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!WEATHER.#01
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:Weather_Workers_Tradition
Weather Workers are a very loosely-knit tradition without true
institutions or official group structure. It is rare for them to
work together in ritual, save in a Teacher/student relationship and
they tend to avoid flaunting their powers as they can be very
devistating if misused.
Required Skills :
Weather Sense
Suggested Skills :
Evasive Combat
Hanggliding
Meditation
Parachuting
Pilot (any Plane)
Riding, Airborne
Tumbling
Restrictions & Advantages :
-20% when casting from Inside a structure
-30% if not able to access the outside sky easily when
inside a structure thru an open window or door
-10% if unable to see the Outside sky
-10% if below Ground more than 5'.
+20% if more than 50' above the ground (on a structure,
in flight or in other way).
:Acid_Rains
COST : 25
MODS : D,R
This forms a cloud over the Target and rains down on them an acidic
rainfall. This rainfall will do 1d10 damage per round, eating away the
armour it hits so that it cannot be repaired and then doing bodily harm
to those within once the armour is gone.
Additional ranks add 2 to the damage rolled each round.
:Air_Hole
COST : 15
MODS : D,R
This opens a tiny opening into the elemental plane of air, causing a
constant flow of air thru it into the locale. It has many odd uses,
including keep from suffocation if trapped in an airtight container.
It can, at will, be reversed by the caster, to draw air and small bits
of matter into the plane (The hole is approx 1/4" across) as if a modern
day vacuum cleaner. The hole can be moved around, but cannot be moved
thru or inside a living creature.
:Anvil Fall
COST : 15
MODS : D,R,T
When this spell is cast, the creature(s) or object(s) affected
immediately assume the mass of solid lead. A falling or flying object
or creature affected starts to plummet, and damage taken from falling
is doubled, i.e., 2d10 per 10 feet fallen, to a maximum of 20d10 from
a height of 100 feet. The anvil fall affects one or more objects
in a 10-foot cube, or one creature, as long as the maximum original
weight of the creatures or objects does not exceed a combined total of
200 pounds per rank bought of the spell.
A feather fall cast upon a creature or object under the influence
of an anvil fall will only negate the latter, and the creature then
receives only normal falling damage. An additional feather fall would
then be needed to achieve the normal effect of that spell, and two
such spells could probably not be cast in time by a single caster.
Like a feather fall, an anvil fall works only upon free-falling,
flying, or propelled objects, and cannot affect a sword blow or a
charging creature.
:Audible_Glamour
COST : 5
MODS : D,R
When the audible glamour spell is cast, the wizard causes a volume of
sound to arise, and seem to recede, approach, or remain a fixed place as
desired. The volume of sound created, however, is directly related to
the rank of the spell. The volume is that of four men, maximum.
Thus, talking, singing, shouting, walking, marching, or running sounds
can be created. The auditory illusion created by the spell can be
virtually any type of sound, but relative volume must be commensurate.
A horde of rats running and squeaking is about is about the same as
eight men running and shouting. A roaring lion is equal to 16 men, while
a roaring dragon is equal to the noise volume of no fewer than 24 men.
:Black_Tornado
COST : 20
MODS : D,R
In some ways related to the Whirligig spell, this creates an unnatural
Tornado to encompass a single mage (it is invisible to mundanes and
cannot affect them!) target being, spinning them around violently
in a circle, making them nauseous and impeding all senses.
It does NOT lift or move the target from the locale.
The Tornado adds some unusual effects though - it inflicts a necromantic
drain on the being, causing them to lose 1d10 Energy points (if they have
any as a mage) and once out of energy begins to drain HTK.
Attacks against the Tornado, except a dispell magic type, will fail
to affect it as it has no material substance, merely energy. No attacks
can be made on the victim of the spell while they are within the
tornado.
: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.
The breeze is but a mere 5mph.
:Cloud_Altitude_Adjustment
COST : 3
MODS : D,R
This spell will cause a cloud of upto 10' radius per rank to either
increase or decrease its altitude from the ground by a maximum of
60' per round.
: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.
:Cloud_Of_Slumber
COST : 10
MODS : D,R
This spell creates a cloud of yellowish gas in 10 cubic area/rank. Any
Living creatures within the Cloud must save each round while in it or
collapse asleep for 60 rounds.
:Cloud_Sculpting
COST : 5
MODS : R
This spell allows the caster to sculpt a clouds shape, doing so to
an area of cloud of upto 20' radius per rank. Clouds can be sculptured
for utilitarian purposes or artistic ones (and there's always a few
folks who love to carve them to look pornographic to the poor folks
looking at them from the ground). The cloud will retain its new
shape for 10 minutes per RANK of the caster, unless distorted by
winds or other influences.
:Cloud_Walk
COST : 10
MODS : D,R,T
This spell allows the recipient to walk on any form of fog, cloud, or
smoke as if it were solid. The recipient may move at normal movement
rate, plus the movement rate of the smoke.
The smoke must be reasonably thick, reducing visibility
significantly... This spell will not allow walking on fine mist.
:Control_Temperature
COST : 5
MODS : D,R
This spell extends in a radius around the caster equal to the Range that
is purchased. It allows the caster to manipulate the natural temperature
to one between 0 and 100 degrees fahrenheit at will while it is
operating (It defaults to a comfort zone unless instructed otherwise,
based on the characters usual preferred temperature). This will protect
against potential temperature extremes, exposure and overheating. It
does NOT assist against fire or ice based attacks, but will melt ice
within its realm (thus limiting an ice dart to 1 round of
effectiveness) if set properly or reduce HEAT damage by half from a
purely heat based attack. Others within the range will also be effected.
:Control_Winds
COST : 5
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.
:Detect_Magic
COST : 5
MODS : R
This spell causes all magic on the target being/object to be shown
in that it will glow with the color of its nature(s). Duration
is not needed to be purchased, and it is cast at the suspect target.
: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
:Drought
COST : 30
MODS : N
Each RANK the spell is known at affects a 1/4 mile radius from the
casting point instead of standard range. Its effects last for 1 day per
Rank.
It raises the daily temperature by 20 degrees a day until reaching 120 F
and cools at night down by 20 degrees. Fields become hard and cracked
after 4 days, small streams dry up after six days. All but the deepest
wells go dry after 10 days, small rivers are reduced to a trickle in 14
days and go dry after 20, Large rivers drop a foot depth a day. If kept
up for 25 days even the deepest wells will dry up. Plants are affected
based on their hardiness, as do people within this environment.
: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). A warm rush of air occurs on the target at the
casting, reminiscent of a blow dryer.
:Elemental_Burst_Of_Air
COST : 1
MODS : R
This causes at the target point a sudden burst of high pressured air,
causing a concussive wave. All within 5' of the burst must save vs
Hardiness or be stunned for 1 round per RANK of the spell. It otherwise
causes no damage. Air elementals are unaffected by this spell.
: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.
:Flight_Winds
COST : 15
MODS : D,R,T
This spell can only be used in the outdoors. It summons up magical
winds to lift the caster and/or targets into flight, at the speed of
a man running, from a height of anywhere from a foot above the ground
to that achieved by flying straight up at that speed. The caster retains
full control of the wind.
:Fog_Phantom
COST : 10
MODS : D,R
This spell creates a vaguely human shaped pillar of fog. The fog
phantom can do no damage, however it can be controlled remotely by the
caster. The Phantom moves at 5'/rnd. The magic user can "see" and
"hear" through the Fog Phantom. This spell requires complete
concentration, disturbances will cause the termination of the spell
before the end of its duration. The Fog Phantom cannot pass through
cracks or the like; also strong winds, intense heat or cold will cause
the Fog Phantom to disintegrate.
:Fog_Vision
COST : 1
MODS : D
Allows the caster to see clearly thru any smoke or fog as if
it wasn't there so it has no obscurement value.
:Fog_Warrior
COST : 20
MODS : D,R
This spell creates a creature much the same in appearance of the
spell "Fog Phantom". This creature can, however, do damage (1d10 plus
1 per rank of spell.) It has HTK equal to the Intuition of the
caster; it can only by hit by magic weapons and spells. It cannot
affect mundanes directly or physical objects. It moves at 20'/rnd.
:Freezing_Sphere
COST : 10
MODS : D
This places around the caster a personal sphere of energy that draws
heat and warmth from anything passing near the caster, freezes water and
other liquids in that range of temperature etc. Beings coming within 5'
of the caster will encounter this sphere and take 1d10 per RANK of cold
based damage (unless they have some sort of protection from cold,
natural or magical) and if in physical contact with the caster take an
additional 1d10 of cold based damage for each round of contact. The
caster MUST be careful to NOT have anything (Such as a potion of water)
on their person as this too will be affected by the sphere and become
frozen and/or shatter.
:Gentle_Rains
COST : 3
MODS : D
This spell is cast with a non-standard RANGE and NO TARGETS option.
Once cast it causes, outside a gentle rain to fall from the sky (creating
clouds if needed on the first round) in an area of 1 mile radius per
RANK of the spell. This continues for the duration. It will negate a
DROUGHT* spell instantly in the process.
:Guardian_Sylph
COST : 20
MODS : D
This creates a sylph-like creature that will stay about the caster
(flying or sitting on shoulder etc) that will act as a temporary
guardian for the caster. It Adds +20% to all Alertness rolls, acts
as a light source (equal to a torch) in darkness or dim light,
can move small objects (upto 5 lbs weight +1 Lb/rank) but won't go
beyond a 60' range of the caster, It can place glows on targets
within 30' (no saving throw) and can see invisible (and thus can
make them glow within that range and reduce invisibility effectiveness).
The sylph will talk, randomly, and draws from weird parts of
the caster's brain and are often airheads in nature. They appear
as winged nude females about 6" in length with clear wings.
:Hail_Storm
COST : 20
MODS : D
This causes hail to pelt a radius area from the caster of 1/4 mile
per rank. The hail will fall continiously for the duration. The hail
does no damage at rank 1, at rank 2 it will damage small plants,
at rank 3 it damages large plants, at rank 4 it reduces skill uses
by all in the area by 10% due to distracting stinging effects, at
rank 5 it does 1 point damage per minute of exposure (10 rnds) at
rank 6 it does 1 point damage per round and damage increases by 1
point per round after the 6th to all exposed persons, trees, animals,
buildings, vehicles. The hail is non-magical and armour does apply
There is no save vs this spell.
:Ice_Ball
COST : 3
MODS : R
This causes a ball of solid ice to fly from the caster's fingertips
to the intended target in range. An Ice Ball does 1d10 points of
damage plus 1 point per rank. Ice is non-magical and Armour does apply.
There is a PROW save against this spell only.
:Icicle_Spray
COST : 7
MODS : R
This spell fires icicles from the caster's hands out to the range,
these will do 1d10+1/rank damage to all between the caster and the
ranged point. They can be sprayed at choice in a straight column 5'
wide or a cone with a 60' angle. These are otherwise non-magical in
nature and all normal armour and missile weapon rules apply for the
targets hit.
Icicles melt at the normal rate based on area temperatures.
:Lightning_Bolt
COST : 20
MODS : R,T
This spell generates a quick bolt of electricity that fires out at
a target like a lightning bolt. If there is any quantity of metal
between the caster and the target it will strike the metal instead
and ground out the charge.
If it strikes a metal surface or a wet surface then all in contact
with said surface will be affected by the electrical damage. It can
ALSO not be fired uphill.
The attack does 1d10 per RANK the spell is known at. If a target is
wearing metal armour then an additional 1d10 is done (no increase for
rank). If the target is flying or in no way touching any surface, then
they receive only 1/2 damage. Characters get an INT save as well, which
will reduce the total by half (if a character is BOTH INT saving and
not grounded then there is NO damage at all!).
:Resist_Cold
COST : 5
MODS : D,R,T
This spell lasts for the duration or until the spell has absorbed 100
points of cold damage to protect the target from harm.
:Resist_Electricity
COST : 5
MODS : D
This lasts for the duration or until a total of 100 points of damage
have been absorbed by the spell to protect the target from harm.
:Resist_Elements
COST : 5
MODS : D
This protects the caster from the affects of Winter
Cold or unusual Heat, so that they are unaffected by them. Thus they
could conceivably be naked in the snow and not get frostbite or
wearing heavy armour in the heat of summer and be perfectly comfortable.
:Snow_Ball
COST : 1
MODS : D,R
This creates in the casters hand a normal snowball which can be thrown
at a target. It melts at the end of its duration, unless it has hit
target (when it melts a round later). The snowball does no damage, and
can be avoided with a prowness roll or shield usage, but if it strikes
a mage it counts as a distraction which they must make an INT roll
against losing spell concentration on.
:Snow_Fall
COST : 10
MODS : D
This spell only works in an area where the current temperature is
35 degrees Fahrenheit or less. It causes snow to fall from the sky
for the duration, at a rate of 1/8 an inch per rank per hour.
Range of effect is 1/4 mile per Rank. Snow will not pile up unless
the temperature is freezing or below (32 F or less).
:Stinking_Cloud
COST : 5
MODS : D,R
When a stinking cloud is cast the mage causes a billowing mass of
nauseous vapors to come into being in a 10' radius circle at the point
of targeting (additional 10'/Rank of spell). Any creature within the
cloud (except those who cannot smell or breathe) are helpless as long
as they remain inside the cloud, retching and coughing. Once outside
the cloud it takes a full round before the victim of such to be able
to act other than movement.
The cloud remains for the duration, unless blown away by breezes etc
: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.
: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.
The duration can be halved by a moderate wind, and they can be
blown away by a strong wind.
:Wall_Of_Ice
COST : 25
MODS : D,R
This spell creates a sheet of strong, flexible ice. This wall is
primarily defensive, stopping pursuers and the like. The Wall is one
inch thick per RANK of the spell, and covers a 10' Square area per
RANK as well. Anything breaking thru the ice will take 1d10 damage
per inch thickness, with fire-based creatures taking 2d10 per inch.
If this spell is cast to form a horizontal sheet to fall on opponents,
it has the same effect as a heavy hail storm, doing 3d10 damage to
those hit (they get a saving throw vs prowness for 1/2 damage).
:Warp_Wood
COST : 3
MODS : R
This spell allows the caster to warp wood as if under extreme
humidity and pressure. It can be used to bend arrows so they will not
fire true, weaken an axe handle so that its head may fall off or even
bend or buckle a door.
Each RANK of the spell allows the warping of upto 2 cubic feet of
wood. The warping is permanent unless the wood is reshaped in some way.
:Whirligig
COST : 15
MODS : D,R
A gyrating whirlwind of black threads sweeps up the target, sending
him/her spinning into the air. Height is raised 10' per rnd until
the spell ends or an immobile object prevents further height. At
duration's end it drops the victim the full footage. While active and
for 1 round afterwards, the victim will be too dizzy and nauseous to
act in any way.
Stability* spells prevent the Whirligig from functioning, as does
a Hardiness of 30 or more.
:Wind_Shield
COST : 20
MODS : D
This encompasses the caster and one additional being (if so wished)
per RANK of the spell. It is a visible, almost tornado like effect
that swirls around them, but they remain safe within its eye and
unaffected.
Any missile weapon thrown at them will reflect off in a random
direction (but such can not be thrown from within either). Gunfire
will be at a -50% to hit due to the winds and partial obscurement.
Spellcasters will be at a -20% to affect them or the area they are
standing in due to the obscured vision effects.
Gunfire made by those within and spells being cast out at targets will
be at a flat -20%. Those outside will also be unable to hear any sound
from within beyond the winds themselves.