Here are the spells that you have in your spelbooks.
Veil of Fear: Enchantment VS Attacks as Emotion Control/Fear, the spell caster generates an aura that will cause those coming into contact with it, to recoil in fear. C range , PR=5+5 per turn.
Confusion (Enchantment) VS Target attacked as emotion control. If hit, the target looses next action. Pr=3+1 per target
Cure Poison SM
Pr=50. (Necromancy/enchantment) This spell removes all poisons from a target. Caster needs honey to cast this spell. Target must eat the honey.
Cure Dieasse (Necromancy, Alteration, Enchantment) Cures all contagions in a patient. Save Ld20 Caster needs expensive incense, and old bread.
Command: (Enchantment) V 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. C foot range PR=12.
Detect Magic ( Divinination) VS Pr=5 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.
Demon's Breath: (Evocation) SM The caster can breathe fire with a range of 37" (S+E), does 2d12 Damage, PR 4 per attack. Requires a chili pepper to be put in castor's mouth.
Dispel Magic: VS ( Abjuration) Pr=5+1 per extra % point of success. This spell negates magic that is targeted. A magic Item can not be dispelled, just go dormant for as many days as level of the caster. The chance of success is the level of the caster pluse the extra power MINUS the level of the orginal magic's level.
Fires of Hell VSM (enchantment/necromancy) Attacks as paralysis. Pr=4. 1d12 off power, and then target must save vs. Ed20 or be forced to tell the truth to a question. Caster needs some blood scrapped off a torture device and sulfur. Range is W in feet.
Fireball (Evocation) VSM Attacks as Flame Control doing 1d12 damage. Range is equal to Intelligence + Endurance. PR=3 per an attack. Caster needs a small bead of sulfur or saltpeter.
Frenzy ( Alteration, Enchantment) For the next two rounds, for the caster's initiative roll an additional 3D10. Also his intellegence is halved and the amount he lost is his new temporary Invulerablity. He can not roll with attacks, nor hold back and all who are attacked by him who would get a cool roll suffer the same minus as the caster lost in Intellegence. Pr=7 Caster needs the teeth or claws of a fearsome predator. Can be cast on some one else, but if they resist, the caster must touch them AND make a mind control attack.
Find Familiar VSM Pr=25+ (Conjuration, divination, evocation) This spell summons a small animal, commonly a bird or cat. This creature can communicate with its summoner, either via language or telepathy. The mage can use his familiar to act as his agent in other worlds, planes or simply other locations. The familiar will gather information and or act as the mage’s representative as needed. A mage with a familiar will gain +10% more experience as the familiar roams about gathering data. A mage can override his familiar’s mind and take him over. They can use all or none of the animal’s senses. A Mage can use his training to train his familiar. All familiars are considered “metas” for purposes of buying powers, even if the mage is not! A mage can have one familiar per 5 levels. To cast Find Familiar, the mage spends 25 power points and 25,000exp. Also the ceremony costs about $20,000. The caster then rolls Id20. If he makes it, he finds a familiar. For each extra $1000 spent, the mage gets a modifier of one to the die roll. On a natural roll of 1, a special familiar is found. Special familiars can be almost anything! If the familiar is killed, the caster takes 25 damage that can not be rolled with.
Heal ( necromancy) This spell maximizes the target's healing rate (healing rate x3). This spell costs 3 PR to cast and takes five minutes to complete. The recipient must be touched by the caster or the spell cannot take effect, and must be reapplied each day to have effect for that day.
Identity Artifact ( Divination) VSM Pr=5+5 per hour. This spell is what a Mage uses to find out what a magic artifact does. There is a 10% cumulative chance per hour to divine what the item does. The caster needs a silver mirror, and a small glass lens.
Light (Evocation) Pr=1+1 per hour This spell creates a ball of light that will illuminate a 50’radius. It also causes invisible beings to cast shadows. A dead glow bug is needed to cast.
Levitate ( Enchantment) VSM This spell causes things to float at the casters will at a rate of W in inches per turn. The caster must see the thing to make it move. PR=3+1 per basic hit of the object*. Caster needs a feather to cast this spell. *Caster must estimate the weight of the thing he wishes to levitate.
Mirror Image (Enchantment) VS This spell creates a mirror image of the spellcaster. Treat as Illusions Range = Wx2, PR=2+2 per each additional image created.
Read Magic (Divination) Pr=5 per turn Caster can read any Magically obscured language. A perfectly ground lens must be used, and is consumed by the spell. Success is L+ID100. Can be cast more than once on a particular item if failed the roll.
Omerta ( Enchantment) VM Prevents use of Sonics, Spells, Command words, etc. in a sphere of up to W inch radius by creating a zone of silence. Pr=5+1 per turn. Caster needs a cork.
Sparks (Evocation) vsm Pr=1 + 1 per target. Does 1d4 flame damage in a 50 radius. Doesn’t need to hit all targets for spell to work. There needs to be a source of fire or electricity for this to work.
Sleep VSM Pr=15. (enchantment) Target is attacked by paralysis. It attacks all within 50’ radius except those named by the caster. Each turn the targets save Ed20 per turn. Caster must sprinkle sand in the area.
Soul Burn
Pr=15 (Necromancy) as devitalization. Does 2d10 off the power score of the target and they also must make a cool check. Must make eye contact with target. C feet range.
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