My net has been down for six weeks and ive had arthritis and flu and work issues. Having met several former co workers in near homeless state with resultant mental health issues ive been working as much as my health permits. Current government cuts have made many worse off and homeless numbers seem about triple from the streets (shelter funding been axed for ppl and animals - more crying homeless women than I've ever seen). I guess they are doing their job and scaring everyone into knuckling down. So i have up to 3 jobs a day for my 8 hours with 4 hours of travel right now with poor security - I could be on less than 15 hours a week on a new roster at a moments notice.
This is one of several projects I worked on compiling new spirit spells and ones from old supplements for my RQ3 /BRP/Cthulhu mash up game. Im only running my vikings game at the moment. Rome will be next. Still waiting for my lulu petty gods (6 weeks) and a pile of minis (the payments never went through so ive re ordered). Have been collecting ww1 tanks and infantry.
Most temporal spells last 5 minutes or spell can be held up to 5 minutes to be released in that period.
This is one of several projects I worked on compiling new spirit spells and ones from old supplements for my RQ3 /BRP/Cthulhu mash up game. Im only running my vikings game at the moment. Rome will be next. Still waiting for my lulu petty gods (6 weeks) and a pile of minis (the payments never went through so ive re ordered). Have been collecting ww1 tanks and infantry.
Most temporal spells last 5 minutes or spell can be held up to 5 minutes to be released in that period.
Alarm
apply to person, place, door or object, alerts you if under threat one day per mp point or till set off | ||||
Animal Speech
can speak to all animals | ||||
Animate Dead
Animate a corpse as a slow shambling automaton, 1mp=3SIZ and 1INT | ||||
Armouring Enchantment
1d6 pts of armour to a location or hand held object or 1 all over | ||||
Avoidance
each MP allaws a extra dodge roll during the 5 minute duration | ||||
Babel
Subject tries to resist or cannot speak or comunicate verbally | ||||
Battle Sight
all directions as if front facing, can see threats as if 360 degree vision, never blindsided | ||||
Beffuddle
Must roll INTx5 each round to act as intends, ona fumble attacks friends, if fail stand stupidly | ||||
Binding enchantment
used to contain incomplete entities from other planes, 1pt per stat point entity has | ||||
Bladesharp
+5% hit damage on any edged weapon per point | ||||
Bless (Metal)
enchants a SIZ point of magic metal which harms magic beings and other effects based on metal | ||||
Bless (Skill)
+10% per mp, one skill per spell | ||||
Blight (sense)
Subject resists or loses a sense depending on version of spell: sight, touch, taste, smell, hearing | ||||
Block
+1AP and +5% to defend per mp | ||||
Bludgeon
+5% hit damage on any blunt weapon per point | ||||
Bypass Alarm
will not set off a alarm spell of equal or lower mp for duration | ||||
Calculate
can count acuratly a horde, heard or goods such as grain, rock, crop, volume of fluid | ||||
Call Aid
+10% per mp on next single skill use within the duration | ||||
Call Beast
Attracts a nearby animal to caster, can call one known or seen in area or a random beast | ||||
Calm
calms a distressed or panicked animal or person, may get a resistance roll if they dont like caster | ||||
Cast Out Dead
as demoralize on a undead being | ||||
Chill
can cool a hot pot or tool or meal, can inflict 1hp frost bite on a random body part | ||||
Cleanse
cleans a person or a 3x3 area per mp | ||||
Clear Path
makes path easier to travel at normal speed, ach point over 1st allows you to lead one extra being | ||||
Cloud Mind
non resisting victim is stupefied, has dificulty remembering details, is easily duped or questioned | ||||
Control (Species)
Must reduce being to 0mp in spirit combat first, active while controling creature | ||||
Cooridination
+1 DEX per point | ||||
Counter Attack
gain one extra melee attack if attacked during duration | ||||
Counter Defence
gain one parry if attacked during duration | ||||
Counter Magic
foils incoming spell, if one point less remains up, if equal or over countermagic breaks | ||||
Curse
cast a offensive spell with permanant duration or incurabe damage, curse ends if fetsh broken, POW=mp of spell | ||||
Darkwall
10cm thick 10m square moves one m/round but counts as active to do so | ||||
Deflect Arrow
one point allows you to attempt to parry any one normal missile attack | ||||
Demoralise
surrender or retreat, halves attack skills | ||||
Detect (Magic)
detects nearest sample of magic within range can penetrate 1m of rock | ||||
Detect (Species)
detects nearest sample of species type within range can penetrate 1m of rock, hunters use | ||||
Detect (Substance)
detects nearest sample of substance type within range can penetrate 1m of rock, water common | ||||
Detect Enemy
detect closest person in 100m who means caster harm | ||||
Discorporate
Spirit leaves body to spirit plane like a shaman for duration, very dangerous | ||||
Dispel Magic
1pt dispels 1 point of spirit magic or intensity, 2 points dispe one point of divie magic | ||||
Disrurption
1d3 damage if overcomes target, ignores armour | ||||
Divination
ask a question and get a 1 word answer per mp | ||||
Dullblade
reduces damage by 1pt per magic point on foes weapon | ||||
Enchant Potion
Create a potion with a pre cast spirit magic spell using exotic ingredients and gold | ||||
Endurance
reduces fatigue by 1d10 per mp | ||||
Enfeeble
reduces victims CON by two per mp for duration if fail resistance | ||||
Enthrall
victims besotted and loves the caster for duration if fail resistance | ||||
Evil Eye
makes victim vulnerable to magic, -1 POW or mp resistance rolls per mp for duration | ||||
Extinguish
1pt puts out torch, lantern or candle; 2pt puts out campfire, 3pts a bonfire | ||||
False Trail
leaves footprints of another species or own backwards or that of anaother individual of own type | ||||
Fanatacism
halves defencive skills increases attack skills by half again, makes highly agressive | ||||
Far Hear
+5% listen skill can hear a whisper in range and distant loud sounds like battle are easily heard | ||||
Far See
can see objects 1km away as if up close | ||||
Fatigue
-1d6% per mp requires a round to recover each % till normal or is penalty on every roll, may resist | ||||
Fetter
Binds a prisoners hands or feet with STR 20, requires a length of vine or cord or string or rope | ||||
Fire Arrow
turns a normal missile into a flaming 3d6 weapon, in a special hit may ignite target if possible | ||||
Fire Blade
turns melee weapon into a 3d6 flaming one, may ignite target on a special hit if possible | ||||
Fire Breath
cast and can spit 1d10 damage once in duration | ||||
Flesh Ward
1d3 extra hp which temporarily absorb incoming damage | ||||
Fog
10m diameter circle | ||||
Foul Vapours
10m diameter circle, CON resists caster MP or 1 damage per round, most beings try to flee | ||||
Free Fetter
unties ropes or opens a yoke or loostens a net or web binding a person | ||||
Frostbite
if fail resistance take 1hp per location ignoring armour | ||||
Glamour
each mp adds 2 points of APP | ||||
Glow
one target per mp if fail resist will glow, making easy targets | ||||
Glue
glue non living things together 10cm square 10 STR per mp | ||||
Hand of Death
damage 1hp/mp on randon location, resist or take half damage, ignores armour | ||||
Heal
heals 1hp per mp | ||||
Heat
can heat a pot or tool or meal, dry laundry, can inflict 1hp burn on a random body part | ||||
Hinder (Skill)
-10% per mp on a specific skill, favoured skills include spot and listen | ||||
Ignite
ignites a torch or campfire, can ignite air if overcomes target (usually does 1d3) | ||||
Insight
gains a inspired lucid insight to solve a clue or a problemon with a INTx5 roll | ||||
Insubstantiate
may fade self or thing into other world for a second per mp, could pass a wall or hide, some risk as entities in otherworld might notice and attack you with spirits, spells, bites or sanity | ||||
Invisibility
while caster concntrates target invisibe, cannot concentrate on and run, fight or cast spells | ||||
Ironhand
+5% hit and +1 damage per HP on bare hand or animal attacks | ||||
Jump
add 1m to jumps per point for duration or a single jump 3 m per point instantly | ||||
Levitate
lift caster 1m above ground per mp and can move mp in meters per round | ||||
Lightning
3d6 damage bolt must overcome resistance, may ignite location also | ||||
Light
10m radius per level | ||||
Lightwall
10cm thick 10m square moves one m/round but counts as active to do so, can see thhrough one way, other side too blinding and sheds 10m of light | ||||
Lock
-10% per mp on chace to break or pick lock, one day per mp | ||||
Magic Point Matrix Enchantment
Create a 1d6 point mp battery | ||||
Mindspeech
creates a two way person to person link per mp | ||||
Mobility
+1 M move per mp | ||||
Multimissile
creates a aditional normal missile per mp at point of firing, missiles must be cast in duration, larger than a javelin might require 2 points per missile | ||||
Nightvision
Can see in the dark and some types of invisible beings vulnerable to sonar or thermal senses | ||||
Perfume
make a person, room or meal smell fantastic | ||||
Phantom
can animate smoke from a fire or fog from a spell and shape into menacing forms or letters | ||||
Pierce Armour
-1 AP per mp | ||||
Protection
+1AP per mp | ||||
Push
Knock person back 1m/mp DEX x3 check or victim knocked prone (DEX x5 if quadraped or big) | ||||
Repair
repairs 1d10 damage to damaged object, alway leaves one point of damage and a scar | ||||
Repulse
reduces victims APP by two per mp for duration if fail resistance | ||||
Resist (threat)
reduces damage or POT of threat type (heat, poison, cold, electricity, edged, blunt or poison) | ||||
Revive
recover a d10 lost fatigue per mp | ||||
Second Sight
can see POW and MP in living things and spirit entities | ||||
Shimmer
-5% to be hit per mp | ||||
Shock
stuns a random location for 1d3 rounds for duration if fail resistance | ||||
Silence
+10% sneak skill, dulls sounds or armour, equiptment, touching ground, reduces echos | ||||
Sleep
Subject tries to resist or falls over asleep, INTx3 will awaken if knocked, bumped or loud noise | ||||
Sloth
reduces victims DEX by two per mp for duration if fail resistance | ||||
Slow
-1m move on a target if reaches zero cannot move | ||||
Speak (language)
can speak to a specific language or language of an animal species | ||||
Speak to (Beast)
speak to a single species of animal specified by spell | ||||
Speak to (Beast)
speak to a single species of animal specified by spell | ||||
Speedart
+15% +3damage | ||||
Spell matrix enchantment
enchant a spell matrix costing 1POW per mp of spell | ||||
Spirit Bane
initiate combat with a spirit you can see in range, may need second sight or discorporate | ||||
Spirit Screen
+2 POW to resist spirits per MP | ||||
Strength
+3 STR per mp | ||||
Summon (species)
Summon a specific species of spirit or planar entity, each type has different circle | ||||
Toungues
can speak to all sentient species that have a spoken language | ||||
Unlock
Opens one ordinary lock | ||||
Ventriloquism
may make words seemingly come from object in range | ||||
Vigor
+2 CON per mp | ||||
Visibility
Make a spirit or invisible entity visible | ||||
Vision
get a dreamlike vision which can be interpreted on INTx1% and used for aid or a warning | ||||
Voice
makes voice sound louder and more thundering, enhances performace and command range | ||||
Vomit
vomit one round per mp, resist or take 1hp damage per round ignoring armour | ||||
Weaken
reduces victims STR by two per mp for duration if fail resistance |
Magic Skills
Alchemy Understand the magical nature of matter and use it to create ransformations and to create potions and other magical processes such as creating life |
Alliegience Points of divine favour from a god which at 40% allows you to add your alliegience to a cult skill three times a game. Other cults offer more bebefits at certain scores but at 100 the god take you away forever |
AstrologyKnow the constellations apropriate to gods and nations and mortals and can use to make certain predictions about behaviours and worldly phenomena |
Ceramony can add to other magic skills with a time consuming ritual or sacrifice to gods or lead a comunity in a ritual |
Cthulhu Mythos Your knowledge of forbidden elder gods and the witchcraft known by their cultists. This skill is learned from books and strange experiences and madness. It is more like a contagion. Your Mythos score -99 is your maximum SAN score |
Dreaming Ability to enter the dreamlands and interact with primal mythic beings or be attacked by nighmare beings. Can use skill to create effects in the dreamlands and POW points to create lasting ones |
Enchanting Can use the enchanting spells to create magic items. Also recognise general class of a standardly created object (a binding or enchanted metal or matrix etc). Allows you to sacrifice POW needed in creation of magic items. Often involves carving runes or magical symbols. |
Prophecy Can choose a form of divination to recieve information or warning about future sucess or failure or threats in a week or so, special for a day and critical for imediate threat or problem. Often in confusing and puzzling verse. Must ask a specific question. Vision and Divination spells work well with this. Could use to interperate someone elses divinations |
Second Sight Can try to see otherworld ans possibly see spirits or magic or sous of living things. Use 1mp each attempt, free on a special success |
Shape Shift One species usualy your totem or clan spirit, or could get infected by a werewolf or wendigo. 1mp per 4SIZ. Most use a fresh animal skin, hide or ointment made from body fat in proceedure |
Summoning Skill used to draw signs and call other planar beings with various spells. A summoner might tell from remains of a summoning ritual what kind of entity was called |
there are boxes and layout stuff not visible on my layout but if you print it or pdf it should look better or be more usable