Welcome Guest [Log In] [Register]
Welcome to The Thurian Continent: Conan D20 RPG Site.. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
The Spells of the Raven:; The Signs and Symbols of Raven!
Topic Started: May 24 2012, 02:44 PM (767 Views)
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Revised Spell

Forbiddance [Advanced Spell of the Banishment and Summoning Sphere]

Power Point Cost: 1
Components: V,S
Casting Time: One standard action
Range: Short [Twenty five feet plus five feet per effective level of caster]
Target: One non-native Outsider
Duration: One round per effective level of caster
Saving Throw: Will
Prerequisites: Sign of the Voor, five ranks of Knowledge [arcana] or two ranks of Knowledge [outsider]; Magic Attack Bonus of +1 or higher
Magic Success Roll: Set’s target’s DC

A common spell for those sorcerers whose work causes them to come into contact with creatures summoned from different reality, forbiddance is a quick and dirty spell designed to give the caster a little breathing room in order to deal with angry alien entities. Upon casting this spell, the caster designates an non-native Outsider within range of the spell. If the target fails their saving throw, the Outsider may not approach closer to the caster or target them with weapons, spell or spell like effects for the spell’s duration. They are however free to find ways to get around this restriction such as dropping a wall on them…..;>

Modifiers: Characters combining this spell with sign of the Voor gain a +1 enhancement bonus to their Magic Success Roll. Casting the truename spell in conjunction with this spell gains the caster a +4 supernatural bonus to their Magic Success Roll for the entity the truename refers to. A character with the Faith Special ability and using the appropriate holy symbol of their faith may apply +2 morale bonus to their Magic Success Roll. The caster suffers a -1 supernatural penalty for each point of Corruption they possess.



Purify [Basic Spell of the Blessings and Protection Sphere]

Power Point Cost: 1
Components: V,S, F
Casting Time: One full round
Range: Touch
Target: One object or creature
Duration: Ten minutes per effective level of caster
Saving Throw: None
Prerequisites: One rank of Knowledge [religion]; Faith Special ability; No Corruption Score
Magic Success Check: DC 5

Purify is the most basic spell of protection and purification in the Hyborian world. Known to every lay priest, acolyte and faithful worshipper of civilized deities, this spell infuses a object or living creature with positive energy. Objects or people under the effect of this spell gain a +4 supernatural bonus against saving throws from magical attacks from a malign supernatural entities [e.g. vampires, ghosts, demons, etc] for the duration of the spell. Any such creature that touches a purified object or person must make a Willpower save opposed by the caster’s Magic Success Roll. Failure to do so means that the creature suffers 1d6 Holy damage and is stunned for one round. If the creature passes the saving throw, the spell immediately ends, overwhelmed by its foul aura of power.

Focus: The focus for this spell is a holy symbol appropriate for the caster.


Revised Spell

Bless Blade [Advanced Spell of the Blessings and Protection Sphere]

Power Point Cost: 2
Components: V, S, F
Casting Time: One standard action
Range: Touch
Target: One weapon
Duration: Ten minutes per effective level of caster
Saving Throw: None
Prerequisites: Four ranks of Knowledge [religion]; Faith Special ability; No Corruption Score
Magic Success Roll: DC 8

Bless blade is a spell common to all those who seek to defend themselves from evil- or destroy it outright. The weapon subtype become Holy for the duration of the spell, capable of affecting malign supernatural entities such as ghosts and demons normally immune to physical attacks. It also gives an additional point of damage to such creatures for every two effective levels of the caster. The spell gives no benefit to the weapon when it is being used to attack any other type of creature.

Focus: The focus for this spell is a holy symbol appropriate to the caster.



Word of Torment [Advanced Spell of the Blights and Curses Sphere]

Power Point Cost: 2
Component: V
Casting Time: One move action
Range: Short [Twenty-five feet plus five feet per effective level]
Target: One living creature
Duration: One round per effective level of caster
Saving Throw: Fortitude
Prerequisites: Three ranks of Heal; No Code of Honour; Magic Attack Bonus of +2 or higher.
Magic Success Check: Sets DC for saving throw

When casting word of torment a sorcerer utters a harsh, guttural word from a lost tongue, one rumoured to be in the many dialects of demons. The target of the spell is wracked with pain as his body rebels against the unnatural power of the word. If the target fails their saving throw, they are stunned with agony for the spells duration. Even the target makes their saving throw, the resulting agony still causes the target to suffer a -2 supernatural penalty to their attack rolls, saving throws and skill checks.



Disquieting Visage [Advanced Spell of the Charm and Illusion Sphere]

Power Points: 1
Components: V, S
Casting Time: One standard action
Range: Self
Target: Self
Duration: One round per effective level
Saving Throw: Will negates
Prerequisites: One basic Charm and Illusion spell, two ranks of Disguise, Magic Attack Bonus of +1 or higher
Magic Success Roll: Sets DC of saving throw

The caster of disquieting visage distorts the features of their face into hideous mockery of their actual appearance. The spell is merely an illusion, no actual change is made to the face itself. Anyone within Evil Eye range of the caster and is looking in their direction must make a Will saving throw upon seeing the caster or suffer a -1 morale penalty to attack roll, skill checks and saving throws due to the unnerving nature of the visage. If this save is made, they remain unaffected by the spell for its full duration.



Undying Vigour [Advanced Spell of the Death and Destruction Sphere]

Power Point Cost: 6
Components: V, S, M
Casting Time: One full round
Range: Short [Twenty-five feet plus five feet per effective level of caster]
Target: One undead creature
Duration: One hour per effective level of caster
Saving Throw: None
Prerequisites: Raise corpse and two other Advanced Spells of the Death and Destruction Sphere; sixteen ranks of Knowledge [arcana] or eight ranks of Knowledge [undead]; Base Magic Attack of +4 of higher.
Magic Success Roll: DC 15
Warning: The learning of and each use of the spell provokes a Corruption check

Undying vigor infuses an undead creature with unholy power, making it a stronger specimen of its kind for the spell’s duration. For every four effective levels of the caster, the target gets a +1 supernatural bonus to attack rolls, saving throws and skill checks; + 1d8 temporary hit points and +2 supernatural bonus to Damage Reduction. An undead creature may not be under the effect of more than one casting of this spell at any time. Many necromancers use the benefits of Rule of Inertia [or Success] and Ritual Sacrifices to empower entire hordes of undead at once.

Material Component: The material component for this spell is a few drops of a freshly killed sentient being.



Revised Spell

Witchlight [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1
Components: V, S
Casting Time: One move action
Range: 5 feet
Target: One small light
Duration: Ten minutes per effective level
Saving Throw: None
Prerequisites: None
Magic Success Check: DC 3

One of the first spell learned by most apprentices, witchlight creates a small mote of light that hover around the caster. The light can be of any color the caster desires and produces as much light as a candle. This light requires no oxygen or fuel and can burn without penalty underwater. The light can move within the range of the spell as the caster directs, but can go no farther than the spell’s range at any time. If it does, the spell is immediately ended.



Revised Spell

Witchfire [Advanced Spell of the Elements and Forces Sphere]

Power Point Cost: 2
Components: V, S
Casting Time: One standard action
Range: 5 feet
Target: One small ball of fire
Duration: Ten minutes per effective level
Saving Throw: None
Prerequisites: Witchlight, Magic Attack Bonus of +1 or greater
Magic Success Roll: DC 8

A more potent form of witchlight, this spell produces a ball of fire that hovers around the caster. The fire can be of any color the caster designates and reduces light equal to a torch. The fire does not require fuel or oxygen and can burn underwater. The flame can move within the range of the spell as designated by the caster but cannot pass beyond it. If it does so the spell is immediately ended.

The witchfire may be used as a weapon against target adjacent to the caster. The caster must make a touch attack against the target. If successful, the target takes 2d6 Fire damage. The target may make a Reflex Save against the caster’s Magic Success Roll for half damage. If the witchfire hits its target, it is immediately extinguished and the spell ends.



Consume Mind [Advanced Spell of the Immortality Sphere]

Power Point Cost: 3
Components: S, M, XP
Casting Time: Ten minutes
Range: Touch
Target: One brain
Duration: One hour per effective level of the caster
Saving Throw:
Perquisites: Eight ranks of Heal; eight ranks of Knowledge [arcana]; eight ranks of Knowledge [nature]; Constitution 12+; Base Magic Attack bonus of +4 or higher
Magic Success Roll: DC 20
Warning: The learning of and use of the spell provokes a Corruption test

Consume mind is a hideous ritual that any sane individual would shy from. To cast this spell the sorcerer must consume the specially prepared brain of a once living creature in it’s entirely. The brain must be well preserved- if it has rotted or is damaged it is useless for the purposes of this spell. By doing so, the caster hopes to consume the knowledge therein for his own use. This spell not only requires a strong stomach but a debauched nature to utilize…

Upon completing this ritual, the caster is overwhelmed with the sensations of the memories of the brain he has just eaten as the information is ‘digested’. The caster can then examine these memories for information they desire, but retrieving it from the massive amount of ingested information is an act of effort. The caster must make a Concentration skill check against a DC based on the complexity and obscurity of this information. Simple information such as their name, family, home, everyday routine can be gained automatically. Simple information such as the location of their childhood village would require a DC 10, the contents of a book they read a year ago would merit a 15, the exact layout of a fortress including secret passages they lived in years ago would be a 20 while the precise details of a complicated ritual in which each intonation of the words must be correct or damn the caster forever rates a 30 or higher.

After the duration of this spell expires the stolen memories fade out of the caster’s mind forever, though the caster may record this information normally while under the influence of the spell.

Material Component: The material component for this spell is a well-preserved brain. It has an experience point cost of 250 XP.



Scales of the Beast Advanced Spell of the Life and Nature Sphere

Power Point Cost: 2
Components: V, S, M
Casting Time: One standard action
Range: Self
Target: Self
Duration: One minute per effective level of the caster
Saving Throw: None
Prerequisites: Six ranks of Knowledge [nature]; Magic Attack Bonus of +2 or greater
Magic Success Check: DC 12

Scales of the beast transforms the skin of the caster into thick scales. These scales grant 1 point of Damage Reduction for every four effective levels the caster has to a maximum of five. This DR stacks with all other forms of Damage Reduction.

Material Component: The material component of this spell is several reptilian scales.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Spells of the Raven By Raven

Note: "Some of these spells maybe duplicated in previous or other posts, I personally do not have time to edit such vast and fantastic work, so good luck deciphering the Swirling Mist of Chaos!"

Note: I not know if it was an intentional thing or an error, but none of these spells have any kind of Components. I not sure if this was intentionally left out as at least some spells could have hand movements or words of power to speak. I suggest GM, make their own decisions about this part of the spell, of course if Raven out there, maybe she could help.

Note: The revised spells above have been added with component features!

Note: These spells are sometimes changes from original spell in Conan RPG; for example: 'Demon Duel,' is a changed spell of the 'Incantation of Amalric's Witchman,' this component is just a vocal (V) one, so I will do my best to edit these known spells.

This section is devoted to new and revised rules, spells, enchanted items, sorcerous inclined individuals and otherworldly entities of the Conan role playing game.

Sorcery is usually divided into Spheres of Power. Each Sphere represents an inherent Power of Creation, of which the entities known to most mortals as gods, spirits, elementals or demons are but a representative of. Spells are designed to draw from one or more of these Spheres to produce a tangible effect as desired by the spell’s user. Tampering with such awesome Powers is risky. Those who make modest use of sorcery for their own limited ends are likely to remain unscathed by their contact with forces from beyond. Those beings who recklessly pursue insane world dominating or destroying levels of power are likely to be consumed by magical holocausts of their own design or slain by sword wielding barbarians.

The Spheres most commonly known to most practitioners of the Hyborian world are listed below.


Sphere:

Banishments and Summonings: A dangerous Sphere devoted to bringing beings from other realities into this one, or more sanely, to bind them and/or drive them back to their point of origin. Rarely used alone, this sphere is usually used in conjunction with another Sphere to deal with Outsiders native to those Spheres. The Outsider class known as Openers is commonly associated with this Sphere.

Blights and Curses: The Sphere most sought after by unscrupulous practitioners of magic, this Sphere is concentrated to bring misery and misfortune upon the targets of its magic. Commonly associated with the Maelfic Outsider type.

Blessings and Protections: A Sphere known to almost every priest, witch and sorcerer in the Hyborian world. This Sphere concentrates on effects designed to protect from the baleful effects of sorcery and to grant favour and luck. This Sphere is commonly associated with the Angelic class of Outsiders.

Body and Mind: A Sphere devoted to maximizing the potential within the casters self as opposed to causing temporal effects by the caster. Spells of this Sphere tread the line between psychic and magical abilities. Not commonly found outside of eastern cultures, Commonly associated with Outsiders of the Eidonic class.

Communication and Divination: A Sphere associated with the ability to discover and transmit information. While it lacks the raw power of many other spheres, knowledge is the ultimate power in many ways, as the ability to ferret out your enemy’s secrets and communicate with allies can be quite useful. Commonly associated with the Watcher class of Outsiders.

Death and Destruction: Death and Destruction are of natural origin and not evil in of themselves, but most practitioners of this Sphere tend toward the more horrific and twisted use of this Sphere’s. Used to cause harm to the living, bind or destroy the unliving or call up things best left undisturbed. Commonly associated with the Entropic Outsider class.

Enchantments and Illusions: The Sphere’s power is centred on altering a unsuspecting person’s perceptions of the world about them. Commonly associated with the Fae Outsider class.

Elements and Forces: This Sphere focuses on the manipulation of the energies inherent in the very fabric of Creation itself. Commonly associated with the Elemental class of Outsider.

Life and Nature: Often overlooked as mere hedge witchery, the Life and Nature Sphere instead is a study into the deeper mysteries of the very Essence and source of all living things. Practitioners of this sphere are more common among barbaric tribes than civilized men. Commonly associated with the Spirit Outsider class.

Note: Two other Spheres where going to be created by Raven and are not complete: The Charm and Illusion Sphere and The Immortality Sphere; noted above in first post of the Disquieting Visage and Consume Mind spells. So these notes are not fully complete. Again when Raven sent out her stuff, it was not fully revised, so either some folks out there has a more complete version and could post what they got or People should discard or create their own ideas for these Spheres and other Spheres still to be found in lost lore of Thurian.

Basic Rules

Sorcery v1.1 is a set of variant rules for the Conan Role Playing System owned by Mongoose Publishing Corporation. It is intended for private entertainment only.

Sorcery reflects the ability of a character, either of the Scholar class or one who has taken the Dabbler Feat [hereby referred to as the sorcerer] to manipulate the inherent Power within themselves and all things to produce an effect they desire.

All beings have the potential for magic. Those that have learned to tap this potential posses Base Power Points [BPP]- a in game reflection of the life force, mana, chi etc., that they can safely hold. Though it is possible to temporarily hold more than that, the body will slowly shed excess energy until it returns to its BPP at the rate of one an hour.

Most sorcerers learn to utilize these BPP for various effects they wish to produce from restoring barren fields into fertile ones to summoning spirits to do their bidding. While magic is in nature neither good nor evil, the manner in which it is used can cause dangers to the sorcerer himself. [see Corruption] Some uses of Power are so vile that the mere technique can call for the need of a Corruption Check immediately, which will be indicated in the spell’s description.


Magic Success Roll

There are two types of spell effects: unresisted and resisted. An unresisted spell effect is one cast upon inanimate matter or a willing subject and has a set DC to determine success of failure. A resisted spell effect is usually cast upon a resiting target.

When a spell is cast, a Magic Success Roll [previously referred as a ‘Magic Attack Roll’] must be made. The sorcerer’s player rolls d20 and adds the result to his Magic Attack Bonus and other modifiers as the GM sees fit to apply. If the roll beats the set DC [for an unresisted spell effect] or the appropriate saving throw of the target [for a resisted spell effect], the spell succeeds. If the result is below the necessary number, the spell fails or produces a diminished effect. In either case, the BPP are expended and must be regained normally through rest, meditation, herbal preparations or ritual sacrifice.


Corruption

While magic in its purer state is without malice or unnatural, being of both spirit and flesh can twist to unclean ends. This produces changes within the being itself as it departs from the natural order of things, usually driving it insane and physically deformed. Most such creatures live brief and pain filled lives, some survive in a limited fashion, becoming monsters either hiding from more natural beings or live in the decadent trappings of society, concealing their inhuman visages.

When exposed to Corrupting energies, characters must make a Corruption check, usually a Will save of DC 15, +1 for every point of Corruption he or she already possess. Faith, a Code of Honour and certain Feats give a bonus to this roll. Should a character fail this save, he or she gains a Corruption point, reflecting their own natural energies being affected by the fouled source of Power.

However, not all is lost. Characters adhering to a more ‘civilized’ deity such as Mitra, Bori or Ibis may use their priest’s ability to Atone to help remove their Corruption points. Also, simply removing themselves from the Corruption may allow their energies to recover. For every week removed from such conditions, the character may make a Will save of 15, +1 for every point of Corruption they posses. Success means the character loses one Corruption point. If character still pursues contact with Corrupt energies, he or she may not recover and will have to make additional Corruption saves to prevent degeneration.


Effects of Corruption

Corruption is by no one’s standards, a good thing. It refers to the gradual degeneration of a creature into a mindless savage beast, a reversal of the evolutionary process. People and animals feel uncomfortable in a Corrupt person’s presence. All Cha based skills save Intimidate are reduced by the character’s Corruption score. This penalty is doubled for characters with a Code of Honour. [The Deception of Set and Fair is Foul Feats can offset this penalty to a degree] In addition, Corruption makes concentration difficult as the forces inherent within the being, stirred to unnatural levels, begin to tear it apart. The Feat Meditation and Greater Meditation are reduced in effectiveness as per their description and the character suffers a penalty equal to its Corruption score to all uses of the Concentration skill.

Learning Spells

While advancement in Scholar class gains a character one Advanced Spell per level about second and a basic spell upon attaining a new Sphere of Power, this is unlikely to provide a sufficient number of spells for a player’s satisfaction. As such, these variant rules are offered.

A sorcerer may learn a spell they meet the requirements by paying a XP cost. The sorcerer must have access to the knowledge necessary to learn it, either from a teacher [enfleshed or spiritual] or in a written form or by attempting to research it themselves as an Independent Scholar. This reflects time they could have spent training engrossed in studying the rituals and techniques to unlock the arcane abilities within themselves. The cost is 100 XP for a basic spell, 500 XP for advanced spells. The sorcerer still receives Basic and Advanced spells as described above- one Basic upon learning a new sphere and one Advanced every level from third onward for free.



Revised Feat:

Dabblers

To reflect the change in the sorcery system, the following changes have been made in the Dabbler Feat.

Dabbler

Perquisites: Int 13, no access to any Spheres of Power

Description: The character gains access to a single Sphere of Power and gains knowledge of a single basic spell. The Dabbler’s Base Power Points are equal to 2 plus their Wisdom bonus [minimum 1]. All spells cast by the Dabbler are cast as if the Dabbler was a first level Scholar for purposes of range, duration and area of effect, regardless of the Dabbler’s level of experience.

Special: Should a Dabbler gain a level of Scholar, his or her Base Power Points raise to the usual 4 plus Wisdom modifier, but he does not gain access to a new Sphere of Power until second level- he or she already has his first Sphere of Power.



Revised ability

Uncanny Knowledge [was ‘Knowledge is Power’]

No change to this ability except it's title.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Spells of the Banishment and Summoning Sphere


Sign of the Voor [Basic Spell of the Banishment and Summoning Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One move action
Range: Evil Eye
Target: All area within Evil Eye range
Duration: Instant
Saving Throw: Will
Perquisites: Two ranks Knowledge (arcana), two ranks Knowledge (Outsiders)
Magic Success Roll: DC 8

The sign of the Voor [named for the class of Opener spirits it is commonly associated with] is a spell designed to assist spirits and other Outsiders to manifest within the material realm. When cast, all disembodied spirits within the range of the spell manifest for a moment, showing their true nature to the caster and all others. The spirit’s manifestation is too brief to attack or use a spell like effect, but its appearance may cause an Awe, Terror of the Unknown or even a Corruption check for a truly vile spirit. If the spirit wishes to resist the effects of the spell for whatever reason, the sorcerer must make a contested Magic Success Roll against the Outsider's Will save to force it to manifest.

Although the spell can be used alone, it is commonly used to assist a sorcerer in summoning, compelling or banishing a spirit. If it cast in conjunction with any spell with those effects, the caster gains a +1 to their Magic Success Roll for any spell intended to banishing, binding or summoning an Outsider.



Forbiddance [Basic Spell of the Banishment and Summoning Sphere]

Power Point Cost: 1/ 5' x 5' x 5' area to be protected
Components: V, S
Casting Time: One standard action
Range: Close [Twenty five feet plus five feet per level Scholar]
Target: An area of space equal to 125 cubic feet [i.e. 5' x 5' x 5' area] per level Scholar the caster possesses
Duration: One round per level of Scholar the caster possesses
Saving Throw: Special
Perquisites: Four ranks Knowledge [arcana] or two ranks Knowledge [outsiders]
Magic Success Roll: DC 8 + 1 for each 5' x 5' x 5' area to be protected

Forbiddance is a spell designed to prevent Outsiders not native to this reality from manifesting in this one. As opposed to a spirit ward which forms a protective barrier against intrusion forbiddance strengthens a section of this plane’s reality resulting in an area where it is difficult for non-native Outsiders to exist. To enter a forbidden area such a being must make an opposed Will save or Magic Success Roll against a Magic Success Roll of the caster. If the spell is cast on an area where an Outsider is already present the Outsider makes a similiar opposed roll. If it fails this roll it must be able to leave the forbidden area as quickly as possible. If it succeeds it may act normally, but must make this check every round it is in the forbidden area to remain there.

Modifiers: Casting sign of the Voor in conjunction with this spell gives the caster a +1 supernatural bonus to all Magic Success Rolls associated with this spell. Casting the truename spell for any entity gives the caster a +4 supernatural bonus for any Magical Success Rolls against that entity only. The caster gains a +1 synergy bonus for their Magic Success Rolls for every five ranks of Knoledge [outsiders] they possess. Each point of Corruption the caster possesses gives them a -1 supernatural penalty to all Magic Success Rolls for this spell.



New Spell

Endless Rest [Advanced Spell of the Banishment and Summoning Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One hour
Range: Close [25 ft. + 5 ft. per level of Scholar the caster possesses]
Target: The living remains of one dead creature
Duration: Permanent
Saving Throw: Special
Perquisites: One basic spell of the Banishment and Summoning Sphere four ranks Perform (ritual) and the Priest Feat.
Magic Success Roll: DC 10 and a separate Perform (ritual) DC of 10

A spell common to the haunted lands of Hyboria, this ritual is designed to facilitate a soul’s passage into the Underworld and prevent their body from being used a vessel for an unclean spirit.

The hour long ritual comes in many forms for the cultures of the Hyborian Age, but the end result is the same. The body the spell is cast on may not be animated by raise corpse or similar spell or spell like effect or inhabited by a Outsider or Undead. Furthermore, the person’s wraith cannot be summoned by summon entity spell or like spell. The creature’s spirit has passed fully beyond the mortal realm.

If the body is already inhabited by a Spirit, Outsider or Ghost or similar undead form than the spell can be used to send the spirit or ghost out of the body for good. The animated body may have to be restrained for the spell to be cast on it though. In this case, the Spirit or Ghost connected to the targeted body makes a Willpower save opposed by the caster’s Magic Success Roll. If the sorcerer wins the opposed roll a Spirit, Ghost or Outsider is expelled from the body. If the caster fails, the entity is unaffected but the spell may be recast again.

Note: If cast upon a Ghost directly this spell has no effect- the deceased remains or what is left of them must be available. If a Ghost wishes to be pass on they can voluntarily fail their saving throw to do so.

It should be noted that some cultures simply cremate their dead than bother with this spell.



Revised Spell

Demon’s Duel [Advanced Spell of the Banishment and Summoning Sphere]
[was ‘Incantation of Amalric’s Witchman’]

Power Point Cost: 4
Components: V
Casting Time: One full round
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One Outsider
Duration: Mortal
Saving Throw: Will
Perquisites: One basic spell of the Banishment and Summonign Sphere, eight ranks of Knowledge [arcana] or four ranks of Knowledge [outsiders]; Magical Attack bonus of +2 or higher
Magical Success Roll: Sets Will saving throw DC
Warning: The learning of and each use of this spell provokes a Corruption check

A spell not meant for human minds to know, demon’s duel originated not among mortal spell casters but among the princes and lord of the nether realms and Outer Dark instead. The spell was designed for formal duels between such great rivals whose magical nature would render themselves beyond harm by mere physical means. The spell was cast by both beings with then removed all magical protection from each duelist. To ensure the duel was fought to the death, their magical nature would only return upon the death of their rival.

How humanity learned this spell is open to conjecture. Legends tell of a young student of the mystic arts who happened to sleep near a grove that had been chosen as a spot for such duel. Awakened by the great and terrible beings's arrival, the youth listen fearfully as each duelist spoke this terrible incantation. The legend does not tell of the outcome of that battle, but does say that the boy crept away unseen during the battle after carefully memorizing the incantation.

The spell when cast removes all supernatural defenses the target may have. All supernatural DV is lost, the target become vulnerable to critical hits, sneak attacks, terrestrial poison, requires food, water and sleep and loses all ‘passive’ magical abilities and immunities to forms of damage. The caster had better be sure of themselves though. The spell does nothing to remove the offensive abilities of the being and since the spell will end the moment the caster dies, the target will likely bring all of its power to destroy the caster by any means necessary.



Revised Spell

Summon Entity [Advanced Spell of the Banishment and Summoning Sphere]
[was ‘Summon Demon’]

Power Point Cost: 1/HD of summoned creature
Components: V,S, M, XP
Casting Time: Five minutes per HD of summoned creature
Range: Close [Twenty five feet plus five feet per level of Scholar the caster possesses]
Target: One Outsider
Duration: One hour per level of Scholar the caster possesses
Saving Throw: Will
Perquisites: Sign of the Voor; One rank of Knowledge [arcana] per Hit Dice of creature summoned or one rank Knowledge [outsiders] for every two Hit Dice of the creature summoned, Magic Attack Bonus of +1 for every 4 Hit Dice of creature summoned or higher
Magic Success Roll: DC 5 + Hit Dice of creature summoned
Warning: The learning of and casting of this spell may provoke a Corruption check

Summon entity is in fact not a single spell, but a class of related spells. Each type of entity has a separate spell for it. So summon entity- Fire Vampire, summon entity- Air Elemental, summon entity- Black Fiend are each in fact separate spells and must be learned separately. Summoning a unique Outsider, such as Thaug, would also require a separate summon entity spell as well.

Upon successful casting of the spell, the creature targeted by this spell may make a Will power save against a Magic Success roll of the caster. Most entities dislike being summoned by sorcerers and will resist the summons unless they know the caster well and have a good relationship with them. [e.g. Thaug and Salome] If the caster is successful and the creature is not, the creature them appears in a location within the range of the spell designated by the caster. Note that the spell does not provide the caster control of the creature- for that see bind entity below. Most casters summon the entity within a binding ward and/or have a spirit ward cast on them for a degree of protection should the creature prove hostile- and most will.

Modifiers: The caster receives +1 on their Magic Success rolls if they cast sign of the Voor in conjunction with this spell. The caster gains an additional +1 for each five ranks of knowledge [outsiders] they possess. In addition, the caster gains a +4 bonus to their Magic Success rolls if they possess the truename spell appropriate to the creature being summoned. The caster has a –1 penalty to their Magic Success roll for each point of Corruption they possess.

If the spell is used to summon a Corrupt being, the caster must make a Corruption test upon learning the spell and each time they cast it.



New Spell

Bind Entity [Advanced Spell of the Banishment and Summoning Sphere]

Power Point Cost: 1 per 4 Hit Dice of the target creature
Components: Unknown
Casting Time: One minute per Hit Dice of the target creature
Range: Short [Twenty Five feet and five feet per level of Scholar the caster possesses]
Duration: One hour per level of Scholar the caster possesses
Target: One Outsider
Saving Throw: Will
Perquisites: One Advanced Spell of the Banishment and Summoning Sphere; one rank of Knowledge [arcana] per two Hit Dice or one rank of Knowledge [outsiders] per four Hit Dice of target creature; Magic Attack Bonus of +1 per four Hit Dice of target creature
Magic Success Roll: Sets target’s Will save DC
Warning: The casting of this spell may provoke a Corruption test

Bind entity, like summon entity, is a class of spells as opposed to a single one. Like the previous spell, each type of Outsider requires a separate spell to control it. Thus a bind entity- Fire Elemental would have no effect on a Black Fiend and vice versa. Unique Outsiders [e.g. Thaug] would require a bind entity spell unique to them as well.

Upon casting, the caster makes a Magic Success roll opposed by the target’s Will save. If the caster is successful, the entity is placed under control of the caster. If not, the caster likely has a very irritated Outsider on their hands and if wise has a great deal of magical protection.

An entity, once bound, is compelled to do as the caster desires. Note that the entity is still capable of interpreting orders ‘liberally’ if they choose to, making dealing with such entities dangerous. The smarter and more powerful the target, the more likely they can find a loophole in any given order. In addition a suicidal request or highly dangerous one allows the target to make another opposed Will save to break free of the spell.

Modifiers: The caster receives +1 on their Magic Success rolls if they cast sign of the Voor in conjunction with this spell. The caster gains an additional +1 for each five ranks of Knowledge [outsiders] they possess. In addition, the caster gains a +4 bonus to their Magic Success rolls if they possess the truename spell appropriate to the creature being summoned. The caster receives a –1 to the Magic Success roll for each point of Corruption they possess.

The use of this spell can morally tricky for the caster. The binding of Corrupt entities save for the express purpose of destroying, imprisoning or banishing them will provoke a Corruption save for the caster. In addition, binding a non-Corrupt entity without good reason will also provoke a check- the usurpation of the free will of such a being is not wise to do. In addition the caster is morally responsible for any action the bound entity takes- if any such action taken by the entity would provoke a Corruption save if the caster did it, then the caster must make a Corruption save themselves for being responsible for the allowing the act to happen.



Revised Spell

Banish Entity [Advanced Spell of the Banishment and Summoning Sphere]
[was ‘Banish Demon’ and ‘Bind Demon’]

Power Point Cost: One for each 2 Hit Dice the creature possesses
Components: V,S, M
Casting Time: One minute per Hit Dice of creature
Range: Short [Twenty five feet and five feet per level of Scholar the caster possesses]
Duration: Instantaneous
Target: One non-native Outsider
Saving Throw: Will
Perquisites: One Advanced Spell of the Banishment and Summoning Sphere; One rank of Knowledge [arcana] for every two Hit Dice of the target creature Or one rank of Knowledge [outsiders] for every four Hit Dice of the target creature; Magic Attack Bonus of +1 for every four Hit Dice of target creature
Magic Success Roll: Sets target’s Will save

Banish entity unlike the previous two spells, is not a series of spells but as single spell that may banish any non-native Outsider. Note that if the caster of this spell fails to meet the requirements listed above for the targeted entity, the spell will automatically fail. The targeted Outsider is just too strong for the sorcrer's power.

Upon the casting of the spell, the target must make a Will power save opposed by the caster’s Magic Success roll. If the caster rolls higher, the target is banished to their home plane be it Hell, the Outer Dark or someplace else. In addition, the target is prevented from manifesting on the caster’s home plane for a period of one year per level of Scholar possessed by the caster or the caster's death- whichever comes first. If the target is summoned to this reality during that time, the caster of the new summon entity spell must make an opposed Magic Success roll against a Magical Success roll of the one who banished the entity, The banishing sorcerer suffers a –1 penalty to their roll for each year that has passed since the original banishing due to the slow decay of the their magical wards.

Modifiers: The caster receives +1 on their Magic Success rolls if they cast sign of the Voor in conjunction with this spell. The caster gains an additional +1 for each five ranks of Knowledge [outsiders] they possess. In addition, the caster gains a +4 bonus to their Magic Success rolls if they possess the truename spell appropriate to the creature being summoned. The caster has –1 penalty on their Magic Success rolls for each point of Corruption they possess.



New Spell

Binding Ward [Advanced Spell of the Banishment and Summoning Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: Ten minutes
Range: Touch
Duration: One hour per level of Scholar the caster possesses
Target: Ten cubic yards per level of Scholar the caster possess
Saving Throw: Will [see below]
Perquisites: Spirit ward; ward area, eight ranks of Knowledge [arcana] or four ranks Knowledge [outsiders]; Magic Attack bonus of +2 or higher
Magic Success Roll: DC 15 plus special

Binding ward is designed to create a prison for the holding of Outsiders. Creating the warded area requires a DC 15 Magic Success roll to establish the area. Outsiders that enter the affected area cannot leave it by physical means, use the Manifest ability or otherwise leave by any other manner unless they make a successful Will save against a Magic Success roll made by the spell’s caster. A success on the Outsider’s part shatters the ward and ends the spell prematurely. Failure on the part of the Outsider causes it 1d4 points of damage for each two levels of Scholar possessed by the spell’s caster and they remain within the warded area. Most casters using summon entity usually cause the summoned creature to appear within such an area to better control the entity and give them time to bind it to their service.

Modifiers: Casting sign of the Voor in conjunction with this spell gives the caster a +1 in their Magic Success rolls. Possessing a truename spell for a creature caught in the ward gives the caster a +4 bonus in keeping the creature confined within it. The caster also receives a +1 bonus to their Magic Success rolls for every five ranks of Knowledge [outsiders] they possess. Finally, the caster receives a –1 penalty for each point of Corruption they possess.



New Spell

Truename [Basic Spell of the Banishment and Summoning Sphere]

Power Point Cast: 0
Components: Unknown
Casting Time: One free action
Range: Short [Twenty five feet and five feet for each level of Scholar the caster possesses]
Duration: Instantaneous
Target: One Outsider
Saving Throw: None
Perquisites: Knowledge of the target creature’s true name
Magic Success Roll: DC 10
Warning: The learning of and use of this spell may provoke a Corruption test

Again like summon and bind entity, truename is a series of spells as opposed to a single spell. Nor is it useful in of itself- truename spells are designed to supplement other Banishment and Summoning spells in regard to a single Outsider whose true mystical ‘name’ is known to the caster. Note that obtaining such a name is very difficult. Outsiders jealously guard their names from sorcerers and other Outsiders and working to destroy all those who know their true names and all written record as well. Such is their hatred that attempting to use bind entity to force an entity to reveal their true name will provoke an immediate Will save to break the spell with a +4 bonus on the bound creature’s part! If the caster wins this contest though, the bound creature must reveal their true name, giving the caster a significant advantage over them and enduring a deeper level of hatred by their unwilling servant. If the entity wins this contest of wills such is their rage that they are released from the caster's magical control immediately- usually with intent of killing the sorcerer they were bound to.

The spell’s effect is to give a +4 to the Magic Success rolls of any caster who uses it in conjunction with any of the Banishment and Summoning Sphere’s spell for the one and only one Outsider for which the spell is for. The spell works only for individual Outsiders, not entire ‘races’ of such being. The true name of one Dimensional Shambler has no effect on any other of those foul creatures.

This spell is in obvious high demand for those who traffic with such beings. No mere Knowledge [arcana], Knowledge [outsiders] or Knowledge is Power will provide such information- the finding of such information is almost always a quest in of itself. Rumours of the discovery of an ancient tome or codex with one or more truename spells will bring summoners from far and wide in an effort to obtain such knowledge- and destroy all others who have such knowledge. After all, every slave can have but one master…..

Learning a truename spell of a Corrupt being provokes a Corruption test as does each use of the spell against it.



Revised Spell

Contact Entity [Advanced Spell of the Banishment and Summoning Sphere]
[was ‘Demonic Pact’ and ‘Greater Demonic Pact’]

Power Point Cost: One for every five Hit Dice the entity or its avatar possesses
Components: V,S, M
Casting Time: One minute for every Hit Dice the entity or its avatar possesses
Range: Interstellar [May contact any entity not bound against Manifestation in the caster’s world]
Duration: One hour per level of Scholar the caster possesses
Target: One Outsider
Saving Throw: None, but the entity may simply choose not to respond without penalty
Perquisites: One Advanced Spell of the Banishment and Summoning Sphere; one rank of Knowledge [arcana] for every two Hit Dice of the entity or its avatar or one rank of Knowledge [outsiders] for every for Hit Dice the entity or its avatar possess; Magic Attack bonus of +1 for each four Hit Dice the entity or its avatar possess.
Magic Success Roll: DC 5 + 1 for every two Hit Dice of entity or its avatar
Warning: The learning of and use of this spell may provoke a Corruption test

Contact entity is like summon and bind entity- a series of related spells and not a single spell in of itself. Each individual spell is designed to establish communication with a single otherworldly intelligence. Thus contact entity- Dekerta can only be used to contact that august and terrifying individual and no other. Any sorcerer wanting to contact any other entity will have to learn or create a whole new spell.

Contacting non-earthly entities is dangerous even with the best of intentions. Most Outsiders motivations and desires have little to nothing in common with the human race and except for those who desire worship or other forms of terrestrial power there is little humanity can offer them. Some entities are so insular and intolerant of contact that they work to destroy any poor mortal who has gall to bother them. Most times the spell is cast, the contacted entity will simply ignore the caster and fail to respond. If an entity does accept communication with the caster, there is always a reason even if it is just simple curiosity as to why someone is trying to contact it.

Those that do respond to this spell often break down into two different camps. The first is those that a common interest with the caster such as thwarting the actions of the contacted entity’s enemies and rivals or protecting people, sacred areas or relics important to the contacted entity. The other is to gain active worshippers and agents with the mortal sphere. Note that uncorrupted Spirits and avatars usually fall into the first camp while Fallen beings [those commonly referred to as ‘demons’] fall into the second camp.

Upon successful casting of the spell, the entity is aware of the identity of the caster trying to contact them. If the caster has a good working relationship with the contacted entity they entity will likely respond, either simply with telepathic speech or in rarer case, Manifestation of itself or in the case of a greater entity its avatar or divine messenger [angelous] Note that in the case of Manifestation the Manifested creature is not bound to the caster’s will or prevented in harming the caster in anyway. If the relationship between the entity and the caster is less than ideal, the caster would be wise to have at least one form of magical protection. This Manifestation may be the target of the appropriate bind entity spell but this sort of thing tends to sour a working relationship rather quickly.

Interaction with the entity is a subject of role playing as opposed to mere dice rolling. When playing in the role of the contacted entity consider what its desires are and what the caster can offer it. Fallen being desire worship and most especially sacrifice for the energy it gives them- most Fallen beings no longer have access to the Power of their uncorrupted brethren and must resort to Essence given to them by their worshippers. Uncorrupted Spirits work to further their individual goals with the greater scheme of Creation and may see the caster as a potential ally/pawn/student in that goal. In either case, an entity that deigns to interact with humanity usually has a great deal to offer the caster. Even the weakest of Spirits has a command of the knowledge of Sorcery that would outstrip all but a human Adept of the arts. Greater entities, those often referred to as ‘gods’ by the masses, can offer the service of cultists, servitor beings, races and Spirits. Such favours do not come free though. The contacted entity will expect something in return- be it service, sacrifice or in the case of the Fallen, soul.

The learning of a version of this spell designed to contact a Corrupt entity and each casting of such a spell will provoke a Corruption check for the caster. In addition, this spell is considered ‘friendly contact’ with such entities for the purpose of provoking Corruption checks.

Modifiers: Casting sign of the Voor in conjunction with this spell gives a caster a +1 bonus for the Magical Success roll to contact the target entity. Each five ranks of Knowledge [outsiders] gives an additional +1 bonus. Casting the truename spell of the target entity in conjunction with this spell will give a +4 bonus to the roll as well, though is likely going to provoke an unfavourable reaction from the contacted being- such a spell is represents a great danger to them. Note that the truename of an greater entity cannot be used to bind it directly, but does pose a danger to any manifested avatar. However, the fact that most greater entities have mortal servants, servitor Spirits and can Manifest multiple avatars makes any attempt to bind a single avatar extremely foolish. As usual, each point of Corruption gives the caster a –1 penalty to the Magic Success roll.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Spells of the Blessings and Protection Sphere


Minor Good Fortune [Basic Spell of the Blessings and Protections Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One minute
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One creature
Duration: One minute per level of Scholar the caster possesses
Saving Throw: N/A
Perquisites: Two ranks Knowledge (arcana)
Magic Success Roll: DC 6

Minor good fortune is a minor spell often used by priests and sorcerers to give a follower [or themselves] a small gift of fortune. For the duration of the spell, the target creature gains a +1 morale bonus to attack rolls, saving throws and skill checks.



Personal Ward [Basic Spell of the Blessings and Protections Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One minute
Range: Self
Target: Self
Duration: Ten minutes per level of Scholar the caster possesses
Saving Throw: Special
Perquisites: Four ranks Knowledge (arcana)
Magic Success Roll: DC 10 and see below

Personal ward is one of the first spell wise sorcerers learn. The spell creates a barrier of mystical force around the sorcerer to protect them from hostile magic or the failed effects of their own magic Upon casting, the sorcerer must make a DC 10 Magic Success Roll. While the spell is active, whenever the sorcerer is affected by hostile magic, the enemy sorcerer [or Outsider or whatever] and the caster make an opposed Magic Success Roll. If the caster wins or ties the enemy sorcerer, the spell fails to penetrate the ward and the caster is unaffected- although if the spell has targeted other individuals they are still affected normally. If the enemy sorcerer wins versus the caster, the spell affects the caster normally, though they may make a saving throw as normal if the spell allows.



New Spell

Personal Spirit Ward [Advanced Spell of the Blessing and Protection Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One minute
Range: Self
Target: Self
Duration: Ten minutes per level of Scholar the casters possesses
Saving Throw: Special
Perquisites: Forbiddance, Four ranks of Knowledge (arcana) or two ranks Knowledge (Outsiders), Magic Attack Bonus of +2 or higher
Magic Success Roll: DC 12 and see below

A common spell among those who may come in contact with supernatural creatures, this spell is designed to protect against Outsiders from this realm or another. To successfully place the wards about their person, the caster must succeed in a DC 14 Magic Success Roll. If such a being wished to touch, attack, cast a spell upon or otherwise directly affect the caster, they make a opposed Will save or Magic Success Roll [whichever is higher] against a Magic Success roll made by the caster. If the caster wins such a contest, the attempt fails and the Outsider takes a point of damage for each level of Scholar the caster possesses. If the Outsider wins such a roll, whatever action the Outsider desired occurs and the ward is destroyed and the spell’s effect ended, exposing the caster to further attention of whatever Outsiders may be present.

Note: That this spell does not prevent an Outsider from affecting the caster indirectly such as destroying a wall so it will topple onto the caster or flooding a room the caster is in with poisonous gas. No protection is fool proof…..



New Spell

Personal Veil [Advanced Spell of the Blessings and Protections Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One minute
Range: Self
Target: Self
Duration: Ten minutes per level of Scholar the casater possesses
Saving Throw: None
Perquisites: Personal ward, three ranks of Bluff, five ranks of Knowledge (arcana), two ranks of Hide, two ranks of Move Silently
Magic Success Roll: DC: 13

Personal veil is a spell said to originate from the clergy of Bel, though it has found its way into the hands of a great many sorcerers seeking to escape the magical sight of their enemies. Like all veil spells, the intent is to cloak the magical aura of the caster, making him or her invisible to all forms of magic detection, though he or she is still visible by the normal senses. This spell protects from all Communication and Divination spells from whatever source that target the caster directly or indirectly. Thus prediction would fail to take into account the caster’s actions, find the path would be unable to find the caster or anything he or she possessed on their person. The caster’s companions on the other hand could be subject to such spells unless they also possessed such protection.

In addition, the spell cloaks the caster’s true nature from other forms of detection. For example a vampire under a veil spell would be seem a living being to the caster of corpsesight or a sorcerer would seem a normal person by use of sorcerous sight, sense power, second sight or another similar spell.

To pierce the veil about the caster, another sorcerer or other magical being must make a Sense Motive skill check opposed by the caster’s Bluff check. Both the caster and the one seeking to penetrate add their Magic Attack Bonus to the roll. If the veil’s caster rolls equal or higher, the other being fails to penetrate the veil and believes that the sorcerer is a what they appear to be. If the veil’s caster rolls lower, the other being successfully perceives the caster for they are. What the other being’s actions are dependant on that individual’s nature and desires.



New Spell

Counterspell [Advanced Spell of the Blessings and Protection Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One standard action
Range: Close [25 ft + 5ft/level of Scholar the caster possesses]
Target: One magical spell or effect
Duration: Instant
Saving Throw: None
Perquisites: Six ranks of Knowledge (arcana), Magic Success Bonus +2 or higher
Magical Success Roll: Special

A crude but effective spell know to most sorcerers counterspell is designed to interrupt the magical effects of another form of sorcery. To use the spell, the caster must target one magical spell or spell like effect. The caster then makes an opposed Magical success roll against the target spells’s caster whether he or she is present [or even alive] or not. If the sorcerer casting the counterspell wins the opposed roll, the spell or spell like effect is interrupted. If the spell or like effect is temporary, then it destroyed and the effect of the spell end immediately. If the spell or spell like effect is of Permanent duration, it is interrupted for the duration of one minute per level of Scholar the caster has. If the sorcerer casting counterspell fails the roll, the spell fail to have any effect and the spell or spell effect continues uninterrupted.

While the spell is normally used to counter already existing magic, counterspell can be used to destroy a spell as it is being cast. The sorcerer casting ‘counterspell must have a higher initiative than the one casting the targeted spell or spell like effect and Hold Action. When the spell or spell like effect is cast, the original sorcerer casts counterspell and an opposing Magical Success Roll is made between the two sorcerers. If the sorcerer casting counterspell wins the contested roll, the spell is neutralized and never takes effect. If the sorcerer casting counterspell loses, the spell or spell like effect takes place as normal.

Note: That in the above example, it is possible to counter counterspell itself.



New Spell

Ward Other [Advanced Spell of the Blessings and Protections Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One minute
Range: Touch
Target: One creature
Duration: One hour per level of Scholar
Saving Throw: None
Perquisites: Personal ward, six ranks Knowledge (arcana)
Magic Success Roll: DC 12 and special

This spell acts as personal ward save that the spell may be cast on individuals other than the caster themselves. Note that when the ward other seeks to protect the one it is cast on, the opposed Magic Success roll is made against the ward’s caster, not the one the ward other is protecting.



New Spell

Basic Good Fortune [Advanced Spell of the Blessings and Protections Sphere]

Power Point Cost: 1/creature affected
Components: Unknown
Casting Time: One minute
Range: Close [25 ft + 5ft/leve of Scholar]
Target: One or more creatures
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Minor good fortune, four ranks of Knowledge (arcana), two ranks of Perform (ritual)
Magical Success Roll: DC 8 + 1 for each creature affected

Basic good fortune is a spell designed to give the blessing of the caster and what they represent to those the sorcerer designates. A common spell to be used before the advent of a battle or less lethal competition, the spell gives all those affected a +1 morale bonus to all attack rolls, saving throws and skill checks for the duration of the spell.



New Spell

Veil Another [Advanced Spell of the Blessings and Protection Sphere]

Power Point Cost: 3
Components: Unknown
Range: Touch
Target: One living creature
Duration: One hour per level of Scholar
Saving Throw: None
Perquisites: Personal veil, five ranks of Bluff, two ranks of Disguise, seven ranks of Knowledge (arcana), three ranks of Hide and Move Silently, Magic Attack Bonus of +3 or higher
Magic Success Roll: DC 15

This spell is identical to personal veil save that it can be cast on an individual other than the caster. Note that those attempting to pierce the veil another make opposed rolls against the caster of the spell, not the person the veil another protects.



Bless Blade [Advanced Spell of the Blessing and Protection Sphere]

Power Point Cost: 2
Components: V, S, F
Casting Time: One full round
Range: Touch
Target: One weapon or piece of armour
Duration: Ten minutes per level of Scholar the caster possesses
Saving Throw: None
Perquisites: One Basic Spell of the Blessings and Protection Sphere; four ranks of Knowledge [arcana]
Magical Success Roll: DC 10

Bless blade is a common spell in the Hyborian Age. A simple spell it temporarily imbues a weapon or piece of armour with mystical energies. A weapon so enchanted may affect non-corporal creatures or creatures normally only affected by fire or silver weapons. The spell however provides no bonuses to attack or damage and is still affected by any DR the target may have. Armour so enchanted retains its DR value against magical attacks that would normally ignore such armour. [i.e Primal attacks like elemental strike] A shield thus enchanted would give its bonus to dodging magical effects.

This is a popular spell among those few Mitran priests who wield magic to provide their ‘chosen’ champions a better chance at dealing with supernatural threats.



New Spell

Major Good Fortune [Advanced Spell of the Blessings and Protection Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One minute
Range: Close [25 ft + 5ft/level of Scholar the caster possesses]
Target: One creature
Duration: One minute per level of Scholar the caster possesses
Saving Throw: N/A
Perquisites: Basic good fortune; six ranks Knowledge [arcana]; six ranks Knowledge [religion]; Priest Feat; No Corruption Score
Magic Success Roll: DC 10

Good fortune, major is a more powerful version of minor good fortune that is available to the many religions of the Hyborian world. It bestows a +2 morale bonus to all attack rolls, saving throws and skill checks for the duration of the spell.



New Spell

Advanced Good Fortune [Advanced Spell of the Blessings and Protections Sphere]

Power Point Cost: 2/creature affected
Components: Unknown
Casting Time: One minute
Range: Close [Twenty-fice feet plus five feet per each level of Scholar the caster possesses]
Target: One or more creatures
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Major good fortune, Basic good fortune; eight ranks of Knowledge [arcana], eight ranks of Knowledge [religion]; four ranks of Perform (ritual); Priest Feat; No Corruption Score; Basic Magic Attack Bonus +3 or higher
Magical Success Roll: DC 10 + 2 for each creature affected

Advanced good fortune is a more powerful version of major good fortune granted to intermediate priests of the religions of Hyboria. It has a high Power Point Cost and is usually the focus of religious Ritual Magic. During its duration, all those who are targeted by the spell gain a +2 morale bonus to all attack rolls, saving throws, and skill checks.



New Spell

Consecrate [Advanced Spell of the Blessing and Protection Sphere]

Power Point Cost: 1 per every 5’ x 5’ x 5’ area to be consecrated
Components: Unknown
Casting Time: One hour per 5’ x 5’ x 5’ area to be consecrated
Range: Short [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: An area designated by the caster within the range of the spell
Duration: One year or one hour per level of Scholar the caster possesses [see below]
Saving Throw: Special
Perquisites: Ward area; advanced good fortune; eight ranks of Knowledge [arcana]; twelve ranks of Knowledge [religion]; twelve ranks of Perform [Ritual]; Base Magic Attack Bonus of +5 or higher; Priest/Priestess Feat; No Corruption Score
Magic Success Roll: DC 10 + 1 per each 5’ x 5’ x 5’ area to be consecrated

Used by every civilized religion to devote areas of worship to their deity and protect it from uncouth spirits and foul sorcery, consecrate is said to have originated with the early cult of Ibis and passed by them to the priests of Mitra and any religion or cult devoted to the protection of humanity. It is also known to the Cults of the Earth Mother.

This spell is designed to facilitate the use of holy magic specific to a singular deity worshipped by the one(s) casting this spell. It is designed to be used to consecrate a temple specifically constructed as a place of worship. If cast in any other area, its duration is merely one hour per level of Scholar the priest possesses.

Upon successful casting of the spell, metaphysical barriers surround the area affected. Within the area all sentient creatures who possess Faith in the deity that the area is consecrated to gain a +1 morale bonus to all saving throws in addition to the normal bonus given by Faith. Priests of the deity get in addition to this effect a +1 morale bonus to all Magic Success Rolls cast within the area.

Whenever any individual with a Corruption score, Undead or non-native Outsider other than those that serve the deity the area is consecrated to enters a consecrated area they must make a Will Save or a Magic Success Roll against the Magic Success Roll of the priest who cast the spell or the highest level priest of the deity in question in the temple itself, which ever is higher. [The defending priest gets the +1 bonus to their roll given by the spell itself]. If the defending priest is successful, the invading creature is unable to enter the area and takes 1d4 + 1 point of Primal damage for each level of the defending priest has. Mortals with a Corruption score may get off lightly though- they can only take as much damage than their current Corruption score. If the damage the defending priest rolls is higher than its Corruption score the extra damage is ignored.

If the invader wins they may enter the space but suffer from wracking pain so long as they remain in the consecrated area. This pain gives them a –4 circumstance penalty to all attack rolls, saving throws, skill checks and Magic Attack rolls. In addition the creature takes 1 point damage each round in the consecrated area.

If for some reason any such creature as described above was already in the area being consecrated, they must make a Will save or Magic Success Roll upon successful casting of the spell or be forced to leave the area newly consecrated at maximum Speed. Those incapable of doing so will take damage equal to 1d4 + 1 to the level of the priest casting the spell each round they are in the consecrated area. If the succeed in the roll they still suffer the effects described above so long for those being within a consecrated area. Many exorcists capable of casting this spell will do so prior to the actual exorcism itself in hopes of expelling the entity outright or failing that to gain the circumstance bonus for the actual exorcism itself. Note that unless the possessed body is physically restrained within the consecrated area, they will attempt to take it with them rather than abandon it.

Corpses within consecrated ground may not be animated in any way unless the consecration is destroyed first.



New Spell

Exorcism [Advanced Spell of the Blessings and Protection Sphere]

Power Point Cost: 8
Components: Unknown
Casting Time: Fifteen minutes
Range: Short [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One Spirit or Outsider inhabiting another body
Duration: Instantaneous
Saving Throw: Will negates [see below]
Perquisites: Four Advanced Spells of the Blessings and Protection Sphere; twelve ranks of Knowledge [arcana] or six ranks of Knowledge [outsiders]; Ten ranks of Knowledge [religion]; eight ranks of Perform [ritual]; Priest/Priestess Feat; Magic Attack Bonus of +4 or greater
Magic Success Roll: Set DC of target’s Will Save

Exorcism is a much sought after spell in the dark ages of the Hyborian world. Possession is not an uncommon thing- not only do the priests of Set and other foul sorcerers summon forth demons into the bodies of the innocent for their own twisted purposes, many free willed spirits and other immaterial creatures roam the Earth seeking bodies to inhabit. Many a poor peasant or rich noble family has had the misfortune of a family member falling prey to such a being.

In theory any priest could make use of this spell but most civilized temples such as Mitra and Isis have priests who specialize in the exorcism of such beings. These exorcists usually have the Warder Feat to increase the effectiveness of this spell. In addition they will attempt to have the exorcism performed on consecrated ground and will make use of religious ritual and other clergy and knowledgeable lay clergy to increase the chances of success as per the rules for ritual magic. The spell is also used by shamans who tend to the needs of a more barbaric communities and priests of dark gods who need to deal with ritual mishaps.

Upon successful casting the spell the caster makes a Magic Success Roll opposed possessing demon Will saving throw or Magic Success Roll, whichever is higher. If the caster wins the demon is forced out and unable to possess another target for one day per level of Scholar the sorcerer possesses. If the demon wins the opposed roll, the caster suffers 1d6 non-lethal damage per Hit Dice of the demon and must make a Corruption save against the demon’s Magic Success Roll. A botched attempt on the caster’s part mean the demon may attempt to possess the caster if it so wishes..



New Spell

Spirit Ward Other [Advanced Spell of the Blessing and Protection Sphere]

Power Point Cost: 3
Components: Unknown
Casting Time: One minute
Range: Short [25 feet plus 5 feet per level of Scholar the caster possesses]
Target: One creature
Duration: Ten minutes per level of Scholar the casters possesses
Saving Throw: Special
Perquisites: Spirit ward, personal, eight ranks of Knowledge (arcana) or four ranks of Knowledge (Outsiders), Magic Attack Bonus of +3 or higher
Magic Success Roll: 18 and see below

Identical to spirit ward, personal save that the spell may be cast on another. Note that when an entity tries to breach the ward that it matches its Will save of Magic Success Roll against the caster of the spell, not the one who it protects.



New Spell

Ward Area [Advanced Spell of the Blessing and Protection Sphere]

Power Point Cost: 1/ 5' x 5' x 5' area
Components: Unknown
Casting Time: One minute per 5' x 5' x 5' area
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: And area up to 125 cubic feet [i.e. one 5' x 5' x 5' square] per level of Scholar the caster possesses
Duration: Ten minutes per level of Scholar the caster possesses
Saving Throw: Special
Perquisites: Personal Ward; eight ranks of Knowledge [arcana]; Base Magical Attack Bonus of +3 or greater
Magical Success Roll: DC 8 + 1 per 5' x 5' x 5' area to be warded

Similar to personal ward this spell is designed to protect an area and all that are in it. Spells other than those cast by the warding sorcerer that would affect the area or creatures or objects within that area must succeed an opposed Magic Success Roll against the warding sorcerer's Magic Success Roll. If they do not the spell fails to affect those within this area. Note that all those within the warded area are protected by the spell- whether or not that was the warding sorcerer's intent.

The warding provided by this spell cannot be moved- it remains on the original area it is cast upon for the duration of the spell. The caster may of course end the spell prematurely.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Spells of the Blights and Curses Sphere

Minor Ill Fortune [Basic Spell of the Blights and Curses Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One standard action
Range: Evil Eye
Target: One creature
Duration: One minute per level of Scholar the caster possesses
Saving Throw: Will
Perquisites: Two ranks Knowledge (arcana); must not have a Code of Honour
Magic Success Roll: Sets Will DC

Lesser Ill Fortune is a common spell much beloved by mischief makers. Usually used to inconvenience a person or as a small display of power, this spell inflicts a –1 morale check to all attack rolls, saving throws and skill checks for the duration of the spell.



Befoul [Basic Spell of the Blights and Curses Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: Five minutes
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possess]
Target: One cubic foot per level of Scholar of perishable material
Saving Throw: None
Perquisites: Two levels Knowledge (arcana)
Magic Success Roll: DC 10

Another spell designed to annoy more than harm, befoul corrupts unliving organic tissue. Water is made brackish and undrinkable, food rots, clothing and tents decay, wooden petrifies and paper crumbles into dust. Though the spell causes no actual damage, it has the potential for causing a wide number of problems for a party. Enchanted items are immune to this simple spell as are inorganic materials such as stone and metal. If used against a structure, the affected area loses 1 Hardness and 1d6 hp, breaking apart if reduced to 0 Toughness and/or hit points.



New Spell

Misdirection [Basic Spell of the Blights and Curses Sphere]

Power Point Cost: 3
Components: Unknown
Casting Time: One full round
Range: Evil Eye
Target: One creature
Duration: One hour per level of Scholar the caster possesses
Saving Throw: Will
Perquisites: Minor ill-fortune; eight ranks of Knowlegde [arcana]; eight ranks of Knowledge [geography]; Base Magic Attack Bonus of +4 or higher
Magic Success Roll: Sets target’s DC for Will saving throw

Misdirection is a common curse designed to delay and hamper the target rather than outright hurting them. The effects are subtle, sometimes the target is unaware that they have been enchanted. The spell is very common among the Fae and those with Fae ancestry.

Upon successful casting of the spell, the target becomes unable to accurately gauge the direction he is traveling in. Even if equipped with a map and given explicit directions, they will inevitably lose their way. In the wilds, the target automatically fails all checks to determine if they are lost. [See Hyboria’s Fiercest for details on becoming lost] In urban or underground areas, when given a choice of multiple routes no matter which route the character declares they are taking, the Gamemaster secretly determines the true direction they travel in. The character will think they are heading the right way in all cases but in truth be hopeless wandering about.

Those not affected by the spell can attempt to assist the target, but must physically guide the person to ensure that the target moves the right way. Once the target is left alone for a moment they will begin wandering off again.

Though the spell is relatively harmless, wandering for hours in hostile terrain such as the Shemitish desert or the thief-ridden warrens of Zamoria can be fatal in itself.



New Spell

Basic Ill-fortune [Basic Spell of the Blights and Curses Sphere]

Power Point Cost: 1 per person affected
Components: Unknown
Casting Time: One standard action
Range: Evil Eye
Target: One creature
Duration: One minute per level of Scholar the caster possess
Saving Throw: Will
Perquisites: Minor ill-fortune; seven ranks of Knowledge [arcana]; Base Magic Attack Bonus of +2 or higher; must not possess a Code of Honour
Magical Success roll: Sets DC of target’s Will saving throw

A more advanced version of minor ill-fortune, this spell allows the caster totarget more than one individual at once. Should a targeted individual fail his save, they suffer a non-cumulative -1 morale penalty for all attack rolls, saving throws and skill checks for the duration of the spell.



New Spell

Major Ill-Fortune [Basic Spell of the Blights and Curses Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One minute
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One creature
Duration: One minute per level of Scholar the caster possesses
Saving Throw: Will
Perquisites: Basic ill-fortune; nine ranks Knowledge [arcana]; Base Magic attack Bonus of +3 or higher; must not possess a Code of Honour
Magic Success Roll: Sets DC for target's Will save

Major ill-fortune is a more powerful version of minor ill-fortune. The target of this spell suffers a non-cumulative -2 morale penalty to all attack rolls, saving throws and skill checks.



New Spell

Scent of Honey [Basic Spell of the Blights and Curses Sphere]

Power Point Cost: 4
Components: Unknown
Casting Time: One minute
Range: Close [Twenty five feet plus five feet per level of Scholar the caster possesses]
Target: One creature
Duration: One hour per level of Scholar the caster has
Saving Throw: None
Perquisites: minor ill-fortune, call animal; four ranks of Handle Animal; six ranks of Knowledge [arcana] six ranks of Knowledge [nature]; Magical Attack Bonus of +3 or higher
Magical Success Roll: Sets the DC for the target’s saving throw

Scent of honey is a cruel spell designed by the Picts to further harry invaders in their lands, though variants of the spell are seen in many barbaric cultures. Targets of the spell who fail an opposed Willpower save against the caster’s Magic Success Roll have their scent subtly changed so that it becomes irresistible to predatory beings. When in the wilderness, encounters with animals become twice as likely. For example if the terrain the target is passing through a random encounter occurs normally one in six times, it occurs two in six times. If the creatures that encounters the target isn’t a predatory animal, roll again on the encounter table. If the second roll is one or more predatory animals, the target encounters it instead of the creature originally rolled. If not, the target meets the creature originally rolled on the encounter table.

All encounters with predatory animals begin as Hostile, but they may retreat if driven off- only to keep Tracking the target so long as the spell lasts, waiting for another opportunity to attack. The predators will always prefer to attack the target of the spell in preference to other creatures, but will defend themselves if attacked by others, hoping to clear a path to the target. If there are more than one person affected by scent of honey, the predators will attack the one closest to them. Depending on what Terrain the target of the spell is in, this spell can be anything from a mere annoyance to a virtual death sentence.

The magic of the spell is subtle. If cast secretly the target may not know something is happened unless they look for an enchantment on themselves and make a DC 20 Knowledge [arcana] check- or possess the Scent ability themselves.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Spells of the Body and Mind Sphere

New Spell

Focus [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One move action
Range: Self
Target: Self
Duration: One action
Saving Throw: None
Perquisites: Four ranks Concentration
Magic Success Roll: DC 10

The focus spell is a technique designed to draw the casters attention to a single action and bring the full weight of his awareness upon it. Upon casting the spell, the caster must then immediately perform a single action. For that single action, which may be an attack roll, a saving throw or a skill check, the caster may add +4 to the roll. However, the caster’s focus is grounded on that single action they lose awareness of all else around them. The caster is considered flat footed for the duration of the combat round and may not make any other action, even a free one for the rest of the round.



New Spell

Mindshield [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One minute
Range: Self
Target: Self
Duration: Ten minutes per level of Scholar
Saving Throw: None
Perquisites: Two ranks of Concentration, two ranks Knowledge (arcana)
Magic Success Roll: DC 10

Mindshield is a spell designed to prevent one's mind from being affected by outside forces. While the spell is in effect the caster may not be affected by spells designed to read their thoughts or emotions and gains a +4 supernatural bonus against all mind-affecting spells.



New Spell

Unspoken Thoughts [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One full round
Range: Close [25 ft + 5 ft per level of Scholar]
Duration: Five minutes per level of Scholar
Target: One thinking creature within range of the spell
Saving Throw: Special
Perquisites: One basic spell of the Body and Mind Sphere, two ranks Knowledge (arcana), four ranks of Sense Motive
Magic Success Roll: DC 12

A spell designed to read the surface thoughts of a person near to the caster, unspoken thoughts is the ultimate eavesdropping experience. The caster can hear the thoughts as whispers in their mind if whatever the target is thinking of at the time. Language is no barrier to this communication- as will all mental communication the caster hears the thoughts in their native tongue

If a target is aware of the intrusion, they can attempt to prevent the caster from hearing their thoughts. To become aware of the intrusion, the target must make a Sense Motive roll against the caster’s Bluff skill. Both of them add their Magic Attack bonus to the roll as well. If the target wins the contest the target is aware that someone is listening to their thoughts, but may not be aware who is doing it if the source is not obvious.

The target then may try to conceal their thoughts. The target makes a Willpower saving throw each round they are trying conceal their thoughts. The caster of unspoken thoughts must make a Magic Success roll with a DC equal to the Willpower save. Success allows them to listen into the target’s thoughts that round. Failure means the target has successful concealed their thoughts and the caster hears nothing.

Casting the spell requires only Magic Success Roll of DC 12. If the target is protected by a mindshield the spell automatically fails. If protected by another form of magic like a ward or veil spell the caster of unspoken thoughts must make a Magical Success roll opposed by one made by the caster of the protective spell to penetrate the mindshield.

Note: If the target of this spell has more Corruption points than the caster, the vile and terrible images within the target forces the caster to make a Corruption check every five minutes of contact with the target’s mind.



New Spell

Chi Boost [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 1-2
Components: Unknown
Casting Time: One standard action
Range: Self
Target: Self
Duration: One round per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Focus; five ranks of Concentration; Magic Attack Bonus of +1 or higher
Magic Success Roll: DC 8 +2 per Power Point used

Chi boost is a common spell for those sorcerers devoted to the martial arts. By focusing a portion of the universal lifeforce commonly known as chi or qi in the lands of east the caster can enhance their body’s natural capabilities. For each Power Point cast with this spell, one of the caster’s physical Attributes [Strength, Dexterity or Constitution] is increased by two points for the duration of the spell. If two Power Points are used, the bonuses for each point may be used for the same attribute or for two separate ones. The enhanced attributes give the caster their new total- increases to the appropriate skills, higher lift capacity and damage inflicted by melee weapon, higher Dodge and Initiative value, increased saving throws and even temporary hit points. These bonuses, including the temporary hit points granted by a higher Constitution, all vanish after the spell’s duration passes.



New Spell

Chi Strike [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 1-3
Components: Unknown
Casting time: One move action
Range: Self
Target: One creature or object stuck by the caster
Duration: Instant
Saving Throw: None
Perquisites: Chi boost; eight ranks of Concentration; Improved Unarmed Strike Feat; Magic Attack Bonus of +2 or higher; Base Attack Bonus of +2 or higher
Magic Success Roll: DC 10 + 2 per Power Point used

Chi strike is similar to chi boost save that the lifeforce [chi] is directed through the caster and directly into the caster. The caster forces the power through their fists and into the target they strike with an unarmed attack. [Attempting to channel this chi through a weapon would normally destroy the weapon] The target then takes 1d8 points of lethal damage in addition to the damage done normally by the attack. On addition for the purposes of this strike only, the caster is treated as if the attack had an Armor Piercing value of 2 per Power Point expended.

For purposes of ‘holding’ the spell, the caster can hold it as a move action or a standard action- their choice of which.



New Spell

Greater Focus [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One round
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Prerequisites: Focus; six ranks of Concentrate; Meditation Feat; Base Magic Attack Bonus of +1 or higher; No Corruption Score
Magic Success Check: 12

Greater focus is a more advanced study in the state of altered consciousness than the basic spell focus offers. A single round of concentration allows the caster to focus their thoughts in such a way that the whole of their consciousness is focused on the task on hand. While in this state the caster possesses a +2 circumstance bonus to any skill checks they make duration of the spell. In addition, this advanced state makes them immune to any mind altering spells such as charm, entrance, hypnotic suggestion, illusion, dread serpent etc.

There are two drawbacks to this state though. The caster’s focus is so great that they may only make one move or one standard action a round. In addition if wounded or distracted they must make a Concentration roll to maintain the trance as if they were holding a spell. Failure to do so end will result in the spell being prematurely ended and all benefits being lost. The caster can of course drop the spell at any time as a free action.



Revised Spell

Warrior’s Trance [Basic Spell of the Body and Mind Sphere]
[was ‘Warrior Trance’]

Power Point Cost: 3
Components: V, S
Casting Time: One round
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Greater focus; six ranks of Knowledge [tactics]; Base Magic Bonus of +2 or greater; Base Attack Bonus of +2 or higher; No Corruption Score
Magic Success Roll: DC 15

Common among those Eastern warriors with spiritual aspirations, warrior’s trance is a martial version of greater focus, focusing the entirety of a sorcerer’s attention into the act of combat. Upon successful casting of the spell, the sorcerer gains the following benefits:

+1 circumstance bonus to all attack rolls
+2 circumstance bonus to both Dodge and Parry defenses
+2 circumstance bonus to Initiative rolls
+2 morale bonus to all Reflex and Will saving throws

The caster though must maintain focus. Each time they are distracted or wounded they must make a Concentration spell check as if they were holding a spell. If they fail such a roll the spell is ended prematurely and all benefits are lost.



New Spell

Inner Balance [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 4
Components: Unknown
Casting Time: One round
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Greater focus, eight ranks of Balance, eight ranks of Climb; eight ranks of Concentrate; eight ranks of Jump; eight ranks of Tumble; Acrobatics Feat; Base Magic Attack Bonus of +3 or greater; No Corruption Score; Must be lightly encumbered and wearing light or no armour
Magic Success Roll: DC 18

To achieve the knowledge of inner balance is a landmark for mages of the Eastern Realms in their quest to transcend their limited perceptions of reality. By focusing their chi within themselves as opposed to the world around them, the caster begins to be able to detach themselves partially from what most perceive as the physical laws of the universe. Once per round the caster can designate any vertical surface as ‘down’ as a free action- thus allowing them to perch on or even walk along the side of a wall, tree or bamboo stalk without falling. The caster has not achieved the detachment to perch on the underside of a vertical surface like a ceiling yet though. The caster may jump from vertical surface to vertical surface without penalty- as if making a standard long jump on level ground. If caster is somehow dislodged or cast this spell while falling they may make a DC 10 Balance check to regain their footing on any vertical surface they can touch though they do suffer falling damage equal to distance they fell before ‘catching’ themselves. Tumble checks can negate a potion of this damage as usual.

On level ground the caster moves as if weightless though they may not yet tread over purely liquid surfaces yet. They leave no imprint on any surface and thus may only be tracked by alternate means such as the Scent special ability or magic. They also do not activate and pressure triggered devices such as those that commonly activate traps nor do the boards bend and creak under their weight. They may also tread surfaces as fragile as rice paper without fear of falling through and may walk on narrow surfaces such as ledges, thin poles or rope without the need of Balance checks. In addition because of the reduced effect of gravity on the sorcerer during the duration of the spell, all distances jumped on level ground are doubled. The caster also gains a +1 circumstance bonus to the Dodge defence for the duration of the spell due to the ease of which they may evade attacks by being able to move in three dimensions with fluid grace.



New Spell

Gliding Walk [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 6
Components: Unknown
Casting Time: One round
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses.
Saving Throw: None
Perquisites: Inner balance; twelve ranks of Balance; twelve ranks of Concentration; ten ranks of Jump; ten ranks of Jump; Greater Meditation Feat; Base Magic Attack Bonus of +4 or greater; must be lightly encumbered and wearing light or no armor; no Corruption score
Magic Success Roll: DC 20

A true step toward enlightenment but often scoffed at by true adepts of the East as mere showy trickery, gliding walk is a further extension of inner balance. Upon the casting of this spell, the sorcerer is able to glide across air as if skating across a slick surface, maintaining a steady pace of 60 feet per round. The caster cannot completely discount the effect of gravity though, For every ten feet per level of Scholar the caster possesses the caster will descend ten feet, but so long as there is a surface to push off, they can keep altitude indefinitely. Casters commonly use this spell to skim across rooftops, the treetops of a forest, even the surface of a lake or river. The caster may also use this spell to fall safely any distance so long as the spell remains in effect. As with inner balance the caster is effectively weightless, may perch on any vertical surface and all distance jumped from a horizontal surface are doubled. Casters usually use this last quality to gain altitude to begin gliding from.

As with similar spells, the caster must keep their focus to retain the spell. If distracted or wounded, they must make a Concentration roll as if holding a spell. If this is failed, the spell end prematurely and all benefits are lost.



New Spell

Accuracy [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One standard action
Range: Self
Target: Self
Duration: One round per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Focus; Six Ranks of Concentration; Martial Weapons Proficiency; Base Magic Attack Bonus of +1 or higher; Base Attack Bonus of +2 or higher
Magic Success Roll: DC 12

A technique common to the royal archers of Khitan, accuracy is a lesser form of warrior’s trance that is easier for those who are not true adepts of the Eastern paths of Wisdom. The technique allows the caster to block out all distractions that might otherwise disturb them from the act of shooting or throwing a ranged weapon. While under the effects of this spell, the caster halves all penalties to the their attack rolls, be it from multiple range increments, cover, concealment, shooting from a moving mount, target size, motion of target, etc. While it provides no actual bonus to hit, it is useful enough that many archers from Eastern background become Dabblers to learn this technique.



New Spell

Iron Body [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 1-4
Components: Unknown
Casting Time: One full round
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Focus; Two Advanced Spells of the Body and Mind Sphere; Light Armor Proficiency; Base Magic Attack Bonus of +2 or higher
Magic Success Roll: DC 8 + 1 for each Power Point used by the caster

A technique used by many warrior scholars of the Eastern World, iron body uses the chi of the caster to tighten the aura about their body in order to make it more resistant to harm. Upon successful casting of this spell, the caster gains one point of Damage Reduction for each Power Point they expend in casting. This additional Damage Reduction stack with any DR from natural or worn armour. Unlike mage armour though, the DR gained here does not apply to Primal attacks such as fire or elemental class of attack spells and is affected normally by Armour Piercing ability of weapons.



New Spell

Comfort [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One standard action
Range: Self
Target: Self
Duration: One hour per level of Scholar the sorcerer possesses
Saving Throw: None
Perquisites: Two Ranks of Concentration; two ranks of Knowledge [arcana]
Magic Success Roll: DC 8

A simple spell learned by most noviates of the East, comfort uses the chi of a person to offset the effects of harsh climates. The caster receives a +2 supernatural bonus to their Fortitude saves to resist the effects of heat, cold, dehydration or overexertion. In addition for the duration of the spell the character may sleep in medium or heavy armour without penalty and as if they possessed the Sleep Mastery Feat.



New Spell

Adaptation [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One standard action
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Comfort; four ranks of Concentration; four ranks of Knowledge [arcana]; Endurance Feat; Base Magic Attack Bonus of +1 or greater
Magic Success Roll: DC 11

Adaptation is a further refinement of comfort used by journeymen of the Eastern magical traditions. Designed to help the caster’s body adjust more rapidly to new or hostile environments the spell provides an additional +4 supernatural bonus to all saving throws affected by the Endurance Feat. As an unexpected side benefit the spell allows a +2 bonus against natural toxins as the body’s ability to purify itself is greatly enhanced.



New Spell

Sustenance [Basic Spell of the Body and Mind Sphere]

Power Point Cost: 3
Components: Unknown
Casting Time: One full round
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Adaptation; focus; six ranks of Concentration; six ranks of Knowledge [arcana]; Meditation Feat; Base Magic Attack Bonus of +3 or greater.
Magic Success Roll: DC 14

Sustenance is a hallmark in the Eastern master’s progress toward wisdom. The one who has mastered this spell has begun the process of separating themselves from the baser needs of their existence- their body can subsist on the chi force itself. For the duration of the spell, the caster does not need water or food and gains a +6 supernatural bonus for all Fortitude saving throws affected by the Endurance Feat and a similar +4 bonus to all toxins whether natural or not. The caster still must breathe and excrete though.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Spells of the Communication and Divination Sphere

Foretelling [Basic Spell of the Communication and Divination Sphere]
[was astrological prediction]

Power Point Cost: 0
Components: V, S
Casting Time: 5d6 minutes
Range: Self
Target: Self
Duration: Special
Saving Throw: None
Perquisites: Four ranks of Knowledge (arcana)
Magic Success Roll: varies [see below]

Foretelling is less a spell than a system of knowledge. It represents the caster’s knowledge in one or more systems of common divination such as using cards, dice, tea leaves, yarrow stick, the flight of bird, the entrails of a sacrifice etc. to determine simple answers. The information requested must be in the form of a simple question and the process by which the caster gains the answer can be quite time consuming.

The GM should secretly set the DC of the information requested and roll him or herself to see how accurate the foretelling is. Simple questions such as ‘Will it rain?’ should be DC 5-10, more complicated ones such as ‘Will the Picts attack? should be DC 10-15 and complex ones such as ‘Will the Zingaran Pirates favour a mutual raid together?” are 20+.

Note that some events have too many variables to predicted with certainty, such as the outcome of a battle, the best this spell can give a rough estimate of the relative chances of success or failure.

Remember though- the gods reserve the right to say "I don't know."



New Spell

Find the Path [Basic Spell of the Communication and Divination Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One standard round
Range: Far [One mile per level of Scholar the caster possesses]
Target: Special
Duration: Instant
Saving Throw: None
Perquisites: Two ranks Knowledge (geography) or Survival
Magic Success Roll: DC 5

Find the Path is a very common spell designed to help sorcerers find swift and easy routes to their goal. [In fact a wizard casts this spell for Conan’s benefit in the movie Conan the Destroyer] The caster picks a stated goal, either a person, object or place and cast the spell. If successful the spell gives the general direction of the desired goal, and is the success roll is DC 10 or higher, a rough estimate of distance to the goal. If the goal is a object or individual protected by a magical veil the caster must make an opposed Magic Success Roll in order to penetrate the veil. If the caster loses the opposed roll, the spell simply fails.

Note that the spell simply gives direction to the shortest, not necessarily the safest route to the desired goal. The spell gives no indication of any traps, obstacles, individuals or other possible hazards between the caster and their goal. The spell also tells the caster only the goal’s current position at the time of the casting. If the object moves or is moved afterwards, the spell must be recast in order to find the objects new position.



New Spell

Know the Lie [Basic Spell of the Communication and Divination Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One full action
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses
Saving Throw: N/A
Perquisites: Two ranks of Knowledge (arcana); two ranks of Sense Motive
Magic Attack Roll: DC 8

A simple spell designed to help negotiators and merchants, know the lie helps a person decide a person’s statements. If cast correctly, the caster receives a +4 supernatural bonus to all Sense Motive rolls and +2 bonus to Will saves against Enchantment/Charm spells designed to fool the senses.



New Spell

Sense Power [Basic Spell of the Communication and Divination Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One standard action
Range: Medium [One hundred feet plus ten feet per level of Scholar the caster possesses]
Target: Self
Duration: Ten minutes per level of Scholar the caster possesses
Saving Throw: Special [see below]
Perquisites: Three ranks of Knowledge [arcana]
Magic Success Roll: DC 7

One of the most basic spells taught to all apprentices, sense power gives the caster the ability to sense the magical currents about them. Upon casting of the spell the natural sorcerous sight of the caster is amplified. The caster becomes aware of the presence of magical energies, including other sorcerers, Outsiders, Undead, enchanted beings, latent and active spells within the spell’s range that are not protected by a magical veil. The information provided is similar to the information gained by the Rule of the Sorcerer’s Soul in the Conan main rule book: the type and subtype of the magical being or Sphere of Power the spell is drawn from, a rough estimate of the Power Points the item, spell or creature possess and relative Corruption level the creature, item or spell has. The spell provides absolutely no information on mundane creatures and items save for the fact they are non-magical.

If a creature, item, area or spell in this spell’s effect is protected by a magical veil effect, then the GM secretly rolls an opposed Magic Success Roll between the sorcerer that cast this spell and the being that cast the veil. If the sorcerer who cast this spell wins the opposed roll, the veil had failed and the casting sorcerer gains all the information provided by the spell. If the veiling sorcerer succeeds in this opposed roll and the person, object or area seems non-magical.

Sorcerous creatures targeted the spell may make an opposed Magic Success Roll with the caster of this spell when in the affected area. If successful, they area aware that are being magically scrutinized, though not from where or by who. Of course if they know this spell they may very well cast it to find out.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Spells of the Death and Destruction Sphere

New Spell

Corpsesight [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One full round
Range: Evil Eye
Target: Self
Duration: 1 round per level of Scholar the caster possesses]
Saving Throw: N/A
Perquisites: Three ranks of Knowledge [arcana]
Magic Attack Roll: DC 10

This spell allows the caster to perceive the unseen world between this world and the next. The caster perceives the world as dim and grey, with living objects gleaming brightly against the dim surroundings. Creatures of the Undead class become readily apparent even if normally invisible to the naked eye [such as ghost or wraith] or if not obviously undead [such as a vampire] due to their lack of living energies. Living creatures aura’s glow with the intensity of their life essence. A skilled sorcerer may be able to determine how healthy or ill a person is by the use of this spell. Undead creature in comparison gleam with grey or black auras.

Note: That as a side effect the caster’s eyes usually change in some way- such as becoming red or completely black.



New Spell

Chilling Touch [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One standard action
Range: Touch
Target: One living being
Duration: Instant
Saving Throw: Fortitude
Prerequisites: None
Magic Attack Roll: Sets target’s Fortitude save DC

This simple spell allows the sorcerer to gather a small fraction of the energies they have access to and give another living being a small taste of the forces of Death itself. The sorcerer must first make a successful attack roll upon their target. If struck the target must make a Fortitude save against the caster’s magical attack bonus. If failed, the target receives 1d6 point of Primal damage[i.e. discounts all non-magical DR] that trickles through the caster's fingers. A successful save negates all damage.


Note: This spell has no effect on Constructs, Undead or Outsiders.



Revised Spell

Raise Corpse [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 1
Components: V, S
Casting Time: One full round
Range: Close [Twenty-five feet plus five feet per level Scholar the caster possesses]
Duration: One minute per level of Scholar the caster possesses
Saving Throw: Special
Perquisites: Four ranks of Knowledge [arcana]
Magic Attack Roll: DC 8

This spell calls a small Entropic spirit to posses and animate a Medium sized or smaller corpse. If the initial magic attack roll succeeds, the caster then must make another against the summoned spirit’s Will save [usually +3]. If the caster succeeds, the spirit is bound to its will and will use the body it possesses in whatever manner the caster commands to the duration of the spell. The animated corpse has the statistics of a ‘Risen Dead’ from the Bestiary. Note that the spirit can only fulfil simple commands such as ‘attack anyone but me who enters this room’ or ‘pick this up and follow me’. More complicated orders will confuse it and likely cause the spirit to perform no action. The sorcerer can also dismiss the spirit at any time, ending spell prematurely and causing the corpse to revert back to its unliving state.

Should the spirit will the resisted roll though, it can either depart immediately, or if angered, animate the provided corpse and attack the caster. A botch in the sorcerer’s roll means that the caster summoned a spirit other than the one associated with this spell. In this case, the spirit is not bound by the caster’s will and its motivations and action are left to the GM….



New Spell

Slay the Unliving [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One full round
Range: Close [Twenty-five feet plus five feet per level Scholar the caster possesses]
Duration: Instant
Saving Throw: Will
Perquisites: One other Advanced Spell of the Death and Destruction Sphere; six ranks of Knowledge [arcana or three ranks of Knowledge [undead]; Base Magic Attack Bonus +3
Magic Attack Roll: Sets DC for target's Will save

This spell, learned by many magicians to put down unnatural creatures [and a few necromancers to help put down unsuccessful experiments] attempts to destroy the sorcerous energies animating a undead creature. The sorcerer picks a single visible [by sight or spell] target and rolls his magic attack bonus. The target rolls their Fortitude save. If the target fails their check, they receive 5d6 points of Primal damage [i.e ignores DR] as the spell attacks the unnatural energies that extend their existence and is stunned for 1 round. A successful save by the target means that it receives merely 1d6 points of damage and is not stunned. An undead destroyed in this manner is reduced to dust and cannot be reanimated in any way.

Note: This spell has no effect on the living, Constructs or Outsiders.



New Spell

Control the Unliving [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 4
Components: Unknown
Casting Time: One full round
Range: Close [Twenty-fve feet plus five feet per level of Scholar the caster possesses]
Duration: Ten minutes per level of Scholar the caster possesses
Saving Throw: Willpower
Perquisites: Raise Corpse, eight ranks of Knowledge [arcana] or four ranks of Knowledge [undead]; Base Magic Attack Bonus of +4 of greater
Magic Success Roll: Sets target’s Willpower Save DC

This spell attempt to bind an Undead type of creature of Medium size or less to the caster’s will. The caster targets a single visible [by sight or spell] such creature and rolls his magic attack bonus. If the target is an unintelligent undead, its current controller makes their own magic attack roll to set the DC of the magic attack roll, otherwise, the DC is 10. If an intelligent undead is the target, it gets a Willpower save instead. If the caster is successful, he gains control of the creature for the duration of the spell and it will perform the commands of its controller for the duration of the spell or if the caster voluntarily releases it.

Note: That intelligent undead may choose to interpret commands given to them somewhat differently than the caster intended them if the caster is not wary. he spell has no effect on the living, Constructs or Outsiders.



New Spell

Desiccating Touch [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One standard action
Range: Touch
Duration: Instant
Saving Throw: Fortitude
Perquisites: Chilling Touch, five ranks of Knowledge [arcana]; Base Magic Attack bonus of +2 or greater
Magic Attack Roll: Set’s target’s Fortitude DC

This spell causes unnatural withering and decay in a living creature. The caster must first make a successful melee touch attack against his target. Then he makes a magical attack roll, resisted by the target’s Fortitude save. If successful, the caster inflicts 5d6 points of Primal damage on his target as its living tissues rot and decay from the caster’s power and are stunned for one round [e.g. suffer –2 to all attack rolls, saving throws and skill checks]. If the target saves they suffer only 1d6 points of damage.

Note: That this spell has no effect on Constructs, Undead or Outsiders.



New Spell

Raise the Undying Horde [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 1/animated corpse
Components: V, S
Casting Time: One full round
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Duration: One minute per level of Scholar the caster possesses
Saving Throw: Special
Perquisites: Raise Corpse; ten ranks of Knowledge [arcana] or five ranks of Knowledge [undead]; Base Magical Attack Bonus of +4 or higher
Magic Attack Roll: 6 +2 for every corpse animated above the first.

Identical to raise corpse, save that any amount of corpses may be animated. When animated, the spirits animating the corpses make a collective Will save of +3 against the caster’s magic attack bonus, with a bonus of +1 to their roll each time the number of undead is doubled beyond the first. So thus +2 if 2 corpses are animated, +3 if 4 are animated, +4 if 8 animated, etc. If the casters wins the opposed roll, the undead are his to command. If the spirits win the roll, they may simply leave [which causes the spell to simply fail] or use the provided bodies to use at their discretion. If the sorcerer’s botches his magic attack roll, spirits other than the ones desired arrive and act in the manner the GM deems appropriate.



Revised Spell

Death Touch [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 4
Components: V, S
Casting Time: One standard action
Range: Touch
Target: One living creature
Duration: Instant
Saving Throw: Fortitude
Perquisites: Desiccating Touch; eight ranks of Knowledge (arcana); eight ranks of Heal; Base Magica Attack Bonus of +4 or higher
Magic Attack Roll: Sets Fortitude save DC

A spell designed for the ultimate in touch attacks, death touch is designed to slay a living opponent by flooding him or her with the raw power of Death itself. The caster must make a successful touch attack against their target. If successful, the caster makes a Magic Success roll opposed the target’s Fortitude save. If the caster equals or beats the target’s save, the target dies instantly, usually shriveling into a blackened corpse or bearing the black imprint of the caster’s hand. If the target saves the raw force of the spell causes them to take 5d6 points of damage and be stunned [e.g. suffer –2 to all attack rolls, saving throws and skill checks] for one round for each level of Scholar the caster possesses as the target’s body attempts to recover from the horrifying experience.

Note: That this spell has no effect on Outsiders, Undead, Constructs or any other unliving target.



New Spell

Death Gaze [Basic Spell of the Death and Destruction Sphere]

Power Points Cost: 6
Components: Unknown
Casting Time: One standard action
Range: Evil Eye
Target: One living creature
Duration: Instant
Saving Throw: Fortitude
Perquisites: Death touch; twelve ranks of Knowledge [arcana]; ten ranks of Heal; Base Magical Attack bonus of +6 or higher
Magical Success Roll: Sets Fortitude saving throw DC

This spell, likely the origin of the legend of ‘Medusa’s gaze’, is one feared by those of who know of it. Merely by gazing upon their target, a skilled practitioner of the Arts of Death can sever the bonds of life itself from their target's body. The target must merely be seen by the caster, they do not have to meet the target’s eyes themselves. The target must then make a Fortitude saving throw opposed by the caster’s Magical Success Roll. If the target fails the saving throw then they are killed instantly. If the target succeeds, they still take 5d6 points of damage from their brush with Death and are stunned [-2 to attack rolls, saving throws and skill checks] for one round equal to the levels of Scholar possessed by the caster.

Note: This spell has no effect on Outsiders, Undead or Constructs.



New Spell

Call Wraith [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One full round
Range: Far [One mile per level of Scholar the caster possesses]
Target: One wraith
Duration: Instant
Perquisites: Four ranks of Knowledge [arcana] or two ranks of Knowledge [Undead]
Magic Success Roll: DC 12

Call wraith is a common spell among those who practice necromantic magic for good or ill. The spell sends forth a call for a specific entity resulting from the death of a creature commonly known as a wraith or ghost. Such spirits are those who Essence lingers among the material plane, willingly or no. Unlike summon animal though, the spell makes not a general call for any wraith, but must target a specific wraith- either one the caster is familiar with or knows of through some other means.

If the wraith is within the range of the spell, it will normally come to the caster at top speed. If for any reason the wraith wishes not to come it must make an opposed Will save against the caster's Magical Success Roll or be compelled to come to the caster anyways. How long this takes depends on the distance between the wraith and the caster- wraiths normally move not much faster than a living mortal but immaterial they are not deterred by terrain or natural obstacles. When it does arrive, the wraith’s actions are determined by the nature of the wraith itself. Not all wraiths hate the living and many, if treated with some respect will at least be curious as to who has summoned them.

This spell often serves two purposes. Priests often use this spell in conjunction with endless rest to lay a ghost to rest, willing or no. Unscrupulous necromancers though use it to bind wraith to their service and use them as spies or magical guardians. Both types usually possess mean to control or destroy ‘difficult’ wraiths. A third group that makes use of these spells are those who are comfortable with the presence of the dead and use it to attract spirits in order to gain the voluntarily assistance of the wraith in exchange for assisting the wraith in some way. Shamans also use it to call ancestor spirits for instruction and guidance.



New Spell

Whispers From Beyond the Grave [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One standard action
Range: Close [Twenty five feet plus five feet per level Scholar the caster possesses]
Target: Self
Duration: Ten minutes per level Scholar the caster possesses
Saving Throw: None
Perquisites: Two ranks of Knowledge [arcana]
Magic Success Roll: DC 6
Warning: The casting of this spell may provoke a Corruption check- see below

More an ability than a spell, whispers beyond the grave opens the ears of the caster to the voices of the underworld. Thus the caster can hear the mumbled whispers of the wraiths of the departed about them. The use of the spell can be a little unnerving, as those casting it for the first time can be unprepared for the vast chorus of unquiet spirits within the world. Hyboria is a bloody and violent world and many restless souls wander its darkened halls and wilds.

A person who utilizes this spell can find it useful in a number of ways. By ‘eavesdropping’ on the chorus of bodiless whispers, one can gain some useful information. Wraiths speak endlessly of the details surrounding their lives and deaths, being little more than memories themselves. Some are so entrapped in their pasts that they cannot interact with the living at all, but merely mutter to themselves or imagined [or not so imagined] beings. Other wraiths are more aware of their surroundings and can interact with the caster. Wraiths that can keep tabs on the waking world are valuable sources of information not only on the past but the present. They make incredible spies, being unseen and unheard but as they are usually bound to a person or place their range can be limited. Ghosts of sorcerers can impart magical knowledge and on rare occasions have been known to keep up research after their death. Wraiths often ask requests for such service though and often have their own agenda. Requests can be for anything from being laid to rest to getting revenge on their killer to keeping tabs on still living loved ones. More Corrupted wraiths might have a twisted desire to be worshipped or even demand a living body to inhabit- or try and trick the caster into lower their defences so they might take theirs instead.

Note: Excessive use of this spell can be dangerous to the caster though. More than one caster has become partially unhinged by too great contact with the spirits of the underworld. In game terms, the caster must make a Corruption save every ten times they use this spell.



Revised Spell

Draw Forth the Heart [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 8
Components: S
Casting Time: One standard action
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One living creature
Duration: Instant
Saving Throw: Fortitude
Perquisites: Death gaze; telekinesis, sixteen ranks of Knowledge [arcana]; twelve ranks of Heal; Ritual Sacrifice Feat; Opportunistic Sacrifice Feat; Tormented Sacrifice Feat
Magical Success Roll: Sets Fortitude saving throw DC
Warning: The learning of and each use of this spell forces the caster to make a Corruption check

More of a show of power and an act of brutality than a combat spell draw forth the heart is a horrific thing to behold. By casting this spell, the caster attempts to draw the still beating heart out of his victim into their hands and in the process increase the amount of life force they consume from their target.

When cast, the target of the spell must make a Fortitude saving throw againt the Magical Success Roll of the caster. If the target fails this roll, they die- swiftly passing across the veil between worlds with their last image that of their now cooling heart in the hands of the caster. This agonizing way of dying allows the caster to receive Power Points as if they had used the Tormented Sacrifice Feat on their target. [i.e. 1 Power Point per every 2 hit points the target had, not the usual 4 for Opportunistic Sacrifice]

If the target makes their saving throw, they still may yet be slain by the massive trauma of the spell. They suffer a heart attack, doing 10d6 points of damage immediately and if they survive that they remain winded for one minute per level of the caster. [-4 to all attack rolls, saving throws and skill checks, capable of only one standard or one move action] If the target dies from this damage, the caster only receives Power Points as per the Opportunistic Sacrifice Feat- 1 Power Point per each 4 hit points the target had.

Note: This spell has no effect on Outsiders, Undead or Constructs. An exception might be made.



New Spell

Dekerta’s Laughter [Basic Spell of the Death and Destruction Sphere]

Power Point Cost: 1 per every 10 corpses animated
Components: Unknown
Casting Time: One full round action
Range: Medium: One hundred feet and one hundred feet per level of Scholar the caster possesses
Target: One or more Medium or smaller sized corpses
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Raise undead horde; ten ranks of Knowledge [arcana]; Corruption Score 1+ ; Base Magic Attack Bonus of +4 or higher
Magic Success Roll: 14 plus 1 for every ten corpses animated

Dekerta’s laughter is named thus because it is less a useful spell than a joke She has played on humanity. The spell animates ten corpses as Risen Dead per every Power Point the caster uses, but what many texts of the spell fail to mention is that the Risen are not under the control of the caster and attack every living creature they encounter- including the caster himself. Many moderately powerful necromancers or insane dabblers have raised entire graveyards thinking to gain an army of the living dead, only to be torn apart and devoured by the hungry dead, which then continue to ravage the nearby landscape for the remaining duration of the spell- even after the original caster was killed. Many think that this result was the intended goal of Dekerta when She introduced the spell to the human race.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Spells of the Elements and Forces Sphere

New Spell

Witchlight [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One standard action
Range: 5 feet
Target: None or special
Duration: 10 minutes per level of Scholar the caster possesses
Perquisites: One rank of Knowledge [arcana]
Magic Attack Roll: DC 5 or special

Witchfire creates a small magical flame or light within 5 feet of the caster]. This light or flame is the equal in intensity of a torch though a caster may will keep at a lower intensity if they wish. The flame version used to give light, light candles, torches and other easily ignited substances or to entertain others. The witchfire can move as the caster directs but cannot move farther than 5 feet from the caster at any time. The light version of this spell can be used underwater, but not the fire.

The flame version of this spell may be used to attack a target. To do so the caster must make successful makes a touch attack upon their target. The flame inflicts 1d6 Fire damage to the target but this damage may be avoided if the target make a successful Reflex save opposed by the caster' s Magic Success Roll.



New Spell

Reinforce [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1
Components: Unknown
Casting time: One full round
Range: Touch
Target: Any non-living item of Medium size or less
Duration: One minute per level of Scholar the caster possesses
Saving Throw: N/A
Perquisites: none
Magic Attack Roll: DC 10

Reinforce is used to temporarily strengthen the unseen forces binding an object together. If successfully cast, the target object gains +1 Hardness and +1d6 hit points for the duration of the spell. Damage done to an object under the effects of this spell removes the temporary hit points first. When the spell duration ends, the object loses the extra Hardness and any remaining temporary hit points [if any]. This spell is not cumulative with another spell of effect- including another casting of this spell. Any similar spell or effect cast on an object already under the effect of a reinforce spell will cancel the original spell and replace it with its own effect.

Note: If this spell is cast on a suit of armour its DR will increase by one for the duration of the spell.



New Spell

Create Air [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One minute
Range: Touch
Target: A 5’x5’x5’ cube around the caster
Duration: Instant
Saving Throw: N/A
Perquisites: None
Magic Attack Roll: DC 8

Create air is used by sorcerers to create fresh air around themselves. Often used by the caster to produce breathable air in areas of stale air or to displace poisonous fumes about them. The spell produces the equilvent of ten minutes of breathable air for one person per level of Scholar of the caster. If cast underwater the caster is surrounded by air bubbles for one round which swiftly disperse. If cast when affected by poisonous vapours the spell provides a +4 circumstance bonus to any Fortitude check made against the poison or drug's effects.



New Spell

Purify Liquids [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One minute
Range: Touch
Target: One gallon of liquid per level of Scholar the caster possesses
Duration: Instant
Saving Throw: N/A
Perquisites: None
Magic Attack Roll: DC 7

Purify liquid is designed to remove impurities and disease bearing organisms in water and other liquids. A spell common to the Hyborian age priests due to the lack of water treatment, this spell renders even brackish or contaminated water drinkable. If cast upon poisonous substances, it weakens them reduces their Potency by 4.

Note: If cast on alcoholic beverages, it renders them into water as well- likely upsetting the person whose drink it was.



New Spell

Endless Breath [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: 1 minute
Range: Self or Touch
Target: One creature
Duration: Ten minutes per level of Scholar the caster possesses
Saving Throw: N/A
Perquisites: Create air; four ranks of Knowledge [arcana] or two ranks Knowledge [elements]; Base Magic Attack Bonus of +3 or greater
Magic Attack Roll: DC 10

Endless Breath spell creates breathable air in the lungs of the target creature for the duration of the spell. Thus the person need not open their mouth to breathe. Thus a person can stay underwater or walk across a gas filled room with little fear while the spell is in effect. If the person open their mouth to say talk though while in such an environment, then they will breathe in air- or liquid or whatnot- and suffer the normal effects. If they can reach a point where they can spend a few rounds coughing up what they breathed in the prenaturally regenerating air created by this spell will refill their lungs again.

Note: That if used to be underwater the spell does not confer resistance to the temperatures and pressures that can be found in deep water. Neither does it provide movement of any sort- the affected creature must swim normally unless they have access to another form of movement. Normally non-aquatic creatures may also suffer the usual non-lethal damage for swimming for extended periods as described in the core rule book.

Also note: That the lack of air in vacuums such as the Outer Dark isn't the most fatal component for terrestrial species- it's the pressure difference between the air in their body and the vacuum around them. This spell would actually make that worse. More than likely one enterprising sorcerer has met their end while using this spell in such a matter.....



New Spell

Minor Telekinesis [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One full round
Range: Close [Twenty-feet plus 5 feet per level of Scholar the caster possesses]
Target: One object weighing 5 pounds [10 kg] or less.
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: One basic spell of the Element and Forces Sphere; two ranks of Slieght of Hand
Magic Attack Roll: DC 8

Minor telekinesis is a power used by a sorcerer to levitate a small object by manipulating the forces about them. Such an object can be of any type, even living, so long as it doesn’t exceed the maximum weight allowed and is visible to the caster by sight or spell and in this spell’s maximum allowable range. The object’s speed can never exceed 10 ft/round.

The spell can also be used to manipulate levels, switch, doorknobs, lids and other such things. If the targeted object is grasped by another creature, the caster must make a magic attack roll opposed by the creature’s grapple check. If successful, the caster has snatched the from the resisting creature’s grasp. If failed, the creature retains control of the item grasped.

The spell can be used to animate a light weapon to attack a target. The caster uses their Magical Attack Bonus and does damage appropriate to the item. The caster may not apply any damage bonus to the attack and the caster's control of the object is too crude to allow the use of finesse fighting unless they already possesses the Ranged Finesse Feat.



New Spell

Elemental Touch [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 2 Points
Components: Unknown
Casting Time: One standard action
Range: Touch
Duration: Instant
Saving Throw: Reflex
Perquisites: Witchfire; four ranks Knowledge [arcana] or two ranks Knowledge [elements]; Base Magical Attack Bonus of +2 or higher
Magic Attack Roll: Sets target’s Reflex Save

This relatively common spell summons a small amount a elemental energy [fire is the most common, though lightning and ice are possible] to strike a target. The caster first must make a successful touch attack on their target. If successful, the target takes 4d6 points of Primal [i.e. ignores non-magical and non-natural DR] elemental damage. The target may make a Reflex save with the DC set by the casters magical attack roll to receive only half damage from this attack.

Note: That this spell can have an adverse effect on any gloves or gauntlets the caster is wearing.....



New Spell

Blade of Power [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One round [6 seconds]
Range: Touch
Target: One weapon
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Prerequisites: Witchlight; four ranks of Knowledge (arcana) or two ranks in Knowledge [elements]; Magic Attack Bonus +2 or higher
Magic Attack Roll: DC 13

Also known as flaming blade makes one weapon touched by the caster wreathed in elemental energy harmless to wielder but deadly to those he strikes. While fire is the most commonly chosen energy; lightning, ice and electricity are also possible. Note that it must be the weapon itself that is enchanted- enchanting arrows and quarrels will not work.

The weapon thus affected can do damage as it was a Primal weapon [i.e. damages creatures normally immune to non-silver or enchanted physical damage, ignore non-supernatural DR, etc.] It also gives a +1 enchantment bonus to attack and damage.

Note: That if the weapon is not Akbitanan steel or previous enchanted it will be consumed by the energies running through it and disintegrate at the end of the spell’s duration.



New Spell

Create Mist [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1
Components: Unknown
Casting time: One round [6 seconds]
Range: Close [25 feet plus 5 feet per level of Scholar the caster possesses]
Target: A volume of air not exceeding 125 cubic feet [i.e a 5' x 5' x5' area] per level of Scholar the caster possesses
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Create air, three ranks of Knowledge (arcana); two ranks Knowledge (nature); two ranks Sleight of Hand
Magic Success Roll: DC 9

A simple spell designed to provide quick concealment or to baffle foes, create mist is a common spell for those who seek to make quick exits. The spell creates a thick fog indistinguishable from ordinary mists and vapors. The mist blocks all vision, providing complete concealment to all those within or behind it- including the caster. The cloud is stationary at its point of origin, even in the presence of winds. Movement within the cloud can be difficult and horses dislike the unnatural feel of the mists. Ride and Balance checks may be necessary to move within the cloud, depending on the terrain the cloud conceals.



Revised Spell

Sense Currents [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: 1 full round
Range: Self
Target: Self
Duration: 1 hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Two ranks of Knowledge (geography); Four ranks of Knowledge (sea)
Magic Success Roll: DC 8

This spell is similar to the version in Pirate Isles with a few differences as noted above. The spell gives the caster knowledge of the sea’s movements within the immediate area. This knowledge can increase the effective overland speed on a body of water by +1 knot [mile per hour] for the duration of the spell if acting as a ship’s navigator or for a sentient aquatic creature.



New Spell

Shape Currents [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 4/knot of speed desired
Components: V, S
Casting Time: One minute
Range: Far [One mile per level of Scholar the caster possesses]
Target: One ship or group of aquatic creatures
Duration: One hour per level of Scholar the caster desires
Saving Throw: None
Perquisites: Sense currents; Four ranks of Knowledge [geography]; Six ranks of Knowledge [sea]; Magical Attack Bonus +1 or higher
Magic Success Roll: DC 12 + number of knots of speed chnaged by the spell

Rather than simply being aware of the movement of currents, shape currents is used to alter the flow of water to benefit or hinder a target’s movement in water. For each 4 Power Points expended, the caster may increase or decrease a ship’s speed by 1 knot [mile per hour] or a character’s swimming speed by 5. If cast on a group of aquatic creatures for the purpose of long scale movement their aquatic overland speed can be decreased or increased by 1 for each 4 Power Points expended. Deep One Priests often use this spell to move large groups of their kind rapidly from place to place or to slow a targeted vessel to make it easier to catch up to. [See the ‘Beastiary’ topic for more information on Deep Ones].



New Spell

Elemental Strike [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 4
Components: Unknown
Casting time: One standard action
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One creature or object
Duration: Instant
Saving Throw: Reflex
Perquisites: Elemental touch, eight ranks in Knowledge [arcana] or four ranks of Knowledge [elements]; Basic Magical Attack bonus of +4;
Magical Success Roll: Sets Reflex saving throw DC

Elemental strike is a spell common to many sorcerers. A more powerful version of elemental touch, this allows a caster to channel enough elemental energy at a distance. The strike does 8d6 points of Primal damage [i.e. ignores non-magical DR] though the target can make a Reflex save againat the caster's Magic Success Roll to receive only half damage.

The type of elemental energy used is determined by the caster upon learning the spell. Fire, Cold and Lightning are common, but Corrosive and other more inventive versions of the spell have been seen before. Once chosen though this becomes the only elemental energy the spell can emit. If the caster wishes to use a different elemental effect with this spell they must relearn it with the new effect as if it was another spell entirely.



New Spell

Elemental Blast [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 6
Components: Unknown
Casting Time: One standard action
Range: Close [Twenty-five feet plus five feet per every level of Scholar the caster possesses]
Target: One living creature or object
Duration: Instant
Saving Throw: Reflex
Perquisites: Elemental strike; twelve ranks of Knowledge [arcana] or six ranks of Knowledge [elements]; Base Magic Attack Bonus of +6 or higher
Magical Success Roll: Sets Reflex saving throw DC

A more devastating version of elemental strike, this spell is designed to strike a primary target and those around them. To target the spell properly the caster must first make a ranged touch attack against the target's Dodge Defence. If successful the spell hits the target and will aslo affect those within 5' around them as described below. If the caster misses and the spell's effects will center a point 5' for for every point the caster missed the target DC with their ranged touch attack roll in a random direction.

Those in the center of the spell's zone of effect 12d6 in Primal damage. [i.e. ignores non-magical DR] In addition all those within five feet of the target receive 6d6 points of Primal damage as well. All those receiving damage from the spell may make a Reflex save against the Magical Success Roll of the caster to receive only one-half damage from the spell’s effects. As with elemental strike, the type of Elemental damage is determined by the caster upon learning the spell. To use this spell with other elemental effects will require relearning the spell as described in the entry for elemental strike.



New Spell

Elemental Holocaust [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 8
Components: Unknown
Casting time: One standard action
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One living creature or object
Duration: Instant
Saving Throw: Reflex
Perquisites: Elemental blast; sixteen ranks of Knowledge [arcana] or eight ranks of Knowledge [elements]; Base Magic Attack Bonus of +8 or higher
Magical Success Roll: Sets Reflex saving throw DC

Elemental holocaust is a most unsubtle spell. The raw stuff of unformed Creation is set loose from the caster in such volume that all but the heartiest of opponents will rendered into fine dust. Like with elemental blast the caster must make a ranged touch attack against the target's Dodge Defence. If it hits the intended target of the spell is at the center of the spell's effect. If the caster misses the spell's effect is centered in a random direction from the intended target area at a distance of 5' for each point the caster misses their ranged attack roll as described in the elemental blast spell.

The target of the center of the spell's effect receives 18d6 points of Primal damage [i.e ignores non-magical DR] and the very air around them screams in agony. All objects and creatures within five feet of the target receive 9d6 points of Primal damage and all targets between five and ten feet away receive 4d6 Primal damage as. All creatures who receive damage from this spell may make a Reflex save against the caster’s Magical Success Roll to receive only one half damage from the attack. As with all its precursors, the caster of this spell may use any type of Elemental energy they wish upon learning the spell but if they wish to use the spell with a different elemental effect the spell must be relearned as described in the elemental strike entry.



New Spell

Basic Telekinesis [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One round
Range: Close [Twenty-five feet plus 5 feet per level of Scholar the caster possesses]
Target: One object with a weight up to 5 pounds per level of Scholar the caster possesses
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Minor telekinesis; six ranks of Sleight of Hand; Base Magic Attack of +2 or higher
Magic Attack Roll: DC 12

A more powerful version than the basic version of this spell, basic telekinesis allows a caster to lift a heavier object and with finer control. The caster may manipulate any object-even living beings- in the spell’s range they can perceive and within the spells weight range. If the target of the spell has a Dodge Defence though the caster must make a successful ranged touch attack to target them with this spell. If the object has magical protection such as personal warding, the caster must beat the caster of the protection with an opposed Magic Success Roll.

Control of the object's motion is a bit finer as well. The caster may use this spell to attack with objects and weapons and may use finesse combat to do so even without the Ranged Finesse Feat though improvised weapons still possess their usual penalty to the attack roll. The sorcerer uses their Magic Attack score to attack when using objects affected by this spell to attack a target. The spell is also often used to deliver alchemical products to their targets.

Objects affected by this spell can move 15 feet per round. Maintaining this spell is a move action each round the spell is active. The caster may cast this spell on themselves to give themselves a primitive sort of flight if they can lift their own mass.



New Spell

Mage Armour [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 2-8
Components: Unknown
Casting Time: One standard action
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Reinforce; Two Advanced Spells of the Element and Forces Sphere; Base Magic Attack Bonus of +4 or higher
Magic Success Roll: DC 12 + 1 for each Power Point used by the caster

Mage Armour sets about the caster an aura of force designed to protect them from physical and energetic harm. For each two Power Points expended, the caster receives a point of Damage Reduction. This additional DR is considered Primal and thus provides protection from source such as fire and the elemental family of offensive spells. It is also not affected by the Armour Piercing of non-enchanted weapons- thus the caster will retain the full DR granted by the spell against normal attacks. The DR granted by this spell also ‘stacks’ with the DR granted by worn or natural armour.

Note: Due to results in play testing, this spell may be removed from the spell list of Raven's Rules v 1.2. Game Masters will have to come to their own decision on this one!



New Spell

Quench Fire [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One move action
Range: Close [25 ft. and 5 ft. per level]
Target: One burning object or 5’ x 5’ area
Duration: Instantaneous
Saving Throw: Usually none; Fort save possible
Perquisites: Two ranks of Knowledge [arcana]
Magic Success Roll: DC 6

Quench fire is a simple spell that works well for sorcerers that often invoke or use fire or flammable objects. Good for dousing a wooden bench or smoldering laboratory assistant, a successful casting of this spell extinguishes one Medium sized or smaller object, creature or one 5’ x 5’ area of non-magical flames. [Note that flames started my magical means are considered non-magical. The spell created the fire but the resulting flames are quite ordinary] Fires maintained by magic means are unaffected. Creatures of the Fire subtype take 1d4 hit points of damage from this spell if the caster makes a successful Magic Success Roll against the creature’s Fortitude saving throw.



New Spell

Quench Flames [Basic Spell of the Elements and Forces Sphere]

Power Point Cost: 1+
Components: Unknown
Casting Time: One standard action
Range: Close [Twenty five feet and five feet per level]
Target: One or more burning objects and/or 5’ x 5’ areas
Duration: Instantaneous
Saving Throw: Usually none; rarely Fort save
Perquisites: Quench fire; six ranks Knowledge [arcana]; Base Magical Attack Bonus of +2 or more
Magic Success Roll: DC 5 + 1 per Power Point used

A more advanced version of quench fire; quench flames is a spell for those who need to clear the room of fire pronto! Upon successful casting each power point expended by the caster will extinguish one five by five area or the equivalent of a Medium sized object or creatures. [Large object/creatures are the equivalent of two Medium sized creatures; a Huge object/creature is the equivalent of four Medium sized object/creature, etc.]. It can be used against magical flames as well, but the creator/caster/controller of the magical flames may make a resisted Magical Success Roll or Will save against the caster’s Magical Success Roll to resist the effects of the spell. Magical fires with a duration of Permanent are merely interrupted for one round per level of Scholar the caster possesses- all others are forever eliminated. Creatures of the Fire subtype suffer 1d4 hit points of damage per each Power Point expended by the sorcerer from this spell unless they make an opposed Fortitude save against the caster’s Magic Success Roll.


.
Offline Profile Quote Post Goto Top
 
Nialldubh
Member Avatar
Administrator
[ *  *  *  *  * ]
Spells of the Life and Nature Sphere

Minor Healing [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One minute
Range: Touch
Target: One creature
Duration: Instant
Saving Throw: None
Perquisites: Two ranks Heal, Two ranks Knowledge (arcana)
Magic Success Roll: DC 5

A common spell known by herbwives, shamans and healer everywhere in the Hyborian age, minor healing is a spell designed to boost a body’s natural ability to heal itself. If cast successfully in conjunction with a Heal skill check [The caster’s or another’s], the healer gains a +4 supernatural bonus to their Heal check.



Revised Spell

Call Animal [Basic Spell of the Life and Nature Sphere]
[was Call Beast]

Power Point Cost: 1 or 2
Components: Unknown
Casting Time: One minute
Range: Far [One mile per level of Scholar the caster possesses]
Target: One Small or Medium Animal or Vermin
Duration: One hour per level of Scholar the caster possesses
Saving Throw: Special
Perquisites: Four ranks Knowledge (nature)
Magic Success Roll: DC 8 for a Small sized creature; DC 10 for a Medium sized creature

This spell releases a magical call for a particular non-magical Animal or Vermin type creature desired by the caster. The caster must determine the animal type desired and then cast the spell. Casting the spell cost one magic point for a Small sized creature and 2 for a Medium sized creature. If spell’s initial Magic Success roll succeeds and the animal exists within the range of the spell, the nearest creature hears the call. If the caster is a Priest or Priestess of a Power of Nature [such as Jhebbal Sag or Ishtar in her role as a goddess of Fertility], the animal will choose to come. Otherwise the caster must make an additional Magic Success check against the target creature’s Will save to compel the creature to come.

The creature if successfully called will move to the caster at its swiftest speed. Once it arrives, it will follow the caster’s commands to the best of its ability, including attacking other creatures, though complicated orders are likely too much for the animal to comprehend. If the animal did not come voluntarily to the caster’s call and is wounded in the caster’s service, the caster must make a Magic Success Roll equal to DC of 10 + ½ the damage taken by the animal or the creature will break the spell’s effect and flee. Once the spell duration ends, the animal is free to act on its own will. Most times the animal will choose to depart unless badly mistreated by the caster, in which case it may choose to attack the caster.



New Spell

Basic Healing [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 1-3
Components: Unknown
Casting Time: One full round
Range: Touch
Target: One living individual
Duration: Instant
Saving Throw: None
Perquisites: Healing, minor; four ranks of Knowledge (arcana), six ranks of Heal, Base Magic Attack Bonus +2 or higher
Magic Success Roll: DC 8 + 2 times number of PP used in the spell

Basic Healing is a spell used by few but the desperate or those with more Power Points than health remaining. The spell floods the target with a massive amount of life energy, attempting to force the body to heal rapidly. Such unnatural cellular growth comes at a price. Without the time to set properly most injuries simply reopen, though often in a less severe state. The net result is that the spell’s recipient receives 1d4 + the sorcerer’s Charisma bonus hit points [minimum 1] per Power Point expended, up to a maximum of three Power Points. Note that this spell cannot give a character more health than their natural maximum total. Any health recovered in excess of that is simply lost.

Since natural healing in the Conan system is much more effective in the long term, this spell is usually used by only those without the time necessary to let their bodies recover. This spell gives no benefit to to the treatment of disease and poison save by restoring hit damage caused by such sources.



New Spell

Trackless Step [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One full round
Duration: One hour per level of Scholar
Range: Self
Target: Self
Saving Throw: None
Perquisites: Two ranks Knowledge (nature), two ranks Survival; Track Feat
Magic Success Roll: DC 8

A simple spell used by many barbaric shamans, trackless step is designed to confuse those hoping to track the caster. When the caster walks through natural terrain under the effect of this spell, their feet leave no trace on the earth behind them. Trackers can still try and follow the caster by secondary signs such as torn fibers or with the use of tracking animals such as dogs [or if they possess the Scent ability themselves] but the DC to do so is increased by 5.



New Spell

Bounty of the Hunt [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 8 per square mile affected
Components: Unknown
Casting Time: One hour
Range: Far [One mile per level of Scholar the caster possesses]
Duration: One day
Saving Throw: None
Perquisites: Call Animal and at least one Advanced Spell of the Life and Nature Sphere; Six ranks Knowledge [nature] or Knowledge [sea]; six ranks Survival; Priest Feat; Magical Attack Bonus +4 or higher
Magical Success Roll: DC 18

Bounty of the Hunt is a spell common to barbaric shamans and followers of the Earth Mother and other Divine aspects of Fertility. The spell acts to entice prey into the targeted area for the duration of the spell. Any attempt to make a Survival check to find game in that area will gain a +4 supernatural bonus. Note that if the spell is cast on Aquatic terrain, the perquisite changes from Knowledge [nature] to Knowledge [sea] and the bonus is granted to those fishing that area.



New Spell

Bounty of the Field [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 15 per square mile affected
Components: Unknown
Casting Time: Four hours
Range: Far [One mile per level of Scholar the caster possesses]
Duration: One season
Saving Throw: None
Perquisites: Two Advanced Spells of the Life and Nature Sphere; Ten ranks of Knowledge [nature]; Four ranks Profession [farmer]; Priest Feat; Magical Attack Bonus of +3 or higher
Magical Success Roll: DC 20

Bounty of the field is spell used for agricultural purposes for both the followers of the Earth Mother and the great masters of the slave farms of Stygia. The spell enriches the soil of the targeted area, renewing the nutrients needed for the growth of plants. All Profession [farmer] checks in that area possess a +4 supernatural bonus for one full growing season.

The high Power Point cost of the spell means that save for the greatest of adepts, this spell will often require Ritual Sacrifices and/or use of Power Rituals.



New Spell

Speech of Bough and Leaf [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One full round
Range: Far [One mile per level of Scholar the caster possesses]
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Four ranks of Knowledge [nature]
Magical Success Roll: DC 8

Speech of bough and leaf is similar to speech of bird and beast save that it affects the world of plants. Those who first learn this spell may be in for a shock though. Few realize that the plants speak constantly- the moving of wind through boughs and blades of grass hum with a low murmur of unheard conversation. Trees mumble about the water condition, grass speaks of the sensation a being walked upon and fungus slowly mumbles about the taste of rotting wood.

Humans cannot speak this language- the slow and steady speech of plants is too alien for most human minds to think in, much less speak. One can gain useful information though by listen in. The spell can act as a low grade sorcerous news about the goings on about the landscape as living beings and magic cause disturbances that plants can sense. If used to gather herbs, forage for food or find water, the spell gives a +2 supernatural bonus to the appropriate Knowledge [nature], Search or Survival checks. Lastly, since plants are very sensitive to the changes in the atmosphere, it gives a +4 supernatural bonus to the use of the Survival check to predict weather.

Note: That the spell does work on intelligent and monstrous Plant subtype creatures. In the case of some like the malevolent Yogatha vine and the Black Lotus, the caster may not like what they hear.



New Spell

Speech of Bird and Beast [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One full round
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Two ranks Handle Animal and two ranks Knowledge [nature]
Magic Success Roll: DC 5

Speech of bird and beast is a common spell for shamans and witches. It lets the caster understand and speak the languages of any creature with the Animal template. What animals may have to say though depends on the circumstances. Wild animals are usually preoccupied with the everyday routine of survival while domesticated animals usually are more preoccupied with receiving affection, attention and food.

Information garnered from animals is limited to what the animal is capable of understanding. Animals live a very focused mindset around their specific role in the world. Most concern themselves with the acquisition of food and water, mating and care of the young. They are also much less intelligent than humans and do not have much for memories. Nonetheless, animals can be useful sources of information. Anyone looking for a group of humans in a natural setting need only listen to the animals of the terrain to find them. To them, humans no matter how concealed stick out like a sore thumb. Need to find a dangerous predator menacing the landscape? The animals would know. They need to keep track of such a being to stay alive.

In game terms, the spell allows the caster to use the Gather Information skill by listening into the ‘chatter’ of the local animals. Note that information will be limited to what is important to animals. The fact that a robin thinks itself an ideal mate is not likely to be important to the caster, but the warning cries of the local herbivores that a wolf pack is approaching can. In addition, anyone using this spell while hunting game gains a +2 supernatural bonus to their Survival skill check.

Interaction with animals in conversation should be roleplayed though. Domestic animals start with an Indifferent attitude. What their relationship with their owners is depends on how the owners treat them. Wild animals are by nature usually Unfriendly to humans- humans tend to be a great threat to them. Priest of Jhebbal Sag the Earth Mother or other natural deities, Children of Nature or Jhebbal Sag or those with a near total affinity with nature might get an Indifferent or better attitude from the animal. Certain predators that consider humans to be prey might start out as Hostile!

Note that this spell has no effect on sentient creatures- though certain exception like serpent men might be found.



New Spell

Claws of the Beast [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 2
Components: Unknown
Casting Time: One standard action
Range: Self
Target: Self
Duration: One minute per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Scent of the beast or eyes of the beast; six ranks of Knowledge [nature]; Magic Attack Bonus of +3 or higher
Magic Success Roll: DC 10

Claws of the beast is a relatively simple spell allowing a sorcerer to mould their hands into claws capable of ripping into flesh and bone. Upon successful casting of the spell the hands of the sorcerer lengthen and form razor sharp talons. These claws do 1d8 point of damage, have an Armour Piercing Value of 2 and a critical threat range of 20. If the caster possesses the Two-Weapon Fight Proficiency they may make an attack with each claw with a Full Attack action. The caster is considered to be armed while making attacks with the claws and does not provoke an attack of opportunity when doing so. The claws are considered a natural weapon of the caster and may be used to apply damage in a successful grapple

Any gloves or gauntlets worn by caster are immediately destroyed by the emerging claws. The caster can still use basic tools like weapons but anything requiring fine manipulation like lock picking or turning the pages of a book will be beyond them.

The claw bequeath a +1 circumstance bonus to the caster’s Intimidation check to those unused to such transformations.



New Spell

Eyes of the Beast [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One standard action
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Four ranks of Knowledge [nature]
Magical Success Roll: DC 8

Eyes of the beast is a spell designed to grant the caster the superior vision enjoyed by most animals. The spell grants the caster Low Light Vision of thirty feet and a +1 circumstance bonus for all Spot checks.



New Spell

Scent of the Beast [Basic Spell of the Life and Nature Sphere]

Power Point Cost: 1
Components: Unknown
Casting Time: One standard action
Range: Self
Target: Self
Duration: One hour per level of Scholar the caster possesses
Saving Throw: None
Perquisites: Four ranks of Knowledge [nature]
Magical Success Roll: DC 10

Scent of the beast grants a sorcerer the superior olfactory senses enjoyed by most animals. For the duration of the spell, the caster possesses the Scent special ability to a range of thirty feet. That is they may in normal conditions detect the presence of creatures with thirty feet. Targets upwind of the sorcerer can be detected up to sixty feet away, while those downwind at fifteen. The sorcerer may also Track targets by scent alone if they have the appropriate Feat and are willing to bend down and get on their hands and knees every once in a while….


.
Offline Profile Quote Post Goto Top
 
« Previous Topic · The Wizard's Tower: · Next Topic »
Add Reply