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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
The following new spells are recent additions to the knowledge of the
Sonimasters. Some of these spells are novel or known only by a few masters.
Spells that do not require END to maintain have their endurance cost in
parentheses.
Alter Voice
This spell allows the Sonimaster to change his own voice so that he sounds
like a completely different person. The voice change is very difficult to
detect, even when impersonating somebody known to observers. The Sonimaster
must have previously heard a voice in order to mimic the sound. If the Magic
Skill roll is failed, the caster is muted for a period of an hour.
Power: Acting 17-
Modifiers: Invisible Power Effects (All) (+1); Only to change voice
(-3/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), Character must have at least 20 points in spells from College (-1/2),
OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects (Darkness
to Sound, Only about caster's vocals, One Hour) (-1/2). Active Cost =
19 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Barrier of Silence
This spell creates a wavering membrane of perfect vacuum that blocks sound
transmission of any type. Sound effects are completely blocked by this thin
barrier, unless they can be created indirectly on the opposite side. If the
Magic Skill roll is failed, the caster is temporarily deafened.
Power: Darkness to Sounds
Modifiers: Area Effect (16" Line) (+2); Only to block sounds crossing a
thin barrier (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic
Skill Roll (-1/2), Character must have at least 20 points in spells from
College (-1/2), OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side
Effects (3d6 Flash against Hearing) (-1/2). Active Cost = 30
points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.
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Deafening Shout
The caster speaks at an ear-splitting level, stunning anybody caught in the
effected area and inflicting temporary deafness. The shout is emitted in a
cone-shaped area out to a maximum range of 10". If the Magic Skill roll is
failed, the caster is temporarily deafened.
Power: 2d6 Flash Against Hearing
Modifiers: Recover 5 per Minute (+1/4). Active Cost = 45
points.
Power: 3d6 Energy Blast versus ED (Sonic Blast)
Modifiers: Linked to Drain (-1/2). Active Cost = 40 points.
Combined: Area Effect (10" Cone) (+1); Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20
points in spells from College (-1/2), OAF - Tuning Fork, Expensive and hard to
find (-1-1/4), Side Effects (3d6 Flash against Hearing) (-1/2), Extra-Time: 1
Phase (-1/2).
END Cost: 8; Magic Roll: -8; Casting Time: 1 phase.
Real Cost: 17.
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Disarming Vibrations
By causing an object to vibrate rapidly using a tightly focused beam of
ultrasonic sound waves, the Sonimaster can make it very difficult to hold on
to a weapon or other object. Stronger creatures will have a tighter grip,
however, so they will be harder to disarm. Due to dispersal of the sound beam,
this spell will be reduced in effectiveness by 5 STR for each doubling of
range beyond 4". If the Magic Skill roll is failed, the caster is temporarily
deafened.
Power: 30 STR Telekinesis, Fine Manipulation
Modifiers: Only to perform disarm attack (-1), Reduced by Range (-1/4),
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 20 points in spells from College (-1/2), OAF -
Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects (3d6 Flash
against Hearing) (-1/2). Active Cost = 55 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 11.
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Echoes
Upon casting this spell upon a target, the Sonimaster can cause all nearby
sounds to be echoed back to an observer. The strength and interval of the echo
is determined when the spell is first cast. This spell could be cast with a
low strength and brief interval, for example, to delude somebody into
believing they are being followed. If the spell casting roll is failed, the
caster is momentarily deafened by loud echoes in his head.
Power: 4d6 Mental Illusions
Modifiers: Invisible Power Effects (Mental) (+1/2); Only to echo sounds
made by target (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic
Skill Roll (-1/2), Character must have at least 20 points in spells from
College (-1/2), OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side
Effects (3d6 Flash against Hearing) (-1/2). Active Cost = 30
points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.
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Echoes from the Past
This spell allows the caster to hear the faint echo of sounds made in the
near or distant past. The further back in time the Sonimaster attempts to
listen, the more difficult it is to discern the fading sounds. All modifiers
for Hearing Perception are applied, including distracting noises from the
past. This spell is most effective when used to listen to recent
conversations, or sounds in an otherwise silent location such as a tomb. If
the Magic Skill roll is failed, the caster is temporarily deafened.
Power: Auditory Retrocognition
Modifiers: -1 PER per step down the time chart beyond 1 turn (-1/2), No
Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), Character must have at least 20 points in spells from College (-1/2),
OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects (3d6
Flash against Hearing) (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.
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Hrag's Grand Announcement
When a Sonimaster needs to make a grand announcement to everybody within a
day's ride of his current location, he can call upon this spell. Naturally,
local residents usually disapprove of the frequent or inappropriate use of
this spell. If the Magic Skill roll is failed, however, the caster is
temporarily deafened.
Scholar Hrag the Pompous created this spell when his discovered his long-
winded pontifications were being rudely ignored by fellow academics. He was
soon removed from his comfortable post and sent to teach foreign literature in
a remote whaling village along the north coast.
Power: Images (Sounds)
Modifiers: 64km Radius (+3+1/4); No Range (-1/2), Only to repeat
caster's speech (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic
Skill Roll (-1/2), Character must have at least 20 points in spells from
College (-1/2), OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side
Effects (3d6 Flash against Hearing) (-1/2). Active Cost = 42
points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.
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Hush
Upon casting the Hush spell, any abnormally loud sounds heard by the caster
are damped to a comfortable level. Normal sounds can still be heard clearly,
and this spell has no effect on the casters ability to hear faint sounds. If
the Magic Skill roll is failed, all sounds are masked from the hearing of the
caster.
Power: +10 Flash Defense, Sound Group
Modifiers: Costs END to cast (-1/4), Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20
points in spells from College (-1/2), OAF - Tuning Fork, Expensive and hard to
find (-1-1/4), Side Effects (3d6 Flash against Hearing) (-1/2). Active
Cost = 10 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 2.
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Improved Ventriloquism
With this spell, the Sonimaster can overcome the limitations of the
Ventriloquism skill, and broadcast his voice a greater distance without loss
of effectiveness. The caster need merely mouth the words he is projecting, and
they will be spoken at the target location. If the Magic Skill roll is failed,
the caster is temporarily deafened.
Power: Sound Images, -5 PER
Modifiers: Invisible Power Effects (All) (+1); Only vocal sounds that
can be generated by caster (-1/2), Gestures throughout (Caster must mouth the
words to be spoken) (-1/2), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), Character must have at least 20 points in spells from College (-1/2),
OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects (3d6
Flash against Hearing) (-1/2). Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 6.
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Jhanna's Rumble
The Rumble spell creates a deep, reverberating noise throughout a cone-
shaped area, creating a powerful effect much like an earthquake. This is most
useful when the Sonimaster is trying to create an impressive disturbance. Much
like the Earthquake spell in the Earth College, objects will be knocked over
and people will need to hold on to something in order to remain standing. Any
actions performed while this spell is in effect require a target to resist the
vibration with their casual STR, or they have a -3 penalty to any roll they
make requiring coordination or concentration. Since the caster is emitting the
cone of sound, he remains immune to its effects. If the Magic Skill roll is
failed, the caster develops a nervous shake that lasts for several
minutes.
Power: Telekinesis (STR 15)
Modifiers: Area Effect (12" Cone) (+1+1/4), Personal Immunity (+1/4);
Only to knock down and shake up (-1), No Range (-1/2), Reduced by Range
(-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), Character must have at least 20 points in spells from College (-1/2),
OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects (2d6 DEX
Drain, Recover 1 per Minute) (-1/2). Active Cost = 55 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 9.
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Mimic
The Sonimaster can mimic almost perfectly the voice of any person he has
listened to during some length of time. If the Magic Skill roll is failed, the
Sonimaster loses his voice for an hour.
Power: Mimicry 15-
Modifiers: Invisible Power Effects (All) (+1); Costs END to use (-1/2),
Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2),
Character must have at least 20 points in spells from College (-1/2), OAF -
Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects (Darkness to
Sound, 1 hour charge, Caster Only) (-1/2). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.
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Private Conversation
This spell allows the caster to converse privately with several other
people inside a small radius without being overhead by prying ears. The
sonimaster can adapt the spell to only include those individuals he wants to
include in the conversation. If the magic skill roll is failed, the caster
develops an annoying ringing sound in his ears and is unable to listen very
clearly.
Power: Darkness to Sound, 1" Radius
Modifiers: Hold in the Middle (Any Size) (+1/2), Invisible Power
Effects (All) (+1); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), Character must have at least 20 points in spells from College
(-1/2), OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects
(3d6 Drain Hearing PER) (-1/2). Active Cost = 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.
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Sphere of Total Silence
The sonimaster can use this spell to create a 3" radius sphere of complete
silence. Conversation is impossible within the sphere; powers requiring an
incantation can not be used; and no sounds of any form can enter or leave the
area. The sphere can be cast on a stationary location, or it can move with the
spell caster. In the later case, this could place the Sonimaster at a
significant disadvantage. If the Magic Skill roll is failed, the caster is
temporarily deafened by ringing in his ears.
Power: Darkness to Sound Group, 3" Radius
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), Character must have at least 20 points in spells from College
(-1/2), OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects
(3d6 Flash against Hearing) (-1/2). Active Cost = 50 points.
END Cost: 3; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 12.
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Squeaky Shoes
The bane of burglars, this spell creates an area of floor that emits
annoying squeaking noises whenever a creature heavier than a mouse attempts to
cross. The spell remains in effect for a period of one full day. If the Magic
Skill roll is failed, the caster is temporarily deafened.
Power: Images (Sound)
Modifiers: 4" Radius (+1/2), Damage Shield (Invisible Power Effects,
Ranged, Useable Against Others) (+2), Single Continuing Charge per week,
lasting one day (cancelled by using Darkness to Sound) (+0); Costs END to Cast
(-1/4), No Effect on Targets with more than 30 points of Shrinking (-1/4),
Only to create squeaking noise(s) (-1/2), Gestures (-1/4), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), Character must have at least 20
points in spells from College (-1/2), OAF - Tuning Fork, Expensive and hard to
find (-1-1/4), Side Effects (3d6 Flash against Hearing) (-1/2). Active
Cost: 35 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1/2
phase.
Real Cost: 6.
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Tintinnabulation
This subtle spell will create an annoying ringing sound that only the
target can perceive. The noise will make it very difficult to focus on a task,
and listening to a low sound will be all but impossible. Any action that
requires concentration will require a successful EGO roll to maintain proper
focus. Likewise, any hearing attempts by the victim will be at -3 to PER. If
the caster should fail his magic skill roll, he will temporarily lose his
hearing due to a loud ringing sound inside his head.
Power: Images to Sound
Modifiers: 0 END (+1/2), Continuous (+1), Invisible Power Effects (All)
(+1); Only to target being (-1/4), Gestures (-1/4), Incantations (-1/4),
Requires Magic Skill Roll (-1/2), Character must have at least 20 points in
spells from College (-1/2), OAF - Tuning Fork, Expensive and hard to find
(-1-1/4), Side Effects (3d6 Flash against Hearing) (-1/2). Active Cost
= 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.
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Trigger Message
When this spell is triggered, a disembodied voice repeats a sound made
earlier by the caster. The trigger can be any event that can be observed by
the normal senses. If the Magic Skill roll is failed, the caster is
temporarily deafened.
Power: Images to Sound, -3 PER
Modifiers: Trigger (Any) (+1/2); Only a sound produced by Caster
(-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), Character must have at least 20 points in spells from College (-1/2),
OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects (3d6
Flash against Hearing) (-1/2). Active Cost = 28 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.
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True Silence
This enhanced version of the Silence spell will also render the Wizard
completely invisible to Sonar and other forms of sound detection. If the magic
skill roll is failed, the caster is temporarily deafened.
Power: Invisibility to Sound Group, No Fringe.
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), Character must have at least 20 points in spells from College
(-1/2), OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects
(3d6 Flash against Hearing) (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.
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Ultrasound
This spell allows the Sonimaster to broadcast a tightly focused beam of
ultrasonic sound that penetrates deep into any material. The reflected sound
gives the caster a reasonably accurate picture of the interior of the material
being observed. He can peer within mechanisms to see how they function, or
look for injuries and malignant growths inside a being. The sound beam is
extremely short ranged, however, losing most of its effectiveness after a few
meters. If the Magic Skill roll is failed, the caster is temporarily deafened
by ringing in his ears.
Power: N-Ray Vision (Not through vacuum)
Modifiers: -3 PER per 1" of range (-1/2), -1 PER for each point of BODY
penetrated (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), Character must have at least 20 points in spells from College
(-1/2), OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects
(3d6 Flash against Hearing) (-1/2). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Ultratalk
This little used spell allows the Sonimaster to hear and converse in the
ultrasonic range. This can be useful when listening for sonar use, or when
several Sonimasters need to converse in privacy. Normal humans will hear
nothing beyond a slight high-pitched whining sound when the Sonimaster speaks.
While this spell is in effect, however, the caster will be unable to hold a
conversation in the normal hearing range. If the Magic Skill roll is failed,
the caster is temporarily deafened.
Power: Images (Ultrasonic Sounds)
Modifiers: No Range (-1/2), Only to broadcast words of caster (-1/4).
Active Cost = 10 points.
Power: +2 PER Ultrasonic Hearing
Modifiers: Costs END (-1/2), Linked to Images (-1/2). Active
Cost = 9 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), Character must have at least 20 points in spells from College
(-1/2), OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side Effects
(3d6 Flash against Hearing) (-1/2), Limitation: Unable to converse in range of
normal hearing (-1/2).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Whispering Wind
The caster calls upon the spirits of the winds to carry a sound or message
to a distant location. The message travels through the air at the rate of 30km
per hour before being delivered at the destination. The sound can be up to
five hours in length, but only the portion delivered before the charge runs
out can be heard at the receiving end. If the Magic Skill roll is failed, the
caster is temporarily deafened.
Power: Images (Sounds)
Modifiers: Increased Maximum Range (156km) (+1), No Range Penalty
(+1/2); Costs END to cast (-1/4), Single Continuing Charge per week lasting 5
hours (Cancelled by Vacuum or Darkness to Sounds) (-1/4), Gradual Effect (1
hour per 30km travelled) (-1), Gestures (-1/4), Incantations (-1/4), Requires
Magic Skill Roll (-1/2), Character must have at least 20 points in spells from
College (-1/2), OAF - Tuning Fork, Expensive and hard to find (-1-1/4), Side
Effects (3d6 Flash against Hearing) (-1/2). Active Cost = 25
points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.
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Spell Determination
To randomly determine the spells known to an experienced Sonimaster, use
the tables of scholarly disciplines below. A master Sonimaster will commonly
have several spells from a single primary school, plus a spell each from the
other disciplines.
| 2d6 | School of Sounds |
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| 2-3 | Trigger Message |
| 4 | Conversphere |
| 5-6 | Sonic Shield |
| 7 | Alarm |
| 8-9 | Spirit Voice |
| 10-12 | Sonic Wall |
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| 2d6 | School of Hearing |
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| 2-3 | Echoes from the Past |
| 4-5 | Echoes |
| 6-7 | Elf Ears |
| 8 | Ultrasound |
| 9-11 | Long Ears |
| 12 | Matloque's Impediment of the
Tongue |
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| 2d6 | School of Harmonics |
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| 2 | Hannibal's Sonic Paralysis |
| 3 | Tintinnabulation |
| 4-5 | Disarming Vibrations |
| 6-7 | Banshee |
| 8-9 | Sonic Blast |
| 10-11 | Jhanna's Rumble |
| 12 | Burkhardt's Enchanting
Melodies |
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| 2d6 | School of Conversing |
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| 2-3 | Improved Ventriloquism |
| 4-5 | Mimic |
| 6-9 | Alter Voice |
| 10 | Whispering Wind |
| 11 | Ultratalk |
| 12 | Hrag's Grand Announcement |
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| 2d6 | School of Volume |
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| 2-3 | Deafening Shout |
| 4-5 | Percussion |
| 6-7 | Spellshatter |
| 8 | Hush |
| 9 | Squeaky Shoes |
| 10 | Thunderclap |
| 11-12 | Unwall |
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| 2d6 | School of Silence |
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| 2-3 | Sphere of Total Silence |
| 4-6 | Silence |
| 7 | Private Conversation |
| 8-10 | Barrier of Silence |
| 11 | True Silence |
| 12 | Matloque's Curse of Silence |
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