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1992-12-03
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From: arthurr@megrez.crd.ge.com (Rick Arthur)
Date: 11 Nov 91 13:43:56 GMT
Subject: RQ Wizardry 1.2
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 can take a long time to learn
9) To be effective, Wizards must have high INT and POW
Wizards develop a natural skill: "Sense Magic", at base 10% +
Magic Bonus. It can be increased as per the perception spells.
Success simply means something is noted as magical. Special
success tells a bit more (runic ties, etc). Extended contact
with a magical object could ferret-out its function/nature,
based on INT, obscurity of the item, and described procedure.
Extremely powerful magic will trigger the sense skill by its
mere presence - no need for the Wizard to check. The skill
generally refers to spell-magics, not spirits or creatures
themselves.
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?
Anyway, 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. An experienced Wizard
could easily have over 30 mp.
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. Normal recovery of mp follows the standard
rules (POW/day - divided as GM wishes)
Some may basically agree with the philosophy, but question how
this would work with Shamans and Priests. Good Question. First,
I think it works ok with Spirit magic (no more need for pesky
spirits/crystals). Initiation into a cult or becoming a shaman
can be handled as you like - perhaps switching them to the old
system at that point would work. In my campaign, I ignore shamans,
and my initiates and priests sacrifice mp instead of POW. They
cannot sacrifice below their POW, and the exchange rate is 4mp
per POW. Hereafter, I will constrain my discussion to Wizards.
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
{ ESL^2 - INT days, [Minimum = level days] }
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. { ESLx6 days }
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.
{ ESL x (25-INT) days }
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.
{ ESL x 10 days }
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.
Sample 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, Beast
Description: Shaman/Druid-like pursuits
Examples: Tahion, Allanon, The Adept (Snowbrother), Elrond
School: Battlemagic
Packages: Healing, Standard, Stealth, Blademage
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)
Spell Resistance 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 Shardstrike
Summon Winds
Flight Beast: Speak to Animal
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
Spell Resistance Mental Barrier
Neutralize Magic Astral Projection
Damage Resistance Empathy
Warding Sense Presences
Night Vision Healing
Kinetic Blast Mind Over Matter
Inner Strength
Iron Mind
Spirit Resistance
Illusion: Disguise Suspended Animation
Shape Change Paralysis Touch
Mask Self Transcend Pain
Blademage: (Death) Exotic/High: Divert Energy
Turail's Steely Blade Sending
Turail's Seeking Blade Korac's Shields
Turail's Flashing Blade Suspended Animation
Turail's Blurring Blade Lock/Knock
Turail's Elemental Blade Teleport
Personal Warding Personal Warding
Spell Warding Mind Snare
Blade of Vengeance Transfer Conciousness
Binding
Banish
Magebolt
--------------------------------------------------------------------
SPELL INDEX
--------------------------------------------------------------------
Spell Name ESL Noun Verb Form
-------------------- --- --------- --------- --------
Animal Bonding 3 Beast Harmony Mastery
Astral Projection 8 Spirit Movement Magic
Banish 7 Spirit Movement Magic
Binding 10 Spirit Stasis Magic
Blade of Vengeance 9 Truth Death 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
Iron Will 4 Spirit 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
Magebolt 8 Death Magic
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 5 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 Presences 3 Spirit Truth Magic
Shape Change 4 Illusion Disorder Mastery
Spell Name ESL Noun Verb Form
-------------------- --- --------- --------- --------
Shielding 5 Spirit Harmony Magic
Shardstrike 7 Earth Movement Magic
Shocktouch 3 Storm Death Magic
Speak To Animal 1 Beast Truth Mastery
Spell Resistance 3 Magic Stasis Magic
Spell Warding 4 Magic Stasis Mastery
Sterilize 2 Fertility Mastery
Stone Shaping 4 Earth Movement Magic
Summon Winds 8 Storm Movement Magic
Suspended Animation 7 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 Blurring Blade 5 Earth Movement Mastery
Turail's Flashing Blade 6 Earth Death Magic
Turail's Steely Blade 3 Death Mastery Mastery
Turail's Seeking Blade 3 Truth Magic
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.
Spell Descriptions
------------------
Unless otherwise specified, the following applies to all spells:
1) Duration is 15 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%.
6) For purposes of countermagic, neutralize magic, and the
like, the points of a spell are the points placed into
its base cost and effect - (NOT extras spent for increased
success chance, extended range, extended duration, etc.)
Extra points for overcoming countermagic can be put in,
keeping in mind that the total expenditure can never
exceed the caster's POW.
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.
Banish ESL: 7 Range: Sight
Time: 7 SR+ Cost: 8+2/(+1 POW)
Effect: Removes an extraplanar creature from the plane the caster
is on. They are returned to a remote corner of their home
plane. The caster must overcome the target's POW.
Mods: Effective POW for comparison against the target entity can
be increased 1/+2mp. This enhanced POW affects only this
spell, and all applications of it (see below).
20-step Gives an additional chance to force the target out
Binding ESL: 10 Range: Touch or Mental touch
Time: 10 min. + 10/POW Cost: 1/10 min.
Effect: Given 1 year access to a 1000 lunar/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.
The dastardly wizard using this may only make use of one such
gem at a time. Breaking the gem frees the spirit.
Mods: 10-step adds 10min/mp spent.
Blade of Vengeance ESL: 9 Range: Unlimited (One Planet)
Time: 3SR Cost: 10mp/SR - must do 3
Effect: Cost filter allows POW limit to be avoided. This spell
combines Seeking Blade and Flashing Blade. The caster
must have the name of a body part (blood/hair) of the
target. The caster must "see" the target (in person)
before and between castings of this spell. This spell
"sends" the (implaing) sword in the caster's hand across
arbitrary space and into the chest of the target. Normal
success is an impale. A special casting acts as a critical
hit. A critical casting does max damage (too).
Mods: 10-step adds 1 level of "effect" to the spell for purposes
of neutralizing magical/scrying defenses. This applies
to Shields, Protections, etc and is immediate. Countermagic
and the like have the 30-point cost to contend with.
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/windy ones may
be crossed. This can in no way be used offensively.
Mods: A grade of no more than 40 degrees may be made
Each 10-step can double base length (10m,20m,30m...)
OR add +1SIZ/mp spent as such
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. Cannot be used in conjunction
with Personal Warding, Shield, Protection, etc.
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 succeed in a
Sense Magic roll 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 Sense check will
inform the caster of the mp's needed. Part of learning
this spell involves honing Sense Magic to do the stuff
described above. If the casting is unsuccessful, caster
takes full damage, no saves (though POW has to be overcome
if appropriate
Mods: Note +10% / +1 mp is probably a good idea on this one!
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 + speed-mp
Effect: Glide through air horizontally, vertically as whim.
speed-mp is a magic point spent as such
Speed is as follows:
Horizontal: 40m./rnd + 10m/rnd/speed-mp
Vertical: 20m./rnd + 5m/rnd/speed-mp
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.
Note: Yes, it is supposed to be difficult. I'm a Wizard, Jim,
not a doctor!
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.
Iron Will ESL: 4 Range: Self
Time: 4 SR Cost: 2mp/+1 POW
Effect: Increases caster's defensive POW for resisting spells,
spirit combat, etc.
Mods: 10-step adds 10 minutes to 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.
e) If target hits a wall, subtract air-travel distance,
then take 1hp/2m left. (Dex roll irrelevant)
e) CONx3% if fall to stay concious (fail % 2d8 min.)
f) Any knocked down take (DEX SR) rds to get up
Mods: 10-step adds one to the BSIZ (Blase SIZ) per BSIZ-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: 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. It weighs 1 ENC/4" diameter.
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
Magebolt ESL: 8 Range: 100m
Time: 1 SR Cost: 16mp
Effect: Delivers the caster's POW in damage to the target's
general hp, if their POW is overcome. Ignores armor
and protection spells (as per disruption).
Regardless of POW result, target is knocked back
3d6 meters, and must roll CONx3% or be stunned for
a like number of rounds (befuddled).
Mods: 10-step increases effective attack POW by 1
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. 10-step gives +3m range (as above). Penalized
-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: 5 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.
Stunned individuals are effectively befuddled.
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: 2/hp
Effect: An magical 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 3 points of damage taken.
A critical hit takes down levels on a point-for-point
basis. It cannot be used in conjunction with Damage
Resistance, Protection, Shield, etc. At 75% or higher
skill it can be formed beneath the caster's armor.
Mods: 10-step gives +1 point required to lower 1 protective level
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 INTx3% chance of
recalling the vision seen. Mp's not regained during trance.
Mods: 10-step increases the INT 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/minute 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 (know name at minimum).
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 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 and
special powers are unproducable, but mundane racial
powers / resistances are acquired in general.
Mods: 20-step reduces casting time 1 minute
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. A major wound to either will
break the link.
Shardstrike ESL: 7 Range: 30m
Time: 1SR/d4 Cost: 2mp/d4
Effect: A stream of energized crystalline shards streams forth from
the caster to the target. The caster must overcome the
target's POW, or the shards strike and crumble to dust.
If the power is overcome, roll location, apply armor and
protections, then take the damage, noting 10-step below.
Mods: 10-step adds +1 to total damage due to shattering on impact
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.
Spell Resistance ESL: 3 Range: Self
Time: 3 SR Cost: 2mp/level
Effect: Sets up a field whose level must be overcome by
incoming spells (point-vs-point) on the Resistance Table.
May not be used in conjunction with Spell Warding.
Mods: 20-step adds 1 level to total for free, though
such is active only if the spell is in effect (mp spent)
Spell Warding ESL: 4 Range: Self
Time: 1 minute Cost: 4mp/level
Effect: Absorbs the next (level) levels of spells which are
directed at the warded caster. Lasts until completely
shot or warded caster releases it. Cannot be used in
combination with Spell Resistance. Can partially weaken
a spell, reducing its effect as appriopriate.
Mods: 20-step adds 1 level per 4 mp spent
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 10 min. of exposure. Also can be used
to purify food and drink.
Mods: Bio-Warfare Diseases cost much more:
Broo disease/Bubonic plague/Malaria/Small Pox/Etc:+5mp/person
Soul Waste/Super-Anthrax/Super-Leprousy/Etc: +10mp/person
Using this on such diseases drains 1 CON per 2 hp 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.
Range refers to propagation through stone and metal
in contact with one another.
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.
Aging ceases for duration. Do not fumble!
Mods: MAX point expenditure is POW/2.
10-step doubles duration per mp.
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: 30 sec 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
(use Throw skill) 3) Target fails to dodge (parry won't
be effective). Armor applies as per fire rules.
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
Note: If the throw misses, it will hit _something_
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. Objective must be fairly simple and done
within an hour. (e.g. Leap into the volcano and climb 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: 20-step 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: 1mp/(+5%/+1)
Effect: Acts as Bladesharp, giving +5%/+1 per mp.
Mods: Maximum mp allowed is as per 10-step.
Turail's Seeking Blade ESL: 3 Range: Unlimited (One Planet)
Time: 6 SR Cost: 8 mp
Effect: The caster enchants his sword to locate a living person,
creature, being (whathaveyou) whose name is known to the
caster OR of which the caster possesses a part of (hair or
blood is fine). 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: 20-step decreases cost by 1mp
Turail's Flashing Blade ESL: 6 Range: 1m+
Time: 8SR Cost: 8mp base
Effect: Conjures or temporarily enchants rapier.
Conjure (no rapier in hand):
Forms an enchanted rapier in the caster's
hand. Dam 1d6+1 (3d6+3 on impale), 8AP
Mods: 20-step gives +5% to hit, +1 *base* damage
+10minutes/+1mp
Enchant (rapier in hand):
Doubles weapon's AP for duration
Blade is "enchanted"
20-step gives caster 1 "remote strike"
A "remote strike" has range 5m+5m/+1mp
and appears as a long glowing shaft.
Chance to hit is as per weapon skill.
Mods: Can give weapon (+5%/+1 dam)/+1mp, max 8
Note: Cannot be used with Steely,Seeking or Blurring blade.
Turail's Blurring Blade ESL: 5 Range: Touch
Time: 8 SR Cost: 12mp
Effect: Doubles the AP of the weapon in hand.
Weapon is considered enchanted.
Mods: 20-step gives 1 additional action (attack or parry)
with said weapon each round. Thus, at 65% (3 20-steps),
the caster would have 4 attacks, plus a (dodge or
other-hand parry).
Note: This spell cannot be used in conjunction with any other
offensive spell including fanaticism, bladesharp, et al
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: 2/d4
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. The barrier stops
damage BOTH ways.
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.
(Copyright 1991 by Rick Arthur - Free redistribution granted, similarity
to spells from other systems is a cross-pollenation and homage of sorts,
they are in no way meant to compete with the actual original source)