Birthright Fuzion Contributions


Spells by Dustin Evermore (see immediately below)

Spells by Jon Snodgrass (the Smiling DM)


Spells by Dustin Evermore
Name
Cat's Eyes
Category
Physiology/Knowledge
Time
9 seconds (3 phases)
Energy
2+ MP
Requirements
MAGE 1
Difficulty
16
Duration
1 minute/2 MP spent
Notes
Gives the caster UV vision.

Name
Wall Walk
Category
Physiology/Movement
Time
1 Round (4 Phases)
Energy
2+ MP
Requirements
MAGE 1
Difficulty
18
Duration
1 minute/2 MP
Notes

Gives the caster the ability to clinging to nearly any surface. The caster must be strong enough to hold his own weight, however as this spell will grant clinging rating only at the caster's natural strength.

Suggested reagents: Knotted silk cord.

Name
Perceive Traps
Category
Knowledge
Time
9 seconds (3 phases)
Energy
3 MP
Requirements
MAGE 2
Difficulty
17
Duration
1 phase
Notes

Grants the caster the ability to sense traps at a distance (line of sight. A perception roll is still necessary to spot them.

Suggested reagent: monocle/spectacle

Name
Deafening Silence
Category
Elemental Air
Time
1 Round (4 phases)
Energy
10 MP +2/phase
Requirements
MAGE 4
Difficulty
17
Duration
5+ phases
Notes

This spell completely deadens all sound within 2 m/y of the caster. The caster, however can hear!

Suggested reagents: small silver bell with no clapper.

Name
Lock Pick
Category
Movement
Time
1 Round (4 phases)
Energy
8 MP
Requirements
MAGE 3
Difficulty
18
Duration
Notes
This gives the caster a fairly good chance to open any lock. 5d6 are rolled vs. the SDP of the lock. If it equals or exceeds this value, the lock will spring open! (this is a cosmetic transform)

Name
Color Spray
Category
Combat
Time
6 seconds (2 phases)
Energy
6
Requirements
MAGE 1
Difficulty
vs. target's DV
Duration
Instant
Notes

2d6 No normal defense stun blast, area affect cone.

This spell dazes victims, and repeated attacks with Color Spray can render a victim unconcious. This attack does no rollover HITS.

Reagents: Pinch of colored powder, charcoal or sand.

Name
Magic Missile
Category
Combat
Time
1 Round (4 phases)
Energy
4 MP/ Missile
Requirements
MAGE 2
Difficulty
18 (not the defender's DV!)
Duration
Instant
Notes
This vicious stunning attack does 3d6 DC, and the wizard may fire off as many shots as she has MAGE levels, and can afford the Energy. This works with the autofire rules. Thus, for every two points (for a Heroic campaign) the wizard makes the roll by, another missile is fired.

Name
Magic Overload
Category
Combat
Time
5 minutes
Energy
30 MP
Requirements
MAGE 2
Difficulty
vs. target's DV
Duration
Instant
Notes
This powerful spell will cause a magical backlash in magical creatures of 3 DC. There is No Normal Defense for this attack (no affect versus non-magical creatures). Note that blooded scions are included as magical creatures! It has only 1/2 effect vs. semimagical creatures such as elves, etc.

Name
Slow Poison
Category
Physiology
Time
2 Rounds (24 seconds)
Energy
6 MP
Requirements
MAGE 2
Difficulty
18
Duration
1 hour
Notes
This will act as a 3d6 Suppress versus all poison effect. If the poison effects can last more than an hour, it will resume after the Slow Poison effect wears off (in one hour of casting).

Name
Explosive Runes
Category
Enchantment
Time
1 hour
Energy
4 MP/lvl
Requirements
MAGE 3
Difficulty
18
Duration
until triggered
Notes
When read, this rune unleashes a deadly directed explosion! The damage caused is 2 DC killing for every 4 MP spent, up to the level of the caster's MAGE. Thus, a MAGE 4 caster can create a 8d6 killing explosive attack. The range is 2 m/y per MAGE level.


Contributions by Jon Snodgrass

Name
Tweezers
Category
Movement
Time
3 seconds (one Phase)
Energy
6
Requirements
MAGE 3
Difficulty
17
Duration
5 minutes
Notes
Telekinesis on a small scale requiring Fine Manipulation.

Name
Quick March
Category
Movement
Time
3 seconds (one Phase)
Energy
4 MP
Requirements
MAGE 2
Difficulty
16
Duration
8 hours
Notes
Doubles long distance travel rate. Subject takes normal fatigue @ the end of the 8 hour period.

Name
Glue
Category
Movement
Time
3 seconds (one Phase)
Energy
7 MP
Requirements
MAGE 3
Difficulty
18
Duration
1 hour
Notes
Causes a surface to become sticky. Target may resist w/ strength or have foot stuck to suface. Strength of glue equals MAGE +2 of caster. Caster can increase area by 2 hexes and dropping the holding strength by one point.

Name
Lighten Burden
Category
Movement
Time
3 seconds (one Phase)
Energy
1/20 lbs. mass effected
Requirements
MAGE 1
Difficulty
14
Duration
1 turn (five rounds)
Notes
Reduces encumbrance of equipment carried by MAGE x10%.


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