
In a previous post, I described a new magic system for fantasy-based Ubiquity games. The spells in that system are grouped by type into spheres: Chimeric, Elemental, Necromancy, Warding, Ecomancy, and Sorcery. This week, I detail seven spells in the Chimeric sphere.
Message
Caster can whisper messages and receive whispered replies up to 75 ft. If the caster is very familiar with the person he wishes to communicate with, that person does not need to be in sight. If the target is less than familiar or a stranger, he needs to be visible to the caster.
Range/Area: One target, but whisper can potentially be heard by any other creature within a 10′ radius.
Duration: 30 Seconds (5 combat rounds)
Spell Total: 5
Cause Fear
This spell causes targets to be fearful. Targets receive a -2 penalty to all attacks and skill rolls while affected by the spell. Targets make an Opposed Willpower roll to avoid the effects of the spell. If a target’s willpower roll is doubled by the spell’s opposed roll, the target is paralyzed with fear and cannot move or act. Each round the target may make another opposed Willpower roll to end the paralysis, but will still have the -2 penalty until the spell ends.
Range/Area: Up to 4 targets, up to 25 ft away
Duration: 30 seconds (5 combat rounds)
Opposed Roll: 5 Dice
Spell Total: 5
Charm Person
This spell allows the caster to make a target of size 0 or smaller to see her and her allies as trusted friends and allies. While the target will not follow orders mindlessly, he will perceive the caster’s actions and words in the most favorable words. To attempt to give the target orders requires an opposed Charisma roll. Even when given orders, a beguiled target will not harm himself nor let itself be harmed by the caster or his party—this will break the spell. Target gets an opposed Willpower roll to resist the effects of the spell.
Range/Area: 1 target, up to 25′ away
Duration: 1 scene or combat
Opposed Roll: 5 Dice
Spell Total: 5
Disguise Self
This spell allows the caster to create the illusion that he looks like someone else. The spell does not change the caster’s voice or tactile feel. Observers get an opposed Perception roll to see through the illusion.
Range/Area: Caster Only
Duration: 1 minute (10 combat rounds)
Opposed Roll: 5 Dice
Spell Total: 3
Invisibility
This spells allows a creature of size 1 or smaller to become invisible. Any gear or clothing the target has also becomes invisible. While invisible, the target creature gains +6 bonus dice to stealth rolls. Attacking someone will render the creature visible.
Range/Area: 1 target, Touch
Duration: 1 minute (10 combat rounds)
Spell Total: 5
Zone of Truth
Within the affected area, creatures can not deliberately and knowingly lie. Those potentially affected get an opposed Willpower roll to resist the spell. Those affected by the spell no they cannot lie and may attempt to evade questions they know they will lie about.
Range/Area: 10ft radius from caster
Duration: 1 scene or combat
Opposed Roll: 5 dice
Spell Total: 4
Mind Fog
Caster clouds the mind of a target, affecting the target’s willpower. Target gets an opposed willpower roll to resist the effect. If the target fails, he suffers a -1 penalty to Willpower and a -2 to Focus rolls for the remainder of the spell’s duration.
Range/Area: 1 target, Touch
Duration: 1 minute
Opposed Roll: 5 dice
Spell Total: 5