Editing Urien Mab Carreg of House Jerbiton

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THE MINER’S KEEN EYE
 
THE MINER’S KEEN EYE
  
 
R: Per, D: Conc, T: Vision
 
R: Per, D: Conc, T: Vision
 
 
You can see any one type of mineral
 
You can see any one type of mineral
 
(gold, diamond, sand), specified at the time of casting, through up to 3 paces of intervening material. You have a good idea of how much is there and how pure it is, if appropriate.
 
(gold, diamond, sand), specified at the time of casting, through up to 3 paces of intervening material. You have a good idea of how much is there and how pure it is, if appropriate.
 
 
(Base 2, +1 Conc, +4 Vision, +1 see through intervening material)
 
(Base 2, +1 Conc, +4 Vision, +1 see through intervening material)
 
  
 
WALL OF PROTECTING STONE
 
WALL OF PROTECTING STONE
  
 
R: Voice, D: Sun, T: Ind
 
R: Voice, D: Sun, T: Ind
 
 
Makes a wall of granite up to 25 paces
 
Makes a wall of granite up to 25 paces
 
wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top.
 
wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top.
 
 
(Base 3, +2 Voice, +2 Sun, +2 size)
 
(Base 3, +2 Voice, +2 Sun, +2 size)
 
  
 
HANDS OF THE GRASPING EARTH
 
HANDS OF THE GRASPING EARTH
  
 
R: Voice, D: Diam, T: Part
 
R: Voice, D: Diam, T: Part
 
 
Req: Muto
 
Req: Muto
 
 
Earthen hands from beneath the target
 
Earthen hands from beneath the target
 
rise out of the ground, and grasp the target’s ankles. To break free requires a Strength stress roll of 15+. (One attempt is allowed per round, and each requires a Fatigue roll.) Each hand can be destroyed by beating its +25 Soak roll (hacking weapons do double normal damage) and inflicting a Light Wound.
 
rise out of the ground, and grasp the target’s ankles. To break free requires a Strength stress roll of 15+. (One attempt is allowed per round, and each requires a Fatigue roll.) Each hand can be destroyed by beating its +25 Soak roll (hacking weapons do double normal damage) and inflicting a Light Wound.
 
+
(Base 3, +2 Voice, +1 Diam, +1 Part, req- uisite free)
(Base 3, +2 Voice, +1 Diam, +1 Part, requisite free)
 
 
 
  
 
THE CRYSTAL DART
 
THE CRYSTAL DART
  
 
R: Voice, D: Mom, T: Ind
 
R: Voice, D: Mom, T: Ind
 
 
Req: Rego
 
Req: Rego
 
 
A 10-inch crystal dart rises from the
 
A 10-inch crystal dart rises from the
 
ground at your feet, floats into the air, and speeds off like an arrow at a target that is with- in Voice range. It does +10 damage, and always
 
ground at your feet, floats into the air, and speeds off like an arrow at a target that is with- in Voice range. It does +10 damage, and always
 
hits its target, although it must penetrate Magic Resistance to have any real effect.
 
hits its target, although it must penetrate Magic Resistance to have any real effect.
 
 
(Base 3, +2 Voice, +1 Rego requisite)
 
(Base 3, +2 Voice, +1 Rego requisite)
 
  
 
THE UNSEEN PORTER
 
THE UNSEEN PORTER
  
 
R: Voice, D: Conc, T: Ind
 
R: Voice, D: Conc, T: Ind
 
 
Like Unseen Arm (ReTe 5), but it can carry
 
Like Unseen Arm (ReTe 5), but it can carry
 
large objects such as crates. Roughly speaking, it has the capabilities of a very strong person (Str +5). The heavier the object is, the slower the unseen porter moves. If delicacy is required, high Finesse stress rolls (12+ or so) are needed. The spell can only carry inanimate objects, and cannot carry you. It also cannot lift things more than 6 feet above the ground. Casting requisites of an appropriate Form for the target are required.
 
large objects such as crates. Roughly speaking, it has the capabilities of a very strong person (Str +5). The heavier the object is, the slower the unseen porter moves. If delicacy is required, high Finesse stress rolls (12+ or so) are needed. The spell can only carry inanimate objects, and cannot carry you. It also cannot lift things more than 6 feet above the ground. Casting requisites of an appropriate Form for the target are required.
 
 
(Base 3, +2 Voice, +1 Conc)
 
(Base 3, +2 Voice, +1 Conc)
 
  
 
CREST OF THE EARTH WAVE
 
CREST OF THE EARTH WAVE
  
 
R: Voice, D: Mom, T: Part
 
R: Voice, D: Mom, T: Part
 
 
Creates a wave in the earth that starts at
 
Creates a wave in the earth that starts at
 
your feet and travels out to the range of your Voice in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make Dexterity stress rolls of 12+ to leap over the wave, or they are tossed aside and take +10 Damage. The wave overturns trees and damages buildings in its path.
 
your feet and travels out to the range of your Voice in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make Dexterity stress rolls of 12+ to leap over the wave, or they are tossed aside and take +10 Damage. The wave overturns trees and damages buildings in its path.
 
 
(Base 3, +2 Voice, +1 Part, +2 size)
 
(Base 3, +2 Voice, +1 Part, +2 size)
 
  
 
GROWTH OF THE CREEPING THINGS
 
GROWTH OF THE CREEPING THINGS
  
 
R: Touch, D: Sun, T: Ind
 
R: Touch, D: Sun, T: Ind
 
 
Causes an insect, mouse, toad, or other
 
Causes an insect, mouse, toad, or other
 
small (Size –9) creature to grow to four times its normal size. If it was poisonous before, it is even more poisonous now. Semi-poisonous creatures, like most spiders, have poison with an Ease Factor of 6 that does a Light Wound.
 
small (Size –9) creature to grow to four times its normal size. If it was poisonous before, it is even more poisonous now. Semi-poisonous creatures, like most spiders, have poison with an Ease Factor of 6 that does a Light Wound.
 
 
(Base 4, +1 Touch, +2 Sun)
 
(Base 4, +1 Touch, +2 Sun)
 
  
 
DISGUISE OF THE PUTRID AROMA
 
DISGUISE OF THE PUTRID AROMA
  
 
R: Voice, D: Conc, T: Ind
 
R: Voice, D: Conc, T: Ind
 
 
The target takes no interest in you as long
 
The target takes no interest in you as long
 
as you continue to concentrate, and do not threaten it. A carnivore treats you as if you were simply something it does not eat. It retains normal interest, however, in anyone else nearby.
 
as you continue to concentrate, and do not threaten it. A carnivore treats you as if you were simply something it does not eat. It retains normal interest, however, in anyone else nearby.
 
 
(Base 2, +2 Voice, +1 Concentration)
 
(Base 2, +2 Voice, +1 Concentration)

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