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Precision Software Appli…tions Silver Collection 1
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!MENTAL.#01
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:Mentalist
The mentalist is a true believer in the concept of mind over matter,
that the mind can overcome great obstacles thru willpower and logic.
Examples in the comics are characters like Professor Xavier and Marvel
Girl. Examples in fiction include The Turtle, Dr. Tacheyon, Most of
the powers of the Darkover novels and Mr. Spock.
Prerequisite Skills:
Alertness
Meditation
Suggested Skills:
Computer Operation
Magical History
Mathematics
Psychology
Spell Analysis
Restrictions & Advantages:
Unable to be Token Mages
All spell effects end if the caster becomes unconscious
Cannot follow traditions of Draconian, Enchanter, Gypsy,
Discordian, Darkovian, Shaman (any) or Voodon.
Can only keep one spell active for every 10 INT points
they possess because of concentration involved.
When a mentalist dies they issue forth uncontrollably
a mental death scream. This scream radiates out
30' per point of Magical Capacity they possess
(not energy on hand, capacity!). Beings within
the radius who do not Have Magical Aptitude
get a severe headache for an hour that leaves
them at -10% to perform all actions. Those that
do must make a saving throw against their
Aptitude ONLY, sucess results in a similar
headache. Those that didn't save take damage
based on the dying mentalist :
INT((Aptitude+Energy Left)/5)
:Affect_Normal_Fires
COST : 5
MODS : D,R
This spell enables the mage to cause non-magical fires--from
a torch or lantern to as large as a 10' radius ---to reduce in size and
brightness to become mere coals or increase in light to become as
full daylight and increase the illumination to double the normal radius.
This does not affect either fuel consumption or damage caused by the
fire. The caster can affect any or all fires in the spell's area. He
can alter their intensities with a gesture as long as the spell is in
effect. The spell lasts until the caster cancels it, all fuel is burned,
or the duration ends. The caster can also extinguish all flames in the
area, which expends the spell immediately. The spell does not affect fire
elementals or similar creatures.
:Aluap's_Curse
COST : 10
MODS : D,R
Cast on a Target being, ALL magic items used by that person will be
unable to function magically for the duration of the spell. The Target
being DOES get a saving throw vs INTUITION to avoid the effect at its
casting. Even magic swords will not get their pluses etc for the whole
duration.
:Animal_Possession
COST : 10
MODS : D,R
This spell allows a mage to possess the body of any animal intelligence
creature, and control it thusly. The Mages own body slips into a deep
sleep while inhabiting this creature mentally. The Mage controls ALL
the actions of that body and will feel ALL and see and HEAR what the
creature normally would. If the creature is harmed or killed while the
mage so controls it the mage will awake to find their body has suffered
HTK damage internally equal to that done to the creature. A mage whoose
body is slain while they are so possessing a creature becomes trapped
mentally within it.
Mages so possessing a creature can cast from the body, using their stored
pool of energy and may even gain energy thru the link in some
circumstances. The mage may severe the Possession at will, snapping
back to their own if it still exists. If a mage is trapped in a body
after the death of his own then the duration of the spell no longer will
apply.
:Apprentice_Link_Ritual
COST : 15
MODS : N
This spell is used to link a spellcaster with an apprentice or
trusted companion or follower over a long period of time. It creates
a linking so that they can speak (as under a Mind_Speech* spell), and
so they can transfer energy at will (The CASTER of the Apprenticeship
spell controls the flow and can take energy from the apprentice at
will or bestow such to them at will) over any distance. The spell
effects work THRU a Pentagram unhindered as well, despite its lack
of ranks. The caster can also cast Spells upon the Apprentice at any
time despite the distance as if they were in TOUCH range.
This spell cannot be cast on an unwilling target.
Unlike a normal Spell, the duration on this one is always exactly one
year and a day and works while the caster is unconscious.
This spell does NOT count against the total of number of active spells
the caster has working at any time, and cannot be dispelled by a normal
dispell magic.
: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. It does not work against coma victims.
:Ballistic_Attack
COST : 12
MODS : R
This spell allows the caster to duplicate the effect of gunfire on
a target by transferring to a bullet, ball bearing or similar small
metal object the velocity and kinetic energy of a fired bullet.
The chance to hit the target is 100% minus the Defensive value of
the target (Prow etc). The object being launched must be in the caster's
hand and weigh 1/4 of a pound or less. The object counts as a Ballistic
attack (see Ballistic_Defense* ). It does 2d10 + 1/Rank of the spell.
:Ballistic_Defense
COST : 10
MODS : D,R,T
This spell allows the caster to protect themselves and/or other beings
from gunfire by reducing the velocity of the incoming bullets for the
duration. Range is used when using Targets only.
Ballistic Defense adds +15 absorbtion against incoming gunfire ONLY.
(It fails against other attack forms to assist in anyway).
Additional ranks after the first add +1 to the absorbtion.
:Bigby's_Groping_Fingers
COST : 1
MODS : D,R,T
This spell allows the caster "grope" his/her target. This spell is
usually used by mischievous apprentices in bars and such... have fun!
RANGE is vital to make this spell useful!
:Block_Teleport
COST : 10
MODS : D
This spell prevents anyone from teleporting into or out of the area of
effect while the spell is in effect. It will not effect homing teleport
spells (e. g. word of recall). It will also not effect gates.
It covers an area of 100 Cubic Feet per RANK of the spell.
:Blur
COST : 3
MODS : D,R
This causes the caster's (or target being's) outline to become blurred,
shifting and waivers. This distortion causes all missile and melee
combats to be -20% normal chance to hit as well as for all magic attacks
directed at the target exactly.
:Body_Equilibrium
COST : 5
MODS : D
This allows the caster to adjust the weight of their body to
correspond with the surface they are standing on. Thus they can walk
on ice, water, quicksand or even a cloud.
Because of their lightness the character must be wary of wind gusts
which can easily blow them away.
This will also act as a feather fall effect if they are falling...
:Calm_Animals
COST : 3
MODS : D,R
This causes animals in a radius out to the range of the spell, to be
calmed and placid. This can stop a stampede, prevent an attack or simply
prevent easily startled or 'watch' animals from reacting to the
presence of the caster and/or others in the area for the duration.
This area of calm moves with the caster, and animals outside the area
will return to normal reactions.
Multiple TARGETS are not used as an option on this spell since it
is an area affect.
:Cell_Adjustment
COST : 20
MODS : N
This spell allows the caster to heal another being of damage by
touch. It does NOT cure diseases or regenerate lost body parts.
It costs, beyond the base, 1 point per point of healing to be done.
It will NOT bring the dead back to life, but will work on someone
unconscious or near-death (in negative points but not negative 10
or worse).
It is ONLY usable at TOUCH range, and only 1 target at a time.
:Cell_Disruption
COST : 20
MODS : R
This spell causes the target being's body cells to burst
internally from hypercharged energy, doing damage to them. Beyond
the base cost the mage pays 1 point per point of damage they wish
to inflict. Target DOES get a standard save.
:Change_Self
COST : 3
MODS : D
This spell enables the wizard to alter the appearance of his/her
form--including clothing and equipment--to appear one foot shorter or
taller; thin, fat, or in between; humanoid, or any other generally
bipedal creature. The caster cannot duplicate a specific individual.
The GM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his
equipment, and the ruse may be discovered in this way.
:Charm_Animal
COST : 10
MODS : D,R
This spell allows the caster to charm a target animal to become a
faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,
STay, Attack, Follow, Heel) but does not share a telepathic link or full
understanding of everything the caster may say. Lasts till duration ends
and then will wander away.
:Charm_Person
COST : 20
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!
:Combat_Teleport
COST : 15
MODS : D
This spell makes the caster +10% harder to hit via all HTH, Hand weapon,
Missile and gunfire combat attacks as they teleport themselves instantly
a few inches to avoid attacks when they occur. It does NOT work against
energy weapons, spells without physical form or area affect spells and
weapons (like a grenade). While active the caster CANNOT physically
be touched by anyone. Combat Teleport cannot be active at the same time
as Globe of Invulnerability since it is an aura affect.
Additional Ranks add +10%, upto 100% maximum. Combat Teleport IS
cumulative with PROW modifiers but not with BLUR*.
:Common_Tongue
COST : 20
MODS : D
This spell is an area effect, extending 50' around the caster. ALL
beings within this radius can speak and understand each other even
if they normally cannot as it gives them a common magical language
they all can do so with while in the area of effect.
:Complex_Illusion
COST : 20
MODS : D,R
This spell is the most advanced of the Phantasmal Force style illusions.
This illusion will affect EVERY sense of those experiencing it and will
appear to even inflict damage if it is a damage causing thing that is
being projected - but a being that things its been killed/destroyed will
merely fall unconscious for 1d10 + Rank rounds and then will revive with
no damage from the illusion. A being who has been so knocked out will
NOT be affected by the illusion a second time.
Complex illusions will move as ordered by the caster within range, and
will otherwise stay put unmoving until dispelled or destroyed. Thus an
illusion of a brick wall will last until the duration is ended...
Casters are NOT affected by their own illusion.
:Comprehend_Languages
COST : 10
MODS : D,R,T
When this spell is cast, the wizard is able to understand the spoken
words of a creature or read an otherwise incomprehensible written
message (such as writing in another language).
Note that the ability to read does not does not necessarily impart
understanding of the material, nor does the spell enable one to speak
or write an unknown language. Written material can be read at a rate of
one page or equivalent per round. Magical writing cannot be read, other
than to know it is magical, but the spell is often useful when deciphering
treasure maps. This spell can be foiled by certain warding magics
and it does not reveal messages concealed in otherwise normal text.
The reverse of this spell, confuse languages, cancels a comprehend
languages spell or renders a writing or a creature's speech
incomprehensible, for the same duration.
:Conceal_Thoughts
COST : 5
MODS : D
This is a psychic defense, it prevents Telepathy* from altering
ones memories and thoughts, or accessing them AND will prevent the
usage of effects on the caster because of the opponent has previously
gotten a Know_Mind* spell to work on them. It gives a +10% save to
Charm effects (by a mentalist or other mage tradition) and also to
save against Domination*, Possession*, Quantum_Leap* and the
Curse_Of_Senility.
:Corpse_Visage
COST : 5
MODS : D,R
This spell transforms the caster's face or the face of any creature
touched by the caster into the horrifying visage of a rotting corpse.
The effect of this illusion is so startling that when it is viewed by
opponents, the wizard's party adds to their surprise roll.
Corpse visage does not distinguish between friend and foe, and all
who view it are subject to its effects. If the spell is cast upon an
unwilling victim, the victim is allowed defenses to avoid the effect.
:Cure_Hangover
COST : 5
MODS : R,T
This spell removes all the symptoms of a hangover in the target
beings. There is no saving throw vs this effect.
:Curse_Of_Senility
COST : 20
MODS : D,R
This spell will ONLY work on a mage. The Target must save vs INTUITION
or will suffer SENILITY for the duration. While under the effect of this
the Mage must make a saving throw VS INTUITION every time they wish to
cast a spell - a failed throw means they cannot remember the spell AND
must spend the rest of that round in puzzlement over their memory loss.
The effect does NOT apply to HUNG spells.
:Dancing_Weapon
COST : 10
MODS : D
Cast on any hand-held weapon it will cause it to move about and fight
for the caster/owner within a 50' radius, as if it was wielded by the
owner, allowing them to perform other tasks while it fights. Attacks
on a Dancing weapon are -30% due to size and speed, and if it is hit
the hit will simply end the duration of the spell, not damage the weapon.
If its owner is knocked unconscious/dead the weapon ceases to fight as
well. Additional ranks add 10' to the radius of movement from caster.
:Deadthought
COST : 10
MODS : D,R
This is essentially telepathy with a corpse, as the forensic wizard
probes the brain of the deceased for specific data.
Type of Chance of
Information Finding Examples
----------- --------- --------------------
Basic 96% Name and profession
Well Known 70% Relating to current mission
Known 30% Relating to previous missions
Forgotten 2% Overheard once
:Deflect
COST : 3
MODS : D
This spell is cast on a shield, and temporarily increases its bearers
chance to prevent a missile attack from reaching target by 10% per RANK.
:Depression
COST : 10
MODS : D,R
This inflicts upon the victim the knowledge of ill logic, making them
realize that death is inevitable no matter how much they struggle and that
everything they do will not really matter in the long term. This depression
will reduce all their skills by 20% to succeed while active. TARGETS is not
used on this spell.
:Detect_Charm
COST : 1
MODS : R
This spell will reveal whether or not a recipient is under the effect
of a charm spell.
:Detect_Illusions
COST : 5
MODS : D
Allows the caster to see thru ALL Illusions encountered while the
spell duration is in effect, wether caused by magical spell or magic
abilities of specific creatures.
:Detect_Life
COST : 1
MODS : R
By use of this spell the caster can determine if a creature is alive,
including creatures in a coma, trance, little death etc. It fails
against Mind Shielded targets (they will detect as dead) and will
also expose Undead for what they are.
:Detect_Lie
COST : 3
MODS : D,T
This allows the caster to perceive any SPOKEN lies said in their
presence if they understand the language being spoken. Range is not
necessary as an element in this spell. Target is only needed if casting
the spell on someone else. It does not detect omissions, only falsehoods.
:Detect_Magic
COST : 1
MODS : D,R
This spell causes all magic on the target being/object to be shown
in that it will glow with colors to the caster's eyes. Duration
is not needed to be purchased if it is cast at the suspect target.
If Duration is purchased it will show the caster ALL magical objects
or beings they encounter with sight range of the bought range.
:Detect_Mentalist
COST : 5
MODS : D
This spell will notify the caster when another mentalist has come
within 30' radius range/rank of the caster. If the detected being
is a Known_Mind* then they will instantly know that it is them.
This effect does not count against the total number of active spells.
:Detonate
COST : 15
MODS : R
This allows the caster to detonate the latent energy within an inanimate
object or plant (it fails against any magical device, things made of
Lead or Gold, as well as all living creatures). The size of the object
can be a maximum of 1 LB per RANK of the spell, and the object will
explode outward for 5 points plus 1d10 /per rank. IT will affect an area
radius of 5 feet per 10 lbs involved. Beings within the range can
save vs PROW to take 1/2 damage, and armour DOES apply (the damage done
is NON-MAGICAL and defenses that only work against magical attacks fail
against this spell, while those that prevent mundane damage work
perfectly). The object MUST be solid - it will not detonate a liquid or
a gas. The object involved will be shattered/broken in the process.
:Dispel_Illusion
COST : 3
MODS : R
This will cancel ANY illusionary effect instantly and finally.
:Dispel_Magic
COST : 5
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 vs INT against Dispel. Note that the dispell must
be of equal or greater rank then the spell being affected to work.
:Disruption
COST : 20
MODS : R
This is cast ONLY on a single target. The Target must be a mage. If
the Target fails a save vs INTUITION then they will immediately lose
ALL their HUNG spells and the energy held in them.
:Domination
COST : 25
MODS : N
This is a special effect, not bound by some of the rules of the
Mentalist tradition. Domination allows a mage to make major modifications
to the target's mind, so that the subject will willingly follow any
instructions or wishes spoken by the mage to them and believe that
it is their own free will that is in effect.
A mind to be dominated must first be known to the mage thru the
Know_Mind* spell effect. Second they must overcome the subjects will
thru the casting of the domination spell. The subject gets a save
against the Domination effect at the initial casting. They also will
get a save whenever instructed by the caster to perform an action
that would violate natural disadvantages, inclinations and fears of
the subject (ex: A Code against killing, a fear of heights etc),
against their INT alone in such violations. Once a subject has saved
against Domination from the caster they can NEVER be dominated by
the caster again.
This special spell does NOT wear off with the unconsciousness of
the caster, and cannot be removed by a Dispell Magic, Detected by a
Detect charm or Detect Magic (It registers as a CURSE for detection
and removal). It lasts until saved against, removed or the death of
the caster.
:Dream_Death
COST : 25
MODS : R
This spell is cast upon someone and becomes active when they enter into
a dream state. It fails to work against someone who is experiencing a
dream-bead recorded dream or who has Dream Manipulation cast upon
themselves. Once the target is asleep they must make a save against
their INT as they will experience a horrific dream that will cause them
to die within their sleep upon failure to save (someone killed this way
does NOT receive Divine Intervention as their Spirit is trapped upon the
Dream Plane and they become a member of that plane's inhabitants unless
rescued and brought out physically).
:Dream_Sharing
COST : 10
MODS : D,R
This allows the mage to share the dreams of the target being, so that
they may observe all that occurs within their dream. If the mage ALSO
has a blank dream bead they can record the dream of the target being at
the same time. This spell can be cast upon the being as they go to sleep
or before they do so - but the caster will slip into slumber themselves
as soon as the target being goes into the dream state. The duration does
NOT begin until the target becomes asleep.
:Dream_Supression
COST : 5
MODS : D,R
This spell allows the caster or the subject to be free from dreams when
sleeping for the duration of the spell, including all the effects of a
Death_Dream* . The disadvantage is that they cannot gain the benefits of
dreaming also, including things such as the effects of Dream_Teacher*
spells.
:Dream_Teacher
COST : 25
MODS : R
A more advanced version of Dream Sharing or Manipulation, this spell
allows someone to teach the subject while they are asleep in a skill
they are experienced in. The subject STILL pays the experience costs of
the skill or spell, but learns it in the scope of a single dream, thus
speeding the learning process. The caster MUST have the skill to be
taught at least at 5 levels of training, and the caster gains NO
experience by teaching the skill in this way.
Dream Teacher can ALSO be cast upon an existing Dream Bead and allows
that bead to contain the knowledge of a skill or spell to be taught to
whoever uses that bead.
:Dream_Thief
COST : 25
MODS : R
This allows the caster to steal the dreams of a Known Mind (see Spell
KNOW_MIND*) or targeted being within range. Once cast it waits until
the target sleeps (range does not apply after the initial casting).
If the target does not sleep within 24 hours then the spell fails.
There is NO save when the spell is first cast, the save come after
going to sleep.
The target gets their save against the spell upon going to sleep.
If they fail their save then they sleep without dreaming, and will be
at -1 to their INT for the next 24 hours because of this. At the same
time the CASTER gets a +1 to their own Magical Aptitude for the same
24 hours. The target must save against the spell EACH time they
go to sleep (but only once in a 24 hour period), and until they save
the spell continues to work without the caster having to invest energy
into the effect (but it DOES count as an active spell for concentration
reasons, but will work even after the caster has become unconscious).
Additional Ranks add a +1 to the effect in drain INT, but not in
gained MA. If a target is ever drained in the process to 0 INT then
they will enter into a coma and not wake again while the caster lives,
and the caster will have the Aptitude gain until the death of their
subject (and will no longer have to count the spell against active ones
while the subject is in the coma and alive).
Dispell magic and remove curse will not help, nor will awaken.
To remove the effect you must kill the caster or Cast a Dispell on
the caster of a rank equal to or greater than the Rank of the Dream
Thief spell had been cast within one month, remove curse with one year
(after a year there is no way to save the subject in the coma).
This spell is considered HIGHLY unethical and other mentalists will
usually seek out someone using it as a danger to the Tradition in
general.
:Empathic_Revenge
COST : 25
MODS : D
When the target this spell is cast upon is attacked in any way the
attacker receives back half damage (only HTK damage applies) as that
the target had received from them AFTER armour etc, as internal damage.
:Enhanced_Phantasmal_Force
COST : 10
MODS : D,R
This spell is a Phantasmal force with Sight and Sound and (optionally)
smell, but not substance. The enhanced Phantasmal Force can cover a
10' x 10' x 10' area at the stated range per RANK and can move anywhere
from that range to the caster as the caster chooses. While working this
spell the caster cannot cast another spell (but may prepare one) or
engage in HTH combat except defensively. If the caster moves the Force
will remain always within range of the caster. Upon casting another spell
the Force will cease to move by the will of the caster, but will simply
freeze frame where it is until the duration ends. It will continue the
last ordered sound and smell output.
:Erase_Signature
COST : 10
MODS : N
Cast on an item, this erases all connection of the item with any
persons or history that could normally be read from it by various
divinatory spells. The caster may handle the item for 1 round per
rank afterwards without placing new impressions/signatures on the
item.
At Rank 10 it will also erase signatures on all ACTIVE or PASSIVE
spells on the item so that they cannot be spell traced or otherwise
divined back to the initial caster.
:Exorcise
COST : 20
MODS : R
This is cast on a body possessed by a spellcaster or creature of some
sort. It drives the offending possessor out of the body back to their
own (if possible), though they do get an INT save to oppose it.
:Evil_Eye_(Curse)
COST : 5
MODS : D
This is a minor curse spell, inflictable only on one Target who MUST
be able to make eye contact with the caster, within the range it is
cast at.
The evil eye affects an individuals luck, that is, it affects their
die rolls. It causes ALL misses in combat and all spell casting
failures to be considered KLUTZes with the detrimental affects of that
result. It cannot be dispelled by a normal dispell magic.
:Extinguish_Fire
COST : 3
MODS : R
This will extinguish any fire within range radius.
:Eyes_Of_Sickness
COST : 20
MODS : D
This spell can ONLY be cast on the caster, and while under its
effective duration the caster's gaze has the ability, when meeting that
of another living being or creature to cause the infliction of instant
and painful sickness effects on the victim. In this case it causes
internal pain (as from severe cramping of the digestive system) and
fever to sweep over their body. Such a target being's skills are ALL
reduced to 50% of normal success, all physical attacks they do will be
at 1/2 normal damage (After totalling scores) and their movement rate is
reduced by half. The victim is so effected while their eyes meet the
casters and lasts for 10 rounds afterward contact is broken. The effect
cannot be negated by a cure disease or healing spell of any kind, or a
dispell magic, but a REMOVE_CURSE* will remove its effects prematurely.
The save against the effect is vs HARDINESS instead of INT as the body
is fighting off the spell effects, not the mind.
:Fall_Short
COST : 15
MODS : D,T
Target being this is cast on has their range illusionary modified so
that they will appear to drift back and forth to a viewer, causing their
range to distort. Anyone firing a ranged weapon at the target must make
an Intuition ROLL (Perception, alertness cannot be applied as a skill vs
this) to properly perceive the targets range - if they fail they will
automatically miss with their attack. Anyone making a HTH attack vs the
target being is -10% normal chances to hit because of the effect. Anyone
using a ranged spell (non-touch) to hit must also make a perception roll
to properly gauge the range to the caster OR must pay for EXTREME (20
point ballista range) to ensure to hit the target, or they will be subject
to the effect as if a ranged attack with a weapon.
:Feather_Fall
COST : 1
MODS : D,R
When this spell is cast, the target(s) affected 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 one or more
objects or creatures in a 10-foot cube per rank.
:Fertility
COST : 5
MODS : D,R
This spell will bring a subject being into peak fertility, and will
override all known herbs, magics and medicinal means to block fertility
(but not Barrier-form prophylactics or natural preventions in their
biology) allowing conception to take place if a mating occurs within
the duration of the spell.
:Find_Animals
COST : 3
MODS : N
This spell allows the caster to state a particular kind of animal for
the spell to set him into the right direction to find and an estimated
distance to the nearest such creature at the time of casting. For
example to find a Dog, a cat or a horse are all viable. The range that
the spell can pick creatures within is a mile per RANK of the spell.
: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.
:Force_Shapechange
COST : 15
MODS : R
With this spell the caster can force any shapechanger (even a changeling)
or polymorphed creature to instantly revert to their true form (or most
commonly used form). If the target is a natural shapechanger then they
DO get a save vs INT to avoid the effect - there is no Save vs those who
are polymorphed. The target cannot change form again for 1d10 + 1/Rank Rnds
even if they saved against the spell.
:Free_Action
COST : 7
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.
:Friendly Possession
COST : 15
MODS : D,R
Caster's mind enters the target being's body for the duration, their
own body collapses into a coma. If the caster's own body is destroyed
they permanently become resident in the new body. While in possession
the caster has the new body's stats except for Intuition, Magical
Aptitude, and Magical Capacity. The target's mind is NOT rendered
unconscious. Both caster and target are fully functional. They may
take actions simultaneously, within the physical limitations of the
body. If they attempt to do contradictory things, and neither agrees to
cancel his action, both must attempt an INT roll. If one succeeds and
the other fails, the one who succeeds may take his action. If both
succeed, the body attempts both actions with results determined by the
GM. If both fail, the body does neither action.
The two minds count as separate targets for mental spells. (Spells which
are cast on the mind, such as Sleep or Charm.) If the caster of such as
spell only puts one target on the spell and does not specify which mind
he is casting it on, the target is determined randomly. If an area
effect mental spell occurs, both make separate saving throws to determine
if they are affected. Against physical spells which affect the body, they
get the better save of the two characters. Against an Exorcism spell,
both characters are entitled to a save, and if either succeeds the
Exorcism fails.
:Globe_Of_Invulnerability
COST : 25
MODS : D,T
This creates around the caster a sphere of magical energy which will
prevent spells cast by others from affecting the caster. The globe does
NOT protect against physical attacks, nor does it prevent the caster
from casting magical spells OUT from the shell. It lasts for the
duration and is even immune to Dispell Magic spells. It also does not
stop the caster from casting spells on themself. It does not protect
from magical weapons or devices that have non-ranged affects (such as
a magic sword), and it does not stop touch range spells.
While this spell is active the caster cannot have any other globe,
aura or sphere based spell around them, including Ballistic Defense.
: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.
:Hallucinatory_Forest
COST : 12
MODS : D,R
Cast outdoors, this creates a hallucinatory Forest to appear. Centaurs,
dryads, dragons, nymphs, satyrs, and treants will recognize it as an
illusion but all others will perceive it as real. It will fill an area
from the caster to the maximum range and an equal distance at an angle
specified by the caster (so it may be triangular or even square at
most).
Trees in such a forest will appear to have substance and form and will
not dissipate if touched like a Phantasmal force would. The forest WILL
act as cover for a camouflage spell or for someone dodging archery
attacks. Movement rates will be as if thru a real forest.
:Heightened_Senses
COST : 3
MODS : D
This spell allows the caster to raise their awareness to the
universe temporarily, increasing all chances to notice smells, sounds,
sights, tastes and tactile senses for the duration by +20%.
:History
COST : 3
MODS : N
This spell allows the caster to "tune in" to the psychic
impressions left on an object or small area. The power gives the
wizard the ability to divine special purposes, famous owners, and
powerful alignment bends.
The spell will not identify a magic item per se, but would
identify the signet ring of a long deceased noble house as such.
Furthermore, history doubles the chance of a rare or unknown items
value being determined.
This spell is most commonly used on non-magical plunder, books,
and items sold at auctions. Only a single touch is needed to make the
spell work.
:Hold_Person
COST : 15
MODS : D, R
It is cast on an individual and paralyzes them if they
fail an INTUITION 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 : 3
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.
:Identify
COST : 10
MODS : T
When an identify spell is cast, magical items subsequently touched by
the wizard can be identified. When the spell is cast, each item must be
handled in turn by the wizard. Any consequences of this handling fall
fully upon the wizard is allowed any applicable saving throw.
The chance of learning a piece of information about an item is equal
to 50% rolled by the GM. Any roll of 96-00 indicates a false reading
(91-95 indicates nothing). If any attempt at reading fails, the caster
cannot learn any more about that item. Note that some items, such as
special magical tomes, cannot be identified with this spell.
:Illusionary_Script
COST : 7
MODS : N
This spell enables the caster to write instructions or other
information. The Illusionary script appears to be some form of foreign
or magical writing. Only the person(s) who the caster desires to read
the writing will be able to do so, although it can be recognized by
another Orange Mage. Others attempting to read it will become confused
for 1d10 rounds (save vs Intuition), unable to act or think straight and
likely to wander aimlessly or simply sit down where they stand.
The script does NOT vanish after being read.
Additional Ranks of the spell increase the confusion by another d10.
:InFertility
COST : 5
MODS : D,R
Causes the subject to become infertile for the duration, useful for
means of preventing contraception. This spell will NOT cancel out a
Fertility* spell! Nor does it cause Impotence - only lack of conception.
:Invincibility
COST : 15
MODS : D
This spell has two major purposes. First it prevents opponents of
the caster to see that he/she is wounded or injured in any real way
while they are conscious and alive. Bullets will appear to bounce
off, arrows will fall to the ground as if they had never penetrated,
wounds will remain unseen and unbleeding, blows with sword or other
weapons and hand attacks will appear to fail to pierce.
In this way an opponent can be convinced they are powerless
against the caster.
Second, it allows the caster to NOT feel pain in any way. Thus
they cannot be knocked unconscious and can continue to be conscious
until reaching -10 HTK and absolute death (unless the spell's
duration ends before that). Any spell or attack that would Stun or
knock them out fails, no matter the source.
Opponents with Mind_Guard* up or Tower_Of_Iron_Will* get a save
when the caster is first wounded, and if successful will not be
fooled by the illusionary part of the spell.
: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 perfect invisibility, as it is purely a clouding
of the mental images of others of the caster. 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 under this spell cannot be detected by infravision
on the part of sentients, but animals can detect them thru scent.
A Person with MIND_GUARD* active sees the invisible. Those with
Tower_Of_Iron_Will* on get a save when first encountering the effect.
Once turned off the spell MUST be recast in full.
: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.
:Know_Mind
COST : 15
MODS : R
This spell allows the caster to establish a mental image of a
persons mind, allowing them to use a variety of options with Telepathy*,
Teleport_Link* and other spells. One mind can be memorized in this way
per INT point of the character. Mind Shields Block this unless the
target is willing.
:Know_Spellcaster
COST : 10
MODS : N
This spell is cast upon a magical object or ANY ongoing spell effect
(It can ALSO be cast during a REPLAY spell and will count what is
being viewed as an ongoing effect even though it is an image) whereupon
it will notify the caster of the the Name of the original caster.
: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 : 20
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.
:Linked_Teleport
COST : 25
MODS : N
Allows the caster, who is already in mental contact with a sentient
mind (thru Telepathy*, Mind_Speech*, Apprentice_Link* or similar
spell effect) to teleport to a locale within 5' of that sentient person
[There is NO saving throw]. They can bring additional equipment or
persons, upto 100 lbs per RANK of the spell.
:Living_X
COST : 10
MODS : D,R
A glistening pink crystalline looking energy shaft is shot towards a
living target, who is instantly immobilized in an upright spread
eagled position, until the target can break the spell by making a
Hardiness roll on one of the following rounds or by the expiration
of the duration.
:Locate_Object
COST : 5
MODS : D,R
This spell allows the caster to find the location of a lost or stolen
item which they are familiar with (that is, they have held it in their
hands at some point in the past). The spell will give them a direction
and will lead them along that direction, with mental statements of
'warmer'/'Colder' until they reach it or until the spell expires.
If the item is beyond the casting range then they will NOT perceive
it at all except a vague direction and then the spell will expire
prematurely. If the object has been broken, changed or damaged in any
way it will not ne detected at all.
: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, 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.
:Minor_Involuntary_Actions
COST : 1
MODS : D,R
The spell allows the caster to affect the body controls of a single
sentient being (save vs INT only against the EXTENDED Version, no save
vs the one round version). Which means it can create simple physical
reactions from the following list:
Belch, Blink (eyes), Cough, Giggle, Nod, Scratch, Sneeze, Twitch
(Minor muscle contraction), Wink and Yawn.
If the victim is a mage who is involved in a spell casting they must
make a save to maintain concentration on the spell they are working on
(Iron_Mind* prevents the need for such a save) or they will lose the
effect and have to start again. If the spell is cast on the victim with
duration then it gives them a -10% to cast for the duration of the
spell.
If cast on a non-mage involved in combat, specifically TWITCH,
Sneeze and Blink or Wink will throw off their combat pattern slightly
reducing their next attack (if on that round or the next) by 5%. If cast
on a non-mage with duration it will reduce their effect by 5% for the
duration on all combat skills.
:Minute_Ball_of_Fire
COST : 15
MODS : R
When a wizard casts this spell, a flaming bead launches from a
pointed finger, speeds straight out to the stated range and explodes
into a 10-foot diameter sphere of normal fire. Anyone caught within
the spell's effect must take 1d10 points of damage, unless they make a
successful Prowness roll.
Multiple RANKS do not do extra damage with this spell, unlike a
conventional fireball spell, and TARGETS is not a usable option.
Since the fire is non-magical anything that normally protects against
such DO apply.
:Mirror_Image
COST : 10
MODS : D,R,T
When invoked, this causes 4 duplicates to appear of the target. These
are illusions. They move about with the caster (or target) making it
nearly impossible to tell which is the real one. This means that if a
spell or attack is aimed at the target there is a saving throw made to
see if they hit the being or an image. If they hit an image that image
will disappear and the target takes no damage.... saving roll for the
target/images from such attacks:
4 images present 80%
3 images present 75%
2 images present 66%
1 image present 50%
Once all images are gone the spell ends, otherwise they last until
the duration ends or the caster commands it to end.
:Morale_Boost
COST : 3
MODS : D,R,T
This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
and will also give them a +5% chance per rank to succeed at all attack
rolls for the duration of the spell.
:Mystic_Shield
COST : 5
MODS : D
When this spell is cast, an invisible barrier comes into being in
front of the wizard. This shield totally negates magic missile attacks.
It provides the equivalent protection of +30% against hand-hurled
missiles (axes, darts, spears, against small device-propelled missiles
(arrows, bolts, bullets, manticore spikes, sling stones, etc.). The
shield also adds a +10 Intuition bonus against spell attacks that are
basically frontal. Note that these benefits only apply if the attacks
originate from in front of the wizard, where the shield can move to
interpose itself.
:Nude_Mood
COST : 7
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.
TARGETS is only used if the targets involved are within 10' of each other.
:Painting
COST : 3
MODS : D,R
By the means of this spell the caster can create an illusion of
whatever s/he wants visually. It is usually easy to recognize what the
illusion is supposed to be of, but any creature that can do so can also
recognize that it is an illusion, as the picture is two dimensional.
:Personal_Healing
COST : 10
MODS : N
This allows the caster to heal injuries they may have sustained, when
they are conscious, by spending the above cost plus 1 point per point
of damage to be healed. No other modifiers are used and it works
on internal wounds, open wounds and broken bones. It does not assist
against diseases, withering or permanent damage.
:Phantasmal_Force
COST : 5
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.
:Psychic_Crush
COST : 10
MODS : R
This spell is used to cause a massive mental assault upon the neural
system of the target's mind. If the subject is a Known_Mind* then
they save with their INT only, else they get a standard save.
To the base cost is added 2 points per point of damage that the
caster wishes to inflict (but they cannot inflict more damage than
their own Magical Aptitude). Additionally the target makes a second
save afterwards or becomes unconscious for 1d10 rounds on top of
the damage.
Psychic Crush does NOT work on non-corporeal beings.
:Pop
COST : 20
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 50 lbs).
They cannot appear within a solid object. Each additional RANK adds
50 lbs to the carriable weight.
:Possession
COST : 20
MODS : D,R
Caster's mind takes over the target beings body for the duration, their
own body collapses into a coma. If the caster's own body is destroyed
they permanently become resident in the new body and the old being fades
away. While in possession the caster has the new body's stats except for
Intuition, Magical Aptitude, and Magical Capacity. The caster CANNOT use
the skills of the other being, only the body - they can use their own
skills.
:Programmed_Illusion
COST : 25
MODS : D,R
This is a Complex_Illusion* that is pre programmed by the caster for
what movements, sounds and actions it will take, upto a 15 minute
sequence per rank of the Spellcasting can be programmed.
:Puppet
COST : 15
MODS : D,R
This allows the caster to control the body movements of another
person as if they were a puppet, controling all basic motor ability
of the body, except for those of the head. The target DOES get a
standard save against this spell. They cannot access the memories,
skills or even any powers of the body, simply basic movement etc.
The subject can make vocal complaint but is otherwise helpless
(unless they can cast spells without body controls in some way).
:Quantum_Leap
COST : 25
MODS : D,R
This is an unusual form of possession*. It allows the caster to transfer
their mind into the body of a being within the target range (INT Save)
and places their mind into the casters body. They both retain their INT
and memories, as well as spell energy and hung spells and have full
control over the new body, and keep ALL their original skills and NOT
those of the new body. In the event one of the bodies is killed the
remaining one will become the property of the current possessor and the
occupant of the other is slain with the death. All active spells stay on
the BODIES not the intellects in the switch. Unsuspecting victims are
stunned for 1d10 rounds after being switched and cannot act.
:Remove_Fear
COST : 3
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
:Replay
COST : 15
MODS : D
This spell causes past events to be re-enacted in upto a 400 sq foot
area The replay will consist of a three-dimensional, transparent image
superimposed over the area of effect. The wizard can freeze the action,
reverse it, scan rapidly for a desired event, or skip to any time
within range of the spell.
The speed of the search is determined by the GM and limited by the
magnitude of the event in question. It would be easy to spot the
passage of an army, for example, but spotting a pick-pocket would
require a real-time search.
: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_Sanity
COST : 30
MODS : N
This spell removes insanities previously acquired by the target. An
insanity is defined as anything on the the insanity table EXCEPT Phobias
and Sexual Deviations.
:Reveal_Owner
COST : 5
MODS : N
The caster of this spell receives a mental impression of the most
recent owner or owners of the recipient object. An "owner" is defined
as an intelligent entity who was in direct physical contact with the
object one hour, or who had the object upon his person for 24 hours.
The information gained is sufficient that the wizard will recognize the
owner on sight, and he can uniquely specify the owner for the purpose
of such spells as legend lore.
:See_Invisible
COST : 5
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).
:Sleep
COST : 5
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 : 5
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 : 5
MODS : D,R,T
Allows the caster or subject beings to move consistently at increased
speed. This means they get a +5 to all initiative rolls.
Additional ranks add +1 more to the initiative.
:Spell_Shield
COST : 15
MODS : D,R,T
Places an auras around the caster or a target being that protects
against ALL damage causing spells aimed directly at them (Does not
block non-damaging spells or AREA EFFECTS), reducing their damage
to MINIMAL - so if a damage spell does 1d10 normally, it will only
do 1 point of damage on hitting.
:Spell_Reflection
COST : 15
MODS : D,T
This places an auras around the caster or a target being that
protects from ALL spells cast directly at them that is single targeted
by reflecting the spell back to its source if an Intuition saving roll
is made successfully. If the source also has a Spell Reflection up
it may also bounce the same spell back again until one of the two
fails its save and is struck.
:Spell_Trace
COST : 1
MODS : R,T
Cast on an object or on a target of a recently discharged spell, this
will give the mage an image of the caster who originally cast the spell.
:Static_Field
COST : 20
MODS : D
This spell allows a caster to affect spellcasting within a 30'
radius of themselves for each rank of the spell (they can lessen
the effect though if it is so wished). This field reduces the
ability of the caster and others within the field from casting spells
by a percentage equal to the caster's Magical Aptitude. Against
OTHER Mentalists this percentage is even greater, being the Magical
Aptitude multiplied by the RANK of the caster.
Static Fields will affect active spells as well (anyone who has
an active spell they have cast must make a saving throw to keep it
from ending prematurely).
:StealSpell
COST : 15
MODS : R
When cast, it allows the caster to randomly steal one of an opponent
mage's 'HUNG' spells and immediately use it themselves, or add it to
their own 'Hung' collection for later use. If the spell is of a
different tradition of magic then their own they must assign
one they have as the casting factor - a hung spell like this is
lost after the casting and the mage will have no memory of how it
actually worked since it was stolen merchandise.
:Strength
COST : 5
MODS : D
This allows the caster to boost their own Hardiness for all STRENGTH
purposes (combat etc) but not for Health/constitutional saves, by 5 pts
plus 1 per RANK.
:Stupefying_Blast
COST : 20
MODS : D,R
A chaotic blast of green and blue energy is sent out at a target being
who gets a saving roll vs INTUITION. If failed the target becomes
struck Mute and blind for the duration. This would render a mage
unable to cast a spell on anyone except themself (since they cannot
target the spell). It would make physical combat be at Prowness 1 for
a base.
:Taunt
COST : 5
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 : 10
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
25 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 : 5
MODS : D,R
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 (INT 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
5 - above and can use the senses of the target mind
6 - above and can CAST thru the target to the
area near them using the targets range.
7 - above and can place memories in target mind
8 - above and can change memories in target mind
9 - above and can transfer HUNG spells to target mind
10 - above and can use INT based skills of target
11 - above and can share own memories, INT skills.
12 - above and can transfer energy to/from target
to/from themselves (Cannot GIVE energy beyond
the Capacity of the Target or receive more than
they can hold).
Unlike Mind Speech, Telepathy can be cast on either a LOS being,
paying for range, or on one who is known to the caster via the
Know_Mind* spell, with no range costs.
:Teleport_Object
COST : 3
MODS : R
Allows the caster to move an object within range to any locale that
the caster chooses that has been visited and memorized by the caster,
or into the possession of the caster immediately. Range is used for the
actual range to the target object. Duration and Targets are unused
options. If the object is a container its contents will move with it.
Additionally there is a cost of 1 spell point per 5 lbs of the objects
weight at rank 1. This is doubled for each rank (Rank 2 for example for
the same 1 point can affect 10 lbs, Rank 3 can affect 20 lbs for 1 point
etc).
:Teleport_Self
COST : 25
MODS : N
Moves the caster and upto 100 lbs of gear etc to any locale that the
caster chooses that has been visited and memorized by the caster.
One locale can be memorize per point of INT the caster has.
Additional Ranks add 100 lbs to the capacity of carryable weight.
:Tower_Of_Iron_Will
COST : 15
MODS : D
This is a psychic defense against other mentalists ONLY, which
gives the caster +50% to all chances to save against such effects.
:Transfer_Energy
COST : 1
MODS : D,R,T
This allows mages to transfer energy to each other by choice. Those
involved MUST be willing. The being losing the energy decides how much
they transfer and to who. Energy cannot be transferred to a non-mage
being unless they are magical in nature. Only RAW energy *not HUNG
spells* can be transferred this way.
:Transfer_Wounds
COST : 20
MODS : N
This spell allows the caster to transfer all their current damage
to the next person they come in flesh-to-flesh contact with. If the
person makes a standard save then they are not affected and the spell
continues until the caster successfully transfers the wounds or
becomes unconscious. It does NOT help transfer wounds received AFTER
casting the spell, nor does it work if the caster dies or becomes
unconscious (when it terminates).
:Umbrella_Of_Carnack
COST : 15
MODS : D
This spell creates a magical umbrella that will hang 3' above the head
of the caster at all times. The Umbrella will have no physical form to
touch, but is visible to normal sight. It can pass thru objects easily and
offers no protection from arrows or other thrown missiles. BUT the umbrella
will prevent any RAIN based spell from affecting the caster, and also any
falling object more than 5 lbs in weight will bounce off it. Thus things
like a falling Wall of Ice would fail to harm the possessor of the Umbrella,
or even an opponent jumping from a height above to attack.
:UnParalyze
COST : 5
MODS : R
Restores movement to a person, no matter the cause of the Paralysis.
:Unseen_Servant
COST : 3
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.
:Wall_Of_Invisible_Might
COST : 25
MODS : D,R
This spell creates a magical invisible wall of force 10' high and upto
20' wide per rank. The wall will be impenetrable by all missile weapons.
(And gunfire).
No spell may pass thru the wall, but spells may damage it, and it can
take upto 100 points of damage per RANK of the caster before vanishing.
Any being passing thru the wall will encounter NO resistance, but any
Spell energy they possess will be drained away and will add to the walls
strength 1 point per point drained. If a being has an active spell it will
prematurely end its effect. It does not affect hung spells not yet released
or magical devices being carried. An INT save is made to prevent the drain
of the spell energy and the ending of the active spells.
:Well_Of_Blackness
COST : 20
MODS : D,R
This spell is a mental illusion upon a target being. IT leaves them
believing they are Blind, Deaf and without any sensation of feeling
for the duration. This means the mage is at a -40 to cast hung spells,
and a -60% to cast otherwise. A tool mage is unable to cast at all
under these circumstances. Target does get an INT save. It will NOT
affect a non-mage!