A Animal Stomp The caster stomps with the vigour of an enraged bull, sending a shockwave through the earth, doing 2d12 damage in a 2" radius. Pr = 8. Arcane Contention Pr=100. (conjuration/evocation/enchantment) Creates a neither world were two wizards may duel in safety. When one wizard is beaten the spell is broken and both return unharmed. The loser must give up 1 spell to the victor of the victor’s choice. While in the neither world, all material components are not needed. Acid Rain Menacing looking dark clouds rapidly form, before releasing a highly corrosive rain storm on the victim. Attacks as Chemical Power.2d8 damage, R=INT+END, PR=4
Aura of Fear Attacks as Emotion Control/Fear, the spell caster generates an aura that will cause those coming into contact with it, to recoil in fear. R=CHRx2, Max area affected = Power/2”, PR=2 per turn. Abyss Pr=115. (conjuration/evocation) This spell summons a hole in space that attacks the target. Target saves Sd100 or pulled into the hole in space. The Abyss is hostile for human life, they take 3 damage per turn. The caster looses 5 charisma.
B Banishment Pr=80. (abjuration/conjuration) Range equals Caster’s charisma in feet. The target is banished to another plane of existence. The target must save Ed100 or its is whisked away. Black Sphere Pr=25+2 per turn. (Conjuration) This spell summons a ball of negative energy. This ball of Anti Matter can travel at speeds of I + level of caster in movement points. The ball does 8d10 damage per turn. The caster must make a save vs. I per action to control the ball. If the roll fails the ball will speed towards the caster. The ball has disintegration defense and 25 hit points. The caster needs a black pear to cast. Banshee’s Wale Attacks as a Sonic attack inflicting 1d12 damage. PR=2, R= INT x 2 Bind Pr=10 per band. (conjuration/evocation) Energy bands are summoned that bind limbs. They attack as force feild and if successful, the target must save Sd100 per turn to break out. Blessed Calm Pr10 (enchantment) As emotion control. 1 roll is made vs. everyone in 100’ radius. Whoever fails the save, looses next action, turns off all defenses, and rests. Blink Strike Teleports to a target with momentum, dealing +1d12 damage with any melee weapon (including HtH). R = I. Pr = 3. Become Pr=25.(alteration) Must touch target. Caster becomes that target in all respect until unconscious, dead, dispelled or caster becomes something else. Caster must have a lump of carbon to cast this spell. Bad-Corpse Dust This spell creates a barrier which zombies cannot cross. This powder requires the intestines of a zombie, an ounce of flesh from the spell caster (which he must bite out himself), and the dried and powdered flowers of a rare jungle liana. The whole is carefully dried, pounded together, and chanted over for several hours (2 PR per hour of chanting), then poured in the desired trail or line, chanted over once more (for the cost of another 2 PR) for the spell to take effect (total of 6 PR). The dust forms a magical invisible wall which zombies cannot cross. This barrier remains until the dust is washed or blown away. One creation of the dust results in enough to form a barrier Cha in inches long.
Black Binding This spell offers a way to create an ordinary zombie. A ritual liquid must be poured over a corpse, or into the grave in which the corpse lies. Determine the ingredients of the liquid: at least one part should be difficult to legally obtain. The corpse is left to mature. At the end of the week, the caster comes to the grave and intones the Black Binding, which costs 16 PR and 1d4 HPs from the creator. At the end of the half-hour ceremony, the corpse will claw its way from the grave and does the caster's will. A zombie made this way continues to rot after its creation and a replacement must be created periodically.
Beguile
Pr=3 (enchantment) As mind control. Target believes what caster says. The target can save Id20 once per minute.
C Clone Pr=10 per basic hit. (enchantment/necromancy) This spell creates an exact duplicate of a target. The caster needs blood, or some other part of the original to create the clone. It takes one month per basic hit to grow. This spell costs 10,000 dollars a week in supplies and support. Remember the clone will have no memories that the original had. Confusion Pr=2. (enchantment) Target attacked as emotion control. If hit, the target looses next action. Create Zombies Another way to create zombies. This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. The caster puts an ounce of his or her own blood in the mouth of the corpse, then kisses the lips of the corpse and 'breathes part of himself' into the body. The caster loses 1d10 PR and 1d4 HPs. Once the spell is cast, the zombie awakes ready to obey simple commands from its creator. Should the caster die, the zombie becomes inactive. The number of zombies than can be created is unlimited (as long as the caster can pay the PR/HP costs). Part of the invocation refers collectively to the Outer Gods - every caster knows such entities exist, though no names are used. These zombies stay useful indefinitely. Chant of Thoth
This spell increases the caster's chance to solve a particular intellectual problem. The caster must complete a 30 minute ritual and spend 2 PR. For every 2 PR spent in the chant, the caster gets to add a 5% bonus to their Inventing Percentage (or alternately, a +1 bonus to any d20 Int based skill check). A GM may rule that this spell only works on tasks that involve a character's known Knowledge Area.
Consume Likeness This spell allows the caster to assume the likeness of a freshly-dead corpse. The victim may be no more than half or twice the original size of the caster. For the next two days, the caster must consume the victim and work the spell, expending 6 points of PR and 1d3 HPs every six hours. The caster could cast this spell more than once, and thereby be able to turn into several different likenesses. Once the spell is complete, the caster takes on the appearance of the victim at will, so long as desired. However the shadow of the caster always remains as it was originally - a good reason to avoid strong light. Losing one or more HPs, the caster must revert to original form and rest 1d3 hours. To go from an assumed form to the original form costs movement only. The original form must be reverted to before another form can be assumed. This spell is known by many Serpent People.
Cure Poison Or Disease
Pr=50. (Necromancy/enchantment) This spell removes all poisons or disease from a target. Caster needs honey to cast this spell. Target must eat the honey.
Coma
Pr=50. (enchantment) as sleep but save is Ed100, once per week.
Command: Attacks as Mind Control. The spellcaster may issue a specific verbal command such as “Run away”, attack your friend, etc. The victim must save vs. INT, or will be forced to comply with the spellcaster’s wishes. R=CHRx2, PR=12.
D Detect Magic Pr=5 ( divination) Caster can instantly see magic auras. Detect Hidden x3. If the roll is under caster’s intelligence, the circle of magic can also be gleaned Duo Dimension Pr=4+4 per turn. (alteration) The target becomes two dimensions. When they turn sideways, they no longer exist for all intents and purposes. A piece of paper is needed to cast this spell. Dark Portal (Teleportation Spell Maximum Distance = caster's power score in inches (x10000), creates a 5' x 5' portal, PR 4.
Demon's Breath (Flame Powers Spell) The caster can breathe fire with a range of 37" (S+E), does 2d12 Damage, PR 4 per attack. Deflect Harm This spell allows the caster to negate various physical attacks. The spell cost 1 PR point per every two points of damage negated. The caster invokes the Outer Gods and stretches out a hand toward the attacker. Until dropping the hand, the caster may deflect a succession of attacks by expending power points for every two points of damage. If an attack misses, then no Power is spent. Dropping the hand ends the spell. It may be recast. The caster may deflect a succession of attacks, but can only deflect one attack at a time. The caster may deflect attacks until out of power points. He or she may choose which attacks to deflect and from which attacks to take damage, but must choose before knowing what the damage will be. Lacking the power points to stop a particular attack, the blow or missile hits or misses, but he or she loses no power points. Dispel Magic Pr=5+1 per level of the magic being dispelled. (abjuration) This spell negates magic that is targeted. The chance is 100% minus the level of the magic being
Dispelled. A magic Item can not be dispelled, just go dormant for as many days as level of the caster.
E Eyes of the Peacock Pr=7per day. ( divination/alternation/enchantment) This spell creates 100 invisible eyes witch watch for the target. They get a 100% detection rate. The eyes can see in normal light, infra, night vision. Peacock feathers are needed to cast this spell. Eagle’s Claw Attacks as Natural Weaponry for HTH+1d6 damage. R=INT x 2, PR=1 Exorcise Pr=75+level of the possessor. (abjuration) The Caster tries to send the spirit out of the body that it inhabits. Success is 50% + caster’s level minus the possessor's level + 1% per extra power spent on this spell.
Empower Pr=100. (enchantment/conjuration) This spell creates the tiny worm hole in a target’s brain that connects them to the source of metapowers. The target gets 1d8 metapowers. They also get two weakness. This totally replaces any metal powers they may have had. The caster must spend 10,000 experience points per power gained by target as well as have a symbol drawn on the chest of the target. This symbol fades once the
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