Illusionist Spells
Circle : 3
Threads: 2 |
Weaving Difficulty: 9 / 20 |
Range: Touch |
Duration: 3 + Rk in rds |
Effect: Willforce+9
Casting Difficulty: 2+
Gregors' gigantic Hammer is an illusion. As a material component the caster must use a piece of wood which is at least 2 feet in length (a club will do) and which is consumed in the casting. The caster mumbles curses and flexes his muscles (if any) as he casts the spell (just like warriors do when fighting). He then makes a spellcasting test against the Spell Defense of the piece of wood (usually two, may be higher in high magic areas, like Blood Wood) and if successful the wood changes into a gigantic warhammer (which looks veeery ferocious, with small, blue lightning bolts dancing along the edges), obviously this hammer is so big that it may be wielded only with two hands and requires the casters whole concentration. (which means that if he casts another spell, Gregors' gigantic Hammer is dispelled)
When attacking with Gregors' gigantic Hammer the caster may use his Spellcasting talent for the melee weapons talent, since the hammer (which is gigantic by the way) is mainly guided by mental commands, the Effect test is used as the damage step for the hammer (although the damage is illusionary in nature).
As always knockdown, avoid blow tests, etc. function as sensing tests.
If the caster is separated from the hammer (Gives it away, disarmed) the spell ends immediately.
Circle : 5
Threads: 1 |
Weaving Difficulty: 10 / 19 |
Range: 40 yards |
Duration: variable |
Effect: causes urge for urination
Casting Difficulty: SD
Bladder Buster is an illusion. When casting the spell the caster presses his legs together and trips nervously as if he was in desperate search for a toilet, then makes a spellcasting test against the target he wants to affect.
If successful the target will immediately try to get to a toilet or go behind a bush, if unwilling or unable to do so, the creature has two options; first : hold the gold , which gets increasingly difficult, for every three rounds (minutes in non-combat situations) the character suffers a one step penalty on all actions, as soon as the penalty is higher than the characters willpower step he must take the second option, The force of the flow which is mildly embarrassing for the character.
Excellent examples for the use of this spell are: How do we lure away the guards, How to embarrass Count Lohenbrink during the lengthy court dance, and many many more.
The exact effects for the force of the flow are up to the GM and should be roleplayed rather than rolled up, for example troop morale may suffer if their great general leading them into battle has just wet his pants.
Read Mind
Submitted by Dennis Jensen
Circle : 4
Threads: 2 |
Weaving Difficulty: 8 / 20 |
Range: Touch |
Duration: Rank in rounds |
Effect: see below
Casting Difficulty: Spell Defense
Read mind allows the caster to read the foreground thoughts and emotions of a subject for a very short period of time. The caster does however not gain access to the memory of the subject, therefore he or she has to make the subject think about the topic of which he wants to learn something. Note that the range is touch only and that the caster has to remain in contact with the subject for the duration of the spell, which alerts most opponents that something might be happening here. The spell has no somatic or material components, therefore the subject or any other character witnessing the casting of this spell will only notice the casting on a perception test result of 10 or higher.
Submitted by Ole Kjaer
Circle : 5
Threads: 1 |
Weaving Difficulty: 10 / 21 |
Range: self |
Duration: 10 + Rk in minutes |
Effect: see text
Casting Difficulty: Spell Defense
Description: This allows the caster to hide any object which is smaller than one foot in diameter or weighs less than four pounds (or both of course) his pocket. While the spell is in effect the item changes in size and material to fit in ones pocket, e.g. a broadsword may change into a copper coin, a coil of rope (which weighs less than 4 lbs.) might become a piece of cloth or smth. similar.
The spell may be disbelief only when the character who wishes to disbelieve has a very good reason to do so.
(E.g. if the city guard conducts a cavity search on your thief, after the "Grand Crown of Thera" has disappeared)
Should the item have to test against destruction (a "hidden" vial falling on the ground) the destruction test may be used as a sensing test, if the item in question is destroyed the spell ends. (The vial shatters ending the spell; or (if saved) emits the sound of glass hitting the ground, although it looks like a pendant right now, etc.)
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