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!CHARISM.#01
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:Charismatic_Mage_Tradition
Charismatics are an off lot of mages, rarely do they associate
with other members of their tradition, except perhaps their mentor
or teacher. They tend to believe their powers are the gifts of their
particular divinity and oftentimes take the Fanaticism disadvantage
in the process of going on this path.
As mage types they are capable of a great good and great harm
with their spells. Usually they have a personal morale code that
guides their action, but equally that code may drive them to perform
attrocities in the name of their code.
Among others, Christian Leaders oftentimes fall within the
bounds of the charismatic (So do some other faith leaders and healers).
Since the Christians tend to oppose ANYONE doing what they consider
the evils of Satan by practicing magic, their ability to join safely
in the occult community is small indeed.
Non-Christian Charismatics are more likely to mingle with other
mages, while Christian ones will avoid such (except perhaps an
occasional visionary, Mentalist or astralist).
Required Skills :
Read/Write
Familiarity With Religion or Religions Skill
Suggested Skills:
First Aide (Or a greater medical skill)
Meditation
Philosophy
Singing
Theatre Arts
Restrictions:
Cannot Be a Shaman of any type or Hermetic mage
+1% for each Member of same religion present at casting
-5% for each non-Member of same religion present at casting
-10% for each Mage not of same religion present at casting
+10% In a church of their religion
-20% If in a Church of another religion
-20% If unable to speak while casting
-20% If Unable to move easily while casting
-20% If Having Doubts of Faith or Depression
:Anathema
COST : 25
MODS : N
This spell creates in the air burning letters before the caster and
all spells active within Hearing range of the caster that are of
equal or lesser rank than the Anathema (even those normally undispellable
or removed only by particular circumstances) are ended instantly.
All beings brought by a summons must resist against the effect or
be returned to their source.
Anathema's CAN penetrate pentagrams. They will NOT affect magic items,
tokens or other devices and DO NOT AFFECT Mentalist Tradition Spells.
:Armour
COST : 20
MODS : D,R,T
This gives the target temporary invisible and intangible magical
armour against all normal attacks that absorbs 5 points of damage
per rank upto a maximum of 4 RANKS can be bought, for the duration.
Unlike normal armour, the armour spell cannot be reduced with wear,
has no encumbrance affects upon Prowness and it can be worn with
other forms of Non-Metal armour (Wearing metal armour will negate
the armour spell).
:Awaken
COST : 1
MODS : R,T
This spell will wake a character (or characters) to full
alertness instantaneously. It can be set to trigger on a specific
action such as a word or action. The primary component is a horn
(which can be reused). Each being that may be awakened must be named
in the spell when cast.
:Banishment
COST : 25
MODS : R
Cast at a being from another plane, this spell forces them to return
instantly to their plane and the subject cannot return to this one
without being summoned back. The Target DOES get an INT saving throw.
Fails against creatures native to the plane.
:Boneset
COST : 10
MODS : R,T
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.
:Charm_Person
COST : 20
MODS : D,R
This spell affects any single person it is cast upon. The term person
includes bipedal human, demi human, or humanoid of man-size or smaller,
such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins,
half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard
men, nixies, orcs, pixies, sprites, troglodytes, and others.
The spell recipient regards the caster as a trusted friend and ally to
be heeded and protected. The spell does not enable the caster to control
the charmed creature as if it were an automaton, but any word or action
of the caster is viewed in the most favorable way. Thus, person would
not obey a suicide command, but he might believe the caster if assured
that the only chance to save the caster is to hold back an on-rushing
dragon "just for a round or two". Note also that the spell does not
endow the caster with linguistic capabilities beyond those he normally
possesses (i.e., he must speak the victim's language to communicate ).
They get a save vs INT when it is initially cast. Additional Ranks
lower their saving throw by 1 Point. Note that MAGIC RESISTANCE does
apply against this spell!
:Cleanliness
COST : 5
MODS : R,T
This spell is cast upon cloth, either uncut or finished clothing. It
enhances the natural properties of the cloth, making it wrinkle-proof,
stain-proof and unable to become dirty or soiled in any way (Such will
roll or fall off). The Cloth only has these properties when worn by
the caster. Affect is permanent.
:Cleanse_Lungs
COST : 10
MODS : R
This is cast upon a living being. It will remove any cancerous growths
and recently received poisonous gas damage (recent being with past
hour) that the subjects lungs have suffered. It will also empty lungs
filled with water to prevent drowning, or fluids, as in pneumonia (but
does NOT cure disease! In the case of cancer it simply puts it in
temporary remission).
:Cleansing_Flames
COST : 20
MODS : R,T
These yellow flames engulf the target, destroying all diseases, negating
any active spells, and driving out any beings possessing the body
illicitly.
:Create_Spring
COST : 10
MODS : N
This spell is cast upon natural rock or earth and causes a spring of
fresh water to bubble forth from it, putting out about one gallon of
water per hour. It is a great means of bringing water to a desert,
irrigating crops etc. The effect is permanent unless dispelled.
:Cure_Disease
COST : 15
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 fails against Cancer
and HIV+ based diseases.
:Cure_Frostbite
COST : 5
MODS : N
This heals Frostbite damage from Cold based attacks. It heals 1d10
per round applied. It does not heal other forms of damage. If multiple
ranks are possessed of this spell it adds 1d10 of effect for each rank
upto 5 dice total.
:Cure_Hangover
COST : 1
MODS : R
This spell removes all the symptoms of a hangover in the target being.
There is no saving throw vs this effect.
:Cure_Nausea
COST : 3
MODS : R
This spell will remove all the effects of Nausea, wether its natural,
caused by a stomache flu, virus 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_Curse
COST : 10
MODS : R
This spell will tell if a person or object is Cursed and will, with
an INTUITION roll, give the caster the details on the nature of the
curse itself. Minor Curses are specific spells that cannot be dispelled
by normal means (Dispell Magic) ;Curses are extremely powerful magic
that can last for generations, usually cast by someone in the throes
of death or extreme anger/depression. The only other known source of
a curse are the denizens of the demonic planes, seeking to torment
humanity.
:Detect_Disease
COST : 3
MODS : R
Detect disease reveals to the wizard whether a subject creature
or object carries a disease, whether normal or magical, and with a
successful Intuition roll can identify the exact disease.
:Detect_Lie
COST : 20
MODS : D,T
This allows the caster to perceive any SPOKEN lies said in their
presence if they understand the language being spoken. Range is not
necessary as an element in this spell. Target is only needed if casting
the spell on someone else. It does not detect omissions, only falsehoods.
:Detect_Magic
COST : 5
MODS : R
This spell causes all magic on the target being/object to be shown
in that it will glow with the color of its nature(s). Duration
is not needed to be purchased, and it is cast at the suspect target.
:Detect_Scrying
COST : 10
MODS : D,R
This spell notifies the caster of any scrying by magical or mundane
means occuring within the Range radius of the caster. Thus ANY
clairvoyance, Clairaudience, detection or analysis spell active in
that area or cast at them will be reported. It will also report
security cameras and active microphones and state their locale. It
does NOT detect invisible persons or devices present that might be
listening/viewing nor will it detect a sentient that might be hidden,
invisible or on the Astral plane. Only the caster hears and knows of
the scrying report. It fails vs Boom microphones outside radius that
might be able to receive them or cameras outside the range with
telescopic lenses etc.
:Detect_Shapechanger
COST : 15
MODS : D
This allows the caster to detect any natural or magically held
shapechanges on persons and creatures in LOS.
At Rank 2 it allows the caster to know the true appearance of the
beings that are shapechanged.
:Detect_Spirit
COST : 12
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.
:Detect_Undead
COST : 5
MODS : D
This spell enables the caster to detect all undead creatures out to
the range of the spell. The area of effect extends in a path 10 feet
wide and 60 feet long (plus 10 feet longer per level of the wizard), in
the direction the caster is facing. Scanning a direction requires one
round, and the caster must be motionless. While the spell indicates
direction, it does not give specific location or distance. It detects
undead through walls and obstacles but is blocked by one foot of solid
stone, one yard of wood or loose earth, or a thin coating of metal.
The spell does not indicate the type of undead detected, only that
undead are present.
:Dispel_Magic
COST : 25
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
:Disrupt_Undead
COST : 10
MODS : D,R
When cast the spell strikes out with a cone from the caster out
to its maximum range at a 60 degree angle. Skeletons, Zombies, Ghouls,
and ghosts are blasted into dust instantly if within the cone. All
other undead receive 1d10 damage for each round they are within the
cone. The Caster may move the field each round additional round to
increase the area being covered by it if needed.
:Empathic_Revenge
COST : 25
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 : 7
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 contentment without action, etc.
:Exorcise
COST : 10
MODS : R
This is cast on a body possessed by a spellcaster or creature of some
sort. It drives the offending possessor out of the body back to their
own (if possible), though they do get an INT save to oppose it.
:Flaming_Blade
COST : 15
MODS : D
This is cast upon a blade, so that whenever it strikes a target, after
its initial damage, it does additionally 5 points of damage per RANK
(max of 3 ranks) to the target it strikes, from magical fiery flames.
:Flesh_To_Salt_Pillar
COST : 25
MODS : D,R
Target being gets a save vs magic and if failed is instantly turned
to salt for the duration of the spell. A salted being is unable to
move, act or think. If damaged or destroyed in this state it will
reflect on them when they return to normal at spells end.
:Follower_Link
COST : 15
MODS : N
This spell establishes a magic link between the caster and a willing
follower (or mundane person). It gives the caster +20% to cast spells
on the follower who will ALWAYS be at touch range thru the link. It
also costs the follower 1 INT point and raises the Caster's Magical
Capacity and HTK by 1 point each accordingly while the link remains
intact, and gives them a +1 to their magic saves.
The link can only be removed by a Remove Curse or similarly
powerful affect (A simple dispell magic will fail against it). The
follower will be oblivious to the bad side affects. It is otherwise
a permanent effect and lasts till the death of the subject or the
caster.
This effect is often disguised as part of a 'laying on of hands'
or a 'personal prayer' for the subject, who is asked by the mage
to lower their defenses by 'Letting the power of god' into their
lives. It is said there are a few technomage Charismatics who can
do this across the airwaves to their Tv ministries in large numbers!
:Force_Shapechange
COST : 20
MODS : R
With this spell the caster can force any shapechanger (even a changeling)
or polymorphed creature to instantly revert to their true form (or most
commonly used form). If the target is a natural shapechanger then they
DO get a save vs INT to avoid the effect - there is no Save vs those who
are polymorphed. The target cannot change form again for 1d10 + 1/Rank Rnds
even if they saved against the spell.
:Free_Action
COST : 5
MODS : D,R
This spell enables the target 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.
:Gathering_The_Sheeves
COST : 5
MODS : D,R
This will take a badly splattered/scattered body and gather all the
parts together in one place. Duration is necessary to preserve the
corpse from rotting. Used both in the making of the Undead and attempts
to bring the recent dead back to life.
It does NOT heal in any way the remains, simply joins the parts
together in a neat package.
:Gentle_Rains
COST : 12
MODS : D
This spell is cast with a non-standard RANGE and NO TARGETS option.
Once cast it causes, outside a gentle rain to fall from the sky (creating
clouds if needed on the first round) in an area of 1 mile radius per
RANK of the spell. This continues for the duration. It will negate a
DROUGHT* spell instantly in the process.
:Heal_Burns
COST : 1
MODS : R,T
This spell heals 1d10 of burn damage (no DURATION addition needed).
But does not close wounds, remove infections or set bones.
Additional ranks add +1 to the effect of the heal.
:Hold_Person
COST : 15
MODS : D, R
It is cast on an individual and paralyzes them if they
fail a save where they stand. They stay such for the duration
and cannot act, unless a mage who doesn't require movement to cast.
:Hold_Undead
COST : 5
MODS : D,R
This spell paralyzes any form of undead (though Vampires and other
intelligent forms get their Intuition in resistance) for the duration
of the spell, wether they are corporeal or not. Attacking successfully
such a held Undead will negate the Hold.
:Holy_Wrath
COST : 15
MODS : R
This can only be cast on targets who do NOT follow the religion of
the caster. It releases from the caster's hands the "wrath" of their
godhead in the form of a blast of destructive Light-based damage.
It does 1d10 /rank of this damage to all the targets.
They MUST be personally sure that the target would be an enemy of
their belief system in their minds and a threat to themselves, followers
or innocents for the spell to work.
:Hypnotism
COST : 10
MODS : D,R,T
The target creature(s) become susceptable to suggestions from the caster
that are delivered vocally in a language that they understand. The caster
must give the SAME suggestion to all targets immediately after the
casting of the spell.
:Inner_Sanctum_Ritual
COST : 25
MODS : N
This spell is cast by a mage to establish a place of power where they
can be assured of relative safety and capability to practice their art.
Once created the mage cannot create another such Sanctum while it
exists.
An inner sanctum offers MANY benefits to a mage, and should be
established in a building, grove, or sufficiently secluded locale to
assist in its magics.
Within their Sanctum a mage will be instantly alerted to ANY intrusion
into it by anyone or anything, and will know if they have come with
hostile intent. Anyone performing an attack, theft or casting against a
mage within their inner sanctum is -25% to do such, while the mage is at
+25% to perform any castings against them.
Meditation within ones own sanctum adds +1 power point per hour;
Tantrics performed within ones own sanctum adds +1d10 to the produced
energy. All spellcastings are at +25% to succeed (compounds with any
other modifiers to improve success). The Sanctum itself acts as an
enhancement to magic in other ways, almost a tool, so that any casting
within it costs 1/2 the normal BASE cost of the spell (not added
features) with a minimum cost of 1.
To enter an Inner Sanctum without permission of the owner must be done
as if trying to face against a sanctuary spell, that is one must save vs
INT to cross its barriers and wards. Note that a mage will ALWAYS know
if there is currently an intruder inside their sanctum, no matter the
distance to them.
Inner Sanctums cease to exist when the caster dies. The Sanctum can be a
maximum of 100 cubic yards per RANK of the spell. Spells cast from
outside into an Inner Sanctum have a 25% chance of reflecting back at
the source - EVEN in the case of ritual spells. Undead cannot cross the
barriers of a Sanctum without permission of the owner AT ALL. While
inside their Sanctum a mage is also considered +10 to their APP for
Presence sake. Sanctums are kept magically CLEAN and an Unseen Servant
will exist within its barriers at the command of the caster at all
times.
Inner Sanctums CANNOT be dispelled thru normal means. If they are inside
a building all windows and doors will be wizard Locked to the uninvited
(this effect CAN be dispelled though thru normal means).
:Insect_Plague
COST : 20
MODE : D,R,T
This spell is cast and causes a horde of creeping, hopping and flying
insects to gather around and swarm upon the target in a thick cloud. The
insects obscure vision limiting it to 10'. Spellcasting inside of the
cloud is at a -50% due to the distractions and complications. Creatures
within the cloud receive 1d10 damage each round inside the cloud due to
numerous bites and stings, with NO armour assistance (normal OR magical)
and the insects count as +1 vs magical creatures that can only be hit by
magic weapons. Invisiblility is nullified by this effect as well.
Heavy smoke or fire can drive away the insects prematurely and the
victim gets a saving throw vs PROW each round after the 1st to have
wandered out of the Plague of insects.
:IronMind
COST : 3
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.
:Know_Spellcaster
COST : 10
MODS : N
This spell is cast upon a magical object or ANY ongoing spell effect
(It can ALSO be cast during a REPLAY spell and will count what is
being viewed as an ongoing effect even though it is an image) whereupon
it will notify the caster of the the Name of the original caster.
:Limb_Joining
COST : 20
MODS : R
This spell will allow the re-attachment of a recently severed limb
or digit to a body, doing 1d10 of healing in the process. It will
NOT work on a dead body or on a limb that has been severed for more
than an hour (unless the limb and the stump have been packed in
ice or otherwise preserved in some practical way.
:Mason's_Words_Of_Preservation
COST : 25
MODS : N
This is a complex spell that is used upon a building to preserve and
protect it over along period of time. It reduces all damaging spell
effects cast upon the building (such as fireballs etc) so that only
1 point per 10 points inflicted will affect the building. It prevents
All wear and damage from natural weather and wear. It also gives the
building complete protection from the Mason's_Word_Of_Unmaking* and
from dispells being cast upon it in any way. The building cannot be
harmed by natural fire, and takes only 25% of the damage inflicted
by siege engines, earthquakes and the like.
The walls of the building cannot be climbed, even with a Spider_Climb*
spell, and it is kept magically clean throughout the lasting of the
protection. Spells that affect directly the building integrity (Stone
to Sand, Pit etc) fail to function upon its surfaces, as do Warp_Wood*
and other distorting effects.
The duration of the spell is based on its rank, and lasts 1 year per
RANK the spell is known at.
:Mason's_Word_Of_Unmaking
COST : 25
MODS : R
This is a complex series of sounds that MUST be uttered by the caster
aloud. It is an area effect, carrying in a 50' radius of the caster per
rank (max 10 ranks). The Mason's word fails if it is interrupted. When
cast this causes all mortar to crumble into dust, all stone stacked upon
each other to unstack themselves, all bricks lying to revert to sand or
mud they were made from. This will break walls, crumble buildings and
generally destroy that which was built by a mason's hands.
:Mind_Guard
COST : 5
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, Possession, Quantum Leap, Spook, Steal Spell, and
even Taunt.
:Miracle_Prayer
COST : 25
MODS : N
This is a charismatic equivilant to a wish. They must carefully state
exactly what affect they wish the spell to achieve and then realize
that their prayer is subject to interrpetation that will not necessarily
be easy in their minds. It will Draw ANY excess energy needed to create
the result from the caster (and will take from their aptitude if there
is insufficient energy to achieve the effect, permanently).
:Morale_Boost
COST : 5
MODS : D,R,T
This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
and will also give them a +5% chance per rank to succeed at all attack
rolls for the duration of the spell.
:No_Tresspassing
COST : 5
MODS : N
When this informational spell is cast the mage is immediately told
if he/she is tresspassing on private property and if so exactly who
owns the property.
:Numb_Tongue
COST : 5
MODS : D
This numbs the tongue of the target being, making speech difficult,
slurred (as if intoxicated heavily) and clumbsy. If used on a mage
that speaks to cast they take their disadvantage for such as they
will be affected beyond usability for magic.
:Phantasmal_Force
COST : 20
MODS : D,R
This spell creates the illusion of any object, creature, or force, as
long as it is within the boundaries of the spell's area of effect, being
upto a 40 cubic feet in size per RANK of the Spell.
The illusion is visual and affects all believing creatures (undead are
immune) that view it. It does not create sound, smell, or temperature.
Effects that depend of these senses usually fail. The illusion lasts
until struck by an opponent--unless the spellcaster causes the illusion
to react appropriately--or until the wizard ceases concentration upon the
spell (due to desire, moving, or a successful attack that causes damage)
or due to its duration ending. Creatures that disbelieve the illusion
see it for what it is. Creatures believing the illusion are subject to
its effects.
The illusionary effect can be moved by the caster within the limits
of the area of effect. The GM has to rule on the effectiveness of this
spell.
:PhotoCopy
COST : 15
MODS : R
This spell allows the caster to create a permanent image, on a
piece of parchment, canvas, or the like, of whatever s/he sees and
concentrates upon at the time of casting, to the range bought.
Detail in the final picture depends on distance and field of vision.
Material components are a piece of parchment, paper or canvas --
which is not expended and upon which the image appears. If a tool
is used for casting a quill pen with silver tip is the most likely
device to use.
:Protection_From_Hunger_and_Thirst
COST : 5
MODS : D,R,T
When protection from hunger and thirst is cast, the recipient
requires no food, water, or nourishment of any kind for the duration of
the spell. The recipient can be the caster or anyone he touches. Each
day the caster (or the subject of the caster's choice) is under the
effect of the spell, he is fully nourished as if he had eaten and drunk
normally. At the end of the spell's duration, the subject is no more
hungry or thirsty than he was when the spell was originally cast.
A person with this spell on them will NOT gain magical energy as they
would normally for consuming food and will NOT be able to eat more than
1 pound additional food/water for that purpose (and will gain 1/2 pound
of weight if eating is done for this purpose since the nourishment is an
excess!)
:Protection_From_Spirits
COST : 10
MODS : D,R,T
This spell will protect the caster or subject target from all damage
and draining effects inflicted by a non-corporeal being, including
wraiths, ghosts, spectres, astrally projecting mages and the like
for the duration. Even spell effects used by any such creatures will
fail to work against the protected.
:Psychic_Surgery
COST : 25
MODS : N
This spell can only be used on a WILLING target and allows the
caster to remove any damaged organ they wish from the body by
passing their hand into the body - only the planned on organ
will actually be solid to their touch.
:Remove_Curse
COST : 10
MODS : D,R
This removes ANY curse type spell on a being or item permanently.
:Remove_Fear
COST : 1
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
:Resist_Cold
COST : 5
MODS : D,R,T
This spell lasts for the duration or until the spell has absorbed 100
points of cold damage to protect the target from harm.
:Resist_Fire
COST : 5
MODS : D,R,T
This absorbs upto 100 points of damage from fire and heat that the
target would have received... then ends or ends at the end of the
duration, whichever comes first.
:Resist_Paralysis
COST : 3
MODS : D,R,T
For the duration of this spell, the recipient is immune to all forms of
paralysis, including gaze attacks, paralytic poison, and Hold spells,
but it does not negate paralysis already in effect.
:Restoration_Rite
COST : 25
MODS : N
This ritual is used to restore to a being that which it has lost from
drains, spell effects that erase memories and skills, and Serious Disease
effects that drop stats permanently. It must be cast within one month of
the actual loss of such to be effective. It will restore the lost points
in the process, the loss skills and lost memories. It will also regrow
any lost body part and make functional any body part that was seriously
injured previously.
:Restore_Sight
COST : 25
MODS : R
This restores eyesight from ANY cause, except absence of such
organs.
:Sanctuary
COST : 10
MODS : D
This spell will allow the caster some level of protection in return for
non-hostile action. The caster cannot in any way, after casting this,
attack, perform hostile act upon or cast harmful magic upon anyone or
they cancel the spell.
While Sanctuary is in effect the caster is protected - anyone wishing
to take a hostile action against the caster must make a saving throw vs
INT to target on the caster. The effect does NOT apply if the spell
being used is an area effect.
:Silver_Death
COST : 25
MODS : R,T
This is a combat spell that hurtles dozens of tiny razor sharp
needles of silver at the target, shredding it. The damage is only
1d10 per rank of the spell, but its real value is against Lycanthropes
and other beings with an allergy to silver, where it does triple damage.
The needles are deflectable with magic spells like Shield, and must
cut thru armour to harm armoured foes. The value of the needles is
about three Silver Marks if they are melted down afterwards at best.
:Spell_Reflection
COST : 20
MODS : D,T
This places an aura around the caster or a target being that
protects from ALL spells cast directly at them that is single targeted
by reflecting the spell back to its source if an Intuition saving roll
is made successfully. If the source also has a Spell Reflection up
it may also bounce the same spell back again until one of the two
fails its save and is struck.
:Spell_Trace
COST : 5
MODS : R,T
Cast on an object or on a target of a recently discharged spell, this
will give the mage an image of the caster who originally cast the spell.
:Stability
COST : 12
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.
:Sterilize
COST : 1
MODS : R
This spell, only recently developed, is used to deal not with beings
but with objects. It allows the quick killing of any germs or disease
oriented spells and effects on an object, preventing them from spreading
diseases, plagues etc. It is often used on medical tools, clothing and
the like used with a diseased patient. Each additional RANK allows
another object to be affected by the casting.
:Sword_of_Fire
COST : 25
MODS : D
This spell causes a blazing ray of fire to spring from the caster's
hand. This ray can be wielded as if it were any sword the caster has
skill in. It inflicts 2d10 +3/RANK damage from non-magical fire on
anyone it hits. It does an additional 1d10 damage versus undead or
creatures who are particularly vulnerable to fire, but does not affect
other beings who are immune to non-magical weapons. The sword can
also be used to ignite combustable materials. If the caster desires,
he may create a shorter ray which is wielded as a knife or dagger, and
does 1d10 +3/RANK damage. It is said to be of the same nature as the
flaming swords of the angels of the bible and will only harm the
unjust (this is not true - the blade has no intelligence or detection
abilities). It will also absorb any fire-based attacks thrown at the
weilder.
:Taunt
COST : 5
MODS : D,R
A taunt spell enables the caster to jape and jeer effectively at a
single type of creature with Intelligence. The caster need not speak the
language of the creatures. His words and sounds have real meaning for
the subject creature or creatures: challenging, insulting, and generally
irritating and angering the listeners. Those failing to save vs.
INTUITION rush forth in fury to do battle with the spellcaster. All
affected creatures attack the spellcaster in melee if physically capable
of doing so, seeking to use body or hand-held weapons rather than missile
weapons or spells.
Separation of the caster from the victim by an impenetrable or
uncrossable boundary (a wall of fire, a deep chasm, a formation of set
pikemen) causes the spell to break. If the caster taunts a mixed group,
he must choose the type of creature to be affected.
If used in conjunction with a ventriloquism spell, the creatures
may attack the apparent source, depending upon their Intelligence, a
leader's presence, and so on.
:Tomelore
COST : 5
MODS : R
With tomelore, the caster knows whether a text is cursed, magical,
which language it is in, its author, and other general information about
its contents. Nothing specific about its safeguards, contents, or
history will be revealed, though.
: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 : 15
MODS : R
Restores movement to a person, no matter the cause of the Paralysis.
:Wall_Of_Invisible_Might
COST : 20
MODS : D,R
This spell creates a magical invisible wall of force 10' high and upto
20' wide per rank. The wall will be unpenatrable by all missile weapons.
(And gunfire).
No spell may pass thru the wall, but spells may damage it, and it can
take upto 100 points of damage per RANK of the caster before vanishing.
Any being passing thru the wall will encounter NO resistance, but any
Spell energy they possess will be drained away and will add to the walls
strength 1 point per point drained. If a being has an active spell it will
prematurely end its effect. It does not affect hung spells not yet released
or magical devices being carried. An INT save is made to prevent the drain
of the spell energy and the ending of the active spells.
:Wings_Of_Angels
COST : 25
MODS : D
By this spell, the caster creates "wings" to appear out of their back.
The wings are magically attached to the back area, but are not attached
in the sense that they can be wearing clothing or armour. They are not
part of the mage.
The wings allow them to fly, even though the wings are not
necessarily aerodynamically large enough to do so, at the same speed
as if they were running at full speed. Maneuvering is based on
their Prowness caster.
:Withered_Manhood
COST : 15
MODS : D,R
This spell can only be cast upon a male. It prevents the male from
gaining an errection for the duration.
:Word_Of_Recall
COST : 20
MODS : N
The word of recall is ONLY usable by a mage who has an Inner_Sanctum*
already set up. It takes the caster BACK to the Inner Sanctum instantly
the word is uttered. It can transport the caster and 50 lbs /RANK of
cargo/passengers with the caster back to the Sanctum instantly with a
perfect teleport.
:Wound_Closure
COST : 5
MODS : R,T
This spell closes the wounds of the recipient to prevent bleeding and
infection, incidentally curing 1d10 of HTK damage. All of the victim's
wounds will be closed by a single casting. Further application
isn't possible to increase the healing effect.