HEROES FOR HIRE
Would you like to react to this message? Create an account in a few clicks or log in to continue.
HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
HomeHome  Latest imagesLatest images  RegisterRegister  Log inLog in  

 

 ..Sorcery..

Go down 
AuthorMessage
Admin
Admin
Admin


Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

..Sorcery.. Empty
PostSubject: ..Sorcery..   ..Sorcery.. Icon_minitimeTue Oct 06, 2009 6:53 am

LEVEL 1

Drop (£3) 10 Paces Ins
This causes the nominated item being held by the target to be dropped as the hand feels a sharp sting.
(Mind Affecting).

Magic Dart 1 (£2) 10 Paces Ins
This spell causes 1 point of magical damage to the targets chest. (requires Projetile Magic Skill)

Shock (£3) Caster / Touch 3 mins
The casters hand is covered in a magical aura. If the caster touches someone with that open hand, the creature touched suffers 2 points of magical damage to the location touched. If the spell is not used within 3 minutes, the spell dissipates harmlessly.

Touch Shatter (£2) Touch Perm
Any non-magical metal or ‘glass’ item touched by the caster is broken and made unusable. If used on armour, this causes 1 point of damage to a single location

Touch Ignite (£2) Touch Ins
Any flammable object touched will start to burn. If this is a person, then the target must put out the fire or take1 point of damage to that location every 10 seconds until the put of the flames. (Drop and Roll time people!)


LEVEL 2

Jump (£4) Caster Only Ins
The caster jumps through the air a distance of ten paces in the direction he or she is facing, to land facing the same direction.

Magic Dart 2 (£3) 10 Paces Ins
As Magic Dart 1, but causes 2 points of damage. (requires Projetile Magic Skill)

Strike Down (£4) 10 paces Ins
The target of the spell is knocked off of their feet. The target may still defend themselves normally.

Touch Stun Limb (£4) Touch 1 min
The touched limb is paralysed for a period of one minute. You cannot target the head or body with this spell. (Mind Affecting)

Trap (£3) Touched Area 1 Encounter
When this trap is set, the first person that enters this area will be dealt 1 point of magical damage to the chest. (The same as a rank one trap)


LEVEL 3

Detect Animate (£5) Caster / 10 paces 1 Encounter
The caster knows the rough location of any LIVING, MOVING creatures within ten paces.

Freeze (£6) 10 Paces 10secs
The target of the spell must stand completely immobile for 10 seconds. If shaken or hit, the target is released from the spell. (Mind Affecting)

Magic Missile 3 (£5) 10 Paces Ins
This spell causes 3 point of magical damage to the targets chest. (requires Projetile Magic Skill)

Ranged Shatter (£6) 10 Paces Ins
As Touch Shatter, but with a range of ten paces.

Ranged Stun Limb (£6) 10 Paces 1 Min
As Touch Stun Limb, but at a range of ten paces and the caster can nominate the limb that is affected by the spell.

Telekinesis (£5) 10 Paces 3 mins
The caster directs and exerts a force over an object. This force is equal to a single hands force. Caster must concentrate while the movement is being undertaken. Only works upon a single object at one time. Has no effect on creatures.


LEVEL 4

Choke (£6) 10 Paces 30 Secs
The target of this spell has his / her throat tightened. The victim will have trouble breathing, and may only defend themselves in combat. This spell also prevents all talking or spell casting, as sentences cannot be constructed correctly.

Degenerate (£8 ) 10 Paces End Adv
This spell will stop all magical healing and regeneration, potions and spells.

Magic Missile 4 (£6) 10 Paces Ins
This spell causes 4 point of magical damage to the targets chest. (requires Projetile Magic Skill)

Minor Ward of Power (£6) Touch 1 Encounter
A five pace long line is drawn or mark with chalk in to the dirt / surface on the ground, any body crossing this line will take a single magic through to each location, ignoring floating hits.

Identify Weakness (£6) 10 Paces Ins
This spell will identify one weakness in your opponent and it might give you the advantage you where looking for.

Slow (£8 ) 10 Paces 1 Min (Real Time)
The victim must move at half speed for anything and everything. This includes talking, combat and spell vocals.

Telepathic Message (£6) Spell Level x10 Miles Ins
The caster can send a telepathic message to any individual they have met. This message can only be a brief sentence. Longer sentences require multiple castings.

LEVEL 5

Ambush Sense (£10) Target End Adv / Until Used
The target of this spell has the innate ability to sense when they are about to be ambushed. If you are ever put into a situation where you may be surprised, you will receive a warning. This spell does not let you know what is coming up, only that there is danger approaching. Once activated, this spell is used up and must be recast.

Blink (£10) Caster Only / 10 paces Ins
The caster blinks out of existence in the location he was standing in and appears again in another location within 10 paces of the starting point, within line of sight. You may not blink within two paces of a hostile creature.

Dodge (£8 ) 10 Paces 1 Encounter
In the heat of battle, for one encounter, you have the choice of avoiding any one blow that lands upon you. You have the call of 'dodge' against the blow that just landed on you.

Dispel Minor Magic (£10) 10 Paces Ins
This spell causes any spells of a weak nature to unravel. This does not affect any powerful magic, or permanent items.

Blindness (£10) 10 paces 3mins
This spell was hunted down and destroyed by many of the goodly races for the evil purposes it was put to. A recent expedition into a cave complex brought forth a copy from a hidden treasure trove.
***This can be dangerous and everyone should take appropriate care around this spell. If misused, this spell will be removed from play.***
The target is struck blind for the next three minutes. They are incapable of seeing, and should shut their eyes, and only open their eyes for reasons of safety. Everybody else should take care around a person with closed eyes. (Curse)

Magic Bolt 5 (£8 ) 10 Paces Ins
Magic bolt causes a massive 5 points of damage to the chest. Removing armour and flesh as it rip's through the body. (requires Projetile Magic Skill)

Minor Resistance (£10) Caster Only 30 Secs
This stops all non-magical damage to the recipient for a period of 30 seconds.

Pass Wall (£8 ) Touch Ins
The recipient of this spell, may walk through any normal wall as though it were made of water. Does not work on walls that are thicker than one metre thick. The spell caster must touch the wall and target in question.

Entilsahrs Outflanking Manoeuvres (£10) Touch 1 Encounter
The touched target slip's through the enemy lines untouched appearing 10 paces behind the last enemy. The target cannot be affected whilst they slip through. This occurs during real time.
Back to top Go down
https://heroes4hire.forumotion.com
Admin
Admin
Admin


Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

..Sorcery.. Empty
PostSubject: Re: ..Sorcery..   ..Sorcery.. Icon_minitimeTue Oct 06, 2009 6:54 am

LEVEL 6 DAMAGE

Magic Bolt 6 (£14) 20 Paces Ins
Magic bolt causes a massive 6 points of damage to the chest. Removing armour and flesh as it rip's through the body. (requires Projetile Magic Skill)

Jagged Bolts (£15) 10 Paces Ins
When making new spells you sometimes end up with some twists to your original designs. This spell targets a person and does them 4 points of damage to the chest, (Nothing wrong with that), but the person standing behind and to your left of your target is also effected and gets 2 points of damage to the chest for just being there. (requires Projetile Magic Skill)

Heat Metal (£12) 10 Paces 30 Secs
Any one non-magical metal item is heated up to extreme temperatures. Any flesh that comes into contact with this metal is seared for a point of heat damage. If the object is held or worn, then the targets bearer will suffer 1 point of heat damage every five seconds, for a total of 6 points of damage. The bearer must also attempt to remove or drop the item. If this spell is cast upon an item already under the effects of heat metal, the object will melt. The bearer cannot remove melted items as the molten metal sticks to the flesh and must suffer over a period of thirty seconds. The item is destroyed in the process.

Mortal Wound (£15) 10 Paces Ins
The target receives a mortal wound. The specified limb is dropped down to -1 health ignoring armour. This location then starts to bleed. The head and body may not be targeted with this spell.

Wound Limb (£15) 1 Touched Limb Encounter
The touched limb is dropped to 0 hit points, ignoring armour and floating hits. If the head or body is touched then the spell is wasted with no effect to the target.

LEVEL 7 DAMAGE

Lesser Ward of Power (£15) Touch / 5 Paces Perm
A five pace long line, glyph, sigil, sign, mark or drawing on the ground is magically enchanted to cause 1 point of magical through damage to each location to every person to cross over it. The line is visible and must be drawn in the ground. Does not work on rock or stone unless etched with chalk or something else. The caster is not affect by this spell.

Wave of Distortion (£15) 5 Paces Ins
The caster causes everybody within five paces of him / her to receive 2 points of magical damage to the chest. The caster is not affected by this spell at the time of casting.

Magic Blast 7 (£20) 20 Paces Ins
Seven magic darts fly out of the casters hand and causes a massive 7 points of damage to the victim's chest. Removing armour and flesh as it rip's through the body. (requires Projetile Magic Skill)

Power Lance (£20) 10 Paces Ins
A massive column of magical energy strikes the victim from the casters fingertips. The spike pierces through the target causing tremendous amounts of damage. This spell causes 4 points of through damage to the chest. (requires Projetile Magic Skill)

Vaporise Limb (£20) Touch Ins
The next leg or arm touched is instantly disintegrated beyond repair. This limb is considered to be dropped to -5. If armour on the limb is touched, then the armour is disintegrated instead, and this spell has no further effect. This spell has no effect if the head or body are touched and this spell is cancelled. For this spell to have any effect upon the limb you must physically touch the bare skin of the target.

LEVEL 8 DAMAGE

Catapult (£22) Target Ins
A mage on the run got confused and accidentally combine two spells together, when he was being chased down by a monster. The monster found its self being catapulted back the way it came. Depending on what type of monster it is depends on the distance and damage it receives. The monster must be chasing you at the time of casting for this spell to work. Ref’s Discretion.

Magic Blast 8 (£22) 20 paces Ins
As Magic Dart, but with increased damage and range. This potent spell causes 8 points of damage. (requires Projetile Magic Skill)

Major Ward of Power (£30) Touch 1 Encounter
As Minor Ward of Power, but the distance scribed is ten pace, and the damage caused is 3 magic through to each location, ignoring floating hits.

Stunning Grasp (£22) Caster Only / Touch 1 Encounter
The casters hands are covered in a magical aura. If the caster touches someone with that open hand, the creature touched suffers 2 points of magical damage to the location touched. This spell last for the entire encounter and if the casters hands touch together in any way then the magic stored in them will become unstable and the spell will cancel out and the caster will take 2 points of through damage to each arm (ignoring floating hits), due to the backlash of the spell being cancelled in this way.

Touch Disintegrate (£30) Touch Ins
Any non-magical item touched with this spell is instantly destroyed, scattered to ash. There is no physical or magical way of reforming this item, though there are rumours of ancient rituals that could at one point achieve this. If cast upon an animate being (Skin must be touched), the victim loses all floating hits and then receives 4 points of damage to each location, and they start to bleed. If cast upon a corpse, it is permanently and irrevocably destroyed with no chance of resurrecting the individual.

Wood Elves detest this spell with absolute, unreserved passion.

LEVEL 9 DAMAGE

Chain Lightning (£25) 10 Paces Ins
This potent spell sends an arc of lightning into the target. From there it moves on to strike the next nearest creature and the next and so on, for a total of five people struck. The spell does not strike a target more than once. The original target suffers 5 points of electrical damage to the chest, the next takes 4 and so on. If it does not affect a target for any reason, such as being defied, then the spell stops at that point. (requires Projetile Magic Skill)

Disintegration Ranged (£35) 10 Paces Ins
As Touch Disintegration, but with a range of ten paces. (requires Projetile Magic Skill)

Magic Implosion 9 (£30) 20 Paces Ins
This spell causes the target to implode on itself, causing a massive 9 points of damage to the chest, crushing armour and flesh as it collapses the body.

Mass Distortion (£35) 10 Paces Ins
The caster causes everybody within ten paces of him / her to receive 4 points of magical damage to the chest. The caster is not affected by this spell at the time of casting.

Mystical Energy (£35) 10 Paces Ins
Your target is paralyzed for two minutes. He also takes one point of magical damage to each location every twenty seconds for those minutes. Anyone touching the taeget of this spell in those 2 minutes will be affected by this spell as well. (requires Projetile Magic Skill)

LEVEL 10 DAMAGE

Hand of Disintegration (£60) Caster Only 1 Encounter
Everything you touch turns to dust. For the remainder of this encounter you affect everything you touch, as per Touch Disintegrate.

Greater Ward of Power (£45) Touch / 10 Paces Perm
A ten pace long line, glyph, sigil, sign, mark or drawing on the ground is magically enchanted to cause 3 points of magical through damage to each location to every person to cross over it. The line is visible and must be drawn in the ground. Does not work on rock or stone unless etched with chalk or something else. The caster is not affect by this spell.

Greater Wave of Distortion (£50) 10 Paces Ins
The caster causes everybody within ten paces of him / her to receive 3 points of magical damage to each location. The caster is not affected by this spell at the time of casting.

Magic Implosion 10 (£40) 20 Paces Ins
This spell causes the target to implode on itself, causing a massive 10 points of damage to the chest, crushing armour and flesh as it collapses the body. (requires Projetile Magic Skill)
Back to top Go down
https://heroes4hire.forumotion.com
Admin
Admin
Admin


Posts : 144
Join date : 2009-07-10
Age : 48
Location : Im lost........Help

..Sorcery.. Empty
PostSubject: Re: ..Sorcery..   ..Sorcery.. Icon_minitimeTue Oct 06, 2009 6:55 am

LEVEL 6 TACTICS

Blink Other (£10) Touch / 10 paces Ins
As Blink, but affects the touched target.

Flare (£10) All Ins
Everybody in the area is temporarily blinded due to the huge ball of light that appears above the caster. Everybody cannot see for a period of ten seconds unless you have been pre-warned (and shut your eyes). This spell does not affect the caster.

Indomitable Mountains (£12) Touch 1 Encounter
The target is granted the stability of the mountains. The touched target creature cannot be knocked over, back or thrown under any circumstances short of powerful magic.

Mute (£12) 10 Paces 30 Secs
The victim of this spell is struck mute for the duration of this spell, making him or her incapable of speech and spell vocals.

Mass Drop (£12) 10 Paces Ins
This causes the all items being held by everyone within ten paces to be dropped as the hand feels a sharp sting. This spell does not affect the caster. (Mind Affecting)

Pulse of Spearsha (£12) All In Encounter Ins
This spell grants the caster the ability to know, in that one instance, the location of everybody in the vicinity (regardless of their method of hiding), what they are, and how they are armed. It only gives a snapshot of the battlefield, and does not break them out of their concealment. It also provides a rough idea of where any traps or other hidden things that could influence any battle are.

Redirect Damage (£15) 10 Paces Ins
Upon seeing a party member being physically struck, you may cast this spell and re-direct the damage plus any other effects to another target within ten paces. This spell must be used directly after the blow lands.

Shackles (£15) 10 Paces Ins
This spell causes your target to be bound to the spot. Your target can still everything as normal just not move from the spot. This spell does not stop the target from leaving the area by some magical methods at ref's discretion.

Wedge (£15) Target 10 seconds
The target of this spell is covered in a force field that pushes away those that come within striking distance of you. This means that you cannot be struck in hand to hand combat and may also not return any blows. If you run forwards into a group of opposition, then they must split apart from you, divided by where you pass through the group. They must move off to the side outside of melee range. This spell only stays in effect so long as you keep running in a straight line.

LEVEL 7 TACTICS

Adhesive Surface (£15) 10 Paces 1 Encounter
The target surface becomes extremely sticky. Anything touching this surface becomes stuck with no chance of escape. Area of surface affected is roughly a five pace radius. This covering cannot be seen.

Banish Person (£30) Target Perm
This spell must only be used in extreme circumstances. This spell will banish a named character from your group and will stop that person from adventuring with the caster for ever. Under no circumstances can you be put in to the same group as each other, the hirer for that day must choose you or the other person to go in their group for that day. Ref’s Decision.

Caltrops (£15) Radius of 5 Paces 5 Minutes
Hundreds of razor sharp points of rock force their way up out of the ground. Everybody within the radius of the spell takes 1 point of through damage to each leg and will continue to do so for every ten seconds that he or she is in the area. If anybody falls over in this area, that poor soul 1 point of through damage on each location that strikes the ground. The caster may not move whilst this spell is in effect, though he or she may cast spells and act normally. The caster can choose to end the spell early.

Damage Transfer (£20) Touch 1 Encounter
This spell will magically transfer all damage suffered by a creature to 1 or more creatures . The caster must be touching or be touched by all creatures at the time of casting the spell and not move. The caster cannot be the target of this spell. Work out the damage taken by the target , noting if it is armour or hit point damage. All of the damage taken by target creature is divided between the other creatures involved in the spell. The caster allocates the damage how they wish.

Force Field (£18) Touch 1 Encounter
This spell causes transparent wall of magic to spring up from the point of the ground touched. The size of the wall is the equivalent of two people holding hands, arms outstretched. The wall is immune to all non magical damage and cannot be forced through. It will take 10 seconds of constant damage from a magical source to destroy the wall. The Force Field does not affect the spell caster.

Tactical Advantage (£20) Targets 1 Encounter
This spell will magically transfer skills and ability’s in the group to one person. All the people giving up there skills and ability’s will regain them back at the end of the encounter and they cannot use their skills or ability’s for the rest of the encounter that they have chosen to give up. Mutliples of the same ability do not stack.

LEVEL 8 TACTICS

Destroy Armour (£25) 10 Paces Ins
The target of this spell has all of his or her armour destroyed. This armour can be repaired at a future point in time. If, however, the armour is already beyond repair, then it may not be repaired. (requires Projetile Magic Skill)

Mass Freeze (£22) All Enemy’s 10 Secs
The targets of the spell must stand completely immobile for 10 seconds. If shaken or hit, the target is released from the spell. (Mind Affecting)

Phase Trap (£30) 2 paces / 20 paces 1 Encounter
This spell creates a place on the ground such that any magical trans-location spells, such as blink, teleport, etc. will always end up with the target being moved to the point on the ground. This only affects spells cast within twenty paces of the trap. The point on the ground should be marked.

Pierce the Veil (£22) Caster Only 1 Encounter
This spell makes the spell caster able to see through all illusions and forms of invisibility, including melds. If the caster attacks any of them, this spell is immediately dispelled. He can see all hidden in these manners for the duration of the encounter.

Repulse (£30) Radius of 10 paces Ins
All creatures within ten paces of the caster are thrown back ten paces, suffering a point of damage to each location facing the caster at the time of casting, along with the chance of other damage, from walls, cliffs, etc. At time of casting, any missiles in the air are knocked immediately off course, harmlessly.

Telepathy Web (£22) All Allies End Adv
You and all of your allies may communicate telepathically until the end of the adventure.

Juggernaught (£28) Target 1 Encounter
This spell will magically transfer all armour to one person from other members of the group. The caster must be touching or be touched by all involved at the time of casting the spell and not move. The caster cannot be the target of, nor can he particpate to this spell. Total up all the armour worn by the people involved in the spell, these are now used as a magical armour pool by the target of the spell. At the end of the encounter the caster divides the remaining armour (if any) out to the participants how they wish.

LEVEL 9 TACTICS

Change Allegiance (£35) 10 Paces 1 Encounter
Your target suddenly realises that he / she is on the wrong side. Being confused as to how they got there, they now have two choices on what to do. They can run away and try to join the party at a later time or attack the enemy from behind hoping to give the rest of their new party a chance to do something. (Mind Affecting)

Dispel Major Magic (£25) 10 Paces Ins
As Dispel Minor Magic, but with greater power. Effect at referees discretion.

Duplicate Advantage (£35) All Allies End Adv
This spell will duplicate any one skill or ability in the group and give it to all of the other party members that don’t have it already. (Under no conditions can this spell be used with, the spell Tactical Advantage).

Power Field (£30) 10 paces 1 Encounter
This spell causes transparent wall of magic to spring up from targeted area. The size of the wall is the equivalent of two people holding hands, arms outstretched. The wall is immune to all non magical damage and cannot be forced through. It will take 1 minute of constant damage from a magical source to destroy the wall. The Force Field does not affect the spell caster and can be shaped how the caster wishes.

Redeployment (£35) Radius of 50 Paces Ins
This spell allows the caster to cause a time freeze and move everybody in the area to anywhere they choose, facing any direction that he or she wants. Nobody may be placed within striking distance of anybody else, unless they are considered to be allies to each other. Everybody influenced by this spell must be placed on solid ground. All of this must occur within the Tacticians line of sight.

Mana Battery (£35) Target 1 Encounter
This spell will magically transfer all power points to one person from other members of the group. The caster must be touching or be touched by all involved at the time of casting the spell and not move. The caster cannot be the target of, nor can he particpate to this spell. Total up all the power points of the people involved in the spell, these are now a power point pool for the target of the spell. At the end of the encounter the caster divides the remaining power points (if any) out to the participants how they wish.

LEVEL 10 TACTICS

Double Range (£40) Touch End Adv
This spell allows all Spell casters touching the Tactician (at the time of casting) to cast their spells at double the normal range.

Mass Destroy Armour (£50) 10 Pace Radius. Ins
All armour within ten paces of the caster is destroyed beyond repair. This spell does not affect magical armour. The caster of this spell is immune to the effects of this spell.

Meld All (£45) All Allies 3 Mins
The caster has the ability to meld all of his / her party members in to one type of terrain, this spell will only last for three minutes.
Back to top Go down
https://heroes4hire.forumotion.com
Sponsored content





..Sorcery.. Empty
PostSubject: Re: ..Sorcery..   ..Sorcery.. Icon_minitime

Back to top Go down
 
..Sorcery..
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
HEROES FOR HIRE :: Character Creation :: Spells-
Jump to: