College of Scionmasters

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

College of Scionmasters

Lands of Tamriel, an Epic Fantasy Moritz Moritz