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Spells.

Posted by OracleFor group 0
Oracle
GM, 52 posts
Weaver of Threads
Sun 14 Jul 2019
at 22:05
  • msg #1

Spells

Greater Illusion
Range: Near
Duration: Concentration
Save: yes

By speaking ancient words of power, the caster calls forth an image.
These ghostly images appear real but have no substance.
They make sounds roughly appropriate to the type of image created, but are incapable of any sort of intelligent speech or thought.
The phantasms will endure until the mage’s concentration is broken.

Viewers who have a probable reason to believe that the images might not be real may make a saving throw versus spell; success means that they recognize the shapes as only empty visions.

This spell cannot create an image larger than around the size of a horse, nor can it create more than three separate images at a time.
Oracle
GM, 53 posts
Weaver of Threads
Sun 14 Jul 2019
at 22:06
  • msg #2

Spells

Commanding Word
Range: Near
Duration: 1 round
Save: yes

With sheer force of will, the mage can force another to obey a single-word command.
The target will not directly harm itself, but will otherwise carry out the precise command immediately.

A successful saving throw means that the target may ignore the caster’s command.
Oracle
GM, 116 posts
Weaver of Threads
Wed 17 Jul 2019
at 18:19
  • msg #3

Cantrips

Mage Light
Range:
Duration:
Save:
(Intelligence):
This cantrip produces a moderate amount of magical light. This light may appear from a physical object in the possession of the caster, such as the tip of his staff or an amulet, or as a simple ball of floating light. The cantrip produces enough light to illuminate an area of
about 30 yards; the light is dim, but just strong enough to read by.
A mage may attempt to produce more light at a penalty to his casting roll;
attempting to summon the light of several torches into a room gives a -3 penalty, while the equivalent to full daylight would call for a -5 penalty.
Producing several globes of colored light that move about on their own would call for similar penalties, as would trying to cast the cantrip in such a way as to produce the light in a particular spot at a distance from the caster (for instance, before the eyes of an enemy, in order to distract him).
Lights produced with this cantrip last as long as the caster is able to concentrate on them. Being struck in combat or failing the roll for another cantrip will make this spell end immediately.
This message was last updated by the GM at 18:22, Wed 17 July 2019.
Oracle
GM, 117 posts
Weaver of Threads
Wed 17 Jul 2019
at 18:20
  • msg #4

Cantrips

Second Sight
Range:
Duration:
Save:
Intelligence:
Using this cantrip allows the caster to see spirits of all sorts: the dead, faeries, and demons of all stripes.
This cantrip only grants the caster the ability to perceive these spirits; if she wishes to converse with them, she must know their language.
A mage with this cantrip can also attempt to command a spirit if she knows its true name.

Rules for doing so are covered on p.25 in the ‘Core Rules’ section along with the rest of the information on true names.
This message was last updated by the GM at 18:23, Wed 17 July 2019.
Oracle
GM, 118 posts
Weaver of Threads
Wed 17 Jul 2019
at 18:21
  • msg #5

Spells

Reanimation
Range: Near
Duration: 3 hours/level
Save: no
This dark magic causes the dead to walk. The mage says the words of power and causes 1d4 corpses within near range to become either skeletons or zombies, whichever is appropriate. These creatures are under the control of the spellcaster, and revert to their natural, lifeless state when the spell ends.
Oracle
GM, 119 posts
Weaver of Threads
Wed 17 Jul 2019
at 18:22
  • msg #6

Spells

Veil of Sleep
Range: Near
Duration: 5 rounds/level
Save: yes
The wizard whispers soothing words of magic, causing targets to drift into a deep sleep. The spell affects 2d4 hit dice worth of creatures within near range.
The sleep caused by this spell is very, very deep, but otherwise natural.
Ordinary noises will not wake the targets for the duration of the spell, but physically harming them does.
Targets who make a successful saving throw are unaffected.
Oracle
GM, 120 posts
Weaver of Threads
Wed 17 Jul 2019
at 18:24
  • msg #7

Rituals

Last Call (Wisdom)
Range: Near
Duration: Permanent
Save: yes
Some witches do not like to be bothered, and there is a reason that people are told not to meddle in the affairs of wizards. This ritual enchants a single discrete area, whether a banquet hall, a woodland clearing, or a cottage. At any time after completing this ritual, the caster may make a ‘last call.’

Any creature who wishes to remain in the area after the caster makes this call must make a saving throw or be compelled to leave immediately by whatever means available to them.
Targets affected by this ritual may return the following day. Once the caster has made this ‘last call,’ the ritual no longer functions and he must cast it again if he wishes to use the effect at another time.

The components for this ritual are three iron nails, the ashes of a dinner fire, and an object of the caster’s choice from the affected area, such as dust from the stones of a window or a
splinter from the mantle. When casting the ritual, the mage paces the area to be affected, noting the entries and exits, and mumbling words of magic and seclusion.
Oracle
GM, 121 posts
Weaver of Threads
Wed 17 Jul 2019
at 18:26
  • msg #8

Rituals

Unseen Servant (Intelligence)
Range: Near
Duration: 1 day/level
Save: no
Also known as the “sorcerer’s friend,” an unseen servant is a spirit of another world, summoned by the charms and will of a mage. The spirit is invisible and incorporeal, but can lift and carry small objects, open doors, and clean chambers. It obeys mindlessly and silently, and will not leave Near range of the caster.
It cannot fight for its master, and is not very strong, but it can carry or move perhaps 40 pounds of weight.

This ritual requires that the caster create a small, often horrific looking figure over the course of an hour; some mages carve theirs out of wood, others tie together bundles
of sticks and leaves.
While crafting this figure, the mage etches runes into it with the point of a knife and then submerges it in water from a pure spring. Finally, the figure is consigned to the fire while the mage calls loudly the name of a spirit from beyond the veil.
Oracle
GM, 122 posts
Weaver of Threads
Wed 17 Jul 2019
at 18:28
  • msg #9

Rituals

Wizard’s Home (Intelligence)
Range: Near
Duration: 1 month
Save: no
This ritual is the source of many legends and songs. When completed, it causes the caster’s home to become bigger on the inside than would seem possible.

Using this ritual, the caster can add one room (or its rough equivalent in size) per level to her dwelling. Particularly large rooms, like a feasting hall or barracks count as two “rooms” for this purpose. The home remains unchanged on the outside, but has become much larger to those inside its walls.
Furthermore, all parts of the caster’s home are always within touch range of her magic, regardless of actual distance.
This makes the mage a most formidable opponent while in her own home.
Most mages who practice this magic cast the ritual on their homes every month in order to maintain enough space for their libraries, accouterments, and oddities. If a mage should fail to do so, all items and furnishings from the magical rooms are lost. They might or might not be found elsewhere later.

Servants, guests, or friends who were in the rooms at the end of the ritual’s duration also end up in other places.
It is unwise to overstay your welcome in the dwelling of a homebody wizard.

Wizard’s Home must be cast beneath the same phase of the moon each month.
The components for the ritual are an old stone, a fresh brick, mortar, and a freshly-cut branch of yew. All of these items are consumed in the two-hour process of casting the
ritual as the mage goes from room to room, marking her boundaries, making secret signs, opening new doors, and muttering words of magic.
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