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Micheal was still on his feet. Actualy, he was feeling a bit better then he thought he would have, considering the spellcasting fatigue he'd exposed himself to.
<GM's Note: Micheal has now acquired enough spellcasting experience that he is now able to resist Spellcasting Fatigue better than before. Spells that previously did moderate fatigue now only do low fatigue, and spells that previously did low fatigue now cause negligible fatigue. He can now pick a new spell from each of the following catagories (Two from the Cantrips catagory, one from the Power Word catagory).
Cantrips (Pick Two) All cantrips generate no fatigue.
Blank (Illusion/Manipulation)
This cantrip covers the print on the pages of a book and replaces it with the illusion of blank pages. For the blank pages to be convincing, the pages in the book must be seen by the caster during the casting, otherwise the blank pages might not match up with the real ones. Also, individual pages may not be blanked. This is an all or nothing spell. The caster concentrates on blankness while passing her left hand over the book and muttering the proper words.
Boil Water (Elemental Manipulation)
With this cantrip, the wizard can heat the water (or water-based liquid) in a container of up to a quart to boiling. The wizard must concentrate on the container during the entire casting. Only containers of water may be the target of this spell, not any other liquid. This cantrip may be sustained as long as the caster desires, but the target container must remain in line-of-sight or the spell is broken.
Clean (Manipulation)
This spell cleans most fabrics to a 'freshly washed' state nearly instanly. It will not work on animal hides, tanned leather, or metals. All that is required is that the caster touch the pile of cloths and mutter the short verbal component.
Compass (Divination)
This cantrip causes a glowing arrow which always points north to appear in the cupped palm of the wizard. It is a light green in colour, and wavers around in the general direction of north. The spell will work underground, as well as at sea, and is not affected by magnets. The caster must have at least a gram of iron or steel on his person for this spell to work. Otherwise, the spell will fail entirely.
Invisible Scribe (Conjuration/Summoning)
By casting this cantrip, the wizard brings into existence a field of force able to write on normal materials with a quill pen. The wizard must sit quietly for the duration of the writing, and simply speaks what is to be written. The invisible scribe writes in a handwriting vaguely like the wizard's in any language the wizard knows how to read. It is fairly slow. The material component for the spell is ink, which is consumed in the casting.
Giggling Mirth (Illusion/Phantasm)
This cantrip causes a high-pitched, girlish giggle to come into existence somewhere within 20 yards of the caster. The caster controls where it will sound. It only lasts for a second or two, and requires the caster to point at the location.
Mend (Alteration)
This spell rejoins parted fabric, whether it was torn, cut, ripped, or shredded. It does not affect leather, nor will it affect a tear that has been subsequently altered significantly (sewn to something else, or hemmed). The caster must touch the cloth pieces while muttering arcane words.
Sobriety/Drunkenness (Alteration)
Casting this cantrip removes all effects of alcohol from the wizard or any one other person he touches. It also instantly cures hangovers. Unwilling targets will generate fatiuge in the caster. The duration of this cantrip is permanent, until the subject gets drunk again. If the spell is cast on the wizard himself, there will likely be a great deal of fatigue generated. This cantrip can be cast in a reversed state, generating drunkeness in the target. If cast reversed, it will make the wizard or his chosen target drunk for about an hour with a hangover later on. The wizard must wave his hand before the chosen targets eyes for the spell to take effect.
Sort (Alteration)
This cantrip separates a specified amount of any mixture of dry materials: salt and pepper, for example, or gold, platinum, and bronze. The cantrip does not affect living things, and cannot be used to separate materials that have been glued, pasted, tied or bound together (i.e., mortar, plaster and stone.) It can, however, separate dissolved materials out of a volume of water, and it can sort material objects according to weight, size, or denomination. This spell is not intended for use on enchanted objects, and can result in a unpredictable backfire effect if cast on magical objects
Far-seeing (Alteration/Manipulation)
This cantrip allows the wizard to see things in the distance up to three times better for the duration of this spell. It also allows him to see things more clearly as they appear to be only one third of the distance away. It does, however, cause some problems when trying to see things close-up. The spell's duration may be ended at any time.
Brief Zoom (Manipulation)
This cantrip boosts the caster's speed to three times what it was while the spell was being cast. Thus, for greatest effect, the spell should be cast while on the run or while on horseback. It could also speed up one's fall, but that is not recomended (for obvious reasons). If cast while standing still, the spell will have no perceivable effect. The spell lasts for about three seconds, after wich the caster's speed returns to normal.
Power Words (Pick One) All Power Words generate heavy fatigue.
Power Word: Blast (Evocation)
By means of a single word, the caster can casue any targeted object be the subject of a forcefull explosion. The target object itself does not explode, but rather an unseen force blasts into the object at tremendous speed, likely produceing extensive damage.
Power Word: Light (Evocation)
By means of a single word, the caster can light the entire volume of space he or she is capable of seeing. This effect extends all around the caster: behind, below, above, in front, either side. The spell will last for as long as the caster desires (up to 24 hours), and does not need to be sustained. The light will follow the caster as he moves. The light produced is as bright as daylight, but is not actually sunlight (creatures that are specially affected by sunlight are not specially affected by this spell).
Power Word: Blind (Evocation/Illusion)
By means of a single word, the caster can cause any target creature, person, or construct to become instantly blind. This affects only those that see in the normal spectrum or in the infra-red. Creatures, such as bats, that see by means of ultrasound, are unaffected. This spell will last for up to 24 hours before dispelling itself.
Power Word: Sleep (Manipulation)
By means of a single word, the caster can make as many people as are in the target area become magically asleep for up to 24 hours (the duration of sleep being specified mentally as the spell is cast). The area of effect is a sphere up to 30 feet by 30 feet by 30 feet. (The area can be scaled down if desired). The spell affects every creature in the targeted area, even if they were invisible, microscopic, or otherwise hidden from the caster. Creatures that were already naturally (or otherwise) asleep are still affected. If the caster is in the area of effect when the spell is cast, then he is unaffected. This powerfull spell can be undone by means of Power Word: Alertness.
Power Word: Alertness (Manipulation)
By means of a single word, the caster can make as many people as are in the target area become magically awake for up to 24 hours (the duration of the awake state being specified mentally as the spell is cast). The area of effect is a sphere up to 30 feet by 30 feet by 30 feet. (The area can be scaled down if desired). The spell affects every creature in the targeted area, even if they were invisible, microscopic, or otherwise hidden from the caster. Creatures that were already naturally (or otherwise) awake are still affected. If the caster is in the area of effect when the spell is cast, then he is unaffected. This powerfull spell can be undone by means of Power Word: Sleep.
Power Word: Bind (Evocation/Manipulation)
By means of a single word, the caster can magically trap any single creature in a wrap of virtually unbreakable lines of force. The duration of the spell is indefinite, but the summoned lines of force will begin to deteriorate as soon as the caster is not in line-of-sight with the spell's target. If this happens, the lines of force will begin to unravel, loosing their ability to bind the target creature slowly over time. Some time between 1 hour to 24 hours later (depending on how strong the target creature is) the lines will break and then vanish, leaving the targeted creature unbound.
Power Word: Fly (Transformation/Manipulation)
By means of a single word, the caster can cause himself or any targeted creature to temporally gain the ability to fly. The rate of movement is up to one and a half times the normal running rate of the targeted creature, the attainable altitude is unlimited, and the duration is up to 24 hours. This spell does not grant the targeted creature the ability to breath without oxygen, so care must be taken when flying at high altitudes where the air is thin. The means of direction control is entirely mental, so wings or control surfaces of any kind is unnecessary.
Power Word: Heal (Divination/Manipulation)
*This is the Wizardly version of the Clerical spell of the same name.
By means of a single word, all creatures within a 40x30x30 foot cube are instantly cured of whatever ailments, injuries, diseases or other affliction, no matter how severe, they may have been suffering from. However, this spell cannot lift a genie's curse, cure vampirism, remove lycanthropy, or reverse a demonic possession. This Power Word spell will always cause a massive amount of fatigue in the caster, most likely causing the caster to fall unconscious after the spell has been cast.
Power Word: Turn (Divination)
*This is the Wizardly version of the Clerical spell of the same name.
By means of a single word, the caster evokes the power of the divine to turn away all undead and/or demonic creatures within line-of-sight of the caster. Lesser undead (such as skeletons and zombies) or lesser demons will be destroyed outright (turned to ash) by the power of this spell. More powerful undead (such as whights and litches) or greater demons will automatically flee for up to 12 hours.
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Last edited by Sarge on Wed Sep 27, 2006 8:59 pm, edited 2 times in total.
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