machfront
11th level Troll
 
Stalwart of the Trollbridge
"Let's go dark!"
Posts: 2,139
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Post by machfront on Nov 2, 2008 7:00:17 GMT -5
-lol-
"Rule Six, there is NO ... Rule Six." ;D
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Post by Toad-Killer-Dog on Nov 2, 2008 11:09:44 GMT -5
Monotreme Extreme!  I bow to your sorcerous might! The only thing I could possibly add is a SR versus IQ or be stunned by the 250 pound platypus bearing down on you with murder in its heart! ;D
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Post by mahrundl on Nov 2, 2008 18:23:47 GMT -5
Monotreme Extreme!  I bow to your sorcerous might! The only thing I could possibly add is a SR versus IQ or be stunned by the 250 pound platypus bearing down on you with murder in its heart! ;D It would be rather a fantastic sight, wouldn't it?  ;D Thanks for the suggestion, I shall add it in (credited to you, of course!).
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Post by mahrundl on Nov 2, 2008 18:53:27 GMT -5
============== Level 7 Spells ==============
Back Blast (Combat) Must be cast the combat round after being hit by a Combat spell. It 'blasts' a copy of the original spell back at the wizard who cast it. The copy is treated as if cast by the original wizard, who therefore gets no resistance to the spell! This affects all Combat spells cast in the previous round - if you are affected by two Take That, You Fiend! spells (and survive), each of the casters is hit by Back Blast. In addition, any Combat spells that affect the wizard during the combat round in which Back Blast is cast are 'blasted' back as well. Note that 'affect' means that the spell must be successfully cast - if the target of the Take That, You Fiend! spells above has higher kremm than one and lower than the other, only the Take That, You Fiend! cast by the higher kremm wizard will 'affect' the target, and only that Take That, You Fiend! will 'blast' back.
Level: 7 Organisations: No Guild sells this spell; it must be acquired by means of a quest to find the creator of the spell. Power up: None Cost: 40 Range: -- Cost to purchase: Quest - and not an easy one
Fireworks (Combat) The caster sends forth a ball of flame at a single target. The ball explodes like a BIG firework, doing the equivalent of a Blasting Power spell to all creatures within a 20' radius of the explosion. Armour will protect at its basic rating only; Warriors do not get doubled protection. The caster must make a L1SR vs LK or the firework fails to explode; however, if this roll is missed, the target is hit by the firework and takes 3 dice + 5 damage (armour protects normally, including the doubling for Warriors).
Level: 7 Organisations: Wizards' Guild Power up: None Cost: 26 Range: 150' Cost to purchase: Standard for level
Frostworks (Combat) The caster sends forth a snowball, which explodes into shards of ice doing damage as a Freeze Pleeze spell to all creatures within a 20' radius. In all other ways, the spell effect is the same as for Fireworks.
Level: 7 Organisations: Wizards' Guild Power up: None Cost: 26 Range: 150' Cost to purchase: Standard for level
In Too Deep (Cosmic) A refinement of the Open Pit spell, this spell causes a pit to open that is large enough for the target to fall completely into, plus another 10’ of depth. A L2SR vs DEX is required to leap away before the pit opens; otherwise, the target falls in, taking 3 dice damage (armour doesn't protect here). 10 seconds later, a torrent of water fills the pit (taking about 10 seconds to do so), causing another 2 dice damage. The water will remain for the duration of the spell, and anyone who is carrying a heavy load will drown unless they have some means of breathing underwater or can drop their load and swim to the top. When the spell expires, the pit closes, 'spitting out' anyone in it for another die of damage, and flooding the area for 1 combat turn, after which the water will disappear. Duration: 1 full turn.
Level: 7 Organisations: Wizards' Guild, Plumbers' Guild, Labourers' Guild Power Up: Double duration Cost: 31 Range: 20’ Cost to purchase: Standard for level
Obscurity (Cosmic) Causes the target to become unnoticeable. Most people will walk around her without realising she is there, she will be ignored if she speaks normally, and neither side will see her in combat. Each person who is in a position to see the target gets a L7SR vs IQ when they first encounter her, but they get to add one fifth of the target's CHR to their roll - higher CHR makes you inherently more noticeable. (For targets with negative CHR, use the corresponding positive value instead.) The effect is broken by the following: a) if the subject shouts, all beings within 20' gain a L1SR vs IQ to notice her existence; b) physical or magical interaction initiated by the target - combat, shoving, pinching or casting a spell on the person will all work - will make that person aware of her presence; c) expiry of the spell; d) having someone aware of the target point her out to someone affected. Oh There It Is won't indicate the target's presence, nor will OtherSight - the target is *not* invisible. Spatial Awareness will show the existence of the target, and the caster does not have to make the L7 IQ SR to see the target. The spell lasts for 1 full turn only.
Level: 7 Organisations: Wizards' Guild, Thieves' Guild Power up: Double duration Cost: 46 Range: -- Cost to purchase: Standard for level
On Your Feet, Suckers (Cosmic) The target gains the ability to cling to the walls and ceiling, much like a gecko, spider or other small creature, for 3 full turns. The target cannot carry more than half of their weight allowance, or they will not have the necessary STR to cling to the surface. They can fight, fire missiles and cast spells as normal if they are carrying less than one quarter of their weight allowance. The spell does not change gravity; falling from the walls or ceiling will cause damage as normal, but this does not cancel the spell.
Level: 7 Organisations: Wizards' Guild, Thieves' Guild, Assassins' Guild, some of the larger circus troupes. Power up: Double duration. Cost: 26 Range: -- Cost to purchase: Standard for level
One-Way Wall (Cosmic) Creates a wall that closes a gap in the surrounding rock, wood or whatever. From the caster’s side, however, it is as if the wall does not exist – it can be seen through, heard through and moved through. However, once any part of a creature or item passes through to the solid side of the wall, it cannot be retracted; the whole item must move out the solid side. Duration: 1 day.
Level: 7 Organisations: Wizards' Guild, Labourers' Guild Power Up: No Cost: 22 Range: 10’ Cost to purchase: Standard for level
Pass Earth (Cosmic) Gives the target the ability to pass through earth and stone as though it had the consistency of water. The caster can breathe normally while in the earth. Speed of movement through earth is the target's normal swimming speed; halve that for moving through stone. When the spell expires, the target will take 1 die of damage (armour does not protect) from tiny amounts of earth and stone that have become 'stuck' in him. Being inside of earth or stone when the spell ends is instantly fatal. The spell lasts 3 full turns.
Level: 7 Organisations: Wizards' Guild, Thieves' Guild Power up: Double duration Cost: 31 Range: 30' Cost to purchase: Standard for level
Wombat Wall (Conjuring) Creates a living wall of wombats up to 1000 cubic feet in size. The wall lasts until the next sunset, when it breaks up into individual wombats, which waddle away and disappear. To pass through the wall, 200 points of damage must be delivered in a single combat round, which will cause the wall to fall apart as though sunset had arrived. Less damage than this will not affect the wall at all.
Level: 7 Organisations: Philosophers' Guild at the University of Woolamaloo Power up: Double duration; double volume. Cost: 35 Range: 10' Cost to purchase: As a special spell, the Woolamaloo philosophers will require the wizard to prove his worth before he will be taught this spell. GM's discretion as to what form this will take...
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Post by mahrundl on Nov 9, 2008 2:34:39 GMT -5
Mhegrrrim, what do you think of this?
No Place Like Home (Cosmic) Like Home Ground Advantage, but lasts for a year and a day, and can only be cast on the Wizard's designated home. In addition, no-one but the caster can teleport directly into the affected area, unless they are using a spell of at least 18th level to do so.
It covers up to a maximum of 10,000 square feet in area, and encloses a height of no more than 80' above and 20' below the level of the dwelling's main entrance. Casting this spell immediately cancels it for any location upon which the caster has previously cast it.
Level: 15 Organisations: Wizards' Guild Power up: No. Cost: 97 Range: 10' Cost to purchase: Standard for level
I'm debating making it lower level - somewhere around 12th, perhaps - but the cost seems about right.
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Post by dwayanu on Nov 9, 2008 4:34:38 GMT -5
"Pass Earth (Cosmic)" ... ... was interesting to read soon after the Encounter Critical Mutations Table! 
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Post by Toad-Killer-Dog on Nov 9, 2008 6:24:24 GMT -5
Very good Mahrundl bravissimo! ;D
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Post by mahrundl on Nov 9, 2008 6:33:54 GMT -5
============== Level 8 Spells ==============
A Few Good Men... (Conjuring) Creates D6 first level Warriors, who will obey the caster unquestioningly. The Warriors will have all attributes of 10, except for ST (17) and CON (15). They will be armed with broadswords (3 + 4) and wear scale armour (takes 7 hits, doubled to 14). All equipment will disappear with the Warriors at the expiration of the spell. Duration: 1 full turn.
Level: 8 Organisations: Wizards' Guild, Warriors' Guild, Thieves' Guild Power Up: Double duration; double number of Warriors Cost: 55 Range: 10’ Cost to purchase: Standard for level
Bridge Builder (Cosmic) Creates a bridge of pure energy up to 50' long and 6' wide. It can hold a maximum of 2000 pounds at a time - any more will cause it to shatter and dissolve. It lasts for 1 combat round and cannot have the duration extended. When the spell expires, the bridge disappears instantly, with no warning.
Level: 8 Organisations: Wizards' Guild, Merchants' Guild, Craft Guild Power up: Double length; double width; double weight possible Cost: 44 Range: 20' Cost to purchase: Standard for level
Circus Is In Town IV (Conjuring) Summons a creature of size Large to aid the caster. Duration: 1 full turn.
Level: 8 Organisations: Wizards' Guild Power Up: Double duration; double number of targets Cost: 44 Range: -- Cost to purchase: Standard for level
Dressed To Kill (Cosmic) All creatures in the affected 60' diameter circular area find themselves dressed in formal wear (tuxedos for males, evening dresses for females). This will reduce the affected creatures' HPT by 50% for the duration of the spell. Creatures which are comfortable in such garb or naturally formal (these categories include vampires and all felines) have their HPT doubled instead. This spell has no effect on any creature already dressed in formal wear. Last 3 combat turns.
Level: 8 Organisations: Wizards' Guild, Tailors' Guild, Assassins' Guild Power up: Double duration; double diameter. Cost: 22 Range: 80' Cost to purchase: Standard for level
Earthshaker (Cosmic) Causes the ground to violently shake and split in an area 50' in diameter. Creatures that cannot fly are thrown to the ground and take damage equal to the caster's level in dice; armour protects at base value only. Air based creatures (air elementals and the like) caught on the ground by this spell take +50% damage. The affected area must be primarily open and must contain mostly open ground, or the spell will fail (but the caster will still lose the kremm for casting it). The spell lasts for 2 combat rounds.
Level: 8 Organisations: Wizards' Guild, appropriate Elemental Guild Power up: Double diameter; double duration. Cost: 44 Range: 120' Cost to purchase: Standard for level
FireSpark Dome (Cosmic) Creates a dome of intense green flame and lightning around the wizard. The dome is 10' in diameter, and for a cost of 12 kremm per combat turn, the wizard may increase the diameter by 10'. The dome does damage equal to the wizard's current kremm x 3 to any creature passing through it (half of which is fire-based, the other half is lightning based), with armour protecting at its base value only. As the caster expands the dome, the damage done will decrease as his current kremm decreases. If the dome intersects a non-burnable barrier (stone wall, metal ceiling), that portion of the dome stops while sections that are not obstructed continue to form the dome shape as best as possible. The spell will last for 2 combat turns.
Level: 8 Organisations: Wizards' Guild, Thieves' Guild Power up: Double duration Cost: 32 + 12 per round to increase the diameter Range: -- Cost to purchase: Standard for level
Firestorm (Cosmic) Creates a blazing storm of flame 60' across. Creatures in the area of effect are buffeted by gouts of flame and struck by chunks of red-hot rock, taking damage equal to the caster's level in dice; armour protects at base value only. Water based creatures take +50% damage. The firestorm cannot form in an enclosed area smaller than its diameter; if cast in such a place, the spell will fail. The spell lasts for 2 combat rounds.
Level: 8 Organisations: Wizards' Guild, appropriate Elemental Guild Power up: Double diameter; double duration. Cost: 37 Range: 120' Cost to purchase: Standard for level
Maelstrom (Cosmic) Forms a stationary whirlpool 80' across. Creatures in the area of effect are sucked down into the maelstrom where they cannot breathe due to the incoming water pounding on them. Damage dealt is equal to the caster's level in dice; armour protects at base value only. Fire based creatures take +50% damage. This spell can only be cast in an area that contains or touches a substantial amount of water. If cast elsewhere, it fails and the caster loses the kremm spent. The spell lasts for 2 combat rounds.
Level: 8 Organisations: Wizards' Guild, appropriate Elemental Guild Power up: Double diameter; double duration. Cost: 39 Range: 120' Cost to purchase: Standard for level
Whirlwind (Cosmic) Creates a stationary whirlwind 90' across. Creatures in the area of effect are spun around in the air and are struck by debris, taking damage equal to the caster's level in dice; armour protects at base value only. Earth based creatures take +50% damage. In an enclosed area (less than 80' across or less than 30' high), there is insufficient room for the whirlwind to form and the spell will fail. The spell lasts for 2 combat rounds.
Level: 8 Organisations: Wizards' Guild, appropriate Elemental Guild Power up: Double diameter; double duration. Cost: 31 Range: 120' Cost to purchase: Standard for level
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Post by mahrundl on Nov 14, 2008 4:26:16 GMT -5
A slight diversion - these are a set of spells based around the 4 classical elements.
====================== True and Blight Spells ======================
Notes on True and Blight spells:
1. The various Blight spells cancel the corresponding True spell, and vice versa. 2. If two Blight spells are affecting the same area, the elements involved interact with each other as though neither spell was in effect. So in an area that is FireBlighted and WaterBlighted, water will still extinguish a fire. Two True spells will interact in the same way.
AirBlight (Cosmic) A volume of air up to 20' on a side becomes stale and unwholesome. It will not support combustion, is almost impossible to breathe in, and will not support the weight of flying creatures larger than 1" long. Creatures caught in the area of effect will be unable to do more than collapse and concentrate on trying to breathe what little oxygen is in the air. Winds will try to go around the blighted region rather than through it.
The spell lasts for 3 turns if cast over the entirety of an enclosed space; otherwise, the ongoing mixing of air will disperse the spell in 1 combat turn.
Level: 3 Organisations: Wizards' Guild, appropriate Elemental Guild Power up: Double area; double duration. Cost: 11 Range: 10' Cost to purchase: Standard for level
EarthBlight (Cosmic) Affects up to 1000 cubic feet of earth or stone. Nothing will grow in the affected area, and it will be hard but brittle so that it will break and flake away when touched. Persons walking over it will raise a dust cloud, coating them with grime that gets into everything and smudges rather than brushing off. Earth affected by this spell will not smother fires. When the spell ends, the ground resumes its prior form, although any earth or rock removed is not replaced. Duration: 6 turns.
Level: 3 Organisations: Wizards' Guild, appropriate Elemental Guild Power up: Double area; double duration. Cost: 16 Range: 10' Cost to purchase: Standard for level
FireBlight (Cosmic) Causes a fire covering an area up to 10' square to be 'blighted'. The fire will give off very little light, no heat but more smoke than normal. It will not cook or burn items placed on it, does not consume its fuel, and it can be touched without damage. At the expiration of the spell, the fire will flare up to its previous size. Duration: 3 turns.
Level: 3 Organisations: Wizards' Guild, appropriate Elemental Guild Power up: Double area; double duration. Cost: 12 Range: 10' Cost to purchase: Standard for level
WaterBlight (Cosmic) 'Blights' a volume of water (up to a 10' cube). The water will not quench thirst, cannot extinguish fires and will taste stale and tepid. Things washed in it do not become clean, and normally soluble substances will not dissolve. It does not cool like normal water. If heated, it almost immediately evaporates completely. At the end of the spell, the water will return to normal.
If the water is held in some sort of container, the spell will last 6 turns. If it is free to mix with other water, e.g. if cast on part of a river, the flow of the water will cause the spell to lose effectiveness after only 1 combat turn.
Level: 3 Organisations: Wizards' Guild, appropriate Elemental Guild Power up: Double area; double duration. Cost: 13 Range: 10' Cost to purchase: Standard for level
TrueAir (Cosmic) A volume of air up to 20' on a side becomes the essence of air. Fires will burn hotter and cleaner in the area affected, and flying creatures may move at twice their normal speed for the next combat turn after flying into it. It will provide good breathable air to 5 times as many beings as the same amount of normal air. Creatures that breathe air will have their bloodstreams flushed clean, which will cure minor respiratory ailments and ease the symptoms of major ones (the latter only occurs while in the affected area). Winds will try to go around the spell area rather than through it.
The spell lasts for 3 turns if cast over the entirety of an enclosed space; otherwise, the ongoing mixing of air will disperse the spell in 1 combat turn.
Level: 8 Organisations: Wizards' Guild, Craft Guild, appropriate Elemental Guild Power up: Double area; double duration. Cost: 29 Range: 10' Cost to purchase: Standard for level
TrueEarth (Cosmic) Affects up to 1000 cubic feet of earth or stone, turning it into the essence of earth. Crops planted in the area while the spell is in effect will grow at 10 times normal rate for the duration of the spell, and at double the rate for the next month. The ground will be soft and springy to walk on. The earth will not stick to other things, sliding off to leave them clean and unmarked. Sprinkling earth affected by this spell on a fire will smother it, leaving the fuel dry and slightly warm to the touch. When the spell ends, the ground resumes its prior form, although any earth or rock removed is not replaced. Duration: 6 turns.
Level: 8 Organisations: Wizards' Guild, Craft Guild, appropriate Elemental Guild Power up: Double area; double duration. Cost: 37 Range: 10' Cost to purchase: Standard for level
TrueFire (Cosmic) Causes a fire covering an area up to 10' square to become the 'essence' of fire. The fire will burn much more brightly and hotly than normal, and will not consume any fuel present at the time of casting. No smoke is produced by the burning of the original fuel, but items added later will burn and produce some smoke (much less than the normal amount you'd expect). The fire causes double normal damage to anyone touching it. At the expiration of the spell, the fire will subside to its previous size, although if the fire has spread outside of its original dimensions, the extra area will continue to burn if there is fuel available. Duration: 3 turns.
Level: 8 Organisations: Wizards' Guild, Craft Guild, appropriate Elemental Guild Power up: Double area; double duration. Cost: 32 Range: 10' Cost to purchase: Standard for level
TrueWater (Cosmic) Causes a volume of water (up to a 10' cube) to become the essence of water. The smallest mouthful will cure thirst and cancel any effects caused by dehydration. It will extinguish fires rapidly, leaving the previously burning fuel damp and cool to the touch. Washing in it removes dirt and stains, and it does not evaporate under normal conditions. At the end of the spell, the water will return to normal.
If the water is held in some sort of container, the spell will last 6 turns. If it is free to mix with other water, e.g. if cast on part of a river, the flow of the water will cause the spell to lose effectiveness after only 2 combat turns.
Level: 8 Organisations: Wizards' Guild, Craft Guild, appropriate Elemental Guild Power up: Double area; double duration. Cost: 30 Range: 10' Cost to purchase: Standard for level
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Post by mahrundl on Nov 17, 2008 2:13:29 GMT -5
OK, last batch.
============== Level 9 Spells ==============
Fog Maze (Cosmic) Creates a dense fog in an area 40' in diameter. Any beings caught within the area must make a L6SR vs IQ or LK to find their way out, or they will wander aimlessly in the fog until the spell expires. While in the fog, no other creatures will be encountered, even if they were solidly packed into the area before the spell was cast. Any creature that was touching a wall, rope, or other object leading out of the fog area may follow the object out as long as they do not lose contact with it; if they do lose contact, they will be unable to find the object again. The spell lasts for 1 full turn.
Level: 9 Organisations: Wizards' Guild, Thieves' Guild Power up: Double duration; double diameter Cost: 37 Range: 60' Cost to purchase: Standard for level
Gravity Well (Cosmic) This spell doubles the level of local gravity in a 20' x 20' x 20' cube. All SRs in the area will be 1 level harder, falling will do +50% damage, and everything will double in weight (so that rickety bridge may not be strong enough to hold you any more). The spell can be cast at higher costs: twice the base cost means SRs are 2 levels harder, falling does +100% damage and weight is tripled; three times base cost makes SRs 3 levels harder, falling does +150% damage and weight is quadrupled. No more than 5 times base cost can be spent in this way. Most creatures will be unable to move if it is cast at 3 times base cost or more. The spell lasts 1 combat turn.
Level: 9 Organisations: Wizards' Guild, Assassins' Guild Power up: Double duration; increase effect; double one dimension of the affected volume. Cost: 34 Range: 30' Cost to purchase: Standard for level
Sanctuary (Cosmic) Has the effect of an Obscurity spell but covering a circular area with a 10’ radius. In addition, the roll to notice the affected area is raised to a L9SR vs IQ, and the CHR of those in the affected area does not add to the viewer’s roll. Only those in the area when the spell is cast are covered by it; others can wander through the area later and will not be covered by the spell. Anyone who does walk through a Sanctuary area will unconsciously avoid those covered by the effect.
Level: 9 Organisations: Wizards' Guild, Warriors’ Guild Power Up: No Cost: 53 Range: -- Duration: 1 hour Cost to purchase: Standard for level
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=============== Level 10 Spells ===============
Split Personality (Curative) The caster splits her awareness into 2 equal parts. Treat each part as having half of the caster's normal attributes - a caster with IQ 50, KRM 67 before casting the spell would split into 2 parts with IQ 25, KRM 34 (16) each, where 16 is the current KRM of each part. If the spell is cast at a higher level to increase the number of parts, divide the caster's initial attributes by the number of parts to find the amount assigned to each part. The advantage of this is that each part can act autonomously (subject to restrictions due to having only 1 body), so the caster can cast two spells in a single round. In the example given, each part could cast a Take That, You Fiend! at different attackers, rather than potentially wasting a lot of overkill on one target. The basic spell lasts for 1 combat round, and when it ends, the caster must make a L2SR vs the IQ of each part to successfully re-integrate the parts. If the caster has split into more than 2 parts, double the level of the SR for each part. This reflects the difficulty in resolving more and more conflicts. Each SR failed causes a permanent loss of D6 from all attributes, as the parts which failed to fully reintegrate prevent the caster from being in full control of herself when she tries to do things.
Level: 10 Organisations: Wizards' Guild Power up: Extra splits; double duration. Cost: 35 Range: -- Cost to purchase: Standard for level
Trackless Wastes The target is transported, without any equipment, to a featureless rocky plain. There is no shelter, food or water to be found. The sun is not visible due to heavy clouds, and there are no landmarks to assist with navigation. If the target starts walking, his footprints fade away behind him quickly. Any rocks piled up to act as guides will quickly fall down again.
There appears to be no way off of the plain. The target gets a L10SR vs LK to stumble on the only way back; otherwise, he is stuck there until the spell expires. The subjective time elapsed is about 3 days, and the target will have his STR, DEX, CON, SPD and IQ reduced by 1D6 each due to lack of food, water and sleep. Eating, drinking and a good night's sleep each will restore one third of the points lost.
For the caster, the spell lasts only a single combat round, after which the fatigued victim re-appears.
While this spell has some combat potential, it was originally created to provide a training ordeal for young wizards.
Level: 10 Organisations: Wizards' Guild Power up: No Cost: 47 Range: -- Cost to purchase: Standard for level
Circus Is In Town V (Conjuring) Level: 10 Cost: 60 Range: -- Power Up: Increased duration; increased number of targets Organisations: Wizards' Guild Duration: 1 full turn Description: Summons a creature of size Huge to aid the caster.
For all of the ‘Circus Is In Town’ spells, the creature summoned must be a normal animal; you could not use any of these spells to summon a dragon. In addition, the creature must be one that could be reasonably found around a circus, whether in a cage or just hanging around the area. The aid required of the creature must not involve almost certain death; if that is the case, the spell is broken and the creature will disappear. Sending a creature into combat is not necessarily a certain death situation; a lion against a human will often win, but a mouse against a human is doomed.
The creature will understand what the caster wants it to do, but is unable to communicate with the caster (unless the creature can speak a language the caster knows).
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=============== Level 11 Spells ===============
Tongues for the Memories (Conjuring) Creates a mental link between the caster and the target. The link manifests as a 'tongue', emerging from the caster's mouth and entering the target's mind via one of his ears. The caster's effective kremm is at +25 if she actually inserts her tongue in the target's ear. The spell allows the caster to 'ask' the target a maximum of one question per combat round. The target must 'answer' as fully and truthfully as possible, until the caster is satisfied with the answer or the spell expires. The spell lasts for 1 full turn, and won't work for tongueless casters or against earless targets.
Level: 11 Organisations: Wizards' Guild, Courtesans' Guild Power up: Double duration. Cost: 48 Range: 50' Cost to purchase: Standard for level
Tunnel (Cosmic) Creates a circular tunnel roughly 10' wide and 30' long. The spell can be cast in 2 different ways: permanent tunnel or temporary tunnel. The permanent version destroys the material that the tunnel goes through; the temporary version merely 'shifts' it out of phase with the rest of the world while the spell is in effect (1 full turn).
Level: 11 Organisations: Wizards' Guild, Thieves' Guild, Craft Guild Power up: Double duration; double length; double width Cost: 52 (permanent) / 43 (temporary) Range: 60' Cost to purchase: Standard for level
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=============== Level 12 Spells ===============
Exorcism (Conjuring) Removes a Haunt spell, or a similar 'natural' haunting. The ghost will attack the caster of the Exorcism, and must be destroyed or held at bay until the spell is completed. Once the Exorcism is complete, the ghost vanishes for good. The spell takes 1 hour to cast.
Level: 12 Organisations: Wizards' Guild, Necromancers' Guild, some religious institutions Power up: Higher level casting allows higher level Haunt spells to be removed Cost: 73 Range: 200' Cost to purchase: Standard for level
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=============== Level 13 Spells ===============
DeathLance (Combat) The target is struck by a ghastly black bolt of energy from the caster. The caster chooses an amount by which he will reduce each of his current attributes (all are reduced by the same amount, and none can be reduced below zero), and the target's attributes are reduced by the same amount. Treat negative CHR as positive for these calculations. If either caster or target has an attribute other than CHR reduced to zero, that person dies. Survivors recover 1 point per attribute per hour, except that the last 10 points on each attribute are recovered at 1 point per day. The effect is agonising for both caster and target. The spell's base cost is fairly low, but the caster will also lose kremm from the effect of the spell - the base cost essentially forges the 'link', and the draining of attributes powers the rest of the spell.
Level: 13 Organisations: Wizards' Guild, Assassins' Guild, Necromancers' Guild Power up: None. Cost: 40 Range: 50' Cost to purchase: Standard for level
Reforestation (Cosmic) Causes an area (up to 200' on a side) where plants once grew to regrow its vegetation. The basic spell lasts for 1 full turn. Each full turn the spell is continued gives a year's growth. The area affected must currently be at least minimally capable of supporting plant life - you can't grow trees on a sheet of rock, or on totally dead soil.
Level: 13 Organisations: Wizards' Guild, Foresters' Guild, Craft Guild Power up: Double area; double growth speed Cost: 95 Range: 300' Cost to purchase: Standard for level
Toxic Waste (Curative?) The target is afflicted with a horrible pestilence. He is rapidly (within 1 full turn) covered with sores which ooze a horrible greenish-grey pus. If the caster pays an extra 20 kremm, the pus will infect any creature it touches, even momentarily. For each hour that a victim is infected, he loses 10% of his maximum CON. Too-Bad Toxin or Curses Foiled cast at level 13 or higher will cure the target, but only time will restore his CON, at the same rate as which it was lost.
Level: 13 Organisations: Assassins' Guild, Necromancers' Guild Power up: None Cost: 86 (106 for the infectious version) Range: -- Cost to purchase: Standard for level
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=============== Level 14 Spells ===============
Sun Lance (Combat) A brilliant pulse of golden light springs from the caster's brow and strikes the target. Creatures other than undead, demons and devils, and other extremely evil beings are unaffected. Affected beings must make a SR on CON (for MR-rated creatures that don't have a CON rating, use one quarter MR) at the spell's level or they discorporate.
Level: 14 Organisations: Wizards' Guild, some religious orders Power up: Add an extra target. Cost: 57 Range: 99' Cost to purchase: Standard for level
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=============== Level 15 Spells ===============
Revitalise (Cosmic) Restores health to the affected space, which is a 20' x 20' x 20' cube. The ground becomes fertile, water is purified (sea water remains salty though), air is refreshed and fire burns cleanly and with little smoke. All pollution is removed from the area, unless caused by a higher level spell. Even radioactivity can be removed (actually, reduced to normal background levels), but this drastically reduces the volume that can be revitalised, to 5' x 5' x 5'. The spell's effect is always centred at ground level around the caster, so half of the revitalising occurs beneath the caster's feet. The spell has a permanent effect, but the area can degrade again later.
Level: 15 Organisations: Wizards' Guild, any Elemental Guild, Foresters' Guild Power up: Double one dimension at a time. Cost: 68 Range: -- Cost to purchase: Standard for level
No Place Like Home (Cosmic) Like Home Ground Advantage, but lasts for a year and a day, and can only be cast on the Wizard's designated home. In addition, no-one but the caster can teleport directly into the affected area, unless they are using a spell of at least 18th level to do so.
It covers up to a maximum of 10,000 square feet in area, and encloses a height of no more than 80' above and 20' below the level of the dwelling's main entrance. Casting this spell immediately cancels it for any location upon which the caster has previously cast it.
Level: 15 Organisations: Wizards' Guild Power up: No. Cost: 97 Range: 10' Cost to purchase: Standard for level
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=============== Level 16 Spells ===============
Rational Discourse (aka WarStopper) (Conjuring) Affects a 100' square area. All creatures in the area will cease any hostilities and begin discussing their differences in a calm and sensible manner. If the spell is stopped or dispelled before 6 full turns are up, the parties will leave peacefully, but may resume hostilities later. If the spell continues for at least 6 full turns, the involved parties *will* come to a fair agreement, even if they are bitter enemies, and they will leave the scene peacefully thereafter. All parties to the agreement *will* keep it, and will do their best to prevent others from breaking it. Removing the effects of this spell after an agreement is made requires a 'Curses Foiled' cast at level 17 or higher.
Level: 16 Organisations: Wizards' Guild, Merchants' Guild, many religious orders Power up: Double area Cost: 75 Range: 100' Cost to purchase: Standard for level
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=============== Level 17 Spells ===============
Haunt (Conjuring) Summons a ghost to haunt a specific location. The location can be specific, such as a street corner, more general (e.g. a castle) or attached to an object. The ghost has MR equal to the caster's IQ + KRM, and can only be affected by magic weapons and spells. It will not initiate an attack directly, and prefers to vanish rather than fight, but will defend itself if attacked. The haunting will reduce the morale of people in the area it controls. After 1 week of haunting, all SRs made will be 1 level harder; after 1 more month, 2 levels harder; after another year, 3 levels harder. Destroying the ghost on any day will make that day not count towards the SR penalties, but the ghost will reform the next day. Note that the effect on SRs is primarily based on how long the haunting has been in progress, not on how long a person has been in the vicinity. A person who enters the area will fall under the full effect in less than 1 day. Removal of this spell involves casting Exorcism at an equal or greater level. Takes 4 hours to cast, and is permanent until removed by Exorcism.
Level: 17 Organisations: Wizards' Guild, Necromancers' Guild Power up: Double the ghost's MR Cost: 121 Range: 100' Cost to purchase: Standard for level
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=============== Level 18 Spells ===============
Dice With Death (Conjuring) Summons the incarnation of Death to gamble with you. The rules are as follows: 1) One roll of the dice only; 2) Death rolls 4 dice, the caster rolls 2 dice; 3) Any 6 that is rolled, add and reroll; 4) The highest total wins. If Death wins, the caster is dead - permanently and unrecoverably. If the caster wins, he can demand any one thing from Death - such as knowledge, wealth, immortality, rulership over the entire world - and Death is bound to grant it, if it can.
Level: 18 Organisations: Gamblers' Guild Power up: None Cost: 198 Range: -- Cost to purchase: Standard for level
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=============== Level 19 Spells ===============
Forced Enchantment (Cosmic) Allows the caster to enchant an item quickly and without going through the normal preparations for enchanting items. The spell takes 1 combat round to cast, and the caster collapses and is unable to do *anything* other than catch her breath for an hour afterwards unless she makes a SR vs CON at the level the spell was cast at. A successful save means the caster can stand and move slowly (1/4 normal speed); an unsuccessful save will cause her to fall unconscious for 12 hours if she so much as attempts to stand up or crawl. Casting cost is based on 10 times the cost of enchanting the item normally, increasing as the caster has less material to work with. This is not an easy spell; even if she has sufficient kremm, the caster may not use this spell more than once per week, or the strain will kill her.
Level: 19 Organisations: Wizards' Guild. Will only be available in large cities. Power up: Reduce period of weakness by 1 turn. Six such reductions means that the caster needs no recovery time and can skip the SR. Cost: 10 x normal enchantment cost. Double the cost if the caster is missing some of the necessary paraphernalia for the normal enchantment; quadruple it if the caster has *nothing* other than the item to be enchanted; multiply it by 10 if the caster doesn't even have *that*, as she is essentially creating the item out of thin air. Example: a hypothetical ring of flying requires two feathers, the beak and the blood of a harpy, plus the ring, to enchant normally. Casting this spell without the blood would cost double; with nothing except for the ring would cost quadruple; and without even the ring would cast 10 times normal. Range: 20' Cost to purchase: Standard for level
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=============== Level 20 Spells ===============
StormSinger (Cosmic) The target gains control over the weather. The spell affects an area 1 mile on a side, and the edge is sharply defined with no spillover - you can literally go from being in a hurricane to a blisteringly hot windless day in a single pace. The target can increase or reduce windspeed, cloud cover, temperature, humidity and precipitation. The basic cost allows 5 levels of change; that can be changing one aspect by 5 levels, all 5 by 1 level each, or spread in some fashion between the various aspects. Each additional cost spent gives the target another 5 levels to assign. The spell works based on the target's will - if the target REALLY wishes it would rain, he's likely to get a torrential downpour. The target does not automatically know that the spell has been cast on him, so he can go around changing the weather without realising it is him. The spell lasts for 12 hours, but the weather doesn't change instantly. Each level of change in an aspect takes 2 turns to manifest - so 3 levels of change in the amount of precipitation will take an hour to fully occur - but each aspect can change at the same time, so a 1 level change to each of wind speed, precipitation and temperature will only take 2 turns. When the spell ends, the weather will move toward the weather of surrounding areas at the same rate.
Level: 20 Organisations: Wizards' Guild, Foresters' Guild Power up: Double area; increased effect as described. Cost: 168 Range: -- Cost to purchase: Standard for level
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=============== Level 25 Spells ===============
Chaos (Varies) This spell is for those last desperate attempts to stave off certain doom. Essentially, it can do pretty much anything any other spell can do - the level of the spell, cost to cast, duration, area of effect, and actual effect are all completely random. A good way to simulate this is to use the standard spell list, and separately determine each attribute of the spell randomly, but anything that you can think of could conceivably be the spell's effect - it is not restricted to just the spell book. So for example, you might end up with a Detect Magic that casts you 200 kremm, an Omniflex that affects all beings within a 50' radius of the caster, or your opponent might become a working steam train. This spell *cannot* be taught or written down - attempting either of these causes the spell to be cast. The GM must ultimately decide on the outcome and must do her best to be as randomly impartial as possible. Any time it is cast, the caster immediately forgets the spell, and must rediscover it if she wants to use it again. This is listed as a 25th level spell because it requires that the caster rate as level 25 on at least 2 of her attributes before she has any chance of understanding enough to learn it. A character of this level may meditate for a month, and make a 25th level SR on any attribute to try to 'understand chaos' well enough to be able to cast the spell. This spell is unique in one further way - it can be learned by anyone, even Warriors. Once it is started, the spell *will* go off, even if the caster is killed.
Level: 25 Organisations: None Power up: varies Cost: varies Range: varies Cost to purchase: Cannot be bought.
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Post by Mhegrrrim Skulltosser on Nov 22, 2008 23:48:49 GMT -5
Pass Earth would be a good spell to learn. My wizards only know Pass Gas. ;D But seriously, No Place Like Home is great. It makes a lot of sense in a wizard's dungeon. Range is meaningless for the spell. I actually think the spell could be much lower level than you expect. I would reduce the spell's cost to 22 and make it a level 9 spell. It is only good for blocking teleport spells. Now, I would agree with you if all spells cast in the area had to overcome the Wizard's WIZ attribute or the wizard's WIZ did not deplete for resistance purposes. Dressed to Kill -- I would limit it to one target. Double the number of targets each level cast at. Clearly Cinderella's Fairy Godmother knew this spell. Cool that Cat people benefit from the spell. FireSpark Dome is way cool. I want it along with DuraSpell Battery. Anyone up to a Wizard's Duel? True and Blight Spells earn you an exhault. This is magic the way I like it!! Counter a spell with another spell (no DisSpell need apply). I love players who use spells creatively. This definitely encourages such behavior. Fog Maze is neat. This spell is one I might give a NPC Wizard to defend against players. Split Personality is also wicked cool. Another spell to abuse and create interesting results. i.e. Fight and cast spells simultaneously Tongues for the Memories is just plain creepy...  What are you thinking? The Torturers' Guild is so going to boycott you. What the hell?!? Get that tongue out of my ear! Tunnel has some cool uses. I think Moses used it once... Imagine passing through a hurricane. DeathLance is really hideous. Thankfully only a stupid mage will kill himself with this spell. Very interesting. Reforestation is really interesting when cast on TrueEarth. Rational Discourse -- Are you trying to break the Torturers' Guild? They are so going to send out a hitman to get you.  Dice With Death should be used as a complete adventure within itself. Chaos is interesting. I doubt I'll ever get a chance to use it though. Might make a good end game adventure.
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Post by mahrundl on Nov 24, 2008 2:44:49 GMT -5
Pass Earth would be a good spell to learn. My wizards only know Pass Gas. ;D Yes, Pass Wind nearly came into being, but I made my SR vs tacky... for once! I think that you misunderstood me. This includes the Home Ground Advantage spell effects; the teleport blocking is extra icing on the cake. If it was just the teleport block, I'd agree that your level and cost suggestions are about right. Fair enough. I'd probably go higher on the cost at least if those effects were in play as well. I'd cut the cost if it only affected a single target. A smaller diameter area of effect perhaps? I just really like the idea of having an orcish warband suddenly find themselves in tailed coats... ;D Glad you like it. That's not one of my especial favourites, although it certainly says 'Magic Used Here' in large, intrusive letters... I was going to have them be important for the creation of magical items, if I ever get around to deciding on what my item creation rules are. Flight items would require TrueAir, TrueFire would be needed to blend two capabilities, and so forth. I didn't really get anywhere with it though. Confusion is always good.  Yes, it's potentially rather over-powered - but the ability to fire off 2 or 3 Take That, You Fiend! spells at once, or heal an ally while defending yourself, makes it worth the possible loss of attributes if you fail the SR afterwards. I seem to recall writing that when extremely tired. Obviously, my mind goes to very strange places when I'm tired...  At least I resisted making the Tunnel of Love spell.  Interesting idea on using it to avoid a hurricane though - I like it! That was the intention. Not a spell that you'd cast lightly. I'd imagine that it would be highly illegal to use it in many places. Yes, you could get a decent little wood springing up almost instantly. I hadn't originally considered TrueEarth when I wrote Reforestation, but I have no problem with them working together. These are the sort of effects that a high-level mage should be able to achieve. I'm actually more concerned about the combined efforts of the ruling nobility of assorted lands. Enforced diplomacy seems to get up their noses, for some reason... Agreed, that would be the best way to do it. I just like magic that facilitates high-stakes, everything turning on a single roll of the dice situations.  Not one of my best, I'll admit. It was a late addition, caused by Ken having a contest to see who could come up with the most random spell.
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Post by Toad-Killer-Dog on Nov 24, 2008 18:26:59 GMT -5
Wow, there are some real show stoppers! Makes me wish more wizards made it to high levels in the games I've been in. That has the potential for some really great fireworks! I'll have to sprinkle a few of these in the spell books my players find.
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Post by mahrundl on Nov 26, 2008 14:24:57 GMT -5
Glad that you like them, T-K-D.
I tried to spread the spells out over the full range of levels, so that every wizard got something new to play with. But there was always going to be a much smaller number of really high level spells than lower level ones - although I don't know how many Wizards of greater than 8th level are out there!
Sprinkle away! And let me know how the players react to them.
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Post by hellbender on Dec 1, 2008 14:52:55 GMT -5
Is there any chance of these being put into a .pdf or openoffice file so that they can be printed out? Or, conversely, if there is interest I can do this.
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