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!BLOOD.#01
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:Bloodmage
The Bloodmage Tradition is one followed by but a few as its prices
are high, its teachers few and its survival difficult. Still it has
persisted over the centuries as its benefits are great too.
It is said that the Bloodmage is one of the sources of the legends
of Vampires and other immortal blood drinking creatures.
The training of a bloodmage is usually quite brutal, for only the
strong survive. There is no such thing as a failed bloodmage apprentice
as failure means death. Their training alters their body chemistry
and nature - once a Bloodmage there is NO turning back.
Unlike a Draconian the Bloodmage's goal is NOT power over others,
although some may be gained thru the system, but instead its goal is
survival above all else.
There is no true Bloodmage society or community, as few can deal
with the existance of another of their kind near them too long as too
many in an area can draw attention to themselves with the mundanes and
cause problems. When a few do live in a general area they often set
their own ground rules or avoid each other entire (except the rare
'family' setting). Bloodmages are predators of a sort.
Many Bloodmages are often Weres or possess Hypermetabolisims so
that they heal abnormally fast, a nice advantage.
REQUIRED SKILLS ETC.:
Alertness
Read/Write
Shadowing
Stealth
SUGGESTED SKILLS:
Climbing
Concealment
Disguise
Hand_To_Hand Combat
Magical History
Tantrics
LIMITATIONS & ADVANTAGES:
Cannot be a Shaman, Mechamage, Technomage, Draconian, Wiccan,
Tantrologist, Taoist, Mentalist, Charismatic, or Darkovian.
Cannot utilize Token magic in this tradition.
Cannot Learn/Utilize Body Building/Development or Meditation
in ANY Tradition.
Cannot benefit from anyone performing First Aide, EMT or
Physician Skills on their wounds, or magical healing,
but their wounds cease bleeding after the initial attack.
Can Transfer Magical Energy to their wounds directly for instant
healing or take internal wound damage and transfer the
points into Magical Energy instantly for quick recharge
at straight 1:1.
Cannot receive energy from a Transfer Energy spell of any Trad.
CAN receive recovery, as if a normal mage sleeping, of energy
from tantric energy (10% of Apt. from 1 hour of activity).
Does NOT COMPOUND with that of other Traditions if any.
CAN receive energy from the consumption of human blood, getting
1 points per HTK point worth of blood, taken direct from
a living being (fails if victim is dead or if from blood
that has been away from its source for more than 1 minute).
If Blood is from a being with Magical Aptitude they get
5 points per HTK point worth of blood.
Recovers from sleep only 1 Magical Energy point per hour, maximum
of 8 per night. (DOES NOT IMPROVE if they have another
tradition!)
-5% to cast for each 24 hours since last they consumed humanoid
blood when using Bloodmage spells.
+10% to cast if consumed blood in past hour for bloodmage spells.
Can purchase with Experience Character advantages from the standard
~<Rules.#01>*~ file at a cost of 1000 eps per point of normal
construction cost (example : Agelessness costs 15,000 eps)
after play has begun, unlike other Traditions.
:Animal_Enmity
COST : 5
MODS : D,R
This spell simply causes the victim to be offensive to animals for the
duration. Horses will shy or buck, dogs will bark, bulls will
charge, birds will aim at them, etc. Note that animals with a close
association to the victim won't do anything to hurt the victim, they'll
just treat him or her like you would treat a friend who, for some
reason, smelled horrible.
:Animal_Tracks
COST : 1
MODS : D,R,T
This spell causes the caster to leave tracks & scents as as the animal
specified during casting. The tracks have traces of magic for 3 hours
per RANK after which they are indistinguishable from normal tracks.
It can also be cast on others with the same effect on them.
:Armour
COST : 3
MODS : D,R,T
This gives the target temporary invisible and intangible magical
armour against all normal attacks that absorbs 1 points of damage
per rank, for the duration.
Unlike normal armour, the armour spell cannot be reduced with wear,
has no encumbrance affects upon Prowness and it can be worn with
other forms of Non-Metal armour (Wearing metal armour will negate
the armour spell).
:Assasin's_Invisibility
COST : 30
MODS : D,R,T
This is complete invisibility to sight, infravision, sound and
scent. The subject CANNOT create intentional sounds while it is
in effect.
:Awaken
COST : 1
MODS : R,T
This spell will wake a character (or characters) to full
alertness instantaneously. It can be set to trigger on a specific
action such as a word or action. The primary component is a horn
(which can be reused). Each being that may be awakened must be named
in the spell when cast.
:Beauty
COST : 1
MODS : D,R
It enhances the casters Appearance magically for the duration by
1 point/rank. It is often used by Female Mages to enhance their natural
'talents'.
Unlike 'Friends' it does NOT directly influence others and thus has
no detrimental effects, or concepts of deception.
It does not in any way disguise the character, only enhance their best
features, hide blemishes and increase pheromone output.
:Blood_Finding
COST : 5
MODS : D,R
This spell requires a blood sample and a sewing needle. It works on the
principle of like attracting like and will cause the needle to point to
the nearest source of similar blood EXCEPT that of the caster or the
original source of the blood. Thus it creates a minature compass that
will draw one to the nearest similar, which almost always means unto a
blood relative (if no blood relative is within range then it will point
to the nearest closest in blood type or species).
:Bloodfire
COST : 15
MODS : D,R
This spell engulfs a creature with blue fire that burns for 1d10 damage
per round. The flames do not ignite flammable objects, they just hurt
living creatures. Additional RANKS cannot be bought on this spell,
nor additional TARGETS. Target DOES get a saving throw. Dispell
Magic will negate this effect, as will a non-combustion Field,
or immersed in water or fire fighting foam. It will not work on a
subject that has no exposed flesh that the caster can see.
Bloodfire is primarily used on targets that the caster has NO CHANCE
of utilizing for their magic, since it wastes good blood.
:Charm_Person
COST : 25
MODS : D,R
This spell affects any single person it is cast upon. The term person
includes bipedal human, demi human, or humanoid of man-size or smaller,
such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins,
half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard
men, nixies, orcs, pixies, sprites, troglodytes, and others.
The spell recipient regards the caster as a trusted friend and ally to
be heeded and protected. The spell does not enable the caster to control
the charmed creature as if it were an automaton, but any word or action
of the caster is viewed in the most favorable way. Thus, person would
not obey a suicide command, but he might believe the caster if assured
that the only chance to save the caster is to hold back an on-rushing
dragon "just for a round or two". Note also that the spell does not
endow the caster with linguistic capabilities beyond those he normally
possesses (i.e., he must speak the victim's language to communicate ).
They get a save vs INT when it is initially cast. Additional Ranks
lower their saving throw by 1 Point. Note that MAGIC RESISTANCE does
apply against this spell!
:Cleanse
COST : 1
MODS : R,T
This spell is cast upon cloth, either uncut or finished clothing. It
removes all foreign stains, dyes, and soiling and makes them as neat
as if they had just been dry cleaned and ironed professionally.
It will affect 3 yards of material per RANK.
:Color_Change
COST : 1
MODS : D,R
Cast upon a target being or object it changes its external color
to one specified by the caster for the duration. This is primarily an
annoying spell but can also be useful in some situations. Maximum area
of affect is 10 cubic Feet per RANK. It CAN be cast upon light to
change its spectrum as well.
:Color_Spray
COST : 5
MODS : R
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. Creatures within the area
are affected in order of increasing distance from the wizard. All
are entitled to a saving throw vs. magic. Blind or unseeing creatures
are not affected by this spell.
Creatures failing saving are struck unconscious for 1d10 rounds, plus
one round per rank.
Range will determine the maximum range from Caster that creatures can be
to be affected.
:Combat_Precognition
COST : 12
MODS : D
This spell will assist the caster when fighting against a single
opponent, who must be visible at the catsing, allowing the mage an
advantage by being able to predict some of their combat actions before
they occur. For each RANK of the spell the caster gets a +10% to all
rolls to attack the opponent and a +10% to SAVE against all attacks by
said opponent (including an additional 10% to their defensive PROW).
The spell also will END if the opponent is slain.
:Cure_Blood_Disease
COST : 20
MODS : N
This will eliminate most normal and magical diseases and infections and
their symptoms from a living body. It does not cure poisons or produce
other effects.
Each rank protects the caster against infections for a month from
infections.
:Darkness_Field
COST : 5
MODS : D,R
This creates an area of darkness at a chosen area that is impossible for
NORMAL sight to see thru. The darkness field is 10' cube per RANK the
spell is known at. The field can be dispelled by ANY light spell cast
within its area, unless the spell is known at RANK 3 or better.
:Detect_Charm
COST : 1
MODS : R
This spell will reveal whether or not a recipient is under the effect
of a charm spell.
:Detect_Disease
COST : 1
MODS : R
Detect disease reveals to the wizard whether a subject creature
or object carries a disease, whether normal or magical, and with a
successful Intuition roll can identify the exact disease.
:Detect_Emotions
COST : 1
MODS : R
This allows the caster to know the general emotional state of all the
individuals within the radius range area effect.
:Detect_Humanoid_Life
COST : 1
MODS : D,R
By use of this spell the caster will know the general location of
all living creatures that possess edible blood, but will fail against
the immaterial, non-living/undead and mind shielded.
It will also allow the caster to pick out individuals that have
served as blood donars to him/her previously for ease of tracking.
:Detect_Magic
COST : 3
MODS : R
This spell causes all magic on the target being/object to be shown
in that it will glow with the color of its nature(s). Duration
is not needed to be purchased, and it is cast at the suspect target.
:Detect_Poison
COST : 1
MODS : R
With this spell, the forensic wizard can determine if a corpse or
person or blood supply has been poisoned. One body can be checked each
round. The mage can determine the means by which the poison was
administered and the place at which it entered the body, and a chance
of determining the exact poison involved equal to the caster's Intuition.
It can also be used on a living target in hope of discovering if a
cure poison may cure a condition, or can be cast on a substance to
see if it is poisonous.
:Detect_Shapechanger
COST : 5
MODS : D
This allows the caster to detect any natural or magically held
shapechanges on persons and creatures in LOS.
At Rank 2 it allows the caster to know the true appearance of the
beings that are shapechanged.
:Dispel_Magic
COST : 3
MODS : D,R
This will cancel a specific ongoing spell effect. If cast on an ITEM it
will prevent the items magic from functioning for the duration of the
spell being canceled, but then the item will turn back on until its
duration is up. It will NOT send away a summoned creature, undo a
healing spell or cause harm to a magical creature directly. Unwilling
targets get a Save against Dispel.
:Dry
COST : 1
MODS : R
Dry will dry any one garment or piece of clothing that is damp, wet
or soaked, upto 3 square yards per RANK. It can also be used to dry out
other objects that can become wet or damp, such as paper. If cast on a
container or pool of liquid it will dry such out to some extent (upto
one PINT of such).
:Enhance_Emotions
COST : 7
MODS : D,R
While active this spell will enhance the existing emotions of anyone
within the radius area affect and reduce inhibitors that normally keep
such emotions from being expressed or carried out by those within it.
Thus sadness may become actual crying and tears, Lust may result in
actual seduction or sexual encounters, Anger may result in violent
attack or action, Greed may lead to actual theft, happiness may result
in a feeling of contentment without action, etc.
:Ethereal Sight
COST : 1
MODS : D
Allows the caster to see into the nearby Ethereal Plane and perceive any
Objects or beings therein. Range is unnecessary with this spell, unless
casting it on another, as is Target. Sight range is Line Of Sight. This
spell does NOT perceive invisible!
:Ethereal_Travel
COST : 25
MODS : R
This allows the caster and/or target being(s) to fade into the
Ethereal Plane. At Rank One the Mage can only move their own weight
plus 50 lbs into the ethereal Plane - each additional rank adds another
50 lbs to the casters weight in beings and equipment. As long
as they remain within the border ethereal all rules of such apply (see
separate file on the Ethereal Plane). DURATION is NOT used with this
spell nor TARGETS because of the ranking system. Beings being transported
against their will get a save vs INT and MUSt be within range of the
spell. (Range in this case is a radius around the caster).
It takes 1 full round to become ethereal or material when returning
from the spell.
:Ethereal_Window
COST : 5
MODS : D,R
When this spell is cast a "window" appears in the air at the chosen
spot, through which the caster and others can see into the Ethereal
plane. The actual window size is 1 square foot per RANK. The window is
NOT mobile.
The window operates from both sides; creatures in the Ethereal Plane
can see those on the material thru it easily, but verbal communications
not possible.
Normally nothing can pass thru the window, but there is a 5% chance
that it could be used as a mini-gate from either side. This increases by
1% per 10 points of INT of the subject trying to pass thru.
:Feather_Fall
COST : 1
MODS : D
When this spell is cast, the caster immediately assumes the mass of a
piece of down. Rate of falling is instantly changed to a mere two feet
per second (120 feet per round), and no damage is incurred upon landing
while in effect. When the spell duration ceases, normal rate of fall
occurs. The feather fall affects an additional 25 lbs of equipment or
passengers per rank.
:Flight
COST : 20
MODS : D
Mental flight allows the caster to move thru the air, rising, diving,
descending and maneuvering (as well as optionally hovering) at a speed
of 30'/round maximum per RANK in the spell (2mph per rank in the spell).
A target in flight gains a +10% to prowness when not in an enclosed
area for purposes of defense calculations only.
A flying mage may carry 1/2 their weight with them without hinderance.
They can carry upto their own weight in flight, BUT reduce their speed
of movement by 1/2.
:Fog_Vision
COST : 1
MODS : D
Allows the caster to see clearly thru any smoke or fog as if
it wasn't there so it has no obscurement value.
:Free_Action
COST : 5
MODS : D,R
This spell enables the target to move and attack and otherwise act
normally for the duration of the spell, negating effects like Paralysis,
little death, hold person, web, hog tie and similar binding effects.
:Gaseous_Form
COST : 10
MODS : D
This spell allows the caster to turn the caster into a colored
cloud of gas, for the duration of the spell. The gas is non-volatile
and slightly heavier than air, so it cannot rise upwards, but can flow
under a door or thru cracks. Strong winds (20 mph or faster) will
cause damage to the caster.
:Grounding
COST : 7
MODS : D
This spell helps protector the caster on several levels. First it will
prevent ALL Electrical damage for the duration of the spell; second
it gives the caster a +10% save for INT saves vs incoming spells and
effects for the duration. Note that long duration groundings are possible
but that grounding does NOT work while a character is unconscious or
asleep in some way as it takes thought to perform.
:Hold_Person
COST : 10
MODS : D, R
It is cast on an individual and paralyzes them if they
fail a magic save where they stand. They stay such for the duration
and cannot act, unless a mage who doesn't require movement to cast.
:Hypnotism
COST : 12
MODS : D,R,T
The target creature(s) become susceptable to suggestions from the caster
that are delivered vocally in a language that they understand. The caster
must give the SAME suggestion to all targets immediately after the
casting of the spell.
:Inaudibility
COST : 1
MODS : D,R
By means of this spell, all sounds made by the recipient become
inaudible -- breathing, talking, walking, and the like. Items on the
caster's person are likewise silenced, but thrown or dropped items may
make noise once released. Unlike a silence spell, inaudibility masks
only the sounds made by the recipient or items in his/her possession,
so it provides no defense against sound-based attacks such as harpy
singing, a horn of blasting, etc. The spell remains in effect until
it is magically dispelled, until the caster or the recipient cancels it,
or until its duration has passed; it is not dispelled by the recipient
attacking another creature.
:Invisibility
COST : 20
MODS : D,R,T
Caster, subject being or subject object becomes invisible to normal
sight. This adds 50% to their prowness for defensive and offensive
purposes. This is NOT perfect invisibility, the eyes on a person will
be visible while open and may be noticed. Also if an invisible being
is wounded their blood will become visible when it strikes the ground.
If a person their equipment will be included in the effect, BUT if they
fire a missile weapon or throw such it will become visible after
leaving their presence. Caster can turn off the spell at will. An
invisible person can be partially discovered thru infravision (instead
of 50% prowness modifier it becomes only a 25% modifier). Once turned
off the spell MUST be recast in full.
:Invisibility_to_Machines
COST : 7
MODS : D,R,T
Caster, subject being or subject object becomes invisible to
electronic or mechanical means of detection. While under the effects of
this spell, they cannot be photographed or recorded. They will not set
off alarms which would react directly to their presence. (They may
still set off alarms which react to doors being opened or other actions
which involve objects not covered by the spell.)
If an invisible being is wounded their blood will become visible
when it strikes the ground. If a person their equipment will be
included in the effect, BUT if they fire a missile weapon or throw such
it will become visible after leaving their presence. Caster can turn off
the spell at will. Once turned off the spell MUST be recast in full.
:Invisibility_To_Mundanes
COST : 3
MODS : D,R,T
This spell causes a being, object or locale to become invisible to
those who do not believe in magic and lack magical aptitude. It cannot
be cast on a Mundane and Mundanes get NO save against the effect.
It has NO effect on Mages and the like who view the invisible.
It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a
locale instead of a being or object, it can cover 10 cubic feet per
rank of the caster and all within that area (but such cannot be
mobile).
It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete
invisibility to all their senses.
:IronMind
COST : 3
MODS : D
This spell permits the caster to concentrate powerfully, despite any
normal things that would distract him/her from their actions in casting
any other spell - even the receipt of actual physical damage, as long
as the duration of this spell continues. This allows a mage to overcome
one of the normal causes of spell failure.
:Keep_Awake
COST : 5
MODS : D
This spell prevents the caster from falling asleep or unconscious for the
duration, whether due to magical or natural causes. The caster will not
feel tired for the duration, but will feel the full effects of being up
for the entire duration as soon as the spell wears off. The caster may
get physically weary and need rest.
If the caster is reduced to negative HTK, he will be in intense pain. It
does not prevent him from bleeding to death. He must make an INT roll to
avoid canceling the spell. Physical actions range from difficult to
impossible, depending on the action and the type of injury.
The caster may not meditate while under the effect of this spell.
:Leap
COST : 5
MODS : D,R
When this spell is cast the individual is empowered with the
ability to leap. The distance the individual is able to leap is 20'
per RANK bought of the spell, forward, backward or straight up. One
Jump per round of the spells duration can be made.
Also at the end of the leap the individual will always land without
falling damage.
:Levitation
COST : 10
MODS : D
This spell allows the caster to rise up thru the air in a mentally
assisted movement, or equally move downward or hover. Levitation is
at a speed of 5' maximum per round per rank and the caster controls
the speed of ascent/descent entirely.
Levitation is NOT flight.
:Life_Support
COST : 10
MODS : D
This allows the mentalist to prevent their body from needing outside
influences to survive. Specifically they need not breathe (and will be
protected from all gas based attacks) outside air, intake food or
water, dispose of bodily wastes or sleep and dream.
:Mind_Guard
COST : 5
MODS : D
This spell protects the caster or subject target being (must be
sentient) from the effects of a mental nature as well as natural
abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Deryni, Detect
Spirit, Nude Mood, Possession, Quantum Leap, Spook, Steal Spell, and
even Taunt.
:Mind_Speech
COST : 1
MODS : D,R,T
Allows the caster to communicate mentally with one or more beings. Must
be able to see the being when the spell is first cast, but does not
have to maintain visual contact. The mindspeech is just like normal
conversation, except that NONE of those involved can 'think' a lie
thru the link at the others, so honesty is the rule - any attempt to
lie directly will cause the link to severe. Once enacted, Mindspeech
is NOT affected by the distance - RANGE is only used for the initial
casting of the spell, thus the spell can be bought relatively cheaply
if all involved are in touching range at start, only duration and
possibly targets are needed.
:Mislead
COST : 35
MODS : D,R
This spell places Assasin's_Invisibility* on the caster and at the
same time creates an illusionary double where he/she was. The mage
may then go about doing as they wish while controlling the illusion
and having it move, speak, smell and even feel real for the duration.
True Seeing will reveal what has occured. The Double cannot actually
pick up or otherwise move matter on its own.
If the caster moves outside the range from the double then the
double disappears with a popping sound like that of a teleport.
:Neutralize_Poison
COST : 3
MODS : R
This will remove all poison in a body or the poison in food or water
(upto 5 Gallons volume) instantly. Duration is unneeded since the effect
remains permanent. Increased ranks increase the number of gallons affected.
:Night_Sight
COST : 1
MODS : D,R,T
This allows the caster and targets to see as well at night as in day.
It does NOT help against magical darkness....
:Nude_Mood
COST : 10
MODS : R,T
Cast at a single being this forces them into a compulsive behavior to
immediately strip off all clothes and armour to stand naked (it does NOT
cause the removal of jewelry). Once they have completed this they will
return to their senses and have to deal with the situation.
:Phantasmal_Force
COST : 1
MODS : D,R
This spell creates the illusion of any object, creature, or force, as
long as it is within the boundaries of the spell's area of effect, being
upto a 40 cubic feet in size per RANK of the Spell.
The illusion is visual and affects all believing creatures (undead are
immune) that view it. It does not create sound, smell, or temperature.
Effects that depend of these senses usually fail. The illusion lasts
until struck by an opponent--unless the spellcaster causes the illusion
to react appropriately--or until the wizard ceases concentration upon the
spell (due to desire, moving, or a successful attack that causes damage)
or due to its duration ending. Creatures that disbelieve the illusion
see it for what it is. Creatures believing the illusion are subject to
its effects.
The illusionary effect can be moved by the caster within the limits
of the area of effect. The GM has to rule on the effectiveness of this
spell.
:Pop
COST : 15
MODS : R
This spell is primarily named for the sound made when it is cast.
The caster is teleported a short distance (based on RANGE) within
their Line of Sight instantly with their equipment (upto 25 lbs).
They cannot appear within a solid object. Each additional RANK adds
25 lbs to the carriable weight.
:Preserve_Food
COST : 1
MODS : D
This prevents blood from decaying at its normal rate until after the
spell duration ends and thus can be saved temporarily from the normal
1 minute rule while the preservation spell is in effect.
One Rank of this spell will preserve upto 5 HTK worth of blood.
:Protection_From_Spirits
COST : 5
MODS : D,R,T
This spell will protect the caster or subject target from all damage
and draining effects inflicted by a non-corporeal being, including
wraiths, ghosts, spectres, astrally projecting mages and the like
for the duration. Even spell effects used by any such creatures will
fail to work against the protected.
:Puff_Of_Smoke
COST : 1
MODS : R
Unlike Nearly every spell available this one takes but a single round,
going off in the same round cast. It causes a puff of smoke at the
target area, as small as a baseball or sufficient to cover the target
for a round. It is a fast, flashy obscurement (the smoke can be any
color the caster specifies). It is often used to startle a foe to get
time to draw a weapon or device to move quickly a step or two aside or
to draw attention to the spot where the smoke occurs (the puff is
accompanied by a popping sound). It is often used by Showmen to be flashy
and impressive.
:Pygmalion_Effect
COST : 25
MODS : D
This spell animates and brings to life a statue, placing it under the
control of the caster as if it was a charmed person. Statue may be
humanoid or of other shape, but no more than 3' in height per rank of
the spell. It will have a HTK of 20 per RANK and a Prowness of 5
Per Rank. While under this spell it is mobile stone, not pseudo-flesh.
In order to work the caster MUST mark the statue with blood (their own
or that of another).
:Remove_Fear
COST : 1
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
:Resist_Cold
COST : 5
MODS : D,R,T
This spell lasts for the duration or until the spell has absorbed 100
points of cold damage to protect the target from harm.
:Resist_Fire
COST : 5
MODS : D,R,T
This absorbs upto 100 points of damage from fire and heat that the
target would have received... then ends or ends at the end of the
duration, whichever comes first.
:Resist_Paralysis
COST : 3
MODS : D,R,T
For the duration of this spell, the recipient is immune to all forms of
paralysis, including gaze attacks, paralytic poison, and Hold spells,
but it does not negate paralysis already in effect.
:Restore_Sight
COST : 5
MODS : R
This restores eyesight from ANY cause.
:See_Invisible
COST : 1
MODS : D,T
Allows the caster to see any invisible creatures, including persons
under and invisibility spell or camouflaged, and similarly invisible
objects. It will NOT detect Astral or Ethereal Plane travelers. It will
also see thru Phantasmal Force Spells.
RANGE is unnecessary with this spell, as it is set at LOS only.
:Selective_Invisibility
COST : 25
MODS : D,R,T
This is a varient on normal invisibility. It causes the subject
to be invisible to others but NOT to the caster or other subjects
affected by the spell. In other words if multiple targets is used and
a group of people have this cast on them, they will be able to see
each other fine but others will not be able to.
The effect is otherwise identical to a normal invisibility spell,
except that Undead and Mind Shielded people can ALWAYS see the invisble
target(s).
:Sepia_Snake_Sigil
COST : 20
MODS : D
This sigil must be inscribed upon a book or scroll or similar surface.
On being read or touched it activates forming a cobra-like apparition
that will attack its reader (unless such is its caster) who must save
vs Prowness or be hit. On being hit it places the target into a
shimmering amber field of force that holds them in suspended animation
for the duration put into the spell. If it misses the target it will try
to strike any who come near it for 3 rounds afterwards and if not scoring
a hit will fade away.
The amber force field can be dispelled or it can be shut down by usage of
the proper word of command. This spell is usually used to protect private
books and papers.
:Servant_Horde
COST : 20
MODS : D,R
This creates a horde of unseen servants to serve the caster. They are
subject to the limitation of that spell individually, but have the
advantage of being usable for overlaying tasks - such as rowing a large
ship, picking crops in a field, serving as staff at a banquet etc.
:Sex_Change
COST : 1
MODS : D
This is a simplex polymorph, it does not change the race or mass of a
being, but merely alters it from male to female or female to male with
the available materials. It does not change the innate nature,personality
or intelligence of the being or even alter their concepts of sexuality
directly, it is PURELY biological. The spell lasts for the duration paid
for by the caster and it can be cast on another or on the mage
themselves. This spell main seem frivolous to some, but it has its uses.
for example there is one tale of a Princess of an invaded country having
escaped by such a spell and the stealing of the uniform of one of her
captors (a disguise not possible by simply the uniform due to physical
attributes).
The spell will utilize what's available, so for example in transformation
from male to female the overall body hair is reduced while the body hair
upon the head is increased in length to appear more feminine.
:Sleep
COST : 1
MODS : D,R,T
When a wizard casts a sleep spell, he causes a comatose slumber to
come upon one or more creatures (other than undead and certain other
creatures specifically excluded from the spell's effects). All
creatures to be affected by the sleep spell must be within 30 feet of
each other. The center of the area of effect is determined by the
spellcaster.
Slapping or wounding awakens affected creatures but normal noise does
not. Awakening requires one entire round. Magically sleeping opponents
can be attacked with substantial bonuses (Prowness 1)
:Speak_With_Animals
COST : 1
MODS : D
Allows the caster or targeted being to speak with creatures of animal
intelligence. This is NOT Charm Animals, it simply allows the asking of
basic information, though while in effect the animals will not attack
the being speaking with them unless attacked.
:Speed
COST : 3
MODS : D,R,T
Allows the caster or subject beings to move consistently at faster
than normal speed and reaction time. This means they get a +1/rank
to all initiative rolls. If their initiative roll becomes 60 or higher
they get 2 attacks in a round, one at start and one at the rounds end.
:Spider_Climb
COST : 3
MODS : D
By this spell, the caster can walk on any surface and not slip. The
caster can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface). It takes a weight
strength of the casters weight * spell rank to dislodge them when
the spell is in effect (and can thus be a defense against TK).
:Super_Strength
COST : 1
MODS : D
By this spell the caster enhances their own physical strength. They
spend the base to get a +1 to their Hardiness for all STRENGTH purposes
only, and can add +1 per additional point they pump into the spell to
further enhance it (not including the energy spent on Duration).
:Taunt
COST : 3
MODS : D,R
A taunt spell enables the caster to jape and jeer effectively at a
single type of creature with Intelligence. The caster need not speak the
language of the creatures. His words and sounds have real meaning for
the subject creature or creatures: challenging, insulting, and generally
irritating and angering the listeners. Those failing to save vs.
INTUITION rush forth in fury to do battle with the spellcaster. All
affected creatures attack the spellcaster in melee if physically capable
of doing so, seeking to use body or hand-held weapons rather than missile
weapons or spells.
Separation of the caster from the victim by an impenetrable or
uncrossable boundary (a wall of fire, a deep chasm, a formation of set
pikemen) causes the spell to break. If the caster taunts a mixed group,
he must choose the type of creature to be affected.
If used in conjunction with a ventriloquism spell, the creatures
may attack the apparent source, depending upon their Intelligence, a
leader's presence, and so on.
:Telekinesis
COST : 5
MODS : D,R
By means of this spell the caster is able to move objects or beings
by concentrating on moving them mentally. The spell can provide either a
gentle, sustained force or a single, short violent thrust (for attack
purposes).
As a sustained force this enables the caster to move a weight of upto
5 Lbs/RANK of the spell a distance of 30' per round . The weight can be
moved vertically or horizontally or both. Any objects moved beyond the
spell's range falls or stops progressive movement. If the caster ceases
concentration for any reason, the object falls or stops. The object can
also be manipulated mentally as if with one's hands. For example a rope
or lever may be pulled, an object rotated and so on. The caster could
even do such things as untie ropes or other complex actions with
manipulation (though the GM may judge an INT save is needed for some
more complex actions to achieve them).
Alternatively the spell energy can be used in single round
'attacks', exerting effect to hurl an object upto 30 feet away from its
original position, within the weight limits as above.
Damaged caused by hurled objects is decided by the GM, but usually
you can assume that HARD objects do 1d10+(1pt/5 lbs weight).
:Telepathy
COST : 10
MODS : D
This spell has a varying effect based on the RANK it is known at. It
allows the caster to read a target being's mind (magic save) or to
communicate with them on some level:
RANK 1 - Communicate (as per Mindspeech* only)
2 - Communicate OR read Surface thoughts of target
3 - above and read Memories of target
4 - above and can place suggestions in target mind
Unlike Mind Speech, Telepathy can be cast on either a LOS being or on
one who is well known to the caster.
:Transmute_Rock_To_Sand
COST : 25
MODS : N
This transmutes stone of any kind into sand instantly, affecting an
area of 10' square per RANK of the spell.
The caster MUST mark the target area in blood (their own or anothers).
:Unseen_Servant
COST : 1
MODS : D
The unseen servant is a non-visible, mindless, and shapeless force, used
to step and fetch, open unstuck doors, as well as to clean and mend. It
is not strong, but unfailingly obeys the command of the wizard. It can
carry out only one activity at a time and can move only light-weight
items--carry a maximum of 20 pounds or push or pull 40 pounds across a
smooth surface. It can open only normal doors, drawers, lids, etc. The
unseen servant cannot fight, nor can it be killed, as it is a force rather
than a creature. It can be magically dispelled, or eliminated after
receiving 6 points of damage from area-effect spells, breath weapons, or
similar attacks. Additional Ranks add 10 lbs to its carrying ability,
and 1 HTK to its survival ability.
:Voice_of_the_Bat
COST : 3
MODS : D
This spell grants the caster the ability to use sonar to "see"
and move safely at a normal rate in the dark, even in magical
darkness. The caster can tell size and general shape of objects up
to 10 yards away in any direction s/he faces. The caster must
actively concentrate to "see" her/his surroundings, but merely ceasing
concentration does not end the spell, and the caster may resume the
sonar again within the spell's duration.
:Wall_of_Darkness
COST : 5
MODS : D,R
This spell brings into being a wall of blackness which cannot
be seen through, even with infravision or ultravision. It is dispelled
instantly by a light or continual light (q.v.) spell. It has no
physical existence, and does not hinder nor harm those passing through
it. It does, however, block the passage of sound from one side to the
other, assuming that the spell is not cast in such a way (such as in a
field of grass) which would otherwise allow sound to move around the
edges of the wall. The Wall is 10' high maximum and 20' long per Rank
purchased.
:Web_Of_Entrapment
COST : 25
MODS : D,R
This spell is an area effect, and will cover a 10' x 10' area per rank
it is cast at. All beings within the area who fail to dodge the effect
by a Prowness Roll are trapped in the Web and caught in its sticky
confines for the duration. The web can be burned, but those within will
take equal damage as that used to destroy the web (Normal fire does work).
Those within cannot employ HTH attacks, Missile weapons and spellcasters
who try to cast from within it are -25% their normal success due to lack
of ability to move. Normal weapons cannot cut the web, but magical ones
can, but doing only their magical pluses to the web. The Web can take
upto 20 points of damage on any one being it is holding before it will
snap and allow them to struggle free.