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Spell building formatting: Start with the SE level and final point cost, and a name. Then a description. The description should include:
- what the spell does
- specifications. eg. a ranged attack shoud state range, damage, Acc, RoF, Rcl, etc.
- the time limit and whether the spell can be maintained or is a fire and forget spell
- valid targets
- the effects of any and all enhancements and limitations.
- italics
In effect, the spell description should give a pretty good idea of what the spell does and what it looks like without ever having to look at the specifics.
The specifics should
- start with the main advantage (innate attack, affliction, or whatever else.)
- list each modifier, followed by it’s +/- % cost change
- list the total % modifier to the spell, followed by the final full point cost.
- note any sub advantages (normally for afflictions), using the rules above.
- state who made the spell. Give yourself credit; you’re a wizard!

Spells Pending Approval
Spells under construction
Broken and Depreciated Spells
Banned Spells because they’re out there, folks. We just need to try harder.
Ideas for New Spells

Pending Approval:

[SE 2, 6 points] Combat Wildshape: This spell allows the user to transform into an animal of choice after 1 second of concentration, and lasts for 1 minute (maintainable). The animal’s form must be specified when this spell is learned, and it’s template point value can’t exceed the caster’s. Upon transformation, the caster’s gear up to BL melds into the animal form, while any excess is dropped. The caster focuses his whole essence of magic on this spell; the upside to this is the spell is immune to regular dispel attempts, however, for the duration and for 15 seconds afterwards, the caster of this spell may not use the spell slot used to cast this spell. Upon changing back, an echo of the animal shape’s mentality stays with the caster, and they gain a 10pt mental disadvantage appropriate for the animal shape in question for the next ten minutes or more.
Alternate Form [Reduced Time 4 ( +80%); Cosmic, immune to dispelling, ( +50%); Can Carry up to BL ( +10%); Takes Recharge, 15 seconds, ( -20%); Retains Animalistic Mentality ( -5%); Sorcery ( -15%)] = 200% = 30pts

Notes: Retains Animalistic Mentality is built as “aftermath, 10pt mental disadvantage”. Recommended disadvantages include Bestial, Bad Temper(12), Berserk(12), Laziness, Gregarious, Cowardice, Impulsiveness or whatever fits the animal in question. If not specified, assume Bestial.

[SE 2, 6 points] Ranger’s Wildshape: This spell allows the user to transform into an animal of choice after 2 seconds of concentration, and lasts for a full 10 minutes (maintainable). The animal’s form must be specified when this spell is learned, and it’s template point value can’t exceed the caster’s. Upon transformation, the caster’s gear up to BL melds into the animal form, while any excess is dropped. Elongating the duration of the spell strains the caster’s essence of magic, and for the duration and for 15 seconds afterwards, the caster of this spell may not use the spell slot used to cast this spell. Upon changing back, an echo of the animal shape’s mentality stays with the caster, and they gain a 10pt mental disadvantage appropriate for the animal shape in question for the next ten minutes or more.
Alternate Form [Reduced Time 4 ( +80%); Extended Duration, 30x ( +60%); Can Carry up to BL ( +10%); Takes Extra Time 1 ( -10%); Takes Recharge, 15 seconds, ( -20%); Retains Animalistic Mentality ( -5%); Sorcery ( -15%)] = 200% = 30pts

Notes: Similar to the spell above. Note that this version takes 2 consecutive concentrate maneuvers to cast instead of just one, and is not immune to dispelling. This is a trade off for the 10 minute duration which can be incredibly advantageous.

[SE 1, 4 points] Sap Resistance: A spell often taught to interrogators. The caster must touch the subject, although this can be through gauntlets or thick clothing, and win a quick contest of WILL+Talent vs HT. On a success, the victim’s resistance to magic is weakened significantly. They effectively gain 5 levels of Magic Susceptibility. This gives anyone casting spells on them +5 to do so, and applies a -5 penalty to their resistance roll. The spell casting is completely undetectable, and the effects of it will normally not be noticed until it is too late.
Affliction 1 [Magic Susceptibility 5 ( +15%); Malediction 1 ( +100%); No Signature ( +20%); Melee, C, can’t parry, ( -35%); Sorcery ( -15%)] = 185% = 18.5pts

Notes: is afflicting WILL -1 for +5% available? if so, 3 levels of that would be added on. Alternatively, Based on WP or IQ might make more sense with a 5% limitation.

Under Construction:

[SE 1, 4 points] In the Zone: Cyrus takes a deep breath and focuses, suffusing his body with magical energy and boosting his combat reaction time to incredible levels. He gains Altered Time Rate 1, but only for combat related actions. This spell taxes Cyrus’ energy deeply, and requires him to pay an additional fp after every three seconds of activity to maintain. Additionally, after he ends the spell, Cyrus becomes exhausted. He reduces his basic speed (and move and dodge) by 1 for the next ten minutes, and [needs another -10%, damn SE 1].
Altered Time Rate 1 [Aspected, combat only, ( -20%); Aftermath, -1 basic speed, (-10%); Reduced Duration, 1/20, (-25%); Sorcery ( -15%)] = 20% (mincap) = 20pts.
Made by: Declan one task specific enough? magic on magic issue?

[SE ?, ? Points] Regrow Limb:
Affliction 1 [Reattach (+ 360%), Increased Duration (Permanent until fixed, + 150%), Fixed Duration (+ 0), Range C (- 30%), Sorcery (- 15%) = 565] (57)
Reattach is: Regrowth [Magical (- 10%) = 90%] (36)
moving to workshop

[] Death’s Gaze: Roll innate Attack (Gaze) + Talent to hit your target. they take 1d FP damage per level. The victim then rolls HT to avoid suffering a heart attack. 1/2D 10, Max 100, Acc 3
Link(Innate attack (Fatigue), link +10% = 11; Affliction (Heart Attack), link +10% = 44; 55), Sorcery -15% = 47;

[SE 1, 4 Points] Disguise Self: Change your appearance to that of anything with the same size, weight, posture, body layout, and number of limbs. This can be anything the GM approves, such as a golem, an elf, etcetera. But you can not transform into something that has wings unless you already have wings. This only changes appearance, no abilities are lost or gained.
Morph[Cosmetic(-50%), Retains Shape (-20%), Sorcery(-15%) = -85% || -80%] (20)

[SE 1, 3 Points] TortoMorph: Transform into a sapient turtle for a minute. I like turtles.
Alternate Form (Turtle) [Sorcery(-15%)] (13)
Sapient Turtle [ -2 ]:
Attributes: Basic Move 3 [-10 ], Water Move 8 [ 25 ]
Advantages: Extra Legs (4, Cannot Kick) [ 3 ], Amphibious [ 10 ], Damage Reduction 5 (Turtle Shell) [ 25 ]
Disadvantages: Horizontal [-10 ], Cannot Speak [-15 ], No Fine Manipulators [-30 ]
Features: Tail

[SE 1, 3 Points] Mach Mount: The caster creates a dragon-like creature to move around at the speed of sound.
Ally (Always Present, 25% points [ 4 ]) [Minion (+ 0), Summonable (+ 100%), Extended Duration (Permanent*) (+ 150%), Accessibility (Must be outdoors)(- 30%), Sympathy (- 5%), Sorcery (- 15%) = 300%] (12)
Mach Mount [ 25 ]:
Primary Attributes: ST 20 [ 80 ], IQ 0 [-200 ]
Tertiary Attributes: Air Move 24 [ 28 ]
Advantages: Teeth (Fangs) [ 2 ], Spines [ 3 ], Extra legs (4) [ 5 ], Striker (Tail) [ 5 ], Long Talons[ 11 ], Doesn’t Eat or Drink [ 10 ], Unfazeable [ 15 ], Doesn’t Sleep [ 20 ], Extra Attack [ 25 ], Winged Flight [ 30 ], Damage Reduction 10 (Force Field, Cannot Wear Armour) [ 40 ], Enhanced Move 4 (Air Speed 384) [ 80 ]
Perks: Accessory (Saddle) [ 1 ], Sanitized Metabolism [ 1 ]
Skills: Mount [ 24 ] (16), Aerobatics [ 28 ] (16), Brawling [ 20 ] (16)
Disadvantages: Foot Manipulators [-6 ], Frightens Animals [-10 ], Mute [-25], Dependency (Very Common (Caster), Constantly) [-25 ], Cannot Learn [-30 ], Total Unhealing [-30 ], Quadruped [-35 ], Unnatural [-50 ]
Features: Neither has nor spends fatigue points.

[SE 1, 3 points] Phantom Steed: After making an additional concentrate maneuver, caster summons an insubstantial mount for the caster that remains until the caster dismounts, takes any damage or makes any hostile action, or the mount takes damage.
Level 2 [FC 26, SE 2, 6 points]: Basic Move 7, Enhanced Move 3 (Ground Speed 56)
Level 3 [FC 39, SE 3, 8 points]: Basic Move 8, Enhanced Move 4 (Ground Speed 128)
Level 4 [FC 65, SE 6, 13 points]: Basic Move 9, Enhanced Move 5 (Ground Speed 288)
Ally (Always Present, 25% points) [Minion (+ 0%), Summonable (+ 100%), Extended Duration (Permanent*) (+ 150%), Sympathy (- 10%), Sorcery (- 15%) = 325%] (13)
Phantom Steed [-25 ]:
Primary Attributes: ST 20 [ 90 ], IQ 0 [-200 ]
Secondary Attributes: HP 1 [-34 ], Basic Move 6 [ 5 ]
Advantages: Hooves [ 3 ], Doesn’t Breathe [ 20 ], Doesn’t Eat or Drink [ 10 ], Doesn’t Sleep [ 20 ], Enhanced Move 2 (Ground Speed 24) [ 40 ], Insubstantiality (Affects Substantial +100% Can Carry Objects (Heavy Encumbrance) +100%, Always On – 50%) [ 200 ]
Perks: Accessory (Saddle) [ 1 ]
Disadvantages: Cannot Speak [-15], Dependency (Very Common (Caster), Constantly) [-25 ], Frightens Animals [-10 ], Quadruped [-35 ], Total Nonviolence [-30 ], Total Unhealing [-30 ], Fragile (Unnatural) [-50 ]
Features: Neither has nor spends fatigue points.

Broken/Depreciated:

[SE 1, 1.2 Points/level] [ DEPRECATED ] Lightning Bolt: Roll Innate Attack (beam) + Talent to hit your target. They take 1d damage per level. The victim then rolls HT at -1 per 2 damage dealt to avoid being stunned.
Acc 5, 1/2d 10, max 100
Innate attack (Burning) with Side effect (stunning) +50%, Accurate (2) +10%, Sorcery -15%, Nuisance effect (can be grounded) -25% = 6

[SE 2, 6 points] Dominate Person: The caster laces his words with subtle magicks. One target of the same race who can hear and understand him must win a quick contest of WP vs the caster’s IQ+4 or be mind controlled. Upon mind controlling his subject, the caster transfers his bodily focus to that target, losing all feeling in his own body. The subject is then under the caster’s complete control, as per the basic set advantage, but the caster can only ever control one subject at a time and may not claim a bonus for prior concentration. Additionally, the control only lasts for 3 seconds after concentration is broken. If the attempted control fails, the subject feels no mental hostility from the caster.
Mind Control [Long Ranged ( +50%); No Signature ( +20%); Reliable 4 ( +20%); Fixed Duration ( +0%); Reduced Duration, 1/60 ( -35%); Racial ( -20%); Hearing Based ( -20%); Must Share Language ( -10%); Temporary Numbness ( -20%); One Subject Only ( -5%); No Preconcentration ( -5%); Sorcery ( -15%)] = 60% = 30pts
Made by: Declan reliable on resisted spells seems wrong?

[SE 2, 6 points] Regenerate: Roll Innate attack – subject’s DR. Subject recovers 1HP every 12 hours until attacked or fully healed. While this effect persists, whenever Subject rolls to recover lost HP or to see if they can get over a crippling injury, they get +5 to your effective HT.
Affliction 1 [Gives Advantage, regeneration, ( +100%); Extended Duration, permanent* ( +150%); Limited Use, 4 uses, ( -20%); Range C ( -30%); Sorcery ( -15%)] = 185% = 29pts
Made by: . Needs cleaning

Banned Spells:

Spell Ideas:
A spell that can render a door/lock/wall or something insubstantial in order to be walked through. Or to be afflicted upon armour, making it useless.
any takers?
Takers: ???

A spell that afflicts insubstantiability on the victim for 1 second, causing all their clothing and equipment to fall to the ground before they rematerialise. Also renders them physically inert for that second.

A spell that encompasses an enemy in a force bubble, preventing interaction with the outside world. Including no magic through it preferably.

A one way missile wall spell.

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