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| Nordheimer Magic:; Rare Magic of the Northern Lands! | |
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| Tweet Topic Started: Sep 24 2012, 11:29 PM (934 Views) | |
| Nialldubh | Sep 24 2012, 11:29 PM Post #1 |
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Nordheimer Magic He chiselled the rune into the smooth rock he worked at on a shale cover mountain-side. He was in a stern concentration as he focused his mind on the rune of power. He chanted a prayer to Ymir and continued his work, gaining the power of the earth to surge through him, into the stone! He finished with a slight smile, the spell he had placed into the rock would protected the lodge of his son and his newly married wife. He roused and with determination, stomped down the glen to his village. Fine works created by Daz. Link to Saga Magic. Seidr and Spa Magic: look like a form of Divination Magic. A good reference that can help is in 'Faith and Fevours,' Page: 13-14 for the spell Shamanic Ecstasy,' and notes on Nord Magic and Beliefs on Pages 61-62. |
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| Nialldubh | Sep 24 2012, 11:30 PM Post #2 |
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Runic Magic The Runes Luck Rune (Basic Rune) PP Cost: 2 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: See below The caster carves a rune and specifies who it will benefit and in what specific situation it will benefit them (for example, “luck for Bolli Bollarson in the duel against Haakon the Mad tomorrow” would be good, while “luck for Bolli Bollarson next time he gets attacked” would not be). Once the rune is triggered (for example by the duel starting) it grants +1 to all d20 rolls. The rune is then must be worn by whoever it grants luck to for it to be effective. The rune lasts for 1 day/scholar level in an inactive form, but once triggered it grants benefits for 1 minute/scholar level. Ale Rune PP Cost: 2 Component: S, M Casting Time: 1 minute Range: Personal Target: One object Duration: Instantaneous Prerequisites: Knowledge Arcana 4 Ranks, Luck Rune You carve a rune into a drinking vessel (or cut your hand and write a rune on it with your blood). If the drink contains poison the drinking vessel will shatter. Beast Rune PP Cost: 2 Component: S, M Casting Time: 1 minute Range: Personal Target: One object Duration: 1 minute/scholar level Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune The caster carves a rune which allows him to speak to one specific animal for the duration of the spell. Catch Rune PP Cost: 4 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: 1 hour/scholar level Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune The caster places a rune upon a glove and whoever wears the glove benefits from this spell for its duration. You must have the hand wearing the glove that his spell is cast on free (holding nothing) to benefit from this spell. Once per round when you would normally be hit with a ranged weapon, you may catch it so that you take no damage from it. Thrown weapons can immediately be thrown back at the original attacker (even though it is not your turn) or kept for later use. You must be aware of the attack and not flat-footed. Attempting to catch a ranged weapon does not count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be caught. Greater Iron Can’t Bite Rune PP Cost: 9 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: 1 hours/caster level Prerequisites: Knowledge Arcana 16 Ranks, Luck Rune This spell is cast on an object that grants the wearer complete immunity against slashing and piercing iron weapons which cannot be finessed around. This does not function is the wearer wears armour of any kind (helmets and shields are OK). Greater Luck Rune PP Cost: 8 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: See below Prerequisites: Knowledge Arcana 12 Ranks, Luck Rune The caster carves a rune and specifies who it will benefit and in what specific situation it will benefit them (for example, “luck for Bolli Bollarson in the duel against Haakon the Mad tomorrow” would be good, while “luck for Bolli Bollarson next time he gets attacked” would not be). Once the rune is triggered (for example by the duel starting) it grants +4 to all d20 rolls. The rune is then must be worn by whoever it grants luck to for it to be effective. The rune lasts for 1 day/scholar level in an inactive form, but once triggered it grants benefits for 1 minute/scholar level. Health Rune PP Cost: 2 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: 1 day/caster level Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune This spell is cast on a small piece of wood. If this piece of wood is placed under the mattress of a bed whoever sleeps in the bed regains one point of ability damage lost to disease for each night they sleep in that bed. Once all ability score damage has been recovered the disease is healed. Iron Can’t Bite Rune PP Cost: 3 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: 1 hours/caster level Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune This spell is cast on an object that grants the wearer +4 DR against slashing and piercing iron weapons which cannot be finessed around. This stacks with barbarian DR and helmets but not with armour of any kind. Improved Iron Can’t Bite Rune PP Cost: 6 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: 1 hours/caster level Prerequisites: Knowledge Arcana 12 Ranks, Luck Rune This spell is cast on an object that grants the wearer +8 DR against slashing and piercing iron weapons which cannot be finessed around. This stacks with barbarian DR and helmets but not with armour of any kind. Improved Love Rune PP Cost: 6 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: 1 day/scholar level and see below Prerequisites: Knowledge Arcana 15 Ranks, Luck Rune Saving throw: Will negates and see below Magic Attack Roll: Sets DC for target’s saving throw The caster carves a rune (that only works for one target) and places it under the target’s mattress. The target must be attracted to the caster’s gender or the spell does not work. Every night that the target sleeps in the bed that has the rune under the mattress they must make a will saving throw or become completely devoted to the caster. One the target fails his saving throw the effect is permanent unless the rune is broken. The caster can then order the target to do most anything that he wants (except for impossible orders such as “forget everything that has happened today”). If the target is ordered to do something against his nature or witnesses the caster do something that he find repugnant (such as the caster murdering a member of the target’s family), the target gets a new saving throw (with a +1 or +2 bonus if the order is suicidal or otherwise extremely against the target’s nature) for each such order. If the target passes any such will save the spell is broken. Improved Luck Rune PP Cost: 4 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: See below Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune The caster carves a rune and specifies who it will benefit and in what specific situation it will benefit them (for example, “luck for Bolli Bollarson in the duel against Haakon the Mad tomorrow” would be good, while “luck for Bolli Bollarson next time he gets attacked” would not be). Once the rune is triggered (for example by the duel starting) it grants +2 to all d20 rolls. The rune is then must be worn by whoever it grants luck to for it to be effective. The rune lasts for 1 day/scholar level in an inactive form, but once triggered it grants benefits for 1 minute/scholar level. Love Rune PP Cost: 2 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: 1 day/scholar level and see below Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune Saving throw: Will negates and see below Magic Attack Roll: Sets DC for target’s saving throw The caster carves a rune (that only works for one target) and places it under the target’s mattress. The target must be attracted to the caster’s gender or the spell does not work. Every night that the target sleeps in the bed that has the rune under the mattress they must make a will saving throw or view the caster favourably. This does not make the target willing to do anything obviously stupid or suicidal, just be positively-inclined towards the caster. One the target fails his saving throw the effect is permanent unless the rune is broken. Of course if the caster does something offensive to the target (like kill a family member) the target will no longer view the caster favourably. Also if the first magical attack roll made by the caster is less than 10 (modified) then the rune functions as a Sickness Rune instead of a Love Rune. Nith Rune PP Cost: 4 Component: S, M Casting Time: 1 hour Range: See below Target: One creature Duration: One year/caster level Saving Throw: Will negates Prerequisites: Knowledge Arcana 4 Ranks, Luck Rune Magic Attack Roll: Sets DC for target’s saving throw The caster carves a pole with various images (usually the target in sexually compromising positions) and attaches an animal skull to the top of the poll and drives it into land on the property of the target. As long as the pole remains in place and the target fails his will save, the target takes a -2 penalty on all d20 rolls. Does not stack with curses of any sort. Sea Rune PP Cost: 8 Component: S, M Casting Time: 1 hour Range: Personal Target: One boat Duration: 1 month/caster level Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune The caster carves runes into the hull of a boat that grants the crew +2 to all Profession (sailor) checks while on the boat. Sickness Rune PP Cost: 4 Component: S, M Casting Time: 10 minutes Range: Personal Target: One object Duration: 1 week/scholar level Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune Saving throw: Fort negates Magic Attack Roll: Sets DC for target’s saving throw The caster carves a rune into an object that only works on one target. This rune is then placed under the mattress of the target’s bed. While sleeping in that bed, the target does not heal any ability score damage and must make a saving throw every night or suffer one point of constitution damage. Shield Rune PP Cost: 2 Component: S, M Casting Time: 10 minutes Range: Personal Target: One shield Duration: 1 week/scholar level Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune The caster carves runes into a shield that makes it as hard as iron, which ups the shield’s hardness to 10. Shout Rune PP Cost: 2 Component: S, M, V Casting Time: 10 minutes Range: Personal Target: One object Duration: Instantaneous Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune The caster carves a rune into an object then shouts; this breaks ropes, chains, doors, walls, etc. The caster makes a strength check of +8 normal or five times their scholar level +8 whichever is greater to break the object. Strength Rune PP Cost: 3+ points Component: S, M Casting Time: 10 minutes Range: Personal Target: One pole Duration: one hour/scholar level Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune The caster carves runes on a pole and drives it into the ground. The next person who touches the pole gains a bonus to strength of 2 and two more for every additional 3 power points expended. The caster can give the recipient a maximum bonus of 2 or the caster’s scholar level, whichever is greater. . |
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| Nialldubh | Sep 24 2012, 11:31 PM Post #3 |
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Hamfarir (shape-changing/animal totem magic) Note: Many of these spells relate to the caster’s totem animal. A totem animal can be any natural animal, is chosen at character creation and can never be changed. Aspect of the Beast (basic Hamfarir) PP Cost: 1 Component: V Casting Time: Full round action Range: Personal Target: Self Duration: 10 minutes/scholar level The caster takes on one element of his totem animal. This can be Low Light Vision, a +3 competence bonus to a relevant skill, or +5 feet/round to land speed. For example a caster with an eagle totem animal could use this spell to get a +3 bonus to spot but not a +3 bonus to Jump since that is not related to eagles. Animal Ally PP Cost: 6 Component: V, S, M, XP Casting Time: 1 standard action Range: 1 mile/scholar level Duration: Instantaneous Prerequisites: Survival 6 ranks, Aspect of the Beast Magic Attack Roll: Sets DC for target’s saving throw Effects: see animal ally spell in Conan d20 book (p. 207). Too long to summarize here. Gives you familiar/animal companion-type critter. XP cost: 150 Awake the Beast PP Cost: 8 Component: V, S, M Casting Time: 5 minutes Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Will negates and see below Prerequisites: Survival 15 ranks, Aspect of the Beast Magic Attack Roll: Sets DC for target’s saving throw Effects: see awful rite of the werebeast, page 197. Too long to summarize here. The spell turns the target into an obedient were-creature. The only change is that the form of were-beast must match the target’s totem animal. Banish the Beast PP Cost: 4 Component: V, S Casting Time: 1 action Range: Touch or Evil Eye Target: One human Duration: Instantaneous Saving Throw: Will negates Prerequisites: Survival 15 ranks, Aspect of the Beast Magic Attack Roll: Sets DC for target’s saving throw If successful, this spell returns a human in animal shape to its human form. This dispels such spells as Wolf Shirt and returns casters using spirit sending spells to their bodies. Bear Shirt PP Cost: 4 points and see below Component: V, S Casting Time: 1 full round Range: Personal Target: Self Duration: 3 + con bonus rounds and see below Prerequisites: Survival 7 Ranks, Aspect of the Beast This spell gives the caster all of the effects of the Fighting-madness feat. As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point. In addition this spell grants the caster a temporary +2 HP/level (maximum +20), a +2 bonus to saves vs. massive damage and immunity to saves vs. massive damage while he has any of the temporary hit points granted by this spell. This spell cannot be cast while wearing armour (helmets and shields are fine) and armour cannot be donned while the caster is under the effect of this spell. Bones of Life PP Cost: 1 point/hit dice of creature Component: V, S, M Casting Time: 1 hour Range: Touch Target: The bones of one creature that in life had a maximum of one HD/casters scholar level Duration: Instantaneous Saving Throw: None Prerequisites: Heal 15 ranks, Survival 15 ranks, Summon Beast, Raise Dead Returns a single non-magical animal to life. Material components: various herbs worth 20 sp/HD of the creature Calm the Beast PP Cost: 2 Component: V, S Casting Time: 1 standard action Range: Touch, Magical Link, or Evil Eye Target: One animal Duration: Instantaneous Saving Throw: Will negates Prerequisites: Survival 4 Ranks, Aspect of the Beast Magic Attack Roll: Sets DC for target’s saving throw If the target animal fails its will save it becomes calm an unwilling to attack. If this is cast on a summoned creature or a creature under the control of a sorcerer, then the sorcerer makes the will save instead of the animal. The target gets a -2 to its saving throw if its species is the caster’s totem animal and a +2 to its will save (cumulative) if it is radically different than the caster’s totem animal, if the caster or his allies have attacked it, or if it is in any way magical (controlled, summoned, transformed etc. etc.). Control Magical Beast PP Cost: 9 Component: V, S Casting Time: 1 standard action Range: Evil Eye Target: One magical beast Duration: Instantaneous Saving Throw: Will negates Prerequisites: Survival 10 Ranks, Handle Animal 10 Ranks, Summon Beast, Animal Ally Magic Attack Roll: Sets DC for target’s saving throw Using this spell the sorcerer gains an initial rapport with a magical beast. However afterwards the caster must institute a regimen of training to get the beast to follow orders and the beast’s loyalty is natural, not magical, and it can turn against its master if mistreated. A caster can only control creatures whose combined hit dice equal his caster level in this manner. Dream of the Beast PP Cost: 1 Component: V, S Casting Time: 1 hour Range: 100 miles/caster level Target: One sleeping human Duration: Concentration Prerequisites: Survival 8 Ranks, Aspect of the Beast, Interpret Dreams Saving throw: none The caster appears in the form of his animal totem in the dreams of his target. The caster cannot speak or write but can use its actions in the target’s dream to attempt to send a message to the target. Dreki Shirt PP Cost: 8 points and see below Component: V, S Casting Time: 1 full round Range: Personal Target: Self Duration: 3 + con bonus rounds and see below Prerequisites: Survival 10 Ranks, Aspect of the Beast This spell gives the caster all of the effects of the Fighting-madness feat. As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point. In addition this spell grants the caster a temporary +4 HP/level (maximum +40), a +4 bonus to saves vs. massive damage and immunity to saves vs. massive damage while he has any of the temporary hit points granted by this spell. This spell cannot be cast while wearing armour (helmets and shields are fine) and armour cannot be donned while the caster is under the effect of this spell. Greater Summon Beast PP Cost: 4+ points Component: V, S, XP Casting Time: 1 standard action Range: 1 mile/scholar level Target: One animal Saving throw: Will negates Duration: 1 minute/scholar level Prerequisites: Survival 6 Ranks, Aspect of the Beast Magic Attack Roll: Sets DC for target’s saving throw As Greater Summon Beast in the core rules, except there is no experience cost if an animal of the same species as the caster’s totem animal is summoned and not focus is needed. Animals that match the caster’s totem animal receive a -2 on their will saves, while other get a +2. Lesser Awake the Beast PP Cost: 4 Component: V, S Casting Time: 1 minute Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Will negates Prerequisites: Survival 12 ranks, Aspect of the Beast Magic Attack Roll: Sets DC for target’s saving throw Permanently transforms the target into his totem animal. Humans in totem animal form have the stats of a normal animal of that species (including low intelligence) or an animal ally of that species owned by a sorcerer whose scholar level is equal to character level of the transformed human (minus the “special” abilities), whichever is better. The target of this spell retains only vague memories of his life as a human. Lesser Shape Shifting PP Cost: 8 Component: V, S, M Casting Time: 1 full round Range: Personal Target: Self Duration: 3 + con bonus rounds and see below Prerequisites: Survival 12 Ranks, Aspect of the Beast You assume the form of your totem animal (no clothes or other objects transform). The assumed form cannot be more than twice your scholar level in hit dice. You take on your own or the assumed form’s attributes, BaB, saves, etc. whichever are greater but retain your own hit points (this transformation does not heal you in any way). You can cast any spells that have solely Verbal components in your assumed form but cannot take any actions that your assumed form would not be able to do (speaking etc.). As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point. The caster can return to his own form at will and you revert to your human form if slain. Material components: herbal concoction worth 100 SP Lesser Spirit Sending PP Cost: 4 Component: V, S, M Casting Time: 10 minutes Range: Personal Target: Self Duration: 10 rounds/scholar level Prerequisites: Survival 10 Ranks, Aspect of the Beast The caster sends forth their spirit from their body in the form of his/her totem animal. His/her animal form can move as normal for that animal, can be attacked (with a 50% miss chance) and appears as a ghostly or insubstantial animal and cannot attack or effect matter in any way. The caster’s body is helpless while his/her spirit is away and can be attacked or incapacitated without the spirit being any the wiser. The caster can cancel the spell and return to his/her body as a free action. Material components: a herbal concoction worth 20 sp. Savage Beast PP Cost: 4 Component: V, S Casting Time: 1 standard action Range: Evil eye or touch Target: One living creature plus see below Duration: 1 round/scholar level plus see below Saving throw: Will negates Prerequisites: Survival 9 Ranks, Aspect of the Beast Magic Attack Roll: Sets DC for target’s saving throw This spell turns a normal animal (max HD 16) berserk. The target gets the affects of the Fighting Madness and Diehard feats and any creature bitten by the animal must make a saving throw or feel the affects of the spell themselves 2d10 rounds later. The savage beast can be instructed by the caster to attack a single creature or group of creatures within its line of sight. Shape-shifting PP Cost: 10 Component: V, S, M Casting Time: 1 full round Range: Personal Target: Self Duration: 10 minutes/scholar level Prerequisites: Survival 15 Ranks, Aspect of the Beast As shape-shifting spell in the Core rules but the material component is an herbal concoction worth 500 sp rather than gems. Material components: herbal concoction worth 100 SP Speech of the Beasts PP Cost: 1 Component: V, S Casting Time: 1 standard action Range: Personal Target: Self Duration: 10 minutes/scholar level Prerequisites: Survival 4 Ranks, Aspect of the Beast This allows the caster to speak to any animal of the same species as his totem animal. Spirit-sending PP Cost: 10 Component: V, S, M Casting Time: 10 minutes Range: Personal Target: Self Duration: 1 hour/scholar level Prerequisites: Survival 12 Ranks, Aspect of the Beast The caster sends forth their spirit from their body in the form of his/her totem animal. His/her animal form can move as normal for that animal and can be attacked as normal. The assumed form cannot be more than twice your scholar level in hit dice. You take on your own or the assumed form’s attributes, BaB, saves, etc. whichever are greater but retain your own hit points (this transformation does not heal you in any way). You can cast any spells that have solely Verbal components in your assumed form but cannot take any actions that your assumed form would not be able to do (speaking etc.). The caster’s body is helpless while his/her spirit is away and can be attacked or incapacitated without the spirit being any the wiser. The caster can cancel the spell and return to his/her body as a free action. Material components: herbal concoction worth 100 SP Summon Beast PP Cost: 1+ points Component: V, S, XP Casting Time: 1 standard action Range: 1 mile/scholar level Target: One animal Saving throw: Will negates Duration: 1 minute/scholar level Prerequisites: Survival 4 Ranks, Aspect of the Beast Magic Attack Roll: Sets DC for target’s saving throw As Summon Beast in the Core rules, except there is no experience cost if an animal of the same species as the caster’s totem animal is summoned and not focus is needed. Animals that match the caster’s totem animal receive a -2 on their will saves, while other get a +2. Wolf Shirt PP Cost: 1 point and see below Component: V, S Casting Time: 1 full round Range: Personal Target: Self Duration: 3 + con bonus rounds and see below Prerequisites: Survival 4 Ranks, Aspect of the Beast This spell gives the caster all of the effects of the Fighting-madness feat. As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point. This spell cannot be cast while wearing armour (helmets and shields are fine) and armour cannot be donned while the caster is under the effect of this spell. Wrath of the Beast PP Cost: 1+ points Component: V Casting Time: 1 free action Range: Personal Target: Self Duration: Instantaneous Prerequisites: Survival 4 Ranks, Aspect of the Beast For every power point you spend you gain a +1 bonus on all melee attack and damage rolls for the next round. You can spend one power point per scholar level. . |
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| Nialldubh | Sep 24 2012, 11:31 PM Post #4 |
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Curses of the Sagas New Nordheimer Sorcery Style Lesser Ill-Fortune (Basic Curse) PP Cost: 2 Component: V Casting Time: Standard action Range: Evil eye, touch or magical link Target: One creature Duration: One day Saving Throw: Will negates Magic Attack Roll: Sets DC for target’s saving throw -1 penalty on all d20 rolls. Does not stack with other curses. The caster can attach conditions to the curse at will (such as, “you will be cursed until you give me back my ship”). Dull the Blades PP Cost: 1 Component: V Casting Time: Standard action Range: Evil eye, touch or magical link Target: One bladed weapon Duration: Unit sharpened Saving Throw: Will of the person bearing the blade negates; if the blade is not currently being carried there is no saving throw. Heirloom-quality weapons give a +2 to the saving throw, sheathed weapons give +2 to the saving throw and primitive weapons give a -2 to the saving throw. Prerequisites: (Magic attack bonus +1, lesser ill-fortune) Magic Attack Roll: Sets DC for target’s saving throw -4 AP penalty to a single bladed weapon. If a weapon’s AP becomes negative then there’s a -1 damage penalty for each point negative AP. As usual, strength bonuses cannot be used to increase AP if the weapon’s AP is 0 or lower. Greater Dull the Blades PP Cost: 3 Component: V Casting Time: Standard action Range: Evil eye, touch or magical link Target: One bladed weapon Duration: Unit sharpened Saving Throw: Will of the person bearing the blade negates; if the blade is not currently being carried there is no saving throw. Heirloom-quality weapons give a +2 to the saving throw, sheathed weapons give +2 to the saving throw and primitive weapons give a -2 to the saving throw. Prerequisites: (Magic attack bonus +3, lesser ill-fortune, dull the blades) Magic Attack Roll: Sets DC for target’s saving throw -8 AP penalty to a single bladed weapon. If a weapon’s AP becomes negative then there’s a -1 damage penalty for each point negative AP. As usual, strength bonuses cannot be used to increase AP if the weapon’s AP is 0 or lower. Greater Ill-Fortune PP Cost: 8 Component: V Casting Time: Standard action Range: Evil eye, touch or magical link Target: One creature Duration: One year Saving Throw: Will negates Prerequisites: (Magic attack bonus +3, lesser ill-fortune) Magic Attack Roll: Sets DC for target’s saving throw -4 penalty on all d20 rolls. Does not stack with other curses. The caster can attach conditions to the curse at will (such as, “you will be cursed until you give me back my ship”). Glam’s Curse PP Cost: 2+ (see below) Component: V Casting Time: Free action Range: Evil eye, touch or magical link Target: One creature Duration: One year Saving Throw: None Prerequisites: (Magic attack bonus +4, lesser ill-fortune) Can only be cast when at -1 to -9 HPs and can be cast even when otherwise unable to act. The spell uses all of the caster’s power points and then kills the caster (fate points notwithstanding). The victim receives a penalty to all d20 rolls equal to the caster’s remaining power points divided by three. The caster can attach conditions to the curse at will (such as, “you will be cursed until you pay my son compensation for my death”). Ill-Fortune PP Cost: 4 Component: V Casting Time: Standard action Range: Evil eye, touch or magical link Target: One creature Duration: One month Saving Throw: Will negates Prerequisites: (Magic attack bonus +1, lesser ill-fortune) Magic Attack Roll: Sets DC for target’s saving throw -2 penalty on all d20 rolls. Does not stack with other curses. The caster can attach conditions to the curse at will (such as, “you will be cursed until you give me back my ship”). Mass Dull the Blades PP Cost: 8 Component: V Casting Time: Standard action Range: All blades not currently carried by allies within a radius of 30 ft. + 5ft. per scholar level from the caster Target: Bladed weapons Duration: Unit sharpened Saving Throw: Will of the person bearing the blade negates; if the blade is not currently being carried there is no saving throw. Heirloom-quality weapons give a +2 to the saving throw, sheathed weapons give +2 to the saving throw and primitive weapons give a -2 to the saving throw. Prerequisites: (Magic attack bonus +3, lesser ill-fortune, dull the blades) Magic Attack Roll: Sets DC for target’s saving throw -4 AP penalty to a single bladed weapon. If a weapon’s AP becomes negative then there’s a -1 damage penalty for each point negative AP. As usual, strength bonuses cannot be used to increase AP if the weapon’s AP is 0 or lower. Nithigr Bones PP Cost: 2 Component: S, V Casting Time: Standard action Range: Touch Target: One creature Duration: 1 round/scholar level Saving Throw: Will negates Prerequisites: (Magic attack bonus +2, lesser ill-fortune, seithr eyes) Magic Attack Roll: Sets DC for target’s saving throw If touched, the target must make a will saving throw or become paralysed for the duration of the spell. Skorpna Curse PP Cost: 10 Component: V, S Casting Time: Standard action Range: Evil eye Target: One creature Duration: One round/Two scholar levels Saving Throw: Will negates Prerequisites: (Magic attack bonus +5, lesser ill-fortune) Magic Attack Roll: Sets DC for target’s saving throw Target is reduced by one size category per round (results: +2 Dex, -2 Str (minimum 1), -2 Con (minimum 1), +1 to hit, +1 defensive value, -5 ft. speed, melee weapons deal less damage). After being shrunk the target stays small but a greater warding can return the victim to his original size and the victim gets a new saving throw each day to reverse the spell’s effects. Wind’s Hated Son PP Cost: 5 Component: V, S Casting Time: 5 minutes Range: Evil eye, touch or magical link Target: One creature Duration: One month Saving Throw: Will negates Prerequisites: (Magic attack bonus of +3, lesser ill-fortune) Magic Attack Roll: Sets DC for target’s saving throw Causes all non-magical wind within a one-mile radius of the victim to die. . |
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| Nialldubh | Sep 24 2012, 11:32 PM Post #5 |
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Galdr (Counterspells/ Warding Spells) Warding Chant (Basic Galdr) PP Cost: 2 Component: V, S Casting Time: Standard action Range: Personal Effect: One or more spells already affecting you Duration: Instantaneous Magic Attack Roll: Opposes opponent's Magic Attack Roll For each harmful spell already affecting the caster, the caster may make a magic attack roll opposed by the sorcerer who had cast a spell on him to cancel the spell completely. Frey's Chant PP Cost: 5 per use Component: V, S Casting Time: 1 round Range: 25ft + 5ft per scholar level, emanating from the caster Duration: Concentration Prerequisites: Perform (ritual) 12 ranks, greater warding chant, warding chant Magic Attack Roll: Opposes opponent's Magic Attack Roll The caster begins the chant at no magical cost to him and whenever a enemy casts a spell on one of the caster�s allies, the caster can substitute his magic attack roll for the saving throw of one of his allies. Greater Warding Chant PP Cost: 4 Component: V, S Casting Time: 1 round Range: Touch Duration: Instantaneous or one hour per scholar level Prerequisites: Perform (ritual) 10 ranks, warding Magic Attack Roll: Opposes opponent's Magic Attack Roll It can either be used exactly like the warding chant or it can be cast in advance and automatically comes into effect when a harmful spell is cast on the target, after which it dissipates. Master Warding Chant PP Cost: 8 Component: V, S, M Casting Time: 10 minutes Range: 10 feet Duration: One minute/scholar level Prerequisites: Perform (ritual) 15 ranks, warding Skill Roll: Perform (ritual) DC 18 An invisible barrier surrounds the sorcerer, moving with him, causing all magical effects, spells, magic items etc. to not function when within the range of the spell. Summoned creatures disappear while within range of the spell and blink back into existence when the spell ends of the caster moves on. Materiel Components: Incense worth 250 silver Odin's Chant PP Cost: 2 points per hour Component: V, S Casting Time: 1 round Range: 25ft + 5ft per scholar level, emanating from the caster Duration: Concentration Prerequisites: Perform (ritual) 4 ranks, warding) Magic Attack Roll: Opposes opponent's Magic Attack Roll While the chant is in effect all attempts to use magical means to gain information about the caster or his companions must beat the caster�s magic attack roll with their own magic attack roll for their spell to function. Thor's Chant PP Cost: 2 Component: V Casting Time: 1 standard action Range: 25ft + 5ft per scholar level Duration: 10 minutes/scholar level Prerequisites: Perform (ritual) 4 ranks, warding) Magic Attack Roll: Sets DC for target's saving throw This spell eliminates any supernatural DR that the target may possess for the duration of the spell. Very useful for countering the use of the iron can�t bite rune. . |
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12:36 AM Jul 11