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!BARDIC.#01
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:Bardic_Tradition
The Bardic tradition is seemed in the ancient European concepts of
musicians and performing poets who weave magics thru song, music, dance
and couplet. Their magics are often subtle, manipulating emotions and
thoughts more than the physical world.
Prerequisite Skills:
At least One Musical Instrument
Reading/Writing
Singing
Suggested Optional Skills:
Dancing
Juggling
Streetwise
Voice Mimicry
Ventriloquism
Ancient Language
Modern Language
Casting Rules & Restrictions:
-20% if not able to sing vocally in casting
-10% if not able to play musical instrument in casting
-10% if caster cannot hear
-10% if target is alive and cannot hear song/music
+10% if other musician playing instrument in accompanyment
(this compounds with additional musicians)
+20% if able to dance while casting (Dance adds 2 rnds
to the casting time on all spells though).
When performing and NOT casting the bard recovers
energy as if from two hours of sleep per hour of
playing their instrument. (Special Recovery).
CANNOT HANG SPELLS in this tradition
CANNOT BE A TOKEN MAGE in this tradition
Cannot Learn Draconian Tradition ~<!DRACON.#01>*~
:Age_Alcohol
COST : 5
MODS : R
This spell magically ages Alcohol. The standard durations are not used
for this spell. Each point put into Duration adds 6 months to the age
(and thus fermentation level). Upto 4 gallons +1/Rank can be aged with
this spell.
:Animate_Object
COST : 7
MODS : D,R,T
By means of this spell an inanimate object becomes animate and under
the command of the caster. The object will move at about 5' per round
unless it is something designed for movement (ex: A wagon, wheelbarrow
etc). Objects animated in this way cannot fight, but may block an attack
by interceding. They are imbued only with enough intelligence to obey
the instruction by the caster (ex: an animated broom can sweep the
floor, but knows nothing about making tea). One of the common ways of
using this is to cast it on a scarecrow or other such humanoid appearing
form so that a wider range of commands are possible. The animated beings
cannot perform a task that the caster has no knowledge of or cannot
perform themselves - ex: an animated mannequin instructed to make dinner
by the caster could cook no better than the person that created it.
They cannot hold or manipulate magical energy in any way.
:Apprentice_Link_Ritual
COST : 20
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.
:Awaken
COST : 3
MODS : R,T
This spell will wake a character (or characters) to full
alertness instantaneously. Each being that may be awakened must be
named in the spell when cast.
:Banishment
COST : 25
MODS : R
Cast at a being from another plane, this spell forces them to return
instantly to their plane and the subject cannot return to this one
without being summoned back. The Target DOES get an INT saving throw.
Fails against creatures native to the plane.
:Beauty
COST : 3
MODS : D,R
This spell is cast upon a being of sentience only. It enhanced their
Appearance magically for the duration by 10 points. 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.
Additional RANKS add 1 to the gained points.
:Bigby's_Interposing_Hand
COST : 10
MODS : D
This creates a HUGE-sized magic hand which appears between the caster
and an opponent. This disembodied hand then remain between the two,
regardless of what the spellcaster does or how the opponent tries to get
around it. The hand is about the size of the caster. It may be harmed
by spells and normal weapons, but can absorb all damage until it hits its
limit, which is 100 points per RANK of the spell.
:Breeze_Call
COST : 3
MODS : D,R
Causes a swirling breeze to arise from around the person of the
caster which will blow in a set direction. It drives away gases
and minuses 5% from chances to hit by missile weapons while active.
Range is how far out from the cast that the breeze's effects will occur.
:Bubbles_Of_Euphoria
COST : 15
MODS : D,R
This spell summons or generates some giant 'soap bubbles' that will
float around the area where they were ranged to. Those within the area
must save vs prowness each round of the effect to avoid touching and
bursting one of the bubbles. If they fail and touch one it bursts,
and releases a strange gas effect on them - because of its nature it
WILL bypass a minor globe of invulnerability and it will work on a being
with magic resistance. The gas causes a feeling of Euphoria in the
being, which will make them smile and laugh at foolish things. This will
distract mages who are spellcasting, even those with IRONMIND spells
active, reducing their chance to cast by 25%, and it will reduce any
resistances to sleep, charm or non-damaging spells by this same amount.
The effect of the Euphoria lasts for the duration.
Area of effect is a 20' radius from the range point, and the caster
CAN be affected by their own spell in this case if they cast it in too
confined an area! Each additional rank adds 10' to the radius.
: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.
:Cause_Fear
COST : 10
MODS : D,R
This causes all beings (humanoid and animal) in a radius from the
caster at range to have to save vs INT on a fear effect. If they fail
they will flee (if possible) or cower unoffensively for the duration
of the effect.
:Charm_Animal
COST : 5
MODS : D,R,T
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 : 10
MODS : D,R,T
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!
:Charm_Undead
COST : 7
MODS : D,R,T
This spell will automatically CHARM any normal form of Undead
(Ghost, Spectre, Wraith etc) and place it under the casters control
for the duration - It reverts to original controller when spell ends.
It can also work on intelligent undead, like Ghosts and even Vampires,
But they get their Intuition to defend with at casting and will not
do anything FATAL to themselves while under orders knowingly (you can't
for instance order a Vampire to run themselves thru on a stake, but
could order them not to bite you and your companions). Note a Vampire
or Ghost who has been Charmed and is released is likely to look for
revenge....
:Cleanliness
COST : 3
MODS : D,R,T
This spell is cast upon cloth, either uncut or finished clothing. It
enhances the natural properties of the cloth, making it wrinkle-proof,
stain-proof and unable to become dirty or soiled in any way (Such will
roll or fall off). It dries in minutes and is in every way superior.
:Cloudburst
COST : 10
MODS : D,R
This causes rain to fall in a radius of the RANGE of the spell at a
rate of 1 inch per minute, soaking everything within the area,
extinguishing fires, preventing most fire spells, etc. It only works
outside.
:Cloud_Of_Slumber
COST : 10
MODS : D,R
This spell creates a cloud of invisible gas in 10 cubic area/rank. Any
Living creatures within the Cloud must save each round while in it or
collapse asleep for an hour. The caster is NOT affected.
:Color_Spray
COST : 5
MODS : R
Upon casting this spell, the bard 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. Intuition. Blind or unseeing creatures
are not affected by this spell.
Creatures failing saving are struck unconscious for 1d10 rounds.
Range will determine the maximum range from Caster that creatures can be
to be affected.
:Complex_Illusion
COST : 15
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.
:Control_Elemental
COST : 5
MODS : D,R
Allows the caster to control an elemental within range for the duration,
forcing it to completely and unquestionably obey any order it is given.
:Control_Winds
COST : 10
MODS : D,R
This allows the caster to manipulate the existing winds in the area
(radius effect equal to the purchased range), changing their direction
or lowering or increasing intensity by 10 MPH/Rank. Winds of 50 MPH
or greater require Prowness rolls to remain standing in for others
(but not the caster). Winds of 70 MPH or higher begin to cause
structural damage. Winds of 100 MPH or greater can collapse buildings
and other structures of wood.
:Cure_Disease
COST : 15
MODS : D,R,T
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. If duration is bought it acts as a protection from future
infections of any disease for the duration. It does NOT work against
AIDS or Cancer.
:Dancing_Lights
COST : 7
MODS : D,R,T
This causes 1d10 of small glowing lights to appear that resemble
candles and produce that amount of light that move as the caster
desires. The spell winks out if they are moved beyond the range.
If targeted they can be made to follow around a target being to provide
light, so long as within range. Additional Ranks add 1 additional light
to the rolled amount.
:Depression
COST : 10
MODS : D,R
This inflicts a dismal philosophy upon the targets, making them all
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.
: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_Magic
COST : 3
MODS : D,R
This spell causes all magic in a radius of the caster out to the range
it is cast at to glow with a blue glow. Duration will make them to
continue glowing after the song is done.
:Dispel_Illusion
COST : 5
MODS : R
This will cancel ANY illusionary effect instantly and finally.
:Dispel_Magic
COST : 7
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 in many cases you need several ranks of dispell to affect
a spell that was itself cast at a higher rank.
:Dispel_Silence
COST : 5
MODS : D,R
When cast, this spell automatically dispels any magical silence within
its area of effect. Furthermore, no silence spell will have effect
within the area of effect for the duration of the spell.
Area is a 15' Globe at the target point. This can be increased by buying
more RANKS of the spell.
This spell takes NO mods to be cast from the chaster not being able to
sing or play their instrument.
Stealth FAILS inside a Dispell Silence Field.
:Disruption
COST : 15
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. Multiple Ranks may
be bought PURELY so that the spell can penetrate a Pentagram.
:Disrupt_Undead
COST : 10
MODS : D,R
When cast the spell strikes out with a cone from the caster out
to its maximum range at a 60 degree angle. Skeletons, Zombies, Ghouls,
and ghosts are blasted into dust instantly if within the cone. All
other undead receive 1d10 damage for each round they are within the
cone. The Caster may move the field each round additional round to
increase the area being covered by it if needed.
:Drain
COST : 25
MODS : R
This spell is only castable on a living being. The victim gets a
roll vs their Intuition, and if they fail they lose 1 point each of
Intuition, Hardiness, Prowness and Appearance which are then added
to the casters statistics, permanently.
:Drain_Audience
COST : 15
MODS : R
This slightly unethical spell allows the Bard to draw upon the energy
of their audience in the radius range area of effect. The audience
will feel emotionally drained after the casting, but the caster will
gain a special factor so that all their spells are +1 rank per 10
persons in the audience and anyone they cast on who was in the
audience is -10/rank of the caster to all their saves against any
spells cast by the Bard afterwards. These effects last for 1 hour
per rank of this spell after the casting.
In its process it NEGATES all emotion control or manipulating spells
that were active before the casting on members of the audience.
:Dry
COST : 3
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).
:Elemental_Burst_Of_Glass
COST : 5
MODS : R
This causes a glass or crystal object to suddenly explode in a spray
of sharp splinters, doing 1d10 + 2 + RANK in damage to all within 5'
of the object. It will only work on objects less than 20 lbs in weight.
Armour IS applied against this non-magical damage.
:Empathic_Revenge
COST : 20
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.
:Enhance_Emotions
COST : 3
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 contemptment without action, etc.
:Enhanced_Phantasmal_Force
COST : 7
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.
: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.
:Extinguish_Fire
COST : 7
MODS : R
This will extinguish any fire within range radius.
:Find_Fae_Gate
COST : 15
MODS : D,R
This makes the caster sensative to the weaknesses between the Earth
and the Lands of the Fae, so that those passages between the two lie
hidden. It allows the finding of such a spot within the radius of
effect while active, if they exist.
Note that not all Fae gates are stable constructs, some shift about
based on the season or the year while others might exist but for a
single day.
:Flash
COST : 5
MODS : D,R,T
Victims failing their saving throw are blinded due to a flash of light
that appears in their eyes. (Save is vs INT). Targets chosen on this
spell do NOT have to be next to each other.
Unless skilled at Blind Fighting they will be considered to be at
prowness 1 for all actions for the duration.
:Force_Shapechange
COST : 20
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.
:Friends
COST : 3
MODS : D
A friends spell causes the wizard to temporarily gain 2d10 points of
Appearance. Intelligent creatures around the caster and meeting him/her
must make immediate reaction checks based on the character's new
Appearance. Those with favorable reactions tend to be very impressed
with the spellcaster and make an effort to be his friends and help him,
as appropriate to the situation. Officious bureaucrats might decide to
become helpful; surely gate guards might wax informative; attacking orcs
might spare the caster's life, taking him captive instead. When the
spell wears off, the creatures realize that they have been influenced,
and their reactions are determined by the GM.
:Healing_Sleep_(Lullabye)
COST : 25
MODS : R
This spell is cast on a willing, wounded recipient only and causes them
to fall into a coma-like sleep which will last for 10 hours. During this
time the recipient's body is working at an accelerated rate to heal
itself and it will heal 3d10 of wounds. There is NO way to bring the
subject out of the sleep, so unless you are in a safe place this spell
is NOT recommended! Additional ranks reduce the time of slumber by an
hour each (Max of 5 ranks).
:Hold_People
COST : 15
MODS : D, R
It is cast on sentient individuals and paralyzes them if they
fail an INTUITION save where they stand. They stay such for the duration
and cannot act, unless a mage. If a mage they may attempt to cast a spell
without hand gestures or speech, merely by thought. The affect is on ALL
humanoids not involved in the casting within the Range Radius of the
caster.
:Hypnotism
COST : 5
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.
:Insect_Plague
COST : 20
MODE : D,R,T
This spell is cast and causes a horde of creeping, hopping and flying
insects to gather around and swarm upon the target in a thick cloud. The
insects obscure vision limiting it to 10'. Spellcasting inside of the
cloud is at a -50% due to the distractions and complications. Creatures
within the cloud receive 1d10 damage each round inside the cloud due to
numerous bites and stings, with NO armour assistance (normal OR magical)
and the insects count as +1 vs magical creatures that can only be hit by
magic weapons. Invisiblility is nullified by this effect as well.
Heavy smoke or fire can drive away the insects prematurely and the
victim gets a saving throw vs PROW each round after the 1st to have
wandered out of the Plague of insects.
:Leprechaun's_Luck
COST : 5
MODS : D,R,T
Cast on the caster or another, this instills magically enforced luck
upon them. Thus the character gets a +5% per RANK added to ALL their
saving throws made vs a stat for the duration.
:Light
COST : 5
MODS : D,R
This spell creates a luminous glow, equal to torchlight, within a
radius of the spell's center. Objects in darkness beyond this sphere
can be seen, at best, as vague and shadowy shapes. The spell is
centered on a point selected by the caster, and he must have a line of
sight and unobstructed path for the spell when it is cast. Light can
spring from air, rock, metal, wood, or almost any similar substance.
The effect is immobile unless it is specifically centered on a
moveable object or mobile creature. If this spell is cast upon a
creature, an INT save roll is made. Light taken into an area of
magical darkness does not function, but if cast directly against
magical darkness negates it (but only for the duration of the light
spell, if the darkness effect is longer).
Light centered on the visual organs of a creature blinds it,
reducing its prowness to 1 Unless it has Blind fighting skills.
The caster can end the spell at any time by uttering a single word.
:Mage_Road
COST : 30
MODS : N
This spell can ONLY be cast upon an existing road or path and will affect
1 mile per rank of the caster OR until the end of the path, whichever
comes first.
It magically paves the road and will keep it clear of plant life that
might otherwise grow upon it. It will also set up a field along the
road, extending about 10' to either side of the roads boundry, which
will drive away non-sentient creatures unless they are brought to the
road by a sentient.
The road will not be affected by weather, and any participation upon
it will run off to the sides magically (Snow melts and runs off instantly,
rain just runs off etc). The road will allow travelers on vehicles to
move three times their normal distance upon its surface.
The road cannot be dispelled and it is immune to most magical attack
forms (Fire, electricity, acid, and Polymorphs like PIT* ).
:Melodramatic_Music
COST : 5
MODS : D,R
The spell causes the music to be played whenever the victim performs
certain actions; such as entering a room, charging into battle, or
making an announcement.
It makes it nearly impossible to perform any stealth-oriented function.
:Mind_Fog
COST : 20
MODS : D,R
This spell fills up a radius around the caster equal to the range, and
will reduce all INTUITION saves by others within that area by 10%. It
appears to be a light wispy fog. Additional RANKS reduce an additional 10%
each. Some races are not affected by it at all including Dwarves, Gypsies,
and Elves. It cannot penetrate a minor globe of invulnerability or any
pentagram (no matter its strength).
:Morale_Boost
COST : 5
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.
:Nude_Mood_Dance
COST : 25
MODS : D,R
Cast at all beings in a radius range this forces them into a compulsive
behavior to immediately strip off all clothes and armour to dance naked
(it does NOT cause the removal of jewelry). Once they have completed
undressing they get a save vs INT again to return to their senses and
have to deal with the situation, otherwise they will dance naked for
the duration without conscious thought.
:Nullify_Magic
COST : 25
MODS ; D,R
This song is played to prevent all other magic spells in a radius out
to the RANGE around the caster for the duration. This way a Bard may
prevent any magic casting, item, device or active spell from functioning.
It works against nearly everything (save for spells being cast at a
GREATER rank then the rank he knows this spell at, and for Alchemy
based effects).
:Phantasmal_Force
COST : 3
MODS : D,R
This spell creates the illusion of any object, creature, or force, as
long as it is within the boudaries 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.
:Plant_Animation
COST : 3
MODS : D,R
Allows the animation of any plant (including trees) and command of them
to act as the caster wishes. It does NOT allow plants to uproot their
bodies (except on tumbleweeds) but allows them to be used to grasp,
attack, etc. Lasts for the Duration.
: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.
:Rainbow_Bridge
COST : 10
MODS : D,R
The caster creates with this a very visible rainbow to form a seven-hued
bridge up to 3' wide per RANK and at least 10' long (adding an optional
10' long per RANK the spell is known at) that can hold any weight upto
1000 LBS /RANK upon it to cross it as a normal bridge.
The bridge fades away when the spell duration ends.
:Remove_Curse
COST : 20
MODS : D,R
This removes ANY curse type spell on a being or item permanently.
:Remove_Fear
COST : 3
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
: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.
:Safeguard
COST : 15
MODS : D,R
This spell is cast on a radial area from the caster and will remain
in that area after the caster has left it. All damage inflicting spells
cast or striking in that area will only have minimal effects, that is
1 point of damage per Die rolled.
:Sanctuary
COST : 7
MODS : D
This spell will allow the caster some level of protection in return for
non-hostile action. The caster cannot in any way, after casting this,
attack, perform hostile act upon or cast harmful magic upon anyone or
they cancel the spell.
While Sanctuary is in effect the caster is protected - anyone wishing
to take a hostile action against the caster must make a saving throw vs
INT to target on the caster. The effect does NOT apply if the spell
being used is an area effect.
:Slaying_Song
COST : 30
MODS : R
This affect goes out in a radius of RANGE and affects ALL within that
range who fail to save. It does 2d10 + 1 point per rank damage with
NO armour absorbtion (magical or otherwise). It is a sound based
attack entirely and has NO SAVING THROW. Magic resistance will work
though. It can not reflected, absorbed, shielded or otherwise stopped.
:Sleepy_Song
COST : 3
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)
:Speed
COST : 3
MODS : D,R,T
Allows the caster or subject beings to move consistently at maximum
speed. This means they will ALWAYS have top initiative in combat and
action.
:Spell_Shield
COST : 5
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_Singing
COST : 25
MODS : D
This spell takes much creativity and thought to use properly. It allows
the bard to tap their greatest potential. By choosing a normal song
the mage can produce an effect based on the song. PLAYER must state
the song and the GM must either be familiar with it or the player must
be able to recite, play or otherwise present the song to the GM.
Usage Example : Michael Row The Boat Ashore
This will, when used in a rowboat or near one, cause an Unseen
servant to row the boat towards the nearest shore.
Usage Example : The Gambler
This will instill on a chosen target being precognitive ability
with games of chance involving cards so that they will know when
to bet, how well and when to cease playing "Know when to Hold them,
Know when to fold them, know when to walk away, no when to run".
Again, creativity and versitility go together with this spell.
:Spell_Reflection
COST : 10
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.
:Spirit_Ship
COST : 10
MODS : D,R
This creates a sailboat (capacity 4 persons) at the specified range that
will last for the duration and includes all needed equipment. It
vanishes when the spell expires.
The Spirit Ship canot be used as a weapon.
:Summon_Aide
COST : 25
MODS : D
This is the quick summoning of creatures or beings that will serve
the caster in any capacity he/she can think of - the problem is that
the spell is NOT particular about what kind of aide it calls. That is
it will summon the best available aide available to the character for
the expended amount of energy. The resulting aide is RANDOM. This means
it may not be the best for the situation. Summoned creatures obey
the casters basic commands, but cannot carry out complex ideas
unless the caster speaks the same language. Ordering a wolf to attack
works, ordering a wolf to scout ahead and come back and tell whats
around the next bend in the road isn't possible. If sentients are
summoned they will remember the incident and will probably hold a
grudge if they survive (Folks don't like to be puppets), unless they
are treated fairly and reasonably.
Additional RANKS of this spell will improve the quality of the
resulting aide summoned by the spell.
:Summon_Soapbubbles
COST : 3
MODS : D,R
This spell will summon a large number of soapbubbles at any point within
range. The soapbubbles may be mildly distracting, but they cause no actual
damage. Someone who has heard of Bubbles_of_Euphoria*, but not seen them,
may mistake this spell for that one. Conversely, someone with experience
with this spell may assume Bubbles_of_Euphoria* is a varient of this one,
the first time they see it.
:Tasha's_Uncontrollable_Hideous_Daughter
COST : 25
MODS : D,R
This is a special combination of illusion and summoning, creating a
creature that will have the goal of nothing more than being near to
the target being, holding them, drooling on them, kissing them and
groping them endlessly while the spell lasts (It may even appear to
try to have sexual encounters with them but such will produce NO
magical energy unlike a real such encounter). The Creature is the
ugliest female that the caster can think of, with warts, black stringy
hair that has all the softness of steel wool, a flabby trunk but great
powerful arms and legs (Hardiness 30). It cannot be harmed by non-magical
weapons, and has HTK 30 vs magical ones. Duration is absolutely necessary
with this spell, but TARGETS is not usable with it.
Additional ranks add +10 HTK and +5 HARDiness to the creature.
: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.
: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.
:UnParalyze
COST : 3
MODS : R,T
Restores movement to a person, no matter the cause of the Paralysis.
:Ventriloquism
COST : 1
MODS : D,R
This spell enables the wizard to make his voice--or someone else's
voice--or a similar sound seem to issue from someplace else, such as
from another creature, a statue, from behind a door, down a passage,
etc. The spellcaster can speak in any language that he knows, or make
any sound he can normally make. With respect to such voices and
sounds, anyone rolling a successful saving throw vs. INTUITION with
a -5 penalty detects the ruse.
If cast in conjunction with other illusions, the GM may rule greater
penalties or disallow an independent saving throw against this spell in
consideration of its contribution to the total effect of the combined
illusion.
The Bard does NOT have minuses or pluses for music or dance with
this spell.
:Wall_of_Fog
COST : 5
MODS : D,R
By casting this spell, the wizard creates a billowing wall of vapors
in any area within the spell range. The wall of fog obscures all sight,
normal and infravision, beyond two feet. The caster may create less
vapor if he wishes. The wall must be a roughly cubic or rectangular
mass, at least ten feet wide in its smallest dimension.
Their duration can be halved by a moderate wind, and they can be
blown away by a strong wind.