Galdors
The most basic
form of magic taught by the Imperial Ministry of Thaumaturgical
Education are called Galdors. These spells are taught at the earliest
levels of education as teaching tools for more advanced techniques.
While minor in ability, they can be very helpful in everyday life.
A character may
know a maximum number of Galdors equal to their Wits + Occult.
Casting a Galdor is a standard action that does not require the
expenditure or Willpower or any other supernatural force. Learning a
new Galdor costs 5 xp or 2 Freebie points. A character may not have
any more spells active than they have dots in Wits.
A character with 4
or more dots in Knowledges starts with a number Galdors equal to
their Intelligence as a sign of their education.
Balance Weapon
Dice Pool: Wits
+ Melee
This spell gives a
melee weapon improved balance, making it easier to strike with. The
ability only works on a weapon the caster can wield with one hand.
The spell gives the caster +1D to all strike and parry rolls made
with the weapon for 1 scene. The spell only works on one weapon at a
time, if the caster drops or sheaths the weapon, they must recast the
spell.
Bedding
Dice Pool: Wits
+ Survival
Simple bed
gathers, loosens and flattens surrounding vegetation, dead leaves and
loose soil in order to create a very comfortable bed, which gives the
caster a pleasant, restful night. The caster regains an extra point
of Willpower after sleeping. If a character possesses this spell, and
is attempting to set up camp in the wild, it reduces all Survival
difficulties by -1.
Cantrip
Dice Pool: Wits
+ Occult
Once cast, a
cantrip spell enables you to perform simple magical effects for 1
scene. The effects are minor and have severe limitations. A cantrip
can slowly lift 1 pound of material. It can color, clean, or soil
items in a 1-foot cube each round. It can chill, warm, or flavor 1
pound of nonliving material. It cannot deal damage or affect the
concentration of spellcasters. Cantrip can create small objects, but
they look crude and artificial. The materials created by a cantrip
spell are extremely fragile, and they cannot be used as tools,
weapons, or spell components. Finally, cantrip lacks the power to
duplicate any other spell effects. Any actual change to an object
(beyond just moving, cleaning, or soiling it) persists only 1 hour.
Cheater's Coin
Dice: Wits
+ Larceny
Cheater's Coin
causes a coin you touch to always land with the same face up when
flipped. You decide which face will land up at time of casting. You
may only have one coin enchanted at one time, the spell lasts for 1
scene.
Cleanse
Dice Pool: Wits
+ Alertness
The character
waves their hands in a circular motion over an object (or in the air
to clean a room no larger than 10' by 10') and all dirt on the target
immediately vanishes as though the object or room was just scrubbed
thoroughly clean. The spell does not cleanse the room stains caused
by blood, oil, or anything else that causes difficult stains.
Color
Dice Pool: Wits
+ Alertness
The spell
temporarily changes the color of a worn garment. The color of the
garment may be any color the caster wishes, and the spell may be set
to shift colors either in swirls or solid shifts. The spell lasts for
8 hours or until the caster removes the garment.
Cram
Dice Pool: Wits
+ Investigation
This spell allows
the caster to quickly summarize a text of up to 250 pages. If a text
is over 250 pages, two or more castings of the spell are needed to
summarize the entire text. The caster chooses the form of the summary
at the time of casting: mental or audible. The summary, in the form
of a short paragraph, is either mentally understood at the end of
casting or audibly spoken at the end of the spell’s casting.
Dot
Dice Pool: Wits
+ Alertness
Pointer causes you
to emit a beam of light from the index finger of your dominant hand.
This light can be any color in the visible spectrum chosen at time of
casting. Unless the air has a high density of particles (such as
smoke or fog) the light appears only as a dot against whatever solid
surface at which you are pointing.
If a feline with 1
intelligence sees the dot, it must succeed at a Willpower roll or
have an overpowering urge to hunt the dot. It will do so as if it
were stalking any other creature, and may chase it rapidly or lie in
wait at its own discretion. If chasing the dot poses an obvious
danger, or if the feline is threatened by other dangers, the
Willpower roll automatically succeeds. Likewise, if the feline
encounters a danger while chasing the light, the effect ends.
Ease Pain
Dice Pool: Wits
+ Medicine
This spell
alleviates minor pain experienced by the caster or target. The spell
removes 1D of die penalties to a target for 24 hours. A target may
only receive the benefits from one application of this spell at a
time. This spell may be used in a preventive way to avoid possible
penalties.
Fortified Cloth
Dice Pool: Wits
+ Survival
With a word, the
character causes bedding, draperies, unworn loose clothing, or
tapestries to gird the character, forming an improvised suit of
armor. The armor provides +1D protection against Lethal and Bashing
damage. When removed, the armor collapses back into its constituent
parts. The caster may only have one such spell active at one time,
and must be wearing the clothing at the time of the casting.
Far Whisper
Dice Pool: Wits
+ Expression
Time: 10
min / Success (Diff. 6)
You can whisper messages and receive
whispered replies. Those nearby can hear these messages with a a
successful Awareness check (Diff. 8). You point your finger at the
person you want to receive the message, the caster may only carry on
one conversation at a time. When you whisper, the whispered message
is audible to all targeted creatures within range. The target must be
no further than 50 feet from the caster. The message requires a line
of sight between the caster and target. The creatures that receive
the message can whisper a reply that you hear. The spell transmits
sound, not meaning; it doesn't transcend language barriers. To speak
a message, you must mouth the words and whisper.
Motion Blur
Dice Pool: Wits
+ Athletics/Dodge
This spell creates
a blur around the caster making them more difficult to hit with
attacks. The spell provides +1D to defense rolls for 1 scene. Even if
the character does not defend, the character still rolls the bonus
die to reduce the number of successes the attacker achieves.
Open/Close
Dice Pool: Wits
+ Larceny
You can open or
close (your choice) a door, chest, box, window, bag, pouch, bottle,
barrel, or other container. If anything resists this activity (such
as a bar on a door or a lock on a chest), the spell fails. In
addition, the spell can only open and close things weighing 30 pounds
or less. Thus, doors, chests, and similar objects sized for enormous
creatures may be beyond this spell's ability to affect. You must be
within line of sight of the object being opened/closed. If you have
the key to the object you wish to open/close you may lock/unlock the
object while opening/closing it.
Smack
Dice Pool: Wits
+ Athletics
This creates a
hand about the size of a child's hand out of glowing energy that
slaps a designated target. The hand materializes in front of the
casters face and flies at an intended target within 15 feet. The
activation roll acts as the attack roll if the target wishes to
dodge. If the caster succeeds the spell inflicts 1 point of Bashing
damage.
Sharpen
Dice Pool: Wits
+ Melee
The spell
temporarily sharpens a knife, even beyond what is capable with
mundane means. The spell lasts as long as the character holds the
knife. The spell does not work on anything larger than a 5 inch
blade. The character may only have one spell active at a time. The
spell provides a +1D bonus to all damage rolls with the knife.
Shine
Dice Pool: Wits
+ Occult
This spell causes
a touched object to glow like a torch, shedding normal light in a
20-foot radius from the point touched. The object may be no larger
than a coin. The object continues to shed light as long as it remains
in contact with the caster. The caster may only have one object
subject to this spell at one time, any attempt to cast this spell on
second touched object automatically fails.
Spark
Dice Pool: Wits
+ Survival
This spell creates
a spark the equivalent to that created by flint and steel. The number
of successes determines the number of time a character may snap their
fingers to create a spark. If a character possesses this spell, and
is attempting to set up camp in the wild, it reduces all Survival
difficulties by -1.
Stitch in Time
Dice Pool: Wits
+ Relevant Craft Skill
This
spell makes minor repairs to an item. The item may weight no more
than 10 lbs, and could be repaired using mundane means. Objects
cannot be repaired if it would be more feasible to replace the item
(Ex: Cinderella's first dress, shattered coffee mug, burned book,
etc...).
Veritas
Dice Pool:
Wits + Empathy
This spell assists
in trying to determine if the character is being lied to. The spell
lasts for 1 scene and provides a +1D bonus to all Empathy rolls to
determine if they are being lied to. The spell is tailored to an
individual, which requires the caster to recast the spell when the
caster wishes to use Empathy on another person.
Wake Up
Dice Pool: Wits
+ Alertness
Timer sounds an
audible alarm after a set time, not to exceed 8 hours. You choose
what type of alarm sound timer creates during casting and cannot
thereafter change the sound’s basic character. Anyone within the
area of the caster will hear the alarm sound clearly.
No comments:
Post a Comment