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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
The travelling circus is a popular attraction among the towns folk,
providing an entertaining diversion from the toils of everyday life. The
spells of this college were created primarily to entertain people and are much
easier to cast and maintain when an audience is present. No magic skill is
required, as each of these spells is designed to complement and enhance a
particular mundane skills. Skill levels in these circus skills can be
purchased at a cost of five character points per +1 bonus. These skills
include Acrobatics, Animal Handler, Breakfall, Concealment, Contortionist,
Deduction, Disguise, Oratory, Persuasion, and Sleight of Hand.
Circus Magic Package Deal
Skills and Talents Cost
FAM w/ Single Weapon Group 1
Sleight of Hand 3
PS: Vaudeville 11- 2
Magic Skill 3
KS: Styles of Magic 12- 2
KS: Circus Management 11- 2
KS: Circus Magic 11- 2
Choose two from the following list:
Acrobatics, Animal Handler, Breakfall, Conceal-
ment, Contortionist, Deduction, Disguise,
Fast Draw, Oratory, Persuasion, Resistance 6
Disadvantages
Package Bonus (15+) 3
Loves to entertain an audience -15
Package Cost 3
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See the Bard package in FH for more ideas on building a Circus Magician
character.
Common Limitations: Gestures (-1/4), Incantations (-1/4), Requires a
Skill Roll (-1/2), 2x END (-1/2), OAF (-1), Must have at least 20 points in
spells from Circus College (-1/2), Extra Time (Full Phase) (-1/2), x2 END
without an audience of 20 or more (-1/4). Total: -3-3/4
Spells
Barker
The circus barker must persuade people to enter the circus and enjoy its
many attractions. This spell makes the character a much more effective and
appealing speaker, drawing people to hear what he has to say. Whether they
proceed inside will then depend on his skill as a speaker, and the level of
interest in the circus.
Power: 5d6 Aid to PRE
Modifiers: Only while speaking (-1/4), Incantations (-1/4), Requires a
Persuasion Skill Roll (-1/2), OAF Wand (-1), Character must have at least 20
points in spells from Circus College (-1/2), Extra Time (Full Phase) (-1/2),
x2 END without an audience of 20 or more (-1/4). Active Cost = 25
points.
END Cost: 2; Skill Roll: -2; Casting Time: Full phase
Real Cost: 6.
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Beast Master
The circus performer can impress an audience through his command of the
wild and dangerous beasts. This spell will allow the circus magician to
control a variety of animals, including Bears, Apes, Great Cats, Elephants,
and Horses.
Power: 7d6 Mind Control
Modifiers: Minus 1d6 per point of INT above 5 (-1/2), Gestures (-1/4),
Incantations (-1/4), Requires an Animal Handler Skill Roll (-1/2), OAF Whip
(-1), Character must have at least 20 points in spells from Circus College
(-1/2), Extra Time (Full Phase) (-1/2), x2 END without an audience of 20 or
more (-1/4). Active Cost = 35 points.
END Cost: 3; Skill Roll: -3; Casting Time: Full phase
Real Cost: 7.
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Big Top
This spell will create a large tent to shelter a crowd from the elements.
The tent must be cast over an existing set of supports, usually a pair of
large poles and some ropes. The interior of the tent is quite comfortable and
fully illuminated.
Power: Change Environment, 32" Radius Tent with Lighting
Modifiers: Single Continuing Charge lasting 1 week (fire or extreme
winds to remove) (+1/4), Persistent (+1/2); Requires supports (-1/2), Costs
END to cast (-1/4), 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations
(-1/4), Requires a Concealment Skill Roll (-1/2), OAF Piece of Cloth (-1),
Character must have at least 20 points in spells from Circus College (-1/2),
Extra Time (Five Minutes) (-2). Active Cost = 70 points.
END Cost: (7); Skill Roll: -7; Casting Time: Five
minutes
Real Cost: 11.
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Blindfolded
Performing thrilling acts while blindfolded is certain to draw the interest
of an audience. This spell allows the caster to see normally even when his
eyes are covered, protecting him from gaze attacks or flashes to sight.
However, this power will not function when there is not a light source
present.
Power: Spacial Awareness
Modifiers: Not in total darkness (-1/4), Incantations (-1/4), Requires
a Concealment Skill Roll (-1/2), OAF Blindfold (which must be worn) (-1),
Character must have at least 20 points in spells from Circus College (-1/2),
Extra Time (Full Phase) (-1/2), x2 END without an audience of 20 or more
(-1/4). Active Cost = 25 points.
END Cost: 2; Skill Roll: -2; Casting Time: Full
phase.
Real Cost: 6.
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Catapult
This spell allows the caster to give a powerful boost to a leaping
character, projecting him far into the air. This power is especially useful
for performing a group acrobatics act.
Power: 6" Superleap
Modifiers: Useable by Another (+1/4); Not useable by caster (-1/4),
Gestures (-1/4), Incantations (-1/4), Requires an Acrobatics Skill Roll
(-1/2), Character must have at least 20 points in spells from Circus College
(-1/2), Extra Time (Full Phase) (-1/2), x2 END without an audience of 20 or
more (-1/4). Active Cost = 7 points.
END Cost: 1/5"; Skill Roll: -1; Casting Time: Full
phase.
Real Cost: 2.
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Clown
Physical humor is a sure hit, especially with a younger audience. This
spell will allow the circus magician to perform all manner of tricks on his
victims from a safe distance.
Power: 10 STR Telekinesis w/ Fine Manipulation
Modifiers: Invisible Power Effects (Vision) (+1/2); Gestures (-1/4),
Incantations (-1/4), Requires an Sleight of Hand Skill Roll (-1/2), OIF Jester
Garb (-1/2), Character must have at least 20 points in spells from Circus
College (-1/2), Extra Time (Full Phase) (-1/2), x2 END without an audience of
20 or more (-1/4). Active Cost = 37 points.
END Cost: 4; Skill Roll: -4; Casting Time: Full
phase.
Real Cost: 10.
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Cream Pie
A favorite of clown acts, this spell allows the caster to produce a cream
pie and hurl it into a face, temporarily blinding the target. A metal or
ceramic pie pan is required, which can be reused.
Power: 1d6 Flash to Sight Group
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a Sleight of
Hand Skill Roll (-1/2), OAF Pie Pan (-1), Character must have at least 20
points in spells from Circus College (-1/2), Extra Time (Full Phase) (-1/2),
x2 END without an audience of 20 or more (-1/4), Pie can be removed by
spending a full phase action (-1/2). Active Cost = 20 points.
END Cost: 2; Skill Roll: -2; Casting Time: Full
phase.
Real Cost: 4.
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Escape Artist
The skilled circus magician can escape from almost any bonds, but sometimes
he will need the aid of magic when his normal skills fail. This spell will
allow him to escape from most containers or gaols. A length of fine wire is
required, which is usually concealed about the casters body.
Power: 1" Tunneling through 9 DEF, Closes Behind
Modifiers: Only through mechanical opening (-1/2), 1/2 DCV Concentrate
(-1/4), Requires a Contortionist Skill Roll (-1/2), IIF Fine Wire, Fragile
(-1/2), Character must have at least 20 points in spells from Circus College
(-1/2), Extra Time (Full Phase) (-1/2), x2 END without an audience of 20 or
more (-1/4). Active Cost = 29 points.
END Cost: 3; Skill Roll: -3; Casting Time: Full
phase.
Real Cost: 7.
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Fire Eater
Some circus performers can swallow burning swords or walk across hot coals,
apparently without discomfort. This spell will protect the caster from such
heat-based damage, allowing him to walk through even large fires with no
damage. However, the same can not be said for his clothing, or anything else
he may be carrying.
Power: 10 ED Force Field
Modifiers: Only versus Fire and Heat (-1). Active Cost = 10
points.
Power: Life Support: Intense Heat
Modifiers: Linked to Force Field (-1/2). Active Cost = 3
points.
Combined: Costs END (-1/2), 1/2 DCV Concentrate throughout (-1/2),
Requires a Resistance (EGO) Roll (-1/2), OAF Bronze Medallion worn about neck
(-1), Character must have at least 20 points in spells from Circus College
(-1/2), Extra Time (Full Phase) (-1/2), x2 END without an audience of 20 or
more (-1/4).
END Cost: 1; Skill Roll: -1; Casting Time: Full
phase.
Real Cost: 2.
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Fortune Teller
This spell allows the caster to foretell the future of a customer. This
fortune appears in the guise of dream-like imagery, appearing within a crystal
ball, that requires some skill to interpret. Many of the images will have a
meaning that is quite different from the obvious, and the truth will only be
seen after the fact. Indeed, should the caster fail his deduction roll, only
misleading imagery will appear in the sphere.
Power: Precognition
Modifiers: Useable Against Another (+1); Can not use on caster (-1/4),
1/2 DCV Concentrate (-1/4), No Range (-1/2), Gestures (-1/4), Incantations
(-1/4), Requires a Deduction Skill Roll (-1/2), OAF Crystal Ball, Fragile and
expensive to replace (-1-1/4), Character must have at least 20 points in
spells from Circus College (-1/2), Extra Time (1 Turn) (-1). Active
Cost = 80 points.
END Cost: 8; Skill Roll: -8; Casting Time: 1 Turn.
Real Cost: 14.
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Freak Show
The perverse human fascination with the malformed and strange is well
known, and always draws a crowd. This spell allows the caster to assume just
about any distorted humanoid form, ranging from the bearded lady to a two-
headed snake man.
Power: Shape Shifting, Any partial or completely humanoid form
Modifiers: 1/2 END (+1/4); 1/2 DCV Concentrate (-1/4), Gestures (-1/4),
Incantations (-1/4), Requires a Disguise Skill Roll (-1/2), OAF Wand (-1),
Character must have at least 20 points in spells from Circus College (-1/2),
Extra Time (1 Turn) (-1), x2 END without an audience of 20 or more (-1/4).
Active Cost = 25 points.
END Cost: 2; Skill Roll: -2; Casting Time: 1 Turn.
Real Cost: 5.
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Hypnotism
The skilled carnival hypnotist can place a subject in a state of deep sleep
where they are highly susceptible to suggestion. The hypnotist can cause the
subject to perform unusual actions upon speaking a key phrase, or perform
selective editing of his memory. Such effects will fade with time, requiring
periodic hypnosis sessions to reinforce the suggestions.
Power: 10d6 Mind Control
Modifiers: 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations
(-1/4), Subject must follow the focus with his eyes while casting (-1),
Requires a Persuasion Skill Roll (-1/2), OAF Shiny object on a chain (-1),
Character must have at least 20 points in spells from Circus College (-1/2),
Extra Time (1 Minute) (-1-1/2), x2 END without an audience of 20 or more
(-1/4). Active Cost = 50 points.
END Cost: 5; Skill Roll: -5; Casting Time: 1 minute.
Real Cost: 9.
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Knife Throwing
This spell allows the circus magician to rapidly throw up to five small
weapons at a target with great accuracy. Often the target will be an assistant
on a spinning target, the aim being to hit the target in a neat pattern about
the volunteer. This is usually preceded by a set action to ensure
accuracy.
Power: Adds Autofire (5 shots at 0 END, +1+1/2) to any thrown weapon
Physical RKA doing 1/2d6.
Modifiers: Costs END to cast (-1/4). Active Cost = 22
points.
Power: +5 OCV w/ Thrown Weapons
Modifiers: Linked to Autofire (-1/2). Active Cost = 15
points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Fast Draw
(DEX) Roll (-1/2), OAF Hurled Weapons, expended but usually recoverable (-1),
Character must have at least 20 points in spells from Circus College (-1/2),
Extra Time (Full Phase) (-1/2), x2 END without an audience of 20 or more
(-1/4).
END Cost: 4; Skill Roll: -4; Casting Time: Full
phase.
Real Cost: 9.
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Legerdemain
The magician is versed in a wide variety of parlor tricks, ranging from
causing a bundle of flowers to appear, to vanishing from the stage in a cloud
of smoke. This spell will allow the caster to perform amazing acts of
legerdemain, with the particular effects determined by the act.
Power: 10" Teleportation
Modifiers: Useable Against Another (+1), Variable Special Effects (Any)
(+1/2); Gestures (-1/4), Incantations (-1/4), Requires a Sleight of Hand Skill
Roll (-1/2), OAF Wand (-1), Character must have at least 20 points in spells
from Circus College (-1/2), Extra Time (Full Phase) (-1/2), x2 END without an
audience of 20 or more (-1/4). Active Cost = 50 points.
END Cost: 5; Skill Roll: -5; Casting Time: Full
phase.
Real Cost: 12.
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Levitation
The circus magician can cause a subject to slowly rise or fall at his
command, all without the use of wires or other props. He must make constant
use of his wand to control the flight.
Power: 1" Flight
Modifiers: Useable Against Another (+1), Ranged (+1/2); Only to rise or
fall (-3/4), Gestures throughout (-1/2), Incantations (-1/4), Requires a
Sleight of Hand Skill Roll (-1/2), OAF Wand (-1), Character must have at least
20 points in spells from Circus College (-1/2), Extra Time (Full Phase)
(-1/2), x2 END without an audience of 20 or more (-1/4). Active Cost =
25 points.
END Cost: 1/5"; Skill Roll: -2; Casting Time: Full
phase.
Real Cost: 5.
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Lion Tamer
By wielding his whip in an intimidating manner, the Lion Tamer can control
even the king of the beasts. This spell is more effective against tame
animals, but can function even with wild creatures.
Power: +15 PRE
Modifiers: Only while wielding whip (-1/2), Costs END (-1/2), Gestures
(-1/4), Incantations (-1/4), Requires a Animal Handler Skill Roll (-1/2), OAF
Whip (-1), Character must have at least 20 points in spells from Circus
College (-1/2), Extra Time (1 Turn) (-1), x2 END without an audience of 20 or
more (-1/4). Active Cost = 20 points.
END Cost: (2); Skill Roll: -2; Casting Time: 1 turn.
Real Cost: 3.
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Net
Circus work can be hazardous, especially when working high off the ground.
This spell will create a net that will catch anybody who falls. Since the net
is triggered by a fall, this spell will remain invisible until activated,
increasing the thrills for the audience.
Power: 0" Gliding
Modifiers: Area Effect (Radius) (+1), Useable Against Others (+1),
Ranged (+1/2), 0 END Persistent (+1), Invisible Power Effects (Sight) (+1/2);
Only to catch falling objects (-1), Costs END to cast (-1/4), Gestures (-1/4),
Incantations (-1/4), Requires a Breakfall Skill Roll (-1/2), OAF Length of
rope (-1), Character must have at least 20 points in spells from Circus
College (-1/2), Extra Time (1 Turn) (-1), x2 END without an audience of 20 or
more (-1/4). Active Cost = 25 points.
END Cost: (2); Skill Roll: -2; Casting Time: 1 turn.
Real Cost: 4.
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Mind Reader
A favorite act of the circus magician is to read the minds of his audience
and impress them with the resulting knowledge. Steady concentration is
required to pick out the thoughts of his subject, and this spell becomes less
effective with increasing distance from the magician. A mounted pearl or other
precious stone must be worn upon the characters forehead for this spell to be
effective.
Power: 6d6 Telepathy
Modifiers: 1/2 DCV Concentration throughout (-1/2), Gestures (-1/4),
Reduced by Range (lose 2d6 per multiple of 4") (-1/4), Requires a Deduction
Skill Roll (-1/2), OAF Precious stone worn in a mounting upon the forehead
(-1), Character must have at least 20 points in spells from Circus College
(-1/2), Extra Time (Full Phase) (-1/2), x2 END without an audience of 20 or
more (-1/4). Active Cost = 30 points.
END Cost: 3; Skill Roll: -3; Casting Time: Full
phase.
Real Cost: 6.
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Project Voice
When entertaining a large audience, the circus magician will need to
project his voice a great distance. This spell will amplify his speech so that
it is heard clearly even in the back rows.
Power: Images (Sound)
Modifiers: 64" Radius (+1+1/2); Only to carry any voices from a 4"
radius area (-1/2), Gestures (-1/4), Incantations (-1/4), Requires a Oratory
Skill Roll (-1/2), OAF Length of rope (-1), Character must have at least 20
points in spells from Circus College (-1/2), Extra Time (1 Turn) (-1), x2 END
without an audience of 20 or more (-1/4). Active Cost = 25 points.
END Cost: (2); Skill Roll: -2; Casting Time: 1 turn.
Real Cost: 5.
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Raise Tent
A pair of magical hands appear, grasping an object and raising it far into
the air. This spell is primarily used for raising a large tent or other
structure, but it can have other uses in a busy carnival.
Power: 20 STR Telekinesis
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a KS: Circus
Management Roll (-1/2), OAF Gloves (-1), Character must have at least 20
points in spells from Circus College (-1/2), Extra Time (1 Turn) (-1), x2 END
without an audience of 20 or more (-1/4). Active Cost = 30 points.
END Cost: 3; Skill Roll: -3; Casting Time: 1 turn.
Real Cost: 6.
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Saw In Half
This amazing illusion allows the magician to place a volunteer inside a
narrow box, then use a saw or other cutting implement to cut the subject in
half. Once segregated, the two halves of the box can be moved apart and the
subject can continue to move his limbs. Once the halves are brought back
together, the volunteer can be safely rejoined.
Power: 2" Stretching (4" non-Combat)
Modifiers: Invisible Power Effects (Visual) (+1/2); Only to stretch
torso (-1), Gestures (-1/4), Incantations (-1/4), Requires a Concealment Skill
Roll (-1/2), OAF Cutting Implement, Box-shaped Enclosure (-1), Character must
have at least 20 points in spells from Circus College (-1/2), Extra Time (Full
Phase) (-1/2), x2 END without an audience of 20 or more (-1/4). Active
Cost = 15 points.
END Cost: 1; Skill Roll: -1; Casting Time: 1 Phase.
Real Cost: 3.
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Stage Props
The magician can create a set of realistic props for use during a live act,
such as a skit. The props require steady concentration to create, but they
will remain in place until dispelled by the caster.
Power: Images (Sight Group)
Modifiers: 4" Radius (+1/2), 0 END (+1/2); Only to create stationary
scenery (-1/4), Costs END to cast (-1/4), 1/2 DCV Concentrate (-1/4), Gestures
(-1/4), Incantations (-1/4), Requires a Concealment Skill Roll (-1/2), OAF
Brush and pots of paint (-1), Character must have at least 20 points in spells
from Circus College (-1/2), Extra Time (1 Minute) (-1-1/2), x2 END without an
audience of 20 or more (-1/4). Active Cost = 40 points.
END Cost: (4); Skill Roll: -4; Casting Time: 1
Minute.
Real Cost: 7.
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Stilts
This spell allows the character to appear as if walking on stilts. The legs
and pants of the caster grow amazingly long, allowing the caster to stand well
above most crowds.
Power: 2" Stretching
Modifiers: Incantations (-1/4), Requires a Breakfall Skill Roll (-1/2),
OIF Wood blocks attached to feet (-1/2), Character must have at least 20
points in spells from Circus College (-1/2), Extra Time (Full Phase) (-1/2),
x2 END without an audience of 20 or more (-1/4). Active Cost = 10
points.
END Cost: 1; Skill Roll: -1; Casting Time: Full
phase.
Real Cost: 3.
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Strong Man
When this spell is cast, the circus magician will grow slightly as his
muscles enlarge and grow more defined. Once complete, the character will be
able to lift an immense amount of weight, impressing those members of the
audience who admire fine physique.
Power: 4d6 Aid to STR
Modifiers: Lose 5/hour (+3/4); Gestures (-1/4), Incantations (-1/4),
Requires a Disguise Skill Roll (-1/2), OIF Special oil which must be rubbed on
body (-1), Character must have at least 20 points in spells from Circus
College (-1/2), Extra Time (1 Turn) (-1), x2 END without an audience of 20 or
more (-1/4). Active Cost = 35 points.
END Cost: 3; Skill Roll: -3; Casting Time: 1 turn.
Real Cost: 7.
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Tightrope Walker
The circus performer is capable of many amazing acts of balance which will
capture even the most jaded audience. This spell will increase the balance of
the caster, allowing him to duplicate such feats, if not surpass them. He can
use this spell on himself, or on any objects or beings with which he is
currently in physical contact.
Power: 5" Flight
Modifier: Invisible Power Effects (Sight) (+1/2), Useable Against
Another (+1); Only to support and balance target (-1), Gestures (-1/4),
Incantations (-1/4), Requires an Acrobatics Skill Roll (-1/2), OIF Special
White Glove (-1/2), Character must have at least 20 points in spells from
Circus College (-1/2), Extra Time (Full Phase) (-1/2), x2 END without an
audience of 20 or more (-1/4). Active Cost = 25 points.
END Cost: 1/5"; Skill Roll: -2; Casting Time: Full
phase.
Real Cost: 5.
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Trapeze Artist
Whether swinging from rope to rope, or leaping from the swings high up in
the tent, the circus magician can thrill an audience with this spell. When no
rope is available, one will magically appear as long as supports are
available.
Power: 5" Swinging
Modifier: Useable by Any Two at Range (+1); Gestures (-1/4),
Incantations (-1/4), Requires an Acrobatics Skill Roll (-1/2), OAF Chalk (-1),
Character must have at least 20 points in spells from Circus College (-1/2),
Extra Time (Full Phase) (-1/2), x2 END without an audience of 20 or more
(-1/4). Active Cost = 10 points.
END Cost: 1/5"; Skill Roll: -1; Casting Time: Full
phase.
Real Cost: 2.
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