Post by Brad the Inhaler on Sept 7, 2008 3:27:21 GMT
Work In Progress
To gain a new spell, a magic user should be of the appropriate level to cast the spell, and must have a written copy of the spell (In a language they can read), they must also have witnessed another magic user (Ideally their master) using the spell before. Then, provided they have xp required for that spell level, they may attempt to cast it for the first time. The character then must take an Intelligence test, a success means the spell is cast and is learned by the character for future use, a failure results in a miscast and, in the case of "evil" wizards, a roll on the appropriate Magical Disability table.
Petty Magic:
(x2 Intelligence for the purposes of learning, 50xp)
Curse
Type: petty
MPs - 1
Range 12 Yards
Duration - Until dispelled
Ingredients: Hair. nail or bodily fluid from target.
The spell inflicts a curse upon the victim. The curse is unpleasant but not dangerous and can take a number of forms. For example - Piles, Baldness, Sore Throat, Acne, Warts, Incontinence, Halitosis, etc. This spell is quite popular amonst village witches and hedge wizards.
The spell can be removed by a Remove Curse spell cast by a spellcaster of higher level than the caster of the original curse.
Gift of Tongues
Type: petty
MPs - 1 per turn
Range - Hearing
Duration- 1 turn (60 secs) plus 1 extra turn per extra magic point expended.
Ingredients - Tongue of any creature
The caster can understand and speak any language for the duration of the spell.
Glowing Light
Type: petty
MPs - 1 per hour
Range - Touch
Duration - 1 hour per MP
Ingredients - Any object.
The spell causes the object to glow brightly, giving off light equivalent to that of a lantern. At the end of the spell the object disappears.
Magic Alarm
Type: petty
MPs - 2
Range - Touch
Duration - Until triggered
Ingredients - Small bell
The caster can cast this spell at any spot. If a creature passes within a yard of the spot, the caster is made aware of it. If the caster is asleep at the time the Magic Alarm will wake him.
Magic Flame
Type: petty
MPs - 1
Range - Personal
Duration - Until extinguished
Ingredients - None
This spell causes a small flame to appear in the caster's palm. The flame will go out when the caster closes his or her fist. The flame is too small to be used as a weapon, but is handy for lighting fires.
Magic Lock
Type: petty
MPs - 3 per week
Range - 1 yard
Duration - 1+ weeks
Ingredients - A dab of glue
This spell can be cast on any lock or bolt within 1 yard of the caster. An enchanted lock/bolt cannot ever be picked or forced open, but will remain solidly firm. However, the spell does not prevent someone from smashing down a magically locked door, for example, and magically locked chests could still be broken open.
Marsh Lights
Type: petty
MPs - 1
Range - NA
Duration - 1 hour
Ingredients - 2 Fireflies
This spell creates the appearance of a number of lights, as of distant torches or lanterns. The lights appear within 100 yards of the caster, and can be sent off in any desired direction. They naturally follow corridors or paths, and do not need to be controlled or overseen in any way. The caster can, however, control their movements more closely while the lights remain in sight - but must concentrate to do so (ie. He or she may not perform any other actions while controlling the lights' movements.)
The lights travel at various speeds, but never slower than 8 yards per round, and never faster than 16 yards per round. They last for 1 hour, and then gradually fade and vanish. This spell is useful for creating false trails, and confusing pursuers. By the time they realise what is going on, the caster could be miles away.
Open
Type: petty
MPs - 3
Range - 1 Yard
Duration - Instant
Ingredients - A small silver key
This spell can be cast against any lock, bolt or latch within 1 yard, and causes it automatically to unlock, unbolt or lift. The locks or whatever, will remain opened for the next minute, and cannot be forced shut again during this time. This spell will not work on a magically locked bolt, lock or latch.
Produce Small Creature
Type: petty
MPs - 2
Range - Personal
Duration - NA
Ingredients - None
This spell allows the character magically to produce a small animal from a hat or pocket. The creature is a normal member of it's species, and may be eaten if it is normally edible.
When learning the spell, a D6 should be rolled to determine which creature is summoned.
1=; White Mouse, 2=; White Rabbit, 3=; White Dove, 4=; Snake, 5=; Fish, 6=; Lizard.
Protection From Rain
Type: petty
MPs - 1
Range - Personal
Duration - 1 Hour
Ingredients - A Miniature Umbrella
This spell stops rain from falling on the caster. Even in the heaviest downpour the character remains perfectly dry. The effects last for 1 hour, or until dispelled by the caster.
Reinforce Door
Type: petty
MPs - 3 per week
Range - 1 Yard
Duration - 1+ Weeks
Ingredients - A Small Lock
Thiss spell can be cast on any door, chest or similar vessel within 1 yard to make it physically tougher, and thus harder to break open. The door or vessel will gain one point of Toughness. Up to three spells (+3 Toughness) can be cast on any one door or vessel.
Remove Curse
Type: petty
MPs - 1
Range - Touch
Duration - Instantaneous
Ingredients - None
The caster can remove a curse placed by another caster of the same level or lower. Only one curse can be removed at a time.
Sleep
Type: petty
MPs - 2
Range - Touch
Duration - D6 Turns
Ingredients - A piece of down
This spell can be cast upon any single character the caster can touch - the victim need not know that a spell is being cast. The victim must make a test against Will Power or fall into a comatose sleep for D6 game turns. This spell only works against a single humanoid creature under ten feet tall - it has no affect against larger creatures.
A caster wishing to use this spell against a combat opponent must make a succesfful hit with the open hand (normal unarmed combat modifiers apply.) The touch causes no damage, but the victim will fall into a deep sleep.
Sounds
Type: petty
MPs - 1
Range - Within Hearing
Duration - 1 Round
Ingredients - A small speaking trumpet
This spell causes a sound of some kind to occur. This can be a very loud noise, which echoes over a great distance (up to half a mile in the open, more underground), or a very soft noise, such as heavy breathing. The caster may choose the type of noise and the volume; the spell can produce any kind of noise except speech. The noise lasts only for a single ten-second round. The source of the noise may be anywhere up to 24 yards from the caster.
Zone of Cold
Type: petty
MPs - 1
Range - Personal
Duration - 1 Hour
Ingredients - A lit torch
This spell reates a 12-yard diameter Zone centered around the caster. The Zone lasts for an hour, until it is destroyed, or until the caster moves. Within the Zone the temperature is lowered by ten degrees centigrade. Whilst a character is maintaining a Zone he may not cast any new magic, nor may he used meditation skill to recover magic points. Two or more Zones may not overlap. If this should do so then both Zones are instantly destroyed.
Zone of Silence
Type: petty
MPs - 1
Range - Personal
Duration - 1 Hour
Ingredients - A ball of wax
This spell creates a 12-yard diameter Zone, centered on the caster.
The zone lasts for an hour, until it is destroyed, or until the caster moves. No sound will pass into or out of the Zone, no matter how loud.
Whilst a character is maintaining a Zone he may not cast any new magic, nor may he used meditation skill to recover magic points. Two or more Zones may not overlap. If this should do so then both Zones are instantly destroyed.
Zone of Warmth
Type: petty
MPs - 1
Range - Personal
Duration - 1 Hour
Ingredients - A piece of animal fur
The Zone of Warmth creates a 12-yard diameter Zone centered on the caster. The Zone last for an hour, until it is destroyed, or until the caster moves. Within the Zone temperature is rasied by ten degrees centigrade
Whilst a character is maintaining a Zone he may not cast any new magic, nor may he used meditation skill to recover magic points. Two or more Zones may not overlap. If this should do so then both Zones are instantly destroyed.
Lore of Undeath
Level 1 magik
Spell of unbinding
Type: Necromancy
Magic Points: 2
Range: 24 yards
Duration: instantaneous
Ingredients: dust from a grave or water blessed by a cleric
This spell can be cast on any group of skeletons/zombies or ethereal undead. It will hurt 1d6 members of the group. The creatures must take a will power test or be destroyed
Hand of Dust
Type: Necromancy
Magic Points: 1 per touch
Range: n/a
duration: until the necromancer is wounded
Ingredients: part of a corpse's shroud
This spell endows the caster with the ability to cause wounds with his touch. Roll to hit, ignoring unarmed combat modifiers, and any hit automatically causes 1d6 wounds on the target, irrespective of toughness or armour (unless magical). For each successful touch, 1 magic point is lost. No weapon can be used. Victims do not receive a magic test to avoid its effects.
Summon Skeletons
Type: Necromancy
Magic Points: 4
Range: n/a
Duration: until dawn of the following day
Ingredients: skeleton/corpse/enchanted skull
This spell summons up d6 skeletons. If summoned using an enchanted skull they appear within 6 yards of the summoner.
Summon Zombies
Type: Necromancy
Magic points: 3
Range: n/a
Duration: until dawn of the following day
Ingredients: Corpse/enchanted brain/large scrap of flesh
This spell summons up D6+1 zombies. If summoned using an enchanted brain they appear within 6 yards of the summoner
Zone of Life
Type: Necromancy
Magic Points: 4
Range: n/a
Duration: 1 hour per level
Ingredients: a holy relic
This spell creates a magical field, 12 yard in diameter, centred on the caster. the zone lasts one hour per level of the caster or until the caster moves. The caster may forbid any undead from entering the zone, or from firing missiles or casting magic into the zone. While maintaining the zone, a character may not cast any new spells or use meditation skill to recover magic points. The zone's area may not overlap with any other zone. If another zone touches or overlaps with the zone of life, then both zones are destroyed.
Blessed Orb
Type: Holy
MPs - 2
Range; 36
Duration - instantaneous
Ingredients; none
Counts as a magic missile and the cleric gets an additionial one per level just like the fireball spell or lightning bolt spell.
If cast on an undead or deamonic creatures, the creature must take a WP test or suffer D6 wounds regardless of toughness or armour, if cast on a friendly character of good alignment it immediatly restores D3 wounds.
Holy Sight
Type: Holy
MPs - 3, +1 per additional minute
Range; caster's sight
Duration - 10mins
Ingredients; none
Any undead or deamonic creature as well as mutants skaven and othe creatures warped by chaos, will immediatly be revealed for what they are to the caster
Soul Snare
Type: Evil
MPs - 1
Range; 18
Duration - instantaneous
Ingredients; none
Counts as a magic missile and the cleric gets an additionial one per level just like the fireball spell or lightning bolt spell.
The target must take a WP test or suffer D3 wounds regardless of toughness or armour, these wounds are then given back to the cleric to restore him up to his complement, any access wounds are lost.
Dark Sprites
Type: Evil
MPs - 3
Range; 6yards
Duration - 1 hour
Ingredients; none
Summons D3 dark sprites which will do the casters bidings, no control tests are needed as these creatures are to cowardly to dare to rebel against their master.
Physique: Dark Sprites are typically tiny humanoids of either sex, being from one centimetre in height to six inches. Most possess wings and even those who don't can still fly. Dark Sprites may often be very ugly creatures and do not posses much intelligence.
M;2 WS;10 BS;10 S;1 T;1 W;2 I;50 A;1 Dex;89 Ld;10 Int;14 Cl;14 WP;14 Fel;10
Special Rules: Dark Sprites can only be harmed by magical weapons and because of their small size all to-hit rolls against them are resolved at -40.
To gain a new spell, a magic user should be of the appropriate level to cast the spell, and must have a written copy of the spell (In a language they can read), they must also have witnessed another magic user (Ideally their master) using the spell before. Then, provided they have xp required for that spell level, they may attempt to cast it for the first time. The character then must take an Intelligence test, a success means the spell is cast and is learned by the character for future use, a failure results in a miscast and, in the case of "evil" wizards, a roll on the appropriate Magical Disability table.
Petty Magic:
(x2 Intelligence for the purposes of learning, 50xp)
Curse
Type: petty
MPs - 1
Range 12 Yards
Duration - Until dispelled
Ingredients: Hair. nail or bodily fluid from target.
The spell inflicts a curse upon the victim. The curse is unpleasant but not dangerous and can take a number of forms. For example - Piles, Baldness, Sore Throat, Acne, Warts, Incontinence, Halitosis, etc. This spell is quite popular amonst village witches and hedge wizards.
The spell can be removed by a Remove Curse spell cast by a spellcaster of higher level than the caster of the original curse.
Gift of Tongues
Type: petty
MPs - 1 per turn
Range - Hearing
Duration- 1 turn (60 secs) plus 1 extra turn per extra magic point expended.
Ingredients - Tongue of any creature
The caster can understand and speak any language for the duration of the spell.
Glowing Light
Type: petty
MPs - 1 per hour
Range - Touch
Duration - 1 hour per MP
Ingredients - Any object.
The spell causes the object to glow brightly, giving off light equivalent to that of a lantern. At the end of the spell the object disappears.
Magic Alarm
Type: petty
MPs - 2
Range - Touch
Duration - Until triggered
Ingredients - Small bell
The caster can cast this spell at any spot. If a creature passes within a yard of the spot, the caster is made aware of it. If the caster is asleep at the time the Magic Alarm will wake him.
Magic Flame
Type: petty
MPs - 1
Range - Personal
Duration - Until extinguished
Ingredients - None
This spell causes a small flame to appear in the caster's palm. The flame will go out when the caster closes his or her fist. The flame is too small to be used as a weapon, but is handy for lighting fires.
Magic Lock
Type: petty
MPs - 3 per week
Range - 1 yard
Duration - 1+ weeks
Ingredients - A dab of glue
This spell can be cast on any lock or bolt within 1 yard of the caster. An enchanted lock/bolt cannot ever be picked or forced open, but will remain solidly firm. However, the spell does not prevent someone from smashing down a magically locked door, for example, and magically locked chests could still be broken open.
Marsh Lights
Type: petty
MPs - 1
Range - NA
Duration - 1 hour
Ingredients - 2 Fireflies
This spell creates the appearance of a number of lights, as of distant torches or lanterns. The lights appear within 100 yards of the caster, and can be sent off in any desired direction. They naturally follow corridors or paths, and do not need to be controlled or overseen in any way. The caster can, however, control their movements more closely while the lights remain in sight - but must concentrate to do so (ie. He or she may not perform any other actions while controlling the lights' movements.)
The lights travel at various speeds, but never slower than 8 yards per round, and never faster than 16 yards per round. They last for 1 hour, and then gradually fade and vanish. This spell is useful for creating false trails, and confusing pursuers. By the time they realise what is going on, the caster could be miles away.
Open
Type: petty
MPs - 3
Range - 1 Yard
Duration - Instant
Ingredients - A small silver key
This spell can be cast against any lock, bolt or latch within 1 yard, and causes it automatically to unlock, unbolt or lift. The locks or whatever, will remain opened for the next minute, and cannot be forced shut again during this time. This spell will not work on a magically locked bolt, lock or latch.
Produce Small Creature
Type: petty
MPs - 2
Range - Personal
Duration - NA
Ingredients - None
This spell allows the character magically to produce a small animal from a hat or pocket. The creature is a normal member of it's species, and may be eaten if it is normally edible.
When learning the spell, a D6 should be rolled to determine which creature is summoned.
1=; White Mouse, 2=; White Rabbit, 3=; White Dove, 4=; Snake, 5=; Fish, 6=; Lizard.
Protection From Rain
Type: petty
MPs - 1
Range - Personal
Duration - 1 Hour
Ingredients - A Miniature Umbrella
This spell stops rain from falling on the caster. Even in the heaviest downpour the character remains perfectly dry. The effects last for 1 hour, or until dispelled by the caster.
Reinforce Door
Type: petty
MPs - 3 per week
Range - 1 Yard
Duration - 1+ Weeks
Ingredients - A Small Lock
Thiss spell can be cast on any door, chest or similar vessel within 1 yard to make it physically tougher, and thus harder to break open. The door or vessel will gain one point of Toughness. Up to three spells (+3 Toughness) can be cast on any one door or vessel.
Remove Curse
Type: petty
MPs - 1
Range - Touch
Duration - Instantaneous
Ingredients - None
The caster can remove a curse placed by another caster of the same level or lower. Only one curse can be removed at a time.
Sleep
Type: petty
MPs - 2
Range - Touch
Duration - D6 Turns
Ingredients - A piece of down
This spell can be cast upon any single character the caster can touch - the victim need not know that a spell is being cast. The victim must make a test against Will Power or fall into a comatose sleep for D6 game turns. This spell only works against a single humanoid creature under ten feet tall - it has no affect against larger creatures.
A caster wishing to use this spell against a combat opponent must make a succesfful hit with the open hand (normal unarmed combat modifiers apply.) The touch causes no damage, but the victim will fall into a deep sleep.
Sounds
Type: petty
MPs - 1
Range - Within Hearing
Duration - 1 Round
Ingredients - A small speaking trumpet
This spell causes a sound of some kind to occur. This can be a very loud noise, which echoes over a great distance (up to half a mile in the open, more underground), or a very soft noise, such as heavy breathing. The caster may choose the type of noise and the volume; the spell can produce any kind of noise except speech. The noise lasts only for a single ten-second round. The source of the noise may be anywhere up to 24 yards from the caster.
Zone of Cold
Type: petty
MPs - 1
Range - Personal
Duration - 1 Hour
Ingredients - A lit torch
This spell reates a 12-yard diameter Zone centered around the caster. The Zone lasts for an hour, until it is destroyed, or until the caster moves. Within the Zone the temperature is lowered by ten degrees centigrade. Whilst a character is maintaining a Zone he may not cast any new magic, nor may he used meditation skill to recover magic points. Two or more Zones may not overlap. If this should do so then both Zones are instantly destroyed.
Zone of Silence
Type: petty
MPs - 1
Range - Personal
Duration - 1 Hour
Ingredients - A ball of wax
This spell creates a 12-yard diameter Zone, centered on the caster.
The zone lasts for an hour, until it is destroyed, or until the caster moves. No sound will pass into or out of the Zone, no matter how loud.
Whilst a character is maintaining a Zone he may not cast any new magic, nor may he used meditation skill to recover magic points. Two or more Zones may not overlap. If this should do so then both Zones are instantly destroyed.
Zone of Warmth
Type: petty
MPs - 1
Range - Personal
Duration - 1 Hour
Ingredients - A piece of animal fur
The Zone of Warmth creates a 12-yard diameter Zone centered on the caster. The Zone last for an hour, until it is destroyed, or until the caster moves. Within the Zone temperature is rasied by ten degrees centigrade
Whilst a character is maintaining a Zone he may not cast any new magic, nor may he used meditation skill to recover magic points. Two or more Zones may not overlap. If this should do so then both Zones are instantly destroyed.
Lore of Undeath
Level 1 magik
Spell of unbinding
Type: Necromancy
Magic Points: 2
Range: 24 yards
Duration: instantaneous
Ingredients: dust from a grave or water blessed by a cleric
This spell can be cast on any group of skeletons/zombies or ethereal undead. It will hurt 1d6 members of the group. The creatures must take a will power test or be destroyed
Hand of Dust
Type: Necromancy
Magic Points: 1 per touch
Range: n/a
duration: until the necromancer is wounded
Ingredients: part of a corpse's shroud
This spell endows the caster with the ability to cause wounds with his touch. Roll to hit, ignoring unarmed combat modifiers, and any hit automatically causes 1d6 wounds on the target, irrespective of toughness or armour (unless magical). For each successful touch, 1 magic point is lost. No weapon can be used. Victims do not receive a magic test to avoid its effects.
Summon Skeletons
Type: Necromancy
Magic Points: 4
Range: n/a
Duration: until dawn of the following day
Ingredients: skeleton/corpse/enchanted skull
This spell summons up d6 skeletons. If summoned using an enchanted skull they appear within 6 yards of the summoner.
Summon Zombies
Type: Necromancy
Magic points: 3
Range: n/a
Duration: until dawn of the following day
Ingredients: Corpse/enchanted brain/large scrap of flesh
This spell summons up D6+1 zombies. If summoned using an enchanted brain they appear within 6 yards of the summoner
Zone of Life
Type: Necromancy
Magic Points: 4
Range: n/a
Duration: 1 hour per level
Ingredients: a holy relic
This spell creates a magical field, 12 yard in diameter, centred on the caster. the zone lasts one hour per level of the caster or until the caster moves. The caster may forbid any undead from entering the zone, or from firing missiles or casting magic into the zone. While maintaining the zone, a character may not cast any new spells or use meditation skill to recover magic points. The zone's area may not overlap with any other zone. If another zone touches or overlaps with the zone of life, then both zones are destroyed.
Blessed Orb
Type: Holy
MPs - 2
Range; 36
Duration - instantaneous
Ingredients; none
Counts as a magic missile and the cleric gets an additionial one per level just like the fireball spell or lightning bolt spell.
If cast on an undead or deamonic creatures, the creature must take a WP test or suffer D6 wounds regardless of toughness or armour, if cast on a friendly character of good alignment it immediatly restores D3 wounds.
Holy Sight
Type: Holy
MPs - 3, +1 per additional minute
Range; caster's sight
Duration - 10mins
Ingredients; none
Any undead or deamonic creature as well as mutants skaven and othe creatures warped by chaos, will immediatly be revealed for what they are to the caster
Soul Snare
Type: Evil
MPs - 1
Range; 18
Duration - instantaneous
Ingredients; none
Counts as a magic missile and the cleric gets an additionial one per level just like the fireball spell or lightning bolt spell.
The target must take a WP test or suffer D3 wounds regardless of toughness or armour, these wounds are then given back to the cleric to restore him up to his complement, any access wounds are lost.
Dark Sprites
Type: Evil
MPs - 3
Range; 6yards
Duration - 1 hour
Ingredients; none
Summons D3 dark sprites which will do the casters bidings, no control tests are needed as these creatures are to cowardly to dare to rebel against their master.
Physique: Dark Sprites are typically tiny humanoids of either sex, being from one centimetre in height to six inches. Most possess wings and even those who don't can still fly. Dark Sprites may often be very ugly creatures and do not posses much intelligence.
M;2 WS;10 BS;10 S;1 T;1 W;2 I;50 A;1 Dex;89 Ld;10 Int;14 Cl;14 WP;14 Fel;10
Special Rules: Dark Sprites can only be harmed by magical weapons and because of their small size all to-hit rolls against them are resolved at -40.