Editing
The Great Castlemourn Campaign Magic
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Spells== ===Animal Friend=== *Understand Animal (4) *Talk To Animal (8) *Summon Animal (15) *Command Animal (25) ===Banish=== *Turn (Creature Type) varies *Banish (Creature type) varies ===Blessing=== *Attention 3 *Enhance Blessing 5 *Good Luck 8 *Fertility 12 *Bless Village 15 *Remove Curse varies *To Victory 15 ===Control Creature=== *By Type varies ===Curse=== *Clumsy 8 *Dim Sight 9 *Blight 10 *The First Curse of the Razha 10 Cast upon a man (only) and causes him to stutter uncontrollably, imposing a -2 on all Orate, Flirting, and Singing rolls, and a -5 on any spell casting rolls. The spell requires the target to have offended you in some way, and lasts until the target apologizes publicly (you tell the target this as part of casting the spell). Otherwise, it lasts indefinitely, or until you lift the curse or die. *The Third Curse of the Razha 14 Cast on a man (only) and strikes him impotent. While under the effect of the spell, if he crits a Lustful roll or fumbles a Chaste roll, he goes mad. The spell lasts indefinitely, or until you remove it or it is removed magically (your death has no impact on the spell). *Infertility 12 *Wither Field 25 *Lampoon 25 ===Demonize=== *By Type ===Dispel=== *Unravel Magic (Effect) *Counterspell (Effect) *Offensive Dispel (Effect +5) ===Divination=== *Augury 10 *Divination 18 *Commune with God 25 ===Divine Miracle=== *Intercession 10 *Intervention 25 *Miracle 55 ===Emotion=== *Slumber 10 *Fear 10 This spell causes the target to treat the caster as if they were a creature with a Valorous modifier. Anyone wishing to attack or approach must pass a Valorous roll. On a fumble they flee in terror, on a failure they can try again the next round. The penalty starts at -0 for a successful casting and increases to -5 for +5 Mana and -10 for +10. *Name of The Seven 15 *Inflame Passion 15 *Charm 15 The enchantress uses this spell to create a directed trait of 2d6 points. It must be a trait beneficial to her, and directed towards her. Generally acceptable traits might include Chaste, Lustful, Generous, Merciful, Just, Trusting, or Forgiving. Multiple traits can be affected for the same price as for affecting multiple people. Fumbling this spell might result in the caster gaining the directed trait, or in the opposite trait being affected. *Suggestion 15 *Fascinate 15 *Create Passion 25 *Dominate 25 ===Flame=== *Control Flame 5+ The sorcerer takes mental control of a single fire. The fire is assumed to have some sort of size, which is on the same scale as for creatures. So, a size 10 fire is about as big as a normal lady. That probably equates to a sizable bonfire. For a character who is on fire, the fire is half the character's size. When the spell is cast, the caster can control a fire of size up to the total amount of mana generated. This "costs" only 5 of that mana. The remainder of the mana can be spent to affect duration, increase the number of targets, or increase control over the fire. For every 2 points of mana "spent" over the base 5, the caster can influence the size of the fire by 1 point. So, if she devotes 10 mana to controlling the fire above the default 5, she could raise or lower the size by up to 5. She can continue to adjust the size of the fire over the duration of the spell, but by no more than 2 points per round, and never beyond the range she paid for. Reducing a fire to size 0 extinguishes it, causing the spell to end immediately. If the fire moves outside of the caster's range, she can influence it back towards that range, but not away from it. While under the caster's control, the fire resists being extinguished, but concerted effort can still put it out, as can severe conditions. Effectively, the caster can "heal" the fire. *Burning Hands 16 You shoot forth a huge gout of fire from your hands, about 20 yards long and in a considerable arc. More or less everyone in the direction of your choice is lit on fire, though the spell does no direct damage. People with shields may roll against the value of their shield to escape the flames, unless they are using the shield in close combat or aren't holding it at all. Fumbling the casting of this spell means that a freak gust causes the flames to blow back in the wrong direction. *Fire Shield 12 This spells conjures a dancing flame around the caster. The flame has a skill of 15, and acts to defend the caster against attacks on its own volition. It will never attack, and it cannot be directed - if there are multiple attackers, the fire shield is divided as evenly as possible against them all. If the fire shield wins a combat roll, it does 3d6 damage, affected normally by armor, to the attacker. On a fumble, the shield goes out. On a crit, it ignites the attacker, but does not do double damage. On a tie, the fire shield counts as a sword. The fire shield cannot deal damage against attackers using magic, ranged weapons, or lances, halberds, or great spears. The spell operates independently of the caster, who may pursue other actions, but attackers may be struck only by the shield or the caster, and do not need to split their skill between them. For every extra 10 mana applied to this spell, the skill may be increased by 5, to a maximum of 25, or the damage may be increased by 1d6, to a maximum of 5d6. In any case, the fire shield is easily extinguished by water, or anything else which would extinguish a fire. ===Glamour=== ===Healing=== *Improve Aid 5 *Improve Care 5 *Heal Fast 15 *Treat Disease 18 *Transfer Wound 3/1d6 *Instant Healing 5/1d6 ===Necromancy=== *Oracle 10 *Command Corpse 15 *Animate Corpse 30 *Raise Graveyard 55 ===Protect=== *Ward Person varies *Ward Place varies *Offensive Ward varies *Trap Object varies *Ward vs Creature varies ===Sacred Space=== *Magic Circle 4+ ===Shapeshift=== *By Creature 10+ ===Summon Creature=== *By Type varies ===Travel=== *Swiftfoot 5 *Swifthoof 10 *Footrun 10 *Footfly 15 *Open Ley Line 15 *Dimension Door 25 *Teleport 50 ===Weather Control=== *Change Weather 5+ *Nice Weather 12 *Good Rain 12 *Call Storm 18
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information