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USH'S LORD OF THE RINGS GAME 2006- Magic Lists
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

USH'S LORD OF THE RINGS GAME 2006- Magic Lists

The Magic lists have proven too big to reasonably fit insider the Main Rules, so they will be kept in here instead!

Herein are the rules for Magic- both thematic and literal- and the various lists available for players.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Dec 29th, 2006 08:33 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

SPELLS

Introduction

In many fantasy worlds Magic is almost part of every day life, with your Wizards and magic wands and fireballs and teleporation and what-not.

Lord of the Rings is probably the single largest fantasy inspiration there is. And it involves Wizards, and magical flame, magical staffs, magical rings, mystical powers...

The connection seems straightforward but it is really not. In Lord of the Rings, magic was subtle and rare, used in the book for maximum shock effect. Subsequent fantasy has taken this rare extreme and made it the norm. In Dungeons and Dragons, any Wizard worth his alt can fling a fireball. In The Hobbit, Gandalf is so concerned about the idea that the spiders in Mirkwood might call them all that he considers actively sacrificing his life to create such a fireball to save the others- that is the amount of investment such a spell would take! This is not similar- it;'s almost opppsite to the way we are used to seeing magic.

Nearly all 'magic' use in LOTR is subtle and careful. The Ring, after all, is the most amazing artifact of all, and even that is subtle. the sudden invisibility it causes is an astoundingly blatant effect. 'Magic' I say in quote marks because magic is pretty much the realm of two peoples in LOTR- Elves and the bad guys (with the Istari such as Gandalf being a whole different class but too small to worry about). Elves have no word for Magic and those who do that kind of thing see it as an art, a skill, a craft... they get confused by Humans who use the term 'Magic' and then seem to make it equivalent to the dark arts the bad guys use, which the Elves see as something corrupting, selfish, not like what they do at all.

But this is Man's story, man calls it 'Magic' and when we say the world, we know what they mean. Besdies, Gandalf didn't object to the word. Still, most people would probably use the word 'Power' rather than Magic.


The above example with Gandalf might be a bit extreme- The Hobbit's continuity with LOTR is not 100%. Still, even in the far more visual films, Gandalf uses his sword more than he creates Magic. His magic is not lightning bolts and fireballs, it is light, and force; Saruman and Gandalf fling each other, rather than torching each other.

So it is, more or less, with this game. Magic is hard to use and is to be used sparingly. Most of the magic you use will not look much like Magic at all, however, you can pull the stops out to create the occasional direct-magicky effect, should things require it

-

Basics

There are two types of Spell. Essence spells are the most directly mystical and deal with arcane energies. Chanelling spells affect the physical and natural world. Gandalf is an Essence type, whilst Elrond is Channelling. Mages are Essence, Animists are Channelling. You must favour one or the other type of spell. Choose at creation.

Spells are divided into lists, with (genuine!) Elvish (more precisely, Sindarin) names for each. Each list has ten spells, the first is the least powerful, the tenth is the most.

Characters get spell choices. Each spell choice gets you more spells from one list. if the list is of your favoured type- Channelling or Essence- a Spell choice gets you the next two spells in that list. If it is not your favoured type, a spell choice gets you the next one spell in that list.

You can choose from:

Any Open list, Essence or Channelling

Any List designed specificially for your Profession


Anyone can choose from an Open List- even Warriors. In fact, literally, any character at all could take from the open lists, even those without Spell choices, thouugh I would want to discuss the appropriateness of it and you would have to pay for the spell choice out of other Level advances. In any case, if you have no Power Points they are all useless.

Elves of any Profession at all get some spell choices by default, representing a bit of an edge for their characters- again, so long as they have Power Points, though this is not unlikely for Elves. Regardless, there is a limit. Non-magical characters can only reach the third spell along in any list. The exception is Rangers, who can reach level five in Open lists and any level in their own lists (that last bit currently subject to confirmation). This means that characters with incidental spell-like abilities will almost always be performing subtle and careful effects. Warriors do not fling out magical energies. Of course, there are no limits on what Animists and Mages can get.

Mages can pick up entire Spell lists quite quickly. But- aside from not having the Power Points needed to use them- a character can never cast a spell that is of a higher level than he is. So when you buy spells you are often investing for their future use.

Spells are cast using Power Points. The amount of Power Points you get depends on your Intution score if your favoured spell type is Channelling, or your Intelligence score if your favoured type is Essence. Power Points restore at dawn. Power Points disappear VERY fast. A powerful effect can easily blow your whole allocation for a day. This is why Magical characters often carry items that give them a break with Power Points, the most obvious of which would be a Mage's staff.

The amount of Power Points you get per day is equal to half of your relevant stat (Intelligence or Intuition) multiplied by your character level.

Spells rarely require a roll to use. The ones that do are normally combat spells. Most combat spells use a Directed Spells roll to hit. Ball spells- which cause a literal ball of energy to appear spontaneously somewhere, and are the most direct use of power you can possibly get, just make a blank roll for their effect, though certain items (and one of the in-bult bonuses of a Mage) adds to this rolll, which is known as the 'Base' spell roll.

-

Shock and Awe

Magic is rare in Middle Earth. When something is rare and as spectacular as magic, it tends to produce a reaction of fear. Scaring the locals is sometimes an inevitable consequence of being a magic user. These rules cover this. The GM decides if and when to use the rules; generally rather than rolling lots of times he just rolls once for all the bystanders to judge the general reaction. He can also decide to ignore the reaction - its just a general guideline.


Shock
Spells that cause shock are marked with a S. Anyone who sees a Shock spell and who is less than sixth level must immediately make a Reaction Roll against a first level spell. If this roll fails, people become fearful of the user and will try to keep their distance from him and his friends. All Leadership and Influence rolls will be at a penalty of 30 from now on. If the roll fails by more than 30, then their fear will trigger a hostile reaction. Any Leadership and Influence roll will fail, and they may demand the caster leaves the area. It may even incite a mob to attack the caster.

The chance of passing the Reaction Roll is decreased if the people are particular insular or distrustful of outsiders (check the race descriptions). Note that Shock will never stop someone from attacking the caster if that is their intention.

Spell casters and Elves, being generally more used to seeing magic, always pass Shock rolls. For Half-Elves it depends if they have brought up as a man or elf, but even one raised as a man will get a bonus of 30 to pass the roll.

Dunedain get no bonuses. While it is fair to say they would be more familiar with magic, it is the familiarity of books and stories. This is quite different to seeing it for real. (it is like the difference between seeing an attack helicopter on TV to an attack helicopter shooting at you for real).

It is generally assumed that these rules only apply to "white hat" spell casters. For creatures such as the Nazgul Shock may actually increase their leadership over races like Orcs which are controlled by fear rather than inspired by valour.


Awe
Spells that cause awe are marked with an A. Any one who sees an Awe spell must make a Reaction Roll against Fear. If they fail, they will fear the caster. In combat with the caster they will take 20 off their OB and invest this in DB whenever possible. In general they will prefer not to be in combat with the caster. If they fail by more than 50 they will flee in terror. The level of the Fear is level 3, BUT may be modified in the following way.

If the spell was target on that person increase the level by one
If the spell was a "bolt" spell increase the level by one
If the spell was a "ball" spell increase the level by two

Again it is down to the GM to use this rule as he sees fit. Some creatures are too stupid (like trolls) to recognise fear. Orcs do, but if they are lead by something like the Witch King or Nazgul they would probably fear that more. In this case a failure would still mean they'd re-invest their OB into DB but but you could probably ignore the rule over fleeing.

Anyone who fails an Awe test can be considered as having failed a Shock test by 30 as well (just in case that becomes relevent). Unlike Shock rolls there are no modifications for Awe rolls. Elves may be used to magic, but magic like this is so rare even they will be awed by such spells.

On the flip side, anyone who passes an Awe roll is almost certain to target the spell caster as the most significant threat within the group.

Once someone has made an Awe roll and passed, you don't need to make another Awe roll UNLESS the Fear level of the Awe spell is higher than the one you past. (If an Orc sees a bolt spell and passes his 4th level Awe roll, he will not have to make another one unless it is a 5th level or higher - such as a bolt spell directed at him or witnessing a ball spell).


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Dec 29th, 2006 08:37 PM
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Ushgarak
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Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

CHANNELLING

Channelling spells are about affecting the physical world. Only very rarely does this change manifest in some obviously weird and magical way. In keeping with the way magic tends to work in Middle-Earth, Channelling is more about creating effects that would be called extraordinary rather than sorcerous.

Channelling is rarely outright offensive but provides very handy interaction with areas such as plants, animals, weather or healing. Animists are the masters of Channelling with many lists reserved for them alone. Elrond, the most powerful Animist of all, used his powers to cause the Ford to destroy the Nazgul at Rivendell- just goes to show what nature can do when on your side.

Channelling is not messed up by armour but it does need a certain amount of freedom to use right, Leather armour can be worn freely, but metal armour will give you a penalty on all Channelling rolls.



OPEN CHANNELLING SPELLS

All channelling is basically mystical in nature, but the open channelling spells really represent a form of extreme skill rather than what people will call 'Magic'. Even the shielding list, which seems quite blatant, does not play out that way- things just seem to miss you. Hence, these lists all make great extra abilities either for otherwise non-Magic characters who want some tricks, or Essence magic users who want to broaden their repertoire.


I Alu o Elbereth

Level 1: Shield
Cost: 1
Effect: Self
Duration: 1 minute per level
Range: Self

Creates an invisible force field in front of the caster. It acts exactly like a shield for the caster, adding 25 to DB for Melee and Missile attacks (caster gets no advantages if already using a shield).


Level 2: Prayer (Aura)
Cost: 1
Effect: One person
Duration: 1 minute per level
Range: 100

Target gets +10 bonus to all Resistance Rolls and any Mobility roll.


Level 3: Bless (Aura)
Cost: 1
Effect: One person
Duration: 1 minute per level
Range: 100

Target gets +10 bonus to Defence and any Mobility roll.


Level 4: Resistance (Aura)
Cost: 1
Effect: One person
Duration: 1 minute per level
Range: 100

Target gets +10 bonus to Defence and all Resistance rolls


Level 5: Safekeeping
Cost: 3
Effect: One person
Duration: 1 round per level
Range: 20

The next attack that inflicts a critical (or criticals) on the target has a penalty of -20 when resolving the criticals. The spell ends as soon as that attack is resolved.


Level 6: Deflections
Cost: 3
Effect: One missile
Duration: -
Range: 100

Deflect the path of any one missile that passes through your field of vision. That missile gets -100 to its roll.


Level 7: Smile of Estë
Cost: 4
Effect: One person
Duration: Permanent
Range: Touch

Cast while binding or tending to a wound. The bandages will help staunch any blood flow by an extra three hits a round.


Level 8: Bladeturn
Cost: 3
Effect: One melee attack
Duration: -
Range: 20

As Deflections but affects one melee attack.


Level 9: Greater safekeeping
Cost: 6
Effect: One person
Duration: 1 round per level
Range: 20

As Safekeeping, but the penalty is at -40.


Level 10: Blessing of Estë
Cost: 6
Effect: One person
Duration: Permanent
Range: Touch

As Smile of Estë, but stops an extra seven hits a round.

---

I Vellon o Levain


Level 1: Animal Tongues
Cost: 1
Effect: One target
Duration: One minute per level
Range: 100

Caster gains ability to communicate with one animal that is within range.


Level 2: Cloaking
Cost: 2
Effect: One target
Duration: One minute per level
Range: 100

This spell affects the senses of non-intelligent creatures so that they just do not see or sense the caster. Add 50 to any hiding or stalking roll against such animals.


Level 3: Summons
Cost: 3
Effect: One target
Duration: One minute per level
Range: 100

Caster can summon a first level non-intelligent creature who will remain for one minute and then disappear (unless the caster can persuade the creature to remain of its own will). The caster can specify the caster but exactly what the creature should be determined randomly.


Level 4: Find Familiar
Cost: 2

As I Cherdir o Lavan Find Familiar spell


Level 5: Animal Passing
Cost: 5
Effect: Area
Duration: -
Range: 100

By examining the surrounding area the caster is able to tell what animals have passed by and or near. The caster is able to tell precisely what animals are within range of the spell.


Level 6: Major Summons
Cost: 6
Effect: One target
Duration: One minute per level
Range: 100

As Summons, but the caster can summon a 1st level creature for three minutes or a 3rd level creature for one minute etc (The sum total of (level) x (minutes) has to be three).


Level 7: Turn Claw
Cost: 3
Effect: One attack
Duration: -
Range: 20

Deflects one natural attack, that is to say one that uses no weapon. So a bear claw or punch from an Orc would be affected, but a tree branch being used as a club by a troll would not. Therefore the attack must resolve on the Tooth and Claw or Unbalancing attack table. Such an attack gets -100 to its OB.


Level 8: Calm Animal
Cost: 8
Effect: One target
Duration: Ten minutes per level
Range: 50

Target will take no aggressive/offensive action and will fight only if attack. This spell can only target non-intelligent creatures.


Level 9: Befriending
Cost: 9
Effect: -
Duration: Ten minutes per level
Range: 50

All animals within 50 will act friendly towards the caster and his friends; however the caster does not control them.


Level 19: Greater Summons
Cost: 10
Effect: One target
Duration: One minute per level
Range: 100

As Major Summons, but the sum total cannot exceed 5.

---

I Cherdir o Rych


Level 1: Riding
Cost: 1
Effect: Caster
Duration: One minute per level
Range: Self

Caster gains +20 to Ride rolls


Level 2: Charge
Cost: 2
Effect: Caster
Duration: One minute per level
Range: Self

Caster gains +10 bonus to all attack rolls when attacking from horse back.


Level 3: Sturdy mount
Cost: 2
Effect: Target
Duration: One day
Range: Touch

Increase the maximum weight your horse may carry by 50%


Level 4: Fodder
Cost: 2
Effect: -
Duration: Permanent
Range: 20

Providing you can find some form of grassy vegetation, casting this spell will make it enough to feed one horse.


Level 5: Horse whisperer
Cost: 5
Effect: -
Duration: Permanent
Range: 20

This creates a stronger bond between caster and horse, increasing its ride bonus by 10. Once successfully cast on a horse, it may not be cast on that horse again.


Level 6: The Long Ride
Cost: 3
Effect: -
Duration: One day
Range: 20

The horse can ride for 12 hours a day without any fatigue problems for a slow ride (rather than 8) or ride for 8 hours a day without fatigue for a fast ride (rather than 4).


Level 7: The Fast Ride
Cost: 3
Effect: -
Duration: One day
Range: 20

Increase the miles covered in any 4 hour period by 20%


Level 8: Call Horse
Cost: 3
Effect: -
Duration: Ten minutes per level
Range: Three miles

If your horse is within range, it will come to your summons. The horse will instinctively know where you are, even if you move (providing you don't move out of range of the spell).


Level 9: Horse of Princes
Cost: 9
Effect: -
Duration: Permanent
Range: 20

This increases the level of your horse by two, and its maximum stamina by 60. Once cast, you cannot cast this spell again until that horse has died.


Level 10: Horse of Kings
Cost: 12
Effect: -
Duration: One day
Range: 20

Can only be cast on a horse which has had Horse of Princes cast on it. Again, this increases the level of the horse by another two and its maximum hits by 60. It also increases its ride bonus by 10. Once cast, you cannot cast this spell again until that horse has died.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Jan 10th, 2007 at 08:52 PM

Old Post Dec 29th, 2006 08:41 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

RANGER CHANNELING SPELLS

The ability of Rangers to perform some of their tracking, moving, navigating and stalking abilities sometimes go beyond the mere talented and into the ridiculous. These abilities are represented by the Ranger Channelling list. They are no more directly powerful than the Open lists, and in fact are of similar type- not really obviously supernatural at all, merely extraordinary. But they are of a particular bent that is very useful for rangers. When Aragorn just looked at the ground and knew immediately where the Hobbits were, what they were doing and where they went, that was using this type of stuff!



I Guil uin Randir

Level 1: Water Finding
Cost: 1
Effect: 10 mile radius
Duration:
Range: Self

As I Chir O Nen spell.


Level 2: Weather Prediction
Cost: 1
Effect: Target
Duration: -
Range: Self

Gives a bonus of 40 to any Weather-Watching roll.


Level 3: Hunting
Cost: 1
Effect: Self
Duration: -
Range: Self

Gives a bonus of 40 to any Hunting roll.


Level 4: Herb Foraging
Cost: 1
Effect: Self
Duration: -
Range: Self
As I Cherdir o Selaib spell.


Level 5: Silent Moving
Cost: 2
Effect: Target
Duration: 10 minutes per level
Range: Self

Within the countryside the caster moves without making a noise, adding 40 to all Stalk/Hide rolls.


Level 6: Tracking
Cost: 2
Effect: Self
Duration: -
Range: Self

Gives a bonus of 40 to any Tracking roll.


Level 7: Herbal Cure
Cost: 1
Effect: Self
Duration: Permanent
Range: Self

As I Cherdir o Selaib spell.


Level 8: Cold Resistance
Cost: 2
Effect: Self
Duration: 10 minutes per level
Range: Self
Aura

Increases the caster's tolerence to cold. Caster can ignore penalties of temperatures down to minus 10, and gets +20 to all RRs against cold.


Level 9: Heat Resistance
Cost: 2
Effect: Self
Duration: 10 minutes per level
Range: Self
Aura

Increases the caster's tolerence to heat. Caster can ignore penalties of temperatures up to minus 40, and gets +20 to all RRs against heat.


Level 10: Detect Ambush
Cost: 5
Effect: Self
Duration: 10 minutes per level
Range: Self
Aura

Outside of any building, give a bonus of 75 to detect and avoid any ambush.

---

I Ven uin Randir


Level 1: Lesser Pathways
Cost: 1
Effect: Self
Duration: Four hours
Range: Self

Gain a 25 bonus to any Pathways roll.


Level 2: Find Shelter
Cost: 1
Effect: Self
Duration: Four hours
Range: Self

Gain a 40 bonus to a Foraging roll to find a shelter if trying to find a camp site (see 5.22 in the rulebook).


Level 3: Night Travel
Cost: 2
Effect: Nine targets
Duration: Eight hours
Range: 10

If travelling at night, movement rates are reduced by only 75% regardless of the night vision of the party.


Level 4: The Fast March
Cost: 4
Effect: Nine targets
Duration: 1 day
Range: 20

Increase the miles while walking covered in any 4 hour period by 20%


Level 5: Greater Pathways
Cost: 2
Effect: Self
Duration: Four hours
Range: Self

Gain a 40 bonus to any Pathways roll.


Level 6: Tracks Lore
Cost: 2
Effect: Self
Duration: Four hours
Range: Self

Gain a 70 bonus to a Tracking roll to see who has passed along this road. This must be a true trail or road, not a path found with Pathways.


Level 7: Trackless Passing
Cost: 4
Effect: Nine targets
Duration: Eight hours
Range: 10

The Ranger lead the party and scarcely leave a trace of their passing. Treat the each member of the party as half when calculating Group size on ST-10 encounter table.


Level 8: True Night Travel
Cost: 4
Effect: Nine targets
Duration: Right hours
Range: 10

If travelling at night, movement rates are not reduced regardless of the night vision of the party


Level 9: Pathfinding
Cost: 3
Effect: Self
Duration: Four hours
Range: Self

Gain a 70 bonus to any Pathways roll.


Level 10: True Shelter
Cost: 6
Effect: -
Duration: Four hours
Range: Self

Automatically find a shelter without a roll if trying to find a camp site.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Dec 29th, 2006 08:52 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

ANIMIST CHANNELLING SPELLS

Animism is a matter of spirit. Animist Channelling spells are of a similar basic type as the open ones, but this greater spiritual element lends them a particular potency. The greatest effects of the Animists can look just as impressively magical as those of Mages- and can be just as devastating.


I Cherdir o Levain


Level 1: Find Familiar
Cost: 2
Effect: One target
Duration: Permanent
Range: 30

This creates a familiar for the caster. The familiar gives skill bonuses in tracking, stealth, detect traps and perception. The familiar has a mystical link to the caster and will always remain loyal to him. However, this link has a price. Should the familiar die, you lose an amount of experience dependent on your level.

Level 1 - 5 1,000
Level 6 - 10 2,000
Level 11 - 15 4,000

The familiar will always stay near you, and should the two of you be separated it will know the way to find you again.

You have the choice of the following as a familiar -

Cat
Level 1, 30 Hits, No Armour, 25 DB, Attack 30 Claw (Small Attack)
The Cat Familiar gives you the following bonuses: +10 Perception, + 20 Stalk/Hide, +20 Tracking,

Raven
Level 0, 15 Hits, No Armour, 40 DB, Attack 25 Beak (Small Attack)
The Raven Familiar gives you the following bonuses: +20 Perception, +20 Foraging, +10 Tracking

Hound
Level 2, 60 Hits, No Armour, 25 DB, Attack 50 Bite (Medium Attack)
The Hound Familiar gives you the following bonuses: +5 Perception, +20 Tracking, +10 Foraging

Once you have cast Familiar you cannot cast this spell again until your Familiar has died.


Level 2: Emissary
Cost: 1
Effect: Familiar
Duration: One minute per level
Range: 30

The familiar can introduce the caster to other animals, giving a +30 bonus to any skill roll to influence and control them (such as with Herding).


Level 3: Recce
Cost: 2
Effect: Familiar
Duration: Ten minutes per level
Range: Ten mile radius

The familiar can now leave the caster's side, and track / search another area, reporting what he or she finds back to the caster. Use the caster's base track / perception as the basis of the roll for the familiar (remember to include any bonuses the familiar gives the caster to this).


Level 4: Major Familiar
Cost: 6
Effect: Familiar
Duration: Permanent
Range: 30

Once cast, your familiar becomes a major familiar. Double the base creature level and hits for the familiar. Once cast, you may not cast Major Familiar on the same Familiar again. This spell takes two days of rituals to perform to cast and cannot be shortened.


Level 5: Symbiosis
Cost: 5
Effect: Familiar
Duration: One minute per level
Range: 30

While this spell lasts the caster may voluntarily reduce his concussion hits to increase his familiar's by a similar amount OR increase his concussion hits by decreasing his familiar's by a similar amount. You may not increase either your hits or your familiar hits to above your normal maximum or below 1.


Level 6: Link to the Arda
Cost: 12
Effect: Familiar
Duration: Permanent
Range: 30

Once cast this deepens your connection to your familiar and strengthens your link to the Arda. Once cast, you cannot cast this again on the same familiar. Link to the Arda increases your Power Points by a quarter (so if you have 8 Power Points you will now have 10 Power Points). If your familiar is a major familiar the increase in Power Points is by a third; if the familiar is a Greater Familiar the increase is by a half. If the increase results in a fraction, round the fraction up. Should your familiar die, Link to the Arda is broken. This spell takes two days of rituals to perform to cast and cannot be shortened.


Level 7: Greater Familiar
Cost: 12
Effect: Familiar
Duration: Permanent
Range: 30

Once cast, your familiar becomes a Greater Familiar. The effect is as with a Major Familiar but instead you treble the basic level and hits of your familiar.


Level 8: Far Seeing
Cost: 5
Effect: Familiar
Duration: Ten minutes per level
Range: 30

While it lasts, by closing your eyes you can see what familiar sees.


Level 9: Far Casting
Cost: 4
Effect: Familiar
Duration: Ten minutes per level
Range: 30

Must be used with Far Seeing, but allows remote casting (so you can cast spells on anything your familiar sees).


Level 10: Lives Entwined
Cost: 12
Effect: Familiar
Duration: Permanent
Range: 30

With this spell the caster binds part of his life essence into the familiar (and some of the familiar's into the casters). While one endures the other cannot be destroyed - (that is, you can be brought back to life). While dead, the caster's corpse (or that of the familiar's) will not rot (though it can still be damaged by deliberate action). If the spell of Greater Healing is cast on the corpse it can restore you to life and 1 hit (although you may have suffered stat deterioration if your remains were badly mangled).

---

I Vellus o Araw


Level 1: Rot Wood
Cost: 1
Effect: One target
Duration: Permanent
Range: 30

Under the influence of this spell, any non-living wood will rot and warp. While it might not destroy the wooden structure it will make it weak enough to smash aside. The Wooden object is allowed a resistance roll; decide the level based on the size and strength of the object (so an elm stick might be only level one whereas a stout oak door might rate level 6 or higher).


Level 2: Corrosion
Cost: 2
Effect: One target
Duration: Permanent
Range: 30

This spell targets metal and accelerates the process of natural corrosion, making sharp edges dull and seizing up armour. It reduces the OB of any sharp or edged metal weapon by 10. If cast on metal armour it reduces the wears MM skill by 10.


Level 3: Thorny Staff
Cost: 2
Effect: One target
Duration: One minute per level
Range: Touch

This is cast on a wooden staff, one strong enough to use in combat. It causes the staff to sprout stout thorns and become wreathed in stinging and toxic plants. The staff gains +10 OB and a secondary critical (class PU). Usually use a Quarterstaff for a Mage's staff in combat, although smaller staffs might be counted as Clubs.


Level 4: The Wilderness
Cost: 4
Effect: Group of 10
Duration: One day
Range: five miles

This subtle spell is usually cast on a group of people pursuing you. They find that for whatever reason they find travel harder than normal - the ground the walk over is soft, or the undergrowth keeps snagging around their ankles, their horses become harder to control etc. Reduce the number of miles they cover per day by one quarter if walking, or one fifth if mounted.


Level 5: Thunderclap
Cost: 5
Effect: All enemies in range
Duration: Three rounds
Range: Radius of 40

This spell causes a sudden loud thunderclap noise to reverberate around the caster. All enemies must make a resistance roll or be stunned for three rounds.


Level 6: Wall of Air
Cost: 7
Effect: 10x10x0.5
Duration: One round per level
Range: 1

By suddenly raising his hands the caster causes the air in front of him to swirl and churn to form a barrier like a wall. Passing through the Wall of Air subjects you to the buffeting winds and any small objects caught up in swirling air. This means you suffer B Unbalancing Crit with NO RR. The Wall can be seen through but any projectiles passing through the Wall have a penalty of 50 applied to the OB.


Level 7: Insect Swarm
Cost: 9
Effect: 10x10x10
Duration: One round per level
Range: 50

With this spell the target area is filled with flying, buzzing, biting and stinging insects. Anyone in the area is at -20 OB and Perception. Any enemies in the area take a single attack from the Swarm, which is at 75 OB and resolves as a Tiny animal attack on the Tooth and Claw table.


Level 8: The Wasteland
Cost: 8
Effect: Group of twenty
Duration: 1 day
Range: Five miles

As The Wilderness except they find nature seems to purposefully trying to hinder them. Any Foraging, Stalking and Tracking rolls are at -50 to succeed. The MM rolls they need to make every 4 hours are at -30 to succeed. Their rations rot so that they use up 50% more per day. Fords become washed out, rivers raging torrents and mountain passes blocked.


Level 9: Curtain of Air
Cost: 10
Effect: Radius of 10
Duration: One roumd per level
Range: 1

As Wall of Air but the Wall is 10 high and forms a circle of 10 radius (still six inches thick) with the caster at the centre. The Curtain cannot move, but the caster can "draw" aside to create gaps that people can move through unharmed.


Level 10: Wind of War
Cost: 12
Effect: 10x100x10
Duration: One round per level
Range: 50

With this spell a wind picks up behind the caster. It rushes past the caster as a breeze, gaining strength as it approaches its target until it reaches storm force at the target area. Anyone in this area must take a D Unbalancing Crit with NO RR as they are buffeted by winds and debris. To stay on your feet and get out of the wind requires a Hard MM roll. To move towards the caster requires a Sheer Folly MM roll. Use Strength modifier as a bonus to these rolls. As the wind needs space to pick up speed Wind of War has a minimum range of 15.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Dec 29th, 2006 08:55 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

I Cherdir o Selaib


Level 1: Herb Foraging
Cost: 1
Effect: Self
Duration: One day
Range: Self

Gives a bonus of 40 to any Foraging roll if searching for herbs


Level 2: Herbal Cure
Cost: 1
Effect: Self
Duration: One day
Range: Self

Gives a bonus of 40 to any Herbalism roll if preparing a herb.


Level 3: Plentiful Ingredients
Cost: 3
Effect: One target
Duration: -
Range: Touch

If cast on a raw dose of any herb, that dose will provide enough to create two prepared doses of the herb.


Level 4: Balm
Cost: 4
Effect: One target
Duration: -
Range: Touch

Balm is a quickly made healing preparation. It uses a raw dose of herbs, and turns it into an application that will heal 1 - 6 hits if pressed against a wound. However, it can only be used on herbs that in their prepared state can heal at least 9 hits.


Level 5: Bountiful Harvest
Cost: 3
Effect: One target
Duration: -
Range: Touch

If you find a single raw dose of a herb, casting this as you pick it means it will count as two raw doses.


Level 6: Instant effect
Cost: 3
Effect: One target
Duration: -
Range: Touch

Cast on any prepared dose, it will take effect immediately rather than after than time it should take.


Level 7: Salve
Cost: 4
Effect: One target
Duration: -
Range: Touch

As Balm, but it heals 2 - 12 hits and the herb must be able to heal 20 hits in its prepared state.


Level 8: Herb Growth
Cost: 4
Effect: One target
Duration: Permanent
Range: Radius of 30

When cast, the caster must specify one herb that is currently growing within the area of effect. 24 hours later, numbers of that herb in the area of effect will have doubled.


Level 9: Cure Mastery
Cost: 6
Effect: One target
Duration: -
Range: Touch

Turns a raw herb into the prepared herb immediately.


Level 10: Fast Growth
Cost: 6
Effect: One target
Duration: Permanent
Range: Touch

If the caster plants the seed of a single herb into the grow and casts this spell, in ten minutes there will be a fully grown plant there providing a single dose of raw herb.

---

I Gam o Este


Level 1: Smile of Este
Cost: 1
Effect: One target
Duration: Permanent
Range: Touch

Cast while binding or tending to a wound. The bandages will help staunch any blood flow by an extra three hits a round.


Level 2: Balm
Cost: 2
Effect: One target
Duration: Permanent
Range: Touch

Balm is a quickly made healing preparation. It uses a raw dose of herbs, and turns it into an application that will heal 1 - 6 hits if pressed against a wound. However, it can only be used on herbs that in their prepared state can heal at least 9 hits.


Level 3: Stun Relief
Cost: 2
Effect: One target
Duration: Permanent
Range: Touch

Reduce the time a target is stunned by two rounds


Level 4: Blessing of Este
Cost: 3
Effect: One target
Duration: Permanent
Range: Touch

As Smile of Este, but stops an extra seven hits a round.

Level 5: Salve
Cost: 4
Effect: One target
Duration: Permanent
Range: Touch

As Balm, but it heals 2 - 12 hits and the herb must be able to heal 20 hits in its prepared state.


Level 6: Cure Disease
Cost: 6
Effect: One target
Duration: Permanent
Range: Touch

With this spell you are capable of healing disease and curing poisons. The spell gives the patient a RR against the level of the poison (use your level as a the other base). You must have a hyerb capable of tackling the illness as in the Herbs, Poisons and Diseases table.


Level 7: Speed Healing (Aura)
Cost: 5
Effect: One target
Duration: One day
Range: Touch

Target heals at the rate of two hits an hour when resting, or every three hours if not. Requires a herb capable of healing 6 hits.


Level 8: Greater Stun Relief
Cost: 5
Effect: One target
Duration: Permanent
Range: Touch

Reduce the time a target is stunned by five rounds


Level 9: Shattered Body
Cost: 6
Effect: One target
Duration: Permanent
Range: Touch

With this spell you are capable of healing broken bones, torn cartilege and shattered limbs. You need to have a number of herbs able to heal the damage on the table below.

Muscle damaged 10 Hits 3 Days
Broken Bones 20 Hits 1 Week
Crushed Bones 50 Hits 2 Weeks

The healing time is until fully healed; prior to then the character can normally move around (maybe with a crutch or some support). In these cases any penalties due to injury are halved. If no penalty was specified apply a penalty of 40.


Level 10: Greater Speed Healing (Aura)
Cost: 8
Effect: Group of 10
Duration: One day
Range: 20

Everyone in the area of effect heals at the rate of two hits an hour when resting, or every three hours if not. Requires a herb capable of healing 10 hits.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Dec 29th, 2006 08:55 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

ESSENCE

Essence is the direct manipulation of arcane energies. it is far more likely than Channelling to create obviously 'impossible' effects that Men and Dwarves and Hobbits would call magic, though on the whole it is still a subtle thing.

When pushed, even the Open Essence lists show obvious demonstrations of power. The Mage lists push further, taking you to the kind of effects Gandalf used in the film, and including direct Magical attacks on foes.

The use of Essence requires total freedom of movement. Any armour, even leather, prevents you from using Essence spells.

Note- Essence spell lists currently 50% complete. More to follow!

---

OPEN ESSENCE SPELLS

Even if you are not a Mage, the power of Essence can bring you some spectacular effects. Even the minor ability to produce light at will can be incredibly useful at the right time.



I Galu o Varda

Only one spell that causes Light can be used at a time.

Level 1: Light S
Cost: 1
Effect: Radius of 10
Duration: 10 minutes per level
Range: -

This simple spell creates light, normally from an object held by the caster.


Level 2: Shade
Cost: 1
Effect: Radius of 100
Duration: 10 minutes per level
Range: 100

Manipulates shadows to allow all hiding and stalk rolls to gain a bonus of 40.


Level 3: Light in the Darkness
Cost: 1
Effect: Radius of 100
Duration: 10 minutes per level
Range: Self

This spell allows the caster to see in darkness.


Level 4: Burst of Light S
Cost: 4
Effect: Radius of 10
Duration: -
Range: -

This causes a sudden flash of light above the caster. All creatures within range must pass a RR or be stunned for three rounds. Creatures like Orcs and Trolls are at -25 to pass this roll, and this spell causes Awe amongst them.


Level 5: Greater Light S
Cost: 1
Effect: Radius of 10
Duration: 1 hour per level
Range: -
(5¦1¦50R¦1hour/lvl¦touch)
As the first level Light spell, but with enhanced duration.


Level 6: Light of War S
Cost: 4
Effect: Radius of 10
Duration: 1 minute per level
Range: Self

As a light spell, but also dazzles those trying to target people inside the light, causing -50 to all incoming missile atttacks


Level 7: Touch of the Sun S
Cost: 4
Effect: Radius of 10
Duration: 1 minute per level
Range: Self

As a Light spell, but inspires friends in its area to rally if fleeing, aand adds 50 to all Leadership rolls within also.


Level 8: Glittering Curtain S
Cost: 5
Effect: Radius of 10
Duration: 1 minute per level
Range: Self

Creates a wall of light that is near impossible (-100) to fire though. Any seeing creature passing through it must make a Resistance roll or be stunned for three rounds.


Level 9: Swirling Lights S
Cost: 8
Effect: Radius of 10
Duration: 1 minute per level
Range: Self

Creates a swarm of dancing, swirling hypnotic lights. Foes looking at these lights must make a resistance roll or become distracted, losing the ability to use a shield and getting -20 to Defence. Once attacked, this wears off from the victim, though they may be affected again.


Level 10: Light of the Valar S A
Cost: 12
Effect: Radius of 10
Duration: 1 minute per level
Range: Self

Creates an unstoppable field of light (even in magical darkness, which might even be dispelled) that has the effect of Touch of the Sun and Light of War. It also duplicates Burst of Light, but is five levels harder to resist and creatures of darkness are at -60 to resist. Furthermore, all creatures of darkness within range get -40 Defence (to a minimum of 0).

---

I Chir o Nen

Some of these spells have a delayed effect. They occur 2 plus 1D10 hours after the spell has been cast. Once cast these spells cannot be prevented. These spells are marked with a D.


Level 1: Water Finding
Cost: 1
Effect: Radius of 10 miles
Duration: -
Range: Self

This locates all sources of running water or standing water exceeding 1 gallon; caster learns approximate size and quality of source. Finds all water on surface and up to 10 feet below ground.


Level 2: Purify Water
Cost: 1
Effect: 1 cubic foot per level
Duration: -
Range: Touch

Sterilises and removes impurities and poisons from volume of water.


Level 3: Swim
Cost: 1
Effect: Self
Duration: 10 minutes per level
Range: Self

This spell adds 40 to all Swim rolls while it lasts.


Level 4: Summon Rain S D
Cost: 3
Effect: Radius of 2 miles
Duration: 1 hour
Range: -

Creates a downpour of thick rain. The power cost of this spell may be doubled for arid areas, or triples for deserts. Aside from getting people wet, the rain will cause a -25 penality to all Missile attacks.


Level 5: Fog S D
Cost: 5
Effect: Radius of 1 mile
Duration: 1 hour
Range: Self

This calls down a thick fog, which forms 1D10 rounds after casting. The fog obscures vision. Within the fog reduce the OB of all missle attacks by 50 but increase all hiding and stealth rolls by 50.


Level 6: Storm Surge S
Cost: 8
Effect: Stretch of 200
Duration: -
Range: 10

Can only be cast near a source of running water. It creates a sudden and violent storm surge, which sweeps away everything in its path. People aware of the danger might be allowed a Very Hard MM roll to get out of the water first. People wishing to leave the water on the same side as the caster must pass a Sheer Folly MM roll. Anyone in the water suffers an E Unbalancing Critical, and then must past a Extremely Hard Swim or begin to drown. People in boats must pass a Sailing roll to avoid being capsised; the rating of this roll depends on the size of the boat.


Level 7: Breathe Water
Cost: 5
Effect: Self
Duration: 10 minutes per level
Range: Self

Caster is able to breathe normally under water as well as air.


Level 8: Thirst
Cost: 6
Effect: Target
Duration: 1 round per level
Range: 50

This creates a raging thirst in the target. If water is available the target must pass a RR against the caster's level or immediately drink the water. This does not end the thirst. Otherwise the character may act as normal, although the distraction caused by the thirst reduces all Static and Moving Maneuvers and Offensive Bonus by 30.


Level 9: Raise Storm S D
Cost: 9
Effect: Radius of 5 miles
Duration: 1 hour
Range:

Brings on a violent storm. The power cost of this spell may be doubled for arid areas, or tripled for deserts. In cold temperatures this will create a terrible blizzard. The spell has dramatic effects on moblity rolls, missile attacks, long-term movement and Stalk/Hide rolls. In addition, a Storm at Sea will require an Extremely Difficult Roll to avoid floundering (and possibly sinking).


Level 10: Lightning S A
Cost: 10
Effect: Target
Duration: -
Range: 50

Requires a thunderstorm to be in progress (a storm summoned by Raise Storm is valid). A bolt of lightning will strike your foe from the heavens! This resolves as a Bolt attack on the Bolt Spells table.

---

I Vellas o Sern

Level 1: Sense Depth
Cost: 1
Effect: Self
Duration: -
Range: Self

If successfully cast, this spell gives the caster a sense how deep underground he is, accurate to within 10.


Level 2: Stone Hue
Cost: 2
Effect: Self
Duration: -
Range: Self

If successfully cast, the caster seems to blend in with the stone walls around him. It gives a bonus of 40 to all Stalk / Hide rolls if in stony terrain or underground


Level 3: Stone Climbing
Cost: 2
Effect: Self
Duration: -
Range: Self

Gives the caster a bonus of 70 when climbing any stone surface


Level 4: Loosen Earth S
Cost: 3
Effect: 20 x 50
Duration: Permanent
Range: Self

The area directly infront of the caster shakes slightly, and the earth becomes loose and over-turned, like a freshly ploughed field. All mobility rolls are at -30, and movement rates reduced by 25%. This spell must be cast on earth.


Level 5: Find Weakness
Cost: 3
Effect: Target
Duration: -
Range: 100

The caster will automatically find the weakest spot in any stone wall or surface, or any building made of stone or brick.


Level 6: Earth to Mud S
Cost: 6
Effect: 20 x 50
Duration: -
Range: Self

As Loosen Earth, but the Earth turns to a sucking mud quagmire. All MM rolls are at -60, horses and mules may not cross the area and movement rates are reduced by 75%.


Level 7: Cracks Call S
Cost: 6
Effect: Target
Duration: -
Range: Touch

With a sharp tap from the caster, the cracks begin to form all over a stone surface. This causes 4D10 damage to the object. If the caster has found any weak spots in the object, this damage is doubled.


Level 8: Gem Finding
Cost: 6
Effect: Radius of 100
Duration: Permanent
Range: Self

Will detect the all gems within range- really only useful away from civilisation.


Level 9: Shatter S A
Cost: 12
Effect: Target
Duration: -
Range: Touch

Shatters a stone object into tiny fragments, the largest the size of a pea. Shatter can affect an area 10X10X10, so if the stone object is larger than this Shatter just clears an area that size in the object. The object is allowed a RR against the caster's level; the objects level is up to the GM and stone composition (chalk would have a low level while granite would be much higher).


Level 10: Tremor S A
Cost: 15
Effect: 20 x 50
Duration: One round per level
Range: Self

The ground in front of the caster begins to shake violently. Anyone within the area takes an 'A' Unbalancing Critical each round; moving or standing is a Very Hard MM and movement rates are reduced by 75%. Any structures within the area of effect must make a RR against the caster's level or suffer structural collapse. The level of collapse depends on the degree of failure.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Dec 30th, 2006 at 03:58 PM

Old Post Dec 29th, 2006 09:32 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

MAGE ESSENCE SPELLS

The Mage profession gets ccess to the deep powers of Essence, and the wielding of some spectacular forces, should one be pushed.

-

I Thurin Naur

Level 1: Spark
Cost: 1
Effect: Target
Duration: Permanent
Range: 10

This spell strikes a spark and will ignite something that would easily burn (such as a candle, pipe or dry hay). It has no effect on any other target (so using Spark on an Orc will fail rather than give the Orc a small burn).


Level 2: Resist Fire (Aura)
Cost: 2
Effect: Target
Duration: One minute per level
Range: Touch

This spell gives the target a bonus of 50 on all RRs against against smoke, heat and fire. Any weapon inflicting a critical from smoke, heat or fire has the level of the critical reduced by two. Unlike secondary criticals, use T criticals when reducing the level of the critical.


Level 3: Smoke S
Cost: 5
Effect: 50
Duration: One minute per level
Range: Varies

This spell causes a thick bellowing smoke to issue forth from the caster in a cone shape which reaches a range of 50 at its greatest extent. In enclosed spaces this might fill the room. Smoke increases the chance of Stalk / Hide by 25 and reduces the OB of any missile attack that passes through it by 25. It also acts as a level three poison that causes 2 – 20 hits each time someone passes through it. The caster is immune to this poisonous effect.


Level 4: Aura of Flame S
Cost: 5
Effect: Target
Duration: One minute per level
Range: Touch

This enchants a weapon so that mystical flames run along its length. These cause no damage to the caster but hurts everyone else. In addition to any ability the weapon has naturally, it now causes a secondary Heat Critical. This bonus critical gives no experience, either to the wielder of the weapon or the person who is hit.
Note that unless you are the caster, a fumble with this weapon causes a C Heat Critical as well as the Fumble critical.


Level 5: Wall of Fire S A
Cost: 9
Effect: 10 x 10 x .5
Duration: One minute per level
Range: 10

This spell causes a Wall of Fire to spring up in front of the user. It will ignite any combustable object that it touches, and the flames obscure vision sufficiently enough to reduce the OB of any missile attack that passes through it by 75. Anyone passing through the Wall will suffer a E Heat Critical.


Level 6: Call Flames S A
Cost: 10
Effect: Radius of 10
Duration: One minute per level
Range: Radius of 10

The area around the caster begins to smoulder, then bursts into flame two rounds after this spell is cast. Anyone in the area affected will suffer a D Heat Critical. It also duplicates the effects of the spell Smoke. The spell duration applies just to the Heat Criticals and Smoke effects; the fire started may go on to cause much greater damage


Level 7: Fire Bolt S A
Cost: 10
Effect: 1
Duration: -
Range: 20

A fiery bolt to strike your opponents! This resolves as a Bolt attack on the Bolt Spells table.


Level 8: Circle Aflame S A
Cost: 12
Effect: Radius of 10
Duration: One minute per level
Range: Radius of 10

As Wall of Fire, but the Wall forms a circle of 10 radius around the caster. In addition, the caster can “draw aside” the fire to create a gap, allowing people in and out of the centre.


Level 9: Burning Weapons S A
Cost: 12
Effect: 10
Duration: -
Range: 10

This spell affects anyone in a 60 degree arc up infront of the caster (up to the range of the spell). Anyone who is holding a weapon will find it suddenly bursts into flames. This doesn't cause any damage to the weapon, but causes the holder to drop the weapon and spend a round stunned unless the holder passes a Heat RR against the level of the caster. A dropped weapon takes two rounds to recover (drawing a new weapon takes one).


Level 10: Fire Ball S A
Cost: 20
Effect: Radius of 10
Duration: -
Range: 20

A ball of fire to strike your opponents! This resolves as a Ball attack on the Ball Spells table, and generally causes mayhem.

---

I Valan o Heleg

Level 1: Frost
Cost: 1
Effect: Target
Duration: Permanent
Range: Touch

This spell will rapidly chill an item to just below freezing, so that a thin layer of frost will form on it. If the item is already that cold (or colder) this spell has no effect. It has no effect on living creatures.


Level 2: Resist Cold (Aura)
Cost: 2
Effect: Target
Duration: One minute per level
Range: Touch

This spell gives the target a bonus of 50 on all RRs against against cold and ice. Any weapon inflicting a critical from cold has the level of the critical reduced by two. Unlike secondary criticals, use T criticals when reducing the level of the critical.


Level 3: Floor of Ice S
Cost: 4
Effect: Radius of 30
Duration: One minute per level
Range: Varies

This spell causes a layer of ice to spread from the caster to a radius of 30. This icy floor is treacherous and difficulty to walk on. Slowly walking on the ice is a Medium MM, a normal pace is Extremely Hard and running is Absurd. The caster may walk on the ice without penalty.


Level 4: Touch of Frost S
Cost: 5
Effect: Target
Duration: One minute per level
Range: Touch

This enchants a weapon so that glows with a strange cold light. These cause no damage to the caster but hurts everyone else. In addition to any ability the weapon has naturally, it now causes a secondary Cold Critical. This bonus critical gives no experience, either to the wielder of the weapon or the person who is hit.
Note that unless you are the caster, a fumble with this weapon causes a C Cold Critical as well as the Fumble critical.


Level 5: Wall of Cold S A
Cost: 8
Effect: 10 x 10 x.5
Duration: One minute per level
Range: 10

This spell causes a transparent Wall of Cold to spring up in front of the user. Any object made of organic matter (such as leather or wood) passing through the Wall must pass a RR against the level of the spell or become brittle and useless (this will include arrows; so an arrow passing through the Wall must pass the RR or it doesn't reach its target). Any living creature passing through the Wall will suffer a E Cold Critical.


Level 6: Call Cold S A
Cost: 10
Effect: Radius of 10
Duration: One minute per level
Range: Radius of 10

The temperature in the area around the caster begins to drop, becoming iced over two rounds after this spell is cast. Anyone in the area affected will suffer a D Cold Critical. It also duplicates the effects of the spell Floor of Ice. Any object made of organic matter (leather, wood) in the area affected must pass a RR against the level of the spell or become brittle and useless.


Level 7: Ice Bolt S A
Cost: 10
Effect: 1
Duration: -
Range: 20

A icy bolt to strike your opponents! This resolves as a Bolt attack on the Bolt Spells table.


Level 8: Circle of Cold S A
Cost: 10
Effect: Radius of 10
Duration: One minute per level
Range: Radius of 10

As Wall of Cold, but the Wall forms a circle of 10 radius around the caster. In addition, the caster can “draw aside” the Wall to create a gap, allowing people in and out of the centre.


Level 9: Frozen Armour S A
Cost: 12
Effect: 10
Duration: One round per level
Range: 10

This spell affects anyone in a 60 degree arc up infront of the caster (up to the range of the spell). Anyone wearing armour within the range of the spell will find it ices up. Leather armour must pass a RR against the level of the spell or become brittle and useless (Soft armour has a penalty of -10; any magical bonuses of the Armour can be added to the RR). For leather armour that passes the roll, or for plate or chain the frozen armour becomes stiff and immobile. Those in armour also get heavy mobility penalties.

This spell has no effect on people wearing no armour, or creatures with natural armour.


Level 10: Cold Ball S A
Cost: 15
Effect: Radius of 10
Duration: -
Range: 20

A frozen ball of ice, that shatters and freezes everything in range. This resolves as a Ball attack on the Ball Spells table, and generally causes mayhem.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Last edited by Ushgarak on Dec 30th, 2006 at 04:12 PM

Old Post Dec 29th, 2006 09:33 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

(Reserved)


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Dec 30th, 2006 04:12 PM
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Tptmanno1
Life Ponder-er

Gender: Male
Location: Dreaming...Or am I living...

*Wets self with excitment!!*


__________________

Old Post Dec 30th, 2006 06:07 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Bumped...


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Feb 3rd, 2009 11:44 AM
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Peach
mordrem

Gender: Female
Location: verdant brink

Moderator

I'm going to bump this along with the other LOTR threads...simply because I got annoyed with having to go search for it...heh.


__________________

under the pale tree - my [email protected]

I can hear the call of the dragon...

Old Post Apr 20th, 2010 03:35 PM
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Ushgarak
Paladin

Gender: Male
Location: Chelmsford, Essex, UK

Co-Admin

Sorry, I'll need to update this a tad since I reverted the rules closer to the original version.

If you want to know how many Power Points you have, you get this many per level based on your relevant Magic stat:

(Remember, it is Intelligence if you favoured Essence and Intuition if you favoured Channelling)

0 or less: 0

5 or 10: 1

15 or 20: 2

25 or 30: 3

35 or more: 4



As ever, you'l power out very quickly without an item to improve your available points.


__________________



"We've got maybe seconds before Darth Rosenberg grinds everybody into Jawa burgers and not one of you buds has the midi-chlorians to stop her!"

"You've never had any TINY bit of sex, have you?"

BtVS

Old Post Jul 19th, 2011 04:54 PM
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