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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
These spells are new additions to the repetoire of the Animasters. Some of
these spells are novel or known only by a few adepts. Certain spells have a
separate Knowledge Skill needed to construct the vessel to be animated. In
addition, the Golem animation spells have twenty more creature points than
needed to allow for some leeway in their construction. Spells that do not
require END to maintain have their endurance cost in parentheses.
Animate Clay Golem
This spell will animate a large sculpture, previously shaped out of soft,
maleable clay. (See the Fantasy HERO Companion for stats.) The Wizard needs
magic skill with the College of Earth Magic in order to give the Golem its
powers. The artisan who shapes the Clay Golem must also make a skill roll
against KS: Build Cloth Golem to form the figure correctly. Once animated, the
Golem will obey all instructions from its master.
Power: Summon Clay Golem (127 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Golem, Immobile (-2), Character must have at least 20
points in spells from Animation College and 10 points in spells from Earth
College (-3/4), Clay Golem must have been prepared before hand (-1/4), Extra
Time - 30 Minutes (-2). Active Cost = 56 points.
END Cost: (6); Magic Roll: -6; Casting Time: 30
Minutes.
Real Cost: 8.
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Animate Cloth Golem
This spell brings to life a large, stuffed doll-like figure, previously
assembled from cloth or animal hide. (See the HERO Bestiary for stats.) The
artisan who constructs the Cloth Golem must make a skill roll against KS:
Build Cloth Golem to assemble the figure correctly. Once animated, the Golem
will obey all instructions from its master.
Power: Summon Cloth Golem (144 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Golem, Bulky (-1-1/2), Character must have at least 20
points in spells from Animation College (-1/2), Cloth Golem must have been
prepared before hand (-1/4), Extra Time - 5 Minutes (-2). Active Cost =
59 points.
END Cost: (5); Magic Roll: -5; Casting Time: 5
Minutes.
Real Cost: 9.
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Animate Flesh Golem
This spell brings to life an assembled Flesh Golem. (See the HERO Bestiary
for stats.) The parts of the Flesh Golem must be gathered from various
corpses. The artisan who constructs the Flesh Golem must make a skill role
against KS: Build Flesh Golem to assemble the parts correctly. When the body
is ready to be animated, the Wizard needs to provide a source of electricity,
either from a storm or a lightning bolt spell. Once animated, the Golem will
initially view instructions from its creator in a favorable light, but will
eventually develop its own motivations.
If the Wizard fails his Magic Skill roll by two or less, the Golem animates
and goes Berserk. Otherwise, the body is rendered completely useless and the
Animator must start from scratch.
Power: Summon Flesh Golem (45 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Electricity, Body Parts (-1-1/4), Character must have at
least 20 points in spells from Animation College (-1/2), Side Effects (Golem
goes berserk, or is completely destroyed) (-1/2), Flesh Golem must have been
prepared before hand (-1/4). Active Cost = 39 points.
END Cost: (4); Magic Roll: -4; Casting Time: 1/2
Phase.
Real Cost: 9.
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Animate Glass Golem
This spell brings to life an assembled Glass Golem. (See the HERO Bestiary
for stats.) The blown glass chambers are filled with poison gas, making
construction a hazardous activity. The artisan who constructs the Glass Golem
must make a skill roll against KS: Build Glass Golem to assemble the figure
correctly. Once animated, the Golem will follow any instructions given by its
master.
Power: Summon Glass Golem (125 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Golem, Bulky (-1-1/2), Character must have at least 20
points in spells from Animation College (-1/2), Glass Golem must have been
prepared before hand (-1/4), Extra Time - 10 Minutes (-2). Active Cost
= 55 points.
END Cost: (5); Magic Roll: -5; Casting Time: 10
Minutes.
Real Cost: 9.
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Animate Ice Golem
This spell brings to life an Ice Golem constructed from a block of ice.
(See the HERO Bestiary for stats.) The Wizard needs magic skill with the
College of Ice in order to give the Golem its powers. Once animated, the Golem
will follow any instructions given by its master.
Power: Summon Ice Golem (187 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Ice, Bulky (-1-1/2), Character must have at least 20 points
in spells from Animation College and 20 points in spells from Ice College
(-1), Extra Time - 5 Minutes (-2). Active Cost = 68 points.
END Cost: (7); Magic Roll: -7; Casting Time: 5
Minutes.
Real Cost: 10.
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Animate Metal Golem
This spell brings to life a Metal Golem. (See the Fantasy HERO Companion
for stats.) The Golem can have a variety of forms, and manufactured from any
hard metal, such as bronze or iron. The artisan who constructs the Metal Golem
must make a skill role against KS: Build Metal Golem to construct the golem
correctly. The Wizard needs magic skill with the College of Metal in order to
give the Golem its powers. Once animated, the Golem will follow any
instructions given by its master.
Power: Summon Metal Golem (235 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Golem, Immobile (-2), Character must have at least 20
points in spells from Animation College and 20 points in spells from Metal
College (-1), Metal Golem must have been prepared beforehand (-1/4), Extra
Time - 1 Hour (-2-1/2). Active Cost = 77 points.
END Cost: (8); Magic Roll: -8; Casting Time: 1 Hour.
Real Cost: 10.
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Animate Stone Golem
This powerful spell brings to life a completed Stone Golem. (See the HERO
Bestiary for stats.) The Wizard needs magic skill with the College of Earth
Magic in order to give the Golem its powers. The artisan who constructs the
Stone Golem must make a skill role against KS: Build Stone Golem to carve the
figure correctly. Once animated, the Golem will initially view instructions
from its creator in a favorable light, but will eventually develop its own
motivations. If the Wizard fails his Magic Skill roll, the Golem animates and
goes Berserk.
Power: Summon Stone Golem (320 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Golem, Immobile (-2), Character must have at least 20
points in spells from Animation College and 10 points in spells from Earth
College (-3/4), Stone Golem must have been prepared beforehand (-1/4), Side
Effects (Golem goes berserk) (-1/2), Extra Time - 1 Hour (-2-1/2). Active
Cost = 94 points.
END Cost: (9); Magic Roll: -9; Casting Time: 1 Hour.
Real Cost: 12.
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Animate Wood Golem
This spell brings to life a Wood Golem. (See the HERO Bestiary for stats.)
The wood needed to build this golem can be of various types, but must be fresh
cut and free of cracks, insect holes, and other defects. The artisan who
constructs the Wood Golem must make a skill role against KS: Build Wood Golem
to carve and form the figure correctly. Once animated, the Golem will follow
any instructions given by its master.
Power: Summon Wood Golem (207 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Golem, Bulky (-1-1/2), Character must have at least 20
points in spells from Animation College (-1/2), Wood Golem must have been
prepared beforehand (-1/4), Extra Time - 15 Minutes (-2). Active Cost =
72 points.
END Cost: (7); Magic Roll: -7; Casting Time: 15
Minutes.
Real Cost: 12.
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Autonomous Door
This spell is cast upon a normal hinged door, allowing the animator to open
the portal from afar. It is rarely of practical use, and is commonly employed
by the Animator for dramatic effect.
Power: 10 STR Telekinesis with Fine Manipulation
Modifiers: Indirect (Any Distance) (+1/2). Active Cost = 22
points.
Power: Clairsentience to Touch
Modifiers: Linked to TK (-1/2). Active Cost = 20 points.
Combined: Only to open previously visited door (-1/2), Gestures (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Staff (-1), Extra
Time - Full Phase (-1/2).
END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase.
Real Cost: 10.
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Eerie Assistant
This spell allows the caster to create an Eerie Assistant to do the
Wizard's bidding. The assistant can only perform one task at a time, and will
not engage in combat. (Note that the low strength of the assistant limits the
types of tasks that can be performed.) The assistant will vanish when the
caster falls asleep, is rendered unconscious, or moves outside the range of
205".
Power: Summon
Eerie Assistant
(52 points)
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Set of clothing (-1), Character must have at least 20
points in spells from Animation College (-1/2), Extra Time - 1 Turn (-1),
Limitation: Assistant will vanish when caster is asleep, unconscious, or
outside range (-1/2). Active Cost = 41 points.
END Cost: (4); Magic Roll: -4; Casting Time: 1 Turn.
Real Cost: 8.
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False Limb
When an individual has lost a limb through amputation, the Wizard can use
this spell to actuate a temporary replacement. The artisan who constructs the
prosthesis must make a skill role against KS: Build Prosthesis to determine if
the limb is constructed correctly. When using the limb, reduce the DEX by -1
for each point by which KS: Build Prosthesis was failed. This spell can be
used to actuate multiple limbs on the same target.
Power: Extra Limbs
Modifiers: 0 END (+1/2), Invisible Power Effects (All Senses) (+1);
Costs END to start (-1/4), Only to replace missing limb(s) (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OIF - Prosthesis
(-1/2), Character must have at least 10 points in spells from Animation
College (-1/4). Active Cost = 12 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase.
Real Cost: 4.
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Floating Porter
This spell will animate a sheet which holds itself just above the ground by
the corners and forms a slightly concave bowl. The bowl will follow the Wizard
about, and can be used to transport up to 100kg worth of equipment and
treasure. If the Wizard moves out of range for any reason, the porter is
instantly dispelled and the fabric and its contents drops to the ground.
Power: 10 STR Telekinesis
Modifiers: Area Effect (hex) (+1/2), 0 END (+1/2); Costs END to cast
(-1/4), Affects all parts of Target (-1/4), Only to lift and carry objects
(-1), Limited to 6" movement rate (0), Range Limited to 10" (-1/4), Gestures
(-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Sheet
(-1). Active Cost = 30 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1/2
Phase.
Real Cost: 6.
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Hairy Hand
The hair of the caster becomes animated, allowing him to manipulate objects
much like a hand. This spell requires no gestures, so the wizard can perform
tasks even if his other limbs are secured. Naturally, the types of actions are
limited by the length and strength of the hair strands. This spell requires
constant energy from the caster to maintain.
Power: Extra Limb - Hair
Modifiers: Use with -10 STR penalty (-1/2), Costs END to maintain
(-1/4), Incantations Throughout (-1/2), Character must have at least 20 points
in spells from College (-3/4), Requires Magic Skill Roll (-1/2), OIF - Hair
(-1/2), Extra Time - Full Phase (-1/2). Active Cost = 5 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase.
Real Cost: 1.
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Impulse
This simple cantrip allows the caster to animate any small, light objects
within reach. Any manipulated items must remain within 4" of the caster while
the spell is being maintained.
Power: 2" Stretching
Modifiers: Only with extra limb (-1/4). Active Cost = 15
points.
Power: Extra Limb
Modifiers: Linked to Stretching Costs END to maintain (-1/4), Use at -
10 STR (-1/2). Active Cost = 7 points.
Combined: Invisible Power Effects (Sight) (+1/2); Gestures throughout
(-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Staff
(-1), Character must have at least 20 points in spells from Animation College
(-1/2), Extra Time - Full Phase (-1/2).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase.
Real Cost: 4.
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Make Simulacrum
This spell allows the wizard to animate a likeness of a creature or person.
The simulacrum (worth a maximum of 75 character points) is severely limited in
its skills, memories, and abilities compared to the original, and is incapable
of improving its station in life. The construction has 0 EGO or less, and is
under the complete command of the Wizard who created it. The Simulacrum is
constructed from a clay vessel which roughly matches the original being. The
spell first animates the clay form, then gradually transforms its external
appearance until it looks almost identical to the original. (Make an INT roll
to determine how closely the two match. An Artisan skill can be used to
produce a better match.) Large beings will require several phases to complete,
but only the END cost of the Transformation is paid once the Summoning is
complete. If wounded, the Simulacrum oozes mud. If the caster fails his Magic
Skill roll, the simulacrum animates (before the transformation has been
completed) and attacks the Wizard.
Power: Summon Simulacrum (75 points)
Modifiers: Any Life Form (+1/2); Less capable than original (-1/2),
Simulacrum has 0 EGO (0), Side Effects (Same summoning but the Simulacrum has
+10 EGO, has 20 points of Mental Defense against Mind Control, and hates the
caster) (-1). Active Cost = 67 points.
Power: 3d6 Cosmetic Transformation
Modifiers: Change to Anything (+1), Cummulative Attack (+1/2); No Range
(-1/2), Linked to Summon (-1/2), Only to match appearance of original (-1/2).
Active Cost = 37 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Original Creature, Clay Vessel (-1), Character must have at
least 30 points in spells from Animation College (-3/4), Extra Time - 1 Turn
(-1), Clay likeness must have been prepared before hand (-1/4).
END Cost: 11/4; Magic Roll: -11; Casting Time: 5
Minutes.
Real Cost: 16.
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Powerful Gauntlet
Upon casting this powerful spell, a gauntlet is animated that mimics any
actions made by the caster's hand. The clumsiness of this heavy object
prevents fine manipulations, but fortunately the gauntlet is powerful enough
that detail work is often unecessary. The gauntlet weakens with increasing
distance from the caster. If the caster fails his Magic Skill roll, the
gauntlet grabs and holds the Wizard until he escapes. Lesser versions of this
spell are known to exist at lower increments of STR.
Power: 40 STR Telekinesis
Modifiers: Reduced by Range (lose 10 STR for each range doubling past
4") (-1/4), Gestures throughout (manipulate gauntlet) (-1/2), Incantations
(-1/4), Character must have at least 30 points in spells from College (-3/4),
Requires Magic Skill Roll (-1/2), OIF - Gauntlet (-1/2), Side Effects (30 STR
Gauntlet grabs and holds caster; single charge lasting 1 day; deactivate by
escaping) (-1/2). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase.
Real Cost: 14.
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Stay Portal
This spell allows the caster to animate a door or lid and force it to hold
itself shut (or open) until released. This spell must be cast on the side of
the door that opens outward, or it will be ineffective.
Power: 20 STR Telekinesis
Modifiers: 0 END (+1/2), Continuous (+1); Affects all parts of target
(-1/4), Only to hold a specific door closed (-1), Costs END to cast (-1/4),
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
Staff (-1), Character must have at least 30 points in spells from Animation
College (-3/4), Extra Time - Full Phase (-1/2). Active Cost = 75
points.
END Cost: (7); Magic Roll: -7; Casting Time: 1 Phase.
Real Cost: 13.
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Strolling Chair
The cast can rest in any four-legged chair and use his animation powers to
cause the legs to begin walking. The primary advantage of this spell is that
it requires almost no energy to maintain, allowing the wizard to keep moving
while relaxing on a cushioned seat.
Power: 4" Running
Modifiers: 0 END (+1/2); Costs END to cast (-1/4), Gestures (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Staff,
Four-legged Chair (-1), Character must have at least 20 points in spells from
Animation College (-1/2), Extra Time - Full Phase (-1/2). Active Cost =
12 points.
END Cost: (1); Magic Roll: -1; Casting Time: 1 Phase.
Real Cost: 3.
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Time Piece
The focus for this spell is a small mechanism consisting of various wheels,
cogs, rods, bands, ratchets, springs, and other parts. Once the parts are
gathered, to properly assemble such a mechanism requires a successful skill
roll against KS: Artifice Construction. Casting the spell will animate the
device and cause it to produce a regular motion that properly tracks the time
of the day. This is very useful if the caster needs to determine the time when
he is in a location where he can not observe the sun or the stars.
Power: +5 PER Sense Time of Day
Modifiers: Costs END to cast (-1/4), Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), OAF - Mechanism, Staff (-1),
Character must have at least 20 points in spells from Animation College
(-1/2), Extra Time - Full Turn (-1). Active Cost = 15 points.
END Cost: (1); Magic Roll: -1; Casting Time: 1 Turn.
Real Cost: 1.
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Trip
Objects on the floor, as well as the floor itself, animate and trip anybody
moving through the area. This spell has no effect against swimming or flying
creatures.
Power: 2d6 Suppress Running
Modifiers: Area Effect (Radius) (+1), Does Knockback (+1/4); Gestures
(-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Staff
(-1), Character must have at least 20 points in spells from Animation College
(-1/2). Active Cost = 22 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.
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Walking Chest
This spell allows the Wizard to animate a large chest and cause it to
follow along behind as he journeys about. The chest can carry up to 50kg,
including its own weight. The chest is mentally linked to the Wizard, and can
perform simple instructions, such as "Follow Me", "Stay Here", etc. Once the
chest is opened, it will cease to animate.
Power: Summon
Walking Chest
(17 points)
Modifiers: Open chest to terminate (+0), Incantations (-1/4), Requires
Magic Skill Roll (-1/2), OAF - Chest (-1), Character must have at least 20
points in spells from Animation College (-1/2), Extra Time - 1 Turn (-1).
Active Cost = 34 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1 Turn.
Real Cost: 8.
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Spell Determination
To randomly determine the spells known to a typical adept of the College of
Animation, use the tables of scholarly disciplines below. An experienced
Animasters will commonly have several spells from a single primary discipline,
plus a spell each from the other disciplines.
| 2d6 | School of Animation |
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| 2-3 | Noncommital |
| 4-5 | Control Person |
| 6-7 | Control Object |
| 8-9 | Detect Magic |
| 10 | Shakedown |
| 11 | Eerie Assistant |
| 12 | Walking Chest |
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| 2d6 | School of Artifice |
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| 2-3 | Autonomous Door |
| 4 | False Limb |
| 5-6 | Strolling Chair |
| 7-8 | Time Piece |
| 9-11 | Rise or Descend |
| 12 | Make Simulacrum |
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| 2d6 | School of Forces |
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| 2-3 | Stay Portal |
| 4-5 | Hidden Mage |
| 6-7 | Protect Mage |
| 8 | Floating Porter |
| 9-11 | Incoming! |
| 12 | Powerful Gauntlet |
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| 2d6 | School of Manipulation |
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| 2-4 | Dissuade Object |
| 5 | Blindside |
| 6 | Trip |
| 7 | Impulse |
| 8 | Hairy Hand |
| 9 | Precision Control |
| 10-12 | Sieze Him! |
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| 2d6 | School of Automatons |
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| 2-3 | Animate Stone Golem |
| 4-5 | Animate Metal Golem |
| 6 | Animate Clay Golem |
| 7-8 | Animate Flesh Golem |
| 9 | Animate Cloth Golem |
| 10 | Animate Glass Golem |
| 11 | Animate Ice Golem |
| 12 | Animate Wood Golem |
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