Birthright Fuzion Contributions
Spells by Jon Snodgrass (the Smiling DM)
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. |
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%. |