Hot Topic (More than 10 Replies) Dick Dante's Occult Library (Read 5057 times)
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Dick Dante's Occult Library
Oct 4th, 2013 at 3:58pm
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I would like to list the books found in Dr. Dick Dante's Library. Then link each book to its contents.   


(Jimmy, obviously, I need help here.  You have all the notes.)
  

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Re: Dick Dante's Occult Library
Reply #1 - Oct 4th, 2013 at 3:59pm
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(You need to Login or Register to view media files and links)

Vulcan's Hammer

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Dante's Spell book.
« Last Edit: Oct 11th, 2013 at 4:32pm by John »  

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Re: Dick Dante's Occult Library
Reply #2 - Oct 4th, 2013 at 6:30pm
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I am guessing The Cult De Ghouls is the one Translated by Adriaan Vos

Dicks Spell Book is Meager

No Clue on The Hammer or Codex

I am the worlds worst linker
  
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Re: Dick Dante's Occult Library
Reply #3 - Oct 4th, 2013 at 6:30pm
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Of Course I am totally Stoked for this New Thread and the Awesome Power Dick will become!!!!!!
  
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Re: Dick Dante's Occult Library
Reply #4 - Oct 11th, 2013 at 4:36pm
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Dante's Codex was the handwritten diary of  Sir  Richard Burton. ( AKA (You need to Login or Register to view media files and links))  It tells of his adventures in India dealing with the last tribe of Naga Men, as well as a group of Were Rhinos in Africa.

It also tells of a curious tribe of  blue natives who live beneath the Central United States.
« Last Edit: Oct 11th, 2013 at 11:08pm by John »  

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Re: Dick Dante's Occult Library
Reply #5 - Oct 12th, 2013 at 12:38pm
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Were Rhinos????? OK I'm interested.
  
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Re: Dick Dante's Occult Library
Reply #6 - Feb 16th, 2014 at 11:53am
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Updating the pages for Dantes Spells plus the Codex's for Knowledge.

I am guessing the Dantes Codex above was meant to be the Illumatus Codex?
  
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Re: Dick Dante's Occult Library
Reply #7 - Jul 13th, 2014 at 1:49pm
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Dick Dante's  Spells:


Read Magic
Pr=5 per turn (divination) Caster can read any arcane language. A perfectly ground lens must be used, and is consumed by the spell.  All this does is let the caster read a language that is mystical in nature, not cast unknown spells. Each time this spell is cast on an new piece of unknown text, there is a 1% chance that one may find a prieviously unknown letter in the Language of Creation.




Read Languages:
Pr=3 per turn.  (Divination)  Caster must dry out and make a powder out of three different  classess of animals' toungues.  This powder is sprinkled on the text that the caster wishes to read.  Normal, non magical writtings may be read if the caster makes a Id20 per turn.   Once the caster fails a roll, the spell is over.

Identify Magic
Pr=5+5 per hour. (divination) This spell is what a Mage uses to find out what a magical enchantment 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  Each hour the caster must save vs Id20.  Each save reveals one thing about the enchantment.  Once the caster fails a save, the spell is over.

Read Aura

Pr=5 per turn. (Divination) As the power of the same name.  The caster must save Id20 per turn.  Once the caster fails, the spell is over.   The magician needs a sphere of purest crystal to look through for this spell to work.

Version Two was created to use a set of Crystal Spectacles instead of the crystal sphere. Same PR and results.


Aura Perception:  Pr=0  constantly active  as any sense.  Can see a being’s aura.  +4 to hit them x4 for detections. With an action, can look deeper into the aura.  Save 1d20.  The number of success  above the intelligence of the user gleans more information.         
                                                           1-3  no more information
                                                           4-6 can see things like true form, or if they are Meta   Human or magical.                                                                                                         

                                                           7-9       can see if under mental attacks/mind control.
                                                                     Or a character’s approximate experience level
10-12 What race the being is,  it won’t give you  their name but you will recognize the aura’s racial traits, ei  dwarven,  human,  alien, etc..




See Magic

Many people confuse this with Detect Magic.  They are two different, yet highly useful, spells.  See Magic lets a wizard actually see the formulae of a spell when this spell is cast while another spell is in effect or being cast.    The casting wizard must save Id20 to be able to see the actual formula used to create the magic the caster is observing.  This can be cast on an enchanted item, person, or area.  Each time this spell is cast for the first time on an new bit of magic, there is a 1% chance that a new letter of the Language of Creation may be observed.   
   This spell is very rare, and is a highly guarded secret!

See Magic:  Pr=10 ( Divination) Caster must prepare a powder made from dried and crushed butterfly wings, cat whiskers, toad skin, and tanis root.

Magic Circle: (Abjuration) S,M  A magic circle is a useful spell for defining the boundries of magic.   This is useful in two ways; either keeping magic OUT of the circle, or keeping magic CONTAINED in the circle.
  The magician draws the circle.   For each foot radius of the circle, it cost 1 power.  It will automatically work against ambient, unfocused magic.  If the circle is challanged, then the wizard must roll I+Ld20.  The challanger rolls the same.   Whomever has the higher success roll, is the winner.  If the caster of the circle wins, the circle contains the magic, if the challanger wins, the circle is broken.

Fairy Glamour:

Don't know all the specifics. Illusion:Visual and Psionic. Seems like a Combo of Illusions and Phantasm. May cause the caster to appear as someone else. Material Component is Fairy Dust. Basically something that Faries secret like sweat. Not exactly common

Iron Hide:

A Protection Spell that gives him Force Field Defense and 10 pts protection for each 3 Pr spent.  ! Action per rd plus Pr to maintain,Range is Self/Touch Material Component: An Ingot of Iron

Mysterions Infallable Curse Bolt:

A Mystic Bolt that unerringly fires and strikes it's target for 1d6 damage. No roll to hit needed.  Pr=3 Range= Sight Evocation/Enchantment

The Ruby Slippers

Conjuration,. Somantic. Pr= 9+1. The caster spends the 9 Power and casts the Spell in a sepecific location. This location will now be where the Caster will appear when the final 10th point of power is used and the Spell completed. Upon Completion of the Spell and the last point of Power used the caster will be magically Transported to the Location the original Spell was cast. The Caster must be able to click their heels together. No material Components are needed

Spirit Wrack: (Necromancy, Alteration) Pr=100   V, M, S.

    The person this spell is cast on must be starved and then fed blood.   Only when the target has feed on blood can this spell be cast.    The target is transformed in to a canniblistic Doglike beast over the course of the next three nights.  Each night, the victum must be fed fresh humam meat and blood.  Then he gains the following ablities and weaknessess.
   Lowered Charisma
   Lowered Will
   Heightened Endurance
   Heightened Strength
   Natural Weapony: + 2 hit, +4 damage
   Improved Healing:  will recover from any wound that does not kill them and will slowly recover any limb that is lost.  No critical wounds nor dieasse.
   Immune to Cool Rolls.

Imagine what damage a warlock with just a hand full of these beasts could do!

This book has vivid instructions on how by horrible and blashemous means, one can warp and twist a human into a demonic, canine beast.

This spell, called by the Comte, Spirit Wrack, is a horrid bit of necromancy and alteration.  Any wizard who uses this on an innocent person should suffer a Charisma loss as well as place his first step on the road to being a Warlock.


Dark Gate: (Conjuration)  Pr=35 V, S,    Must be cast during the night of the New Moon.   Gate stays open only untill sunrise.   Becarful, as gates work both ways!
This book also has a spell that can open a portal to the Underworld of the Dreamlands.   This realm is the home of many nightmares and other, worse beings.  Cast at own risk!


Contact Guardian:  (Conjuration)  Pr=50 VSM   This spell sends a message to the "guardian of the gate of slumber". For what purpose, this is not known.    Caster must make a save vs Cd100 plus what ever power he spends above the 50 casting.  This is the chance that the spell worked and that you have made contact with the guardian.     Then caster must make a cool roll-20 to not panic and break the spell!
Then a rection roll-20 is made for the Guardian to respond favorably to you.    This roll can be modified by knowing the guardian's name, or by having the Sliver Key.

And last, this book  talks about the "Guardian of the Gate"  a vast and poweful being that guards the walls of wakefulness and the veils of sleep.    It has a spell to contact him and to gain his attention.   Why anyone would want to disturb such a being is folly.

Protection from Weather



Protection from Fire




Protection from Normal Missles



Cure Wounds

Pr=5 Necromancy. Grants the receiver one additioanl Healing Rate Healing Rate



Cure Illness

Pr= 12. Necromancy. Cures all Illnesses the receiver may have. Material Components. Honey, Garlic, Aspirin



Levitate
This spell allows the caster or a chosen target to float slowly through the air. Levitate requires 1 power point per target's Basic Hits and 1d4 HPs. The caster must be able to see the target properly to levitate it. The effect lasts 1d4 minutes. The spell levitates the target 1" off the ground or floor. If falling from a height, the target falls in slow motion and halts 1" off the ground. Each extra power point expended after the spell is cast allows the user to move himself or the target at the caster's ground movement rate. If the target is a living being who is unwilling to be levitated, the caster must make a successful Telekinesis attack first to grab hold of the target. The target floats as the caster wills, helpless to stop moving except by grabbing a tree limb or similar brace (Strength check with the spell having a roll of 2d10).



Detect Magic
Pr=5 ( divination) V/S  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

Light
Pr=1+1 per hour (evocation) V/S(M) 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.

Restoration
Pr=40. (Necromancy) V/S/M This spell restores a target from paralysis, and or heals a lost limb. If used on a corpse, the corpse becomes freshly dead. If cast on an undead they take 1d100. Caster must touch target. Caster needs a frog leg to cast this spell.

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.

Perplex

PR=2. Enchantment. V/S. Victim must save vs Int D100 or lose next action from being "perplexed" as to what to do next.

Fumble

PR=1 Attacks as Mind Control. Enchantment. V/S (M) Victim of this Spell must save vs Agility on a D100 or either Slip and Fall or Drop whatever is being held at the time. If a Bannana peel is used as the Material Component the Caster receives a +4 Bonus to the Spell
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Re: Dick Dante's Occult Library
Reply #8 - Jul 13th, 2014 at 1:49pm
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Purify Water

  PR= 1+1 Per gallon of water being purified. Alteration magic. V/S. The caster may cause normal water to be purified. This is not Holy Water. It becomes purified water to be used. 1 Gallon of Purified Water can cause 1D4 Damage to Undead
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Re: Dick Dante's Occult Library
Reply #9 - Sep 7th, 2014 at 9:31am
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Shower of Sparks

Pr= 5. Evocation. 50' Radius Attack. V/S/M. Attacks as Light. The Caster can cause a rain of sparks to come down causing 2D8 Damage to all in the area of effect. Material Component is a Spark
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Re: Dick Dante's Occult Library
Reply #10 - Sep 7th, 2014 at 9:42am
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Black Cat

Pr=? Enchantment. V/S/M. Attacks as Paralysis. This Spell creates a Phantasmal Cat that "Steals the Victims Tongue". The victim is rendered speachless for the duration. Save vs Endurance D100.
  
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Re: Dick Dante's Occult Library
Reply #11 - Sep 7th, 2014 at 9:44am
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Create Water

Pr=1 V/S(M). Conjuration. The Caster may create one gallon of Water per level. Sould salt water be required the Caster needs a pinch of Salt for the Material Component.
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Re: Dick Dante's Occult Library
Reply #12 - Sep 7th, 2014 at 9:46am
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Create Plant Life

Pr=5. Conjuration. The Caster may an Edible Moss. They may create 10sq' per level of the Caster.
  
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Re: Dick Dante's Occult Library
Reply #13 - Sep 7th, 2014 at 9:49am
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Detect Life

Pr=1. Necromancy?. V/S/M. Range = 1" per Int Point of the Caster. The Caster may Detect Obvious to see if something is alive or not. Material Component is 1 HP worth of Blood.
  
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Re: Dick Dante's Occult Library
Reply #14 - Dec 2nd, 2014 at 8:43pm
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Circle Magic: Protection from Meta Beings

Circle Magic: Protection from Magic

See Protection and Circle Rules
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Re: Dick Dante's Occult Library
Reply #15 - Dec 27th, 2014 at 3:19pm
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Working New Spell: Cure Metapsychosis: Mithril Scalpel, Phalagston Spark
  
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Re: Dick Dante's Occult Library
Reply #16 - Jan 25th, 2015 at 12:59pm
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Cure Meta Psychosis

V/S/M Enchantment/Abjuration. PR 25.

Material Components Mithral Scalpel and Phlogiston Spark. Items are used up in the spell

Attacks as Mind Control. Must make physical Contact

A Willing person must Save Vs Intelligence D20

Non Willing becomes a contest of Wills between the Target and caster

Roll a Twenty and someone loses all Meta Powers
  
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Re: Dick Dante's Occult Library
Reply #17 - May 30th, 2015 at 9:31am
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Updating
  
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Re: Dick Dante's Occult Library
Reply #18 - May 31st, 2015 at 11:40am
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Summon Efreet

Magic Circles for protection, large amount of flame

V/S/M Pr=50

This spell will allow the caster to summon an Efreet from their realm. Make sure you have a magic circle in place to contain them. The circle will contain the flame but not  he Heat. If you want a piece of the Efreet make sure there is a vessel for that. A brass lamp with a circle of clay seems to work well for this so far.

This was used once to summon the mighty Prince Nez. Remember to always be polite of course.....
  
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Re: Dick Dante's Occult Library
Reply #19 - Dec 20th, 2015 at 9:59am
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Obfuscate

Pr= 10+3 for each 10 Minutes. V/S/M. Enchantment. Material components vary but examples would be dropping a rock into a pile of other rocks or something similar into piles or areas of the same. Cannot use water or sand as examples. Attacks as mind control as a radius.

The spell will make the caster or target obscure to all those affected so long as nothing is done to overtly draw attention to the target.
  
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Re: Dick Dante's Occult Library
Reply #20 - Dec 20th, 2015 at 10:07am
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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.

  
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Re: Dick Dante's Occult Library
Reply #21 - Jan 3rd, 2016 at 12:55pm
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Vulcan's Hammer
(taken from John's Vulcans Hammer Posts)

One of the rarest and most sought after occult books is the Malleus Vulcani, or Vulcan’s Hammer.  This book was said to be written in Venice in 1645 by an unknown priest turned blacksmith.  This unnamed priest said he had learned the secrets contained in this book by a pagan god, and as such, could no longer labor in the profession of his faith.   He quite the church in 1638, and while advanced in age, paid a local black smith to take him in as an apprentice.
   It was said he learned quickly and made many wondrous artifacts.   The Whistling Frog of Barcelona is supposed to be his last creation.   Many of his works were seized and presumed destroyed on orders of Cardinal Orazio Giustiniani.   His work bordered on the blasphemous it was said.
   Before he died, he penned a tome, which like his works, was hunted and destroyed.   A few remaining copies of his masterpiece on Alchemy, or as he called it, The Chemistry of the Gods, survived.

  I have only seen a few scattered pages of this work, and I have spent the better part of the last two decades looking for a complete copy of this lost tome.   I will submit for publication in this paper the few scraps of text that I have in my personal collection.   

The first was a sort of introduction to the secrets written about.   Here it is translated from its original Latin.
“Many peoples of the world worshipped the god who wields the hammer.  The brutes of the North can only imagine him as a warrior, one who swings his mallet for destructive purposes.    How far from the truth these frozen imbeciles are.  The God of the Hammer employs the hammer for creation.  Is not lighting itself the god’s means of illumination?  Did not the fire from the sky give the primordial men the gift of fire?   The God of the Hammer is that spark’s master.    This is not a dumb brute, swinging a blunt stone on a stick.  This is a master.  A craftsman controlling lighting, forging great works.  The Greeks knew better.   They knew the Hammer God was chief artificer….”

It is implied throughout the passages that I have read that the author believes not only that all the hammer gods of myth to be the same being, but that he is  the chief among them in intellect and skill.  He also seems to imply that this Hammer God, the Smith God, is the one who told him his secrets.

Among the many interesting passages, this, to me, seems the most striking.
“The Ancients knew how to harness the Cosmos.  How to forge Orichalc into Orichalcum.   This Gold of the Gods was the most important of metals; The Prime Metal.   While all metals can be touched by the Cosmos, Orichalc has the most uses.”

From scraps I have recovered  The Author states that  the value of gold is due to the fact that it can be forged by Vulcan’s Hammer into the God metal; Orichalcum.   That this is why legendary monsters have always been hording or guarding gold.  This seeped into our collective gestalt as a desire for gold.   
  Dragons hoard gold, as to Leprechauns.  The Trojan War was started over a fight for possession of golden apples.    The Ark of the Covenant was protected by two golden cherubs.   Could all of these references to gold with unusual powers be, in fact references to Orichalcum?    Is the search for El Dorado, in fact, the search for the Metal of the Gods?  Frank Baum, alchemist and author, is said to have hidden his findings on the making of Oricalcum in his masterpiece, the Wizard of Oz.    That the way to making Oricalcum is to follow the yellow brick road to the “emerald city.”

Many alchemists have worked on various metals.   It is pretty much accepted that Gold can be transformed into Orichalcum.       Other scientists have claimed that the same “cosmic” process can turn copper into the gravity defying metal “Cavorite”.   H.G.Wells has referred to this is a few of his novels.
A less reputed study by Anton Borgia, claims to have created “Omnium” from iron.   He says his transformed Iron is impervious to all harm and reflects and equal force back.

Tolkien and other fantasy writers have written about Mithryl in their works.  Modern alchemists claim that this wondrous metal is cosmically enhanced silver.    I, currently, do not have any confirmation on this claim.

For years, Alchemists have looked for phlogiston, the “essence of fire”.    The same Anton Borgia claims that this is cosmically enhanced hydrogen, which changes the paradigm.   Can all elements be “enhanced by Vulcan’s Hammer, or just metals?


This has sent many secret laboratories scrambling for funds.    Are Enhanced Elements the new snake oil of the 21st century?
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Re: Dick Dante's Occult Library
Reply #22 - Jan 3rd, 2016 at 12:57pm
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Cavorite is said to be able to generate anti gravity.   The amount is in direct proportion to the mass of the Cavorite and the electromagnetic energy pushed through it.   
  Normal sunlight on the metal can cause it to nullify its own gravity as to make it weightless.  It is for this reason that Cavorite is usually transported in an opaque box.

Mithryl is used for bypassing defenses.  This is why Werewolves are harmed by "silver"  and Silver swords cut Astral being's silver cords.

Mithryl can change its atomic structure in space time and by pass most protections, wards and energy fields.   It is this reason that the Lone Ranger used "silver bullets."


Phlogiston the "essence of fire".  It is fire that burns without fuel and without oxygen.   This is the ultimate power source.  While methane is common in the universe, many space faring cultures harvest gas giants then transform the methane to phlogiston for use in their warp drives.

Brimstone is cosmically enhanced sulphur.  This element transforms into a hard, solid fire.  Imagine building a wall out of impenetrable fire.   That is exactly what Brimstone is.  Hard, hot and burns for years
  
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Re: Dick Dante's Occult Library
Reply #23 - Aug 25th, 2016 at 9:12pm
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Re: Dick Dante's Occult Library
Reply #24 - Dec 3rd, 2017 at 3:26pm
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Empower Item

Pr=10=1 Per Oz

V/S/M Enchantment. Material Components Item plus those needed for the spell the item is being Empowered with. All must be done in a Magic Circle.

The Caster must go through the Inventing Process as well
  
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