I read both Fool Moon and Grave Peril Here are some of the spells Harry used.
18. Soul Bond: Pr=10 +1 per level of the target. ( the caster must guess the aproximet level and spend the power, if this is not enough, the spell fails, so its best to err on the side of caution and spend too much) ( enchantment) VSM Caster needs a totem item to represent the target, like a voodoo doll. The caster casts the spell on the item and the target must save vs his Cd100. If successful, the target is bound and must move just like the voodoo doll. If the doll is left alone, the target will just lay in the same postion until the spell wears off. Every time the doll is moved, the target gets a new save. If left alone, the spell will wear off in 24 hours. If the target is harmed, he gets a new save with each attack.
19. Blow Out. (evocation) VS Pr=3+1 per tire. Range is level x 10 feet. This handy spell will blow out all targeted tires. Good for escapes!
20. Dimension Door ( conjuration) VS This spell causes a rift between planes of existance. It will stay open one hour per level of the caster. The caster must know personally of the dimension he is trying to open, so its not really good unless the caster has been there before. Also, doors work two ways!
21. Enchant Missal: ( enchantmen) Pr=5+3 per damage modifier. VSM this spell places an enchantment on an item that the wizard then throws at a target. It is dangerous cause the item enchanted takes equal damage, so be careful what you throw!
22. Blood Bond: ( Enchantment, Divination) VSM PR=15 The caster needs some blood from the target. When cast the caster then knows the general location and mood of the target. Lasts one hour per level of the caster.
23. Mental Sheild: (Abjuration) VS This spell creates a mental armor of 30 pluse the wizards level and intellegence. This ADR works against any mental attack. IF the mental attack does not do damage, then it works as a percentage against the attack working. This percentage deplets and the mental ADR depletes. It works one minute per level of the caster. PR=10
24. Wizard's Senses: (Divination) Pr=10 VS. This spell enchances a wizard's senses by 5 for one turn per level of the caster.
25. Spirit wrack: (Necromancy, Aburation, Enchantment) Pr 35 VSM This horrid spell tortures ghost and spirits. The caster must always make a Cd20 roll or lose a point of charisma when this spell is cast. When cast, the wizard must make a Id20 vs the spirit's Cd20. If the wizard wins, then the spirit is held in antagonising pain. The spirit will do what is asked of the wizard if it fails a Wd20 roll. The spirit, due to the pain, is treated as fatigued. The spell lasts one day per level of the wizard. Once free, the wizard surely made and enemy for life! The caster needs ground bones of a person dead for over 100 years, and iron filings from an antique torture instrument.
26. Dreamless Sleep: (Aburation, Enchantment) Pr=15. VS This spell causes a target to fall into a deep coma like dreamless sleep. It lasts until the target is fully healed, and then they must save vs Ed20 per day to wake up. There is no save when cast on an already sleeping target, but if cast on a waking or resisting target then the wizard must save Id20 vs the targets Ed20. This spell was created to fight back against Nightmares or other horrid creatures of the Dreamlands.
27. Ghostswarm: (Necromancy, Conjuration) VSM Pr=50. This nasty spell can only be cast in a graveyard, morgue or battlefield ( or other place where the dead hang out). When cast it summons all the lingering spirits and causes them to go into a beserk frenzy. They will attack ANYONE in the area, so buyer beware!
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