Spells for Bloodtooth
Bloodtooth Expansion data
Skill Rank | Spell Level Gained | Max Res Channel |
01-19 | none | 1 |
20-39 | 1 | 3 |
40-59 | 2 | 5 |
60-79 | 3 | 7 |
80-99 | 4 | 9 |
100+ | 5 | 11 |
Alchemy
When choosing an elemental spell, one element must be selected from acid, cellular, electricity, frost, heat with the spell doing the corresponding damage. At rank 60, other energies may be substituted with Chem TN200 at the time of casting. Spell expertise rules apply.
When adjudicating in game effects for level 1 castings, at best such castings may provide a +5 benefit to one roll/skill check.
Level 1 Spells
Chill 1
Dry 1
Flavor 1
Pigmentation 1
Soil 1
Warm 1
Level 2 Spells
Chameleon 2
Cure Body Wounds 1
Detect Alchemical Element 2
Detect Chemical Compound 2
Detect Chemical Element 2
Detect Energy 2
Glibness 2
Jump 2
Level 3 Spells
Acid Splash 3
Climb 2
Create Element 3
Darkvision 3
Jump 2
Swim 2
Level 4 Spells
Acid Splash 4
Cat’s Grace 4
Chemist 4
Cure Body Wounds 2
Detect Chemical Compound 4
Glibness 4
Level 5 Spells
Fireball 4
Humanoid Growth 5
Lightning Bolt 4
Oil of Keen 5
Spider Climb 3
Zap Edge 4
Acid Splash 3 Alch 3
MBS Affecting [Acid]
Level: 3
Components: V, M, C1 (C: vial of source of the energy)
Casting Time: casting
Range: close
Target: size 1 creature with radius 1 space
Duration: instantaneous
Other: 1d6:1 Resource
Description: Acid Splash 3 causes a small orb of liquid energy damage at the target. The caster must succeed on a ranged touch attack to hit the target. The orb deals 2d6 damage to the target, plus 1d6 per 1 extra Resource spent. It does splash damage to all creatures within 1 space radius.
Acid Splash 4 Alch 4
MBS Affecting [Acid]
Level: 4
Components: V, M, C1 (C: vial of source of the energy)
Casting Time: casting
Range: close
Target: size 2 creature with radius 1 space or size 1 creature with 2 space radius
Duration: instantaneous
Other: 1d6:1 Resource
Description: Acid Splash 4 causes a small orb of liquid energy damage at the target. The caster must succeed on a ranged touch attack to hit the target. The orb deals 3d6 damage to the target, plus 1d6 per 1 extra Resource spent. It does splash damage to all creatures within splash range.
Cat’s Grace 4 Alch 4
Enhancement [Abilities]
Level: 4
Components: V, M, DF and C1 (C: pinch of cat fur)
Casting Time: casting
Range: touch
Target: willing size 1 creature
Duration: 1 round/rank
Other: none
Description: Cat’s Grace 4 makes the target more graceful. The spell grants a +18 enhancement bonus to Dexterity (a +18 false Dexterity.)
Chameleon 2 Alch 2
Enhancement [Skills], Personal Interaction
Level: 2
Components: V, M, F1, C1 (F: reptilian scales; C: pinch of chameleon droppings)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 round/10 rank
Other: none
Description: Chameleon 2 gives a partial shift bonus to all Hide rolls.
Chemist 4 Alch 4
Enhancement [Skills], Personal Interaction
Level: 4
Components: V, M, F4 (F: chemistry kit)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 round/10 rank
Other: none
Description: Chemist 4 gives a shift bonus to all Chemistry rolls.
Chill Alch 1
Universal
Level: 1
Components: V, M, C1 (C: soap)
Casting Time: pensive
Range: touch
Target: size 1 area
Duration: instantaneous
Other: none
Description: Chill cools the specified area magically. This does not do damage. An example would be a
whirlwind that blows cool misty breezes into the area.
Climb 2 Alch 2
Locomotion
Level: 2
Components: V, M, F1, C1 (F: reptilian claw; C: knotted silk cords)
Casting Time: casting
Range: touch
Target: willing size 1 creature
Duration: 1 round/10 rank
Other: none
Description: Climb 2 gives a partial shift bonus to all Climb rolls.
Create Element Alch 3
Scaling, Summoning
Level: 3
Components: V, M
Casting Time: incantation
Range: touch
Target: 1 liter/rank
Duration: 1 hour/10 rank
Other: none
Description: In some genres, the spell user chooses a specific elemental selection when copying this spell into their spellbook. In other genres, only a few versions may be available. In yet other genres, the caster may learn this generic spell and choose the elemental type when casting the spell.
This casting generates an amount of element. Air, fire and aether are weightless; water weighs 1 Kg per liter. Furthermore, earth creates sand. Aether can negate radiation damage, if there is enough to immerse someone in it (think in terms of two liter bottles and whether or not the creature can fit in it), and it too quickly dissipates. Water, earth, aether, and air will remain as long as there is a sufficient container for the substance. Fire however, must have a consumable material or it will immediately dissipate. This casting cannot be used to do damage.
Cure Body Wounds 1 Alch 2
MBS Affecting [Healing]
Level: 1
Components: V, M, F1, C1 (F: white coral; C: honey or antiseptic)
Casting Time: pensive
Range: touch
Target: size 1 living creature
Duration: instantaneous
Other: 1d6:2 Resource
Description: Cure body wounds 1 allows the caster to heal a living creature, channelling positive energy that cures 2d6 Body, plus 1d6 per 2 extra Resource spent.
Undead in some genres are powered by negative energy; this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance.
Cure Body Wounds 2 Alch 4
MBS Affecting [Healing]
Level: 2
Components: V, M, F1, C1 (F: white coral; C: honey or antiseptic)
Casting Time: casting
Range: touch
Target: size 1 living creature
Duration: instantaneous
Other: 1d6:2 Resource
Description: Cure body wounds 2 functions as Cure body wounds 1, with changes in spell parameters as noted, curing 3d6 Body, plus 1d6 per 2 extra Resource spent
Darkvision 3 Alch 3
Transformation, Enhancement [Skills]
Level: 3
Components: V, M, C1 (C: pinch of dried carrot or an agate)
Casting Time: casting
Range: touch
Target: willing size 1 creature
Duration: 1 round/rank
Other: none
Descriptions: Darkvision grants the subject the ability to see 24 m even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Detect Alchemical Element 2 Alch 2
Divination, Information
Level: 2
Components: V, M, F1, C1 (F: diving rod; C: crystal convex lens)
Casting Time: pensive
Range: 6 m
Target: 6 m cone
Duration: 5 minutes
Other: none
Description: In some genres, the spell user chooses a specific elemental damage selection when copying this spell into their spellbook. In other genres, only a few versions may be available. In yet other genres, the caster may learn this generic spell and choose the damage type when casting the spell.
In some genres, there are five versions of the spell: air, earth, fire, water, and aether. Alchemy is the skill associated with this casting.
Detect Element 2 allows the caster to sense the presence of an element. The caster may change the element detected for with each new round. This spell reveals the following information:
1st: Presence or absence of the type of element.
2nd: Number of element sources (creatures, objects, or spells) in the area and the largest source in the area.
Detect Chemical Compound 2 Alch 2
Divination, Information
Level: 2
Components: V, M, F4 (F: chemistry kit)
Casting Time: pensive
Range: touch
Target: size 1 creature
Duration: 5 minutes
Other: none
Description: Detect Chemical Compound 2 allows the caster to sense the presence of a chemical compound; targets must at least be touched casually for the spell to work. The caster may change the compound detected for with each new round. This spell reveals the following information:
1st: Presence or absence of the type of compound.
Detect Chemical Compound 4 Alch 4
Divination, Transformation, Information
Level: 5
Components: V, M, F4 (F: chemistry kit)
Casting Time: casting
Range: personal
Target: caster
Duration: 1 round/rank (D)
Other: none
Description: Arcane sight, chemical compound makes the eyes of the caster glow (red, green, violet, yellow, blue or any desired appropriate color) and allows the caster to see chemical compound auras within 40 m/rank. The caster knows the location and power of all chemical compound auras within sight. An example of a chemical compound magical aura would be that of a potion, salve, ointment, poultice, solvent, or glue. If the items or compounds bearing the auras are in line of sight, the Alchemy, Chemistry, or Pharmaceuticals/Toxicology areas may identify the likely cause and effects. With concentration on a specific creature within range as an information stance, the caster can determine whether it has any spellcasting or spell-like qualities, and the strength of the most powerful spell or spell-like quality the compound currently has available for use.
Detect Chemical Element 2 Alch 2
Divination, Information
Level: 2
Components: V, M, F4 (F: chemistry kit)
Casting Time: pensive
Range: 6 m
Target: 6 m cone
Duration: 5 minutes
Other: none
Description: In some genres, the spell user chooses a specific elemental damage selection when copying this spell into their spellbook. In other genres, only a few versions may be available. In yet other genres, the caster may learn this generic spell and choose the damage type when casting the spell.
This spell detects an element from the periodic table. Chemistry then is the skill associated with this casting.
Detect Element 2 allows the caster to sense the presence of an element. The caster may change the element detected for with each new round. This spell reveals the following information:
1st: Presence or absence of the type of element.
2nd: Number of element sources (creatures, objects, or spells) in the area and the largest source in the area.
Detect Energy 2 Alch 2
Divination, Information [Acid, Cellular, Electricity, Frost, Heat]
Level: 2
Components: V, M, F4 (F: chemistry kit)
Casting Time: pensive
Range: touch
Target: size 1 creature
Duration: 5 minutes
Other: none
Description: In some genres, the spell user chooses a specific elemental damage selection when copying this spell into their spellbook. In other genres, only a few versions may be available. In yet other genres, the caster may learn this generic spell and choose the damage type when casting the spell.
The five versions of the spell are the following: acid, cellular, electricity, frost, and heat.
Detect Energy 2 allows the caster to sense the presence of elemental energy; targets must at least be touched casually for the spell to work. The caster may change the energy detect for with each new round. This spell reveals the following information:
1st: Presence or absence of the type of energy.
Dry Alch 1
Universal
Level: 1
Components: V, M, C1 (C: candle)
Casting Time: pensive
Range: touch
Target: size 1 area
Duration: instantaneous
Other: none
Description: Dry dries the specified area magically. This does not do damage. An example would be a whirlwind that dries out clothes on a clothesline, or dries up a moist area on the floor.
Fireball 4 Alch5
MBS Affecting [Acid, Cellular, Electricity, Frost, Heat]
Level: 4
Components: V, M, C2 (C: high octane petroleum)
Casting Time: pensive
Range: close
Target: size 3 sphere
Duration: instantaneous
Other: none
Description: Fireball 4 is an explosion of energy that detonates with a low roar and deals 3d6 points of energy damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
The caster points a finger and determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If the bead is sent through a narrow passage, such as through an arrow slit, the caster must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball may damage combustibles and other objects in the area. It may melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Flavor Alch1
Universal
Level: 1
Components: V, M, C1 (C: salt)
Casting Time: pensive
Range: touch
Target: size 1 object
Duration: instantaneous
Other: none
Description: Flavor enlivens the flavor of the specified object magically. This does not do damage. An example would be a change in flavors so as to balance the meal, either enlivening flavors, or balancing overpowering ones, in order to make the whole pleasing.
Glibness 2 Alch2
Enhancement [Skills], Personal Interaction
Level: 2
Components: V, M, C2 (C: tongue of exotic snake)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 round/10 rank
Other: none
Description: Glibness 2 gives a partial shift bonus to all Deception rolls.
Glibness 4 Alch4
Enhancement [Skills], Personal Interaction
Level: 4
Components: V, M, C1 (C: tongue of an exotic snake)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 round/10 rank
Other: none
Description: Glibness 4 gives a shift bonus to all Deception rolls.
Human Growth 5 Alch5
Scaling [Human]
Level: 5
Components: V, M, C1 (C: can of processed spinach)
Casting Time: pensive
Range: close
Target: size 1 human
Duration: 1 round/10 rank
Other: one additional size 1 human:1 Resource
Description: Human Growth 5 causes the target to grow to twice its normal size and eight times its normal weight. This alteration changes the target’s size category to the next largest, with no change in Body. The target’s existing natural armor bonus increases by 2. The target’s space and reach change as appropriate to the new size. If insufficient room is available for growth, the human attains the maximum possible size and makes a Strength check to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a human by increasing its size. All equipment worn or carried by the target is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged human’s possession instantly returns to its normal size. The spell gives no means of command or influence over the enlarged humans. Multiple magical effects that increase size do not stack.
Jump 2 Alch2
Locomotion, Enhancement [Skills]
Level: 2
Components: V, M, C2 (C: high tension springs)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 round/10 rank
Other: none
Description: Jump 2 gives a partial shift bonus to all Jump rolls.
Lightning Bolt 4 Alch5
MBS Affecting [Acid, Cellular, Electricity, Frost, Heat]
Level: 4
Components: V, M, C1 (C: flint and steel)
Casting Time: pensive
Range: 12 m
Target: 12 m line
Duration: instantaneous
Other: none
Description: Lightning Bolt 4 releases a powerful stroke of energy that deals 3d6 points damage to each creature within its area. The bolt begins at the caster’s fingertips. The lightning bolt can sets fire to combustibles and damages objects in its path, depending on energy type. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
Oil of Keen Alch5
Enchanting Items [Temporary]
Level: 5
Components: V, M, C2 (C: barrel oil)
Casting Time: pensive
Range: touch
Target: willing size 1 melee or projectile weapon
Duration: 1 round/rank
Other: none
Description: Keen Edge makes a melee or projectile weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the range for wild dice for that weapon. Despite its name, it can be cast on blunt melee weapons also. Multiple effects that increase a weapon’s wild dice range (such as the keen edge spell and the Improved Critical Combat Trick) don’t stack. Natural weapons are unaffected by this spell.
Pigmentation 1 Alch1
Transformation
Level: 1
Components: V, M, C2 (C: supply of paint of appropriate color)
Casting Time: pensive
Range: close
Target: size -2 creature or object
Duration: 1 round/10 rank
Other: none
Description: Pigmentation changes the color of a size -2 creature or object (or smaller) to the desired color, temporarily. The coloration can be removed from some areas of creatures (such as skin), and some objects, by manual friction if desired, but otherwise reverts back to its usual colors at the end of the spell’s duration.
Soil Alch1
Universal
Level: 1
Components: V, M, C1 (C: soap)
Casting Time: pensive
Range: touch
Target: size 1 area
Duration: instantaneous
Other: none
Description: Soil dirties the specified area magically. This does not do damage. An example would be a whirlwind that sweeps dust out from under furniture, or dusts up the area.
Spider Climb 3 Alch5
Transformation, Locomotion, Personal Interaction
Level: 3
Components: V, M, C2 (C: wolf spider, eaten by caster)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 round/rank
Other: none
Description: Spider Climb 3 enables the target to climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 8 m; furthermore, it need not make Mountaineering/Caving, Sports, or Gymnastics checks to traverse a vertical or horizontal surface (even upside down). Opponents get no special bonus to their attacks against a spider climbing creature. It cannot, however, use the run action while climbing.
Swim 2 Alch2
Locomotion
Level: 2
Components: V, M, F1, C1 (F: aquamarine; C: clear quartz)
Casting Time: casting
Range: touch
Target: size 1 creature
Duration: 1 round/10 rank
Other: none
Description: Swim 2 gives a partial shift bonus to all Swim rolls.
Warm 1 Alch1
Universal
Level: 1
Components: V, M, C1 (C: chemicals that release heat when rubbed together)
Casting Time: pensive
Range: touch
Target: willing size 0 object
Duration: instantaneous
Other: none
Description: Warm 1 magically increases the temperature of a nonliving liquid or solid material by at most 40°F. The casting cannot raise the temperature of a living creature above its normal body temperature, nor the temperature of an object above 140°F. The casting lasts but an instant, after which the object slowly cools down to normal (ambient, if applicable) temperatures.
Zap Edge 4 Alch5
MBS [electricity], Shift
Level: 4
Components: V, M, C (C2 glass rod and C1 silk)
Description: see UHPH page 96.