General |
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Extracting vis:
Cr (12) + Vi (3) + MT (4) + 3*Aura(12) = 31, or 3 pawns.
Writing out spells:
Scribe Latin (3) x 20 = 60 levels.
Invented Spells |
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Thief of the Stolen Breath, PeAu 10
Pe (3) + Au (8) + Int (3) + MT (5) + Aura (4) + IG (3) = 26. 1 season.
A Window to the Sun , CrIg 15
(Needs approval.)
Spell Focus: A lantern (+3).After casting this on a lantern or small designated area, the area brightens as if it were a window leading directly outside to a clear day. The light is as warm as sunlight streaming through a window.
Cr (12) + Ig (8) + Int (3) + MT (5) + Aura (4) + IG (3) = 35.
CrIg 15: illuminate an area as if by cloudy daylight.
Baseline: Near/Mom/Small
-10 Near->Touch
+10 Mom->Sun
Chamber of Spring Breezes, CrAu 5
Jupiter's Resounding Blow, CrAu 10
Cr (12) + Au (8) + Int (3) + MT (5) + Aura (4) + IG (3) = 35. Can do both in 1 season.
Quenching the Mighty Thirst, CrAq 5
(Needs approval.)
Prepping the Bonfire, CrAqIg 5
(Needs approval.)
Quenching:Spell Focus: a fist-sized rock taken from a stream or river bed(+1). When cast with a spell focus, the rock develops a fissure, and water begins to trickle out. Or, the spell can be cast on (say) a waterskin, which will fill and then overflow with water. Obviously, when this spell is cast with vis, the water will be nourishing.
If the spell focus is dropped into a waterskin and the waterskin is shut (or if the spell is cast on the waterskin), then tightly closing the waterskin will suspend the spell. Re-opening the bag (if still within Sun) will cause water to continue to trickle out.
CrAq 5: Fill a man-made container with water (or some other natural liquid with appropriate requisites).
QtMT: Baseline: Near/Sun/Small
-10 Near->Touch
+10 Small->Room :)
Prepping:
Spell Focus: none.
When cast, a sheen of highly flammable oil covers the area you designate. Good for quick-starting fires, or for making sure that an entire room will catch on fire all at once.
PtB: Baseline: Near/Sun/Small
-10 Near->Touch
+10 Small->Room
Cr (12) + Aq (0) + Int (3) + MT (5) + Aura (4) + IG (3) = 28.
Harvest of the Fields, CrHe 4
(Needs approval.)
The Rope Easily At Hand, CrHe 5
(Needs approval.)
Harvest:Spell Focus: a whole piece of fruit (an apple, a bunch of grapes, etc) (+1).
An enormous array of food appears before your eyes: all of it vegetarian and all of it ready to eat. When cast with vis, the food is actually nourishing.
When using the spell focus, the fruit splits apart, and the seeds grow to full size (possibly splitting open again and repeating the process until the proper amount is summoned).
CrHe 5: Create a plant product
+5 turn it into a meal
Baseline: Near/Sun/Ind
-10 Near->Touch
TREAH:
Spell Focus: A bit of rope (+2).
This spell is similar to Conjure th Sturdy Vine: a bit of rope appears in one of your hands, and as you "pull" it out of your hand, it turns into a length of rope.
Baseline: Conjure the Sturdy Vine, CrHe 10, Near/Sun/Ind
This spell creates a rope-like vine from a "moderate quantity of wood, or from fertile soil".
-10 Near->Touch
+5 No requirement for an Herbam source.Cr (12) + He (0) + Int (3) + MT (5) + Aura (4) + IG (3) = 27.
Conjuring the Persistent Campfire: CrIg 15
(Needs approval.)
Spell Focus: a piece of tinder (+1).After you cast this spell, you quickly touch what you want to start burning, which immediately catches fire. (Dex check 6+ to avoid burning yourself; on failure, soak +5 fire damage.) Useful for getting water-soaked wood to catch fire.
Note that only a Small amount of material will catch fire and will burn unimpeded unless completely immersed in water or buried. New material (eg, more water-soaked wood) will not be affected by this spell.
Level 15: Ignite something barely flammable.
Baseline: Near/Mom/Small
-10 Near->Touch
+10 Mom->Sun
Cr (12) + Ig (8) + Int (3) + MT (5) + Aura (4) + IG (3) = 35.
Wealth All Too Easily Obtained, CrTe 5
(Needs approval.)
Spell Focus: None.This spell creates a number of rough rubies (10+simple die).
Cr (12) + Te (0) + Int (3) + MT (5) + Aura (4) + IG (3) = 27 / 2 = 13.
Creating gemstones: CrTe 15, rough gemstones.
Baseline Near/Sun/Small.
-10 Near->Touch
Malaria, CrAu 15
(Needs approval.)
This spell creates a noxious cloud of gas around the target, who must make a Sta stress roll vs 15 + a quality die. For every full 5 points they fail, they lose a Fatigue level. (Once unconscious, they take Body levels instead.) In any case, on a botch, lose an additional Body level per botch.Creo Auram baseline: Sight, Mom, Boundary.
Poisonous gas doing +5 damage is CrAu 30.
Sight->Near: -10
Boundary->Ind: -15
So CrAu 5 to do +5 poison damage.
CrAu 15 to do +15 poison damage.Cr (12) + Au (8) + Int (3) + MT (5) + Aura (4) + IG (3) = 35.
Not For Awhile... |
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Mighty Torrent of Water, CrAq 15
Cr (12) + Aq (0) + Int (3) + MT (5) + Aura (4) + IG (3) = 27. Close...
Denying the Breath of Life, PeAu 15
(Needs approval.)
TotSB, but with Diam duration instead.
Pe (3) + Au (8) + Int (3) + MT (5) + Aura (4) + IG (3) + Sim (2) = 28.
Arc of Fiery Ribbons, CrIg 25
Cr (12) + Ig (8) + Int (3) + MT (5) + Aura (4) + IG (3) = 35. 2 short of inventing in 2 seasons.
Wingtips of Fiery Doom, CrIg 25
(Needs approval.)
Like Pilum of Fire (Near/Mom/Ind), but doesn't dissipate. Note that
range is shortened from 25 paces to Near (15 paces).
Cr (12) + Ig (8) + Int (3) + MT (5) + Aura (4) + IG (3) + Sim (4) = 39.
Threading the Tempest, ReAu 20
(Needs approval.)
Re (3) + Au (8) + Int (3) + MT (5) + Aura (4) + IG (3) = 26. Heh.
Potions |
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Veil of Invisibility: PeIm 10
Pe (3) + Im (1) + Int (3) + MT (4) + Aura (4) + Spell (2) = 17, or 2 potions, plus a lab text (4).
Whispering Winds: InAu 15
In (3) + Au (8) + Int (3) + MT (4) + Aura (4) + Spell (3) = 25, or 3 potions, plus a lab text (4).
Conjuring the Persistent Campfire: CrIg 15
Cr (12) + Ig (8) + Int (3) + MT (4) + Aura (4) + Spell (3?) = 34, or 4 potions, plus a lab text (4).
Devices |
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Torch of the Magi
(Needs approval.)
Spell: A Window to the Sun, CrIg 15, Touch/Sun/Small
Constant use: +5
Affects self: divide by 2
Total: CrIg 10, 1 pawn of vis.Form: Lamp (+7 produce light)
Cr (12) + Ig (8) + Int (3) + MT (4) + Aura (4) + FE (7) + Spell (3) = 41, plus a lab text (4). Could produce 4 in one season, given enough vis...
Bellows of the Angry Winds
Spell: Charge of the Angry Winds, CrAu 15
+2 3x/day
Total: CrAu 18, 2 pawns of vis.Form: Bellows (+4 create wind)
Cr (12) + Au (8) + Int (3) + MT (4) + Aura (4) + FE (4) + Spell (3) = 38, plus a lab text (4).
Not For Awhile... |
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Globe of Gathering
Spell: Gather the Essence of the Beast, MuVi 15
Total: MuVi 15, 2 pawns of vis.Form: A silver globe (+3, from spell focus)
Mu (3) + Vi (3) + Int (3) + MT (4) + Aura (4) + FE (3) + Spell (3) = 23.
Earring of the Gossiping Zephyrs
Spell: Whispering Winds, InAu 15
+2 3x/day
Total: InAu 18, 2 pawns of vis.Form: Earring (+5 affect hearing)
In (3) + Au (8) + Int (3) + MT (4) + Aura (4) + FE (5) + Spell (3) = 30.
Wand of Pila
Spell: Pilum of Fire, CrIg 20
+2 3x/day
Total: CrIg 23, 3 pawns of vis.Form: Wand of rubies (+9: Wand: +3 project bolts; ruby: +6 fire-related effect)
Cr (12) + Ig (8) + Int (3) + MT (4) + Aura (4) + FE (9) + Spell (4) = 44.
Not to mention that this requires a wand made of rubies...