Author Topic: Grimoire  (Read 4766 times)

Offline bhu

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« Last Edit: June 03, 2016, 06:49:25 PM by bhu »

Offline bhu

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Re: Grimoire
« Reply #1 on: May 24, 2012, 11:20:17 PM »
Spellcasting Rules

The spells listed here are somewhere between regular d20 spells and skills.  Once a character has learned a spell, he begins with 2 ranks in it, and can buy more ranks just like Skills (maximum ranks per level are the same as Skill Points, Skill Points are used to purchase ranks in spells).  He does not need to make a Skill Check to cast a spell (unless noted otherwise), the ranks merely determine how powerful the spells effects are as opposed to his Character Level like normal d20 spells.Your casting ability is the middle value of your three mental ability scores (usually).  As an example if you have a 10 Int, 12 Wis, and 14 Cha, Wisdom is used for you spells Save DC's and other effects.  If you have a 10 Int, 10 Wis, and 12 Cha, you can use Intelligence or Wisdom.  If you have a 10 Int, 12 Wis, and 12 Cha, you can use Wisdom or Charisma.  Truly powerful spells may do permanent Ability Drain.  This always comes off the ability score you use for casting, and is not easily gained back. (and yes it can alter the ability score you use for casting).


Learning A Spell

There are several ways to learn a spell:

Deities: If one is willing to bargain with a Deity, the God can simply impart knowledge of the spell as a Swift Action, and the PC takes the Deific Bargain Flaw while gaining 2 ranks in the spell the Deity chooses to teach him (which will be detailed below).

Spellcasters: If the PC is not willing to bargain with a Deity he can choose to apprentice himself to a more experienced caster, human or not.  This is scarcely less dangerous than bargaining with a God, and you get whatever spells a madman or a 'supernatural' entity wish to give you.  Learning time is half normal since you have someone to show you the way, but you must take the Apprentice Flaw.  You then make a Knowledge (Arcane or TMWNMTK) check and attempt to cast the spell (Check DC is listed with the spell).  If you fail the Check, you suffer the Adverse Effects listed under the spell (see below) and must start over. 

Book Learning: You can hunt down and find scrolls, books, or other means of communication that describe casting a spell and attempt it yourself.  Can be dangerous in the case of some rituals, but you're a free man without ties (unless you screw up).  This takes anywhere from 2-12 weeks, assuming you read the language the book is in (mistranslations can be deadly).  You then make a Knowledge (Arcane or TMWNMTK) check and attempt to cast the spell (Check DC is listed with the spell).  If you fail the Check, you suffer the Adverse Effects listed under the spell (see below) and must start over.

Spellcrafting: If all else fails, and you have the Spellcrafting ability gained from 10 Levels of Occultist you can attempt to make your own version of a spell from scratch.  Assuming you survive the research.  Once you have met the prerequisites and spent the necessary time and resources you make a Knowledge (Arcane or TMWNMTK) Check like normal.  If you fail, you suffer Adverse effects and must start over from the beginning.

A typical spell will look like this:

Spell Name
Costs: Sanity or other damage that needs to be taken to cast the spell.  Most will require an amount of Sanity and/or Humanity depending on the number of ranks a caster has in it.  If the entry says either Sanity or Humanity, consult the following chart: Up to 4 ranks: 1 point, 5-6 ranks: 1d2 points, 7-8 ranks: 1d3 points, 9-10 ranks: 1d4 points, 11-12 ranks: 1d6 points, 13-14 ranks: 1d8 points, 15-16 ranks: 1d10 points, 17-18 ranks: 1d12 points, 19+ ranks: 1d20 points.  Some spells will also do temporary ability damage.  If the spell doesn't specify which ability and says something like 'take 10 temporary ability damage", you may choose to break that up among your ability scores as you wish.
Requirements: If the spell can only be cast in certain places, or times, or when certain events have taken place it will be listed here.  Some spells will have a minimum casting score.  For example if it says "Minimum casting score of 13", then the ability score you use for casting spells must be at least a 13.
Components: Necessary components, if any.
Learning Time: How long it takes to learn the spell by experimenting with instructions read from a book.  The time listed is the time you take trying to learn the spell, and the DC listed after is the Knowledge (Arcane or TMWNMTK) Check you must make to successfully learn it or start over from scratch.
Casting Time: How long it takes to cast.
Range: The range of the spell.  Range will generally be touch, 30 ft., 300 ft., line of sight, or not applicable (n/a).  If the range is n/a the spell takes effect so long as the target is on the same planet/plane of existence, even if you don't know their location
Target, Effect, or Area: What the spell effects, or the area it encompasses.
Duration: How long the spell lasts.
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.  The Save DC for a spell is 11 + your Casting Ability Modifier + 1 per every 2 ranks in the spell above 4.  For example if your casting ability is a 12 Cha (+1 modifier) and you have 4 ranks or less in a spell the Save DC is 12.  If you have 8 ranks the DC 14.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.




« Last Edit: November 19, 2019, 08:20:02 PM by bhu »

Offline bhu

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Re: Grimoire
« Reply #2 on: May 29, 2012, 12:48:07 AM »
Communication


Bait
Bait allows you to attract beings of a specific Type to your current location.  It is usually used to call up animals in order to provide good hunting/fishing as a way of bribing tribes or ensuring one has food.  You may summon 1 specific creature (chosen when you learn the spell, yes you can choose humans) to your location, which arrives within 10 minutes or less if it fails the Willpower save.  It is not under your control, and will remain in the area for 1 hour.  Exact time depends on time of year and weather conditions, and the spell must be cast in an area where the creature exists.  For example if you cast Bait Whale in the Dead Sea, nothing will happen as there are no whales in the Dead Sea. Each different being you can summon in this manner is a different spell which must be learned separately.  Please note that due to your lack of control over the summoned, this version of the spell can be dangerous to use.  Once you have learned the initial spell you can modify it by buying additional skill ranks:
Costs: Sanity.
Requirements: You can only summon beings that live in the local area.  For example if you have Bait Fish, you can't cast it in an area with no fish.
Components: V, S, M (some sort of offering to begin the spell, such as food, blood or money).
Learning Time: 2 weeks (DC 10)
Casting Time: Standard Action
Range: 2 miles
Target: 1 or more creatures
Duration: 1 hour
Saving Throw: Willpower negates.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Banish
Banish attempts to send a creature from another world or plane of existence back where it came from.  This does not work versus Summoned or Called beings but only entities capable of traveling to our realm of their own volition.  The caster(s) must build a circle of ground minerals and herbs big enough to contain themselves and a fire.  They then begin a chant that requires them to remain within the circle until it is finished, after which they burn whatever object links to the entity to be banished.  If it fails a Willpower save, the entity immediately appears, regardless of where it currently is, and begins to fade away over the course of 3-30 rounds.  At the end of this time it is gone, and the fire may be extinguished and the circle broken.  Unlike most spells, anyone who knows this spell can contribute to it, adding +1 to the spells Save DC.  If the circle is broken before the being disappears the spell ends. 
Costs: Sanity and Humanity, 1 point of temporary Ability damage from each participant.
Requirements: Must be held in the last known place the entity appeared, it's lair, or some place with a connection to it.  Must be at least 3 participants.
Components: V, S, M (ground minerals and herbs to make the circle, and something that links to the creature to be banished)
Learning Time: 2 weeks (DC 16)
Casting Time: 1 hour ritual.
Range: n/a
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Willpower negates.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Bind
Bind attempts to control a Summoned entity.  You make an opposed Charisma Check (1d20 plus HD plus Cha Modifier).  Each point of temporary ability damage gives you a +2 Bonus to the check.  If you win you may ask of the entity one service before requiring it to depart.  This must be a temporary service.  "Kill that man", "Guard us for the evening" etc., are viable commands.  Protect me for all time would not be.  If you do not give it a command, the entity gets another opposed check every Minute to break free.  Bind spells are very specific and must be learned separately for each entity.  Only entities that have a Summon spell available may also have a Bind spell.
Costs: Sanity.
Requirements: You cannot Bind an entity whose Hit Dice exceed your casting ability score.  For example if Wisdom is your casting ability, and your score is 12, you cannot Bind a creature which has 13+ Hit Dice.  Note that it is not completely impossible that the summoned entity will bluff you into thinking you have bound it depending on it's nature.
Components: V, S
Learning Time: 3 weeks (DC varies by entity).
Casting Time: Full Round Action.
Range: Line of Sight.
Target: 1 creature.
Duration: Until one command is fulfilled.
Saving Throw: None, see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Call
Call puts out a mental communication to a entity you do not control (and most likely can't because no Bind spell exists for it) in an attempt to gain their attention.  Each Call spell is unique to a specific entity, and each one must be gained separately.  These spells only exist for powerful and (presumably) unique creatures which humankind would call Deities.  At the end of the spells duration, roll a d20.  The Check DC you must meet is 25.  You may subtract your casting ability modifier from the check DC, as well as an additional -1 for every point of temporary ability damage you or any participants in the ritual take (participants do not need to know the spell, only you do).  Additionally other entity specific conditions may raise or lower the Check DC (these will be listed with the entity).  If you make the check DC, the entity contacts you.  Generally telepathically if able, or via some sort of avatar.  If you're truly unlucky it shows up in person, as this spell is very risky even for cultists.
Costs: Sanity and Humanity, plus potential problems when whatever you Called arrives. 
Requirements: Varies, exact requirements will be listed with individual beings.
Components: V, S.
Learning Time: 2 Weeks (DC 10, Deities want you to Call them up).
Casting Time: 1 Hour
Range: N/A
Target: 1 (usually unique) creature
Duration: Instantaneous
Saving Throw: None
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Cast Out
Cast Out attempts to remove a possessing entity from someone, or destroy it's mental control over them.  This can be risky if you are not prepared to deal with the possessing entity, as it could then assault or possess someone else should it have the ability to do so.  At the end of the spell make an opposed check (1d20 plus half Hit Dice plus casting ability modifier).  If you are successful the possessing entity is driven out.  Anyone who knows you can assist in the casting of this spell, and provide you a +2 Bonus on the check per point of temporary ability damage they take (you can also take temporary ability damage to boost your roll).
Costs: Sanity and Humanity.
Requirements: Possessed creature must be present and restrained (possibly psychically as well as physically).
Components: Necessary components, if any.
Learning Time: 6 weeks (DC 15)
Casting Time: 24 hours
Range: Line of Sight
Target: 1 Creature
Duration: Instantaneous
Saving Throw: None, see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Contact
Contact attempts to establish rapport directly with a race or being you know personally in order to communicate with them.  Arrival time will vary depending on the entity Contacted, and where they are in relation to your present location.  They have the option of traveling at their whim, or contacting you in any other manner available to them if they want to.  The spell does not compel them to do so, it merely lets them know someone wishes to speak with them, and these spells are generally only taught to those who have some means of distant communication available (or that live within traveling distance).  The spell lets them track you if they choose to contact you, but only until you are present.  Each Contact spell is for a specific race or entity, and each must be learned separately.
Costs: Sanity and Humanity.
Requirements: Varies, exact requirements will be listed with individual beings.
Components: V, S.
Learning Time: 6 Weeks (DC 10).
Casting Time: 1 Full Round Action.
Range: N/A.
Target: 1 Creature.
Duration: Instantaneous.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Dismiss


Summon
You may summon a Supernatural entity you hope to control (assuming you also know the pertinent Bind spell).  At the end of the spells duration, roll a d20.  The Check DC you must meet is 20.  You may subtract your casting ability modifier from the check DC, as well as an additional -1 for every point of temporary ability damage you or any participants in the ritual take (participants do not need to know the spell, only you do).  Additionally other entity specific conditions may raise or lower the Check DC (these will be listed with the entity).  If you make the check DC, the entity appears in 1-10 Minutes.  At which point you had best have a bribe handy or know the appropriate Bind spell.  If you can't Bind it, it's free to do as it pleases.  If you can, it stays until it has performed one command before departing.
Costs: Sanity.
Requirements: Varies, exact requirements will be listed with individual beings.
Components: V, S (some may have M or F, see entity descriptions for details).
Learning Time: 3 weeks (DC varies by entity).
Casting Time: Full Round Action, plus arrival time (see text).
Range: N/A.
Target: 1 Creature.
Duration: Instantaneous.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
« Last Edit: June 08, 2016, 02:30:58 AM by bhu »

Offline bhu

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Re: Grimoire
« Reply #3 on: June 18, 2013, 01:07:41 AM »
Perception

Open Window
You can view another place, dimension, or time.  This is generally regarded as phenomenally dangerous, even for experienced users.  Effectively you open a miniature version of a Gate (see the Open Door spell).  This usually requires much study, or blind guess work as to the coordinates and getting them wrong can have terrifying consequences.  While your senses extend through the window, most beings lack the awareness to view you back.  But if those that do, they can widen the window into a door, and step through.  Even if you close it in time truly powerful beings now know where you are, and likely they will be coming for you.  Using this to look into the future or too far into the past is likewise dangerous as it can cause great complications.  How far you can see in space/time depends on your minimum casting ability.  A 5 lets you see up to 100 miles or 100 years.  A 10 lets you see up to 1000 miles or 1000 years.  A 15 lets you see up to 10000 miles or years.  A 20 lets you see up to 100000 miles or years.  A minimum casting ability of 15 is needed to attempt to see the future or another dimension (or the spaces between dimensions).  Attempts at seeing the future show the caster a rush of garbled images displaying the many possible options all at once,.  To make sense of any of it, one must make a DC 15 Willpower Save, or take additional sanity damage equal to the sanity loss you would take for casting the spell.  Success gives you partial knowledge of some (possibly random) event, and you should work out the benefits of this with your DM.  Optionally, if you come across a Gate (see the Open Door spell), you may use this spell as a Swift Action to see whats on the other side of it.
Costs: Sanity and Humanity.
Requirements: Seeing through space requires a Knowledge (Things Man Was Not Meant to Know) roll.  The DC varies depending on your knowledge.  If it's somewhere you know well it's DC 5.  If it's somewhere you've been to once it's DC 10.  If you've only heard about it or seen it on maps it.s DC 15.  Seeing through time or dimensions is a DC 20.
Components: V, S, M.
Learning Time: 10 weeks (DC 15).
Casting Time: Full Round Action.
Range: see text.
Area: 5 ft. radius circle, through which you can view.
Duration: Concentration (maximum number of rounds equal to you casting ability score).
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Detect
Alerts you to the presence of something you determine when learning this spell.  Each time you learn the spell, you can choose from one of the effects below.
Costs: Sanity and Humanity.
Requirements: None.
Components: V, S
Learning Time: 3 weeks (DC 12).
Casting Time: Full Round Action.
Range: Line of Sight.
Area: See text.
Duration: Concentration (maximum number of rounds equal to you casting ability score).
Saving Throw: None, but see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Death: You can detect if a murder has occurred here recently. At 2 ranks you can detect if one has occurred over the last 24 hours, at 4th Level the last month, and at 7th Level you can detect if a killing has ever occurred.  You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the murder occurred).  You may also detect if someone has been injured or is dying.  At 1st Level you can tell if someone is at 0 hp or less, or is stabilized.  If they are intelligent undead you can make an Opposed Level Check to detect them (you always sense mindless undead).  At 4th Level you gain a +2 Bonus on the Level Check vs Undead, and can tell exactly how many hp someone has if they are at 0 or below.  At 9 ranks you get a +2 Bonus on the Level Check vs Undead.

Cruelty:  You can detect if rape, torture, or any horrific acts of cruelty have occurred here recently. At 2 ranks you can detect if one has occurred over the last 24 hours, at 5 ranks the last month, and at 7th Level you can detect if an act has ever occurred.  You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the incident occurred).  You may also detect if someone has committed rape, murder, torture, etc by making an Opposed Level Check.  At 4th Level you get a +2 Bonus on this Check, and at 9 ranks it increases to +4.

Lies:  At 2 ranks you may detect if someone is lying to you by making an Opposed Level Check.  At 5 ranks you get a +2 Bonus on this Check, and at 9 ranks it increases to +4.  You can also detect if something is false (i.e. an illusion for example) by making an Opposed Level Check against whatever is creating it.

Madness:  At 2 ranks you may detect if someone is insane by making an Opposed Level Check.  At 5 ranks you get a +2 Bonus on this Check, and at 7th it increases to +4.  A successful Sense Motive Check against that person provides an additional +2 Bonus.  At 4th Level you will also realize if their mental difficulties are temporary or incurable, and whether or not they are a danger to you.  At 9 ranks you know the exact nature of their insanity (i.e. you know the specific mental problem they have).

Life:

Possession: At 2 ranks you can detect if someone or something is under supernatural control such as possession, certain curses, or mental domination if you can make an Opposed Level Check against whatever being is controlling/possessing them.  At 5 ranks you get a +2 Bonus on this Check, and at 9 ranks it increases to +4.

Portals: At 2 ranks you know the vague location of any dimensional gates, portals, tears in space/time, etc (or if one has been present within the last 24 hours).  At 5 ranks you can tell exactly where it is, and what kind of portal it is, and whether or not it's open (or if one was present within the last month).  At 9 ranks you can see through the portal to the other side to see what lies beyond it, but anything on the other side can see you as well.  You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the act occurred).

Danger: At 2 ranks you automatically detect danger on a worldwide scale.  Examples would be a God awakening or arriving planetside, a breakdown in reality, or some other supernatural event.  A DC 20 Level Check automatically warns you of danger on a country wide scale (smaller invasions, major planar rifts, war).  An Opposed Level Check negates a surprise round, or if you are aware of the attack you aren't Flat-Footed if you haven't acted in the round already.   At 5 ranks you automatically detect danger on a country wide scale, and with a DC 15 Level Check you can detect local city wide dangers (natural disasters, local Gates or alien infestations, invasion, fires, etc).  You also get a +1 Bonus on Opposed Level Checks when using this Ability.   At 9 ranks you automatically detect local city wide dangers and your Bonus on Opposed Level Checks increases to +2.  Automatic detections are considered Free Actions.

Supernatural Beings: At 2 ranks you can detect the presence of Supernatural beings whether they are disguised or invisible by making an Opposed Level Check.  For purposes of this Ability, Supernatural being includes any being with a Spell-Like or Supernatural Ability.  At 5 ranks you get a +2 Bonus on this Check, and at 9 ranks it increases to +4.

Supernatural Powers: At 2 ranks you can detect the use of any Spell, Spell-Like Ability or Supernatural Ability (or whether a being/object is under the influence of one).  At 1st Level you can detect if use has occurred over the last 24 hours, at 5 ranks the last month, and at 9 ranks you can detect if an ability has ever been used assuming it was sufficiently powerful.  A simple summons cast 5 years ago doesn't count.  Calling up a deity regardless of how long ago always counts.  You get a vague idea as opposed to an exact date unless you can make a Wisdom Check (DC 10, +1 for every week since the act occurred).
« Last Edit: November 20, 2021, 09:53:52 PM by bhu »

Offline bhu

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Re: Grimoire
« Reply #4 on: March 14, 2016, 02:11:52 AM »
Deceit

Enthrall
You may convince another being you are friendly or perhaps even control it's mind outright.  Eventually you may even learn to modify it's memory.  Initially you may do one of two things: charm your victim into believing you are a friend, or hold it spellbound.  After you spend a round soothing your target with kind words make an opposed check (1d20 + 1/2 it Dice plus casting ability modifier).  If you succeed they are charmed (as per the charm person spell) for a number of hours equal to your hit dice.  If you decide to hold them spellbound they are instead fascinated for the same time period.  With additional ranks you may learn other effects:
6 ranks: You may now take 1 point of temporary ability damage to Command your charmed victim (as per the Command spell) as a Standard Action.
10 ranks: When successfully casting this spell you may now Modify Memory, as per the spell (but duration is only a number of rounds equal to your casting ability score).  This requires 2 temporary ability damage.
14 ranks:  When successfully casting this spell you may now Dominate your victim, as per the spell.  This requires 3 temporary ability damage.
18 ranks: When using the Dominate option, duration is now 12 hours.
22 ranks: When using the Dominate option you may now order them to take actions which would go against their nature or end in their death, but this requires a second opposed check.  If the second check fails, they are still Dominated, just not suicidal.  This requires an additional 2 ability damage on your part.
Costs: Sanity.
Requirements: Would be victim must be able to understand your language.
Components: V.
Learning Time: 8 weeks (DC 15).
Casting Time: Full Round Action.
Range: 10 yards.
Target: 1 Creature.
Duration: Varies.
Saving Throw: See text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Exchange
You may exchange bodies with one creature temporarily.  You make an opposed casting Check (1d20 plus HD plus casting ability modifier Modifier). If successful your minds switch bodies, and you replace your physical ability scores with your own, and gain and physical defects or abilities they may have that aren't the result of skill (including mutations).  Initially you can only do this very briefly, but each time you cast this spell on the same person the duration increases by 1 Minute.  The Cast Out spell will end this spell immediately.
Costs: Sanity and Humanity.
Requirements: The individual you wish to possess must be unconscious, and known to you (no matter how distantly).  You must be able to see them.
Components: Necessary components, if any.
Learning Time: 10 weeks (DC 20).
Casting Time: 5 Rounds.
Range: 10 Yards.
Target: 1 Creature.
Duration: 1 Minute.
Saving Throw: None, see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Glamer
You can fool a targets senses (or dispel another's Glamer by casting this spell and making an opposed caster level check). After casting the spell, you can perform one of three effects:  You can alter your appearance in a manner similar to the Disguise Self spell.  The second is that you can create an illusions similar to the Silent Image spell, but you choose to make the illusion either visual or auditory.  You may learn other effects with additional ranks:
6 ranks: You may now duplicate the effects of a Minor Image or Mirror Image spell.
10 ranks: You may now duplicate the effects of a Major Image or Hallucinatory Terrain spell.
14 ranks: You may now duplicate the effects of Persistent Image or Mirage Arcana.
18 ranks: You may now cast this spell as a Standard Action.
22 ranks: You may now increase the DC of the Willpower Save by +2 per point of temporary ability damage you take.
Costs: Sanity and Humanity.
Requirements: None.
Components: V, S.
Learning Time: 6 weeks (DC 13).
Casting Time: Full Round Action.
Range: Line of Sight.
Effect: Illusion covering an area no more than 10 ft. x 10 ft. x 10 ft.
Duration: Concentration.
Saving Throw: Willpower negates.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Speak
Your voice takes on 'supernatural' power.  You gain a Bonus to all Cha related skill checks equal to the amount of temporary ability damage you take.  If you gain more than 2 ranks in this spell it becomes more useful:
6 ranks:
10 ranks:
14 ranks: 
18 ranks:
22 ranks:
Costs: Sanity and Humanity, variable temporary ability damage.
Requirements: None.
Components: V, S, M (herbs).
Learning Time: 2 weeks (DC 12).
Casting Time: 2 Hours.
Range: Personal.
Target: Self.
Duration: 1 Day.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


« Last Edit: June 23, 2016, 12:47:38 AM by bhu »

Offline bhu

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Re: Grimoire
« Reply #5 on: March 25, 2016, 03:00:38 AM »
Travel

Open Door
You open a Gate to another place, dimension, or time.
Costs: Sanity and Humanity.
Requirements: None.
Components: Necessary components, if any.
Learning Time: 10 weeks (DC 20).
Casting Time: See text.
Range: The range of the spell.
Target, Effect, or Area: What the spell effects, or the area it encompasses.
Duration: See text.
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Retreat
You may teleport to a pre-prepared location.  This requires making a Gate via the open door spell, after which this spell will allow you to return to that Gates location from just about anywhere.  On the downside you have left a permanent doorway slightly ajar in this location as well, and beings signicantly more powerful than yourself may decide to make use of it (or destroy it and you in the process).
Costs: Sanity and Humanity.
Requirements: None.
Components: Necessary components, if any.
Learning Time: 10 weeks (DC 20).
Casting Time: See text.
Range: The range of the spell.
Target, Effect, or Area: What the spell effects, or the area it encompasses.
Duration: See text.
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

« Last Edit: June 08, 2016, 09:02:36 PM by bhu »

Offline bhu

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Re: Grimoire
« Reply #6 on: March 25, 2016, 03:06:06 AM »
Influence

Animate
You may animate an object or corpse to serve you.  Eventually you may also use the living as puppets.
Costs: Sanity and Humanity.
Requirements: None
Components: Requires the fresh corpse or object (usually a doll) to be animated.
Learning Time: 5 weeks (DC 20)
Casting Time: 1 Hour Ritual
Range: Touch
Target, Effect, or Area: 1 Corpse or unattended Object
Duration: Concentration
Saving Throw: None
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Influence Nature
You may alter the weather and terrain.  You may also genetically alter living creatures.
Costs: Sanity and Humanity.
Requirements: Generally none, but your ability to alter the weather and terrain is limited by the local weather and terrain.  Making it snow in Alaska is supremely easy.  Not so much in Egypt.
Components: Necessary components, if any.
Learning Time: 10 weeks (DC 20).
Casting Time: 1 Hour Ritual
Range: 2 Miles (120 ft. for genetic alteration)
Area: 2 mile area (Targets 1 creature in the case of genetic alteration)
Duration: 20 minutes (Instantaneous in the case of genetic alteration).
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Manipulation
You may telekinetically move or harm others or objects.
Costs: Sanity and Humanity.
Requirements: None.
Components: Necessary components, if any.
Learning Time: 4 weeks (DC 12).
Casting Time: Full Round Action.
Range: The range of the spell.
Target, Effect, or Area: What the spell effects, or the area it encompasses.
Duration: Instantaneous.
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


« Last Edit: June 08, 2016, 09:03:52 PM by bhu »

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Re: Grimoire
« Reply #7 on: March 25, 2016, 03:08:43 AM »
Creation

Enchant
You may create minor magical items.
Costs: Sanity and Humanity.
Requirements: Varies, exact requirements will be listed with individual items.
Components: Necessary components, if any.
Learning Time: Varies, exact time and DC will be listed with individual items.
Casting Time: How long it takes to cast.
Range: The range of the spell.
Target, Effect, or Area: What the spell effects, or the area it encompasses.
Duration: How long the spell lasts.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Homunculous
You may create a Familiar.
Costs: Sanity and Humanity.
Requirements: Can only be performed by someone with the Apprentice or Deific Bargain Feats.
Components: Necessary components, if any.
Learning Time: 12 weeks (DC 20).
Casting Time: How long it takes to cast.
Range: The range of the spell.
Target, Effect, or Area: What the spell effects, or the area it encompasses.
Duration: How long the spell lasts.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Sacrifice
You may create items of extreme power and significance.
Costs: Sanity and Humanity.
Requirements: Varies, exact requirements will be listed with individual items.
Components: Necessary components, if any.
Learning Time: Varies, exact time and DC will be listed with individual items.
Casting Time: How long it takes to cast.
Range: The range of the spell.
Target, Effect, or Area: What the spell effects, or the area it encompasses.
Duration: How long the spell lasts.
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Accrue Power
You may gather power to cast spells normally beyond you, by bargaining with powerful entities for it.
Costs: Sanity and Humanity, plus 1 point of temporary ability damage to your casting ability score.
Requirements: Varies, exact requirements will be listed with individual beings.
Components: V, S, M (varies with individual beings).
Learning Time: 2 weeks (DC 13).
Casting Time: 1 Hour.
Range: Personal.
Target: Self.
Duration: Instantaneous.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components..

« Last Edit: June 08, 2016, 09:09:51 PM by bhu »

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Re: Grimoire
« Reply #8 on: March 25, 2016, 03:12:08 AM »
Transformation

Immortality
You gain a limited form of immortality by magically removing one of your organs and sealing your life force within it.  Or by becoming a being of pure psychic energy that can possess others, or by preparing your physical body to be resurrected in some manner.
Costs: Sanity and Humanity.
Requirements: Only available to those with the Apprentice or Deific Bargain Feats.
Components: Necessary components, if any.
Learning Time: 12 Weeks (DC 20).
Casting Time: 1 Day Ritual
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Animal Form
You may become a specific animal.  This animal can be any size smaller than you, but cannot be larger than you (at least not initially).  Each animal form is it's own spell and must be gotten separately.  After conducting a short ritual you polymorph into that animal for 12 hours or less.  If you dismiss the spell and return to human form before that duration, you must recast the spell to go back to animal form.  The more ranks you take in this spell the more options you have:
6 ranks: Casting time is now 1 Full Round Action. 
10 ranks: You now gain all Extraordinary Special Qualities of the Animal Form.
14 ranks: You no longer require the Focus component to cast this spell.
18 ranks: You may now switch back and forth between your normal and animal form as a Swift Action once per round for the duration of this spell.
22 ranks: Casting time is now a Standard Action.
Costs: Sanity and Humanity.
Requirements: You must have a connection to the animal you wish to become of some sort (usually haven eaten or befriended one).
Components: V, S, F (Focus must be tied to the animal you wish to become, such as a wolf pelt or item with a carving of a wolf upon it)
Learning Time: 6 Weeks (DC 15).
Casting Time: 1 Minute.
Range: Personal
Target: You
Duration: 12 hours (D).
Saving Throw: None
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Regenerate
You may heal yourself.  For the duration of the spell you gain Regeneration 1.  If you are able to use it on others, they pay the same Sanity and Humanity costs you do, and suffer any ill effects from a miscast spell.
Costs: Sanity and Humanity.
Requirements: Minimum casting ability score of 13 (15 to use on others).
Components: V, S.
Learning Time: 6 weeks (DC 15).
Casting Time: 1 Minute.
Range: Touch.
Target: Self, or 1 willing creature.
Duration: Concentration (Maximum number of rounds equal to your casting ability score).
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components

Warp Body
You may alter your physical form.
Costs: Sanity and Humanity.
Requirements: Requires the Apprentice or Deific Bargain Feat.
Components: Necessary components, if any.
Learning Time: 8 weeks (DC 18).
Casting Time: 10 Minutes
Range: Personal
Target: You
Duration: Instantaneous (D)
Saving Throw: None
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
« Last Edit: June 19, 2016, 02:45:52 AM by bhu »

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Re: Grimoire
« Reply #9 on: March 25, 2016, 03:18:46 AM »
Destruction

Burn
You may damage physical opponents.  When learning the spell you may choose to do Acid, Bludgeoning, Cold, Desiccation, Electricity, Fire, Force, Negative Energy, Piercing, Slashing, or Sonic damage (each damage type is a separate spell that must be learned on it's own.  If you have a minimum casting ability score of 15 you may also choose Untyped damage as an option.  Once the spell is cast you must make an opposed check (both of you roll 1d20 plus your Hit Dice plus your casting Ability modifier).  If you succeed in the check, you do 1d6 damage of the appropriate type for each round you can maintain concentration.  You may concentrate for a maximum number of rounds equal to your casting ability modifier before you must cast the spell again.  If you gain more than 2 ranks in this spell it becomes more useful:
6 ranks: You are no longer limited by the number of rounds you can concentrate on this spell, and it now does 1d8 damage per turn.
10 ranks: You may opt to enlarge this spell, damaging everything, friend or foe within 10 yards (you take 1 hit point of damage each round you concentrate on the spell).
14 ranks: Casting time for this spell is now 1 Standard Action.
18 ranks: You may choose to smite a single opponent with this spell.  Duration in this case is Instantaneous, and you do not have to make an opposed check.  Your victim immediately takes 1d8 damage per point of temporary ability damage you take when casting the spell (the maximum temporary ability damage you can take in this manner is equal to your casting ability score) and is Stunned 1 round.
22 ranks: If your target fails the opposed check and has less hit points than you it dies immediately.
Costs: Sanity and Humanity, 1 point of temporary Ability damage. 
Requirements: None.
Components: V,S.
Learning Time: 4 weeks (DC 13)
Casting Time: Full Round Action.
Range: Line of Sight.
Target: 1 Creature.
Duration: Concentration, see text.
Saving Throw: None, see text.
Adverse Effects: You take the damage instead of the target if you fail to cast this spell when attempting to learn it.
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Disable
You may destroy one of your victims senses, or disable a limb.  When learning the spell you may choose to inflict one of the following mutations on your victim with a successful casting (each mutation is a separate spell): Aural Impairment, Deformity, Dermatological Impairment, Frail, Impaired Limb, Intellectual Impairment, Lamed, Physical Wasting, Rapid Aging, or Physical Impairment.  Once the spell is cast you must make an opposed check (both of you roll 1d20 plus your Hit Dice plus your casting Ability modifier).  If you succeed in the check, you permanently inflict the mutation on your target until you dismiss it, you die, or someone else reverses the effect by casting the same spell (which requires another opposed check to overcome your spell).  If you gain more than 2 ranks in this spell it becomes more useful:
6 ranks: Casting time for this spell us now 6 Hours.
10 ranks: Casting Time for this spell is now 3 Hours.
14 ranks: Casting time for this spell is now 1 Hour.
18 ranks: Casting time for this spell is now 1 Minute.
22 ranks: Casting time for this spell is now a Full Round Action.
Costs: Sanity and Humanity.
Requirements: None.
Components: V, S, F (Focus must be tied to the victim such as hair or nails or blood or a possession).
Learning Time: 4 weeks (DC 15).
Casting Time: 1 Day.
Range: n/a.
Target: 1 Creature.
Duration: Instantaneous (D).
Saving Throw: None, but see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Infection
You may infect another with disease or some similar malady.  If you successfully cast this spell you inflict a magical version of any disease within the DM's Guide.  Once the spell is cast you must make an opposed check (both of you roll 1d20 plus your Hit Dice plus your casting Ability modifier).  If you succeed in the check, you permanently inflict the disease on your target until you dismiss it, die, or are countered by someone else casting this same spell (which requires another opposed check to overcome your spell).  If you gain more than 2 ranks in this spell it becomes more useful:
6 ranks: Casting time for this spell us now 6 Hours.
10 ranks: Casting Time for this spell is now 3 Hours.
14 ranks: Casting time for this spell is now 1 Hour.
18 ranks: Casting time for this spell is now 1 Minute.
22 ranks: Optionally when casting this spell you can just do 3d6 temporary Constitution damage.  This costs you 5 temporary ability damage.
Costs: Sanity and Humanity.
Requirements: None.
Components: V, S, F (must be tied to the victim, such as a piece of him or a possession).
Learning Time: 3 weeks (DC 15).
Casting Time: 1 Day.
Range: n/a.
Target: 1 Creature.
Duration: Instantaneous (D).
Saving Throw: None, see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Sicken
You may cause pain or nausea in your victim, or perhaps even paralysis.  If you successfully cast this spell your opponent is Nauseated for it's duration.  Once the spell is cast you must make an opposed check (both of you roll 1d20 plus your Hit Dice plus your casting Ability modifier).  If you succeed in the check, you inflict the Nausea condition on your target until you dismiss it, die, or the spell ends.  If you gain more than 2 ranks in this spell it becomes more useful:
6 ranks: When casting this spell you may now opt to leave your opponent Stunned.
10 ranks: When casting this spell you may now opt to leave your opponent Paralyzed.
14 ranks:  You may now cast a version of this spell that takes 5 Minutes to cast, and requires you to make a 10 ft. diameter circle of powdered minerals.  You cast the spell while standing in the circle, and anything other than you entering it must make the opposed check or be Nauseated until they have  moved at least 150 feet from you, or the spell ends.  This version costs you three temporary ability damage.
18 ranks: You may now Stun opponents who enter the circle.
22 ranks: You may now paralyze opponents who enter the circle.
Costs: Sanity and Humanity.
Requirements: None.
Components: V, S, F (must be tied to victim, such as a possession or a piece of him).
Learning Time: 5 weeks (DC 15).
Casting Time: 1 Day.
Range: n/a.
Target: 1 Creature.
Duration: 1 Day(D).
Saving Throw: None, but see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

Mind Burn
You may damage an opponents mind.
6 ranks:
10 ranks:
14 ranks: 
18 ranks:
22 ranks:
Costs: Sanity and Humanity.
Requirements: None.
Components: Necessary components, if any.
Learning Time: 4 weeks (DC 15).
Casting Time: 1 Full Round Action.
Range: The range of the spell.
Target, Effect, or Area: What the spell effects, or the area it encompasses.
Duration: Instantaneous (see text).
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components

Theft
You may steal magical power from another.
6 ranks:
10 ranks:
14 ranks: 
18 ranks:
22 ranks:
Costs: Sanity and Humanity.
Requirements: None.
Components: Necessary components, if any.
Learning Time: 4 weeks (DC 15).
Casting Time: Standard Action.
Range: Line of Sight.
Target: 1 Creature.
Duration: Instantaneous.
Saving Throw: None, but see text.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.
« Last Edit: June 23, 2016, 01:01:44 AM by bhu »

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Re: Grimoire
« Reply #10 on: March 25, 2016, 03:23:22 AM »
Protection

Barrier
Barrier places an invisible barrier against 'supernatural' entities.  It's not so much a physical barrier as forbidding them to enter.  For every point of temporary ability damage the caster takes the Barrier gains 1 point of Strength.  Any being wising to pass the Barrier must make an Opposed Str Check (incorporeal beings with no Strength score use their casting ability attribute instead).  If the victim fails it must remain outside the Barrier until it expires.  Unlike most spells, anyone who knows this spell can contribute to it, adding +1 Str to the Barrier for every point of ability damage they take.
Requirements: None.
Components: Necessary components, if any.
Learning Time: 6 weeks (DC 15).
Casting Time: 1 Hour.
Range: Touch.
Area: Barrier is a sphere 10 yards in diameter.
Duration: Instantaneous (the Barrier lasts 4 hours).
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Mental Ward
You may protect yourself from mental harm and influence.  Specifically it helps against Bait, Enthrall, Exchange, Glamer, Mind Burn, Speak, Theft.  Each 2 temporary ability damage you take gives you one rank of defense.  The maximum number of ranks a caster can have is equal to their Caster Level divided by 4 (rounded up).  Against Bait, Glamer, Mind Burn or other effects that allow a Saving Throw this spell provides a +1 Enhancement Bonus to the appropriate Saving Throw.  Against Enthrall, Exchange, Theft or other effects that allow an Opposed Check this spell instead provides a +1 Enhancement Bonus to the Check.  Against Speak you subtract the Bonus provided by this spell from the Bonus provided by the Speak spell.  Adding ranks in this spell reduces the casting time:
6 ranks: Casting time for this spell is now 4 rounds.
10 ranks: Casting time for this spell is now 3 rounds.
14 ranks: Casting time for this spell is now 2 rounds. 
18 ranks: Casting time for this spell is now a Full Round Action.
22 ranks: Casting time for this spell is now a Standard Action.
Costs: Sanity and Humanity, plus the temporary ability damage mentioned above..
Requirements: None.
Components: V, S.
Learning Time: 2 weeks (DC 12)
Casting Time: 5 rounds.
Range: Personal.
Target: You.
Duration: 24 Hours.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Personal Ward
You may protect yourself from harm.  Roll a number of d6 up to to your casting ability score (for example if a 10 Int is your casting ability score roll up to 10d6).  Damage done to you comes off these points first, before your hit points.  This only protects you from the damage done by attacks, not other effects (unless those effects require you to be damaged).  Once cast, it may not be recast until the temporary hp from the first spell are gone.  Adding ranks in this spell reduces the casting time:
6 ranks: Casting time for this spell is now 4 rounds.
10 ranks: Casting time for this spell is now 3 rounds.
14 ranks: Casting time for this spell is now 2 rounds. 
18 ranks: Casting time for this spell is now a Full Round Action.
22 ranks: Casting time for this spell is now a Standard Action.
Costs: Sanity and Humanity, plus 1 point of temporary ability damage per 2d6 rolled.
Requirements: None.
Components: V, S.
Learning Time: 2 weeks (DC 12)
Casting Time: 5 rounds.
Range: Personal.
Target: You.
Duration: 24 Hours, or until the protection is expended.
Saving Throw: None.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Restrain
This spell restrains another creature from attacking you.
Costs: Sanity
Requirements: None
Components: V, S, M (must have blood, hair or some other physical piece of the victim, or something tied to them such as a an item of theirs)
Learning Time: 6 weeks (DC 15).
Casting Time: Full Round Action
Range: Line of Sight
Target: 1 creature
Duration: (Spell ranks divided by 2) days, ends immediately if the caster attacks the target of the spell
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Exile
Exile attempts to ban a specific creature from a certain location (or to a certain location).  The caster spends a day crafting a clay effigy of his enemy while chanting and investing the effigy with power.  Once the spell is cast the target maks an opposed check against the caster.  The target rolls 1d20 plus 1/2 it's Hit Dice plus it's casting ability modifier.  The caster rolls 10 plus a cumulative +1 per 2 temporary ability damage he takes.  If the caster wins he may decide the victim cannot move further than 100 yards from the effigy (the target must be present for  this version) or cannot approach within 100 yards of the effigy.  If the victim wins the caster must begin the entire process anew.
Costs: Sanity.
Requirements: None.
Components: S, M (Must create a clay effigy of the target that has a piece of him contained within it (hair, nail clippings, etc.)
Learning Time: 8 weeks (DC 18).
Casting Time: 24 Hours.
Range: 100 yards.
Area: 100 yards x 100 yards x 100 yards..
Duration: Until the effigy is destroyed or the caster attacks the target.
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.


Seal
You may seal an incorporeal entity into a specific creature or object.
Costs: Sanity and Humanity.
Requirements: None.
Components: Necessary components, if any.
Learning Time: 8 weeks (DC 18).
Casting Time: How long it takes to cast.
Range: Line of Sight.
Target: 1 creature.
Duration: Instantaneous.
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).
Spellcrafting: Prerequisites needed to craft a spell on your own, usually including time, Knowledge (Arcane) Check DC, and other components.

« Last Edit: May 19, 2020, 10:50:05 PM by bhu »