Hero SyStem Grimoire g r m e i t m s o y i s r o e r e h h e e r r o i s y o s m t i e r m g g m r e i m t o s i y r s e o h r e e r h o e s r y i s o t m e i m g r g r i m e m t o s i y r e s h o r e e r o h s e y r s i t o e m m i g r r g i m m e o t i s r y e s o h r e Hero SyStem Grimoire A book of SpellS for tHe hero system Author Steven S. Long Additional Contributions Dean Shomshak; Cryptic Studios editing and Development Darren Watts layout and Graphic Design Fred Hicks Cover Art Fred Hicks Interior Art Maral Agnerian, Brett Barkley, Nate Barnes, Christopher Burdett, Storn Cook, Jefferson Cram, Andrew Cremeans, Keith Curtis, Jonathan Davenport, Brendon & Brian Fraim, John Grigni, Malcolm T. Harrison, Mark Helwig, Nick Ingeneri, Scott Ruggels, Klaus Scherwinski, Greg Smith, Chris Stevens, Jason Williford, Jonathan Wyke Hero System™® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form Hero System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights or by any means, electronic or mechanical, including photocopying, reserved. recording, or computerization, or by any information storage and Champions, Dark Champions, and all associated characters © 1981-2009 Cryptic Studios, Inc. All retrieval system, without permission in writing from the Publisher: rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc. Printed in Canada. First printing March 2010. fantasy Hero Copyright © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games. pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Stock Number: DOJHERO1201 Star Hero, Justice Inc., Danger International, and Western Hero Copyright © 2002 by DOJ, Inc. ISBN Number: 978-1-58366-134-5 d/b/a Hero Games. All rights reserved. http://www.herogames.com tABLe oF CoNteNtS INTRODUCTION . . . . . . . . . . . . . . . . . . . . 5 ALCHEMY . . . . . . . . . . . . . . . . . . . . . . . 8 ARCANOMANCY . . . . . . . . . . . . . . . . . . . .22 AREOMANCY. . . . . . . . . . . . . . . . . . . . . .29 BLACK MAGIC . . . . . . . . . . . . . . . . . . . . .47 CHAOS MAGIC . . . . . . . . . . . . . . . . . . . . .62 CONJURATION . . . . . . . . . . . . . . . . . . . . .67 CYBERMANCY . . . . . . . . . . . . . . . . . . . . .74 DIVINATION . . . . . . . . . . . . . . . . . . . . . .83 DIVINE MAGIC . . . . . . . . . . . . . . . . . . . . .87 DRUIDRY. . . . . . . . . . . . . . . . . . . . . . . 101 ELEMENTAL MAGIC: AIR . . . . . . . . . . . . . . . 117 ELEMENTAL MAGIC: EARTH . . . . . . . . . . . . . 124 ELEMENTAL MAGIC: FIRE. . . . . . . . . . . . . . . 133 ELEMENTAL MAGIC: WATER . . . . . . . . . . . . . 143 ELEMENTAL MAGIC: MISCELLANEOUS . . . . . . . . 148 ENCHANTMENT . . . . . . . . . . . . . . . . . . . 154 MONSTER MAGIC . . . . . . . . . . . . . . . . . . 167 NAMING MAGIC . . . . . . . . . . . . . . . . . . . 174 NECROMANCY. . . . . . . . . . . . . . . . . . . . 179 ORIENTAL SORCERY . . . . . . . . . . . . . . . . . 196 PROFESSIONAL MAGIC. . . . . . . . . . . . . . . . 207 RUNE MAGIC. . . . . . . . . . . . . . . . . . . . . 217 SHAMANISM. . . . . . . . . . . . . . . . . . . . . 228 SONG MAGIC . . . . . . . . . . . . . . . . . . . . 245 SORCERY . . . . . . . . . . . . . . . . . . . . . . 253 SUPERHEROIC THAUMATURGY . . . . . . . . . . . . 266 THAUMATURGY . . . . . . . . . . . . . . . . . . . 281 THEURGY . . . . . . . . . . . . . . . . . . . . . . 289 VOODOO. . . . . . . . . . . . . . . . . . . . . . . 301 WARRIOR-MAGERY. . . . . . . . . . . . . . . . . . 331 WITCHCRAFT . . . . . . . . . . . . . . . . . . . . 337 WIZARDRY. . . . . . . . . . . . . . . . . . . . . . 346 Hero System Grimoire n Introduction 5 I N t r o D U C t I o N o ne of the most difficult and time- Enchantment, the Art of casting spells through consuming chores facing potential HERO enchanted items. System GMs, particularly those running Monster Magic, spells learned and cast by Fantasy Hero games, is the need to create various types of monsters. spells for the campaign. Unless the GM is willing Naming Magic, spells that derive their power to let the players create their Rcharacters’ spells, he from the caster’s knowledge of the target’s True has to go to considerable effort to design the spells Name. characters can choose. Necromancy, magic pertaining to life, death, To help the GM with this task, The HERO undeath, and related subjects, usually considered a System Grimoire presents thousands of pre- black and evil Art. generated spells in a wide variety of categories Oriental Sorcery, magics derived from Asian — alchemy, necromancy, divine magic, and more. occultism, folklore, myth, and philosophy. If you can’t find the spell you want in this book, Professional Magic, spells that adventurers and you can easily use its contents as guidelines for everyday folk in High Fantasy campaigns use to AbbreVIAtIoNS designing your own spells. make their jobs easier and safer. This book uses the Rune Magic, the magic of carved and painted Spell Categories runes of power. following abbreviations Shamanism, magic involving spirits and the to refer to other HERO For ease of reference, The HERO System Spirit World. System books: Grimoire divides spells into 28 categories, or Song Magic, spells cast by or involving singing, 6e1: The HERO System “arcana,” based on special effect, common use poetry, jests, and the like. 6th Edition, Volume I: among gamers and in fiction, and so forth: Sorcery, magics of the mind, thought, illusion, Character Creation Alchemy, the Art of creating potions, elixirs, and deception, regarded by many with suspicion and the like by mixing and activating various and fear. 6e2: The HERO System substances and, in the process, unlocking the Superheroic Thaumaturgy, the body of common 6th Edition, Volume II: magical essences within them. spells known to mystics in the Champions Combat And Adventuring Arcanomancy, spells pertaining to magic, Universe setting. ApG: The HERO System fundamental magical forces, and spellcasting. Thaumaturgy, the Art of transforming, altering, Advanced Player’s Guide Areomancy, also known as Battle Magic, spells and redirecting energies and matter, including for use in warfare. shapeshifting and related spells. HSb: The HERO System Black Magic, spells that invoke evil energies or Theurgy, magics pertaining to Divine and Bestiary which spellcasters use for particularly evil ends. Infernal powers, and to the celestial bodies of the HSeG: The HERO System Chaos Magic, the wizardry of the powerful but night sky. Equipment Guide unpredictable force called Chaos. Voodoo, fictional magics based on the mystic/ Conjuration, the Art of summoning beings religious practices of Voodoo. HSmA: HERO System from this and other planes of existence, and of Warrior-Magery, spells that enhance characters’ Martial Arts controlling and banishing them. ability to fight in melee combat. HSS: HERO System Skills Cybermancy, magic dealing with machines, Witchcraft, an Art combining various lesser technology, and related phenomena. aspects of other arts, such as Alchemy, Conjura- Divination, the Art of finding and foretelling. tion, Druidry, Elemental Magic, and Necromancy, Divine Magic, the sacred and holy spells cast by as well as hedge magics and other “low spells,” but priests, paladins, and other characters associated no less powerful than the other arcana for all that. with the gods. Wizardry, a catch-all term for magic and Druidry, spells relating to, using, or affecting spellcasting in general, but also used to refer to animals, plants, and nature in general. any spells or bodies of mystic lore not a part of any Elemental Magic, spells related to the four clas- other arcana, such as spells of general utility (e.g., sical Elements — Air, Earth, Fire, and Water — as spells that detect or dispel magic), naming-magic, well as “lesser” substances or phenomena some- spells of sheer mystic power, and the like. times regarded as “Elements” in gaming settings (such as Ice and Light). 6 n Introduction Hero System 6th Edition Spell Design Magic Roll Penalty indicates the penalty to the character’s Magic roll. Typically this equals the Spells are most commonly (though not spell’s Active Points divided by 10. exclusively) used in Fantasy Hero campaigns, and END Cost lists the spell’s Endurance cost (in in the vast majority of those campaigns tend to the case of potions and enchanted items, this may have certain aspects or elements in common. In be Charges instead). keeping with this approach, most spells in The Description provides a (usually brief) textual HERO System Grimoire are designed with the description of the spell. This section notes any following Limitations: special rules or rules applications relevant to the spell. nOAF (often an Expendable Focus of some Game Information is a full write-up of the spell kind) in game terms, including Active Point and Real nGestures Point costs. (If only one point total is listed, that nIncantations means the Active and Real Point costs are the nRequires A Magic Roll (all spells use “Magic same.) Depending on the nature of the campaign’s Roll” for convenience, but depending on the magic system, the Real Point cost may be what a magic system in the campaign a character character has to pay to learn the spell, or the cost may have to buy more than one type of Power: may be different (for example, in some systems all Magic Skill) spells have a flat cost of 1-3 points). The options (described below) typically provide OPTIONS information about removing or changing these Limitations to make it easy for you to “customize” Most spells have Options listed below the game the spells to suit your campaign’s magic system. information. These describe various standard ways to alter the spell to create a slightly different ability. THE SPELL TEMPLATE The standard options for most spells include: This book describes each spell with a stan- Strong: A version built with more Active Points dard template. The information provided applies than the standard version. only to the standard spell; the options may have different areas of effect, ranges, END costs, and so Weak: A version built with fewer Active Points forth. than the standard version. Name indicates the name of the spell. You free: A version with the Focus Limitation (typi- can, of course, rename it to suit your character or cally either -1 or -1¼) removed. (If the spell campaign if you prefer. doesn’t ordinarily have a Focus, this may change Effect lists the basic game effect of the spell in to Focused, an option applying that Limitation to simple terms: Blast 8d6, Armor Piercing; Deso- the spell.) lidification; Telekinesis (30 STR). This tells you remove A +¼ Advantage: A version with +¼ less quickly what a spell can do so you don’t have to value of Advantages than the standard version (if delve into the full game write-up when making it has any Advantages). Most commonly this is your selections. used to: Target describes who or what the spell affects. nremove Reduced Endurance (½ END; +¼), or An attack spell usually indicates “one character” or reduce Reduced Endurance (0 END; +½) to the area covered due to the Area Of Effect Advan- Reduced Endurance (½ END; +¼), so that the tage. “Self” indicates the spell only works on the spell costs full/partial END character using it (though it may still “affect” other characters; for example, other characters can remove A +½ Advantage: A version with +½ less perceive the effects of Shape Shift, even though it’s value of Advantages than the standard version (if a “Self” spell.) it has any Advantages). Most commonly this is Casting Time indicates how long it takes to cast used to: a spell. Most are Half Phase and/or Attack Actions. nremove Reduced Endurance (0 END; +½) so Casting Procedures lists the procedures a that the spell costs END character has to go through to cast a spell. Focus, remove A -¼ limitation: A version with -¼ less Gestures, and Incantations are the most common. value of Limitations than the standard version. Duration lists the spell’s duration, typically Most commonly this is used to: Instant, Constant, or Persistent (see 6E1 127-28). nremove Gestures (-¼) (a “Stilled” spell) Some spells use the Time Limit rules (see 6E1 nremove Incantations (-¼) (a “Silenced” spell) 346-48) or even do Damage Over Time (see 6E1 nreduce the Requires A Magic Roll penalty to 328-31) -1 per 20 Active Points (rather than the usual Range lists the range for the spell. Ranged -1 per 10 Active Points) (an “Easy” spell) spells usually have a range in meters (Base Points nconvert an Expendable OAF (if valued at -1¼) x 10m in most cases), but may have “LOS” (Line to an ordinary OAF (-1) Of Sight) or “RBS” (Range Based On STR) range. “No Range” indicates the spell has No Range; “Self” that the spell only affects the character using it; “Touch” that the spell involves having to touch another character (which usually requires an Attack Roll). Hero System Grimoire n Introduction 7 remove A -½ limitation: A version with -½ less VARYING EFFECTS CHANGING tHe value of Limitations than the standard version. Some of the spells in this book have aspects or SpeCIAl effeCtS Most commonly this is used to: effects that improve if the spellcaster makes his With spells (as with nremove Gestures (-¼) and Incantations (-¼) (a Magic roll by a significant amount. Typically this any other HERO System “Stilled Silent” spell) applies to the Duration of Time Limit spells. For power construct), special nremove Requires A Magic Roll (-½) (a example, a spell might have a Time Limit duration effects are paramount. “Master’s” spell) of “5 Minutes, +1 Minute per point by which the If you don’t find a nconvert an Expendable OAF (if valued at -1½) caster succeeds with his Magic roll.” In this situa- particular type of spell to an ordinary OAF (-1) tion, the GM may wish to impose some restriction in one of the category, Add A +¼ Advantage: A version with an addi- on the absolute effect, such as double the base but do find it in another tional +¼ Advantage, or which has an existing parameter, to keep wizards with high Magic rolls arcana, you can easily Advantage increased by +¼ value. Most from unbalancing the game. create a version for your commonly this is used to: preferred arcana simply How to Use this book nmake a spell cost Reduced Endurance (½ END; by changing the name +¼), or make one that already has Reduced and the special effect. Endurance (½ END; +¼) cost Reduced Endur- The HERO System Grimoire is a game aid for For example, the Mystic ance (0 END; +½) both players and GMs. It allows GMs to start Dart spell (page 349) nadd Armor Piercing (+¼) campaigns without having to create dozens or could become a Fire nadd Delayed Effect (+¼) hundreds of spells, and it lets players select spells Dart, Shadow Dart, nadd Usable By Other (+¼) so a character can for their characters without having to spend Light Dart, Ice Dart, cast the spell on another person instead of just time calculating costs. It’s particularly helpful for Stone Dart, or the like. on himself campaigns where spellcasters can buy spells in Remember, this is magic Multipowers or Variable Power Pools. Add A +½ Advantage: A version with an addi- — anything is possible! tional +½ Advantage, or which has an existing WHAT THIS BOOK IS NOT Advantage increased by +½ value. Most Having noted what this book is, it’s also impor- commonly this is used to: tant to note what it is not. nmake a spell cost Reduced Endurance First, it’s not a book of magical items, except (0 END; +½) insofar as the “spells” of the Alchemy and otHer reSoUrCeS nadd Area Of Effect (1m Radius Accurate; +½) Enchantment categories require the book to nadd Constant (+½) include such items. The topic of enchanted items is Hero Games publishes nadd Delayed Effect (x2 spells usable at vast enough to merit a book of its own. However, many other books once; +½) you can easily convert most of the spells in this gamers may find useful nadd Line Of Sight (+½) or No Range book to enchanted items by applying the appro- when selecting or Modifier (+½) priate Power Modifiers, such as Focus and Charges. designing spells. These nadd Penetrating (+½) Second, it’s not comprehensive. No one include: Add A -¼ limitation: A version with an additional book could describe every possible spell any The HERO System -¼ Limitation, or which has an existing Limita- one gamer — or even entire teams of gamers — Bestiary, a collection of tion increased by -¼ value. Most commonly this could create using the HERO System. Instead, hundreds of monsters is used to: The HERO System Grimoire provides reasonable and animals that will nmake a spell take Concentration (½ DCV; -¼) coverage of the major types of magic found in provide any GM with to cast (an “Attentive” spell) most campaigns. It should not only help you when plenty of adversaries for nadd Side Effects (-¼) (an “Apprentice’s” or designing characters, but hopefully inspire you to the PCs. “Dangerous” spell) create other spells using your imagination and the rules. HERO System Martial Add A -½ limitation: A version with an additional Third, it’s not a blank permission slip to use any Arts, which contain -½ Limitation, or which has an existing Limita- of these spells in your game. Some of these spells dozens of martial arts tion increased by -½ value. Most commonly this are powerful, with high Active Point costs, and abilities you could is used to: may not be appropriate for every campaign. The convert into spells. nmake a spell take Extra Time (Full Phase; -½) GM should approve the use of any spells from the to cast (a “Lengthy” spell) Champions Powers, Grimiore. nmake a spell have Increased Endurance Cost which lists thousands Fourth, and most importantly, this book is (x2 END; -½) to cast (a “Tiring” spell) of superpowers you not a straitjacket. You can often build a particular nrequire the caster to touch the target (i.e., add can easily convert into spell two or more ways using the HERO System No Range (-½)) to affect him spells by applying appro- rules, so don’t let the fact that this book chooses a nincrease the Requires A Magic Roll penalty to priate Limitations (OAF, particular method deter you from doing some- -1 per 5 Active Points (rather than the usual -1 Gestures, Incantations, thing else if you prefer. Rarely, if ever, is there an per 10 Active Points) (a “Difficult” spell) Requires A Skill Roll, and “official” way to build any given spell using the nadd Side Effects (-½) (an “Apprentice’s” or the like). HERO System. The options provided for each spell “Dangerous” spell) often describe alternate ways of creating it to help Fantasy Hero, which spur your imagination. has an entire chapter devoted to creating magic systems, spells, and enchanted items in HERO System terms. 8 n Alchemy Hero System 6th Edition A l C H e m y A lchemy is the art of creating potions, potIoNS elixirs, salves, unguents, and the like by mixing and activating various substances and, in the process, unlocking the kk POTION OF CLOUD FORM magical essences within them. Alchemists can also create some magical constructs, such as golems. effect: Desolidification They spend long hours in their laboratories and target: One character (usually self) workrooms, brewing potions based on time- Quaffing time: Half Phase tested formulae and trying to devise newer, more Casting procedures: N/A powerful potions of their own. Since most alche- Duration: Constant mists sell potions to adventurers, one who creates range: Self a useful new potion can become quite wealthy. magic roll penalty: -6 to brew The potions and other items below are created Charges: 4 Continuing Charges using the rules on pages 322-24 of Fantasy Hero. lasting 5 Minutes each Because they’re built with Delayed Effect, you Description: A character who drinks this potion need to establish a way to calculate how many transforms into a cloud of mist for up to five potions an alchemist can normally have at once. minutes. While in mist form, he cannot pass These writeups assume that an alchemist can have, through solid objects, but can fit through the for the base +¼ value of Delayed Effect, no more smallest cracks (under doors, between the bars of than INT/2 of his own potions available for use at a jail cell, through the rocks of a cave-in). In mist any time (“available for use” includes giving them form he cannot be harmed, save by wind, heat, to another person friendly to him, but not selling and chill. them to a stranger). Any character may have ready for use as many found or purchased potions as Game Information: Desolidification (affected by he likes (subject of course to the GM’s approval). heat, cold, or wind), Delayed Effect (may have “Potions” in this sense means anything created by available a number of potions equal to character’s Alchemy other than a construct, including salves, INT; +½) (60 Active Points); OAF Fragile (-1¼), dusts, and the like. Cannot Pass Through Solid Objects (-½), Concen- In the potion write-ups, Concentration, Extra tration (0 DCV throughout brewing; -1), Extra Time, and Requires A Magic Roll are Storing Time (6 Hours to brew; -3½), Requires A Magic Limitations; they apply only to the creation of the Roll (to brew; -½), 4 Continuing Charges lasting potion, not its use. 5 Minutes each (-0). Total cost: 8 points. options: 1) Remove A +½ Advantage: 40 Active Points; total cost 5 points. 2) Remove A -¼ Limitation: Total cost 8 points. 3) Remove A -½ Limitation: Total cost 8 points. 4) Add A +¼ Advantage: 70 Active Points; total cost 9 points. 5) Add A +½ Advantage: 80 Active Points; total cost 10 points. 6) Add A -¼ Limitation: Total cost 7 points. 7) Add A -½ Limitation: Total cost 7 points. Hero System Grimoire n Alchemy 9 kk kk POTION OF ELEMENTAL POTION OF ELOQUENCE RESILIENCE effect: +4 with Interaction Skills target: One character (usually self) effect: Resistant Protection (6 PD/ Quaffing time: Half Phase 6 ED), Only Works Against Fire/ Heat And Ice/Cold Damage Casting procedures: N/A target: One character (usually self) Duration: Constant Quaffing time: Half Phase range: Self Casting procedures: N/A magic roll penalty: -3 to brew Duration: Constant Charges: 4 Continuing Charges lasting 1 Hour each range: Self magic roll penalty: -2 to brew Description: For one hour after he drinks this Charges: 4 Continuing Charges potion, the imbiber can speak with extreme lasting 1 Hour each eloquence. He always seems to choose the right Description: This potion heightens the character’s words, and he expresses himself in a manner that’s resistance to damage caused by fire, ice, or related almost guaranteed to attract the attention of his phenomena. It doesn’t make him more comfort- desired audience. able in hot or cold conditions, but it protects him In game terms, this potion provides a +4 to any from burns and frostbite. Interaction Skill Roll. The GM may decrease or forbid the use of the bonus for any use of an Inter- Game Information: Resistant Protection (6 PD/6 action Skill that doesn’t involve extended speaking ED), Delayed Effect (may have available a number (such as most uses of Animal Handling). of potions equal to character’s INT; +½) (27 Active Points); OAF Fragile (-1¼), Concentration Game Information: +4 with Interaction Skills, (0 DCV throughout brewing; -1), Extra Time (6 Delayed Effect (may have available a number of Hours to brew; -3½), Requires A Magic Roll (to potions equal to character’s INT; +½) (24 Active brew; -½), Only Works Against Fire/Heat And Ice/ Points); OAF Fragile (-1¼), Concentration (0 Cold Damage (-¼), 4 Continuing Charges lasting DCV throughout brewing; -1), Extra Time (6 1 Hour each (-0). Total cost: 4 points. Hours to brew; -3½), Requires A Magic Roll (to brew; -½), 4 Continuing Charges lasting 1 Hour options: each (-0). Total cost: 3 points. 1) Strong Potion: Increase to Resistant Protec- options: tion (8 PD/8 ED). 36 Active Points; total cost 5 points. 1) Strong Potion: Increase to +6 with Interaction 2) Weak Potion: Decrease to Resistant Protec- Skills. 36 Active Points; total cost 5 points. tion (4 PD/4 ED). 18 Active Points; total cost 2) Weak Potion: Decrease to +2 with Interaction 2 points. Skills. 12 Active Points; total cost 2 points. 3) Remove A +¼ Advantage: 22 Active Points; 3) Remove A +¼ Advantage: 20 Active Points; total cost 3 points. total cost 3 points. 4) Remove A +½ Advantage: 18 Active Points; 4) Remove A +½ Advantage: 16 Active Points; total cost 2 points. total cost 2 points. 5) Remove A -¼ Limitation: Total cost 4 points. 5) Remove A -¼ Limitation: Total cost 3 points. 6) Remove A -½ Limitation: Total cost 4 points. 6) Remove A -½ Limitation: Total cost 3 points. 7) Add A +¼ Advantage: 31 Active Points; total 7) Add A +¼ Advantage: 28 Active Points; total cost 4 points. cost 4 points. 8) Add A +½ Advantage: 36 Active Points; total 8) Add A +½ Advantage: 32 Active Points; total cost 5 points. cost 4 points. 9) Add A -¼ Limitation: Total cost 3 points. 9) Add A -¼ Limitation: Total cost 3 points. 10) Add A -½ Limitation: Total cost 3 points. 10) Add A -½ Limitation: Total cost 3 points. 10 n Alchemy Hero System 6th Edition kk POTION OF FIRE BREATH Game Information: Growth (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN, effect: RKA 2d6 +3m Reach, +24m Running, -12m KB, +4 to target: 1m radius others’ OCV to hit character, +4 to others’ PER Quaffing time: Full Phase Rolls to perceive character, 8m tall, 4m wide, Casting procedures: N/A 6,400 kg), Delayed Effect (may have available a Duration: Instant number of potions equal to character’s INT; +½) range: 16m (75 Active Points); OAF Fragile (-1¼), Concentra- magic roll penalty: -5 to brew tion (0 DCV throughout brewing; -1), Extra Time Charges: 4 (6 Hours to brew; -3½), Extra Time (Full Phase Description: This strong, bitter-tasting, dark to quaff potion and grow; -½), Requires A Magic amber-colored potion doesn’t work like most Roll (to brew; -½), 4 Continuing Charges lasting 5 potions do, by altering the imbiber’s body in some Minutes each (-0). Total cost: 10 points. way. Instead, immediately after drinking a dose, options: the character can breathe forth a gout of flame! 1) Strong Potion: This version of the potion Game Information: RKA 2d6, Area Of Effect (1m makes the imbiber twice as tall as a storm Radius; +¼), Delayed Effect (may have available a giant! Increase to Growth (+45 STR, +15 number of potions equal to character’s INT; +½) CON, +15 PRE, +9 PD, +9 ED, +9 BODY, (52 Active Points); OAF Fragile (-1¼), Concentra- +18 STUN, +7m Reach, +36m Running,-18m tion (0 DCV throughout brewing; -1), Extra Time KB, +6 to others’ OCV to hit character, +6 to (6 Hours to brew; -3½), Extra Time (Full Phase to others’ PER Rolls to perceive character, 16m quaff potion and breathe fire; -½), Limited Range tall, 8m wide, 50,000 kg). 135 Active Points; (16m; -¼), Requires A Magic Roll (to brew; -½), 4 total cost 17 points. Charges (-1). Total cost: 6 points. 2) Weak Potion: This version of the potion only options: makes the imbiber about as tall as a hill giant. Decrease to Growth (+15 STR, +5 CON, +5 1) Strong Potion: Increase to RKA 3d6. 79 Active PRE, +3 PD, +3 ED, +3 BODY, +6 STUN, Points; total cost 9 points. +1m Reach, +12m Running, -6m KB, +2 to 2) Weak Potion: Decrease to RKA 1d6. 26 Active others’ OCV to hit character, +2 to others’ Points; total cost 3 points. PER Rolls to perceive character, 4m tall, 2m 3) Remove A +¼ Advantage: 45 Active Points; wide, 800 kg). 37 Active Points; total cost 5 total cost 5 points. points. 4) Remove A +½ Advantage: 37 Active Points; 3) Remove A +¼ Advantage: 62 Active Points; total cost 4 points. total cost 8 points. 5) Remove A -¼ Limitation: Total cost 6 points. 4) Remove A +½ Advantage: 50 Active Points; 6) Remove A -½ Limitation: Total cost 6 points. total cost 6 points. 7) Add A +¼ Advantage: 60 Active Points; total 5) Remove A -¼ Limitation: Total cost 10 points. cost 7 points. 6) Remove A -½ Limitation: Total cost 10 points. 8) Add A +½ Advantage: 67 Active Points; total 7) Add A +¼ Advantage: 87 Active Points; total cost 7 points. cost 11 points. 9) Add A -¼ Limitation: Total cost 6 points. 8) Add A +½ Advantage: 100 Active Points; total 10) Add A -½ Limitation: Total cost 5 points. cost 13 points. kk POTION OF GIANT FORM 9) Add A -¼ Limitation: Total cost 9 points. 10) Add A -½ Limitation: Total cost 9 points. effect: Growth kk target: One character (usually self) POTION OF GIANT’S Quaffing time: Full Phase STRENGTH Casting procedures: N/A Duration: Constant effect: +40 STR range: Self target: One character (usually self) magic roll penalty: -7 to brew Quaffing time: Half Phase Charges: 4 Continuing Charges Casting procedures: N/A lasting 5 Minutes each Duration: Constant Description: After quaffing this potion, the range: Self imbiber grows to storm giant size — 8 meters tall magic roll penalty: -6 to brew — in the blink of an eye. Now much stronger and Charges: 4 Continuing Charges lasting 5 Minutes each tougher than normal, he can wreak havoc among his enemies... but can also be hit more easily by Description: Upon drinking this potion, a char- them. acter becomes as strong as a stone giant! The effect only lasts for five minutes, but that’s enough time to slay many enemies, smash down castle walls, or carry a heavy load over a swollen stream.
Description: