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Sandy Crumble
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List of current spells with description, because I always forget some.
Inflict Pain: 3 Taint, causes target to suffer pain of 4 on a 1-10 scale.
Summon Minor Demon: 10 Taint, summons a minor demon to the Material plane permanently.
Cause sickness: 5 Taint, Induce vomiting and nausea in the target.
Darkness: 6 Taint, causes a zone of darkness to appear and persist for 10 minutes. The zone cannot be penetrated by mundane light sources, but will be destroyed by sunlight in ten seconds.
Muddle Mutation: Cause (free) or reroll (3 Taint) a mutation in a target (including oneself).
Shield: Erects a barrier between yourself and your opponent - can be placed and 'erected' by doubling the spell cost, allowing you to create cover. Barrier can be considered to have the stopping power of Level IIIA armor, and is relatively immobile against large kinetic blows. Taint cost 2.
Smite: Creates fist-sized, cross-shaped projectiles of 'holy' energy. Upon impact, these projectiles 'explode', each arm extending five inches. Each casting launches three. Taint cost 1.
Heal: Repairs damaged flesh. Can seal up gashes and cuts, stop bleeding, and if sustained, heal bone fractures. Cannot regenerate limbs. Taint Cost: Dependant on Application.
Mend: As Heal, but for constructs. Spell relies on SCIENCE skill to properly understand necessary repairs. Taint Cost: Dependant on Application.
Bare: Generates a blast of magically imbued wind that 'grips' weapons, yanking them free of weapons and shields. Also dispels cloth armors. Area can be doubled if cost is as well. Taint Cost: 3
Enflame: Creates a fire above the palm of your hand. This fire persists until dismissed, or used in one of the following ways:
* To light something else on fire.
* Cast at an opponent like a projectile.
* Snuffed out, as by lack of oxygen.
The spell costs 1 Taint per hour to persist the fire. If one hour is not spent, then the cost is 1 Taint.
Heat Metal: Heats a single metal object within 20 feet to softening point. The process can take up to a minute, and objects larger than one foot (cube) cannot be effectively heated in this way. Costs 1 Taint, can be persisted at the cost of 2 taint per further hour.
Pyrotechnics: A present source of fire may be shaped, snuffed, or violently magnified very briefly. Each use is 3 taint.
Fireball: Casts a sphere of tightly concentrated fire at the target, which then unleashes its bound payload to the surrounding five feet, dealing damage. Area may be doubled with the cost. Costs 3 Taint.
Black Lightning: Lances of dark energy crackle from your fingertips, causing debilitating, full-body pain to those in their way. Costs 2 Taint, inflicts 1 taint on the target.
Wicked Hands: Generates 3 constructs of Darkness for as long as you concentrate - three floating hands. Each hand can lift 20 kilograms of matter. Each hand can exert similar pressure on living beings, switches, and the like. You cannot see through the hands. 2 Taint for every ten minutes of use.
Summon Greater Demon: Summons a greater demon. Said demon is not bound, restricted, or prevented from action in any way. Costs 15 Taint.
Lesser Binding: Pours dark energy into a prepared binding circle. The binding lasts for 2 days, and is not extinguished by your death. Costs 3 Taint.
Dark Empowerment: Adds a Boon of 4 to your STRENGTH, and erases fear in the target. Said boon may enlarge the target artificially for a period of time. Costs 10 Taint.
Void: Casts forth Black Magic - small dark spheres that consume matter before dissipating. Three per cast, at 1 taint per cast.
Tentacle Pit: Summons forth a ten-foot wide zone of black tentacles. With effort, you may control them, without direction, they will simply inhibit movement. The tentacles are 4 feet long each, and the pit lasts one minute. 5 Taint.
Dark Armor: Protects you by destroying matter that moves too close. Lasts 3 minutes, or until magical power is exhausted - 15 taint.
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