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Spell Examples for Casters.

Posted by Bringer of DarknessFor group 0
Bringer of Darkness
GM, 7 posts
Wed 3 Nov 2010
at 00:29
  • msg #1

Spell Examples for Casters

Aeromancy Spells

Attack Spells:
Aeletheros's Storm Bow
Duration: 1 round per spell level
Range: 50 feet (-1 to casting roll per additional 10 feet in range)
Base Difficulty: -1 (level 1 base)
By casting this spell the aeromancer brings into being a curved shaft of lightning in his hand in the shape of a bow. By pulling on the thinner lightning "bowstring" a shaft of lightning appears which can then be shot at any target in range. The spell level can be divided between damage and range as needed (ie. Cast at level 6 it does at least 1 hp of damage per bolt and the remaining 5 levels can be divided between damage and extra 10 foot increments of range). This spell uses any Bow skill to use and it is possible to shoot multiple bolts with the multiple action penalty.

Aeletheros's Storm Sword
Duration: 1 round per spell level
Range: Personal
Base Difficulty: -1 (level 1 base)
When this incantation is completed a shaft of lightning appears in the aeromancer's hand in the shape of a sword. This sword attacks using any Sword skill for a combat modifier and does 1 hp per spell level damage to any target struck. The sword can attack more than once per round using the multiple action penalty.

Coruscating Lightning Cascade
Duration: Instant
Range: 50 feet
Area of Effect: 3 foot radius
Base Difficulty: -4 (level 1 base -3 area)
When the aeromancer intones this spell electricity is seen to gather around his hand. Upon completion of the spell the aeromancer points his finger at the target and a scintillating bolt of lightning leaps forth to strike the target. This lightning then leaps from the target to every other target in the area of effect, dealing 1 hp of damage per spell level. All targets in the area take a penalty of -1 per 3 spell levels to all actions for 1 round due to massive muscle twitching from the intense electricity in the area of effect.

Forceful Forked Lightning Strike
Duration: Instant
Range: 50 feet
Area of Effect: 1 or 2 targets within 5 feet of each other
Base Difficulty: -2 (level 2 base)
When this incantation is completed the aeromancer points split fingers at one or two targets within 5 feet of the other. A forked bolt of lightning shoots out to strike the target or targets. If striking only 1 target the bolts do a combined 1 hp of damage per spell level. If striking 2 targets the bolts have their damage divided between the 2 targets. This spell is usually cast in 2 spell level increments if used to affect 2 targets.

Scintillating Static Sphere
Duration: 1 round
Range: 50 feet
Base Difficulty: -1 (level 1 base)
By hold his hands cupped apart and casting this dweomer the aeromancer brings into being a ball of lightning that leaps forth to strike the target. The ball of lightning deals 1 hp of damage per spell level to the target and pulses electricity for the remainder of the round. The target takes a penalty of -1 per 3 spells levels to all actions for 1 round due to muscles twitching uncontrollably from the pulses of electricity.

(Note: metal armor provides no PR against electrical attacks made by these spells, magic bonuses function as normal)

Conjure Spells:
Beneficent Balm of Breath
Duration: 5 minutes
Range: 50 feet
Area of Effect: Cube 1 foot per side per spell level
Base Difficulty: -2 (level 1 base -4 duration +3 Order bonus)
Through the use of this conjuration, an Aeromancer is able to produce breathable air in any environment. The effect is to call into existance a volume of air filling a roughly cubic area 1 foot per side (+1 foot per side per additional spell level). 1 cubic foot of air is enough for a single person to breathe for the duration of the spell.

Voluminous Vile Vapors
Duration: 2 minutes
Range: 50 feet
Area of Effect: Cube 1 foot per side per spell level
Base Difficulty: +1 (level 1 base -1 duration +3 Order bonus)
This spell conjures a cloud of noxious gasses and fumes in a roughly cubic area 1 foot per side (+1 foot per side per additional spell level) in size that emanates from the aeromancer's fingertips and coalesces at the desired range.The cloud is not deadly, but it will incapacitate targets within the area of effect, making them unable to act due to coughing and intense burning of the eyes, nose, and throat. Victims may resist by making a CON check at –1/3 the spell level. Those who are not incapacitated by the spell still take a penalty of -1 per 3 spell levels to all actions while in the cloud and for 1 round after due to the choking and burning of the eyes and throat.

Move Spells:
Denial of Life's Breath
Duration: 1 minute
Range: 50 feet
Area of Effect: Single target
Base Difficulty: +2 (level 1 base +3 Order bonus)
By moving the air out of a targets lungs, an aeromancer can render them unconscious for a period of time. Targets may resist using STR at –1/3 the spell level each round or fall unconscious for that round. Even if the roll to resist is successful, the target should suffer penalties to all action table rolls equivalent to 1/3 the spell level due to choking.

Grasping Gusts of the Maelstrom
Duration: 1 minute
Range: 50 feet
Area of Effect: Single target
Base Difficulty: +1 (level 1 base -1 SPD +3 Order bonus)
This spell creates an area of gusting winds around the target, slowing it's movements and possibly moving it away from the aeromancer. The winds affect the target at STR -9, +1 additional point of STR per spell level. If the winds exceed the target's STR the target will be moved backwards by the wind 20 feet per round (SPD -8).

Walking the Winds
Duration: 1 minute
Range: 50 feet
Area of Effect: Single target
Base Difficulty: +1 (level 1 base -1 SPD +3 Order bonus)
By invoking this magic the aeromancer is able to lift a target on a vortex of whirling wind, allowing the target to fly or be moved 20 feet per round (SPD -8). These winds are able to affect 25 lbs. (STR -9) plus an additional 25 lbs. per spell level (+1 STR per spell level). If the aeromancer is flying he must concentrate to move, being unable to do anything else while flying but if he simply hovers he may act normally. At the end of this magic the target floats gently back to the ground if it is 20 feet high or lower, otherwise it falls the remaining distance.

Ward Spells:
Coruscating Storm Armor
Duration: 1 minute
Range: Touch
Area of Effect: Personal (aura)
Base Difficulty: -1 (level 1 base)
With this spell, the Aeromancer creates a crackling barrier of electrical energy that surrounds them that will shock attackers, forcing them to pull away instinctively, reducing any damage inflicted. Attackers that successfully land a blow will suffer small electrical shocks when coming into contact with the aura and may instinctively drop their weapon (WIL roll at 1/3 the spell level to resist the urge to drop the weapon). Bare fisted individuals may lose some feeling in their hands for a short time. This shield dissipates upon absorbing 2 hp of damage per spell level.

Vortex of Wailing Winds
Duration: 1 minute
Range: Touch
Area of Effect: Personal (aura)
Base Difficulty:  -1 (level 1 base)
By swirling the winds around her body, the aeromancer can create high winds that deflect blows and turn away attacks. Small items around the protected person may be blown away, as will gasses and loose dirt and debris. The winds slow then fade off into gentle breezes upon absorbing 2 hp of damage per spell level.
This message was last edited by the GM at 01:26, Wed 03 Nov 2010.
Bringer of Darkness
GM, 8 posts
Wed 3 Nov 2010
at 01:24
  • msg #2

Spell Examples for Casters

Cartomancy Spells

Alter Spells:
Fortify the Tower
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
By taking The Alchemist from the deck and touching it to the target's armor the Cartomancer is able to bolster the strength of the armor. The target's armor gains a bonus to PR of 1 per 3 spell levels until the duration of the spell expires.

Rage of the Fates
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
By taking The Warrior and Jhang stacked together in the right hand the Cartomancer is able to instill in the target the raw rage of a berzerker. For the duration of the spell the target receives a bonus to his Brawl skill of +1 per 3 spell levels.

Secret of the Archmage
Duration: 1 minute
Range: Touch
Base Difficulty: -5 (level 5 base)
Holding The Wizard and Phandir in his right hand, the Cartomancer speaks a brief incantation, increasing the chances of a target's spells to be successfully cast. This spell increases the MR of the target by +1 per 5 spell levels until the spell ends.

Spirit of the Battlemage
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
The Cartomancer draws The Wizard and The Warrior from the deck, holds them bottom to bottom, then touches them to the forehead of the target. Once this is done the Cartomancer speaks a brief incantation and the magic takes effect. The target receives a bonus to Attack mode spells of +1 per 3 spell levels for the duration of the spell.

The Artful Dodger
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
By taking The Wizard and Talisandre from the deck and shuffling them over and over the Cartomancer is able to enhance the target's ability to defend itself. The target gains a bonus to CR of +1 per 3 spell levels only for defensive purposes until the spell expires.

The Way of the Warrior
Duration: 1 minute
Range: Touch
Base Difficulty: -5 (level 5 base)
By drawing The Warrior from the deck and placing it over the heart of the target the Cartomancer is able to enhance the target's ability to fight and defend. The target gains a bonus to CR of +1 per 5 spell levels until the end of the spell.

Attack Spells:
Circle of Fate
Duration: 1 round per 2 spell levels
Range: Personal
Base Difficulty: -2 (level 2 base)
When this spell is cast the Cartomancer shuffles the deck rapidly then appears to throw the deck into the air. The Cartomancer is then surrounded by a whirling cloud of razor sharp Zodar cards. For the duration of the spell any enemy in melee range of the caster takes 1 hp of damage per 2 spell levels while within melee range. Attackers also take a penalty of -1 per 3 spell levels on rolls to hit the Cartomancer due to the obscuring effect of the whirling cards.

Curse of the Dark Moon
Duration: Instant
Range: 50 feet
Base Difficulty: -1 (level 1 base)
The Cartomancer draws forth Zar from the deck and points the face of the card towards the target, speaking a brief dark prayer. Upon doing so the face of the card becomes a momentary rift into the The Shadowrealm from which issues a small cloud of unhallowed spirits. These spirits surround the target briefly, moaning in agony and ripping at the very lifeforce of the target, dealing 1 hp of damage per spell level before being drawn back into the card.

Fist of Fate
Duration: 1 round per spell level
Range: Personal
Base Difficulty: -1 (level 1 base)
By drawing The Alchemist from the deck and enfolding it in his right hand the Cartomancer brings into being a spiked battle gauntlet made up of tiny metal Zodar cards. The Cartomancer uses his Brawl skill when attacking with the gauntlet which deals 1 hp of damage per spell level on each hit. The Cartomancer is also able to use the gauntlet to parry armed attacks without the usual -5 penalty for a bare or gloved hand.

Look Behind You!
Duration: 1 round
Range: 50 feet
Base Difficulty: -1 (level 1 base)
This spell is cast by the Cartomancer drawing The Assassin from the deck, showing it to the target, then drawing his thumb sideways across his throat. Once this is done a shadowy figure briefly appears behind the target, driving a shadowy blade into the target's back. The target takes 1 hp of damage per spell level from the spell and may also be distracted for 1 round if it does not make a WIL check vs. 1/2 the spell level. If the target fails the WIL check it takes a -1 penalty per 3 spell levels to all actions for 1 round due to the distraction.

Purifying Light of the Twin Suns
Duration: Instant
Range: 50 feet
Base Difficulty: -1 (level 1 base)
By drawing The Greater Sun and The Lesser Sun from the deck and pointing them towards the target the Cartomancer is able to burn and potentially blind the target. Two balls of light appear momentarily in front of the target, burning the target for 1 hp of damage per spell level. The balls of light also create an amount of light equal to 1 level of magnitude per 3 spell levels which may blind the target and may have additional effects on creatures sensitive to bright light.

Wrath of the Reaper
Duration: Instant
Range: 50 feet
Area of Effect: 4 foot radius
Base Difficulty: -5 (level 1 base -4 area)
When this spell is cast the Cartomancer draws The Reaper from the deck and throws it to the target location. The card lands face up and an avatar of The Reaper rises from the card and swings its scythe around in a wide circle before disappearing back into the card. All targets in the area of effect take 1 hp of damage per spell level as the ghostly scythes tears through them. The card flies back to the deck after The Reaper disappears into the card.

Heal Spells:
Blessing of the Lesser Sun
Duration: Instant
Range: Touch
Base Difficulty: -5 (level 5 base)
By touching The Lesser Sun and The Mystic to a wound, the Cartomancer is able to heal minor wounds with a warming light. This spell will heal up to 5 hp of damage.

Caress of the Shadowlands
Duration: Instant
Range: Touch
Base Difficulty: -8 (level 8 base)
By holding Zar in the palm of the left hand, speaking a brief incantation to the dark, then touching the target the Cartomancer is able to open a large wound on the target as the tissue dissolves away. The target of the spell takes 8 hp of damage and suffers a -3 penalty to all actions for 1 round due to the intense pain of the flesh dissolving.

Dance of the Drunken Wanderer
Duration: Instant (but see below)
Range: Touch
Base Difficulty: -10 (level 10 base)
By flipping The Wanderer between the fingers of his left hand and touching Zar to the target the Cartomancer is able to inflict the target with Spinning Sickness. The disease takes effect immediately and will run its normal course in 1-4 days. The target will immediately begin suffering the attacks of double vision and vertigo, taking a -5 penalty to all actions as well as risking falling down due to extreme dizziness (Roll vs. CON at -5 each round to avoid falling if not laying down).

Turn of a Friendly Card
Duration: Instant
Range: Touch
Base Difficulty: -10 (level 10 base)
By placing Drome upon the breast of a wounded individual, the healing nature of the Amber Moon fills the target, soothing wounds of up to 10 hp of damage and relieving pain. Some who have been near death when healed this way claim to have experienced odd dreams, including visions of possible futures and images of what might have happened if they had died. Side-effects of this sort are rare, however (GM's choice, or 1-in-10 chance), and Rahastrans regard them as a gift from the Zodar.

Unweaving the Black Strands of Fate
Duration: Instant
Range: Touch
Base Difficulty: -10 (level 10 base)
By placing Zar upside down upon the chest of a diseased individual then covering it with Phandir the Cartomancer is able to reverse the effects of disease or parasitic infestation. The spell is able to cure a disease or parasitic infestation of level 10 or lower, immediately removing all negative effects although the affected individual may need to rest to recover all their strength.

Reveal Spells:
Card of Concealment
Duration: 2 minutes
Base Difficulty: -2 (level 1 base -1 duration)
This spell uses the properties of the card, The Mystic, to make a Zodar deck or any small item virtually undetectable when hidden on the Cartomancer's person. Anyone trying to steal or search for a concealed item does so at a -1 penalty per spell level to their PER.

Enfolded by the Shadows
Duration: 2 minutes
Range: Personal
Base Difficulty: -2 (level 1 base -1 duration)
By intoning a brief incantation and touching the target with The Charlatan the Cartomancer is able to enhance the target's ability to avoid detection when hiding. Shadows, light, and texture seem to fill in where needed penalizing anyone trying to find the target by decreasing their PER by -1 per spell level.

Fate's Finger for the Fortunate
Duration: 2 minutes
Range: 50 feet
Base Difficulty: -2 (level 1 base -1 duration)
By taking Phandir from the deck and placing it briefly over his eye or the eye of the target the Cartomancer is able to enhance the ability to locate devices designed to harm those who trigger them. For the duration of the spell the recipient gains a bonus to PER of +1 per spell level in regards to finding traps of all sorts.

Hand of Destiny
Duration: 1 minute
Range: Self
Base Difficulty: -5 (level 5 base)
Rahastrans use this spell all the time, as it is as much a part of their belief system as anything else. By laying out two cards and divining their meaning, a skilled Cartomancer can determine his destiny. In game terms, this is the PC asking the GM "What is likely to be my best course of action?" The level of the spell should be used as a ruler in deciding how accurate and helpful the insight will be. For example, a 5th level divination might yield only general information, such as, "The future is obscure, but it seems that subtlety is the best course of action." For a 10th level divination the result might be more specific, as in "Signs indicate that deceit would yield greater fortune than direct action." A 20th level divination might yield more detailed information, like "Fortune would shine on sneaking into the tower in disguise", while at 30th level the GM might really get specific, as in "Use a spell to hide your life-essence and enter the necromancer's tower in the guise of undead."

Led by the Lesser Sun
Duration: 5 minutes
Range: 60 feet
Base Difficulty: -6 (level 1 base -4 duration -1 range)
By speaking a brief incantation and holding The Lesser Sun to the forehead the Cartomancer is able to grant the target the ability to see clearly in complete darkness for up to 60 feet (double this distance in partial darkness or shadow).

Luck of the Draw
Duration: 5 rounds
Range: Touch
Area of Effect: Personal (aura)
Base Difficulty: -1 (level 1 base)
The Cartomancer is granted luck during combat by drawing Talisandre from the deck and keeping it in the palm of his hand. For the duration of the spell, attacks that target the Cartomancer seem to always miss their mark. Once this spell has absorbed 2 hp of damage per spell level or exceeds its duration the Cartomancer's luck returns to normal and the spell ends.

Testing the Truth
Duration: 1 minute
Range: 50 feet
Base Difficulty: -1 (level 1 base)
By drawing upon the Charlatan and tapping it twice, the Cartomancer has an increased chance to tell if a person around him is lying. While the spell is in effect the Cartomancer receives a bonus to opposed rolls to detect lies of +7.

To See the Unseen
Duration: 4 minutes
Range: 50 feet
Base Difficulty:  -4 (level 1 base -3 duration)
By taking The Charlatan and holding it to his forehead upside down the Cartomancer is able to see invisible, astral, and spirit entities of any sort. While this spell is in effect it grants the Cartomancer a bonus to his PER of +1 per 3 spell levels.

Ward Spells:
Armored by Fate
Duration: 1 minute
Range: Touch
Area of Effect: Personal (aura)
Base Difficulty: -1 (level 1 base)
When this spell is cast the Cartomancer becomes covered by copies of the Zodar cards which act as armor for the duration of the spell. The cards shift and move to fill in areas that are exposed by damage, absorbing 2 hp of damage per spell level. Once the cards have absorbed this damage or the spell reaches its duration the cards vanish from around the Cartomancer.

Bastion of the Mind
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
By pulling The Mystic from the deck and touching it to the target's forehead the Cartomancer is able to provide protection against magics that control the mind. This spell provides protection against spells of the Influence mode. The target of the spell receives a bonus of +2 per spell level to all resistance rolls vs. Influence mode spells.

Bridging the Gap
Duration: 1 minute
Range: Touch
Area of Effect: 2 feet wide, 70 feet long wall (barrier)
Base Difficulty: -3 (level 1 base -2 area)
This unusual use of the Defend mode allows the Cartomancer to create a bridge across chasms, pits, and the like. The Cartomancer draws The Wanderer from the deck and places it before the edge of the obstacle to be crossed. A bridge of Zodar cards springs forth across the obstacle and connects with the opposite side. This bridge can support any amount of weight however it can be dispelled if it takes damage exceeding it's rating. The bridge has a PR of 1 per 3 spells levels and can absorb 2 hp of damage per spell level before collapsing.

Circle of Unfletching
Duration: 1 minute
Range: Touch
Area of Effect: 5 foot radius
Base Difficulty: -1 (level 1 base)
By drawing forth Talisandre and The Wizard the Cartomancer is able to touch the target and create an area that is proof against arrows for the duration of the spell. The spell creates a zone of luck around the target that alters probability for arrows, twisting them above or to the side of the zone. The spell grants a PR of 2 per spell level and also absorbs 2 hp of damage per spell level from any arrows that exceed the PR.

Curse of the Black Wizards
Duration: 1 minute
Range: Touch
Base Difficulty: -2 (level 2 base)
The Cartomancer draws Zar and The Wizard from the deck and holds them in his left hand face-to-face then touches the target. Once touched the target is hexed with a susceptibility to Attack mode spells, receiving 1 additional hp of damage per 2 spell levels when affected by an Attack mode spell.

Defanging the Black Viper
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
To use this spell the Cartomancer shuffles the Zoday deck, ending with Drome face up on the top and The Assassin face down on the bottom, then touches the target with the deck. For the duration of the spell the target is protected against the effects of any poison. The target receives a bonus of +16 to resistance rolls against poison. Furthermore, if the poison does damage the target also gains a PR of 2 per spell level and is able to shrug off 2 hp of damage per spell level from any poison that exceeds the PR of the spell.

House of Cards
Duration: 1 minute
Range: Touch
Area of Effect: 10 feet high, 10 feet wide wall (barrier)
Base Difficulty:  -1 (level 1 base)
By drawing forth Drome from the deck and moving it from left to right in front of him the Cartomancer is able to conjure into being a wall composed of translucent Zodar cards. The wall has a PR of 1 per 3 spell levels and is able to absorb 2 hp of damage per spell level before collapsing. This spell can be useful to block pursuit in hallways and tunnels, giving the Cartomancer and his allies a running start.

Protection of the Greater Sun
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
By drawing The Greater Sun and touching it to the target the Cartomancer causes the target to be limned by bright light. This light is especially onerous to demons and while the spell is in effect the target is protected from the attacks of demons. The spell provides protection from demons, granting the target a PR of 2 per spell level and can absorb 2 hp per spell level of damage that exceeds the PR of the spell.

Sanctuary of Drome
Duration: 1 minute
Range: Touch
Area of Effect: 7 foot radius hemisphere (barrier)
Base Difficulty: -3 (level 1 base -2 area)
Drawing upon the power of Drome, the Cartomancer brings forth an area of protection around himself and those close to him. The barrier has a PR of 1 per 3 spell levels and can absorb 2 hp of damage per spell level before collapsing. This spell is useful when retreat is not immediately available, allowing the Cartomancer and his allies to heal, cast other spells, and prepare for the continuing battle.

The Wizard's Trump
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
By holding The Wizard and The Archon in his hand, the Cartomancer is protected from Attack mode spells and becomes very difficult to harm with such magics. This dweomer provides protection against spells of the Attack mode, providing a PR of 2 per spell level and absorbing 2 hp of damage per spell level that exceeds the PR of the spell.
This message was last edited by the GM at 00:49, Fri 11 Mar 2011.
Bringer of Darkness
GM, 9 posts
Wed 3 Nov 2010
at 01:25
  • msg #3

Spell Examples for Casters

Pyromancy Spells

Attack Spells:
Blazing Brimstone Bombardment
Duration: 1 round
Range: 50 feet
Area of Effect: 5 foot radius cylinder 7 feet high
Base Difficulty: -3 (level 1 base -6 area +3 Order bonus)
Upon casting this incantation the pyromancer casts some tiny pieces of pitch into the air which is consumed in flame. The flames reappear within the range selected and rain down upon the area for 1 round. Any beings in the area of effect take 1 hp of damage per spell level and combustible items in the area will burst into flames. The ground in the area will be coated with a fine layer of ash after the incantation ends.

Exhalation of the Crested Dragon
Duration: Instant
Range: 30 feet
Area of Effect: 4 foot radius cone 30 feet long
Base Difficulty: -3 (level 1 base -5 area +3 Order bonus)
Once this incantation is cast the pyromancer blows powdered sulfur from his hand in the direction of the targets. The powder bursts into flames which jet out, expanding into a cone 30 feet long and 8 feet across. Any targets in the cone take 1 hp of damage per spell level and all combustibles in the area will ignite. The area of the incantation will smell of brimstone for the rest of the round and although it stings the eyes and throat does no further harm.

Naurcriste's Blazing Bolide
Duration: Instant
Range: 80 feet
Base Difficulty: -1 (level 1 base -3 range +3 Order bonus)
When casting this spell the pyromancer holds a piece of charred wood in the palm of his hand. Once the spell is cast the piece becomes a white-hot ember which launches from the hand to the designated target at tremendous speed, making a sizzling sound and leaving behind a trail of smoke. The target takes 1 hp of damage per spell level and may have combustible items near the impact point ignite.

Naurcriste's Cascading Congflagration
Duration: Instant
Range: 50 feet
Area of Effect: 5 foot radius
Base Difficulty: -3 (level 1 base -5 area +3 Order bonus)
Upon the final word of this dweomer the pyromancer points his finger at the target being and a jet of fire arcs to that being. Once striking the target the jet of flame cascades outward to strike all beings in the area of effect. The targets take 1 hp of damage per spell level and may have any combustible items on their person ignite.

Naurcriste's Coruscating Staff
Duration: 1 minute
Range: Personal
Base Difficulty: +2 (level 1 base +3 Order bonus)
When this spell is completed a staff of flame 6 feet long appears in the hands of the pyromancer. The staff does 1 hp of damage per spell level and lasts for 1 minute. The flaming staff created by this spell uses the Staff skill as a modifier for combat. The staff lights the area as a torch and may ignite combustibles upon a successful hit.

Pyroclastic Flow
Duration: Instant
Range: 25 feet (starts at caster)
Area of Effect: 6 feet tall/6 feet wide/25 feet long
Base Difficulty: -4(level 1 base -6 area +3 Order bonus)
Upon completing the incantation the pyromancer throws a small amount of ash and sulfur in front of him at which point a cloud of ash, fire, and smoke bursts forth. The cloud rushes forth to fill the area of effect in an instant, dealing 1 hp of damage per spell level as well as causing combustibles to ignite. The cloud remains in effect through the end of the round, causing anyone within it to take a penalty of -1 per 3 spell levels to all actions due to choking and stinging of the eyes.

Sassan's Spiraling Spear
Duration: Instant
Range: 50 feet
Base Difficulty: +2 (level 1 base +3 Order bonus)
When the pyromancer completes this spell he points his finger at the target. A spear of flame leaps outward from his outstretched finger. This spear spirals into the target who takes 1 hp of damage per spell level and risks having combustibles on his person ignite. The spell leaves a spiral of smoke in its wake which quickly dissipates.

Conjuration Spells:
Conjuration of Fire's Child
Duration: 2 minutes
Range: 50 feet
Area of Effect: Cube 1 foot per side per spell level
Base Difficulty: +1 (level 1 base -1 duration +3 Order bonus)
When this dweomer is cast, smoke streams from the pyromancer's fingers and moves to the targeted area reducing visibility, filling an a roughly cubic area 1 foot per side (+1 foot per side per additional spell level). All those within the area of effect will suffer a penalty of -1 per 3 spell levels to all actions due to coughing and choking from smoke inhalation. At the end of the spells duration the smoke will dissipate normally.

Curtain of Flames
Duration: 1 minute
Range: 50 feet
Area of Effect: 6 feet high, 20 feet wide, 1 inch thick
Base Difficulty: -7 (level 10 +3 Order bonus)
By pointing at the ground and drawing an imaginary line a pyromancer can use this spell to conjure a wall of translucent, magical fire. Anything caught near
the flames or trying to pass through it will sustain 3 points of damage (one-third the level of the spell) from the heat, and flammable items such as hair and clothing will almost certainly catch fire.

Invocation of the Elemental Flame
Duration: 2 minutes
Range: 50 feet
Base Difficulty: -1 (level 3 base -1 duration +3 Order bonus)
When the pyromancer finishes this incantation 3 cubic feet (+1 cubic foot per additional spell level) of elemental fire springs into being in the area designated. These flames will cause combustibles to ignite, shed light, and burn any creature in the area for 1 hp of damage per 3 spells levels per round of exposure.

Vapors of the Volcanic Hills
Duration: 2 minutes
Range: 50 feet
Area of Effect: Cube 1 foot per side per spell level
Base Difficulty: +1 (level 1 base -1 duration +3 Order bonus)
This spell conjures a cloud of sulfurous gasses and fumes in a roughly cubic area 1 foot per side (+1 foot per side per additional spell level) that emanates from the pyromancer's fingertips and coalesces at the desired range.The cloud is not deadly, but it will incapacitate targets within the area of effect, making them unable to act due to coughing and intense burning of the eyes, nose, and throat. Victims may resist by making a CON check at –1/3 the spells level. Those who are not incapacitated by the spell still take a penalty of -1 per 3 spell levels to all actions while in the cloud and for 1 round after due to the choking and burning of the eyes and throat.

Transform Spells:
Calling the Shadow of Flame
Duration: 5 minutes
Range: Touch
Base Difficulty: -7 (level 3 base - 4 duration)
When the pyromancer completes this spell he momentarily touches the target fire. Upon doing so the light generated by the flames and embers is quenched. The fire continues to radiate heat and to consume fuel for the duration of the spell but does not generate light. This is spell is useful when one needs to get warm at night but does not wish to be seen. Any fires that spawn off of the source however radiate light as normal.

Invoking the Essence of Conflagration
Duration: 1 minute
Range: Touch
Base Difficulty: -5 (level 5 base)
By speaking this incantation and reaching out to touch smoke in the area, the pyromancer is able to transform the smoke into fire. Potentially a very dangerous spell (especially when used in conjunction with Conjuration of Fire's Child) this spell also has utility uses, such as starting campfires, clearing brush, etcetera. Any creature within the area of effect will take 4 hp of damage per round as per normal fire. For the duration of the spell, the fire burns no fuel, after the spell expires, fuel is burnt normally until the fire is put out.

Naurcriste's Chilled Cinders
Duration: 1 minute
Range: Touch
Base Difficulty: -8 (level 8 base)
After completion of this enchantment the pyromancer reaches out and touches the target embers. Upon doing so the embers cease giving off heat and light. For the duration of the enchantment the embers do not consume fuel and can be easily moved around and can also be thrown to a target location. When the enchantment ends the embers return to giving off heat and light and will set anything combustible they are in contact with ablaze, continuing to burn normally if they has sufficient fuel. Creatures in contact with the embers when the spell ends take 4 hp of damage per round as per normal fire.

Transformation of Flame to Smoke
Duration: Instant
Range: Touch
Base Difficulty: -5 (level 5 base)
Upon completion of this dweomer and reaching out and touching a nearby fire, this spell can be used in many cases to put out dangerous fires, as it instantly turns flames into smoke which will dissipate normally, quenching any normal fire quickly. Due to the quickness of the change, the caster will take no damage from the fire he touches.

Ward Spells:
Incandescent Incendiary Infirmity
Duration: 1 minute
Range: Touch
Area of Effect: Single Target
Base Difficulty: -2 (level 2 base)
When the final word of this enchantment is completed the pyromancer reaches out and touches the target with a small piece of sulfur and charcoal. Once the target is touched it becomes enshrouded in wispy blue and purple flames which give off light equivalent to a candle. The flames themselves are only uncomfortably warm but do no damage to the target. When the target is exposed to any fire, magical or normal, these flames flare up brightly like a torch and the target takes additional damage from fire equal to 1 hp per 2 spell levels.

Naurcriste's Blazing Bulwark
Duration: 1 minute
Range: Touch
Area of Effect: Single Target
Base Difficulty: -1 (level 1 base)
Upon completing this incantation the pyromancer touches the target with a piece of charred wood. The target is surrounded by a sheath of burning embers which make the target look like a being made up of glowing, shifting coals. These embers shift, move, and rearrange in response to attacks, absorbing 2 hp of damage per spell level. Once exhausted by damage or the spell ending the embers die out and drop off all around the target, cold and dark. The embers do no damage to the target but beings attacking it in melee will take 1 hp per 3 spell levels of damage from the intense heat generated by the embers and nearby combustibles may also ignite.

Naurcriste's Conflagratory Citadel of Cancellation
Duration: 2 minutes
Range: Touch
Area of Effect: Single Target
Base Difficulty: -1 (level 1 base)
When this dweomer is finished the pyromancer touches the target which becomes shrouded in wispy, polychromatic flames. These flames cause no damage to anyone and cannot ignite combustibles but do give off light equivalent to a candle. The flames flare up to the brightness of a torch when contacted by any spell of the Attack mode. The dweomer provides protection against spells of the Attack mode, having a 2 PR and 2 hp rating per spell level.

Sassan's Scorching Screen
Duration: 1 minute
Range: 10 feet
Area of Effect: 6 feet high, 20 feet wide
Base Difficulty: -5 (level 3 base -1 area -1 range)
When casting this spell the pyromancer sprinkles sulfur in a fine line in front of him then point to the area in which the spell is to take effect. Upon doing so a wall of coruscating flames 6 feet high and 20 feet wide bursts into flames anywhere withing 10 feet of the pyromancer. The wall of flame will burn anyone coming into contact with it for 1 hp per 3 spells levels and may cause nearby combustible items to ignite. The wall provides a PR of 1 per 3 spell levels and absorbs 2 hp per level of damage before collapsing into ash.
This message was last edited by the GM at 00:53, Fri 11 Mar 2011.
Bringer of Darkness
GM, 10 posts
Wed 3 Nov 2010
at 01:26
  • msg #4

Spell Examples for Casters

Wizardry Spells

Alter Spells:
Forged in the Fires of Chaos
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
When the Wizard casts this dweomer he causes the target weapon to be limned by kaleidoscopic flames. For the duration of the dweomer the weapon has its DR increased by 1 per 3 spell levels.

Fortified by the Forces of Entropy
Duration: 1 minute
Range: Touch
Base Difficulty: -3 (level 3 base)
When this incantation is cast the Wizard reaches out and touches the target armor. The armor is surrounded by rapidly shifting colors which increase the PR of the armor by 1 per 3 spell levels for the duration of the incantation.

Infusion of Infernal Might
Duration: 1 minute
Range: Touch
Base Difficulty: -5 (level 5 base)
By casting this spell the Wizard causes the target's limbs to be surrounded by blood red flames. These flames flare bright when the target exerts itself, empowering the movements of the target. For the duration of the spell the target receives a +1 bonus to STR per 3 spell levels.

Heal Spells:
Caressed by Dark Shadows
Duration: Instant
Range: Touch
Base Difficulty: -5 (level 5 base)
When this dweomer is cast the Wizard passes his hand above but not touching the injured area. As the Wizard's shadow passes over the affected area the injury darkens then is healed when the shadow moves past. This spell will heal up to 5 hp of damage.

Respite of the Infernal Shadows
Duration: Instant
Range: Touch
Base Difficulty: -10 (level 10 base)
By placing his hand on the target and incanting this spell the Wizard causes the target to become briefly enfolded in shadows. These shadows converege and are absorbed into the wounded area and draw the tissues back together, knitting them with the skeins of shadows. The target of this spell is healed of up to 10 hp of damage.

Touch of Entropy
Duration: Instant
Range: Touch
Base Difficulty: -9 (level 9 base)
When this incantation is intoned the Wizard speaks dark words of Entropy then reaches out and brushes his hand over the target. The target of this spell takes 9 hp of damage as it's flesh is unravelled into elemental chaos. The pain of this unravelling causes the target to take a -3 penalty to all actions for 1 round.

Reveal Spells:
As If One With the Dark
Duration: 2 minutes
Range: Personal
Base Difficulty: -2 (level 1 base -1 duration)
Upon casting this spell the Wizard enhances the target's ability to avoid detection from those around him. The target seems to blend more smoothly into the shadows for the duration of this spell. Anyone trying to find the target receives a -1 penalty per spell level to their PER for the duration of the spell.

Piercing the Darkening Veil
Duration: 2 minutes
Range: 50 feet
Base Difficulty: -2 (level 1 base -1 duration)
When the Wizard casts this incantation his eyes begin to glow a bright red, allowing him to pierce the veils of shadow and enhancing his ability to detect invisible, astral, and spirit entities of any kind. For the duration of the incantation the Wizard receives a bonus to his PER of +1 per spell level.

Ward Spells:
Bastion Against Demonic Might
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
This enchantment causes the Wizard to be limned with a shifting blood red illumination. The light darkens when struck by any attacks from demons, warding off their blows for a time. The spell provides protection from demons, granting the target a PR of 2 per spell level and can absorb an additional 2 hp per spell level from damage that exceeds the PR of the spell.

Bulwark of Blood
Duration: 1 minute
Range: Touch
Area of Effect: 3 feet wide, 5 feet tall shield (barrier)
Base Difficulty: -1 (level 1 base)
When the Wizard speaks the words to this incantation a shield of blood red energy appears on his arm. This shield can be used to parry attacks as can a normal shield. The shield provides a PR of 1 per 3 spell levels and is able to absorb 2 hp of damage per spell level before vanishing in a burst of red light.

Enfolded by Shadows of Entropy
Duration: 1 minute
Range: Touch
Area of Effect: Personal (aura)
Base Difficulty:  -1 (level 1 base)
Upon completing the words of this dweomer the Wizard is completely shrouded by shifting shadowforms. These shadowforms are able to absorb 2 hp of damage per spell level before returning to Entropy.

Unravelling the Arcane Assault
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
When the Wizard invokes this spell he is surrounded by flickering shadows which converge in areas struck by attack magics. This dweomer provides protection against spells of the Attack mode, providing a PR of 2 per spell level and absorbing 2 hp of damage per spell level that exceeds the PR of the spell.

Unyielding Fortress of Psychic Presence
Duration: 1 minute
Range: Touch
Base Difficulty: -1 (level 1 base)
Upon casting this incantation the target's head is surrounded by a crown of shadow which protects the target from assaults upon his psyche. For the duration of the incantation the target receives a bonus of +2 per spell level to all resistance rolls vs. Influence mode spells.
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