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Spell List.

Posted by The Cowled OneFor group 0
The Cowled One
GM, 10 posts
Mon 27 May 2013
at 22:34
  • msg #1

Spell List

This is the current spell list.  New spells can be created at any time.
The Cowled One
GM, 11 posts
Mon 27 May 2013
at 22:38
  • msg #2

First Circle

Frostburn (Evocation)
Touch attack that causes 1d6 damage. Each level of enhancement raises the damage by +1.

Healing Hand (Healing)
Heals 1d6 HP Caster must touch the target.  Each level of enhancement heals an additional hit point.

Magic Light (Evocation)
Caster creates a magic light on the tip of a staff or other weapon that illuminates a 10-yard radius, much like a torch. Enhancement can be used to add one or more of the following effects:

• Ball of light (the caster forms the light into a floating ball that can be controlled by thought)
• Colored light (the light shines in a color of the caster’s choosing)
• Light beam (the light shines in a tight beam which reaches 15 yards)
• Flash (the effect lasts only one round but blinds everyone who looks unprotected into the flash for 1d6 rounds)

The magic light shines for 1 hour or until dispelled by the caster. It can also be sustained for 1 additional mana per hour.

Sense Magic (Divination)
Caster senses the presence of magic in a 3 yard radius. Each level of enhancement adds another yard to the radius. This basic detection is instantaneous, but the spell can also be sustained for a cost of 1 mana per minute.

Telekinesis (Summoning)
Caster may remotely move one item up to 1kg.  Each enhancement adds another kilogram of weight that can be moved. Telekinesis lasts for 1 minute and can be sustained for 1 additional mana per minute.

Fire Dart (Evocation)
Ranged attack that causes 1d6-2 of fire damage.  Each level of enhancement raises the damage by +1.

Acid Cloud (Summoning)
Caster summons a cloud of acid that covers 2 targets within 3 yards of the caster and each other.  It does 1d6/2 damage.  Each level of enhancement increases the damage by 1.

Lesser Vampiric Touch (Healing)
Touch attack that causes 1d6/2 damage and heals the caster by the same amount of damage caused. Each level of enhancement raises the damage by +1.

Poison Touch (Evocation)
Touch attack that afflicts target with mild poison (1d3 initial damage, 1 damage per round until successful Warrior check vs. DL 7). Each level of enhancement can increase the DL of the Warrior check by +1.

Stun (Evocation)
One character within the casters line of sight must make a DL 7 Mage roll or lose their next action. Each level of enhancement can increase the DL by +1.

Soothing Ray (Healing)
Heals one target within the caster’s line of sight for 1d6-2 HP (minimum 1). Each level of enhancement heals 2 additional hit points.

Soothing (Healing)
Heals up to 2 targets within 3 yards of the caster for 1d6/2 damage. Each level of enhancement heals an additional hit point.

Lesser Armor (Warding)
The touched target benefits from a +2 bonus to Defense for one round. Each level of enhancement raises the bonus by +1. The spell can be sustained until the end of a combat encounter for 1 additional Mana point.

Lesser Deflection (Warding)
The touched target is protected from ranged attacks by a shield that has 4 HP The protected character will not take damage from ranged attacks until the shield is destroyed. Each level of enhancement raises the shield’s HP by +4. Any excess damage is not transferred if the shield is depleted by an attack that deals more damage than the remaining hit points of the shield. The shield fades after one hour if it is not depleted; it may be sustained for one mana point per additional hour.

Courier  (Divination)
This spell allows the caster to send a short message (any speech delivered in one breath) to a specific person or place within one mile. Each level of enhancement increases the distance by another mile.

Magician's Meal (Summoning)
The spell creates one daily ration of food and water for one person. The food is a bland but nourishing porridge, gruel, or doughy bread.  With an enhancement, the food can be made seasoned and flavorful. With two enhancements, the food can be made to order in the form of any real meat and vegetables.

Minor Summoning (Summoning)
Caster may summon a small creature with up to 5 points in attributes and no attribute higher than 3.

Minor Creation (Summoning)
Caster can summon a single small and common item.  The item must be 3 yards or less in its longest dimension, weigh less than 3 kg and cost less than 3 silver pieces.  Each enhancement increases a single property by +1.  In order for the summoned item to be of high quality, the caster must have an appropriate skill or talent and make a roll to succeed at making the item.

Minor Divination (Divination)
The caster may use this spell to ask a question about the present or the recent past in relation to an object or place the caster touches. For example, if the caster sees that a room has been recently disturbed, the spell could be used to ask “Who was in this room before I came here?” or “Who pushed over that bookshelf?” Some casters directly interrogate the inanimate objects they are curious about, such as asking a smashed table “Who broke your legs?” or asking a bloody knife “Who did you hurt?” Some variations of this spell are used to get information from the dead by questioning their corpses about things they knew or saw in life. Each casting of this spell allows the asking and answering of one main information question (who, what, where,  when, why how...) and a few clarifying follow up questions that can be answered yes or no or not clear. Each level of enhancement allows questions about the more distant past but information becomes increasingly vague. When using this spell to question a sentient spirit (such  as a dead person), the object of the spell may resist answering by making an opposed Reason roll against the caster.

Enhanced Skill (Enchantment)
Whether it’s through temporarily conjuring the the perfect tool for the job or mystically granting insight into the task at hand, this spell allows the touched target to make one skill check or make attack roll with a +2 bonus. Each level of enhancement raises the bonus by +1.

Jump (Traveling)
This spell allows the caster or a touched target to instantly move to another location within 5 yards and in line of sight of the caster. Each level of enhancement increases the range by 5 yards.

Sentry Ward (Warding)
The caster marks a small area (less than 10 yards in its longest dimension) such as a small room, a doorway or a circle on the ground. The caster will be instantly aware if anyone passes the marked boundary unless they make an opposed Instinct check against the caster’s Reason attribute to sneak through. The duration of the spell is 12 hours. Each level of enhancement can add 6 hours to the duration or add +1 to the DL of the check to successfully pass the warded boundary.

Skim (Traveling)
This spell allows the caster to run across any surface including water and vertical walls as long as they don’t stop running; the caster will fall after stopping on a surface that can’t normally support them. The spell lasts one round but can be sustained for one mana per additional round.

Endure Elements (Warding)
This spell protects the caster from the effects of normal weather for 6 hours: the caster’s clothing repels rain, dust, and mud and remains at a comfortable temperature. The caster can even lie down on muddy ground without getting wet or dirty and small insects and vermin won’t approach within one yard. The spell must be cast with one level of enhancement to endure extremes of heat or cold (such as in a sweltering summer heatwave or desert or freezing cold in the depths of winter).

Disguise (Enchantment)
The caster can alter their appearance in simple ways such as changing skin tone, facial features, and hair color. Enhancements can be used to make more substantial changes such as increasing or decreasing apparent weight or height up to 10% or changing the color and style of clothing and equipment. Copying a specific individual’s appearance also requires a Reason check (in addition to the enhancements needed to make appropriate changes) with a DL determined by the GM based on how familiar the caster is with the subject to be copied.

Empathy (Divination)
The caster becomes more aware of the inner feelings of others. While the caster can not read the thoughts of others, their true emotions and attitude are more apparent. This gives the caster a +2 bonus on all rolls in social situations like negotiations or interrogations or interpreting the gestures of someone from an unfamiliar culture without a common language. With an enhancement, the caster may also transmit their own feelings to others; the caster can’t lie in this state but it can be useful for making someone who doesn’t speak your language understand when you try to say things like “I don’t want any trouble or “Get out of here or I’ll kill you”. This spell lasts about 30 minutes but it can be sustained for 1 mana point for each additional 10 minutes.
The Cowled One
GM, 12 posts
Mon 27 May 2013
at 22:42
  • msg #3

Second Circle

Healing Light (Healing)
Heals 1d6 HP without having to touch the target. Each level of enhancement heals two additional hit points.

Identify (Divination)
Allows the caster to identify one magic property of an item. Each level of enhancement identifies one additional property.

Levitation (Traveling)
Caster may slowly float up and down for up to 3 minutes. The spell can be sustained for 1 mana per additional minute. This spell provides no horizontal propulsion, but a caster may use other means to float horizontally.

Lightning Bolt (Evocation)
Missile attack that causes 1d6+2 damage (+2 damage per level of enhancement).

Magic Armor (Wards)
A magic bubble around the caster absorbs any damage until its HP are depleted or dispelled.  The bubble has 4 hit points and each level of enhancement adds 4 more. Excess damage is not transferred.
The Cowled One
GM, 13 posts
Mon 27 May 2013
at 22:49
  • msg #4

Third Circle

Chain Lightning (Evocation)
As Lightning Bolt, but can also attack multiple enemies as long as they are within 5 yards of each other. Damage as Lightning Bolt. The maximum number of targets affected is 3.

Air Walk (Traveling)
The caster may walk on air as if it were solid ground for up to 3 minutes. The spell can be sustained for 1 minute per additional mana spent.

Fireball (Evocation)
This missile spell causes 2d6 damage in a radius of 3 yards. Enhancement can be used to:

• Improve the damage by +3
• Extend the radius by 3 yards

A Firebolt may be enhanced in both ways, paying for each enhancement separately.

Enchant Weapon (Enchantment)
The caster puts a temporary enchantment on a weapon that then grants its wielder +4 on attack rolls and damage. Lasts for one combat encounter. Enhancement can be used to add +1 to both the attack and damage bonuses.

Stasis (Enchantment)
Touch attack that puts target into stasis. For the target time stands still; the target cannot move, attack or be attacked. Duration is one hour. Enhancement adds one additional hour.
The Cowled One
GM, 14 posts
Mon 27 May 2013
at 22:51
  • msg #5

Fourth Circle

Summon Earth Elemental (Summoning)
Caster summons an Earth Elemental under his control. The Elemental is destroyed when its HP are depleted or when dispelled by the caster.

Magic Step (Traveling)
The caster can teleport up to 100 yards in any direction. Each enhancement adds 100 yards to the distance teleported. No line of sight is needed, but the caster must have a clear image of the place where he wants to teleport to in his mind.

Use Moongate (Traveling)
The caster can open moongates at special places (like stone circles) that allow instant travel over long distances. Moongates start to close slowly after 2 minutes. They cannot be held open, nor can they be opened more than once every 6 hours.

Return Life (Healing)
Caster can revive one fallen character as long as the body is still intact and warm. Upon revival the returned character is healed to 2 HP.  Enhancement can be used to increase the healing by 2 hit points.

Phantom Steed (Summoning)
The caster calls a phantom steed that can act as a mount for 24 hours. The phantom steed needs no rest and can walk on water. This spell can not be sustained; the steed must be resummoned after the 24 hours are up.
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