Overall, the spell rosters provided for players' use in the Book of Magic are pretty comprehensive. They include fifty personal, universal, and dimensional spells each, along with thirteen spells for each school of magic, and a like amount of group spells. That adds up to three hundred and thirty two spells which players of the Universal Heroes Role Playing Game can use to build their very own sorcerer.
While the author likes to think that he's pretty thorough, the simple truth is that he's just one guy - and he doesn't engage in sorcery for a living, at that. Thus, it's quite likely that there are additional ideas for spells out there, just waiting to be utilized. Whether from printed sources or simply from submissions provided by Universal Heroes Role Playing Game players, there's always more magic.
Thus, the uncategorized spell roster has been provided for players of the game. Here, you can find spells presented in whole or in part by others, and subsequently pounded into shape for use in the game by anyone. While these spells have no official type, suggestions for how to categorize each has been provided. Furthermore, credit to whoever provided the idea for each uncategorized spell is given, naturally.
Such spells are great for players who wish to research something new, unusual, or perhaps not wielded by any other sorcerous character they may encounter. Alternately, they're great 'surprise' abilities for Judges to spring on players, who may not have considered mastering magic from unknown sources such as these. The best part is that the uncategorized spell roster is open-ended!
While it may initially consist of but a few spells with which to further spice up the game where magic is concerned, it has infinite room to grow. As suggestions are provided, are deemed appropriate for inclusion within the Book, and then added to the mix, more uncategorized spells will become available for use in your games. Thus far, the following uncategorized spells have been discovered:
Type: Uncategorized Spell (likely Dimensional in nature)
Cost: 2 points per rank
Originator: James Land
Whether developed by nature or by intent, an affinity is the ability to wield a super human ability much more skillfully than is normal. How this works is that, while active, affinity reduces the effective color result required on a given FEAT roll by one step. An action that would otherwise require a red FEAT only needs a yellow result, for example, while a task necessitating a yellow FEAT only needs a green dice result.
Where impossible FEATs are concerned, they can be shifted down to 'only' red in difficulty if the task to be attempted was beyond one's reach at the affected ability's current rank, and not improbable overall. Similarly, green FEATs can be downgraded to automatic difficulty (i.e., no roll required) if the action in question wouldn't adversely affect another individual, or otherwise requires no effort on the player's part.
While downgrading the difficulty of red and yellow FEATs is self-explanatory, impossible and green FEATs may require the Judge's approval.
An affinity generally only works on one other ascendant ability, determined when affinity itself is gained. It must have a rank equal to or less than that of affinity itself, or affinity cannot fully affect it. If affinity is used on an ability of greater power than itself, it loses the ability to shift down one level of difficulty per -1 CS, starting with the inability to affect impossible FEATs, and growing worse from there.
However, one can bolster affinity's versatility with enhancements. Weakly enhanced affinity would affect closely related abilities (say, anything related to fire), while a strongly enhanced affinity could bolster a like class of abilities (all distance attacks, maybe). Very strongly enhanced affinities might ease the use of an entire class of ability (i.e., personal spells), and an extremely enhanced affinity could affect any ability.
Type: Uncategorized Spell (likely Universal in nature)
Cost: 1 point per rank
Originator: Kim Eastland
This curious spell allows the caster to conjure forth a spectral eye. This strange, magical construct may float about at air speeds equal to this spell's rank. While it must manifest in the same area the caster stands in, it can range far and wide once created; as long as the spell is maintained, the eye can continue to wander as far as its creator wants it to.
An unreal construct, enchanted eyes may manifest in a range of sizes, from that of a normal ocular organ to simply huge; it may be up to the caster's height in diameter. While flitting about at the caster's direction, an enchanted eye will relay everything it sees to its creator. And it can see a lot! An enchanted eye can see the normally visible, and perceive anything else that its creator can visually.
Being a substantial object, no matter how transient its existence might be, an enchanted eye can support additional mass on top of its own. Thus, one can use an enchanted eye to deliver something from their location to another, or even ride atop it should they so desire. While an enchanted eye normally moves on the air speed column, it is reduced to land speeds when utilized in this fashion.
While the amount of weight an enchanted eye can withstand is technically equal to an equivalent Strength score, the practicality of holding up so much matter is limited by its shape. Anything more than the caster's own weight will require constant spell FEATs to prevent it from rolling or sliding right off of the eye, though this can be a great way to improvise an attack from above in a pinch.
While potent, the enchanted eye is visible to others; it can be seen by the naked eye, and can also be destroyed. An enchanted eye has but a Feeble (2) material strength, regardless of its size, and can easily be smashed or swatted into oblivion. Instead of leaving a gooey mess, an enchanted eye simply detonates in a flash of harmless light and psychoplasm, vanishing as if it were never there to begin with.
Damage inflicted upon an enchanted eye does not 'translate' back to its creator, but indirect attacks (such as hypnotic lights) can slip through to the eye's architect.