View Full Version: The Spells: Commune with Spirit - Create Potion

Paradise Realms > 2008 Omnibus Project > The Spells: Commune with Spirit - Create Potion



Title: The Spells: Commune with Spirit - Create Potion


Dylan Earon - January 28, 2008 02:24 AM (GMT)
Commune with Spirit
Uses: 1 Active: Ritual, it is REQUIRED that the caster not actively seek out the MM or EH. The ritual must, in effect, be spectacular enough that the EH or MM comes of their own volition.
Allows the spellcaster to gain a boon of insight/wisdom from the EH. Something of a cross between Fortune Tell and Vision, this spell allows the spellcaster to ask a spirit something relating to the plot of the event. How detailed the response or how lengthy the conversation with the spirit is, is determined completely by the spirit. It should be noted that the spirit does not have to answer the call of the spellcaster, and that sometimes instead of helping solve a problem, may give the caster an awareness of more problems that need solving.

Compulsion
Uses: 2 Verbal: 30 words, and an explanation Material: A scroll containing the trigger phrase and command.
This spell, when cast upon a dead body, implants a simple command into their mind. The caster must give the target the player the scroll after completing the verbal. The target should read the scroll, and may refer to it at any time. However, the scroll and the information it contains are out of character, and are not known to the player's character in any way. When the target character hears the trigger phrase, they must perform the command to the best of their ability. The spell ends when the target successfully completes the command, or is slain trying. The target may ignore any commands which are humiliating, overly difficult (move that wall 10 feet tot he left), or violate mundane laws or ethical codes. This spell will not work on a body without its scalp. The spell Protect the Soul negates all effects of this spell.

Coup De Grace
Uses: 4 Active: Deliver a scalping blow to a body.
Allows the spellcaster to deliver 50 scalping blows in a single strike. This has no effect on a living body.

Create Magic Weapon
Uses: 1 Material: A blue bladed weapon, no longer than 3'8", or arrow, with the spellcaster's name on it, the words "Event-Stealable" on it, and a tag of some sort indicating the day the weapon expires
This spells enchants a weapon crafted by the spellcaster, making it a blue-bladed, event-stealable magic weapon for the remainder of the event. The spellcaster enchants this weapon each time they attend an event, and wish to create the weapon. At the end of the event, the weapon is rendered non-magical, and the prop must be returned to either the spellcaster that created it, or to the MM to return to the spellcaster anonymously. If the prop is not returned, the spellcaster may bring an identical prop to the next event he attends, and enchant it instead.
If the weapon is broken, the spellcaster may repair it in a 60 second count, fixing the damaged prop if need be. This is done as an unlimited effect as if he had cast Repair Magic Item upon it.
Upon choosing this spell, the spellcaster must draw a sketch of the weapon he wishes to create in his spellbook. A reusable tag of some sort must be affixed to the weapon, explaining the temporary nature of the item, and the date it will expire. See the Combat Call Caveat.

Create Poison
Uses: 6 Material: Disposable.
This spell creates one dose of a specific kind of poison per use. There are only four types of poison created by this spell: Death, Love, Sleep, and Truth.
-Death kills instantly.
-Love makes the victim fall in love with the first person he sees for the next 10 minutes.
-Sleep causes the victim to fall into a deep sleep for 10 minutes. He cannot be woken before this time passes.
-Truth causes the victim to be unable to speak anything except the truth for ten minutes, but does not force him to talk.
The type of poison must be chosen when it is cast, and each individual effect listed in the spellcaster's spellbook. Each poison's mundane antidote must also be listed there. The poison must be ingested, and cannot affect those who don't eat or drink it. This effect must be written legibly on a scroll (which is signed during spellbook inspection, when the spellcaster must get the spell approved). This scroll is to be given to the victim by the spell- caster or MM immediately after the MC has been consumed. Only one dose may be made per use, and only the first person to ingest part of the MC is affected by a spell. The spell is always rendered inert by Immunity to Poison. A Raise Dead spell will function normally upon the victim if he is slain by the poison. While the poison may have the intended effect to alter how someone may act, such as a love potion, it may in no way be used to compel any player or character to act in what they consider an immoral or unethical fashion. A person who ingests a love poison always has the option of allowing their character to die if they do not care to follow the guidelines that come with it. In any case, you should talk with the EH/MM if the use of any poison bothers you. A person may have as many different poisons of different effect in-play as they can normally cast, as long as each are distinct as per spellbook. Also refer to the Potions Caveat.

Create Potion
Uses: 1 Material: Disposable.
This spell creates a potion from the following list:
· Armor - Two doses. Provides one point of armor against the nextblow received. This armor may not be stacked with any other form of armor, or recharged in any way
· Create Undead - One dose. Animates a corpse as per the spell. Treat the person who applied the potion as the controller of the undead.
· Disenchant - Two doses. Disenchants a magic item as per the spell.
· Dream - One dose. Allows imbiber to enter a trance, granting a Dream as per the spell.
· Enchant Blade - Four doses. Grants a single swing of magic, as per the spell.
· Silver Strike - Six doses. Grants a single swing of silver, as per the spell.
· Rebirth - One dose. Regenerates the imbiber in 60 seconds, after their next death. This regeneration is considered used even if they are raised before the effect completes. See also the Regeneration Caveat.




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