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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
 
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 ENCHANTMENTS

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PostSubject: ENCHANTMENTS   ENCHANTMENTS Icon_minitimeSat Aug 08, 2009 5:03 am

LEVEL 1

Added Value (£2) Touch 1 Encounter
Enchanted item will have it appearance altered, so that it looks more valuable than it really is. This is such a weak enchantment that only the most weak minded will believe it.

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.

Detect Enchantment (£3) 10 Paces 1 Target / Item
This spell allows you to detect if there are any enchantments in affect on a target / item.

Pole-Arm Use (£2) Touch 1 Encounter
The target of this casting is able to use Pole-arms weapons in a professional manner.

Throw True (£3) Touch 1 Encounter
This spell will allow all weapons thrown by the recipient of this spell to slightly alter their course so that they hit their target even if they miss. The location struck is the location nearest to where the weapon passed by. If the throw goes too wide, then even this spell will not help. Ref's discretion.


LEVEL 2

Mend (£4) Touch. End Adv
This repairs any non-magical inanimate metal item. (Up to ten cubic feet). Can be used to fix a shattered weapon, or repair a point of damage on armour.

Light (£3) Target 1 Encounter
This light source will give you a 10 pace radius around the target touched.

Poison (£3) Touch 1 Encounter
Any one weapon touched is granted the ability to poison those it strikes on the skin. The call must also include poison. (Rank 1)

Protection from Environment (£4) Touch 1 Encounter
The recipient of this spell does not suffer from the ill effects of a harsh climate, such as the cold of the mountains, or the heat of a desert. Does not work on extreme conditions.

Quiver of Returning (£3) Touch End Adv
All arrows, when drawn and fired from this enchanted quiver automatically return if they did not strike a target.

Short Weapon Use (£3) Touch 1 Encounter
The target of this casting is able to use Short weapons.

LEVEL 3

Enchant to Silver (£6) Touch Ins
The enchanted bladed weapon now has the properties of silver and will affect thing that are affected by silver.

Jump (£5) Caster Ins
The caster can leap up to ten paces in one direction and must land facing the same way they jumped.

Jump Back (£6) Target 1 Encounter
The target touched with this spell can leap back up to 3 paces away from danger and must land facing the same way. This can be done at any point, once in that encounter. This spell must be cast in advance.

Levitation (£6) Caster Only 1 Encounter
Upon completion of the spell verbals, the mage is supported upon a cushion of air an inch off of the ground. Whilst walking in this manner, the caster exerts no force on the ground and will not set off traps, pressure plates, etc. The spell does not work over water.

Long Weapon Use (£5) Touch 1 Encounter
The target of this casting is able to use Long weapons.

Slow (£5) 10 Paces 30 Secs
The living target of this spell has all of his or her bodily functions slowed down. He or she does everything at half speed for the duration of the spell.


LEVEL 4

Adorn's Flame (£8 ) Touch 1 Encounter
This spell will ignite any metal weapon, the weapon touch bursts into flames and may be used in different ways, though it does no additional damage. Ref's discretion upon the success of effects.

Dispel Minor Enchantment (£6) 10 Paces Perm
This will dispel any one enchantment on a target. If the target has more than one enchantment, then it will remove the last enchantment placed on to the target. Does not work on powerful or permanent enchantments.

Dispel Minor Magic ( £8 ) Touch Ins
This spell causes any spells of a weak nature to unravel. This does not affect any powerful magic, or permanent items.

Double Handed Weapon Use (£6) Touch 1 Encounter
The target of this casting is able to use double handed weapons.

Jump Other (£6) Touch Ins
As Jump, but the effects are applied to the touched creature instead.



LEVEL 5

Extended Touch (£10) Touched Staff End Adv
The touched staff has the ability that the bearer may now channel 'touch' spells through it.

Haste (£10) Touch 1 Minute
The target of this spell is enchanted the ability to move at double speed. This is represented by having everybody else moving at half speed for everything including spell casting and speaking. In order to inform everybody of this, a time freeze may be called.

Minor Enchantment ( £8 ) Touch 1 Encounter
This spell enchants a weapon to do a single point of magical damage. Nothing will raise this above a single, not even skill or strength.

Bow of True Shot (£10) Touched Bow 1 Encounter
This spell enchants any touched bow (inc crossbows, etc). All arrows / bolts fired from this weapon automatically hit their target. The shot must still be fired and if the shot misses then the weapons path is altered slightly striking the closest location at the time of passing that target. Effects as per Throw True. Ref's discretion.

Silence (£10) Radius - 2 Paces 1 Encounter
This spell stops all noise emanating from within two paces of the caster. This does not stop sound entering or passing through the area, only originating from inside the area. The caster can choose to end this spell early.

Combine Enchantments (£10) Touch End Adv
This enchantment allows the caster to place more then one enchantment on the target item.


Last edited by Admin on Sat Aug 08, 2009 5:17 am; edited 1 time in total
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PostSubject: Re: ENCHANTMENTS   ENCHANTMENTS Icon_minitimeSat Aug 08, 2009 5:16 am

LEVEL 6 GUARDIAN

Anti-Magic (£12) Touch End Adv
Until the end of the adventure, the person given this ability can now defy the next three spells cast at them. The three defies must be used upon the next three spells.

Group Concealment (£15) Radius - 5 paces 1 Encounter
This spell gives the caster and everybody within five paces of the caster the ability to blend into the undergrowth. They cannot be seen as per invisibility. The group must stay within five paces of the caster at all times. The spell only affects those initially within five paces of the caster when the spell is cast. If anybody moves out of the area, they lose this bonus, and may not regain it by returning within range.

Mass Robes (£15) All Allies 1 Encounter
This spell gives all allies of the caster an extra hit on each location. These hits are lost before armour is lost.

Ogre Strength (£12) Touch 1 Encounter
The target of this spell is granted an increased strength for the rest of the encounter. The beneficiary may call an additional point of damage on all physical attacks he or she uses.

Protection Circle -Physical (£15) Caster Only 1 Encounter
Anybody within the circle is protected from any physical or magical damage from any weapon.
Once inside the circle no one can enter or leave it with out the casters permission, the area of effect is 10 pace radius around the caster. The spell caster cannot move from the stop where they are standing once this spell is cast. Spells can still be cast as normal through the barrier.

Weaken Thy Grip (£12) 10 Paces 1 Encounter
The target of this spell must drop and may not pick up or use any specified weapon as defined in the spell vocals. (Curse)


LEVEL 7 GUARDIAN

Dispel Major Enchantments (£20) 10 Paces Ins
This will dispel all enchantments on a target.

Dispel Major Magic (£20) Touch Ins
As Dispel Minor Magic, but with greater power. Effect at referees discretion.

Protection Circle -Magical (£20) Caster Only 1 Encounter
Anybody within the circle is protected from any Magical damage. Once inside the circle no one can enter or leave it with out the permission of the spell caster, the area of effect is 10 pace radius around the caster. The spell caster cannot move from the spot where they are standing once this spell is cast. Physical damage can still pass through the barrier.

Repel Assaults (£20) Touch End Adv
The target touch by this spell will have all physical damage reduced by one point. All physical damage can never be reduced below one point of damage. Damage from spells is unaffected.

Venom Immunity (£20) Touch End Adv
No known venom will affect the target for the rest of the adventure. This does not neutralize any venom already in effect, but does halt its progress. Any venom taken in from the time the spell is cast until the end of the adventure will not take hold in it's victim.


LEVEL 8 GUARDIAN

Innate Resistance (£25) Touch 1 Encounter
The target of this spell is now warded against innate ability’s. You are no longer affect by innate ability’s, innate ability’s will be any spell like vocals with out the words “by my power”. Calls of no effect must be said.

Mystical Armour (£30) Caster Only 3 Mins
The caster is immune to all physical / magical blows but not spells. Calls of no effect must be said.

Mass Plates (£30) All Allies 1 Encounter
The casters allies are granted an extra two hits on each location. These hits are taken before armour

Magic Bastion (£25) Touch 1 Encounter
The target of this spell is capable of receiving an insurmountable amount of damage before even being slightly affected. This individual has an additional five hits per loc to be lost before armour.

Protection Circle Magical Other (£22) Touch 1 Encounter
Anybody within the circle is protected from any Magical damage. Once inside the circle no one can enter or leave it with out the permission of the touched person, the area of effect is 10 pace radius around the caster. The spell touched person cannot move from the stop where they are standing once this spell is cast. Physical damage can still pass through the barrier.

LEVEL 9 GUARDIAN

Giant Strength (£35) Touch End Adv
The target of this spell is granted increased strength for the rest of the adventure. The beneficiary may call an additional two points of damage on all physical attacks he or she uses.

Mass Strength (£35) All Allies 1 Encounter
All allies to the caster are now granted an increased strength for the rest of the encounter. All allies may now call an additional point of damage on all physical attacks he or she uses. This also includes the caster.

Protection Circle Magical Other (£30) Touch 1 Encounter
Anybody within the circle is protected from any Magical damage. Once inside the circle no one can enter or leave it with out the permission of the touched person, the area of effect is 10 pace radius around the touched person. The designated person of this spell cannot move from the stop where they are standing once this spell is cast Physical damage can still pass through the barrier.

Transmutation (£30) Touch 1 Encounter
For the remainder of the encounter, the willing target is changed into another form, changing abilities and attributes to match the new form. This new form must be one that the caster has encountered before and must be humanoid. The attributes and abilities are determined by the referee.


LEVEL 10 GUARDIAN

Combat Master (£55) Touch 1 Encounter
The recipient of this spell is enchanted to become a Champion of Arms. Being almost unstoppable in combat, he or she gains 3 defy's, and an additional 5 hits per loc to be lost before armour. He or she also gains additional strength and may cause +1 damage per strike and all damage he or she causes is considered magical. Also, to represent the amazing fitness that this spell grants, the recipient may fall to -10 hits on a location before suffering any of drawbacks of such damage and they suffer none of the ill-effects for loss of life points (though the numbers must still be recorded)

3x defy 5 per loc
+1 damage All damage magical
-10 damage before loss Immune to life loss effects

Enchanters Return (£45) Caster Only End Adv
Whenever the Enchanter successfully casts an enchantment spell, he or she regains half the cost in power points (Round down) back at the end of the encounter.

Damage Absorber (£55) Touch 1 Encounter
The target touch by this spell will have all damage and spell damage reduced by half. (Rounded Up)
Damage can never drop below one point of damage.
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PostSubject: Re: ENCHANTMENTS   ENCHANTMENTS Icon_minitimeSat Aug 08, 2009 5:17 am

LEVEL 6 ITEMS

Item Anti-Magic (£10) Touch End Adv
Until the end of the adventure, the item of this spell is given the ability to defy the next three spells cast at it. The three defies must be used upon the next three spells.

Enchant Weapon (£12) Touch 1 Encounter
Enchanted weapon now causes +0 magical damage.

Enchant Armour (£12) Touch End Adv
This enchants all of the targets armour to be magical, making it immune to all magical effects but not damage.

Boots of Flight (£14) Caster Only 1 Encounter
This spell enchants the casters boots to fly. Basically, the caster can take off and remain out of reach (Hand on head) and land anywhere he or she chooses, thereby rejoining the ground. Flight moves at walking speed only. The flying spell caster can still be affected by spells, etc. The caster can also choose to leave the encounter all together. If the boots are ever removed, then they fly off at random

Belt of Leaf’s Reflection (£15) Touched End Adv
Whilst on a mission for his overlord, a demon encountered an elf wearing an ornate belt. The belt reflected back a blindness spell cast by the demon, resulting in his being dispelled. The overlord was amused and ordered this spell to be created. Since then, the overlord has been killed and the spell has become quite common. The target belt of this spell reflects the next spell cast at the wearer back at the origin of the spell. Works against undefyable spells.

Magic Assassin (£15) Touch 1 Encounter
Until the end of the encounter, the bladed weapon may cause through damage. If this spell is cast upon a magical weapon, it has no effect.


LEVEL 7 ITEMS

Dispel Major Enchantments (£18) 10 Paces Ins
This will dispel all enchantments on a target.

Dispel Major Magic (£20) Touch Ins
As Dispel Minor Magic, but with greater power. Effect at referee’s discretion.

Identify Magic (£18) Touch Ins
This spell allows the spell caster to identify all of the magical properties of any item. There are some magic items that even this mighty spell cannot identify, though. This does not pick up on curses or other ‘hidden’ effects.

Venom (£15) Target 1 Encounter
This spell enchants a bladed weapon with the ability to call venom for the rest of the encounter.

Spell Store (£15) Touch End Adv
This spell enchants an item with the ability to hold a spell for the rest of the adventure. This spell can be released by anybody who knows what spell is contained within and is done so by saying the spell as a vocal. The restriction of the chosen spell still applies.


LEVEL 8 ITEMS

Weapon of Pounding (£30) Touch 1 Encounter
The touched target weapon is now capable of crushing metal, stone and wood. All armour is reduced to 0 hit points, all metal, stone and wood objects are smashed beyond repair, all golems, tree folk and earth elementals now take normal damage from this weapon.

Dispel Major Magic Ranged. (£25) 10 paces Ins
As Dispel Major Magic, but with the added effect of being ranged.

Reform Magic (£30) Touch Perm
This will restore the basic magical abilities of any broken magical item. With this spell, the item will never be as good as it was originally.

Major Enchant Weapon (£25) Touch 1 Encounter
As Enchant Weapon, but the weapon is a +1 magical weapon.

Extended Enchant Weapon (£30) Touch End Adv
As Enchant Weapon, but the weapon is a +0 magical weapon until the end of the adventure.


LEVEL 9 ITEMS

Globe of Truth (£25) Touched Globe 1 Encounter
Anyone holding this globe must tell the truth. You may not even choose to remain silent.

Shield of Spell Defence (£25) Touch End Adv
Anyone holding this Shield cannot be the target of any spells or even area effect spells. Innate ability's can still affect you. You must have a shield for this spell to work. This spell does not make the shield magical.

Weapon of Destruction (£35) Touched Blunt Weapon 1 Encounter
The target weapon of this enchantment causes 'Crush' damage until the end of the encounter. Crush destroys any non-magical armour and shields it strikes with one blow. After that, it causes magical damage only against the target.

Restore Armour (£35) Touch End Adv
The recipient of this spell has six points of armour mended at the end of every encounter.


LEVEL 10 ITEMS

Extended Major Enchant Weapon (£55) Touch End Adv
The target weapon is given +1 magical bonus until the end of the adventure.

Enchantment Ritual (£60) Touch Perm
This is the ritual that allows permanent magical items to be created. This ritual involves a great deal of time and money, along with a number of spell components, which are consumed in the ritual. The components needed vary with the desired effects of the item, this is represented in the magical items table. All effects are at Ref's permission

Greater Enchant Weapon (£50) Touch 1 Encounter
As Enchant Weapon, but the weapon is a +2 magical weapon.

Restore Magic (£60) Touch Perm
This will restore all magical abilities of any broken magical item.
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