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!TANTRA.#01
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:Tantrology_Tradition
Tantrology is a combination of psychic and sexual magics,
based on the ancient cult of Tantra. It is based on the power
of human sexuality and orgasm to perform great feats beyond that
conceived in the mind.
In Tantrology the energy of magic is called Kundalini. It is
raised and stored with the Chakra points of the body. Because a
Tantrologist or 'Tantric Mage' is specially trained in the nature
of their body's storage system they can accomplish feats some other
mages cannot.
When a Tantrology is the PRIMARY Tradition of a character they
get triple their Aptitude in Capacity instead of mearly Double at
start. They also gain 2 Capacity points per 250 eps spent to raise
Capacity instead of the 1 gained normally by any other mage (this
increase for EPS is used if the Tradition is their primary or
Secondary but does not apply if it is their third, fourth etc.)
Tantric Mage's do not regain energy as quickly from Rest, they
calculate recovery from sleep as if their Aptitude was 1/2 its
actual number.
Meditation allows them to regain energy at the normal rate
any other mage would recover under sleep instead of the rate that
is recovered normally from meditation using their actual Aptitude
for the calculation.
The recharge advantage of the Tantric mage is in Sexual
Activity. Unlike the few other mages that can utilize Tantrics
to recharge at a rate mearly equal to that of sleep, the Tantric
Mage can take FULL advantage of the potential power of tantrics.
An hour of tantrics is equal to two hours of sleep recovery
for a normal mage with one untrained partner. With a person trained
in tantrics (and both making tantrics rolls successfully) the
recharge is equal to three hours normal sleep per hour of activity.
If the partner fails their skill usage then they count as if untrained
(IF the tantric mage fails then they only get 1 point of recovery
and it doesn't matter the roll, if any, of the partner). If a second
partner is brought in they add one hour's worth to the calculation
(two if trained and successful).
REQUIRED SKILLS:
Meditation
Philosophy
Read/Write
Tantrics
Yoga
SUGGESTED SKILLS:
Alertness
Contortionist
First Aide
Masseur
RESTRICTIONS :
-10% if unable to move freely
-20% if in an area difficult to breathe in (smoke, etc)
-5% for every day since they last were sexually active
+20% if was sexually active in the past hour
:Amphibious_Ability
COST : 15
MODS : D
This makes the caster or the target being(s) able to breathe
underwater as easily as they do air. This also will negate any
spells of DROWNING* or BLOAT* cast upon the target.
:Apprentice_Link
COST : 25
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.
If a tantric mage has sexual activity with someone linked in this
way to them it enhances the effect, adding one hour to the calculation
of how many hours equivilant sleep for each hour of activity.
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.
:Armour_Of_Kundalini
COST : 3
MODS : D
This takes the Kundalini energy stored within the caster and uses
it to enhance the protective nature of their body's natural aurua.
Thus their aurua will absorb ALL kinds of damage from physical,
energy and magical damage attacks thrown upon the caster or which
the caster is in the area of effect of. It cannot be used with
ANY kind of armour or similar spells. It will absorb 1 point of damage
per RANK the spell is known at. It ONLY protects the caster, not
others (Unless they are in sexual union) and not any form of
equipment.
:Astral_Sight
COST : 5
MODS : D
Allows the caster to see into the Astral plane and beings therein
for the duration, in standard LOS range.
:Awaken
COST : 1
MODS : N
This spell will wake a character (or characters) to full
alertness instantaneously. It is usually accomplished with a kiss.
:Boneset
COST : 5
MODS : N
Cast on broken bone or multiple broken bones, this will place the
bones into proper place to begin to heal. In the process it does 1d10
of repair to the damage mending the break. It does NOT close open
wounds, cure infections or repair organ damage.
:Change_Outer_Self
COST : 10
MODS : D
This spell enables the caster to alter the appearance of his/her
form--Not including clothing and equipment--to appear one foot
shorter or taller; thin, fat, or in between; humanoid, or any other
generally bipedal creature.
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 alter the
perceived tactile (i.e., touch) properties of the caster. or his
equipment, and the ruse may be discovered in this way.
:Channel_Kundalini
COST : 1+
MODS : N
This allows the tantrist to channel part of their stored energy into
what they are doing - if they are attacking with a weapon or by hand
it adds +1 to the damage that weapon does on hitting target per point
channeled into the attack (misses lose the energy). If they are performing
a save against a magical attack, or making a generic save (no skill
involved) against any statistic they can increase their chance of
success by 1% per point channeled. If they are performing a skill they
can enhance their chance of success by 5% per point, if the skill is
one they can perform in a single round of action (Channeling does NOT
count as a seperate action from that which it is enhancing and does NOT
require a roll to cast unlike other spell effects since it is not a
true spell).
Extra ranks are not necessary with this, but the channeling and the
amount of energy being channeled for that round MUST be announced before
making the roll it is to affect....
:Charm_Person
COST : 15
MODS : D
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.
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 if they possess such!
:Cleanliness
COST : 5
MODS : N
This spell is cast upon cloth, either uncut or finished clothing. It
enhances the natural properties of the cloth, making it unwrinkled,
unstain, untorn/ripped.
:Cloud_Walk
COST : 10
MODS : D
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.
:Combat_Precognition
COST : 15
MODS : D
This spell will assist the caster when fighting against any opponents,
allowing the mage an advantage by being able to predict some of their
combat actions before they occur.
For each RANK of the spell the caster gets a +10% to all rolls to
attack the opponent and a +10% to SAVE against all attacks by said
opponent (including an additional 10% to their defensive PROW).
:Cure_Disease
COST : 25
MODS : D
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 works against most
diseases at Rank One, save those that degenerate the muscles of the
body or are auto-immune involved. At Rank 5 those that degenerate the
muscles can be over come, and at rank 10 it will overcome cancer. It
is said that at rank 20 it even will cure AIDS.
: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.
:Cure_Nausea
COST : 5
MODS : R
This spell will remove all the effects of Nausea, wether its natural,
caused by a stomache flu, virius or spell. It does NOT remove any
diseases. But it makes the subject functional and ends also retching
and vomiting that may accompany Nausea.
:Detect_Disease
COST : 1
MODS : R
Detect disease reveals to the mage whether a subject creature
or object carries a disease, whether normal or magical, and with a
successful roll vs Physician skill can identify the exact disease.
:Detect_Emotions
COST : 1
MODS : R
This allows the caster to know the general emotional state of all the
individuals within the radius range area effect.
:Detect_Kundalini
COST : 1
MODS : N
This has two effects, first it allows the caster to determine the
amount of energy left of a target's Magical Capacity. Second it allows
the caster to know if the person is a Tantrologist. The effect works
emtirely LOS.
: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_Magic
COST : 1
MODS : R
This spell causes all magic on the target being/object to be shown
in that it will glow.
:Detect_Shapechanger
COST : 5
MODS : D
This allows the caster to detect any natural or magically held
shapechanges on persons and creatures in LOS.
At Rank 5 it allows the caster to know the true appearance of the
beings that are shapechanged.
:Detect_Spirit
COST : 5
MODS : D,T
Detects the presence of a soul spirit or mentality in any body or
object (enchanted swords, etc.), and whether or not the mind
controlling the body is its "native". Thus, it will not detect charming
or hypnosis but will detect possession. Only the fact of a mind is
detected, not its nature. If it is cast on a normally invisible spirit
(such as an Invisible Stalker or Unseen Servant), the caster can see
the creature as a visible force for the duration. The reverse,
Obscure Spirit, has a range of touch and conceals a single mind or
spirit from detection by this spell, and can be cast by anyone who
knows Detect Spirit.
: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
:Draining_Kiss
COST : 10
MODS : N
This spell is only castable on a living being. The victim gets a
save vs magic, and if they fail they lose 1 point of Magical Capacity
per RANK, which are added to the casters own. It fails against anyone
without Capacity.
:Empathic_Revenge
COST : 15
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 : 5
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.
:Ethereal Sight
COST : 5
MODS : D
Allows the caster to see into the nearby Ethereal Plane and perceive any
Objects or beings therein. Range is unnecessary with this spell, unless
casting it on another, as is Target. Sight range is Line Of Sight. This
spell does NOT perceive invisible!
:Feather_Fall
COST : 1
MODS : D
When this spell is cast, the caster immediately assumes the mass of
a piece of down. Rate of falling is instantly changed to a mere two
feet per second (120 feet per round), and no damage is incurred upon
landing while in effect. When the spell duration ceases, normal rate
of fall occurs.
:Feign_Death
COST : 15
MODS : D
This places the caster into a state of suspended animation, which
will make them appear to all that they are dead. No bodily functions
will occur, no brain activity or percievable magic. They need not
breathe, eat, secrete, or in any other way change.
:Fertility_Control
COST : 5
MODS : N
This spell will allow the caster to control their own state of
fertility (whether they are male or female) and thus prevent unwanted
possibilities of conception or optimize potential for such. The effects
last for a full day after they adjust their actual fertility state.
:Fists_Of_Steel
COST : 5
MODS : D
This gives the caster's hands the strength of hardened steel and
beyond in combat, so that all HTH Punches are at +3 Normal (as if the
character was wearing mailed gloves). It will not increase damage done
by martial artists since their skills already emulate such.
:Fog_Vision
COST : 1
MODS : D
Allows the caster to see clearly thru any smoke or fog as if
it wasn't there so it has no obscurement value.
:Free_Action
COST : 5
MODS : D
This spell enables the caster 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.
:Grounding
COST : 10
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 per rank
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.
:Hair_Color
COST : 5
MODS : N
This will change the color of the body hair of the caster and
the effect will last until the hair grows out or is colored
again by a spell. This effect cannot be dispelled.
:Hair_Growth
COST : 1
MODS : D
This spell will allow the caster to control the rate of growth of their
hair, either excellerating it or slowing it on any part or all of their
body. If excellerated it grows a full Inch per round of Duration. If
slowed it can prevent growth for the duration (for example to prevent
problems of 5 o'clock shadow on a man).
:Healing_Sleep
COST : 15
MODS : N
This spell causes the caster, if wounded, 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 them 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). The
caster does NOT gain energy for sleeping while under the effects of
this spell.
:Invisibility_To_Mundanes
COST : 10
MODS : D,R,T
This spell causes a being, object or locale to become invisible to
those who do not believe in magic and lack magical aptitude. It cannot
be cast on a Mundane and Mundanes get NO save against the effect.
It has NO effect on Mages and the like who view the invisible.
It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a
locale instead of a being or object, it can cover 10 cubic feet per
rank of the caster and all within that area (but such cannot be
mobile).
It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete
invisibility to all their senses.
:IronMind
COST : 5
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.
:Kiss_Of_Enslavement
COST : 25
MODS : N
This a complex Spell, only deliverable at TOUCH range. The target must
save vs magic or become subject to every whim of the caster. They will
act ONLY in order to please the wishes of the caster and to protect
him/her and to receive his/her affections. Unlike a normal charm person
this spell can only be removed by the will of the caster or by a remove
curse spell cast on the subject. It cannot be removed if it stays in
effect for more than a full year. It requires no maintenance on the part
of the caster. The spell is considered HIGHLY unethical.
:Kiss_Of_life
COST : 30
MODS : D
Only castable at TOUCH range, this spell can breathe life back into
a dead body. Duration determines how recent the body had to have been
slain for it to be breathed life back into. In order to function the
majority of the body should be present (Say thru a Gathering the Sheeves
Spell). It makes them at Hardiness 1 until they can be healed magically
or naturally. Beyond the above cost, it also costs the caster one of
their current Magical Capacity Points to perform.
:Leap
COST : 5
MODS : D
When this spell is cast the caster is empowered with the
ability to leap. The distance the individual is able to leap is 20'
per RANK bought of the spell, forward, backward or straight up, max.
One Jump per round of the spells duration can be made.
Also at the end of the leap the individual will always land without
falling damage.
:Limb_Growth
COST : 25
MODS : N
This spell will restore a severed/destroyed Limb. If the wound is recent
and still counts as present lost Hardiness, it will restore another
1d10 of the lost points in the process. It may be cast on the caster or
on a being at touch range.
:Merging_Of_Kundalini
COST : 25
MODS : N
This spell can only be cast as part of sexual activity with someone.
It establishes a permanent linkage between the caster and that someone,
which neither distance or time may affect and which cannot be dispelled
or canceled by a remove curse (The caster CAN break the linkage though).
While so linked the two beings involved will share stats, that is
their HTK and Magic Capacities merge into a single number that includes
both's value. Thus harm to one is harm to both, but both become the
stronger in the process. If either dies then BOTH die.
Additionally they are emotionally linked and can sense each other's
emotions and physical pains and pleasures. If they perform sexual activity
with each other after such a link exists then they will ALWAYS need not
roll vs Tantrics as it is an automatic success between them (rolls are
needed if non-linked persons are involved with them though).
Additionally their Magical Aptitudes are merged, becoming one, taking
the higher of the two and adding to it the value of the other divided by
five (thus if two people have a 25 each, they become a joint 30 strength
Aptitude in merging). Recovery occurs to their shared capacity bank based
on this new Aptitude.
Spells cast on each other become at tough range. When physically within
30' of each other they amplify their spellcasting, add 1 rank's strength
to the spells they cast.
If either has an apprentice link with someone then BOTH have that
link with them. If either establishes Mind Speech or Telepathy with
a target then BOTH of them have that effect.
Spells that normally can only be cast on the caster can ALSO be cast
on the Person they have merged with.
This spell has no saving throws, but DOES require both caster and
subject to be willing without any magical coercion.
:Mind_Guard
COST : 10
MODS : D
This spell protects the caster or subject target being (must be
sentient) from the effects of a mental nature as well as natural
abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Deryni, Detect
Spirit, Nude Mood, Possesion, Quantum Leap, Spook, Steal Spell, and
even Taunt.
:Mind_Speech
COST : 5
MODS : D,R
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.
:Neutralize_Poisons
COST : 10
MODS : N
This will remove all poisons in their body instantly. Duration is
unneeded.
:Night_Sight
COST : 1
MODS : D,R,T
This allows the caster and targets to see as well at night as in day.
It does NOT help against magical darkness....
:Nude_Mood
COST : 5
MODS : R
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.
:Perfume
COST : 1
MODS : D
This spell makes the caster take on a scent as specified, or eliminates
ALL scent from them. This proves useful if trying to avoid leaving a
trail or to throw off trackers (like dogs) that depend on smell. It
will also prevent (with the no scent option) certain creatures
from detecting the invisible. It also allows the caster to simply make
themself smell nice or different for esthetic purposes.
:Pleasure_Touch
COST : 15
MODS : D
This spell is cast on the caster primarily and gives his/her exposed
skin an added special property that affects others that come in contact
for the duration. Anyone touching the caster will feel EXTREME pleasure,
as if in orgasm, simply from the contact. The effect is mental primarily,
but if they fail a save vs HARD they also receive a Physical orgasm at
the same time.
After such a contact they react in the usual ways from such and are
basically stunned and unable to act aggressively or to think too cohereantly
(about -75% to perform anything but basic movements, with the exception
of usage of tantrics skills), for about 1d10 + 1d10/RANK RNDS.
If a physical reaction occured and the person touching was male then
no further effect will occur on them by direct contact for at least 15
minutes. If the person in contact was female the touch will continue to
produce reactions, but after the first touch effect they must save vs
INT after each Physical reaction to remain conscious. Unconsciousness
will last about an hour after being achieved.
:Pop
COST : 5
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
5 lbs to the carriable weight.
:Protection_From_Disease
COST : 2
MODS : D
This spell is often used to protect the caster from a contagious
person. It basically prevents any disease from affecting the mage
while the duration is in effect.
:Rejuvenation
COST : 20
MODS : N
This spell reduces the age of the caster by 1 years of age/rank.
DURATION is not used with this spell, its affects work long afterwards,
unless canceled by a powerful dispell magic or upon entering a Barren
Magic Zone. It can be cast at most once per day.
:Remove_Fear
COST : 1
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
:Remove_Pain
COST : 1
MODS : D
Cast on the caster or by touch to another, this causes all normal
pain sensory ability to end for the duration. This means that someone
could walk on a broken leg (though they would do so slowed), overcome
a headache/migraine, or ignore wounds (and thus even be able to remain
conscious until reaching -10 HTK).
:Remove_Scars
COST : 1
MODS : R
On casting this spell, the caster is empowered to remove scars or other
similar marks (burn marks, birth marks, etc.). This will enable the
recipient of the spell to restore lost charisma caused by such marks.
:Resist_Cold
COST : 1
MODS : D
This spell lasts for the duration or until the spell has absorbed 100
points of cold damage to protect the caster from harm. It also protects
from normal temperatures as low as 0 degrees Fahrenheit without any
of its absorbtion being used (Temperatures below this cause 1 point of
cold damage for each degree below zero per round of exposure to the
spells points). This allows the caster to move about with as little
clothing as they may wish!
:Resist_Paralysis
COST : 3
MODS : D
For the duration of this spell, the caster is immune to all forms of
paralysis, including gaze attacks, paralytic poison, and Hold spells,
but it does not totally negate paralysis already in effect, but gives
and extra saving throw against them.
:Sandrunning
COST : 1
MODS : D
Allows the caster to travel along loose sand or Dust as if they were
on a paved road for the duration, able to move without any problems
with sinking or floundering.
:Scream_Of_Power
COST : 25
MODS : R
This attack is only usable upon non-living objects. It affects upto
10 lbs of matter (or a surface of 5 square feet, whichever is less)
per RANK of the spell. It is a sonic based attack that causes such
things to crack, shatter or splinter into shards.
Rank 1 Glass
2 Crystal
3 Wood, plaster, Ceramics
4-5 Plastic, Clay, Bricks
6-7 Steel, Stone, other ordinarymetals
8-9 Starlite and all complex metals/alloys
10 Area affect option, 90' around caster.
Objects damaged this way may cause damage to those near them or
whom they fall on.
:Seducing_Beauty
COST : 10
MODS : N
This unique spell calls for the caster to disrobe. All those within
sight must make a save at start of the casting with a MINUS from it
based on the caster's APP.
Those who fail will be mesmerized into watching the caster complete the
disrobing and casting. At the end of this they get a second save (with
the same minus) and if they fail they will be madly in lust wit the
caster and unable to do anything but try to go to them and engage in
sexual activity (once they have orgasmed the effect on them ends, also
if the caster moves outside their LOS).
Note that in EITHER case the spell ceases to affect them if they take
any form of damage from an attack or spell.
A subject who is lusted but cannot act on it will fail to save against
any non-violent spell the caster may use on them afterwards.
The spell affects both males AND females.
:See_Invisible
COST : 3
MODS : D
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.
:Sex_Change
COST : 10
MODS : D
This is just on the caster, it does not change the race or mass of a
being, but merely alters it from male to female or female to male with
the available materials. It does not change the innate nature,personality
or intelligence of the being or even alter their concepts of sexuality
directly, it is PURELY biological. The spell lasts for the duration paid
for by the caster.
The spell will utilize whats available, so for example in transformation
from male to female the overall body hair is reduced while the body hair
upon the head is increased in length to appear more feminine.
:Sleep
COST : 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_Of_Kundalini
COST : 5
MODS : D
Allows the caster to move and react with a faster metabolism. This means
they get a +10/rank to all initiative rolls. If this places them at an
initiative of 60 or greater they get 2 actions in the round, one at the
start and one at the very end of the round. An initiative of 90 or greater
would get a third action, on the count down point of 30.
:Stability
COST : 5
MODS : D
Thin lines of energy are thrown off the caster's body, anchoring
him/her in place. This spell keeps the caster's position in space
ridgidly unchanged, no matter what the surroundings. This acts as a
defense against Living_X, Teleports, Telekinesis-like effects, and
will even prevent caster from falling, suspending the mage in space
until the duration of the spell ended. The caster can end the spell
at will. Even on a slippery surface or in a high wind or if the mage
is forcibly grabbed the position remains unchanged. Unfortunately
this spell does act as a -50 to any movement based Prowness skills
and defending against physical attacks.
:StunScream
COST : 5
MODS : R
This is cast at a single target and requires the caster to emit a
curdling scream with sonic affects on the subject being. Target must
save or will be stunned and unable to act for 1 round per rank of
the spell.
:SunScreen
COST : 5
MODS : D
This spell prevents the hinderance to eyesight caused by extremely
bright sun by partially polarizing the subjects eyes when in extreme
light (It also protects against all FLASH type effects that blind
momentarily by bright light) and also prevents skin burning problems
from extreme sun. It has also proved useful to mages in the Desert
or Wastelands areas where the sun is VERY direct and it helps against
snow blindness too.
:Telepathy
COST : 15
MODS : D
This spell has a varying effect based on the RANK it is known at. It
allows the caster to read a target being's mind (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 place memories in target mind
6 - above and can change memories in target mind
7 - above and can transfer HUNG spells to target mind
8 - above and can use INT based skills of target
9 - above and can share own memories, INT skills.
Unlike Mind Speech, Telepathy can be cast on either a LOS being or on
one who is well known to the caster.
:Teleport_Self
COST : 10
MODS : N
Moves the caster and upto 5 lbs of gear etc to any locale that the
caster chooses that has been visited and memorized by the caster.
Additional Ranks add 5 lbs to the capacity.
: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 : 2
MODS : R
Restores movement to a person, no matter the cause of the Paralysis.
:Unsprain_Limb
COST : 5
MODS : N
This will remove the swelling, pain and detrimental effects of
a sprained ankle or wrist on the caster or touched being.
:Vision_Quest_Ritual
COST : 10
MODS : N
This spell allows a mage another means of learning new spells or
knowing a particular piece of wanted information. The spell can also
be cast on another, who is willing, for the same purposes. When on
a Vision quest the character it is cast on drifts off into a dream
filled sleep upon the plane of dreams. It guides them towards their
goal there, but may include great dangers or hazards that could affect
their body and mind back on the real world. The ritual takes about
2 hours. If klutzed the character involved comes back with a roll on
the insanity table and does NOT gain what was wanted. Otherwise they
roll as follows:
01-05 Character easily finds out what they went in
search for with no detrimental effects and
no real memory of what occurred.
06-25 Character returns with the wanted information,
but has expended half their Magical Energy points
stored up in the process. Quest involved fighting
dream beasts magically.
26-50 Character returns with the wanted information,
but has expended ALL their magical energy points
stored up in the process. Quest was long and
laborious.
51-75 Character returned with the information, but has
used up ALL magical energy points and hung spells
in the process.
76-80 Character returned with the information, but has
used up all magical energy and hung spells AND
taken 1d10 HTK damage from the encounters.
81-85 Character returned with the information but now
owes a greater power a debt that will be collected
shortly in the material world in some way. (GM
will privately tell to whom the debt is owed).
86-90 Character returns with the information but must
roll on the insanity table upon waking due to the
horrible dreams survived.
91-95 Character returns without the information, having
failed the quest. They cannot go in quest of that
information again.
96-00 Character dies in their sleep from trauma. If brought
back magically they will roll on the insanity table
once for each day they were dead from continual
exposure to the nightmares of the dreamplane.
:Voice_of_the_Bat
COST : 2
MODS : D
This spell grants the caster the ability to use sonar to "see"
and move safely at a normal rate in the dark, even in magical
darkness. The caster can tell size and general shape of objects up
to 10 yards away in any direction s/he faces. The caster must
actively concentrate to "see" her/his surroundings, but merely ceasing
concentration does not end the spell, and the caster may resume the
sonar again within the spell's duration.
:Waterwalking
COST : 5
MODS : D
This spell allows the caster to be able to walk upon the surface
of liquids (except acid) as if walking on a solid surface. The does
NOT work on fog, mist or clouds.
:Withered_Manhood
COST : 1
MODS : D
This spell can only be cast upon a male. It prevents the male from
gaining an errection for the duration, but is in all other ways
functional.