teleport a free object--unattached to something else. You can’t teleport people’s heads off
Involuntary Teleport—activates when conditions are met.
Materialization Protection 1—spell fails if you try to teleport into rock. 2_spell delays until the thing in the way moves. 3—spell moves you to the nearest place to where you tried to go which isn’t occupied
Silent Teleoprt—no noise accompanies teleport on either side
Permanant—doesn’t wear off after a while and return you to where you are
Teleport without exchange
Restrict the spell by limiting the sort of thing you can teleport_only the inanimate, only monkeys and only a dozen at a time, etc.
A band of PoWs hang out in a nazighoul camp where they
The chariot dragging the sun across the sky, driven by an angel, crashes into the ground
Spell Type: Materium
XP Cost: 35 XP
Drain: -3
Instawall causes large barriers composed of a given material to grow forth from other materials of that same general type. This wall’s volume and shape can be modified up to the volume limit stated in the chart below, provided that it remain a contiguous, simple, regular shape. Cobbler’s must excercise judgement when determining whether a shape is simple and regular, but as a rule a shape which seems ill-suited as a wall (a giant cup or a huge glass cow, for example) should not be allowed.
A created wall’s base must rest on a solid surface which is capable of supporting the wall's weight. A wall may not be cast inside of another solid object. Further, the wall must be able to support itself—it cannot fall over of its own accord once cast. As stated, unless the appropriate Upgrade is purchased, a wall can only grow out of the material of its own general type. Paper could grow out of a tree, or stone could grow out of sand, but iron could not grow out of someone’s flesh. If a wall is made of a material which will not hold together or stand up on its own (materials like swirling air, rope, or water), it is held in place by the spell and cannot be toppled. Unless the spell is made permanent, the wall materials (whatever they are) will decay into nothing over the course of a single round once the duration expires.
A casting of Instawall is generally accompanied by dramatic sound effects as the material quickly bursts forth.
Range Volume Duration Material Types
1) 0’ 1 cu' A few seconds Very Basic
2) 3' 100 cu' 1 minute Basic
4) 25’ 500 cu' 1 hour Average
8) 200’ 1,500 cu' 1 day Advanced
16) 1200’ (1/3 mile) 5,000 cu' 1 month Unusual
32) Within Sight 10,000 cu' Permanent Mixed
Definitions of Material Types
• Very Basic: Caster can create paper, foil, or mist walls.
• Basic: Caster can create latex, water, sand, loose dirt, rope, net, or swirling air walls.
• Average: Caster can create wire mesh, rubber, bramble, ice, or clay walls.
• Advanced: Caster can create wood, fire, or stone walls.
• Unusual: Caster can create metal,1 stone, flesh, or vacuum walls.
• Mixed: Caster can mix any of the parts listed below as desired.
Spell Components: Take a small bit of the material you wish to make the wall out of, hold it outstreached, and play with it in some fashion. This material must be held in your hands, free and unattached to anything else. As the spell’s paternoster is spoken, this material is consumed magically.
Casters may also purchase the following upgrades to the Instawall spell:
Sealing: Caster can make the edges of wall seal shut where the wall touches another surface. This prevents liquids or gasses from passing through (provided that the wall isn’t porous and that it isn’t breached), and it makes toppling the wall more difficult +
Feather Casting: Caster may place the barrier on any surface, regardless of whether that surface is capable of supporting it. This can allow him to use the wall as a weapon.
Free Deactivation: Caster can dissipate any wall magically created with Instawall and reform it again within the duration of the spell (except permanent walls).
!
Unstoppable Force
Alter records--you’re sudden;y innocent, you hav elots of money
Note: It is impossible for unstoppable force to be deployed against Impassable Barrier. If this is attempted, something will inevitably go wrong—the spell might fail, the caster might change her mind at the last minute about whether its a good idea, a passing caravan of monkeys might distract the caster from casting at the last minute—the only certain thing is that logic will kick in at some point before it’s too late to prevent this.
Yell die, and whoever you point your finger at incurs a slight wound. Costs a
!
Impassable Barrier
See above
Thoughts are turned into either text or words and played near the recipient of the spell.
Make messages on the air in multicolored inks
Make a hole in the world leading to mechanical space. Takes two weeks without sleep to perform. Can also be used to pass into the real world by first going into mechanical space. Actually messing with the game from mechanical space by tinketing with the dice there (unless you know what you’re doing),
Purges people and objects in local mechanical space back into gameality. Each degree sends back 50 pounds of substance.
Bestows an arrow with the ability to derive fuel from the surrounding air. This removes all range penalties and will cause it to keep going until it hits something.
spell that messes with your ability to do math and use logic--can’t
Teleport Emotion
Allows the summoning of weak things at low levels and powerful ones at high levels. Limitations include: summon things that hate you, summon bard, summon a person
1 People other than owner experience confusion regarding ownership
2 People forget who owns it, but tend to favor owner’s word.
4 People basically believe that the spell’s target is the owner
8 Records are altered to indicate target is the owner
16 Former owner believes target is owner
32 New records created in plausible places
Pluck Wound allows you to actually pick up injuries, removing them from a wounded person. Simply cast the spell on the wound you wish to remove. Then, using something other than your bare flesh (see below), lift the wound off the victim of damage. It will come off in a sphere of a size proportional to the size of the wound (see Whenever a wound that has had Pluck Wound cast upon it makes direct contact with living (or relatively recently dead) organic matter, the wound transfers to the organic material touching it. Once the wound transfers to another organism, it becomes impossible to remove it again without another casting of Pluck Wound. Plucked wounds will not come off onto organic matter which has been treated or processed into clothing, such as leather gloves. Naturally, if a person removes a wound without wearing some form of protective covering on the part touching the wound, they will incur the wound themselves.
You cannot pluck a wound which consists of two or more completely severed and significantly-sized parts, nor can you pluck off an Obliterative wound (as a person with such a wound basically consists of many severed parts). You can pluck a wound off of a dead person, although this in itself will not bring them back to life
Plucked wounds can be used as weapons, although since even light clothing negates their effect entirely, they are not exceptional in this capacity. They are exceptionally effective in sneak attacks and combad versus naked people, however.
Size/Max Wound Size Plucked
1 Raspberry/Slight
2 Strawberry/Minor
4 Orange/Moderate
8 Grapefruit/Major
16 Cantalope/Severe
32 Watermelon/Excessive
You can figure out where someone is if they’re sending a spell communication your way—scrying you, reading your mind, or in any way linking to you or your area, you can know where they are (and, with teleport, go to their location or thereabouts)
Enchant an object to cause those nearby to feel a certain way.
Range Duration Potence
Sense a vague, odd feeling
Sense either a generally positive or negative feeling
Sense a basic emotion, like fear, sadness, happiness, ange
Complex emotions, like happy but regretful, embarrased & lustful
Resizing Get four degrees to accomodate whoever’s wearing (or trying to wear) the item
Draw a circle on the ground. Get one attack for every level of success. The first person or thing who meets the trigger requirements to pass through gets all the attacks dislodged on him or her
As above, only it catapults
You can exchange smells with someone else. Anything
Bite sized tornado
thunderstorm that rains and thunders on target
Flamfulia’s Fabulous Acidic Liposuction
Intensifies the acidic component of fatty acids, making them so acidic that they actually melt off the body. This is immensely painful, and it necessarily leaves you thinner and suffering a wound corresponding to the amount of fat melted away.
After this has happened, you are highly succeptible to infection. It is wise to work on getting healed.
Wound/Number of Acid Blubberballs/Amount of Fat
Slight 1 1 lb
Minor 2 2 lbs
Moderate 4 4 lbs
Major 8 8 lbs
Severe 16 16 lbs
Excessive 32 32 lbs
Brings a thing or person from the future into the present. If it’s a person, they tend to have their memory blurred by the experience. When they spell wears off, they return to their own time. Easier in the more distant future?
Take and action and someone else is forced to duplicate it
Violate Intellectual Property Fields
As noted elsewhere, the universe is filled with other gamealities, some of which are protected by mysterious barriers of an arcane nature. Though it is unlikely that anyone truly understands the nature of these barriers, a few select mages and avatars know of their existence. These spellcasters call the barriers Intellectual Property fields, and a few even know how to bypass them using this incredibly obscure but potent spell.
Violate Intellectual Property Fields opens a door in the Intellectual Property field, allowing creatures, people, texts, objects, or whatever else to move freely between them.
Note: Since the game designers are unable to use this spell, this book cannot offer any suggestions regarding what you might like to summon with it. However, the creative player will probably have plenty of ideas.
Games Created by Litigous Companies
Allows a mage to engage in widespread deforestation at high levels, and convert the lumber into fully formed homes
You have no choice over what to do with the lumber but build structures.
Size of building is limited by amount of wood you’ve created.
Number of Trees Destroyed Quality of Structure Assembled
1 0 (Makes Dent in Tree) Very Rickety & Dangerous
2 1 Shoddy But Not Immediately Dangerous
4 4 Livable
8 16 Pretty Nice
16 64 High Quality
32 Forest Luxurious
Allows things like flight, underwater breathing
Grow wings, grow hot air balloon
have to choose at the time of taking the spell.
(psionic version called telekinesis)
This allows you to fly without wings and such and aa constant speed and manueverability, not based on your skills
Cab levitat3e other thjings also, or suspend gravity wioth respect to objects
Pit: hole, trench, pit (vacuum)
Force: antikinetic wall, one-way wall, no-way wall, fire wall
Lodestones: However, skilled alchemists can increase their intensity and adjust them to be attracted to nearly anything.
can be attuned to be attracted to anything
Pyrium magic is the magic of energy, from electricity to holy power.
Drain:
Requirements:
Availability: Mages, Avatars
Resilliance Skill: Body
Resilliance Modifier: None
Phantasmal Borders inscribes a simple pattern of luminous colored light upon the ground over a long distance. It also generates realistic-looking but illusory guards, which will stand upon that border and behave in nearly every way as if they were real individuals sent there to guard it.
To cast Phantasmal Borders, you must be standing upon a part of the spot you wish to designate as a border. You can specify any number of directions and distances in which you want your border phantasm to progress, and you can make it curve or turn as you wish, so long as the sum of all the distances doesn't surpass your range as specified by your total number of degrees. For example, if you have a range of 64 miles, you might specify that the spell head due north of you for 10 miles, then take a sharp right and head for 5 miles, and then take a sharp left and head for 10 more miles. Since you'd then have 39 miles left, you could also have the spell follow the border of the country you're standing on (as you percieve it) for 32 miles east of your location, and then make a spiral around you (starting at your location) for the remaining 7 miles. Once cast, the spell travels at about 200 miles per hour until the border is complete. You can choose the color of the border and alter the appearance of the guards (within the perameters specified by the spell's Guard Quality) at the time of spellcasting. If you don't specify otherwise, the border will appear as a yellow, dotted line, and the guards will appear as somewhat generic (but unique) individuals of your own race, carrying simple weapons and armor and a few supplies. This spell will also mark anything which gets in the way, mobile or not (living things get a resilliance roll). Although the border glows dimly, it cannot be used for illumination very effectively; it is easily visible in the dark (unless you choose to make it black) but it doesn't shine much light on nearby things.
When the spell is cast, the caster can designate any number of enemies. When such an enemy approaches the border, any nearby guards will draw weapons and act as though they are preparing for battle. If an enemy tries to pass the border or attack the guards, the guards will fight. However, the guards (like the borders) are merely light illusions; physical objects will pass right through them without effect, and they cannot make sounds (nor will they act as if they can by. say, moving their mouths as if to speak). Furthermore, they cannot walk more than a few feet from the border. You have no control over the activities of the guards once they are created, but you do have control over their placement when you cast the spell, and you need not distribute them evenly over the entire border. You can dispell individual guards or sections of border without dispelling the entire illusion.
Guards will ignore those not designated as enemies
Usually, governments use Phantasmal Borders to lay claim to land.
designate the edges of an area by creating an illusory
Duration Range Guards Per Mile Guard Quality
1 1 Day 1 Mile No Guards Cartoonish
2 2 Days 16 Miles 1 GPM Somewhat Convincing
4 4 Days 64 Miles 16 GPM Convincing
8 8 Days 256 Miles 192 GPM Extremely Convincing
16 16 Days 1,024 Miles 2,304 GPM Interactive
(Nearly Shoulder to Shoulder)
Can specify race of individual guards
Can specify armaments and attire of individual guards
Can specify the appearance of each individual guard
You can get a discount on the spell by taking an old version where the guards have old style weapons; if you want them customized it costs more
individualisty versus genericness
luminous lines of your choice
must go along ground
will light
you can control placement of soldiers
Drain:
Requirements: The ability to yodel
Availability: Mages, Avatars
Resilliance Skill: None
Resilliance Modifier: N/A
This obscure spell is perhaps the most ridiculous direct magical attack known to mortals. It is essentially the sonic equivilant of a laser beam. The spell gives focus to the sound of a yodel, allowing you to direct it at a target. Those foes who can resist the damaging effects of the yodelbolt often quickly submit to its sheer inanity.
Naturally, you loose a yodelbolt first by beginning to yodel. Then, immediately as this rapid fluctuation between normal singing voice and falsetto issues forth from your mouth, you cast the spell, transforming the yodel into a yodelbolt as it leaves your mouth. By aiming your mouth at a desired target, you can damage it. However, everyone in the vicinity hears the yodeling, even if they aren't damaged by it.
The yodelbolt lasts as long as you can keep forcing air out of your lungs. When you are forced to draw a breath, the spell ends. You can yodel for a third as long as you can hold your breath—that is, assuming you don't bungle, you can automatically yodel continuously for 10 seconds (1 round), plus 10 seconds for every extra degree scored on a Resisting Fatigue challenge.
Yodelasso: Dense sound—you create a rope out of yodel—comes out of your mouth as long as you keep yodeling—can tie people up, and you can take little pauses for breath, but you have to keep yodeling to keep someone tied up or whatever.
Don’t get caught in an oomphalofeedback loop by looking at your own belly button
Weather Generator
fog, wind
X’s Serious and Perfectly Ordinary Forcebolt
fireballs, bolts, lightning, electricity
With all curses, caster must specify set of circumstances under which curse is broken. The more precise, obscure, and difficult the circumstances are, the greater the cost of the curse.
General curse info: Curse Before Death (your murderer has curse of your choice cast on him at death) or curse an area
Spells for moving a spirit around, and locking it into an item. Once a spirit is locked into an item, you can use it as a fetish.
Spell that encases people in jello
works on anything you actually intend to eat. Doesn't actually make you want to eat them--doesn't change you at all, in fact--it's just that unless you honestly intend to eat someone immediately after casting it, the spell won't work on them. Hence, you'd better take precautions to stop yourself from doing so.
Some connection has been made between casting this spell on people for innocent enough reasons and developing a tendency toward canabalizing your friends later in life, but so far unsubstantiated.
Spell Name (Latin): The name of the spell (and its name in Patrician, if any).
Experience Cost: The experience point cost to
Drain: -XP
Cumulative
Base Casting/Item Creation Time: XX/XX
Suggested Components: A suggestion for what physical components might be used to cast this spell more easily, and how to manipulate them (as per chart XX on page XX). Since all magular spells benefit from gesturing and pronouncing incantions, these spell components aren't ever listed here.
Required Components: Any equipment, items, substances, ideas, or whatever that are absolutely required to cast the spell.
Description: XXXXXXXXXXXXX
XXXXX XXXXX XXXXX XXXXX
XP Cost: XX
Drain: -X/-X
Description: XXXXXXXXXXXXX
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX Drain: -X/-X Components:
Description: Teleports caster to a chosen location in exchange for a XXXXX, always accompanied by loud popping sounds and a huge inward or outward rush of air.
Weight Distance XXXXX XXXXX
1 50 lbs. Half a mile
2 200 lbs. Two miles.
4 500 lbs. Fifty miles.
8 2,000 lbs. 200 miles.
16 5,000 lbs. 50,000 miles.
XP Cost: XX
Drain: -X/-X
Description: Fireball creates a ball of fire approximately XXX and adds +1/+1 to the attack.
Damage XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX
Drain: -X/-X
Description: Fireball creates a ball of fire approximately XXX and adds +1P to the attack.
Damage XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX
Drain: -X/-X
Description:
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX
Drain: -X/-X
Description:
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX
Drain: -X/-X
Description:
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX
Drain: -X/-X
Description: Distill's an entire XXX into a draught that will heal nearly any ailment.
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX
Drain: -X/-X
Description:
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX
Drain: -X/-X
Description:
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
Makes a user capable of activating a spirit's powers if a spirit is in that item
Spirit can't move from area, or body it inhabits--explains hauntings, makes forced fetishes possible
Binding a soul (dead person) to an item--keep them here so it’s easier to ressurect them later--it’s really hard to ressurect a person who’s off in Hades! In the meantime, they can help out. Ressurection is basically reanimatin a person into a body. People tied to objects can’t move unless the thing has joints?
Makes one capable of touching spiritual beings
Spirit can't use abilities--including ability to communicate or percieve the world at high levels
Allows mortals to possess ghosts, turning the tables on the bastards.
XP Cost: XX
Drain: -X
Description:
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX
Drain: -X/-X
Description:
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
!
Flight
XP Cost: XX
Drain: -X/-X
Description:
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
XP Cost: XX
Drain: -X/-X
Description:
XXXXX XXXXX XXXXX XXXXX
1
2
4
8
16
fucks with the way spells work, makes them become twisted to become not useful, contrary to target intentions
Ie, Featherfall—makes feathers fall
Dust Storm
Darkness
Fog
Dowsing
Resist Temperature
Call Lighting
Wall
Grow Pants
Personify Perspiration
Boil
Two-places-at-once
Multiple Image
Sense Traps
Summon Beer
Summon Liquid
Blind
Aura
Levitate
Detect Lie
Mask Features/Disguise
Radius of Silence
Increase Weight
Parlyasis
Shrink/Grow
Sense Evil/Good/Magic
Ventriloquism--true throwing voice
Weightlessness
Confusion
Understand Language
Commune with Dead
Haste
Create Food
Bun
Min
Mod
Maj
Sev
Bun
Min
Com
Excel
Phen
Fan
Ambrosial Theft--from a person who's worshipping you
small bunny rabbits bombard you with affection until you're swamped; you pull the rabbits from a hat individually
(plants wither, people shudder, gods notice)
XXX
DDD
XXX
Sense Spirit
detect a spirit
(haunting people and houses)
Spirit Gate
Go to Spirit Realm
Record in mind perfectly anything you experience
Playback in crystal ball or other scrying device (with the appropriote illusion spell can be playe back in reality)
Tweak illusion--insignificant changes can be made (change angle of viewing, alter colors)
Edit illusion (this spell is not well known because mages have kept it secret) allows any editing trick, assuming it's still basically the same thing. Add explosions, other stuff. Takes time to edit.
(put crossbones over your eyes)--only see death and undeath
Creates a mind and soul to inhabit a thing
(Jettatura means the evil eye)
say truths & not be believed (you can’t get around this by lying) Casts "doubt" on anyone listening to this person
you can copy whatever spell the person you cast this on just cast
This spell taps the narritive
child’ll die, be corrupted, hate you, accidently kill you
Target falls in love with the next person who won't return that love
everyone will have to resist magic or fall in love with
Target must dance or run constantly
All animals who see you will follow you with affection, and will defend you, but won't hurt you. Originator wasn't sure whether to call this a curse or a blessing, but decided on a curse
Depart from realm and enter another of your choice--choose one when choosing the spell (costs less if you allow it to be random) better buy another version for the return trip
(Choose one, all at different costs) life, death, undeath, evil, good, undeath, invisibility, plants, animals, monsters, celestial beings, malicious or benevolent intent (toward any one person or group), alien, power level (XP), particular person, monster, animal or being--see things as they are. (be blind or blindfolded to use) Above level X = without regard for your eyes or where you're lookin
Makes up appropriate things and anecdotes to say in social situations; bases stuff on what people want to hear. If addressing people with widely divergent desires, ends up sounding contridictory
Doesn't help with gestures, you find out about what you're saying as you're sayin it
See reflection of caster's choice
person must recast the last spell they cast
Summoning a spirit to posess your voice
Derails train of thought
Caster can read target's thoughts and intentions
XX?
Caster puts target into a fictional world
Caster can read target's emotions
Whatever a target is feeling is increased
Circle through which magic of a given type cannot pass
Target's emotions switch with nearby person or animal
Turret's Taxonomic Twisters
Names aren't just arbitary labels. They're built into reality. Turret's Taxonomic Twister changes the names of things and the words used to describe them, relative to particular individuals
you can say
If someone asks you your name, and you tell them
Magical people will be able to automatically tell the name
Bun
Min Anything that hasn't already been named
Com Renaming things that have been named
Excel
Phen
Fan
Nomenclature Alteration (2)
Bun Caster's name changes, caster's name switches with target, caster forgets his own (or his target's) name
Min letters shuffle around in first or last name--anagram; target knows; Cobbler's choice
Mod name alters to casters choce; target still insists on origin. name (if inanimate, people affiliated with it do)
Maj target & close friends is unaware his name has changed to whatever caster wishes, but may
Sev caster has option of extending change into the past by casting an additional Cosmium spell, difficulty 2.
Give Primitive Narritive Animation
Gives life to a thing, at low levels the ability to respond to commands, at higher levels gives it the ability to move and bend parts that couldn't bend
Give Advanced Narritive Animation
Create Golem--write a book or two on it (books available in stores) buy a golem creation kit to do the movement stuff. Like writing a program, you have to be very careful or it will behave erratically. Responds poorly to contridictions. Needs blank parchment books in order to learn. Fully sentient golems are rare because they require bookshelves. Might develop free will eventually
exaggerate how good someone is at a skill so that they end up provoking a negative result. They succeed brilliantly at the expense of a major bungle.
kill parent/sibling/a loved one and marry a relative/enemy
includes removing curse. The only way to get around it is to deliberately fail
XXX
If "no pants," Target cannot pick up a pair of paints.
When cast, the players feel inclined to pause to get a snack or something; when they return to the game, people are in different places and such
at higher levels, things aren't quite as bad as they were
Radioactive to one person, not to another
Target can walk on the wind by changing the relationship between the wind and themselves
XXX
compatibility spell--makes animals, monsters, humanoids capable of interbreeding. Does not force them to breed.
This spell, when cast, emits an invisible and inaudible but powerful blast of magic which does nothing.
XXX
Fire Ice Lightning Nether Plasma Shock Water Creates an animal or human (or whatever) body and brain
see animal stats in back; use minimum animal skill and develop skill
use forgery to remember it well enough) distort existing object
XXX
(gentle movements gain invisible hands)
XXX
Description: Brings a storm
Description: Cause a sand storm in a forest. Cause heat wave on a glacier.
Hail, Lightning; Calm down a storm, melt
Tornado
Description: Lift houses and carry them to strange lands? Massively devistating, not too predictable Requirements: Make a twirling gesture in front of your lips as you blow; this small air disturbance creates the tornado. It’s not necessary to run like hell afterward, but it’s generally a good idea.
Target becomes severely depressed. Target will sleep more than usual, be difficult to get out of bed, will constantly feel lethargic, will lose interest in doing anything, will mope around a lot, and will make pessimistic and desparaging comments about everything he's dragged into doing.
Target begins to cycle between depression (as described above) and a manic state. In the manic state, the target gains extreme energy and experiences a euphoric state. The target will not sleep while in the manic state and will become over-confident in his abilities. The target will take bigger risks than usual and will engage in dangerous behavior. In the manic state, the target will also talk continuously about anything and everything that crosses his mind.
Target has suicidal thoughts every day. Although the target won't follow through on these thoughts, he will engage in self mutilation. This can involve cutting himself, swallowing sharp metal objects, and other painful but non-lethal actions. The target will not be able to control emotional responses and will act on any extreme emotions he experiences. He will also engage in three impulsive, self-destructive behaviors habitually. These can include compulsive gambling, substance abuse, anorexia, and compulsive shopping, to name a few.
The target will become seriously suicidal and will repeatedly attempt to kill himself until he is successful or until he is cured.
Anxiety Disorders List
Target feels extremely guilty about some particular action (specified by caster) and will try to avoid doing it. This can be an action the target has taken in the past or one that the target is considering. The target can make a will power roll (or whatever it's called in the COB system) to take this action anyway, but if he succeeds, he will be ashamed of himself and may take actions to make amends for what he has done.
Target becomes obsessed with a particular thing (specified by caster) and is constantly thinking about it. Target must constantly be doing something related to this obsession. Target can make a will power roll to do something else but will fear that something bad will happen related to the obsession while he's not doing something related to it. For example, the target may become obsessed with pine cones. He must constantly be collecting them, cleaning them, arranging them, counting them, cataloging them, etc. If he stops doing these things, he will have an overwhelming fear that he will miss a good one for his collection, one will get lost, one will get damaged, one will get dirty, one will get stolen, or any other fear like that.
Target believes that everybody is out to get him. He will interpret every action taken by people around him as malevolent toward him. He will imagine conspiracies against him and will trust nobody. This will make it extremely difficult for him to sleep. He will spend all of his time trying to uncover conspiracies and accusing the people around him. He may take actions against these people, especially if he believes they are plotting to kill him.
Target loses all contact with reality and slips into a paranoid delusional state. He will believe that somebody somewhere is out to get him, and he will have a specific idea about who that is. It could be an organization of people, an organization of animals, a machine, etc. He will hear voices in his head. These voices might be on his side and might keep him informed about the latest tactics of his enemy or give him advice about how to foil them, such as dying his hair blue so they won't recognize him or cutting off his right arm because of the homing device they implanted in it while he was sleeping. The voices might also be against him and nag at him to just give himself up. The target will perceive everybody around him as having some relationship to his enemy. He may have perceptual delusions about this, too. For example, if he believes that a pack of wild mooses is out to get him, he may see a close friend as a moose, even though the friend is very human-looking. Reasoning with the target will not work. His logical skills are completely impaired. He may for example, believe that his friend is a moose because he heard his friend say something about January, and if he is asked how he knows this, he will respond with something like, "It's just obvious."
Depersonalization Disorder
Target suddenly feels a loss of a sense of self. He will suddenly feel different in an extreme way. He may believe that he is somebody else or that his body has just changed drastically in some way. This feeling will last for 15 minutes, and then the target will go back to normal. The experience will be frightening and disorienting at first (a couple rounds?) but will not interfere any further than that with the target's activities.
Target forgets a specific event in his past. (This can be the extremely recent past.) The target can only recall these memories under hypnosis.
The target develops an additional personality. This personality will be the personality of whoever the target is thinking of or the next person the target thinks of. This personality will be the target's perception of that person (accurate or not) and will become active when the target thinks it would be appropriate. For example, if a mage who is not good at fighting develops a second personality that is extremely belligerent, that personality will come out in any situation in which the mage's safety is threatened to fight. The alternate personality may be triggered by key words, events, images, etc., and will remain active for as long as the target perceives it as being needed. The primary personality will have no memory of what happens when the secondary personality is active. The secondary personality may have memories of what the primary personality does, though, and may even criticize, ridicule, or interfere with the goals of the primary personality.
At his next opportunity, the target will sneak away, travel to a distant location on the continent (specified by the caster), completely and permanently forget his entire life up to that point, and start a new life for himself. This involves creating an entirely new identity of the target's choosing. The target may still retain some skills, but nothing that could identify the target. For example, if the target is a mage he will not remember any spells but may still retain magical ability and may be able to learn spells if it occurs to him to try. He will only retain abilities that are reasonably common and could have been learned in multiple ways. He may retain brawling skills, for example, but if he knew a specific form of martial arts taught only at one school of combat, that skill counts as identifying information and will be lost.
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Deflect missles at low levels, knock them back at people at higher ones.
Summons a Plant, Person, Animal
Telemarking spell
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teleporting something into or out of someone's pocket. Dangerous if a small vicious animal, makes it impossible to steal from you, good for irritating people. Requirements: Must be drenched in the sweat (or other body fluid) of the person you want it to follow
goes away in a little while
Return to a pre-determined place when spell is activated
Pray you don't end up in a wall. Requirements: Chanting Portal which anyone can pass through; portal remains
Teleporting objects on top of people or inside them
Teleport any number of people (or just yourself) of caster's choice almost anywhere on the continent. They all go to the same place, and you can scan ahead to make sure they won't merge with something. You can also make portals. Difficulty: Professional. Requirements: Draw a pentagram or magical shape on the ground and chant with all the teleporters inside. Yes, someone can be unwillingly teleported in this fashion.
Locked to object, place
Palm Reading (locked to person)
Palm Writing -JTW
See Large World Shaping Events, past & future
See Own Immediate Future, (minutes)
See Large World Shaping Events, past & future
Future Visions (locked to object, place)
Future Visions (locked to person) Fortune Telling
Attack inside a circle. Person who crosses it gets beat with the attack
for automatic success, pluck out your eyes & soak them in black light; they glow)
Fold up a room or area and carry it around with you
(is someone sneaking up on you)
write in the air with a pen or crayon
or write on a page and have it appear on the
reverses time with respect to rain only
for fighters to learn so they can kick ass in silly ways
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firebolt that goes back in time to hit people
recycle paper into trees
fine people guilty of environmental transgressions)
Split yourself into multiple individuals
all can take action simultaneously
Punch/pinch
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Mage Avatar
Mage-estic! Avatacular!
---Arcane Sacred
Direct Indirect
Subtle/Hidden Blatant
Free Bound
Individual Societal
Damage Enemies Aid Friends
Independent Thrall
small bunny rabbits bombard you with affection until you're swamped; you pull the rabbits from a hat individually
(plants wither, people shudder, gods notice)
Steal Soul
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Brand Soul
DDD
Forge Fetish
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Sense Spirit
detect a spirit
Spirit Lockdown
(haunting people and houses)
Command Spirit
Spirit Gate
Go to Spirit Realm
Recordkeeping
Record in mind perfectly anything you experience
Playback in crystal ball or other scrying device (with the appropriote illusion spell can be playe back in reality)
Tweak illusion--insignificant changes can be made (change angle of viewing, alter colors)
Edit illusion (this spell is not well known because mages have kept it secret) allows any editing trick, assuming it's still basically the same thing. Add explosions, other stuff. Takes time to edit.
Deathsight
(put crossbones over your eyes)--only see death and undeath
Create Spirit
Creates a mind and soul to inhabit a thing
Jettatura's Sinful Gaze
(Jettatura means the evil eye)
Curse of Disbelieved Prophecy
say truths & not be believed (you can’t get around this by lying) Casts "doubt" on anyone listening to this person
Dopplegang spell
you can copy whatever spell the person you cast this on just cast
Curse of Firstborn
This spell taps the narritive
child’ll die, be corrupted, hate you, accidently kill you
Curse of Unrequited Love
Target falls in love with the next person who won't return that love
Curse of Love
everyone will have to resist magic or fall in love with
Curse of Frisky Feet
Target must dance or run constantly
Curse of Animal Charisma
All animals who see you will follow you with affection, and will defend you, but won't hurt you. Originator wasn't sure whether to call this a curse or a blessing, but decided on a curse
Realmshifting
Depart from realm and enter another of your choice--choose one when choosing the spell (costs less if you allow it to be random) better buy another version for the return trip
Detect Stuff
(Choose one, all at different costs) life, death, undeath, evil, good, undeath, invisibility, plants, animals, monsters, celestial beings, malicious or benevolent intent (toward any one person or group), alien, power level (XP), particular person, monster, animal or being--see things as they are. (be blind or blindfolded to use) Above level X = without regard for your eyes or where you're lookin
Madame Lacewaite's Glib Tongue
Makes up appropriate things and anecdotes to say in social situations; bases stuff on what people want to hear. If addressing people with widely divergent desires, ends up sounding contridictory
Doesn't help with gestures, you find out about what you're saying as you're sayin it
Warped Reflection
See reflection of caster's choice
Force Recast
person must recast the last spell they cast
Voice Possession
Summoning a spirit to posess your voice
Derail
Derails train of thought
Telepathy
Caster can read target's thoughts and intentions
Focus Chi
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Virtual Reality
Caster puts target into a fictional world
Empathy
Caster can read target's emotions
Amplify Emotion
Whatever a target is feeling is increased
Magic Depletion Ring
Circle through which magic of a given type cannot pass
Emotion Transplant
Target's emotions switch with nearby person or animal
Human Shield Summoning
Human Shield Summoning teleports a person
bystander between you and attacker for duration of attack and then replace it. This person is selected arbitrarily
Higher levels send the person back; otherwise the person sticks around and (if they make a successful Discernment challenge, Fate 3) they realize what’s happening. If they fail, they remain confused about what’s going on; if they bungle, they conclude that the person attacking them must be the culprit.
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give texture
elasticisty
density
• turn on something designed for light
• turn on an object
• illuminate anything (like a monkey)
add one chipmunk & it dulicates it and shoots many
Not the most powerful wall spell, but perhaps one of the most disturbing
Wall of Animal Flesh is a deeply distorbing spell,
burrow under an area of the dirt
soak in vile substance and tie a knot in its tail,it trumpets before it goes off
Fire Ice Lightning Nether Plasma Shock Water Creates an animal or human (or whatever) body and brain
see animal stats in back; use minimum animal skill and develop skill
use forgery to remember it well enough) distort existing object
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(gentle movements gain invisible hands)
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Description: Brings a storm
Perfect for mages who like to stand on mountaintops and yell melodramatic one-liners. Makes the weather echo events as they happen around you. Makes your hair blow dramatically in the breeze when you say goodbye to your lover, creates a storm
Description: Cause a sand storm in a forest. Cause heat wave on a glacier.
Hail, Lightning; Calm down a storm, melt
Description: Lift houses and carry them to strange lands? Massively devistating, not too predictable Requirements: Make a twirling gesture in front of your lips as you blow; this small air disturbance creates the tornado. It’s not necessary to run like hell afterward, but it’s generally a good idea.
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Summon nasty mini-storms
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Detects the weather
everything touched turns to worthless substance caster’s choice
doesn’t let you die of old age but you get older
Target concieves childeach time they engage in the appropriate amorous activity.
You look pathetic; your eyes get huge, lip juts out
This popular but little-known spell... fooling people with shafts of light, commanding voices, and so forth
Walk on the ceiling
You are a singular unit that cannot be divided. You can't be pierced, and no part of your body can be removed. You start to smell because of deal skin cells, and you can't pee, shit, ejaculate.
Detects a pattern of sound; makes a word deliver a shock to the user
(pass flame over your eyes) (hard to identify individuals at low levels; make a roll)
Cosmos (space, time) Water (space/time continuum)
Aetherium (spirit, mind) Wind (air & spirit/mind)
Materia (matter, life) Earth (matter = earth)
Arcanus (reality, elemental forces) Fire (energy
Cosmos Also called Watermagic because Mages and Avatars liken their magic to the way objects flow through time and space.
Aetherium Also called Windmagic because
General curse info: Curse Before Death (your murderer has curse of your choice cast on him at death) or curse an area
Curse of Death: Gain Curse with your dying breath--if you utter something 10 seconds before you die it becomes the case
With all curses, caster must specify set of circumstances under which curse is broken. The more precise, obscure, and difficult the circumstances are, the greater the cost of the curse.
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enhanced astuteness, doesn't help w/ illusions
write a whole section on the effects?
"Nag hag"
one that
Fire springs up when you run
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take the toastedness from toast (or other crispy things) and transfer it into people, leaving the object untoasted. Spell that removes a quality from one thing and transfers it to another--possibly a person
Heat Seeking Version
(immediately explodes, probably killing caster, plus a non-lethal version
1 Materials like gold are precious partly because they cannot be magically duplicated with ease.
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