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1992-12-03
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From: arthurr@megrez.crd.ge.com (Rick B Arthur)
Subject: RuneQuest Spellcasting - Part I
RQ has some nice features, but two I don't like are:
Sorcery
Battle Magic as magic
I ran a campaign which took place in Sanctuary (Thieves' World) and
players in it certainly didn't have time to learn "spells". But
Bladesharp and Speedart and were attainable by "extending the character's
ability" - like Ki. These took magic points, and money to train, but could
be learned without instruction. Obviously, not all battle magic can be
Ki magic - but any I could justify (protection = toughening of skin,
speedart =
careful aim, vigor = adenalin, etc) I let them learn, provided they shelled
out money normally spent on a spell (for "training/diet/etc"). This fixed
that - poof - players with "magic", but none of the shaman silliness.
Point two: sorcery - never liked it. Very little was even the least bit
attractive. This provoked me to write the following. I would be interested
in any comments on the system. I have play tested it in two campaigns, and
it seemed to work very well.
Enjoy...
- Rick Arthur
The Art of Wizardry
-------------------
Wizardry is akin to RQ sorcery, highly influenced by the "mana"
system and ElfQuest magic. It is at once the most varied and
most specific magical art. A spell to do anything could be
created, but its complexity may allow only the greatest masters
to use it. Each spell is fairly specific in itself. Any number
of spells may be learned, but it takes a long time to do so.
Wizards do magic. Magic is their thing. They don't generally
fight (in the conventional sense), sneak around, con people,
scale walls or the like. The use magic for all that stuff.
They don't dodge. The ward themselves. They don't bash people.
They blast them. Wizardry empowers the individual. Wizards do
not rely on deities or spirits for power. They are powerwells.
This also requires study and practice (read - lots of time), and
in some cases the genes to do this. Spells the wizard is practiced
at will have advanced effect over a novice's casting of the same.
The spells may seem powerful. They are, but consider:
1) This is what wizards do
2) Wizards should be feared by peon/peasant types
3) Magic battles aren't for warriors
4) Casting is costly in terms of mp
5) Their spells can fail at the time of casting
6) Some spells have a backlashing effect
7) Spells are hard to find outside of schools
8) Spells take a while to learn.
Learning a Wizardry Spell
-------------------------
Initial Study +1 INT Second Instruction Dice
ESL Time (days) /(days) Try at Period(days) <=INT
--- ------------- ------- ------ ------------ ---------
0.5 [minimum 1] 3 1 3 3d6(12)
1 2-INT [1] 6 25-INT 10 4d6(16)
2 4-INT [2] 12 2x(25-INT) 20 4d6+1(17)
3 9-INT [3] 18 3x(25-INT) 30 4d6+2(18)
4 16-INT [4] 24 4x(25-INT) 40 5d6(20)
5 25-INT [5] 30 5x(25-INT) 50 5d6+1(21)
6 36-INT [6] 36 6x(25-INT) 60 5d6+2(22)
7 49-INT [7] 42 7x(25-INT) 70 6d6(24)
8 64-INT [8] 48 8x(25-INT) 80 6d6+1(25)
9 81-INT [9] 54 9x(25-INT) 90 6d6+2(26)
10 100-INT [10] 60 10x(25-INT) 100 7d6(28)
ESL = Estimated Spell Level (Approximate AD&D level)
Initial Study Time = Time for pupil to learn spell through
study and practice to attempt memorization without an instructor
Instructor = Person who knows the spell in question at at least 75%
+1 to INT per = For purposes of learning the spell, add 1 to INT
for each extra [period of time] spent studying it.
Second try interval = Time between 1st failed attempt and 1st
opportunity to re-try. This interval of time cannot be used to add
to the INT value, but INT bonuses from the first attempt are not
lost. Time is spent practicing/studying. If second try fails,
the spell may only be obtained through an instructor.
Instruction period = Base time for an instructor to teach the spell
to a small class. Personal instruction halves this, and aptitude
of the instructor or pupil can similarly affect this time. Add the
instructor's INT divided by the attempt number (minimum 2) to the
INT of the pupil for purposes of learning the spell.
Dice <=INT = This die roll must be made less than or equal to the
effective INT of the pupil for the spell to be locked.
Skill of Learned Spell
----------------------
First try: [INT - (ESL/2) ]x3% + Magic bonus
Second try: [INT - ESL ]x3% + Magic bonus
Third try: [INT - ESL ]x2% + Magic bonus
Fourth+ try: [INT - ESL ]% + Magic Bonus
Note this is actual INT, not the modified-INT as described above.
Casting a spell for a wizard is like picking a lock for a thief,
each success gives an opportunity for the skill to increase.
Magic Points
------------
POW as a rolled stat seemed somewhat bogus. Shouldn't
the "in-born soul-force" of the person count for a bit
more than the volatile stat RQ usually provides? And
why should giving yourself to your deity (sacrificing
for Runespells) weaken your resistance to attack?
Anyways, the following rule should be applied to Wizards,
if not everyone.
The POW stat is basically constant. This, like INT is your
inborn faculty in this area. Your will, you might say.
It is used to attack and defend (as far as spells go).
It can also be used to resist fear, intuit danger, and
the like, depending on the creativity of your GM. This
static POW attribute also determines the maximum number
of mp which a wizard can put into a single spell.
Magic points are spell-fuel. I found it silly keeping
spirits and crystals around on every significant PC,
just to allot them enough mp to get them through an
extended adventure. There is no limit to how many
magic points you can have. You start with your POW
in mp. You will never have more than this unless you
have the ability to overcome the will of others, in which
case you can gain more.
For each success in overcoming another's will, roll POWx1%.
If you succeed, your mp count increases by 1d3. Only one
increase is allowed per "adventure segment". Lots of mp
are required for wizardry, especially if you have low spell
skills, so these will burn up quickly.
Draining critters (e.g. Vampires) do not drain POW permanently
unless they are of extreme power. They reduce attack/defense
POW of the victim. POW can be returned via Runespells or
by rolling original POWx3% to regain 1 POW. Such a check may
be made once per day.
[Note: I largely ignored Shamans and Priests when using this,
so that issue will have to be dealt with on your own]
From: arthurr@megrez.crd.ge.com (Rick B Arthur)
Subject: RuneQuest Spellcasting Part II
Schools of Magic
----------------
School: Psychic
Packages: Psychic/Mystic, Divination, Magic, Protection
Description: Mystic/Monk
Examples: Winnowil, Savah, Jedi, Deryni, Niko
School: Hot Shot
Packages: Standard, Fire, Storm, Water, Earth, Illusion,
Protection, Movement
Description: High-falutent, squabbling, petty, mage-dominant,
intimidating, wage-wizards
Examples: Fizban, Jaric, Randall
School: Courtmage
Packages: Magic, Protection, Standard, Divination, Movement,
Illusion, Beast, Storm, Healing, Exotic/High, Water
Description: Extremely competent, good/evil, classic adept
Examples: Anskiere, Alain Aspect, Gandalf, Merlin, Enas Yorl
School: Antagonist
Packages: Standard, Stealth, Fire, Exotic/High, Illusion
Description: Classic evil wizard - wide range of competence
Examples: Roxanne, Ominor, Faisix, Jodos, Ischade
School: Natural
Packages: Magic, Fire, Storm, Earth, Water, Healing,
Divination, Protection
Description: Shaman/Druid-like pursuits
Examples: Tahion, Allanon, The Adept (Snowbrother), Elrond
School: Battlemagic
Packages: Healing, Standard, Stealth, Turail
Description: With Hunter, Mercenary, Bounty Hunter, Adventurer
Examples: Shadowjack, Lythande, Grey Mouser
Each package would likely have specialists (e.g. a lore handed
down through generations).
Spell Packages
--------------
Magic: Cantrips Protection: (Stasis/Harmony)
Sense Magic Damage Resistance
Neutralize Magic Warding
Elemental Shield
Fire: Fire Starting Water: Walk On Water
Throw Flame Breathe Water
Storm: Fall Reduction Earth: Stone Shaping
Shocktouch
Flight Beast: Speak to Animal
Summon Winds Animal Bonding
Healing: Healing Divination: Dowsing
(In)sobriety Truesight
Sterilize Retrocognition
Sustenance Sense Presences
Neutralize Poison Speak Languages
Transcend Pain Sending
Mind Read
Telescopic Sight
Stealth: Movement: Lock/Knock
(Illusion/Disorder/Movement) Walk On Water
Lock/Knock Flight
Disguise Divert Energy
Mask Self Kinetic Blast
Fall Reduction Bridge
Bridge Teleport
Teleport Mind Over Matter
Stone Shaping Fall Reduction
Night Vision
Telescopic Sight
Standard: Cantrips Psychic/Mystic: (Spirit/Harmony)
Disguise Sending
Fall Reduction Mind Stun
Dowsing Shielding
Fire Starting Mind Read
Sense Magic Mental Barrier
Neutralize Magic Astral Projection
Damage Resistance Empathy
Warding Sense Presences
Night Vision Healing
Kinetic Blast Mind Over Matter
Inner Strength
Illusion: Disguise Suspended Animation
Shape Change Paralysis Touch
Mask Self Transcend Pain
Turail: (Death) Exotic/High: Divert Energy
Turail's Steely Blade Sending
Turail's Seeking Blade Korac's Shields
Turail's Eldritch Blade Suspended Animation
Turail's Mystic Blade Lock/Knock
Turail's Elemental Blade Teleport
Personal Warding Personal Warding
Mind Snare
Transfer Conciousness
Binding
Spell Name ESL Noun Verb Form
-------------------- --- --------- --------- --------
Animal Bonding 3 Beast Harmony Mastery
Astral Projection 8 Spirit Movement Magic
Binding 10 Spirit Stasis Magic
Breathe Water 4 Water Harmony Mastery
Bridge 5 Movement Harmony Magic
Cantrips 0.5 Magic Mastery Mastery
Damage Resistance 2 Stasis Magic
Disguise 2 Man Illusion Mastery
Divert Energy 7 Magic Movement Magic
Dowsing 3 Truth Magic
Elemental Shield 5 Harmony Magic
Empathy 5 Harmony Movement Magic
Fall Reduction 1 Storm Stasis Mastery
Fire Starting 1 Fire Magic
Flight 5 Storm Movement Magic
Healing 4 Fertility Harmony Magic
Inner Strength 3 Man Harmony Mastery
Kinetic Blast 5 Movement Death Magic
Korac's Shields 8 Stasis Magic
Light Globe 1 Light/Fire Magic
Lock/Knock 2 Disorder Movement Mastery
Mask Self 6 Illusion Magic
Mental Barrier 6 Spirit Harmony Mastery
Mind Over Matter 6 Movement Spirit Magic
Mind Read 5 Spirit Truth Mastery
Mind Snare 7 Spirit Stasis Mastery
Mind Stun 3 Spirit Stasis Magic
Neutralize Magic 4 Magic Death Magic
Neutralize Poison 4 Fertility Mastery
Night Vision 3 Darkness Truth Mastery
Paralysis Touch 5 Man Stasis Magic
Personal Warding 2 Stasis Mastery
Retrocognition 7 Truth Movement Magic
Robinn's (In)sobriety 1 Disorder Harmony Mastery
Sending 5 Spirit Truth Magic
Sense Magic 1 Magic Truth Magic
Sense Presences 3 Spirit Truth Magic
Shape Change 4 Illusion Disorder Mastery
Spell Name ESL Noun Verb Form
-------------------- --- --------- --------- --------
Shielding 5 Spirit Harmony Magic
Shocktouch 3 Storm Death Magic
Speak To Animal 1 Beast Truth Mastery
Sterilize 2 Fertility Mastery
Stone Shaping 4 Earth Movement Magic
Summon Winds 8 Storm Movement Magic
Suspended Animation 4 Man Stasis Mastery
Sustenance 4 Fertility Stasis Mastery
Speak Language 4 Man Truth Mastery
Teleport 6 Movement Magic
Telescopic Sight 3 Truth Mastery
Throw Flame 3 Fire Death Magic
Transcend Pain 9 Man Harmony Mastery
Transfer Conciousness 10 Spirit Disorder Magic
Truesight 6 Truth Mastery
Turail's Steely Blade 3 Death Mastery Mastery
Turail's Seeking Blade 3 Truth Magic
Turail's Flashing Blade
Eldritch 4 Death Magic
Mystic 4 Death Magic
Elemental 4 Death Magic
Cold " Water "
Fire " Fire "
Earth " Earth "
Electric " Storm "
Walk On Water 3 Water Movement Magic
Warding 6 Stasis Magic
In general, Form refers to outward manifestation of the spell.
That is, mastery spells have a mundane appearance, which might
be accomplishable without magic. They also would be less likely
to be noted (if at all) as magic by observers. Magic spells
have a mystic tie, be it concentration, a "presence", or blue
bolts of energy, thunderclaps, or aurae of power.
The next file details the spells...
- Rick
From: arthurr@megrez.crd.ge.com (Rick B Arthur)
Subject: RuneQuest Spellcasting - Part III (LONG)
Spell Descriptions
------------------
Unless otherwise specified, the following applies to all spells:
1) Duration is 10 minutes
2) The caster may put extra mp into their casting to increase
their chance of casting success by +10%/+1mp. Spells which
do not allow this will say "No boost" under the section
on modifiers.
3) When casting time is reduced by a specified amount, minimum
casting time is 1 rd. I assume 6 rds/minute.
4) 10-step means this goes into effect for every 10% of skill
above 10%. (e.g. 10-step adds +1 damage means at 01-10%
+0 damage, 11-20 +1 damage, 21-30 +2 damage, etc.) This
is base skill, not mp-enhanced skill.
5) 20-step is the same, but in increments of 20%, starting
at 20%.
Animal Bonding ESL: 3 Range: 30m.
Time: 1 day Cost: See below
Effect: Empathic bond between caster and animal is established. If the
caster abuses the animal, the spell is broken. Caster must
care for the animal. The animal will die for the caster.
Effect is otherwise permanent. Only one animal may be bonded
to at a time. Death on either part is traumatic. Caster is
able to communicate with the animal.
Mods: Animal must have INT over 3, mutations can disallow bonding
To succeed, must compare mp used vs. POW of animal on R.T.
Astral Projection ESL: 8 Range: 100 km / mp
Time: 10 min Cost: 1 / hour + range
Effect: Essence leaves body in astral form. Sending from this
state increases range by 100-fold. Can find another
mind at sending % , and travel to it astrally. Receiver
can see a disembodied spirit, others around do not,
communication via Sending is possible for 10% skill
per mp spent, up to communication/sending maximum
(whichever lower).
Mods: To find an unfamiliar mind % % Sending % / 10 +
POW of unfamiliar mind if that person is thinking of
the Sender, otherwise Send % - POW/3.
Note: Astrally Projected forms may be trapped by Mind Snare.
Binding ESL: 10 Range: Touch or Mental touch
Time: 10 min. + 10/POW Cost: 1/10 min.
Effect: Given 1 year of access to a 1000 gp/POW gem, the stone may be
empowered with POW holding. The binding traps POW of the
victim into the gem, which may be accessed as mp (regains
separately) if from a spell-user, and adds POW inside /3 to
possessor's effective POW. The binding may occur by two means:
a) Combat of Wills (Sending) to wrest spirit of victim into gem
(then must begin binding ritual).
b) A Mind Snared victim may be put there POW by POW, resisting
as POW vs. POW on R.T., so long as the question pact has not
been agreed to.
Mods: 10-step adds 10min/mp spent.
Breathe Water ESL: 4 Range: Self
Time: 4 SR Cost: See Below
Effect: Breate Water as air. Movement still hampered.
Mods: Costs 1/10 min. fresh water
1/6 min. salt water
1/3 min. polluted water
10-step adds base time/mp bonus (e.g. 25% -> 1mp/30 min. fresh)
Bridge ESL: 5 Range: 10m+10m/mp
Time: 4 SR+1SR/range-mp Cost: 1/2 SIZ to support
Effect: A bridge of length equal to spell range is created. It
manifests as a misty tube. The walkway through the tube
has an environment like that which the caster is in (e.g.
cool air). It cannot be made to travel through solid
barriers, though hostile liquid and gaseous ones may be
crossed. This can in no way be used offensively.
Mods: A grade of no more than 40 degrees may be made
10-step doubles base length (10m,20m,30m...) OR +1SIZ/mp
Cantrips ESL: 0.5 Range: As AD&D
Time: Instantaneous Cost: 1
Effect: As cantrip. These are practice ditties to keep the wizard
nimble. Thus their rune ties.
Mods: +20% /+1mp
Note: Does not include:
Change Distract Hide Palm Bee Bluelight
Bug Firefinger Gnats Mouse Spider Unlock
Colored lights Mask Mirage Noise Rainbow
or Two D'Lusion.
Damage Resistance ESL: 2 Range: Self
Time: 1 SR/hp Cost: 1mp/hp
Effect: Acts like a protection spell, with the following differences:
Critical hits reduce spell strength on point-for-point basis,
but are protected against.
Mods: 20-step increases duration by 5 minutes
Disguise ESL: 2 Range: Self
Time: 1SR/SIZ Cost: See Below
Effect: Illusion of self changed to any human/humanoid being or
individual. Appearance only.
Mods: Base Cost is 2mp/SIZ difference + 1mp/10 min.
10-step gives added 10 min./mp
Divert Energy ESL: 7 Range: Self
Time: Instantaneous Cost: 1/point to divert
Effect: Divert energy directed at self. (Non-area of effect:
flamelance yes, explosion no). First must save vs.
POWx3% to be given opportunity, then a mere thought diverts
the energy left, right, or up (d6 1-2 left, 3-4 right,
5 up, 6 caster's choice). The POW check will inform the
caster of the mp's needed. Diversion chance is spell %.
If unsuccessful, caster takes full damage, no saves.
Mods: +10% diversion / +1 mp
Dowsing ESL: 3 Range: 300m/mp
Time: 5 min Cost: As range
Effect: Finds familiar object (rock type, friend, tool, weapon, etc.)
Direction & distance are determined within a 10m. rad/Range mp
Mods: Specialization (e.g. Dowse water) doubles % w/ respect to
one thing, halving % to find all other types.
Elemental Shield ESL: 5 Range: Self
Time: 5 SR Cost: See Below
Effect: Makes caster immune to all normal natural manifestations
the elements. (Heat, cold, wind, precipitation, etc.)
Also immunity to powerful aspects of one element may be
gained at the rate: 1 element for 5 min. / mp.
Extremely violent forms (Heat Explosion, Lightning, etc.),
natural or artificial, are resisted on POWx3% , half
damage if failed.
Mods: 10-step adds 5 min to duration / mp
Empathy ESL: 5 Range: 5m. (one)
Time: 5 SR Cost: 1/rnd
Effect: Enhance or reduce an emotion already existing in an
individual. POW vs. POW each round on R.T. for success.
Mods: 10-step adds 1 to number of people affectable, and
extends range by 2m.
Fall Reduction ESL: 1 Range: 10m/mp
Time: 1 SR Cost: 1/SIZ
Effect: Slows rate of falling from any height to safe levels.
Mods: 10-step gives extra SIZ per mp
Fire Starting ESL: 1 Range: 3m.
Time: 1 SR/SIZ Cost: 1/SIZ
Effect: Ignites a flammable object. Cannot be used on living animal.
Mods: Total % is halved is object is uninflammable, wet, etc.,
Flight ESL: 5 Range: Self
Time: 1 SR Cost:1/2 SIZ/2 min.
Effect: Glide through air horizontally, vertically as whim.
Speed is as follows:
Horizontal: 40m./rnd + 5m/rnd/+1mp
Vertical: 20m./rnd + 3m/rnd/+1mp
Mods: 10-step adds 2 SIZ per mp used until caster's SIZ is
reached, then duration is doubled each step.
Healing ESL: 4 Range: Touch
Time: 1 min./hp Cost: 1 / hp
Effect: Each round spell % is rolled, if it fails, hp is not
healed, and the point is not expended unless roll is
fumbled. An empathic link with the target is necessary
for the healing, if the healer cannot empathize with
the target, then POW vs. POW must be rolled on R.T. The
mp is lost if target resists. Disease and mental disorders
may be attempted, but skill % and cost is penalized.
Inner Strength ESL: 3 Range: Self
Time: 10 SR Cost: 1/minute
Effect: (Raises) strength to racial maximum for duration.
Mods: If racial maximum is over 18, then add 1 mp to Cost
per minute for every 2 STR points over 17. (Round down)
If STR is already racial maximum or higher, add 1 to
STR for duration.
Kinetic Blast ESL: 5 Range: 10m +5m/+1mp
Time: 1 SR Cost: 1/SIZ
Effect: Knocks down 1 opponent.
a) Blast SIZ vs. victim's SIZ on R.T. to resist.
b) If spell works, knockback % (BSIZ-SIZ+d10)/3 meters
c) DEXx3% to remain standing (no damage)
d) If fall 1hp damage / 3m knocked back. If target hits
a wall, subtract air-travel distance, then take 1d4/m.
e) CONx3% if fall to stay concious (fail % 2d8 min.)
f) Any knocked down take 1d4 rds to get up
Mods: Each 10% skill beyond 20% adds 1 SIZ per mp
Korac's Shields ESL: 8 Range: Self
Time: 4 SR+1SR/shield Cost: 4/shield
Effect: Metallic silver discs hover about the caster, automatically
blocking attacks of the following forms:
Missile Weapon Natural Attack Elemental Bolt
Melee Weapon Magical Attack Light/Heat
Does not protect vs. Illusions, Mists, Gases, Dusts, Psychic,
or area-of-effect attacks. The blocking disc will have value
25 for purposes of armor/spell resistance, then dissipate.
Only triggered by successful attacks. Multimissile (etc)
is a single attack. Lasts 10 minutes.
Mods: 10-step reduces casting time by 1 rd
Spell may be used multiple times (re-cast as needed)
Light Globe ESL: 1 Range: Touch
Time: 2 min Cost: 1/2hrs
Effect: Creates a globe of light which lasts base 4 hrs. The globe may
be attached to any object. It can vary in size from 4" dia.
(Shedding 5m rad. of light) to 20" rad. (shedding 25m rad. of
light). The globe will take 2 hp damage/hour duration before
shattering.
Mods: 20-step increases duration 1 hr/mp
Lock/Knock ESL: 2 Range: 10m
Time: 2 SR Cost: 2
Effect: Opens or secures and door/portal with locking mechanism,
as if caster were attempting it with their Devise skill.
Mods: 10-step gives +5% to the chance of success on the Devise
Mask Self ESL: 6 Range: Self
Time: 3 SR/sense Cost: 1/min/sense
Effect: Hides self from detection by one or more sense.
Sight - Invisibility Smell - Scentlessness
Hearing - Silence Mental Sense - mind mask (2x Cost)
Movement is possible, but physical violence, spell use,
or like distractions will nullify the effect.
Mods: 10-step adds 1 min / mp
Mental Barrier ESL: 6 Range: Self
Time: 6 SR Cost: 2/rd.
Effect: For duration, immune to all physical harm, but cannot
do anything other than concentrate.
Mind Over Matter ESL: 6 Range: Self
Time: 1 min Cost: 1/min.
Effect: Gives body ethereal quality, allowing caster to pass
through non-energized solid barriers at normal move
rate. Also gives immunity to non-enchanted, non-
energy weapons, objects, and creatures. Can be used
in conjunction with flying to fly at double rate.
Mods: If used simultaneously with Flight (the spell),
10-step doubles duration.
Mind Read ESL: 5 Range: 3m/10% skill
Time: 1 min Cost: 1/min.
Effect: Read surface thoughts / emotions of any in range unless
they make POWx1% . Special success gives ability to read
a secret bit of knowledge, but victim then knows of intrusion
(Roll POW vs. POW on R.T. each following minute to retain
reading access.) Critical success grants knowledge without
victim's awareness.
Mods: No boost.
+5% /3m out of original 3m. range.
Mind Snare ESL: 7 Range: Mind Touch
Time: 1 SR Cost: See Below
Effect: Traps an astrally projected form in the vicinity of the
snarer. MP's put into the spell are compared vs. Projected
creature's current mp's on the Resistance Table. If the
snaring is successful, then the victim's astral form cannot
leave the presence of the snarer unless dismissed, or snarer
falls unconcious without first commanding the spirit to
remain near the snarer. Snared victims must roll CONx5%
each day; if failed, body loses 1hp (cannot be healed until
spirit returns.) Mind Reading and the like can be used on
the victim at 150% efficiency.
Mods: Three questions may be exacted from the victim in exchange
for freedom. Such a pact must be carried out without deception
or the spell will balance the effects. Snared victims must
answer completely and truthfully, but may pervert the question
or answer in a vague (but complete) manner. Also another
astral form may seek to free the trapped form by baiting the
snarer to attempt a snare on them. If the snare is successful,
the both forms are trapped, if not, the first snared form
gets another R.T. check, POW vs. POW. No boost.
Mind Stun ESL: 3 Range: 10m.
Time: 1 SR Cost: As duration
Effect: Hypnotize by sight. POW vs. POW on resistance table is
compared. If successful, stunned 1 rd./mp used. During
this time, caster may attempt to suggest via Sending at
their Sending or Communication % , whichever lower.
Victims will not do things contrary to their basic nature.
Mods: If the victim is using mental mind reading or the like
on the caster when the spell is used, the victim's POW is
halved on the resistance table, but no suggestions can
be made. No boost.
Neutralize Magic ESL: 4 Range: 10m+1m/mp
Time: 1min/mp Cost: 2/mp to dispel
Effect: This spell unweaves magics from spells and enchantments.
The spell will reduce the target by 1 mp per 2 mp cast.
This weakening occurs as the casting is performed. The
spell may be increased or cancelled at any time during
the casting. When the spell is concluded, if the target
spell has not been extinguished, it will attempt to "snap
back" into existence. The chance of success is its
*original* mp vs. the neutralize mp total on the resistance
table. If it fails, the spell is destroyed. Thus, magical
barriers and such can be weakened appreciably without
destroying the whole enchantment.
Mods: 10-step adds +1mp/casting minute (min. 1 minute)
Neutralize Poison ESL: 4 Range: Touch
Time: 1 SR/POT Cost: 2/POT
Effect: Neutralize any poison or venom/poison. Success % is
Caster's Treat Poison % (which gives knowledge of POT).
Mods: +10% (to spell success) / +1 mp
+5% (to Treat success) / 10% Bio/Chem/Plant Lore
(Whichever appropriate)
Night Vision ESL: 3 Range: Sight
Time: 1 min Cost: 1/10 min.
Effect: See at night as if it were day.
Mods: 10-step gives added 10 min./mp
Paralysis Touch ESL: 5 Range: Touch +
Time: 1 SR Cost: 1/rnd
Effect: Paralyzes target for duration if overcome in POW contest
Mods: 10-step adds 1m to range. No boost.
Personal Warding ESL: 2 Range: Self
Time: 1 min. Cost: 1/hp
Effect: An all-purpose magic warding is put up around the caster
(similar to Shield). It is invisible. It lasts until
destroyed. It can be rebuilt by starting another, but a
warding of greater strength cannot be constructed until
no warding is on the caster. It loses one point of
protection for every 2 points of damage taken.
A critical hit takes down levels on a point-for-point
basis.
Mods: 10-step gives +1 damage point required to lower 1 protection
Retrocognition ESL: 7 Range: 30m x 30m x 30m
Time: 10 min Cost: 10 + d10 CON +
Effect: Caster meditates for the casting time, then falls into a
trance which only a major wound can bring him/her out of.
1 - 10 CON are lost and the trance is dissolved 1 hour
later per CON lost. (CON regained 1/hour during trance).
Upon waking, the caster has his Memorize % chance of
recalling the vision seen. Mp's not regained during trance.
Mods: 10-step increases Memorize check by 5%
Robinn's (In)sobriety ESL: 1 Range: 3m
Time: 1 SR Cost: See Below
Effect: Sobriety - Relieve effects of intoxication must
(even on self) overcome POW/2 of target. Costs
1/POT of the intoxicant.
Insobriety - illicits an intoxicated response in the
target. Must overcome their POW. Effect is as per a
Demoralize spell, but target is often more brave.
Costs 1/rd of effect.
Mods: 20-step increases POT or duration (rds) by 1
Sending ESL: 5 Range: 1 km / mp
Time: 1 SR Cost: See Below
Effect: Make mental communication link with another known
intelligent entity.
Mods: Every 10% of skill allows 1 free point w/ respect
to range, but each point used in this manner reduces
spell % by 5%.
Note: Combat of Wills: A Sender may lock himself and one
opponent in a mental battle. Sight is needed to start
the battle, and it can only be disengaged, at the end of
a round, by the winner of that round. Total concentration
must be maintained by the sender. A major wound to the
sender will end the battle. A Sender may initiate such
a combat once a day per 30% skill over 50% . The battle
goes as follows:
a) Sender vs. Non-Spell-User
Sender's current mp vs. POW of victim on R.T.
Each round, % determines winner. Loser loses
one mp or pseudo-POW. Challenge winner is the
one with points left. Challenge loser goes
unconcious for d4 rounds. POW of victim is not
reduced.
b) Sender vs. Spell-User
Current mp's compared on R.T., all else as above,
but mp's lost must be regained normally.
Sense Magic ESL: 1 Range: Special
Time: 1 min Cost: base 0
Effect: Sense magic use, magic's effect, or an inherently magic item.
Mods: Maximum % is Spell Points to be detected x 5%
Base % or above % is rolled, whichever lower
-1% /10m. away from caster.
Sense Presences ESL:3 Range: 10m/mp
Time: 2 SR+1SR/10m Cost: As Range
Effect: Successful % roll indicates sensing of intelligent minds in
Range, knowing direction and distance. Special success gives
type of creature. Critical success gives thoughts, emotions,
possibly name and flash vision of creature.
Mods: 10-step adds 5m to range/pt used
Shape Change ESL: 4 Range: Self
Time: 4min+1/SIZ change Cost: 1/SIZ changed
(costs caster's SIZ + change in SIZ)
Effect: Change into any living thing. Some mutations are
unproducable, but racial powers / resistances are
acquired in general.
Mods: 20-step adds 1 SIZ/mp
Shielding ESL: 5 Range: Touch (One)
Time: 5 SR Cost: 1/rnd.
Effect: All resistance rolls of shielded individuals are vs.
combined POW, mp, etc. of bonded individuals. Neither
of the link's participants may use any (new) mp for the
duration of this spell.
Shocktouch ESL: 3 Range: Touch +
Time: 3 SR Cost: 1 / hp damage
Effect: Zaps target with electrical damage. Armor does not
protect against this attack. Caster must defeat target
in a POW contest for the spell to have any effect.
Mods: Victim POWx1% roll will halve damage
10-step adds 1 m. to the range.
Speak to Animal ESL: 1 Range: Self
Time: 1 min Cost: 1/10 min.
Effect: Allows caster to speak with one type of animal.
Sterilize ESL: 2 Range: Touch
Time: 10 SR Cost: 1/hp or SIZ
Effect: Sterilize wound vs. infection. Can prevent disease/destroy
germs if applied within d4 min. of exposure. Also can be used
to purify food and drink.
Mods: Bio-Warfare Diseases cost much more:
Bubonic plague/Malaria/Small Pox/Etc. +5mp/individual
Super-Anthrax/Super-Leprousy/Etc. +10mp/individual
Using this on such diseases lose 1 CON per 2 hp so sterilized.
(Regain 1/day).
Stone Shaping ESL: 4 Range: 10m / mp
Time: 3 SR + 1 SR/ENC Cost:1 SIZ changed/mp
Effect: Change shape (only) of rock (metal) formation.
Mods: Hard metals cost double, alloys triple (6 ENC = 1 SIZ)
10-step adds 1 SIZ/mp
Summon Winds ESL: 8 Range: Variable
Time: 1 min Cost: Variable
Effect: A) Calm Winds: Range 30m. rad./mp Time: 2 min.
Cost: 1mp / 10km/hr / 10 min.
Mods: 10-step adds free 5 km./hr OR doubles durat'n
If calming is within speed range,
then cost only applies to radius.
B) Change Wind Direction: Range: 1km diam.
Time: 1 min./10 deg. Cost: 1/10km/h/10deg.
Mods: 10-step adds 10km/+1mp
C) Whirlwind Range: 5m/10% skill or +1 mp
Time: 1 rd. Cost: 1/min. +
Effect: disperse insects,mists,gasses,dusts,
capsize small watercraft, etc.
D) Gust of Wind Range: 3m. x 3m./10% or +1mp
Time:2 rds(10sec dur.) Cost: 2
Effect: Blast of wind knocks over small things
blows flying critters, fans fires, extinguishes
torches, candles.
Suspended Animation ESL: 4 Range: Self
Time: 1 min Cost: 1/day
Effect: Puts body in comatose state. Body is preserved, mind
is suspended in awareness. No sustenance needed.
Mods: MAX point expenditure is POW/2. Max duration is
doubled per 10% beyond 20% skill.
Note: Time needed to "will self" out of this state is n minutes,
where 2^n is the number of days spent in this state.
Sustenance ESL: 4 Range: Self
Time: 10 min Cost: 1/day
Effect: No need for food or water during duration. Max POW
days before needing to eat and drink for POW days.
Speak Language ESL: 4 Range: Self
Time: 2 min Cost: 1/10 min.
Effect: Speak any unknown language which is known to one
within hearing range, who is speaking that language
during the casting of the spell. Speak % is the
% of that person. Critical success gives base d20%
skill in that language, permanently.
Mods: 10-step adds 10 min./mp
Teleport ESL: 6 Range: Infinite
Time: 1 SR Cost: See below
Effect: Instantly transports body and encumbrance in weight
to a well-known place. Cost is base 8 mp + half the
caster's POW. (Regain 1/hour of sleep).
Mods: Cost is reduced by 1 mp per 20% skill beyond 20%,
but POW loss is unchanged.
Telescopic Sight ESL: 3 Range: up to 1 km.
Time: 1 min Cost: 1/ min.
Effect: Allows caster to see clearly 1 km distant, provided
vantage point is good, and vision is unobscured.
Mods: 10-step adds 1 min./ mp
Throw Flame ESL: 3 Range: 1m/mp
Time: 1 SR/d4 Cost: 2mp/1d4 damage
Effect: Target engulfed in flames if 1) Spell works, 2) Flames hit
(accuracy % spell % ) 3) Caster wins POW contest vs. target
If the POW contest fails, then damage is halved.
Target's clothes, etc. flame as well doing 1 hp damage/
original d4 damage put into spell, per round unless POWx2% is
made (each round). This damage decreases by 1 pt./ round.
Mods: +10% chance to hit /+1 mp, 10-step adds +1m of range
Transcend Pain ESL: 9 Range: Self
Time: 9 SR Cost: 6 + 1/min. required
Effect: Immune to all pain/harm until (previously stated objective)
is carried out.
Transfer Conciousness ESL: 10 Range: Sight (Any means)
Time: 1 min Cost: 2/ min.
Effect: Transfer conciousness of caster into individual, creature,
or inanimate object. Caster retains full sensory and mental
faculties. Unwilling sentient individuals get POW vs. POW
R.T. check. Caster's body remains in trace-like state.
Mods: Each 20% ability beyond initial 20% doubles duration/2 mp
Truesight ESL: 6 Range: Self
Time: 3 rds Cost: 1/min.
Effect: See all things as they are. (Projections, invisibility,
secret doors, holograms, shape changes, illusions, etc.)
Mods: 10-step adds 1 min./mp
Turail's Steely Blade ESL: 3 Range: Touch
Time: 3 SR Cost: Variable
Effect: Cast on a sword, increases to hit of the weapon by base 1%/mp
put in. Special results have the "impaling effect", with
no chance on the weapon "sticking" (Yes, only thrust-type
swords here). The base damage of the weapon is considered
"Enchanted" for purposes of affecting creatures.
Mods: 10-step adds +1%/mp (01-10: 1/mp, 11-20 2/mp, etc)
Percentage may be split into attack/parry (Specify @casting)
Turail's Seeking Blade ESL: 3 Range: Unlimited (One Planet)
Time: 6 min. Cost: 8 mp
Effect: The caster enchants his sword to locate a living person,
creature, being (whathaveyou) whose name is known to the
caster. Any screens against scrying or divination magics
will nullify the spell. Only direction can be determined.
The sword acts as a pointer (planetary curvature compensated
for). The target has a POWx1% chance of feeling a slight
prick.
Mods: 10-step reduces casting time by 1 minute
Turail's Flashing Blade ESL: 4 Range: 1m+
Time: 8 SR Cost: 4+
Effect: This spell conjures a magical blade. Three forms of the
spell (learned separately) exist: Eldritch, Elemental, and
Mystical Blade. Unless otherwise stated, the sword is
incapable of parrying, nor is the SIZ/STR bonus used. The
spell lasts 10 minutes. Base cost is 4mp. To hit is the
caster's weapon skill.
Eldritch Blade 1d8 damage (ignores nonmagical protection)
20-step allows +1mp giving (+5%/+1)
Manifests as moonlight
Drawback: If foe is magically protected, has the
mp of the defense (zap each hit) as a
percent-chance of exploding doing 1d10
to both combatants - ignoring magical
protection (ending the spell)
Mystical Blade 1d8 damage
Ranged +1m/+1mp
20-step allows +1mp/+1damage
Drawback: At range >3m, misses have a 5% chance
per person in 2m of the target of hitting
the other person (normally).
Elemental Blades
Cold 2d6 damage
STR/SIZ bonus counts
Parry 10 AP
20-step allows +1mp/+5%
Drawback: If shattered (AP loss), does 2d6 to wielder
Earth 1d6 damage
STR/SIZ bonus counts
Parry 14 AP
20-step allows +1mp/(+5%/+1)
Drawback: If shattered, does 1d8+bonus to wielder
Fire 3d6 damage
20 step allows +1mp/+5%
Drawback: May "pop" back into being for a round
1-10 minutes after being extinguished
Electricity 1d6 damage (ignores metal armor)
20-step allows +1mp/+1
Drawback: Against an armored foe, has a 5% chance
per hit of "grounding out". It will
always ground on criticals, though these
will do an extra 6 points of damage.
Walk On Water ESL: 3 Range: Self
Time: 3 SR Cost: 1/SIZ/5 min.
Effect: Allows caster to walk upon the surface of liquid (pool etc.)
Waves are treated as bumpy land. Caster cannot break the
surface. If submerged, hurls caster to surface.
Mods: 10-step allows extra SIZ/mp OR 5 minutes to total duration
Warding ESL: 6 Range: 3m+1m/+1mp
Time: 1 SR/d4 Cost: Variable
Effect: Creates a magical force field shell around the caster and
others. It is able to withstand d4 damage/2mp put in.
This shields even against criticals.
Mods: Other, willing beings, who are within the shielded area may
donate POW or mp's to help power the ward, provided the
caster has Sending. Non-spell users' mp is drained.
20-step adds 1 hp to shell per 2mp used in protection.