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  

 

 APPRENTICESHIP

Go down 
AuthorMessage
Admin
Admin
Admin


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

APPRENTICESHIP Empty
PostSubject: APPRENTICESHIP   APPRENTICESHIP Icon_minitimeSat Aug 08, 2009 4:54 am

LEVEL 1

Defend Item (£3) Touch End Adv
The target item has now been given a defy, it must be used on the first spell cast at the item. Does not work on undefyables.

Magic Armour (£2) Touch 1 Encounter
This spell gives the location touched an additional hit which is taken off before armour.

Magic Lock (£3) Touch 1 Day
This spell causes any one physical lock to be magically sealed. It cannot be opened, even with the key.

Magic Shield (£3) Touch 1 Encounter
The beneficiary of this spell is granted an additional floating hit. This floating hit is taken off before the armour is damaged.

Magic Mark (£3) Touch Perm
This spell puts an obvious, magical mark on an item. Each mark is identifiable to the owner, like a signature, and may not be removed, except with the owners permission or by very powerful magic. Only one magic mark may be on an item at any one time.

Push (£3) 10 Paces Ins
The target of this spell is repelled two paces in the direction away from the caster.




LEVEL 2

Claw of the Drake (£3) Touch 1 Encounter
The arm touched when the spell verbals are completed is transformed so that anything carried in that arm cannot be dropped. That arm is immune to the spell drop, and if the arm is dropped down to 0 hits or less, the recipient dos not have to drop the weapon.

Detect Lie (£4) Caster/ 10 paces Ins
The magic user is made aware if the last thing someone said is a lie. Only works on one statement. Only works on the last thing someone said. Casting this spell is obvious, and can be defied.

Magic Robes (£4) Touch. 1 Encounter
This spell gives the target an extra hit on each location. These hits are lost before armour is lost.

Sharp Staff (£3) Touch 1 Encounter
The bearer of the touched weapon can now do cutting damage, instead of blunt damage. Only works on blunt weapons.

Stumble (£4) 10 Paces Ins
This spell causes the MOVING target to fall over. The target must fall over, but may get up again immediately afterwards

Tap Power (£4) Touch Ins
This spell allows the caster to take a pre-arranged number of magic points off of a target willing and conscious spell caster. This will only allow a spell caster to recover magic points up to his or her maximum.

LEVEL 3

Aura of Defence (£5) Touch 1 Encounter
The target of this spell is given two floating hits, which are lost before any armour.

Detect Curse (£5) Caster / 1 ft 1 Minute
The caster is able to detect if there is any curse affecting a creature or character. It reveals no further information. Caster must move hand within one foot of the target.

Item Bind (£6) Item 1 Encounter
To cast this spell you must be touching the target item and player that you wish the item to be bound to. After the spell is cast the target item cannot be remove from its owner, unless it’s by powerful magic or with the casters permission.

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

Magic Plates (£6) Touch 1 Encounter
The target of this spell is granted an extra two hits on each location. These hits are taken before armour









LEVEL 4

Blur (£Cool Caster Only 1 Encounter
The caster blurs there image making him or her harder to hit. To represent this, the caster now takes one
point less damage (minimum of a single).

Dispel Minor Magic (£6) Touch Ins
This spell causes any spells of a weak nature to unravel. This does not affect any powerful magic, or permanent items.

Increased Duration (£6) Caster Only 1 Encounter
The next spell cast by the caster lasts for twice the length duration. If no spell is cast within an encounter, then this spell disappears harmlessly

Increased Range (£6) Caster Only 1 Encounter
The next spell cast by the caster has the range of the original spell increased by five paces. This has no effect upon touch spells. If no spell is cast within an encounter, then this spell disappears harmlessly.

Remove Spell Vocals (£Cool Spell End Adv
This spell removes the need for the spell vocals of any sort for any one spell at some point during the adventure. The only vocal is the actual name of the spell being cast.






LEVEL 5

Book Bind (£10) Item 1 Encounter
To cast this spell you must be touching the target book and player that you wish the book to be bound to. After the spell is cast the target book cannot be removed from its owner, unless it’s by powerful magic or with the casters permission.

Compatibility (£Cool Group Ins
This spell will let you know if any of your party has any reason or secret agenda that might cause your group to fight or fall apart during your adventure. It will not tell you the reason, it will just highlight a possible concern in your group and which members might have a problem with each other.

Detect Magic (£Cool 10 Paces 1 Minute
This spell allows the caster to detect if any one target is magical. This does not work if the source of the magic is Planar, Illusions, or any Melds.

Dispel Minor Magic Ranged (£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.

Increased Power (£10) Caster Only 1 Encounter
The next spell cast by the caster causes an additional fifty percent damage, rounded down. There has to be a damage number involved, so this spell will affect Bolts, but not enchant weapon spells. If no spell is cast within an encounter, then this spell disappears harmlessly.

Transfer Power (£Cool Caster Only End Adv
The caster may give him / her self some more defy's, by putting power points in to defy's and taking them off their total power points, this is at a rate of two power points per defy.
Back to top Go down
https://heroes4hire.forumotion.com
 
APPRENTICESHIP
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: