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Special note on spells, if someone has a spell they would like added, please inform the FL and he will work on adding it, anyone interested on helping in the creation of new spells, again, inform the FL.
Level 1 spells
Itch: SD Required: Effect: starts next round after cast: Causes the target to itch like mad in a spot of the casters choosing. The target will be at -10 SD until they take 1 full round to scratch (2 rounds if they are wearing armor over the area). Only one itch spell can affect any target at a time.
Spasm: SD Required: Effect starts next round after cast: Can be directed against any of the targets muscles. Directed against a hand, it causes the subject to drop whatever it is that they are holding (IE a weapon). If the target is casting a spell, they must make an SC roll or loose the spell as well as the SP for that spell.
Cause Pain: SD Required: Duration: 1 round: The Target feels a stab of agonising pain. If they are trying to remain silent, an SC roll is required to see if they can. If they target is attempting something difficult, (IE climb a wall/rope/ladder etc.) again an SC roll must be made. If this happens to a spell caster, an SC must be made or the loss of SP and the spell will occur.
Light: Auto Spell: Produces a small light like that of a candle flame. It stays still unless the caster concentrates on moving it.
Mage Sight: Auto Spell: Lets the caster detect all magical items in their field of vision. It will cause all such items to glow faintly to the caster only.
Stone Missile: SD Required to Hit: Lets the caster create balls of stone, and fire them from there hands. ( One per. See Notes) When they hit they do SD roll -4 damage (Never less than one DP) and then disappear. OS will do maximum damage ( 10 ). If the first one hits the rest will follow needing only SD to check for damage, and OS/CF/TF.
Level One = 1
Level Three = 2
Level Five = 3
And so fourth
Level 2 Spells
Stun: SD Required: SC to resist after first round +1 each successive round: Target is stunned and may not move at all the next round. After this first round of stun, the target can attempt to break free by rolling SC, if failed the next round they can try again at +1. Each round after will have an additional +1 until +5 is reached.
Dexterity: Auto Spell: Duration: 3 rounds: Raises the targets SD by 5 for all physical actions. OS Doubles Duration and effect.
Clumsiness: SD Required: Duration: 3 Rounds, SC to Resist: Lowers the targets SD by 5 for all physical actions. OS Doubles Duration and effect.
Analyze Magic: SD Required: Lets the caster know exactly what spells are on a subject. It will only identify one spell at a time, starting with the lesser of the spells, it will then let the caster know that there are more spells.
Level 3 spells
Might: SD Required: Duration: Special: Raises the targets strength temporarily. This adds +2 to their damage (3 Rounds) & will allow them to perform great feats of strength for a short period of time. (5 Rounds) Amount of strength will be determined by GM on affect of campaign.
Truth Speak: Auto Spell: Duration: 3 rounds, or 15 Minutes: SC to Resist: This can be cast upon an individual or on an area. The effects of this spell compel the target/those in the area to tell the truth.If this spell is resisted the cast will be able to sense that the spell was resisted.
Stone Missile: SD Required: Lets the caster create balls of stone and fire them from their hands. When they hit, (SD to hit) they do damage -4DP, minimum of 1DP (1-6 damage) then disappear. On an OS they automatically do MAX damage (6, 10 on a 10 10 roll), no matter what the SD roll. At level 5 the number of missiles increase to two, 7 = 3 missiles, 9 = 4, 11 = 5, etc. When the first missile strikes, all remaining missiles auto strike, following the one that hits, only an SD to figure damage or OS needs to be rolled.
Hail: Auto Spell/SD Required: Duration 3 Rounds: This spell makes hail fall.Distracting as it is, it is not harmful. However, it can be, for five times the cost, SD Required, if SD is failed, SP is still spent but it only has normal effects. It will do five DP per round for the duration. OS Doubles Duration.
Level 4 spells
Levitation: SD Required: Duration: 5 rounds: Can be Maintained:This spell will allow the caster to levitate, vertically, with control over height, though horizontal movement will require force of some sort, such as pushing off of something. (Alti Spell)
Displacement: Auto Spell: This spell allows the caster to call to themselves any item of their own personal property, so long as they know its exact location and can envision it. This is an auto spell, however, a CF/TF roll will cause the item to be lost permanently in the plane shift.(Alti Spell)
Smoke Screen: SD Required: Duration 2 Minutes per Level: This Spell will cause a thick cloud of *non-toxic* smoke to settle in the place of the casters choosing. Area of effect is approximately 20x20feet (smoke shifts though) and will last for 2 minutes per level of caster. OS will double size and time, normal CF results. (Alti Spell)
Breath Water: Auto Spell: Duration 10 Minutes: Just as the name implies, this spell allows the target to breathe water as though it were air. Additional time can be added at a cost of 1SP per minute.
Level 5 spells
Cover: SD Required: Duration: 1 Round per Level: This spell will allow a mage to enchant a fellow warrior or other character to take damage aimed at them. OS doubles duration,CF causes the mage to take damage for the target instead. Physical damage only. (Alti Spell)
Earthquake: SD Required: SC Special: Causes an area of twenty feet/five feet per level over ten to shake violently. Any within must make SC at -5 ( No Less than 5 ) or fall down taking 1d4 damage. Those that fall will be at -10 SD, attackers will be at +10 SD, until they rise. Those that do not fall will be at -5 SD for the rest of the round and the next.
Flame Jet: Auto Spell: SC for Damage or 2: Lets the caster shoot a jet of flame from there open hand. This can cause materials, such as clothing, to catch fire. Damage is 5DP per round, and this spell can be maintained at SP cost per round
Continual Light: SD Required: Duration lasts until dispelled: Cast on a small object (Up to fist size) or a small part of a large object to make the object glow.
Level 6 spells
Feather Heavy: SD Required: Duration: 10 minutes per level: This spell will make heavy things light. 10 pounds becomes 1. OS will make it 15 pounds to one, CF will make an item on the casters person weigh 10 times as much, for the same duration. (Alti Spell)
Icy Weapon: SD Required: Duration 5 minutes: Causes any weapon to become freezing cold; this does not harm the weapon, but does +2 damage ( +3 to creatures of fire )
Ice Dagger: SD Required: Lets the caster create and hurl a razor-sharp icicle. When it strikes, it does damage then instantly melts.
Wizard Eye: Auto Spell: Duration 5 minutes per level: Creates a physical eye (A two inch ball) through which the caster can see. The eye can fly through the air, but not walls. NOTE: Only one eye at a time can be made, whether Invisible or Normal.
Level 7 spells
Enchantment: SD Required: Duration 5 Rounds: This causes any weapon to be coated for a short time, in flame. This allows the weapon to do +2 fire damage (+3 to cold creatures). Metal weapons will not be harmed, but wooden weapons will be consumed at the end of the spell.
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Flaming Missiles: SD Required: Duration 5 Rounds: This is like the enchantment spell, only it is cast up on a missile weapon. The weapon itself acquires a shimmering, fiery appearance. Any missile it fires bursts into flames doing +2 damage (+3 to cold creatures). Wooden missiles will be consumed, but not the weapon itself. Example: A bow wouldn't be consumed, but the arrow it fired would be.
Level 8 spells
Translation: SD Required: Duration: 5 Minutes per level: This spell must be cast on an object, such as a pebble or bauble. When in visible range of the object, it will automatically translate the words of those around to the native tongue of the ears of others, though they will speak and sound no different to themselves. A CF/TF will backlash and instead cast Scramble Speech on the caster. (Alti Spell)
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Invisibility: SD Required: Duration: 15 Minutes: Makes you invisible, normal sight can not detect you at all, infravision or other enhanced vision will notice a slight blur when subject moves, if they are looking closely. See Invisible or Reveal Invisible spells will show the Invisible caster.
Level 9 Spells
Alter Visage: SD Required: Duration: Until Dispelled: Changes the subjects face as the caster wills. Any new organs (IE eyes, eyestalks, ears, etc.) will not function. Other than that, any change is possible. If the caster is trying to duplicate a known face by memory, there is a 50% chance of success (SD at 1/2). If the caster has a picture or can see the subject that they are trying to duplicate, there is a 75% chance of success. (SD at 3/4)
Level 10 spells
Earthquake: SD Required: Duration: 1 round or 1 minute: Causes an area of 20 feet, +5 ft. per level over 10th, to shake violently. Anyone within the area must make an SC or fall down, taking 1D4 damage.
Invisible Wizards Eye: SD Required: Duration 5 Minutes per level: Creates a wizard eye that can only be seen by the See Invisible spell, or the Reveal Invisible spell. Failed SD creates a normal Wizards Eye. NOTE: Only one eye at a time can be made, whether Invisible or Normal.
Level 11 spells
Alter Body: SD Required: Duration: Until Dispelled: As for Alter Visage, except the subjects entire body may be altered. The subjects general form cannot change: Humanoids stay humanoid. No extra limbs, wings etc., may be added. Simpler additions are possible (non-prehensile tails, horns, hooves), but the subject will be unfamiliar with them, and may suffer penalties until a suitable adjustment period (GMs Choice) has passed. The subject is still the same and will not change in accordance to the alterations. (IE Strength will not increase)
Invisibility Other: SD Required: Duration: 15 Minutes: Makes another person or object invisible, normal sight can not detect them at all, infravision or other enhanced vision will notice a slight blur when subject moves, if they are looking closely. See Invisible or Reveal Invisible spells will show the Invisible item or person.
Staff: SD Required: This is the spell needed to enchant a wood staff. Anything that the staff touches is considered to be touched by the magic user.
Powerstone: SD Required at 1/2: A powerstone is used to store mana until it is used by a magic user. Power may be drawn from a powerstone instead of there own power. Creation is at 1/2 SD
Level 12 spells
Starfire: SD Required: SC for Half Damage: This spell will work day or night, as the stars are always shining, you just can't always see them. Upon a successful roll, the caster is able to call down a beam of white hot starfire to do 40 dp to one opponent. Note: as this is not earthly fire, normal flame resistant spells do not resist it. (Alti Spell)
Death Touch: SD Required to "touch" target at casting SD: SC for half: Caster must "touch" the target. On successful attempt, target takes 30 DP of damage.
Level 13 spells
Enchant: SD Required: This spell must be known to add an enchantment to any item. A successful roll of the enchantment spell must be performed before any enchantments can be placed upon the item. ( See enchanting rules for more information on enchanting items. )
Scroll: SD Required: Lets the caster write a magical scroll embodying any spell upon its pages. Read aloud by a mage the scroll will cast the spell once. It's power is then lost, and the writing disappears. A scroll can be made for anyone to read at twice the cost. To figure value and days to write the scroll = one day per sp for spell and 25 GP x sp of spell.
Power: SD Required: This spell is needed for any item that casts a spell, other than a scroll, so that the item does not require sp to be spent from the caster SD to "Power up" the item. 1sp power will be placed on the item, failure will cause the item to not have any more power to be added. CF will remove 1sp of power.
Accuracy: SD Required: Makes the subject weapon more likely to hit. When used the weapon adds +5 SD to the attack with that weapon only.
Puissance: SD Required: Each additional plus of damage costs double the SP (20SP for +2, 40SP for +3): Makes the subject weapon do extra damage when it hits. The spell increases the damage to a maximum of +3.
Fortify: SD Required: Each additional plus of damage resistance costs double the SP (20SP for +10, 40SP for +15): Adds to the damage resistance of the item upon which it is cast. It will add 5 to 15 DP to armor.
Deflect: SD Required: Each additional plus of passive defence costs double the SP (20SP for +2, 40SP for +3): This adds to the passive defense of the item upon which it is cast. It will add a bonus of +1 - +3 to the armor. This is how much damage will be subtracted from the damage total clone to the person wearing the item.
Level 14 spells
Translation II: SD Required: This Spell does not require a focus, as does its earlier counterpart. While most mages have a good grasp of language, particularly written language, this spell may be used to translate the written word. When cast upon a document, or other such media that may contain characters of language, this spell will make the words appear to the caster in their native tongue. An OS will allow companions to read it as well, a CF will cast Scramble speech on the entire party. (Alti Spell)
Level 15 spells
Dehydrate: SD Required: SC for half damage: Removes the water from the targets tissues, causing damage or even death. The spell does a whopping 50 DP. If cast from a distance the target takes damage over all, if touched, damage is localized. Damage must be healed and fluids must be reintroduced into the victim.