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Modern Spells for Everyday Magic

house rules for heroes unlimited

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Matt Reed
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0% found this document useful (0 votes)
12 views3 pages

Modern Spells for Everyday Magic

house rules for heroes unlimited

Uploaded by

Matt Reed
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

A Grab Bag Full of...Magic!

a
By Matt Reed

Magic continues to thrive and develop in the modern world. Whether or not these spells are
new and original, or lost and rediscovered throughout the ages and the Time of a Thousand Magics, may
never be known. Regardless, a few of the archmages that call Century Station home, have managed to
introduce a small hodgepodge of spells back into society. Even as the Station slowly starts accepting
magic back into the world, there's always a few everyday uses that can be replicated easy enough with a
simple incantation. Please enjoy the simple modern twist that most of these spells produce, for your
own spellbooks and scrolls.

Level 1

Delicious

Range: Touch or 10 feet (3 m).


Area: One pot, oven, or other cooking container.
Duration: Permanent.
Saving Throw: None.
P.P.E.: Four

The old thought that 'Love makes the food better' is indeed true at some point. Certain low-level
magical talents have found themselves accidentally discovering how to invest their P.P.E. into food and
crafting. Casting this spell during cooking replicates that unintentional effect by enhancing the taste of
cooking by 20%+1% per level. It makes poor cooking more acceptable, and highly skilled chefs work into
near ambrosia. It does not, however, protect the eaters against undercooked food issues, it just makes it
taste better.

Level 2

Bright Lights
Range: 60 feet (18 m).
Duration: 5 minutes per level.
Saving Throw: None.
P.P.E.: Six

This spell simply creates a translucent visual display akin to a neon sign. The image created can
be no larger than 5 foot (1.5 m) sq. Mages who tend to use it, do so for attention-getting, directions,
locations akin to a signal flare, or simply to display for show to a small crowd. The color's intensity can
range upon the mage's wishes, but is generally very ill-suiting for illuminating needs.

Level 3

Soothing Fire
Range: Touch or 10 feet (3 m).
Area: 20 feet diameter (6 m).
Duration: 8 hours.
Saving Throw: None.
P.P.E.: Twenty
When cast on a campfire or furnace, the fire turns a softer shade of orange. The heat is evenly
distributed throughout the area of effect, and promotes gentle healing over time. Pain lessens,
promoting sleep for injured or ill characters. Any character resting in the area of effect for eight hours,
heals an additional 4 S.D.C. or 1 H.P. Hospice workers love this spell for its efficient nature. Also available
as a 2nd level Fire Warlock spell for 12 P.P.E.

Level 4

Sapping Bolt
Range: 100 feet (30.5 m) plus 5 feet (1.5 m) per level of experience.
Duration: Instant
Damage: 4D6 S.D.C. (Special, See Below)
Saving Throw: Dodge
P.P.E.: Ten

This spell was created to help take foes alive, rather than risking grievous harm, for it actually
does less bodily injury when a target is already damaged. The mage conjures up and directs a bolt of
blueish black energy that is +4 to strike. Damage is normally 4D6 S.D.C. to living targets. Inanimate
objects, mindless automatons, and other non-living targets take minimal (1d6 S.D.C.) damage. This spell
also does minimal (1d6 H.P.) damage to targets that only have H.P.

Vacuum, Lesser

Range: Affects a 2 foot (0.6 m) area per level of the spell caster, and can be cast up to 10 feet (3 m) away.
Duration: One minute (4 melees) per level of the spellcaster.
Saving Throw: Standard. Success means the victim is able to pull away from the bubble. The victim may
attempt to free himself from it every 30 seconds until he falls unconscious.
P.P.E.: Twenty Five

A small, visible bubble of energy is conjured that draws most of the air out of its area of effect.
Victims within the bubble will begin to choke and suffocate. Most individuals have about two minutes
before they pass out from the attack, asphyxiation is less likely, but still possible, within 6-8 minutes.
Those with an independant air supply, or who do not need to breathe, are not affected by this spell.
(Further details for depressurization and suffocation rules are detailed in Aliens Unlimited:
Galaxy Guide(tm))

Level 6

Voidlines

Range: Affects a 20 foot (6 m) area within 30 feet (9.1 m) of the spellcaster.


Duration: One melee per level of the spellcaster.
Saving Throw: None.
P.P.E.: Forty

The spellcaster conjures a haphazard jumble of inch-thick bars of cold void energy, filling an area
of 20 foot (6 m). Characters in the area of effect of this spell are not immediately struck by the voidlines,
but rather, are greatly inconvenienced by them. Fighting in the area is nearly impossible without hitting
one of the nearby energy beams. People in this spell's area of effect can choose to carefully navigate the
energy maze and avoid taking damage, costing 2d6+2 actions .
Any physical combat or sudden movement in the area will certainly force the victim to be struck
by one of the voidlines, dealing 3d6 S.D.C. per action (offensive or defensive). Attempting to simply
bullrush through the area without concern will cause the character to suffer 1d4x10+10 S.D.C., or 3d4x10
S.D.C. for vehicles or larger robots who can encompass most of the area.

Level 8

Retrace
Range: 15 feet (4.5 m).
Duration: 1 minute plus 1 melee round per level of experience.
Saving Throw: None
P.P.E.: Forty

Retrace is an invocation used that enables the spell caster to see what has happened in an area
recently. A ghostly after-image of all living figures is projected into a 15 foot (4.5 m) area, displaying
visual information only. As such, a crowded city street will only reproduce what just happened there
moments before casting the spell, so Retrace is best suited to currently abandoned areas. The spell does
not send delicate information well, such as writing, or typing, but may give the spell caster a clue about
what has happened recently.
To locate a particular person, the spell caster must have either personally met the individual, or a
photograph. The success ratio to home in on a specific person's last actions in an area, is 01-41% (+1%
per level of experience). If successful, the spell will show that specific individual's last actions or
interactions in the area up to 3 months in the past for the duration.

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