Spells

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Spells

Spells can be used by characters who possess a minimum magic score of 1. The number of spells a character may possess is twice the character's magic score (so a magic score of 1 allows the character to have a maximum of 2 spells).

Additional spells and spell upgrades can be purchased with Experience Points.

Spells require Exhaustion points in order to cast. Each time a spell is cast, a certain number of Exhaustion points are used. This is indicated on the spell.

Spell Attributes

Spell Name (x)- This indicates the name of the spell and the number (x) of Exhaustion points required to cast the spell.

Range (R)- This is the effective range of the spell. Spells have five ranges; Self, Touch, Close, Distant, Sight.

Duration (D)- This is how long the effects from the spell will last. Spells have six levels of duration; Flash, Minute, Hour, Day, Week and Cycle.

Description- This is a description of the spell. May state that some spells require a specific Lore score in order to cast (like Transmography).

  • This section will contain rules for Exhaustion point increases for spells..


Spell List

Annihilate (6)

R: Touch, D: Flash

The Annihilate spell allows the caster to destroy undead creatures merely by touching them. If the spell is a success, the target will be turned to dust. This spell can be resisted. This spell requires a minimal magic score of 4 and a minimal wits score of 3.

Banish (2)

R: Touch, D: Flash

Banish is a lesser version of Annihilate and instead of destroying undead, Banish repels the target forcing them to flee. This spell can be resisted.

Bless (2)

R: Close, D: Minute

The Bless spell is used to increase a single primary or secondary attribute of the target by +1. For every two Exhaustion points spent, the caster can increase the targets bonus by +1. This spell cannot be resisted.

Calm (2)

R: Close, D: Minute

Calm allows the caster to calm an aggravated target (such as an attacking creature). On a success, the target will become tranquil. This spell can be resisted.

Conceal (1)

R: Touch, D: Minute

Conceal allows the caster to conceal an object by touching it. The target of the spell will become invisible for the duration of the spell or until the caster wishes the object to be seen. This spell cannot be resisted.

Confuse (3)

R: Close, D: Minute

The Confuse spell allows the caster to confuse a target. This spell only works against targets with a magic score equal to or less than the caster’s magic score. The spell is broken once the target takes physical damage. This spell can be resisted.

Fireball (3)

R: Distant, D: Flash

Fire allows the caster to magically create and throw a fireball which does 1d6 damage (plus fire damage). This spell cannot be resisted but it can be dodged. Treat a fireball like a ranged attack.

Glow (1)

R: Self, D: Hour

The Glow spell allows the caster to illuminate an object so that it gives off light. Glow can be cast on both inanimate objects and living creatures. This spell cannot be resisted.

Heal (3)

R: Touch, D: Flash

Heal allows the caster to magically restore a target’s Life points. The caster can heal 1d6 points of Life +1 point per Exhaustion spent. The healing takes affect immediately. Heal cannot be used to remove the effects of poisons and toxins. This spell cannot be resisted.

Inscape (1)

R: Touch, D: Flash

Inscape allows the caster to touch an object and determine the recent history of the object. The caster generally has information going back at least a month on the object. This spell does not work on living creatures (although it does work on dead creatures). This spell cannot be resisted.

Jinx (3)

R: Close, D: Minute

The Jinx spell is used to decrease a single primary or secondary attribute of the target by -1. For every two Exhaustion points spent, the caster can decrease the targets attribute by -1. The spell can be resisted.

Metamorph (5)

R: Self, D: Minute

Metamorph allows the caster to take on the form of an inanimate object. The object which the caster assumes the shape of cannot have any moving or mechanical parts and must be roughly the same size as the caster.

Mind Speak (2)

R: Close, D: Minute

Mind Speak allows the caster to telepathically speak to any intelligent creature (Wits score of 1 or above required for the creature to be considered intelligent) as if holding a normal conversation. This spell can be resisted.

Necrom (3)

R: Touch, D: Flash

Necrom allows the casters to touch a dead body and instantly know the cause and time of death.

Negate (varies)

R: Sight, D: Flash

The Negate spell is used to nullify the effects of an existing spell on a specific target. The amount of Exhaustion needed to cast a Negate spell must equal +1 to the spell which is being negated. Once Negate is cast, the effects of the existing spell are immediately destroyed. This spell cannot be resisted.

Restore (2)

R: Close, D: Flash

Restore allows the caster to immediately negate the effects of any poison or toxin present in the target ceasing all damage caused by the poison/toxin (although damage already caused remains).

Resurrect (12)

R: Touch, D: Flash

Resurrect allows the caster to immediately raise the target creature from the dead. The target must be dead less than three days and the body must remain intact. The target will lose -1 from every Primary and Secondary stat upon being resurrected.

Stun (2)

R: Distant, D: Minute

The Stun spell temporarily stuns a target. The spell is broken once the target is damaged. The Stun spell will only work on creatures of one size larger than the caster. Spending additional Exhaustion points allows the caster to stun larger targets (2 Exhaustion points per size increment). This spell can be resisted.

Sun Skin (3)

R: Close, D: Minute

The Sun Skin spells allows the caster to choose a target to make resistant to the effects of heat and fire. During the duration of the spell, the target cannot be harmed by heat or fire attacks.

Touch (2)

R: Distant, D: Minute

Touch allows the caster to magically move an object without touching it. The object to be moved can weigh a maximum of 5 stones. Spending additional Exhaustion points allows the caster to move larger objects (1 Exhaustion point per 3 stones of weight). This spell cannot be resisted.

Transmography (6)

R: Self, D: Minute

Transmography allows the caster to assume the shape of an animal such as a cat, rat, or small dog. While in animal form the caster will retain normal Life points but all other stats will revert to that of the animal. In order to cast Transmography, the caster must have a minimum magic score of 4. This spell cannot be resisted.

Open Magic System

The spells contained in this book are by no means all of the spells that exist in the world. The Open Magic System provides rules for players and GMs to create their own spells.


Spell Name (x)

This indicates the name of the spell and the number (x) of Exhaustion points required to cast the spell. The more difficult a spell is, the more exhausting it is to cast. The following ratings can be used to determine a spells difficulty.


Weak: 1 Exhaustion Point (Example: Inscape)

Simple: 2-3 Exhaustion Points (Example: Restore)

Moderate: 4-5 Exhaustion Points (Example: Metamorph)

Difficult: 6-8 Exhaustion Points (Example: Transmography)

Extraordinary: 9+ Exhaustion Points


Range (R) This is the effective range of the spell. Spells have five ranges; Self, Touch, Close, Distant, Sight.


Duration (D) This is how long the effects from the spell will last. Spells have six levels of duration; Flash, Minute, Hour, Day, Week and Cycle.


Description A description of what the spell is capable of should be provided when the spell is created. Players designing their own spells should get GM approval before incorporating the spell in a gaming session. Spells created by players or GMs should be considered part of the magic canon and are therefore available to be used by all appropriate PCs and NPCs.

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