
Home, Rules, Message Boards, The Parthenon (AIM), The Parthenon (AOL)
Sorcerer, Spells
Sorcery Spells
Level 1 - Force Bolt
Spell Cost 5, Duration: Instantaneous, Components: V, Type: Cantrip, Range: 100 ft, Area of Effect: 1 Target, Save: Agility/2 for half damage.
Description: The Sorcerer unleashes an electrically-charged dart at any object or creature within 100ft, inflicting BC10 Electricity damage.
100: The Bolt ricochets back to the caster, causing BC10 damage.
1: The bolt causes 2BC10 damage.
Level 1 - Magical Resonance
Spell Cost: 5, Duration Instantaneous, Components: S/V, Type: Cantrip, Range: Touch, Area of Effect: 1 item or person, Save: Special.
Description: The Sorcerer is able to sense through a slight tingling the presence of any magic within a particular object. The spell can be recast consecutively on multiple objects. A spellcaster can also be detected, although a save vs. Will/2 is allowed; if successful, the result will be negative.
100: The caster is blinded for one hour.
1: The Sorcerer can classify the general type of magic (elemental, druidic, enchantment, etc.) but cannot discern the item's exact strength or properties.
Level 2 - Lucency
Spell Cost: 5, Duration: 1 hour, Components: S/V, Type: Normal, Range: Touch, Area of Effect: 1 object, Save N/A
Description: With this spell, the sorcerer coaxes a small object up to one pound in weight to begin emitting light. This process sheds light for a radius of 20' for one hour.
100: The caster is blinded for one hour.
1: No Power points used. The object stays intact for twice as long as normal.
Level 2 – Sorcerous Anchor
Spell cost: 6, Duration: 1 hour, Components S/V, Type: Normal, Range: Touch, Area of effect: 1 object up to 2 lbs/level, Save: N/A
Description: The sorcerer renders a small object, up to 2 pounds per caster level, resistant to outside forces, with the effect of leaving it anchored in mid-air. The anchored object will support up to 500 pounds of vertical weight, but will not withstand any determined horizontal force.
Level 3 - Deceleration
Spell Cost: 6, Duration: 1(+1) rounds, Sustain: 2/1, Components: V, Type: Normal, Range: 100 ft, Area of Effect: 1 target, Save: Will/2 for only -10 speed.
Description: The Sorcerer is able to cause the air surrounding the target to thicken, slowing the target's movements. A creature slowed in this way suffers a -25 penalty to Speed. A victim may save vs. Will/2 to resist the spell, lowering the penalty to -10 Speed.
100: The Sorcerer miscalculates, and the air around him becomes affected, with the caster taking the full effects.
1: No Power points used.
Level 3 – Acid Splash
Spell cost: 6, Duration: Instantaneous, Components: V/S, Type: Normal, Range: 100 ft, Area of Effect: 1 target, Save: Agi/2 for half damage.
Description: Hurls a glob of acid that does 2BC8 Corrosion damage to one target. The target may save vs. Agi/2 to partially dodge the effect, taking half damage.
100: The caster is targeted by the acid.
1: The glob does 3BC8 damage.
Level 4 - Spatial Distortion
Spell Cost: 7, Duration: 1 hour/level, Type: Normal, Components: S/V, Area of Effect: Special, Range: Touch, Save: N/A.
Description: When cast upon a container, whether it be a crate, chect, sack, pouch, pocket, or sock, this spell warps space such that its capacity is increased by a factor of ten. Due to the nature of the extradimensional space created, the weight of objects within the container is similarly reduced by 1/10th. This spell does not facilitate ease of removing specific objects in any way; it merely makes space for them. If the container's natural capacity is exceeded when the spell ends, the excess material will spill out, possibly destroying the container.
100: The caster is stunned for 10 minutes.
1: Duration is doubled.
Level 4 - Weaken Gravity
Spell Cost: 6/2, Duration: 2(+1), Type: Cantrip, Components: V, Area of Effect: Up to a 50' square area, Range: 100', Save: N/A.
Description: Allows the caster to weaken the gravitational pull within an area, affecting everything falling inside it. For the duration of the spell, objects weighing up to 100 lbs plus 10 lbs/caster level above the area fall at a much slower rate (approx. 1 foot/round). Thus, this spell can be used to avoid taking damage from a precipitous fall, to slow a boulder tumbling from a sprung trap, or to prevent a thrown object from hitting the ground with enough force to shatter on impact. This spell cannot be used to lift or levitate objects; it merely slows their fall.
100: Caster is stunned for BC10 rounds.
1: Initial duration doubled. No initial Power points used.
Level 5 - Illuminary Veil
Spell Cost: 5/3, Duration: 1 minute (+1), Sustain: 3 power/minute Components: S, Type: Normal, Range: 0, Save: N/A, Area of Effect: Caster.
Description: By distorting and bending all surrounding light, the caster is able to attain a state of invisibility. The Sorcerer's image vanishes from view, although sounds and physical impressions remain. An Intuition check may be allowed to determine if the caster is naturally discovered. Those actively searching receive a Perception check, with modifiers, to detect the veiled Sorcerer. The spell remains as long as the caster is able to maintain it; however, it will end if the caster attacks or casts.
100: The caster falls unconscious for 2 rounds. No Stamina is lost.
1: Initial duration is 2 rounds. No initial power points used.
Level 5 - Static Discharge
Spell Cost 7, Duration Instantaneous, Components: V, Type: Normal, Range 100 feet, Area of Effect: 1 creature, Save: End/2 for half damage,
Description: Creates an electrical imbalance that culminates in a flurry of sparks that cause 3BC6 Electricity damage to the target. A save vs. End/2 is allowed for half damage.
100: The electricity zaps the caster for 3BC6 damage.
1: The target takes 4BC6 damage.
Level 6 - Force Bubble
Spell cost 10, Duration: 1 hour, Components: S/V, Type: Normal, Range: Caster, Save: N/A, Area of Effect: Caster.
Description: The caster directs electric energy into a coruscating orb around him. This serves as a 15-point Physical shield. The shield also absorbs Electricity damage.
100: The shield itself instantly causes 2BC10 Electricity damage to the caster and dissipates.
1: The shield will absorb 20 points of physical damage.
Level 6 - Dimensional Window
Spell Cost: 10, Components: S/V, Type: Normal, Range: Special, Save: N/A, Duration: 2 minutes/level, Area of Effect: 3' square "window".
Description: This spell creates a two-dimensional "window" in the air in front of the caster, three feet on a side. This window will look out upon any single location on the same plane that the caster has visited before. This window is two-way; anyone at the target location will likewise see a hovering window looking out upon the caster's location. The window transmits light only; no sound passes through, nor will spells or physical objects pass through from one location to the other.
100: The caster is blinded for BC6 days.
1: The window also transmits sound.
Level 7 - Soften
Spell Cost 10, Duration: Special, Components: S/V, Type: Normal, Range Touch, Area of Effect: Up to one cubic foot of material/caster level, Save: N/A.
Description: Temporarily weakens the rigidity of solid, nonliving materials (wood, metal, stone), causing the material to acquire the malleability of thick clay. Up to one cubic foot/level may be Softened, as long as it is part of the same continuous object (i.e., a Level 10 sorcerer could Soften 10 cubic feet of the same stone wall, but could not affect two separate wooden doors without separate castings).
The spell's duration depends on the innate rigidity of the material being Softened. Wood will remain pliable for up to 1 hour, most types of stone for 30 minutes, and extremely tough metals such as iron or steel for only 15 minutes.
100: Caster falls unconscious from the strain for 1 hour, and loses 10 Strength for the remainder of the day.
1: No Power points used. Duration is doubled.
Level 7 - Planar Communication
Spell Cost: 10, Duration: 2 minutes/level, Components: V, Type: Normal, Range: Special, Area of Effect: Special, Save: N/A
Description: This spell opens a channel of communication between the Sorcerer's present location and any point on the same plane that he has visited before. It is most often sent to a location where he can be certain that someone will hear his message. The Sorcerer's message will be audible to all within 5' of the destination point, but to those near him, it appears as though he is talking to the air.
The spell can be terminated at will by either the Sorcerer or the recipient (who has only to leave the destination point's area of effect), and clear communication still depends on a shared language.
100: The caster is deafened and unable to speak for one day.
1: No Power points used. Duration is doubled.
Level 8 - Acid Arrow
Spell Cost 10, Duration Instantaneous, Components S/V, Type Normal, Range 100', Area of Effect 1 target, Save Agi/2 for half damage
Description: The Sorcerer conjures up a hissing glob of acid and hurls it at a target. A target so struck takes 3BC8 Corrosion damage, and has a 25% chance of suffering recurring acid burn at BC6 damage at the end of the next three rounds. The target may spend the remainder of the round scraping off acid if he has at least one action remaining or was just disrupted, or one action in a subsequent round. A save vs. Agi/2 allows the target to take half damage from the initial bolt and no acid burn.
100: The Sorceror is targeted by the Acid Arrow.
1: No power used. Automatic acid burn.
Level 8 – Retaliatory Field
Spell cost 10/2, Duration 1+(1), Sustain (2/1), Components S/V, Type Normal, Range 0, Area of Effect caster, Save End/2 for half damage
Description: The caster is surrounded with a field of electricity. The first melee attack per round against the caster while the field is up will cause the attacker to suffer a painful shock, doing 2BC8 Electricity damage. The attacker may save vs. End/2 for half damage. This spell is stackable with conventional shield spells.
100: The caster takes 4BC8 Electricity damage as his field collapses.
1: Each attack causes 3BC8 retribution.
Level 9 - Gravitational Displacement
Spell Cost 10/4, Duration: 2+(2), Sustainable (4/2), Components: V, Type: Normal, Range 0, Area of Effect: Caster + 10lbs/level, Save N/A.
Description: With the aid of this spell, the Sorcerer is able to exert a relaxation of gravity in his area, allowing him to levitate up or down, along with up to 10lbs/level, at a speed of 50 feet per round. No horizontal movement is possible unless created by an opposing force, such as pushing off a wall, a strong wind, etc. Any objects, including living beings, may also be levitated by the caster if they fit within the weight maximum and maintain contact the entire time. Failure to do so allows gravity to regain hold upon the cargo or person, regardless of height. The caster may fire missiles or perform actions other than spellcasting while levitating; however, he will lose all Speed.
100: The caster rises 30 feet and immediately crashes to the ground, taking 3BC6 Concussion damage.
1: Initial duration is doubled. No initial Power points used.
Level 9 - Vertigo
Spell Cost: 10/2, Duration: 2+(1), Sustainable (2/1), Components: V, Type: Normal, Range 100 feet, Area of Effect: 1 creature, Save: End/2 to reduce penalties to 25
Description: By altering air pressure around the target, the Sorcerer is able to cause a sense of misdirection, ringing in the ears, and a general feeling of nausea. The victim suffers a -50 penalty to CA, MA, and Speed. A successful save vs. End/2 will halve these penalties. Creatures not normally subject to vertigo or nausea will be unaffected by this spell.
100: The spell backfires on the caster, who takes full effects for 5 rounds.
1: Initial duration is doubled. No power points used.
Level 10 - Shatter
Spell Cost: 10, Duration: 5 rounds, Components: V, Type: Normal, Range: 100', Area of Effect: 1 object, up to 1' cube/level, Save: N/A.
Description: By magically stressing the fracture lines in a single inanimate object, the Sorcerer is able to render the object extremely fragile and brittle. If the object is struck by a direct blow for 5 or more points of damage within the next 5 rounds, it will shatter into thousands of pieces.
Only solid, reasonably rigid objects can be affected by this spell. A wooden bridge can be Shattered; a piece of cloth cannot. The object must be clearly visible to be targeted. Enchanted objects cannot be affected by Shatter. Objects being worn or held by other persons cannot be targeted unless they are touched by the caster.
100: Caster loses double the normal Power cost and is stunned for BC4 rounds.
1: The object spontaneously shatters without being struck.
Level 10 - Burning Blood
Spell Cost: 10, Duration: Instantaneous, Components: V, Type: Normal, Range: 100 feet, Area of Effect: 1 Creature, Save: End/2 for half damage.
Description: The caster intensifies the acidity of one target's blood, causing intense physical pain throughout the body. The target takes 3BC10 Corrosion damage, halved by a save vs. Endurance/2, before the blood returns to normal. This spell has no effect on creatures without blood.
100: The caster's own blood becomes acidic, causing 3BC10 physical damage.
1: The acid is especially intense, causing 4BC10 physical damage.
Level 11 - Inertia Barrier
Spell Cost: 10/4, Duration: 2+(1), Sustainable (4/1), Components S, Type Normal, Range: 100 ft, Area of Effect: 10' square/level, Save N/A
Description: A shimmering, two-dimensional wall is created wherever the caster desires, up to maximum dimensions allowed. Any objects passing through this shield lose all inertia, causing them to erratically lose speed and power. Any missile weapons passing through this barrier will fall to the ground, having no energy left for flight. A creature attempting to move through this barrier must spend an action pushing through it before they can continue forward.
100: The caster suffers 2BC10 Raw Energy damage from backlash.
1: Initial duration is doubled. No initial Power points used.
Level 12 - Acidic Buffer
Spell Cost: 15, Duration: 1 hour, Components: S, V, Type: Ritual, Area of Effect: One creature, Range: Touch, Save: N/A
Description: The sorcerer, after a long experience working with dangerous materials, is able to erect a barrier around one creature, including himself, that will act as a 25-point Corrosion shield. The barrier is a transparent green. Acidic Buffer may be cast freely on the caster, but if cast on another target material components worth 30 ss must be expended in the cast. This is not cumulative with itself or any other protection; only the most recently cast takes effect.
100: The target is covered in a searing base, doing 3BC10 Corrosion damage, and another BC8/round until scraped off.
1: The Buffer can absorb up to 40 points of Corrosion damage. Duration doubled.
Level 13 - Dispel Magic
Spell Cost: 15, Duration: Instantaneous, Type: Normal, Components: V, Range: Touch, Area of Effect: 1 item or area, Save: Special
Description: Using his knowledge of magical energies, the Sorcerer may attempt to remove those energies from a particular item, area, or spell within an area. Enchanted areas can be rendered mundane, magical barriers removed, etc. If successfully cast upon a magic item, that enchantment will permanently lose BC8 charges and will not function for one hour. There is a base 50% chance to dispel any magic. It is increased by the caster's level*2. The percentage is reduced by the opposing caster's level*2. Thus, a Level 20 caster attempting to remove a Level 10 illusion created by a Level 10 Illusionist would need to roll (50% + 40% - 20%) = 70% or less.
100: The caster loses all remaining Power points for the day.
1: There is a base 70% chance to dispel the magic. No Power points are used.
Level 14 - Relocation
Spell Cost: 15, Duration: Instantaneous, Components: S, V, Type: Normal, Area of Effect: Creature or object touched, Range: Touch, Save: None
Description: With a theory of universal interconnectedness, the Sorcerer is able to move any one object or person, including herself, to a location visited before on the same plane. One round after casting Relocation, the chosen object or person magically appears at the chosen point. If cast on a conscious creature, the target must be willing.
100: The Relocation goes awry and the target is widely miscalculated. Game Master's discretion.
1: No Power points are used.
Level 15 – Inversion
Spell Cost: 17, Duration: Special, Components: S, Type: Normal, Range: Self, Save: None, Area of Effect: Caster.
The caster becomes surrounded by negative energy, acting as a protective force against the next offensive action. The effect will remain for 10 rounds, or until discharged. (The spell is over when the effects are discharged). Once a hostile action is taken, the effects are exactly reversed upon the attacker. In an odd phenomenon, arrows fly around and strike the archer, spells are repelled to effect their caster, and weapon attacks miss to clumsily strike the wielder. Applicable saves are allowed to those who receive their own spells back in their face.
100: The attack automatically strike the caster at full effect.
1: The Inversion shield will repel two attacks.
Level 16 – Temporal Scry
Spell Cost: 15, Duration: Special, Components: S/V, Type: Ritual, Range: Special, Area of Effect: Special, Save: N/A
Description: The caster opens up the very folds of time, perceiving events in the past. This may be cast either on the area where the caster is, or on a particular item. In either case, the sorcerer can perceive events that happened to the object or in the area as if the caster was there. This takes at least one hour, plus additional time for more detailed investigations. Additional casts may be required for items or locations with particularly long histories (GM discretion).
100: The caster is unable to find anything of interest at all in the past, but believes the results to be accurate.
1: The time to find the desired event is halved.
Level 17 - Reverse Gravity
Spell Cost 20, Components V, Type Normal, Save: Agility/2 for no effect, Duration: Instantaneous, Range: 100 ft, Area of Effect: 25’ radius
Description: Allows the caster to momentarily reverse gravity in a 25’ radius area, causing any creatures or objects within the area to be hurled up to 30 feet straight up, hanging above the ground momentarily, then falling back to the earth as the natural laws of gravity reassert themselves. This fall usually inflicts BC10 Concussion damage per 10' fallen. Additionally, being flung up and down will most likely negate any actions affected creatures had remaining in the round, unless they make their save vs. Agi/2 to escape the area with no effect or damage.
Note that it is possible to take damage from falling onto both a floor and a ceiling. Certain circumstances (such as spikes on the floor/ceiling) may warrant increased damage, at the GM's discretion, while the Pratfall skill may reduce it.
100: Gravity is reversed on the caster only, with full effects.
1: No Power points used.
Level 18 - High Voltage
Spell Cost: 20, Duration: Instantaneous, Type: Normal, Components: S/V, Save: End/2 for half damage, Range: 0, Area of Effect 25' radius sphere.
Description: This spell is often a last ditch effort by a caster about to be overwhelmed by enemies. The caster releases electrical energy in the form of large sparks, causing 6BC8 Electricity damage to all within the Area of Effect, except the caster, who takes 1/2 of the damage (no save).
100: The energy releases too soon and rebounds on the caster, causing full damage to him alone.
1: Save End/3, Caster takes 1/4 damage.
Level 19 - Spatial Sanctuary
Spell Cost: 20, Duration: 1 hour/level, Components: S, V, Type: Normal, Range: 25', Area of Effect: Special, Save: N/A.
Description: This spell opens a gateway to a temporary extraplanar space large enough to hold one human-sized creature per caster level. The caster may open and close the gateway at will; while closed, it cannot be entered or even perceived by normal means on the Prime plane. One creature may enter or leave the Spatial Sanctuary per round.
The Spatial Sanctuary is airy, light and comfortable, but it does not provide either food or water. Spatial-manipulation magic (including Temporal Pocket, Relocation, and all other teleportation effects) used inside the extradimensional space will fail and collapse the Spatial Sanctuary, forcibly ejecting everything inside. Other magic works normally inside the Sanctuary.
At the end of the spell's duration, if those inside have not already left, they are ejected out of the Spatial Sanctuary via the same gateway through which they entered. It is not possible to view events happening in the Prime plane while inside the Spatial Sanctuary, and it is not possible to exit the Sanctuary at any point other than where it was initially created.
100: Caster is stunned for BC10 rounds.
1: The Temporal Sanctuary can be exited at any point on the Prime plane.
Level 20 – Force Sphere
Spell Cost 20, Duration: 1 hour, Type: Normal, Components: V, Save: N/A, Range 0, Area of Effect: Caster
Description: Surrounds the caster in a protective warding of electrical force that will serve as a 40-point Physical shield. This shield will also absorb Electricity damage.
100: The warding begins to form but causes the caster 2BC10 Electricity damage, and immediately dissipates.
1: The warding will absorb up to 45 points of damage.
There are no comments on this page. [Add comment]