Moulder Spell List

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Moulders are perhaps the closest that the world has to being traditional wizards. While they do not throw fireballs, they specialise in manipulating the magical energies around them, (that they call Patterns) and shaping them into different forms. By changing Patterns they change the shapes of living things and the properties of inanimate objects, as well as being able to manipulate magic from other spells and spell casters. They are often employed to guard against hostile magic, and disguise those that wish their shapes to be changed. They are also often found in the midst of battle enchanting the blades of their allies, and helping oppose evil spellcasters.

By the Changes...

Level 1

Conceal

This spell conceals a small hand held item (eg, a dagger) about the person of the caster, for fifteen minutes. If the caster is physically searched for the item, then the individual performing the search must pass a save to find the item. When the item is first touched it must immediately placed on the casters person. The spell ends if the Item is moved from it’s hiding place by the caster.

Fools Gold

This spell allows the caster to change the substance of any small item or items (up to 1 foot3) to a magical simulation of gold, even fooling those with appraisal.

Light

With this spell the Moulder may either cause any item or part of their body (ahem) to cast forth light (ooc: they can use a torch to phys-rep the effect) for 15 minutes, or cause a blinding light to shine in an individual’s (within 30 foot) eyes, afflicting a temporary blindness, if they fail a save, lasting 20 seconds.

Restore

This spell infuses the broken or Shattered Pieces of an item with magical energy causing the Pattern to repair it’s self, and the object to become once again whole. It will show no signs of being broken.

Level 2

Bounce

This spell covers one of the casters locations with a magical shield for one day, which will harmlessly deflect the first damage done to the location, whatever that damage is. When the location is struck, the caster must call ‘bounce’ to ensure that the players know what has occurred.

Enchant Blade

With this spell the caster suffuses a single bladed weapon that they touch with magical energy, making cause enchanted damage for the next 15 minutes.

Guise

This spell allows the caster change their Pattern in a very basic manner. Facial features, including hair colour and length can be changed to resemble something else for 1 hour. This spell cannot change the casters sex or race.

Shatter

By filling an inanimate items Pattern within 30 feet with magical energy the caster can cause the item to break into many pieces. This spell must be used on an item that is able to shatter, like metal, rather than soft items such as clothes.

Level 3

Chameleon

A higher level version of Conceal this spell allows the caster change their Pattern and the Pattern of everything on them to match their surroundings becoming effectively invisible for 15 minutes. However, the spell is ended when the caster moves, or strikes another.

Cloak of Calm

This spell surrounds the caster with a magical field with a 10 foot radius area, that will allow no sound to escape, eg: the shattering of a window or the desperate pleas for help from the caster who has cut himself on broken glass trying to escape from said window.

Resist

By casting this spell the moulder surrounds the individual touched with a magical shield that protects them completely from the next spell cast at them. When this happens the caster must call ‘Resist’ so that every one knows what happened. This does not protect them from area effect spells such as Windwall (evoker lvl2).

War blade

This spell allows the caster to enchant a single weapon that is touched with strong magical energy making it inflict enchanted doubles or two weapons with weaker magical energy making them both inflict enchanted singles, for the duration of one single combat or fifteen minutes (whichever is longer).

Level 4

Alter self

This spell allows the caster to use his magic to change his Pattern more substantially, into that of another living thing, as long as their mass and size stays the same. The caster abilities all remain the same.

Change

This spell allows the caster to turn an individuals Pattern that they touch into a small inoffensive animal that can survive in the current environment, for example, a kitten, frog or rabbit, but not a sharp haddock.

Flame Blade

With this spell the caster fills the Pattern of a weapon with so much magical energy that it bursts into flame for 15 minutes. The weapon causes enchanted flaming triple damage to anyone but the person who is wielding the weapon at the time the spell is cast.

Reflect

A more powerful version of resist (lvl 3), this spell causes the next spell directed at the Moulder to be reflected back at the caster, whatever the spell is. This spell does not protect the caster from area effect spells. For example, Misty the evoker casts war arrow (lvl 3) at Elor the Moulder. Because Elor is smug, he calls ‘reflect’ and the war arrow strikes Misty just as she wished it to strike Elor, if she fails the same save. She then casts gust (lvl 4) to wipe the smile off Elor’s face. The duration of the spell is a day.

Level 5

Cloak of Shadow

With this spell allows the Moulder to bend light around themselves making themselves invisible for 15 minutes. Unlike their lower level spells they can move around, fight and do anything they can normally do.

Deflection

By bending the forces of magic, much like the Moulder does with Cloak of shadow, the caster stops magical spells from effecting and being cast by the individual touched, if they fail a save.

Meld

This spell allows the caster to join their Pattern with that of another inanimate object, and pass into it fully for 15 minutes. At the end of that time they must leave the object, but can leave via any surface of the object.

Transfer

This spell, often in demand by other spell casters, allows the Moulder to give half of their spell points to another person for the day. The amount of spell points received is calculated before the spell is cast, and then the spell points for this spell are deducted from the casters new total. The spell points can also be stored permanently in an item (most commonly a gem) prepared with enchant Item, making an Item of Transference.

Level 6

Dispel

When they cast this spell the Moulder has a choice of two effects:

Magic Graft

This spell channels magical energy into the pattern of an individual touched, restoring it to full hits.


Teleport

By casting this spell the Moulder is instantly transported to any location within 100 feet with everything they are carrying.

Turning

One of the Moulders most feared weapon against other spell casters (especially smart assed evokers called Misty), this spell places a field around the Caster that reflects every spell cast at them for fifteen minutes, including benificial spells. They can cast their own magic at will.

Level 7

Arena

This spell isolates the caster and the individual touched in a small extra dimensional realm, where they must fight until one of them is killed (on their death count) when they are both retuned to where the spell was cast. Needless to say no one can interfere with this combat. Either participant can use any means at their disposal to win.

Enchant Item

One of a Moulders most valued skills is that to make permanent magical items. To do this takes a week while the item is prepared for the magic, at the end of which this spell is cast, and the seven magic points used are Lost PERMANENTLY. The type of items that can be created with this spell are limited only by the Moulders imagination, resources and the discretion of the refs, who have final say in what items can be created with this spell. The moulder must at least be able to have access or know some one with access to the spells that he wishes to place in the item and is willing and able to cast them in the process. For more on magical items please see page (**).

Morph

This is the spell that allows a Moulder to completely change a Pattern into any other Pattern that he has seen. This is limited by the fact that the spell cannot change living things into non-organic things, or vice-versa. When cast on a organic Pattern the duration of the spell is a day, but on non organic Pattern the duration is permanent. However the caster cannot turn themselves into anything that requires extra magical energy, such as a vampire or an avatar, or increase their physical mass, so don’t annoy any fat moulders.

Portal

This spell creates a magical gateway between any two points on the same plane of existence. The Moulder and everyone touching him will be carried through the portal and emerge safely on the other side. However each additional passenger will cost the moulder an additional 5 spell points.


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