Fulmomancy Spells

Calling Down the LightingSpell Cost: 6 (Cantrip) – Fulmomancy Roll Penalty: -6 – Endurance Cost: 6
This cantrip calls down from the sky a tremendous bolt of lightning to strike the caster’s foes. If the target is inside, the bolt must first blast through the roof or other obstacles, diminishing its effect considerably.
Game Information RKA 3d6, Indirect (always comes from the sky; +¼) (56 Active Points); Concentration (½ DCV; -¼), Extra Time (Full Phase; -½), Gestures (-¼), Incantations (-¼), Requires A Fulmomancy Roll (-½), Spell (-½). (Real cost: 17 points).
Lightning BoltSpell Cost: 6 (Cantrip) – Fulmomancy Roll Penalty: -5 – Endurance Cost: 5
This simple but effective attack spell projects a bolt of lightning from the wizard’s hand to the target.
Game InformationRKA 2d6, Armor Piercing (+½) (45 Active Points); Gestures (-¼), Incantations (-¼), Requires A Fulmomancy Roll (-½), Spell (-½). (Real cost: 18 points).
Generate Static FieldSpell Cost: 1 (Cantrip) – Fulmomancy Roll Penalty: -2 – Endurance Cost: 2/Phase
When a wizard casts this cantrip, he creates a field of static electricity for a one-quarter kilometer radius around himself. (The spell takes a Full Phase to cast and to maintain, so he can’t move or do anything else while it’s active.) The static makes it difficult to use Radio Sense Group devices and abilities; anyone (including the caster) has to succeed with a PER Roll at -4 just to hear/see what’s being broadcast to him or to transmit on Radio frequencies.
Game InformationChange Environment 1” radius, -4 to Radio Group PER Rolls, MegaScale (1” = 0.25 km; +¼) (17 Active Points); Extra Time (Full Phase; -½), Gestures (throughout; -½), Incantations (throughout; -½), No Range (-½), Requires A Fulmomancy Roll (-½), Spell (-½). (Real cost: 4 points). – Spell Cost: 1 point.
Weather ControlSpell Cost: 6 (Cantrip) – Fulmomancy Roll Penalty: -8 – Endurance Cost: 16/Hour
This ritual allows a wizard to take control of the weather in a four-kilometer radius around himself. The effects, being artificial, disperse fairly quickly once the caster stops paying END. It costs 32 END per hour to maintain; the GM should apportion that as evenly as possible over the hour if necessary.
Once a wizard changes the weather, it stays that way until he stops paying END. The change, being magical, disperses fairly quickly once he stops paying END. If the caster wants to change the weather again while maintaining the spell, he can do so, but this takes at least 20 minutes (if not more), and at the GM’s option, temporarily doubles the END cost.
Game Information Change Environment (alter the weather) 4” radius, + / – 10 Temperature Levels, Multiple Combat Effects, Varying Combat Effects, Varying Effect (+ 1), MegaArea (1” = 1 km broad and wide; +¼), Delayed Endurance Cost (once per Hour; +½) (157 Active Points); OAF Expendable (several small gems, Very Difficult to obtain; -1½), Concentration (0 DCV throughout casting; -1), Extra Time (20 Minutes to cast; -1¼), Gestures (two hands throughout casting; -1), Incantations (throughout casting; -½), Increased Endurance Cost (x2 END; -½), No Range (-½), Noisy (-¼), Requires A Fulmomancy Roll (-1 per 20 Active Points; -¼), Spell (-½). (Real cost: 19 points).
Arc WeldingSpell Cost: 4 (Cantrip) – Fulmomancy Roll Penalty: -4 – Endurance Cost: 2/Phase
The Fulmomancer can project lightning from his fingers with such precision that he is able to generate a super-hot arc that welds two metal objects together.
Game Information Major Transform 1d6 (two pieces of metal into one, heals back by being broken or separated by force), Continuous (+1), Reduced Endurance (½ END; +¼) (34 Active Points); No Range (-½), Gestures (-¼), Incantations (-¼), Requires A Fulmomancy Roll (-½), Spell (-½). (Real cost: 11 points).
IonizationSpell Cost: 4 (Cantrip) – Fulmomancy Roll Penalty: -4 – Endurance Cost: 4/Phase
The wizard can electrically charge an opponent’s body, making him easier to hit with electrical, magnetic, or metal-based attacks.
Game Information Negative Combat Skill Levels (-5 to opponent’s DCV), Ranged (+½) (37 Active Points); Only Applies Versus Electricity, Magnetism, And Metal Attacks (-½), Gestures (-¼), Incantations (-¼), Requires A Fulmomancy Roll (-½), Spell (-½). (Real cost: 12 points).
Touch OffSpell Cost: 16 (Cantrip) – Fulmomancy Roll Penalty: -13 – Endurance Cost: 13
This powerful, yet surprisingly subtle spell allows the wizard to focus his control of the electrical energy present in the air to send a pulse of electricity coursing over a target. Anything explosive on the target — grenades, gunpowder in bullets, plastic explosives, dynamite — detonates from the heat and the charge. The explosion may hurt other targets who are close to the initial victim.
(The damage of the RKA will be scaled based on the amount of explosive substances present on the target’s body. For example, if the target just has one clip full of eight bullets, he takes a maximum of 8 BODY (one per bullet) or the total rolled on the damage roll, whichever is less. If he is carrying a grenade, that is a different story – in this case the damage is the Grenades damage, or the result of the 3d6 RKA, whichever is less).
Game Information RKA 3d6, Area Of Effect (One Hex; + ½) (67 Active Points); Requires Explosive Substances (-1), Limited Range (20”; -¼), Gestures (-¼), Incantations (-¼), Requires A Fulmomancy Roll (-½), Spell (-½). (Real cost: 19 points).
Plus 3d6 Drain Gunpowder or Explosive-based Weapons, (Charges, END, or END Pool) All at Once (+ 1), Area Of Effect (One Hex; + ½) Ranged (+ ½) (60 Active Points); Limited Range (20”; -¼), Linked (-½), Gestures (-¼), Incantations (-¼), Requires A Fulmomancy Roll (-½), Spell (-½). (Real cost: 28 points).
Current ParalysisSpell Cost: 6 (Cantrip) – Fulmomancy Roll Penalty: -8 – Endurance Cost: 4/Phase
This spell grants the Fulmomancer the ability to touch another person and project direct current (DC) electricity into his body, causing his muscles to lock up and prevent him from moving. The character must maintain his touch on the victim; as soon as he lets go, the effect ends.
(As long as he maintains his touch, he keeps the Entangle at full strength (the Continuous Advantage). He gets to roll the Entangle dice every Phase as an action that takes no time. If his BODY roll on the dice exceeds the Entangle’s current BODY, the new, higher, BODY roll applies (note that rolls do not add together — only the highest total applies)
Game Information _ Entangle 3d6, 3 DEF, Continuous (+ 1), Reduced Endurance (½ End; + ¼), Takes No Damage From Attacks (+ ½) (83 Active Points); No Range (-½), Lockout (character must maintain contact with the victim with at least one hand; loss of contact immediately negates Entangle; -½), Vulnerable (electrical attacks; -1), Costs Endurance To Maintain (-¼), Cannot Form Barriers (-¼), Gestures (-¼), Incantations (-¼), Requires A Fulmomancy Roll (-½), Spell (-½)._ (Real cost: 17 points).
Charge BatterySpell Cost: 3 (Cantrip) – Fulmomancy Roll Penalty: -4 – Endurance Cost: 4
The Fulmomancer has the power to “juice up” electronic devices by giving them some of his own electrical energy.
Game Information 4d6 Aid Endurance (40 Active Points); Costs End (-½), Others Only (-½), Technological/Electricity-Based END Only (-1), Only Restores To Starting Values (-½), Gestures (-¼), Incantations (-¼), Requires A Fulmomancy Roll (-½), Spell (-½). (Real cost: 9 points).
Drain BatterySpell Cost: 3 (Cantrip) – Fulmomancy Roll Penalty: -3 – Endurance Cost: 3
The Fulmomancer has the power to “drain” electronic devices and absorb the energy into himself.
Game Information 2d6 Transfer Endurance to END (30 Active Points); Technological/Electricity-Based END Only (-1), Can Only Restore To Starting Values (-½), Gestures (-¼), Incantations (-¼), Requires A Fulmomancy Roll (-½), Spell (-½). (Real cost: 8 points).

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Fulmomancy Spells

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