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School_Prudence

valzi edited this page Oct 18, 2019 · 2 revisions

Healing/Protection

Cure/Curse

R: touch T: 1 creature or [dice] acres of land D: -

  • Restore [sum] grit to 1 creature or
  • Cure land or creature of natural diseases. For incurable afflictions such as age or permanent damage, it will alleviate pains for [sum] days. Curses inflicted with equal or less dice than you spend are lifted. Applying your remedy spends [dice] hours or
  • Curse to do the opposite of either previous effect.

Diagnose

Time to Cast: 1hr

Roll 1d10 + [dice] /1. Cure is impossible. /2. Cure is instant but the target will die in 1d6 days. You can choose to /3-5. Cure is difficult but possible (the blood of an albino donkey, the tears of a virtuous raven, a stone from a lost temple.) /6-7. Cure is in reach (a rare local plant, a 1hr ritual with multiple participants). /8-9. Cure is in hand (a common plant, a 10 minute ritual chant). /10. Cure is instant (a pressure point, a single word).

Spare the Dying

R: Touch T: Creature D: [dice] hours

The target, just before or after death, can live for [dice] hours, if not injured again. The caster must save against poison each hour or take 1d6 damage from shouldering the target's pain.

Purify Food and Water

R: Touch (container is enough) T: [Dice] rations or [sum] drinks D: Instant

Removes poison or causes good food/drink to spoil and become rancid.

Ward of Harm

Range: Touch. Duration: 6 rounds Target: 20 ft radius around caster Creatures in the area of effect automatically pass Saving Throws against (the caster chooses before casting) fire/heat or cold or electricity/lightning.

Resist Weather

R: Touch T: Creature D: [Sum] turns

Resist intense environmental conditions. This applies to storms, temperature, magic spells, etc. It grants a Boon to related Saving Throws and decreases related damage die results by 1.

Environment

Control Weather

Effects are cumulative. Weather effects can’t go beyond realistic regional extremes. Changing the weather takes 1d4+2 rounds.

​- 1MD - Change the temperature to a seasonal extreme.

​- 2MD - Change the temperature to an unseasonal extreme.

​- 1MD - Change the wind speed by 10 mph

  • 1MD - Add, remove, or intesify precipitiation
  • 1MD - Heavy clouds, fog, mists, etc.
  • 1MD - Lightning
  • 3MD - Magical storm (raining frogs, blood, etc)

Darkness

R: 50' T: 20' radius area D: [Dice] turns Creates darkness in an area.

Kindle Flame

Time to Cast: 1 round

Target fire leaps to a nearby flammable object. It must have been able to reach it if a strong wind was blowing.

Shatter

R: 0 T: 25' area D: Instant Brittle objects of up to [dice] pounds must Save or shatter within 25' radius.

Fog

R: 50' T: 30' area D: [Sum] turns

Obscures anything beyond 5' away. Sunlight, wind, or heat dissipate the fog in 1 turn.

Negasonic Ray

R: T: D:

[dice]x20‘ cone area concentration

All sounds are cancelled within the area of this spell. Creatures are deafened until the spell ends or they leave the spell's area.

Circle of Noise

R: 100' T: 20' area D: [sum] rounds

Creatures inside the circle must Save or be deafened for [sum] rounds. If [sum] is greater than 12, they are permanently deafened. Creatures inside the circle cannot hear anything outside the circle, and creatures outside the circle cannot hear anything inside the circle.

Gum Earplugs

R: 100' T: 20' area D: Instant

Creatures in the circle must Save or wet, sticky gum will plug their ears, blocking all sound. They may pull the gum out by spending:

  • 1 MD - 1 round.
  • 2 MD - 1 turn.
  • 3 MD - 1 day.
  • 4 MD - it replenishes itself.

Control Water

R: 50’ T: a bucket’s worth of water D: concentration Control a small amount of water within 50’. Each [dice] you invest increases the effect.

At 1 [die]: propel a small boat, carry a small item through the water, allow someone to swim at 2x speed, force someone to swim at half speed, splash something no more than 5' away, dry something that is wet, freeze a small amount of water, cool a hot cup of tea.

Combat

Sleep

Put [sum]+[dice] HD of creatures to sleep for [sum] turns, starting with those of the lowest HD.

Piercing Look

R: Eyesight T: Creature(s) whose attention you have D: 0

Target must make an immediate morale check at -4 or flee in fear.

Fear

Range: Cone, 60 ft long (5 ft diameter at origin, 30 ft diameter at terminus) Duration: instant

Except as noted above, this is the 4th level arcane spell Fear.

Web

R: 20' T: Room or segment of passage D: [Dice]hours

Fills area with a web which takes [sum]/2 rounds to get through.

Lock Joints

R: T: D:

100' [dice]x2 creatures or objects [dice] rounds

Creatures or objects you target must Save or have their joints locked at their current angle and position for [dice] rounds. This could affect the hinges of a door, the links in a chain, or the legs of a sprinting horse. Stumbling creatures usually take 1D6 damage.

Grease

R: T: D:

50' object, surface [dice]*2 rounds

Can be cast directly on a creature or [sum]10' x 10' surfaces. Creatures moving across the area must Save vs Dexterity or drop held objects, or, if moving, drop prone.

Social

Obedient Beast

(Occult enchantment/charm) Level: Witch 1 Components: V,S Range: 30 ft Casting time: 3 seg Duration: 1d6 rounds Saving throw: Neg. Area of effect: 1d6 hit dice of creatures

While under this spell, animals will typically lie down and take no action unless physically harmed or caused to make a saving throw (in which case the spell is broken). Trained creatures, such as dogs or horses, obey any verbal commands that they understand as if the caster were their owner, and disregard their real owner for the duration of the spell.

Calm Animals

R: 30' T: [sum] animals D: [sum] minutes You soothe the emotions of nearby animals, preventing them from panicking, fleeing, or aggressing. They will obey commands that they would if they were not panicked (such as from their owner). This has a minor effect on crowds of creatures, but cannot target specific ones.

Or increase the reaction of a group of animals by [dice] steps for [sum] minutes.

Charm Person

Range: 120 ft. Duration: Until dispelled. This spell affects living bipeds of human size or smaller. Save or consider the caster a close friend.

Charm Group

R: 30' T: [Dice] creatures D: [Dice] turns

Hostile creatures become neutral, neutral creatures become friendly, and friendly creatures become infatuated. Friendly creatures will be open to serving the sorcerer, given some basic incentive, and infatuated creatures require no incentive. Affects a number of levels worth of creatures equal to sorcerer level.

Embed Memory

R: Touch T: creature D: varies

You pull a single memory out of your head and transfer it to another creature. Unwilling creatures may Save to negate. The memory must be short, and it must be distinct. The memory is perfectly vivid for [sum] days but begins to fade after that. If [sum] is greater than 12, the memory will never fade, even if the target loses all other memories.

Information

Augury

R: 0 T: see description D: [sum] days in advance

Using either an animal that has been dead for no less than 4 hours, the birds and clouds in the sky, the way a set of fingerbones fall, tea leaves, or other chance-influenced information, you may read the subtle notes the universe passes itself underneath the table. Predict something within the allowed span of days. For things not influenced by humans, like the weather, you get a certainty. For things in which humans at least partially decide the outcome, like the result of a battle, you get a likelihood. Major calamities always force themselves into your prediction if they are somewhat related to the object of your divination.

Identify

R: 20' T: Object or creature D: 0

Effect depends on the [dice] invested.

  • 1D: Caster reveals the common name and mundane properties, if the target has been changed by magic, and the potency of the enchantment. Mundane properties and names are revealed (ex: "this is phosphorus, it can burn underwater."
  • 2D: Caster can determine the above, as well as what kind of magic was used. Advanced mundane properties are revealed
  • 3D: Caster can determine the above, when it was enchanted, and the effect of the enchantment.
  • 4D: Caster can determine the above, as well as who created the enchantment.
  • 4D + physical piece of target: As above. Learn the true name of the target or of the original caster.

Locate

R: 100' + [sum] x 5' T: Object or creature D: Concentration

The caster can determine the specific location of the target for as long as they can maintain their concentration.

  • 1D: general noun (ex: dog)
  • 2D: specific noun (ex: my dog, Old Yeller)
  • 3D: vague or immaterial (ex: love, help)
  • 4D: paradoxical or impossible (ex: solidified time, a devil's conscience)

If you have a piece of what you are trying to locate, you will be able to know its exact location, no matter what the range is.

Reveal Invisible

R: 20' T: Area D: 1 hour

Any entities, pigments, or objects that are normally invisible to the human eye are revealed. If 4+ [dice] are invested, the effect is permanent.

Craft:

A bag of fine, silvery dust.

Third Eye

R: Eyesight T: Self D: 10 minutes

With her third eye open, the witch is able to see things as they are, not as how they are believed to be. She may see through illusions, identify secret doors, see spirits that have hidden themselves, and detect lies.

Speak with animals

(Occult transmutation/alteration) Level: Witch 2 Components: V,S Range: Self Casting time: 3 seg Duration: 2 rds/level Saving throw: None Area of effect: Caster Except as noted above, this spell is the 2nd level divine spell, Speak with animals.

Speak with plants

(Occult transmutation/alteration) Level: Witch 3 Components: V,S,M Range: Self Casting time: 1 turn Duration: 1 rd/level Saving throw: None Area of effect: Caster Except as noted above, this spell is the 4th level divine spell Speak with plants.

Speak with Dead

R: Touch T: Corpse D: [Dice] real-time minutes Target will speak and knows what it knew in life, if it wishes. It might lie. It might ramble. It probably doesn't know how it died.

Hear Whispers

R: 0 T: Self D: [Dice] turns

You can hear faint sounds clearly, so long as there aren't any loud sounds at the same time to temporarily deafen you. (No permanent damage will occur.)

Scrying

R: Unlimited T: Someone you've seen before D: [Dice rounds] Watch a person as if you are present. Target may Save to notice your floating head.

Locate Object

R: 60' + 10'*[Level] T: Object D: 2 turns

[Dice] turns of knowing the direction of the nearest desired object within 60'. Must be something the caster has seen before. Description of the item may be general (example: a guard) or specific (example: the captain of the city guards.)

Detect Evil

R: 100' T: Objects/creatures. D: [sum] turns

Find malicious or antisocial intent.

Detect Magic

R: 60' T: Objects/creatures D: [Dice] turns

Magical objects/creatures within 60' are known to you.

Psychometry

R: T: D:

Touch One object Instant

Ask [sum] Yes/No questions about an object, one casting per object.

Panopticon

R: T: D:

[sum] minutes

Your vision may literally turn around corners, seeing at any number of angles up to a total of 90*[sum]degrees.

Master Ludwig's Guiding Lights

R: T: D:

[dice]x1 miles self [sum] hours

Small glowing lights flow from your fingertips. They are as bright as a match, but you can always see them, even in bright sunlight or pitch darkness, at any distance up to 1 mile. The lights guide the caster to an object, person, or location that they believe will result in the emotional state named when the spell is cast. If the caster names "love", they will lead to the nearest sexually compatible person of similar age. If the caster names "joy" they might lead to a well of nitrous oxide, or to a pile of treasure, or to a crude goblin joke scrawled on a wall. The lights are not malicious, but they are not very clever.

Lavin's Pathfinding Smoke

R: T: D:

[dice]x100' area Instant

You send a nebulous cloud of glowing smoke along a clearly defined path. Any light debris on the path (snow, small stones, leaves, grass) is pushed to the side. The smoke thrums and sticks to tripwires without activating them and seeps into the gaps between pressure plates and the surrounding surfaces. You do not have to be able to see the entire path, but you do need to know the approximate route the smoke will take. The smoke provides a dim, lingering light along the course of the path as it travels down and will follow natural bends but halt at intersections. The path is [dice]x10' wide. If you cast this spell with 3 [dice] or more, the range becomes [sum]x100'.

Identify Owner

R: T: D:

Touch object 1 minute

Letters appear over the object you Touch, spelling out the name of the object's owner or owners. If the object has no owners, the spell fails. If you invest 2 [dice] the spell will also show if the ownership is disputed. Dead people cannot dispute ownership. If you invest 3 [dice], arrows will appear pointing in the approximate direction of the owner (or a skull will appear if they are deceased). The name revealed will be name the owner used when they purchased or acquired the object. For example, if Tabitha Winklewort was using her alias "Jane Crow" when she bought her boots, the name listed would be Jane Crow. If you targeted a ring she stole and invested 2 [dice] or more, the names listed would be Jane Crow and Baron Summerland. If you invest 4 [dice], true names will be listed alongside aliases, provided the owners are mortal. This spell also works on slaves and domesticated animals.

Exploration

Hypergeometry

R: Touch T: Self D: Instant

Caster shifts through walls, doors, objects, individuals etc, without detection, for [sum] x 5'.

Craft:

Effigy of the caster, twisted out of shape.

Slam Portal

R: 100' T: door **D: **instant

Slams a door shut and locks it (if it has a lock.) Wooden doors will become stuck and require a Strength Check to open.

If you invest 2 or more [dice] the door becomes magically locked for [sum] hours.

If you invest 3 or more [dice], you may magically lock any number of doors in range for [sum] hours.

A Knock spell will open a magically-locked door instantly. Creatures with at least 3 more HD than the caster can noisily open a magically-locked door.

Lock

R: T: D:

50' [dice[ creatures or objects 10 minutes

Non-living object closes and becomes locked. If the object is a door, chest, or similar object, it will slam shut, dealing [sum] damage to any creature passing through it and then trapping them. This spell works on things that aren't technically portals (for example, a sword could be locked in its scabbard). Requires Str 10 + [dice]x4 to open. Alternatively, this spell can be cast on a creature's orifice. The creature gets a Save to resist, and another Save at the end of each of its turns.

Lock, Wizard

Duration: Permanent until dispelled As with a Hold Portal spell, but it is permanent until dispelled. Creatures with magic resistance can shatter the spell without effort. Any Magic-user three levels or higher than the caster can open the portal, and a Knock spell will open it as well (although the spell is not permanently destroyed in these cases.)

Levitate

R: 0 T: creature or object D: Concentration

You will an object to raise, lower, or hover. You cannot move the object horizontally, and you cannot move it more than 10' per round. Maximum weight is [dice]x250 lbs. Lasts as long as you concentrate, but you take 1D6 psychic damage per round after [dice]x3 rounds.

Knock

R: 50' T: [dice] objects D: Instant

Object is opened. Doors are flung wide, locks are broken, shackles are bent open, belts are undone. Treat this as a Strength check made with Str 10 + [dice]x4. If target is an armored creature, Save or armor is undone.

Works on doors locked by wizards (including doors locked by Slam Portal.)

Floating Disc

R: Touch T: Point D: [Sum] turns

Additional 10 inventory slots moved alongside caster by floating disc (3' above ground.)

Feather Fall

R: T: D:

R: 10' T: [sum] creatures or objects D: [dice]*2 rounds

Target(s) float gently downward at a rate of 25' per round.

Blink

R: Touch T: Self D: Instant

Teleport up to [dice]x20' in the direction you are facing. If teleporting while moving, check Dex or fall prone.

Other

Dispel magic

Level: M3 Range: 120 ft. Duration: 10 min. Dispel magic can be used to completely dispel most spells and enchantments.

Hallucinatory Terrain

Level: M4 Range: 240 ft. Duration: Until touched by an enemy or dispelled This spell changes the appearance of the terrain into the semblance of what the caster desires. A hill can be made to disappear, or could be replaced with an illusory forest, for example.

False Sound

R: 150' T: D: [Dice] rounds Create any sound (except speech) no louder than a screaming human, originating at a location of your choice.

Suspend Objects

R: T: D:

Touch [sum] objects concentration or 1 minute

Objects that weigh no more than [dice] lbs are suspended in the air. The slightest effort knocks them to the ground. You do not need to see the suspended objects, but you do need to maintain concentration to keep them afloat. If you break concentration, the objects fall in up to one minute.

Metal Chime

R: T: D:

touch metal object [dice] days

You touch and enchant a piece of metal to make a terrific noise the next time it strikes a solid surface or is struck. All creatures within 30' (except you) must Save or be deafened for 1 minute. If used as a signal, it can be heard up to a mile away.

Liquefy Gold

R: T: D:

10' [dice]x500lbs of gold [sum] hours

Gold you target becomes liquid and flows like thick soup. It is cold to the Touch. Alloyed metals are also carried with the gold, though they may appear as streaks or bubbles in the liquid. The gold reforms into its original shape when the spell ends.

Command Coins

R: 30' T: [sum]*100 coins D: [dice] hours

Coins will leap up and obey your single-word commands. Affects all unattended coins in 30' of you and lasts 1 hour. Coins can be commanded to follow you, hide in crevices, or serve as rollers for heavy statues, but they are mindless and feeble.

Mending

R: Touch T: Object D: 0

An object made of stone, clay, metal, wood, or fiber can be repaired, restoring it to the state before it was damaged. The size of the object that can be mended is dependent on the [dice] invested.

  • 1D: Can be held in the hand.
  • 2D: Can be held in both hands.
  • 3D: Waist height.
  • 4D: As big as a person.

Using this spell a second time on the same object carries a 1-in-6 chance of breaking the object completely, increasing by 1 each time it is mended. Complex items (clockwork, etc) begin with a 3-in-6 chance of breaking upon casting.

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