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!DARKOVR.#01
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:Darkover_Tradition
This tradition grew from the followings of the Darkover Book
series, who discovered that some of what was within the books could
really be applied to a mental oriented concept of magic. Though not
all the rules of the books apply, many do in the process of becoming
a Tower Technician.
No One is accepted for teaching within the tradition who has a
Magical Aptitude of less than 10. As far as is known, there are no
means for a Rogue to duplicate the effects of a Darkovian Mage.
As part of their initial training the Technician crafts their
matrix stone from a natural crystal (Amethyst, Sapphire, Quartz and
Diamond are all common). This stone they imbed with part of their
own power and essence - They lose permanently one Aptitude point
in the process of making their matrix and they are forever linked
to it. No one but a technician can use a matrix stone for magic.
The Matrix is usually made into a piece of jewelry for the mage.
A necklace, choker, ring, armband, headband/circlet or similar such
of silver or other conductive material.
Creating a replacement Matrix takes many hours of gemcraft and
the expenditure of a Magical Aptitude Point Permanent.
Required Skills :
Gem Craft
Mathematics
Meditation
Read/Write
Teacher
Suggested Skills :
Alertness
Esperanto (Language)
First Aide
Magical History
Restrictions & Requirements :
Cannot Cast if Matrix Stone is not within 5' of their body
Cannot reveal the location of the Teaching Towers to anyone
not contacting such for training
Cannot be A Mentalist, Draconian, Bloodmage, Mystery Master,
entertainer, Voodon, Shaman (any) or Shadow Mage.
Cannot be A Token Mage
Cannot Use Tools
Takes 1d10 permanent loss of HTK if their Matrix is destroyed!
Can only have 1 'spell' effect operating for every 5 INT points
they possess.
Must teach at least 3 students in their lifetime the ways
of the Matrix.
:Affect_Normal_Fires
COST : 3
MODS : D,R
This spell enables the mage to cause non-magical fires--from
a torch or lantern to as large as a 10' radius ---to reduce in size and
brightness to become mere coals or increase in light to become as
full daylight and increase the illumination to double the normal radius.
This does not affect either fuel consumption or damage caused by the
fire. The caster can affect any or all fires in the spell's area. He
can alter their intensities with a gesture as long as the spell is in
effect. The spell lasts until the caster cancels it, all fuel is burned,
or the duration ends. The caster can also extinguish all flames in the
area, which expends the spell immediately. The spell does not affect fire
elementals or similar creatures.
:Astral_Sight
COST : 5
MODS : D
Allows the caster to see into the Astral plane and beings therein
for the duration, in standard LOS range.
:Awaken
COST : 1
MODS : 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. It does not work against coma victims.
:Ballistic_Attack
COST : 5
MODS : R
This spell allows the caster to duplicate the effect of gunfire on
a target by transferring to a bullet, ball bearing or similar small
metal object the velocity and kinetic energy of a fired bullet.
The chance to hit the target is 100% minus the Defensive value of
the target (Prow etc). The object being launched must be in the caster's
hand and weigh 1/4 of a pound or less. The object counts as a Ballistic
attack (see Ballistic_Defense* ). It does 2d10 + 1/Rank of the spell.
:Ballistic_Defense
COST : 5
MODS : D,R,T
This spell allows the caster to protect themselves and/or other beings
from gunfire by reducing the velocity of the incoming bullets for the
duration. Range is used when using Targets only.
Ballistic Defense adds +15 absorbtion against incoming gunfire ONLY.
(It fails against other attack forms to assist in anyway).
Additional ranks after the first add +1 to the absorbtion.
This effect cannot be dispelled by others while the Matrix stone
that was used to cast it survives.
:Bigby's_Groping_Fingers
COST : 1
MODS : D,R,T
This spell allows the caster "grope" his/her target. This spell is
usually used by mischievous apprentices in bars and such... have fun!
RANGE is vital to make this spell useful!
:Body_Equilibrium
COST : 5
MODS : D
This allows the caster to adjust the weight of their body to
correspond with the surface they are standing on. Thus they can walk
on ice, water, quicksand or even a cloud.
Because of their lightness the character must be wary of wind gusts
which can easily blow them away.
This will also act as a feather fall effect if they are falling...
:Calm_Animals
COST : 3
MODS : D,R
This causes animals in a radius out to the range of the spell, to be
calmed and placid. This can stop a stampede, prevent an attack or simply
prevent easily startled or 'watch' animals from reacting to the
presence of the caster and/or others in the area for the duration.
This area of calm moves with the caster, and animals outside the area
will return to normal reactions.
Multiple TARGETS are not used as an option on this spell since it
is an area affect.
:Cell_Adjustment
COST : 10
MODS : N
This spell allows the caster to heal another being of damage by
touch. It does NOT cure diseases or regenerate lost body parts.
It costs, beyond the base, 1 point per point of healing to be done.
It will NOT bring the dead back to life, but will work on someone
unconscious or near-death (in negative points but not negative 10
or worse).
It is ONLY usable at TOUCH range, and only 1 target at a time.
:Cell_Disruption
COST : 5
MODS : N
This spell causes the target being's body cells to burst
internally from hypercharged energy, doing damage to them. Beyond
the base cost the mage pays 1 point per point of damage they wish
to inflict. Target DOES get a standard save.
:Change_Self
COST : 3
MODS : D
This spell enables the wizard to alter the appearance of his/her
form--including clothing and equipment--to appear one foot shorter or
taller; thin, fat, or in between; humanoid, or any other generally
bipedal creature. The caster cannot duplicate a specific individual.
The GM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his
equipment, and the ruse may be discovered in this way.
:Combat_Teleport
COST : 10
MODS : D
This spell makes the caster +10% harder to hit via all HTH, Hand weapon,
Missile and gunfire combat attacks as they teleport themselves instantly
a few inches to avoid attacks when they occur. It does NOT work against
energy weapons, spells without physical form or area affect spells and
weapons (like a grenade). While active the caster CANNOT physically
be touched by anyone. Combat Teleport cannot be active at the same time
as Globe of Invulnerability since it is an aura affect.
Additional Ranks add +10%, upto 100% maximum. Combat Teleport IS
cumulative with PROW modifiers but not with BLUR*.
:Comprehend_Languages
COST : 5
MODS : D,R,T
When this spell is cast, the wizard is able to understand the spoken
words of an otherwise incomprehensible language.
It also allows the caster to reply back in said language.
:Conceal_Thoughts
COST : 5
MODS : D
This is a psychic defense, it prevents Telepathy* from altering
ones memories and thoughts, or accessing them AND will prevent the
usage of effects on the caster because of the opponent has previously
gotten a Know_Mind* spell to work on them. It gives a +10% save to
Charm effects (by a mentalist or other mage tradition) and also to
save against Domination*, Possession*, Quantum_Leap* and the
Curse_Of_Senility.
:Dancing_Weapon
COST : 10
MODS : D
Cast on any hand-held weapon it will cause it to move about and fight
for the caster/owner within a 50' radius, as if it was wielded by the
owner, allowing them to perform other tasks while it fights. Attacks
on a Dancing weapon are -30% due to size and speed, and if it is hit
the hit will simply end the duration of the spell, not damage the weapon.
If its owner is knocked unconscious/dead the weapon ceases to fight as
well. Additional ranks add 10' to the radius of movement from caster.
:Death_Alarm
COST : 15
MODS : N
This spell is cast on a single target being. It notifies the caster when
that being actually dies and gives them a momentary view of their demise
(1 round of events per RANK) and its occurrence.
The Death alarm will remain active until the target is dead or the
matrix stone used to create it is destroyed. It cannot be otherwise
dispelled.
:Death_Vision
COST : 5
MODS : R
This shows to the target being a scene of their own possible death
within their mind in an explicit and mentally painful way. It is not
necessarily a true vision but it will have definite reactions to them,
stunning them for 1d10 rnds if they fail to save and afterwards
needing to save again against the spell a second time or gaining an
insanity from a traumatic experience.
Fear Competent and Mind SHielded persons will be unaffected by the
spells effects.
:Depression
COST : 5
MODS : D,R
This inflicts upon the victim the knowledge of ill logic, making them
realize that death is inevitable no matter how much they struggle and that
everything they do will not really matter in the long term. This depression
will reduce all their skills by 20% to succeed while active. TARGETS is not
used on this spell.
:Detect_Charm
COST : 1
MODS : R
This spell will reveal whether or not a recipient is under the effect
of a charm spell.
:Detect_Darkovian
COST : 5
MODS : D
This spell will notify the caster when another darkovian has come
within 30' radius range/rank of the caster. If the detected being
is a Known_Mind* then they will instantly know that it is them.
This effect does not count against the total number of active spells.
:Detect_Emotions
COST : 1
MODS : R
This allows the caster to know the general emotional state of all the
individuals within the radius range area effect.
:Detect_Illusions
COST : 5
MODS : D
Allows the caster to see thru ALL Illusions encountered while the
spell duration is in effect, wether caused by magical spell or magic
abilities of specific creatures.
:Detect_Life
COST : 1
MODS : R
By use of this spell the caster can determine if a creature is alive,
including creatures in a coma, trance, little death etc. It fails
against Mind Shielded targets (they will detect as dead) and will
also expose Undead for what they are.
:Detect_Lie
COST : 3
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 : D,R
This spell causes all magic on the target being/object to be shown
in that it will glow with colors to the caster's eyes. Duration
is not needed to be purchased if it is cast at the suspect target.
If Duration is purchased it will show the caster ALL magical objects
or beings they encounter with sight range of the bought range.
:Detect_Scrying
COST : 5
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.
:Detonate
COST : 12
MODS : R
This allows the caster to detonate the latent energy within an inanimate
object or plant (it fails against any magical device, things made of
Lead or Gold, as well as all living creatures). The size of the object
can be a maximum of 1 LB per RANK of the spell, and the object will
explode outward for 5 points plus 1d10 /per rank. IT will affect an area
radius of 5 feet per 10 lbs involved. Beings within the range can
save vs PROW to take 1/2 damage, and armour DOES apply (the damage done
is NON-MAGICAL and defenses that only work against magical attacks fail
against this spell, while those that prevent mundane damage work
perfectly). The object MUST be solid - it will not detonate a liquid or
a gas. The object involved will be shattered/broken in the process.
:Dispel_Illusion
COST : 3
MODS : R
This will cancel ANY illusionary effect instantly and finally.
:Dispel_Magic
COST : 10
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. Note that the dispell must
be of equal or greater rank then the spell being affected to work.
:Disruption
COST : 10
MODS : R
This is cast ONLY on a single target. The Target must be a mage. If
the Target fails a save vs INTUITION then they will immediately lose
ALL their HUNG spells and the energy held in them.
:Domination
COST : 15
MODS : N
This is a special effect, not bound by some of the rules of the
tradition. Domination allows a mage to make major modifications
to the target's mind, so that the subject will willingly follow any
instructions or wishes spoken by the mage to them and believe that
it is their own free will that is in effect.
A mind to be dominated must first be known to the mage thru the
Know_Mind* spell effect. Second they must overcome the subjects will
thru the casting of the domination spell. The subject gets a save
against the Domination effect at the initial casting. They also will
get a save whenever instructed by the caster to perform an action
that would violate natural disadvantages, inclinations and fears of
the subject (ex: A Code against killing, a fear of heights etc),
against their INT alone in such violations. Once a subject has saved
against Domination from the caster they can NEVER be dominated by
the caster again.
This special spell does NOT wear off with the unconsciousness of
the caster, and cannot be removed by a Dispell Magic, Detected by a
Detect charm or Detect Magic (It registers as a CURSE for detection
and removal). It lasts until saved against, removed or the death of
the caster.
:Dream_Death
COST : 20
MODS : R
This spell is cast upon someone and becomes active when they enter into
a dream state. It fails to work against someone who is experiencing a
dream-bead recorded dream or who has Dream Manipulation cast upon
themselves. Once the target is asleep they must make a save against
their INT as they will experience a horrific dream that will cause them
to die within their sleep upon failure to save (someone killed this way
does NOT receive Divine Intervention as their Spirit is trapped upon the
Dream Plane and they become a member of that plane's inhabitants unless
rescued and brought out physically).
:Dream_Sharing
COST : 5
MODS : D,R
This allows the mage to share the dreams of the target being, so that
they may observe all that occurs within their dream. If the mage ALSO
has a blank dream bead they can record the dream of the target being at
the same time. This spell can be cast upon the being as they go to sleep
or before they do so - but the caster will slip into slumber themselves
as soon as the target being goes into the dream state. The duration does
NOT begin until the target becomes asleep.
:Dream_Supression
COST : 5
MODS : D,R
This spell allows the caster or the subject to be free from dreams when
sleeping for the duration of the spell, including all the effects of a
Death_Dream* . The disadvantage is that they cannot gain the benefits of
dreaming also, including things such as the effects of Dream_Teacher*
spells.
:Dream_Teacher
COST : 25
MODS : R
A more advanced version of Dream Sharing or Manipulation, this spell
allows someone to teach the subject while they are asleep in a skill
they are experienced in. The subject STILL pays the experience costs of
the skill or spell, but learns it in the scope of a single dream, thus
speeding the learning process. The caster MUST have the skill to be
taught at least at 5 levels of training, and the caster gains NO
experience by teaching the skill in this way.
Dream Teacher can ALSO be cast upon an existing Dream Bead and allows
that bead to contain the knowledge of a skill or spell to be taught to
whoever uses that bead.
:Dream_Thief
COST : 25
MODS : R
This allows the caster to steal the dreams of a Known Mind (see Spell
KNOW_MIND*) or targeted being within range. Once cast it waits until
the target sleeps (range does not apply after the initial casting).
If the target does not sleep within 24 hours then the spell fails.
There is NO save when the spell is first cast, the save come after
going to sleep.
The target gets their save against the spell upon going to sleep.
If they fail their save then they sleep without dreaming, and will be
at -1 to their INT for the next 24 hours because of this. At the same
time the CASTER gets a +1 to their own Magical Aptitude for the same
24 hours. The target must save against the spell EACH time they
go to sleep (but only once in a 24 hour period), and until they save
the spell continues to work without the caster having to invest energy
into the effect (but it DOES count as an active spell for concentration
reasons, but will work even after the caster has become unconscious).
Additional Ranks add a +1 to the effect in drain INT, but not in
gained MA. If a target is ever drained in the process to 0 INT then
they will enter into a coma and not wake again while the caster lives,
and the caster will have the Aptitude gain until the death of their
subject (and will no longer have to count the spell against active ones
while the subject is in the coma and alive).
Dispell magic and remove curse will not help, nor will awaken.
To remove the effect you must kill the caster or Cast a Dispell on
the caster of a rank equal to or greater than the Rank of the Dream
Thief spell had been cast within one month, remove curse with one year
(after a year there is no way to save the subject in the coma).
This spell is considered HIGHLY unethical and other mentalists will
usually seek out someone using it as a danger to the Tradition in
general.
:Empathic_Revenge
COST : 15
MODS : D
When the target this spell is cast upon is attacked in any way the
attacker receives back half damage (only HTK damage applies) as that
the target had received from them AFTER armour etc, as internal damage.
:Enhance_Emotions
COST : 3
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.
:Erase_Signature
COST : 5
MODS : N
Cast on an item, this erases all connection of the item with any
persons or history that could normally be read from it by various
divinatory spells. The caster may handle the item for 1 round per
rank afterwards without placing new impressions/signatures on the
item. The object must be TOUCHED to the caster's Matrix stone.
At Rank 10 it will also erase signatures on all ACTIVE or PASSIVE
spells on the item so that they cannot be spell traced or otherwise
divined back to the initial caster.
:Eyes_Of_Sickness
COST : 10
MODS : D
This spell can ONLY be cast on the caster, and while under its
effective duration the caster's gaze has the ability, when meeting that
of another living being or creature to cause the infliction of instant
and painful sickness effects on the victim. In this case it causes
internal pain (as from severe cramping of the digestive system) and
fever to sweep over their body. Such a target being's skills are ALL
reduced to 50% of normal success, all physical attacks they do will be
at 1/2 normal damage (After totalling scores) and their movement rate is
reduced by half. The victim is so effected while their eyes meet the
casters and lasts for 10 rounds afterward contact is broken. The effect
cannot be negated by a cure disease or healing spell of any kind, or a
dispell magic, but a REMOVE_CURSE* will remove its effects prematurely.
The save against the effect is vs HARDINESS instead of INT as the body
is fighting off the spell effects, not the mind.
:Feather_Fall
COST : 1
MODS : D,R
When this spell is cast, the target(s) affected immediately
assumes the mass of a piece of down. Rate of falling is instantly
changed to a mere two feet per second (120 feet per round), and no
damage is incurred upon landing while in effect. When the spell duration
ceases, normal rate of fall occurs. The feather fall affects one or more
objects or creatures in a 10-foot cube per rank.
:Fertility
COST : 5
MODS : D,R
This spell will bring a subject being into peak fertility, and will
override all known herbs, magics and medicinal means to block fertility
(but not Barrier-form prophylactics or natural preventions in their
biology) allowing conception to take place if a mating occurs within
the duration of the spell.
:Flight
COST : 10
MODS : D
Mental flight allows the caster to move thru the air, rising, diving,
descending and maneuvering (as well as optionally hovering) at a speed
of 30'/round maximum per RANK in the spell (2mph per rank in the spell).
A target in flight gains a +10% to prowness when not in an enclosed
area for purposes of defense calculations only.
A flying mage may carry 1/2 their weight with them without hinderance.
They can carry upto their own weight in flight, BUT reduce their speed
of movement by 1/2.
:Force_Shapechange
COST : 15
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 : 7
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.
:Friendly Possession
COST : 15
MODS : D,R
Caster's mind enters the target being's body for the duration, their
own body collapses into a coma. If the caster's own body is destroyed
they permanently become resident in the new body. While in possession
the caster has the new body's stats except for Intuition, Magical
Aptitude, and Magical Capacity. The target's mind is NOT rendered
unconscious. Both caster and target are fully functional. They may
take actions simultaneously, within the physical limitations of the
body. If they attempt to do contradictory things, and neither agrees to
cancel his action, both must attempt an INT roll. If one succeeds and
the other fails, the one who succeeds may take his action. If both
succeed, the body attempts both actions with results determined by the
GM. If both fail, the body does neither action.
The two minds count as separate targets for mental spells. (Spells which
are cast on the mind, such as Sleep or Charm.) If the caster of such as
spell only puts one target on the spell and does not specify which mind
he is casting it on, the target is determined randomly. If an area
effect mental spell occurs, both make separate saving throws to determine
if they are affected. Against physical spells which affect the body, they
get the better save of the two characters. Against an Exorcism spell,
both characters are entitled to a save, and if either succeeds the
Exorcism fails.
:Grounding
COST : 7
MODS : D
This spell helps protector the caster on several levels. First it will
prevent ALL Electrical damage for the duration of the spell; second
it gives the caster a +10% save for INT saves vs incoming spells and
effects for the duration. Note that long duration groundings are possible
but that grounding does NOT work while a character is unconscious or
asleep in some way as it takes thought to perform.
:Heightened_Senses
COST : 3
MODS : D
This spell allows the caster to raise their awareness to the
universe temporarily, increasing all chances to notice smells, sounds,
sights, tastes and tactile senses for the duration by +20%.
:History
COST : 3
MODS : N
This spell allows the caster to "tune in" to the psychic
impressions left on an object or small area. The power gives the
wizard the ability to divine special purposes, famous owners, and
powerful alignment bends.
The spell will not identify a magic item per se, but would
identify the signet ring of a long deceased noble house as such.
Furthermore, history doubles the chance of a rare or unknown items
value being determined.
This spell is most commonly used on non-magical plunder, books,
and items sold at auctions. Only a single touch is needed to make the
spell work.
:Hold_Person
COST : 10
MODS : D, R
It is cast on an individual and paralyzes them if they
fail an INTUITION save where they stand. They stay such for the duration
and cannot act, unless a mage who doesn't require movement to cast.
:Hypnotism
COST : 3
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.
:Identify
COST : 10
MODS : T
When an identify spell is cast, magical items subsequently touched by
the wizard can be identified. When the spell is cast, each item must be
handled in turn by the wizard. Any consequences of this handling fall
fully upon the wizard is allowed any applicable saving throw.
The chance of learning a piece of information about an item is equal
to 50% rolled by the GM. Any roll of 96-00 indicates a false reading
(91-95 indicates nothing). If any attempt at reading fails, the caster
cannot learn any more about that item. Note that some items, such as
special magical tomes, cannot be identified with this spell.
:InFertility
COST : 5
MODS : D,R
Causes the subject to become infertile for the duration, useful for
means of preventing contraception. This spell will NOT cancel out a
Fertility* spell! Nor does it cause Impotence - only lack of conception.
:Invincibility
COST : 10
MODS : D
This spell has two major purposes. First it prevents opponents of
the caster to see that he/she is wounded or injured in any real way
while they are conscious and alive. Bullets will appear to bounce
off, arrows will fall to the ground as if they had never penetrated,
wounds will remain unseen and unbleeding, blows with sword or other
weapons and hand attacks will appear to fail to pierce.
In this way an opponent can be convinced they are powerless
against the caster.
Second, it allows the caster to NOT feel pain in any way. Thus
they cannot be knocked unconscious and can continue to be conscious
until reaching -10 HTK and absolute death (unless the spell's
duration ends before that). Any spell or attack that would Stun or
knock them out fails, no matter the source.
Opponents with Mind_Guard* up or Tower_Of_Iron_Will* get a save
when the caster is first wounded, and if successful will not be
fooled by the illusionary part of the spell.
:Invisibility
COST : 10
MODS : D,R,T
Caster, subject being or subject object becomes invisible to normal
sight. This adds 50% to their prowness for defensive and offensive
purposes. This is perfect invisibility, as it is purely a clouding
of the mental images of others of the caster. If an invisible being
is wounded their blood will become visible when it strikes the ground.
If a person their equipment will be included in the effect, BUT if they
fire a missile weapon or throw such it will become visible after
leaving their presence. Caster can turn off the spell at will. An
invisible person under this spell cannot be detected by infravision
on the part of sentients, but animals can detect them thru scent.
A Person with MIND_GUARD* active sees the invisible. Those with
Tower_Of_Iron_Will* on get a save when first encountering the effect.
Once turned off the spell MUST be recast in full.
:Invisibility_To_Mundanes
COST : 5
MODS : D,R,T
This spell causes a being, object or locale to become invisible to
those who do not believe in magic and lack magical aptitude. It cannot
be cast on a Mundane and Mundanes get NO save against the effect.
It has NO effect on Mages and the like who view the invisible.
It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a
locale instead of a being or object, it can cover 10 cubic feet per
rank of the caster and all within that area (but such cannot be
mobile).
It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete
invisibility to all their senses.
:IronMind
COST : 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.
:Keep_Awake
COST : 5
MODS : D
This spell prevents the caster from falling asleep or unconscious for the
duration, whether due to magical or natural causes. The caster will not
feel tired for the duration, but will feel the full effects of being up
for the entire duration as soon as the spell wears off. The caster may
get physically weary and need rest.
If the caster is reduced to negative HTK, he will be in intense pain. It
does not prevent him from bleeding to death. He must make an INT roll to
avoid canceling the spell. Physical actions range from difficult to
impossible, depending on the action and the type of injury.
The caster may not meditate while under the effect of this spell.
:Know_Mind
COST : 10
MODS : R
This spell allows the caster to establish a mental image of a
persons mind, allowing them to use a variety of options with Telepathy*,
Teleport_Link* and other spells. One mind can be memorized in this way
per INT point of the character. Mind Shields Block this unless the
target is willing.
: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.
:Levitation
COST : 5
MODS : D
This spell allows the caster to rise up thru the air in a mentally
assisted movement, or equally move downward or hover. Levitation is
at a speed of 5' maximum per round per rank and the caster controls
the speed of ascent/descent entirely.
Levitation is NOT flight.
:Life_Support
COST : 20
MODS : D
This allows the mentalist to prevent their body from needing outside
influences to survive. Specifically they need not breathe (and will be
protected from all gas based attacks) outside air, intake food or
water, dispose of bodily wastes or sleep and dream.
:Linked_Teleport
COST : 15
MODS : N
Allows the caster, who is already in mental contact with a sentient
mind (thru Telepathy*, Mind_Speech*, Apprentice_Link* or similar
spell effect) to teleport to a locale within 5' of that sentient person
[There is NO saving throw]. They can bring additional equipment or
persons, upto 100 lbs per RANK of the spell.
:Living_X
COST : 10
MODS : D,R
A glistening pink crystalline looking energy shaft is shot towards a
living target, who is instantly immobilized in an upright spread
eagled position, until the target can break the spell by making a
Hardiness roll on one of the following rounds or by the expiration
of the duration.
:Locate_Object
COST : 5
MODS : D,R
This spell allows the caster to find the location of a lost or stolen
item which they are familiar with (that is, they have held it in their
hands at some point in the past). The spell will give them a direction
and will lead them along that direction, with mental statements of
'warmer'/'Colder' until they reach it or until the spell expires.
If the item is beyond the casting range then they will NOT perceive
it at all except a vague direction and then the spell will expire
prematurely. If the object has been broken, changed or damaged in any
way it will not ne detected at all.
:Matrix_Analyze
COST : 10
MODS : R
This allows a technician to view a person and determine which traditions
they belong to that the caster is familiar with. If a mage has Magical
History skill then they will recognize any of the 'standard' types. It
will tell them of ALL their trads and also their priorities in that
person's life.
It fails against someone who is mind Shielded or has Mind Guard or a
similar mental defense active.
:Matrix_Seal
COST : 10
MODS : N
This allows the technician to seal a container of any kind (Jar,
door, window, box lid, etc) that is non-living magically in such a
way it cannot be opened by any normal means. Attacks against the
seal by physical strength to smash it must do 10 pts/rank before the
seal will give way.
The creator of the seal can open it easily, as can anyone with the
creator's matrix stone. This effect has NO duration maximum and can
outlive the caster (but ends if the matrix stone that created it is
destroyed).
:Matrix_Veil
COST : 20
MODS : N
This is cast upon an entrance or framework (Doorway, Window, Passage
entrance, archway) and stretches across such (upto a 5' x 6' field
with +1' per rank in each dimension). The Veil will last as long as
the caster's Matrix stone exists. It cannot be dispelled, but a
remove curse could shut it down.
Matrix Veils are invisible to mundanes, but a mundane crossing this
will need to save and critical (Exception : a mind shielded mundane)
or they will collapse unconscious for 3d10 rounds and awake with a
splitting headache that makes them -10% to perform any function for
an hour afterwards.
A person with Magical Aptitude and no training in magic will get a
standard save and if they fail will become unconscious for 2d10 rounds
and awake with no energy in their magic Capacity storage and the
energy that they did have going to the caster (but NEVER over the
caster's maximum capacity!).
A Mage crossing the veil must make a save or lose one Energy point
from their capacity storage for each rank the veil was originally
cast at, which is fed to the mage who cast the veil.
Anyone that is Mind SHielded or Mind Guarded or in mental contact
(thru telepathy or mind speech or similar spell) with the original
caster of the Veil will not be affected. Also anyone wearing or
carrying a matrix stone can pass thru unaffected.
Matrix Veils are usually used on the entrances to Towers and such.
: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, Deryni, Detect
Spirit, Nude Mood, Possession, Quantum Leap, Spook, Steal Spell, and
even Taunt.
:Mind_Speech
COST : 1
MODS : D,R,T
Allows the caster to communicate mentally with one or more beings. Must
be able to see the being when the spell is first cast, but does not
have to maintain visual contact. The mindspeech is just like normal
conversation, except that NONE of those involved can 'think' a lie
thru the link at the others, so honesty is the rule - any attempt to
lie directly will cause the link to severe. Once enacted, Mindspeech
is NOT affected by the distance - RANGE is only used for the initial
casting of the spell, thus the spell can be bought relatively cheaply
if all involved are in touching range at start, only duration and
possibly targets are needed.
:Minor_Involuntary_Actions
COST : 1
MODS : D,R
The spell allows the caster to affect the body controls of a single
sentient being (save vs INT only against the EXTENDED Version, no save
vs the one round version). Which means it can create simple physical
reactions from the following list:
Belch, Blink (eyes), Cough, Giggle, Nod, Scratch, Sneeze, Twitch
(Minor muscle contraction), Wink and Yawn.
If the victim is a mage who is involved in a spell casting they must
make a save to maintain concentration on the spell they are working on
(Iron_Mind* prevents the need for such a save) or they will lose the
effect and have to start again. If the spell is cast on the victim with
duration then it gives them a -10% to cast for the duration of the
spell.
If cast on a non-mage involved in combat, specifically TWITCH,
Sneeze and Blink or Wink will throw off their combat pattern slightly
reducing their next attack (if on that round or the next) by 5%. If cast
on a non-mage with duration it will reduce their effect by 5% for the
duration on all combat skills.
:Minute_Ball_of_Fire
COST : 10
MODS : R
When a wizard casts this spell, a flaming bead launches from a
pointed finger, speeds straight out to the stated range and explodes
into a 10-foot diameter sphere of normal fire. Anyone caught within
the spell's effect must take 1d10 points of damage, unless they make a
successful Prowness roll.
Multiple RANKS do not do extra damage with this spell, unlike a
conventional fireball spell, and TARGETS is not a usable option.
Since the fire is non-magical anything that normally protects against
such DO apply.
:Mirror_Image
COST : 10
MODS : D,R,T
When invoked, this causes 4 duplicates to appear of the target. These
are illusions. They move about with the caster (or target) making it
nearly impossible to tell which is the real one. This means that if a
spell or attack is aimed at the target there is a saving throw made to
see if they hit the being or an image. If they hit an image that image
will disappear and the target takes no damage.... saving roll for the
target/images from such attacks:
4 images present 80%
3 images present 75%
2 images present 66%
1 image present 50%
Once all images are gone the spell ends, otherwise they last until
the duration ends or the caster commands it to end.
:Modify_Traffic_Light
COST : 3
MODS : D,R
This allows the mage to manipulate any standard traffic light, able to
change the sequence, current light status, delay factor in the sequence
or to do Odd things (like showing green to all directions or giving a
walk light when its green or Turning it into a blinking yellow for
the duration etc). Additional ranks allow more lights within the range
to be affected at the same time (So you can modify really big
intersections).
:Morale_Boost
COST : 3
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.
:Mystic_Shield
COST : 5
MODS : D
When this spell is cast, an invisible barrier comes into being in
front of the wizard. This shield totally negates magic missile attacks.
It provides the equivalent protection of +30% against hand-hurled
missiles (axes, darts, spears, against small device-propelled missiles
(arrows, bolts, bullets, manticore spikes, sling stones, etc.). The
shield also adds a +10 Intuition bonus against spell attacks that are
basically frontal. Note that these benefits only apply if the attacks
originate from in front of the wizard, where the shield can move to
interpose itself.
:Nude_Mood
COST : 5
MODS : R,T
Cast at a single being this forces them into a compulsive behavior to
immediately strip off all clothes and armour to stand naked (it does NOT
cause the removal of jewelry). Once they have completed this they will
return to their senses and have to deal with the situation.
TARGETS is only used if the targets involved are within 10' of each other.
: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.
:Painting
COST : 3
MODS : D,R
By the means of this spell the caster can create an illusion of
whatever s/he wants visually. It is usually easy to recognize what the
illusion is supposed to be of, but any creature that can do so can also
recognize that it is an illusion, as the picture is two dimensional.
:Personal_Healing
COST : 5
MODS : N
This allows the caster to heal injuries they may have sustained, when
they are conscious, by spending the above cost plus 1 point per point
of damage to be healed. No other modifiers are used and it works
on internal wounds, open wounds and broken bones. It does not assist
against diseases, withering or permanent damage.
:Psychic_Crush
COST : 10
MODS : R
This spell is used to cause a massive mental assault upon the neural
system of the target's mind. If the subject is a Known_Mind* then
they save with their INT only, else they get a standard save.
To the base cost is added 2 points per point of damage that the
caster wishes to inflict (but they cannot inflict more damage than
their own Magical Aptitude). Additionally the target makes a second
save afterwards or becomes unconscious for 1d10 rounds on top of
the damage.
Psychic Crush does NOT work on non-corporeal beings.
:Pop
COST : 5
MODS : R
This spell is primarily named for the sound made when it is cast.
The caster is teleported a short distance (based on RANGE) within
their Line of Sight instantly with their equipment (upto 50 lbs).
They cannot appear within a solid object. Each additional RANK adds
50 lbs to the carriable weight.
:Possession
COST : 5
MODS : D,R
Caster's mind takes over the target beings body for the duration, their
own body collapses into a coma. If the caster's own body is destroyed
they permanently become resident in the new body and the old being fades
away. While in possession the caster has the new body's stats except for
Intuition, Magical Aptitude, and Magical Capacity. The caster CANNOT use
the skills of the other being, only the body - they can use their own
skills. COST is the above, plus 1 point per INT point of the Target.
:Puppet
COST : 5
MODS : D,R
This allows the caster to control the body movements of another
person as if they were a puppet, controling all basic motor ability
of the body, except for those of the head. The target DOES get a
standard save against this spell. They cannot access the memories,
skills or even any powers of the body, simply basic movement etc.
The subject can make vocal complaint but is otherwise helpless
(unless they can cast spells without body controls in some way).
Cost is above, plus 1 point per INT point of the target. It CAN be
used on an animal.
:Quantum_Leap
COST : 25
MODS : D,R
This is an unusual form of possession*. It allows the caster to transfer
their mind into the body of a being within the target range (INT Save)
and places their mind into the casters body. They both retain their INT
and memories, as well as spell energy and hung spells and have full
control over the new body, and keep ALL their original skills and NOT
those of the new body. In the event one of the bodies is killed the
remaining one will become the property of the current possessor and the
occupant of the other is slain with the death. All active spells stay on
the BODIES not the intellects in the switch. Unsuspecting victims are
stunned for 1d10 rounds after being switched and cannot act.
:Remove_Fear
COST : 1
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
:Remove_Scars
COST : 1
MODS : N
On casting this spell, the caster is empowered to remove scars or other
similar marks (burn marks, birth marks, etc.). This will enable the
recipient of the spell to restore lost charisma caused by such marks.
:Replay
COST : 15
MODS : D
This spell causes past events to be re-enacted in upto a 400 sq foot
area The replay will consist of a three-dimensional, transparent image
superimposed over the area of effect. The wizard can freeze the action,
reverse it, scan rapidly for a desired event, or skip to any time
within range of the spell.
The speed of the search is determined by the GM and limited by the
magnitude of the event in question. It would be easy to spot the
passage of an army, for example, but spotting a pick-pocket would
require a real-time search.
: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.
:Restore_Sanity
COST : 25
MODS : N
This spell removes insanities previously acquired by the target. An
insanity is defined as anything on the the insanity table EXCEPT Phobias
and Sexual Deviations.
:Reveal_Owner
COST : 3
MODS : N
The caster of this spell receives a mental impression of the most
recent owner or owners of the recipient object. An "owner" is defined
as an intelligent entity who was in direct physical contact with the
object one hour, or who had the object upon his person for 24 hours.
The information gained is sufficient that the wizard will recognize the
owner on sight, and he can uniquely specify the owner for the purpose
of such spells as legend lore.
:See_Invisible
COST : 3
MODS : D,T
Allows the caster to see any invisible creatures, including persons
under and invisibility spell or camouflaged, and similarly invisible
objects. It will NOT detect Astral or Ethereal Plane travelers. It will
also see thru Phantasmal Force Spells.
RANGE is unnecessary with this spell, as it is set at LOS only.
:Selective_Invisibility
COST : 20
MODS : D,R,T
This is a varient on normal invisibility. It causes the subject
to be invisible to others but NOT to the caster or other subjects
affected by the spell. In other words if multiple targets is used and
a group of people have this cast on them, they will be able to see
each other fine but others will not be able to.
The effect is otherwise identical to a normal invisibility spell,
except that Undead and Mind Shielded people can ALWAYS see the invisble
target(s).
:Sleep
COST : 1
MODS : D,R,T
When a wizard casts a sleep spell, he causes a comatose slumber to
come upon one or more creatures (other than undead and certain other
creatures specifically excluded from the spell's effects). All
creatures to be affected by the sleep spell must be within 30 feet of
each other. The center of the area of effect is determined by the
spellcaster.
Slapping or wounding awakens affected creatures but normal noise does
not. Awakening requires one entire round. Magically sleeping opponents
can be attacked with substantial bonuses (Prowness 1)
:Speed
COST : 5
MODS : D,R,T
Allows the caster or subject beings to move consistently at increased
speed. This means they get a +5 to all initiative rolls.
Additional ranks add +1 more to the initiative.
:Spell_Shield
COST : 15
MODS : D,R,T
Places an auras around the caster or a target being that protects
against ALL damage causing spells aimed directly at them (Does not
block non-damaging spells or AREA EFFECTS), reducing their damage
to MINIMAL - so if a damage spell does 1d10 normally, it will only
do 1 point of damage on hitting.
:Spell_Reflection
COST : 15
MODS : D,T
This places an auras 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.
Both Spell Shield and Reflection cannot be up at the same time.
:Spell_Trace
COST : 1
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.
:Stall
COST : 5
MODS : R
This causes an active vehicle engine that uses spark plugs to suddenly
stall out and cease to work temporarily. It will turn over again with
effort, but the initial stalling will cause a delay, possible loss of
control (if the vehicle has automatic steering and/or brakes) and
possible loss of speed.
:Static_Field
COST : 20
MODS : D
This spell allows a caster to affect spellcasting within a 30'
radius of themselves for each rank of the spell (they can lessen
the effect though if it is so wished). This field reduces the
ability of the caster and others within the field from casting spells
by a percentage equal to the caster's Magical Aptitude. Against
OTHER Mentalists this percentage is even greater, being the Magical
Aptitude multiplied by the RANK of the caster.
Static Fields will affect active spells as well (anyone who has
an active spell they have cast must make a saving throw to keep it
from ending prematurely).
:Strength
COST : 5
MODS : D
This allows the caster to boost their own Hardiness for all STRENGTH
purposes (combat etc) but not for Health/constitutional saves, by 5 pts
plus 1 per RANK.
:Stupefying_Blast
COST : 20
MODS : D,R
A chaotic blast of green and blue energy is sent out at a target being
who gets a saving roll vs INTUITION. If failed the target becomes
struck Mute and blind for the duration. This would render a mage
unable to cast a spell on anyone except themself (since they cannot
target the spell). It would make physical combat be at Prowness 1 for
a base.
:Summon_Object
COST : 5
MODS : N
This spell will summon to the caster any MEMORIZED object and its
contents to within a foot of the caster. Beyond the base 5 points
the caster pays 1 point per 5 lbs of weight. This increases with ranks
so that at rank 2 it's 1 point per 10 lbs of weight, at rank 3 its
20 lbs, at rank 4 its 40 lbs and so forth. Summoned objects CANNOT
be alive in any way.
:Summon_Taxi
COST : 3
MODS : N
Only castable in an Urban area, this will summon a taxicab to the
street the caster is on, if there is one within a 1/8 mile radius (this
increases per RANK) and the driver will bring it to a stop as close
as possible to the caster safely and believe that they had received
a call on their radio to pick up a fare at this address.
:Taunt
COST : 3
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.
:Telekinesis
COST : 1
MODS : D,R
By means of this spell the caster is able to move objects or beings
by concentrating on moving them mentally. The spell can provide either a
gentle, sustained force or a single, short violent thrust (for attack
purposes).
As a sustained force this enables the caster to move a weight of upto
5 Lbs/RANK of the spell a distance of 30' per round . The weight can be
moved vertically or horizontally or both. Any objects moved beyond the
spell's range falls or stops progressive movement. If the caster ceases
concentration for any reason, the object falls or stops. The object can
also be manipulated mentally as if with one's hands. For example a rope
or lever may be pulled, an object rotated and so on. The caster could
even do such things as untie ropes or other complex actions with
manipulation (though the GM may judge an INT save is needed for some
more complex actions to achieve them).
Alternatively the spell energy can be used in single round
'attacks', exerting effect to hurl an object upto 30 feet away from its
original position, within the weight limits as above.
Damaged caused by hurled objects is decided by the GM, but usually
you can assume that HARD objects do 1d10+(1pt/5 lbs weight).
:Telepathy
COST : 5
MODS : D,R
This spell has a varying effect based on the RANK it is known at. It
allows the caster to read a target being's mind (INT save) or to
communicate with them on some level:
RANK 1 - Communicate (as per Mindspeech* only)
2 - Communicate OR read Surface thoughts of target
3 - above and read Memories of target
4 - above and can place suggestions in target mind
5 - above and can use the senses of the target mind
6 - above and can CAST thru the target to the
area near them using the targets range.
7 - above and can place memories in target mind
8 - above and can change memories in target mind
9 - above and can transfer HUNG spells to target mind
10 - above and can use INT based skills of target
11 - above and can share own memories, INT skills.
12 - above and can transfer energy to/from target
to/from themselves (Cannot GIVE energy beyond
the Capacity of the Target or receive more than
they can hold).
Unlike Mind Speech, Telepathy can be cast on either a LOS being,
paying for range, or on one who is known to the caster via the
Know_Mind* spell, with no range costs.
:Teleport_Object
COST : 3
MODS : R
Allows the caster to move an object within range to any locale that
the caster chooses that has been visited and memorized by the caster,
or into the possession of the caster immediately. Range is used for the
actual range to the target object. Duration and Targets are unused
options. If the object is a container its contents will move with it.
Additionally there is a cost of 1 spell point per 5 lbs of the objects
weight at rank 1. This is doubled for each rank (Rank 2 for example for
the same 1 point can affect 10 lbs, Rank 3 can affect 20 lbs for 1 point
etc).
:Teleport_Self
COST : 20
MODS : N
Moves the caster and upto 25 lbs of gear etc to any locale that the
caster chooses that has been visited and memorized by the caster.
One locale can be memorize per point of INT the caster has.
Additional Ranks add 25 lbs to the capacity of carryable weight.
:Tower_Linkage
COST :
MODS : N
This spell is used to adopt a person into the caster's Tower.
A Tower is the mage's training and working group, to whom their
allegiance is sworn. ALL mage's are assumed to be tower Linked if
they are Darkovian in training. Anyone who is tower linked to
the same tower is unable to cause them physical or mental harm and
vice versa (an attempt to cause physical harm will result in
complete and equal damage to the aggressor). All persons who are
tower linked may mind speech with each other at will without
distance affects or even mind shielding blocking it. They may
also perform the equivalent of rituals by agreement despite
distances between them, and may loan energy to each other thru
the link. A Tower has at least 3 members and no more than 90.
Each tower has a single active Keeper, a female darkovian who is
the major conduit that all work is done.
Before the casting of this spell on a new personage the Keeper
MUST agree to the linkage. Once completed it exists as long
as ANY of the matrix stones possessed by the tower members at
that time exist.
New Towers can only be created by a Keeper, who must be rank 10
in Spellcasting skill, who breaks off her tower connections to
make the new tower. Only a keeper can sever the tower connections
of an individual.
:Tower_Of_Iron_Will
COST : 15
MODS : D
This is a psychic defense against other mentalists ONLY, which
gives the caster +50% to all chances to save against such effects.
: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.
:Transfer_Wounds
COST : 15
MODS : N
This spell allows the caster to transfer all their current damage
to the next person they come in flesh-to-flesh contact with. If the
person makes a standard save then they are not affected and the spell
continues until the caster successfully transfers the wounds or
becomes unconscious. It does NOT help transfer wounds received AFTER
casting the spell, nor does it work if the caster dies or becomes
unconscious (when it terminates).
:Umbrella_Of_Carnack
COST : 5
MODS : D
This spell creates a magical umbrella that will hang 3' above the head
of the caster at all times. The Umbrella will have no physical form to
touch, but is visible to normal sight. It can pass thru objects easily and
offers no protection from arrows or other thrown missiles. BUT the umbrella
will prevent any RAIN based spell from affecting the caster, and also any
falling object more than 5 lbs in weight will bounce off it. Thus things
like a falling Wall of Ice would fail to harm the possesor of the Umbrella,
or even an opponent jumping from a height above to attack.
:UnParalyze
COST : 5
MODS : R
Restores movement to a person, no matter the cause of the Paralysis.
:Unseen_Servant
COST : 1
MODS : D
The unseen servant is a non-visible, mindless, and shapeless force, used
to step and fetch, open unstuck doors, as well as to clean and mend. It
is not strong, but unfailingly obeys the command of the wizard. It can
carry out only one activity at a time and can move only light-wight
items--carry a maximum of 5 pounds or push or pull 20 pounds across a
smooth surface. It can open only normal doors, drawers, lids, etc. The
unseen servant cannot fight, nor can it be killed, as it is a force rather
than a creature. It can be magically dispelled, or eliminated after
receiving 6 points of damage from area-effect spells, breath weapons, or
similar attacks. Additional Ranks add 1 lbs to its carrying ability,
and 1 HTK to its survival ability.
:Well_Of_Blackness
COST : 20
MODS : D,R
This spell is a mental illusion upon a target being. IT leaves them
believing they are Blind, Deaf and without any sensation of feeling
for the duration. This means the mage is at a -40 to cast hung spells,
and a -60% to cast otherwise. A tool mage is unable to cast at all
under these circumstances. Target does get an INT save. It will NOT
affect a non-mage!