Spells - A

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Acid Fog

Acid Fog creates a billowing mass of opaque, highly acidic vapors which last for 12 rounds.

  • Obscure 3 (visual, 25-ft. radius)
    • Extra: Independent - Continuous, fades at 1pp/round (+0) (UP, p. 100)
    • Extra: Total Fade (+1)
  • Blast 3
    • Extra: Duration, Sustained (+2)
    • Extra: Independent - Continuous, fades at 1pp/round (+0) (UP, p. 100)
    • Extra: Linked to Obscure (+0)
    • Extra: Total Fade (+1)
  • 24pp

Write-up by ProdigyDuck

Acid Splash

Acid Splash fires a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target.

  • Blast 1
  • 2pp

Write-up by ProdigyDuck

Aid

Aid increases the Attack bonus and Willpower save of the target for 9 minutes.

  • Boost 2 (affects Attack bonus and Willpower save at the same time)
    • Extra: Total Fade (+1)
    • Feat: Slow Fade, 1 minute/pp (+1)
  • 9pp

Write-up by ProdigyDuck

Air Walk

The subject can tread on air as if walking on solid ground for 25 minutes. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.

  • Super-Movement 1 (air walking)
    • Extra: Affects Others (+1)
    • Extra: Independent - Continuous, fades at 1pp/round (+0) (UP, p. 100)
    • Extra: Total Fade (+1)
    • Feat: Slow Fade, 5 minutes/pp (+2)
  • 6pp

Write-up by ProdigyDuck

Alarm

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it for 35 hours. A creature that speaks the password (determined by the caster at the time of casting) does not set off the alarm. The caster decides at the time of casting whether the alarm will be mental or audible.

  • Super-Senses 4 (detect when tiny or larger creature has entered or touched specified area without speaking the password; radius, ranged, sense)
    • Extra: Independent - Continuous, fades at 1pp/round (+0) (UP, p. 100)
    • Extra: Total Fade (+1)
    • Flaw: Action – Standard (-2)
    • Flaw: Duration – Sustained (-1)
    • Feat: Slow Fade, 5 hours/pp (+5)
  • 7pp

Write-up by ProdigyDuck

Alter Self

Alter Self permits the cast to take on the appearance of any humanoid form of roughly the same mass for 2 hours. Changing her appearance during this time requires a standard action.

  • Morph 2 (any humanoid form; +10 on Disguise rolls)
    • Extra: Independent - Continuous, fades at 1pp/round (+0) (UP, p. 100)
    • Extra: Total Fade (+1)
    • Flaw: Action – Standard (-2)
    • Feat: Slow Fade, 25 minutes/pp (+3)
  • 5pp

Write-up by ProdigyDuck

Analyze Enchantment

Analyze Enchantment allows the caster to discern all spells and magical properties present in a creature or object. For one round, the caster may examine a single creature or object that she can see. In the case of a magic item, she learns its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, she learns each spell and its effects.

  • Super-Senses 4 (detect magic; analyze, ranged, mental sense)
    • Extra: Independent - Continuous, fades at 1pp/round (+0) (UP, p. 100)
    • Extra: Total Fade (+1)
    • Flaw: Action – Standard, to activate (-2)
    • Flaw: Duration – Sustained (-1)
    • Flaw: Medium – tiny lens of ruby or sapphire set in a small golden loop (-1)
  • 1pp

Write-up by ProdigyDuck