Blue Magic II
Spells:
Lesser Scry
Required Ranks: 90; Energy Cost: 40; Casting Time: 1 minute; Duration: until dismissed; Range: unlimited
Description: Caster’s mind’s eye is transported to a familiar place or the location of a familiar person. So long as the spell endures, the caster witnesses events as if she was there. The caster’s mind’s eye stays can not leave the location or else must follow the person that it was sent to. The caster’s body is in trace like state while this spell is in effect and therefore can not take any actions. The mind’s eye can move through solid objects and has all the senses of the caster. The caster can not cast any other spells while this spell is in effect.
Telekinesis
Required Ranks: 90; Energy Cost: 40; Casting Time: 1 action; Duration: 1 minute; Range: 10 lurks; Save: avoid vs. attack
Description: Moves an object weighing up to Spell’s Power pounds 10 lurks per round. Alternatively this spell can be used as a weapon that has Spell’s Power +20 accuracy and 30 damage. If it is used as a weapon, the spell has no duration.
Read Mind
Required Ranks: 90; Energy Cost: 35; Casting Time: 1 action; Duration: 150 words; Range: 10 lurks; Save: will check vs. Spell’s Power + 10
Description: Caster can listen in on target’s surface thoughts for 150 words. The Caster can also look deeper into the target’s short term memory for information on specific topics. Information retrieved from the target’s short term memory also counts against the 150 word limit.
Mind Trick
Required Ranks: 90; Energy Cost: 25; Casting Time: 1 action; Range: 10 lurks; Save: will check vs. Spell’s Power
Description: Target either obeys or believes a 10 word phrase spoken by the caster.
Null Spread
Required Ranks: 100; Energy Cost: 80; Casting Time: 1 action; Duration: permanent or 1 hour; Range: 10 lurk radius around the caster
Description: Spells with power up to Spell’s Power with in a 10L radius of the caster are nullified. Magical items with power up to Spell’s Power or less with in the same area lose their magical properties for 1 hour.
Null Burst II
Required Ranks: 110; Energy Cost: 60; Casting Time: 1 action; Duration: permanent or one day; Range: 20 lurks
Description: Target spell with power up to Spell’s Power + 25 are nullified (have no further affects) or target magical item with power up to Spell’s Power +25 or less lose its magical properties for 1 day.
Counter Spell II
Required Ranks: 110; Energy Cost: 30; Casting Time: 1 action; Range: 10 lurks
Description: Prevents an opponent’s spell with power up to Spell’s Power + 25 from taking affect. Caster must interrupt the opponent’s turn to cast this spell effectively, but also receives a +25 bonus to sequence when trying to do so.
Slow
Required Ranks: 110; Energy Cost: 45; Casting Time: 1 action; Duration: 1 minute; Range: 10 lurks; Save: fortitude check vs. Spell’s Power + 10
Description: Target receives -20 to avoid, -20 to sequence and only one turn every two rounds.
Hasten
Required Ranks: 110; Energy Cost: 40; Casting Time: 1 action; Duration: 1 minute; Range: touch
Description: Target creature gains +20 to avoid, +20 to sequence, and one extra action per round.
Empower Spell III (Aura)
Required Ranks: 120
Description: When this spell is placed on a mage’s Spell List, pick another spell on the same Spell List. That spell receives +50 to Spell’s Power.
Empower Spell III (Aura)
Required Ranks: 120
Description: When this spell is placed on a mage’s Spell List, pick another spell on the same Spell List. That spell receives +50 to Spell’s Power.
Shock Wave
Required Ranks: 120; Energy Cost: 60; Casting Time: 1 action; Range: 10 lurk radius spread from caster; Save: damage - avoid
Description: This spell deals Spell’s Power – avoid damage to all with in range. If the caster wishes then the spell does not travel in a given direction(s). The damage done in other directions is not affected by this.
Bubble Ward
Required Ranks: 120; Energy Cost: 70; Casting Time: 1 action; Duration: 1 hour; Range: caster’s person
Description: This spell creates a spherical bubble, with a diameter half a foot longer then the caster’s longest dimension, in the center of which the caster is suspended. Spells weaker then Spell’s Power + 50 can not affect the caster. Likewise, the bubble has an armor threshold of Spell’s Powers + 50. If the bubble is penetrated by a spell or physical object, the bubble breaks. A caster that normally depends on a nearby surface for locomotion (i.e. walking) can only roll the bubble along the ground at a speed of 2 lurks. The bubble can also be rolled by someone outside of it. The bubble circulates whatever substance the caster breaths, so the caster will not asphyxiate and keeps all other substances out. This also means that the bubble floats on water.
Spell Turning
Required Ranks: 130; Energy Cost: 60; Casting Time: 1 action; Range: 20 lurks
Description: Changes the target of opponent’s spell with power up to Spell’s Power to the opponent herself. Caster must interrupt the opponent’s turn to cast this spell effectively, but receives a +20 bonus to sequence when trying to do so.
Greater Second Sight (Aura)
Required Ranks: 130
Description: So long as this spell is one a mages spell list, the mage can see with out eyes or light. Benefits include being able to see in the dark, in fog, through murky water or similar obscuration till the horizon, through solid objects with in 10L, to see through illusions with power equal to Spell’s Power +20 or less and a +5 to accuracy and avoid do to the ability to see a split second into the future.
Null Shock
Required Ranks: 140; Energy Cost: 70; Casting Time: 1 action; Duration: X hours; Range: touch; Save: fortitude check vs. Spell’s Power - 20
Description: With a touch the caster wipes out an opponent’s ability to use magic for the X hours where X is 1 + 1 for every additional 5 energy spent. Fortitude neglect of Spell’s Power - 20.
Possibility Walk II
Required Ranks: 140; Energy Cost: 150; Casting Time: 0 actions
Description: Remember the state of everything in the game when this spell is cast. The players and GM then play through the next minute of the game. Then everything reverts to how it was when the spell was cast and the game continues normally. Only the caster remembers the events of the before mentioned minute and may change his actions accordingly. The energy used to cast the spell is still spent.
Greater Null Spread
Required Ranks: 150; Energy Cost: 80; Casting Time: 1 action; Duration: permanent; Range: 15 lurk radius from caster
Description: Spell affects with power up to Spell’s Power + 25 with in a 10L radius of the caster are nullified. Magical items with power up to Spell’s Power +25 or less with in the same area loss their magical properties for 1 hour.
Null Matter
Required Ranks: 150; Energy Cost: 50; Casting Time: 1 action; Duration: X hours; Range: touch
Description: Target inanimate object, weighing Spell’s Power pounds or less, ceases to exist for X hours where X is 1 + 1 for every additional 5 energy spent.
Telepathy (Aura)
Required Ranks: 155
Save: will check vs. Spell’s Power
Description: So long as this spell is on mage's spell list, the mage can spend any round concentrating on an individual. If the mage does this, she can hear the targets surface thoughts.
Counter Spell III
Required Ranks: 160; Energy Cost: 50; Casting Time: 1 action; Duration: 1 action; Range: 15 lurks
Description: Prevents an opponent’s spell with power up to Spell’s Power + 50 from taking affect. Caster must interrupt the opponent’s turn to cast this spell effectively, but also receives a +50 bonus to sequence when trying to do so.
Null Burst III
Required Ranks: 160; Energy Cost: 100; Casting Time: 1 action; Duration: permanent; Range: 15 lurks
Description: Target spell with power up to Spell’s Power + 50 is nullified (have no further affects) or target magical item with power up to Spell’s Power +50 or less lose its magical properties for 1 day.
Spell Catalyst (Aura)
Required Ranks: 170
Description: So long as this spell is on mage's spell list, the energy cost of all spells is reduced by 20 for the mage. This can not reduce the energy cost of a spell below zero.
Empower Spell IV (Aura)
Required Ranks: 170
Description: When this spell is placed on a mage’s Spell List, pick another spell on the same Spell List. That spell receives +80 to Spell’s Power.
Memory Matrix (Aura)
Required Ranks: 170
Description: So long as this spell is on mage's spell list, mage's spell list is increased by two and her maximum mana score is reduced by 200. If mage doesn't have this much mana, the remainder is taken off of the mage's energy score.
Unsummon
Required Ranks: 180; Energy Cost: 90; Casting Time: 1 action; Duration: X hours; Range: 10 lurks; Save: fortitude check vs. {Spell’s Power – 10}
Description: Target creature ceases to exist for the duration of the spell for X hours where X is 1 + 1 for every 5 additional energy spent. When this spells ends, the creature comes back into existence where it was when
unsummon was cast and in the same state.
Possibility Walk III
Required Ranks: 200; Energy Cost: 200; Casting Time: 0 actions
Description: Remember the state of everything in the game when this spell is cast. The players and GM then play through the next hour of the game. Then everything reverts to how it was when the spell was cast and the game continues normally. Only the caster remembers the events of the before mentioned hour and may change his actions accordingly. The energy used to cast the spell is still spent.
Master Counter Spell
Required Ranks: 200; Energy Cost: 70; Casting Time: 1 action; Range: 20 lurks
Description: Prevents any spell from taking affect. Caster must interrupt the opponent’s turn to cast this spell effectively, but receives a +100 bonus to sequence when trying to do so.
Empower Spell V (Aura)
Required Ranks: 220
Description: When this spell is placed on a mage’s Spell List, pick another spell on the same Spell List. That spell receives +120 to Spell’s Power.
Nullify
Required Ranks: 220; Energy Cost: 200; Casting Time: 1 action; Duration: permanent; Range: touch
Description: Target spell, magical effect or magical item is nullified.
<------Return to
BU Blue Magic
<------Return to
Burn Up Magic
<------Return to
Burn Up