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!DISCORD.#01
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:Discordian
The Discordians are an offshoot of the Wiccan Pagan Community
who are conversly known as Erisians, Children of Chaos and Popes
for Freedom. Their ethics change as fast as the wind, and they
serve the cause of Discord and strife against the forces of
authoritarianism and changeless stability.
The main weapon of a discordian is a sense of humor. The ability
to laugh at the irony of chaos in life and the fabric of stability's
weakness at holding it all together.
Required Skills :
Philosophy
Suggested Skills :
Magical History
Religion Familiarities (any)
Spell Analysis
Streetwise
Tantrics
Restrictions Etc :
+ 5% for every other Discordian present within 90'
when casting.
+20% When casting during a natural storm
-10% When casting during Daytime
+10% When casting and having consumed alchol within
one hour of such.
+20% When Casting Under the effects of psychadelics.
-20% To cast when depressed for any reason
Cannot Use Meditation
Can, thru Tantrics skill usage, gain for each hour
of activity the equivilant recovery as one hour
of sleep.
Cannot be Hermetic, Mind Mage, Darkovian, Taoist,
Voodon, Draconian, Shamans (any) traditions.
:Affect_Normal_Fires
COST : 5
MODS : D,R
This spell enables the wizard 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.
:Age_Alchol
COST : 5
MODS : R
This spell magically ages Alchol. The standard durations are not used
for this spell. Each point put into Duration adds 6 months to the age
(and thus fermentation level). Upto 1 gallon can be aged per RANK of
this spell.
:Air_Hole
COST : 5
MODS : D,R
This opens a tiny opening into the elemental plane of air, causing a
constant flow of air thru it into the locale. It has many odd uses,
including keep from suffocation if trapped in an airtight container.
It can, at will, be reversed by the caster, to draw air and small bits
of matter into the plane (The hole is approx 1/4" across) as if a modern
day vacuum cleaner. The hole can be moved around, but cannot be moved
thru or inside a living creature.
:Animate_Object
COST : 10
MODS : D,R,T
By means of this spell an inanimate object becomes animate and under
the command of the caster. The object will move at about 5' per round
unless it is something designed for movement (ex: A wagon, wheelbarrow
etc). Objects animated in this way cannot fight, but may block an attack
by interceding. They are imbued only with enough intelligence to obey
the instruction by the caster (ex: an animated broom can sweep the
floor, but knows nothing about making tea). One of the common ways of
using this is to cast it on a scarecrow or other such humanoid appearing
form so that a wider range of commands are possible. The animated beings
cannot perform a task that the caster has no knowledge of or cannot
perform themselves - ex: an animated mannequin instructed to make dinner
by the caster could cook no better than the person that created it.
They cannot hold or manipulate magical energy in any way.
:Anvil Fall
COST : 3
MODS : D,R,T
When this spell is cast, the creature(s) or object(s) affected
immediately assume the mass of solid lead. A falling or flying object
or creature affected starts to plummet, and damage taken from falling
is doubled, i.e., 2d10 per 10 feet fallen, to a maximum of 20d10 from
a height of 100 feet. The anvil fall affects one or more objects
in a 10-foot cube, or one creature, as long as the maximum original
weight of the creatures or objects does not exceed a combined total of
200 pounds per rank bought of the spell.
A feather fall cast upon a creature or object under the influence
of an anvil fall will only negate the latter, and the creature then
receives only normal falling damage. An additional feather fall would
then be needed to achieve the normal effect of that spell, and two
such spells could probably not be cast in time by a single caster.
Like a feather fall, an anvil fall works only upon free-falling,
flying, or propelled objects, and cannot affect a sword blow or a
charging creature.
:Apprentice_Link
COST : 25
MODS : N
This spell is used to link a spellcaster with an apprentice or
trusted companion or follower over a long period of time. It creates
a linking so that they can speak (as under a Mind_Speech* spell), and
so they can transfer energy at will (The CASTER of the Apprenticeship
spell controls the flow and can take energy from the apprentice at
will or bestow such to them at will) over any distance. The spell
effects work THRU a Pentagram unhindered as well, despite its lack
of ranks. The caster can also cast Spells upon the Apprentice at any
time despite the distance as if they were in TOUCH range.
This spell cannot be cast on an unwilling target.
Unlike a normal Spell, the duration on this one is always exactly one
year and a day.
: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.
:Audible_Glamour
COST : 3
MODS : D,R
When the audible glamour spell is cast, the wizard causes a volume of
sound to arise, and seem to recede, approach, or remain a fixed place as
desired. The volume of sound created, however, is directly related to
the rank of the spell. The volume is that of four men, maximum.
Thus, talking, singing, shouting, walking, marching, or running sounds
can be created. The auditory illusion created by the spell can be
virtually any type of sound, but relative volume must be commensurate.
A horde of rats running and squeaking is about is about the same as
eight men running and shouting. A roaring lion is equal to 16 men, while
a roaring dragon is equal to the noise volume of no fewer than 24 men.
: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.
:Bad_Hair_Day_Curse
COST : 5
MODS : R
Target being's hair becomes a frazzled, tangled mess that is absolutely
unmanageable for the next 24 hours. A remove Curse or using a Demon
Barber spell will end the problem only. Additional ranks add 1 day to
the effect each.
: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.
: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!
:Bigby's_Interposing_Hand
COST : 15
MODS : D
This creates a HUGE-sized magic hand which appears between the caster
and an opponent. This disembodied hand then remain between the two,
regardless of what the spellcaster does or how the opponent tries to get
around it. The hand is about the size of the caster. It may be harmed
by spells and normal weapons, but can absorb all damage until it hits its
limit, which is 100 points per RANK of the spell.
:Blur
COST : 7
MODS : D,R
This causes the casters (or target being's) outline to become blurred,
shifting and waivers. This distortion causes all missile and melee
combats to be -20% normal chance to hit as well as for all magic attacks
directed at the target exactly.
:Breeze_Call
COST : 5
MODS : D,R
Causes a swirling breeze to arise from around the person of the
caster which will blow in a set direction. It drives away gases
and minuses 5% from chances to hit by missile weapons while active.
Range is how far out from the cast that the breeze's effects will occur.
:Bubbles_Of_Euphoria
COST : 12
MODS : D,R
This spell summons or generates some giant 'soap bubbles' that will
float around the area where they were ranged to. Those within the area
must save vs prowness each round of the effect to avoid touching and
bursting one of the bubbles. If they fail and touch one it bursts,
and releases a strange gas effect on them - because of its nature it
WILL bypass a minor globe of invulnerability and it will work on a being
with magic resistance. The gas causes a feeling of Euphoria in the
being, which will make them smile and laugh at foolish things. This will
distract mages who are spellcasting, even those with IRONMIND spells
active, reducing their chance to cast by 25%, and it will reduce any
resistances to sleep, charm or non-damaging spells by this same amount.
The effect of the Euphoria lasts for the duration.
Area of effect is a 20' radius from the range point, and the caster
CAN be affected by their own spell in this case if they cast it in too
confined an area! Each additional rank adds 10' to the radius.
:Cat_Spirit
COST : 7
MODS : D,R
The cat form spell grants many of the abilities traditionally
associated with cats, though it does not significantly alter the
features of the recipient. The spell grants a +10% bonus to prowness,
and all skills that use that as a base, the recipient's tread will be
absolutely quiet for the duration. The spell also halves all damage
taken from falls and allows the recipient to land on his or her feet.
Finally, it grants the ability to grow claws, allowing each hand to do
1d10+3 damage.
:Change_Self
COST : 5
MODS : D
This spell enables the wizard to alter the appearance of his
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 DM 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.
:Chaos_Blessing
COST : 25
MODS : D,R,T
This spell turns off ALL Active spells on a being, and no spell will
defend against this affect (though a normal save vs magic does occur).
It then places a special spell (the Blessings of Eris! according to
Discordians) on them for the duration:
ROLL RESULT
---- ------
01-05 +10% to all Saves on any stat!
06-10 +10% to Success chance with ALL skills
11-20 All attacks made on them, including spells, cannot
do more than 5 points of actual damage after all
usual minuses.
21-25 All Bullets within a 5' radius get turned into
glitterdust permanently, both those being fired
AND any being carried.
26-30 All Fruit within a 5' radius is transformed into
Fresh apples permanently.
31-35 All Cooked meat within a 5' radius is transformed
into an equal quantity of hot dogs permanently!
36-40 All lapel pins within a 5' radius get transformed
into 'Smile Eris Loves You' pins permanently.
41-45 All Paperclips within a 5' radius end up in the
persons pockets instantly.
46-55 All Tacks, thumbtacks and push pins disappear into
another dimension instantly within a 5' radius.
56-75 All Lightbulbs within a 30' radius become loose and
nonfunctional until tightened (and will unscrew
again if stays in the area).
76-85 All flowers and flowering plants in bloom will sing
the verses to 'Olde Time Religion' while within
a 30' radius.
86-90 Any thrown missile aimed at the target will become
a boquet of flowers with 5'.
91-95 Target's APP increased by 20 temporarily!
96-00 something really weird (GMs choice!)
:Chaos_Shield
COST : 10
MODS : D
This spell was designed to protect a mage against their own spell
Klutz effects. When a mage has this spell upon them and klutzes a spell
themselves or is supposed to be affected by nother mages klutz on them,
they receive an additional saving throw of their INT + 10%/RANK of the
Shield. If successful they are unaffected by the klutz, otherwise they
are affected as per normal. This spell will NOT work if cast in a stack
with Globe of Invulnerability or on someone with that spell already
active. The Globe is based on Lawful aspects of Magic, and thus cannot
work with the Chaos Shield.
A chaos shield cannot be cast upon someone else except the caster
until AFTER reaching RANK 2 or greater with the spell.
:Chaos_Vortex
COST : 20
MODS : D,R
This spell summons in a tiny piece of a shadowstorm in the form of
a swirling tornado that will wander about randomly, affecting everything
it hits. Anyone that fails a prowness roll when the vortex reaches them
is affected by a RANDOM SPELL KLUTZ effect. The Vortex is unable to pass
thru solid objects, and cannot be dispelled (but may be BANISHED). It
fades away when the duration ends. The caster is NOT immune to the
effects, and cannot end the spell prematurely.
:Chaotic_Combat
COST : 10
MODS : D,R
This spell is cast upon a warrior and will give them amazing insight
into how to utilize their weapons and body skills in a combat situation
for the duration. Unfortunately it does so chaotically, so that each
round they must roll on the following table for the spells assistance
to them for their action that round:
ROLL RESULT
---- ------
01-10 +20% chance to Hit
11-25 +5 to damage with Weapons or body attacks
26-45 All Hits do Maximum damage against foes
46-65 +20% to their Prowness Defense for the Round
66-75 Gets PROW save vs Missiles even if no shield +10%
76-85 -20% chance to hit
86-95 All hits will do MINIMAL Damage against foes
96-00 No Prowness save against missiles even with Shield!
Unwilling recipients of this spell save vs INT to avoid its affects at
the point of casting.
:Charm_Animal
COST : 10
MODS : D,R
This spell allows the caster to charm a target animal to become a
faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,
STay, Attack, Follow, Heel) but does not share a telepathic link or full
understanding of everything the caster may say. Lasts till duration ends
and then will wander away.
: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!
:Chronoport
COST : 15
MODS : D,R
This spell can be cast on the caster or on a target being or object,
and is limited to a maximum of effectiveness equal to the caster's own
weight plus an additional 100 lbs per RANK of the spell.
Unlike a teleport, a Chronoport moves the target forward in TIME
instead of in space. Thus they disappear from sight and reappear in
the future at the actual Duration's end. Once cast there is NO way to
cancel the spell or dispell it. The target does not age in the interium
period of time so they arrive only 1 round after their departure as far
as they are concerned but could in actuallity have spent hours, days or
even years being away while the spell progressed.
If the space they had occupied on departure has been filled with
another object they will arrive randomly in a nearby open space.
:Color_Change
COST : 1
MODS : D,R
Cast upon a target being or object it changes its external color
to one specified by the caster for the duration. This is primarily an
annoying spell but can also be useful in some situations. Maximum area
of affect is 10 cubic Feet per RANK. It CAN be cast upon light to
change its spectrum as well.
:Color_Spray
COST : 3
MODS : R
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. Creatures within the area
are affected in order of increasing distance from the wizard. All
are entitled to a saving throw vs. magic. Blind or unseeing creatures
are not affected by this spell.
Creatures failing saving are struck unconscious for 1d10 rounds.
Range will determine the maximum range from Caster that creatures can be
to be affected.
:Combat_Teleport
COST : 25
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*.
:Comfy_Chair
COST : 3
MODS : D
Cast on any chair, this will compell anyone who sits in it to want
to continue to do so for the duration no matter what (They get one
save when they first try to get up to escape it).
:Corruption
COST : 15
MODS : R
This is cast ONLY on a single target. The Target must be a mage. If
the Target fails a save then they will immediately have all their
ALL their HUNG spells typoed randomly in storage.
Typo results and nature are for the GM to know and the mage to find
out....
:Counterspell
COST : 12
MODS : D
This spell creates a marble-sized metal ball that circles the ground
where the caster is standing or walking and will continue to rotate the
caster for the duration. When A spell is cast AT the caster directly
the metal ball will bounce upward to attept to intercept the effect.
(It ONLY works on spells that produce a MAGICAL effect, so it would fail
against an accurate arrow spell or an icedart). The caster makes a
saving throw vs the incoming attack, at INT plus 5% per RANK that the
Counterspell is known at. If successful, the Counterspell ball will
absorb the incoming and negate its affect entirely. It does NOT work on
area affect spells or those spells directed not at the caster but on the
surface near them.
Casters with Counterspell up cannot take flight or traverse a surface
that the Ball cannot follow, but could Teleport or Phasewall (The orb
would move equally as part of them).
:Curdle
COST : 1
MODS : R
This spell takes but a single round to cast unlike most others that take
a full three rounds. Curdle is cast at a spoilable liquid, such as milk,
which it then does age into expiration instantly making it useless and
often-times foul smelling or tasting.
:Curse_Of_Pomparj
COST : 15
MODS : D,R
This nasty spell has been the bane of many a mage. The Curse of Pomparj
is cast upon a mage who gets a save vs INT. If they fail then from that
point on thru the duration of the curse they must whenever casting a
spell successfully roll on the following Table:
ROLL RESULT
---- ------
01-25 Spell Works as intended
26-35 Spell produces a Klutz affect ANYWAY despite success!
36-95 Spell produces a TYPOED version of the spell.
96-00 Spell does nothing but wastes the energy.
:Curse_Of_Interesting_Times
COST : 7
MODS : D,R
This is a subtle spell. It will draw dangerous attacks and encounters on
the subject so that at least one occurs every hour, summoning such
attacks constantly.
:Dancing_Lights
COST : 3
MODS : D,R,T
This causes 1d10 of small glowing lights to appear that resemble
candles and produce that amount of light that move as the caster
desires. The spell winks out if they are moved beyond the range.
If targeted they can be made to follow around a target being to provide
light, so long as within range. Additional Ranks add 1 additional light
to the rolled amount.
:Dancing_Weapon
COST : 12
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.
:Darkness_Field
COST : 5
MODS : D,R
This creates an area of darkness at a chosen area that is impossible for
NORMAL sight to see thru. The darkness field is 10' cube per RANK the
spell is known at. The field can be dispelled by ANY light spell cast
within its area, unless the spell is known at RANK 3 or better.
:Delay_Spell
COST : 10
MODS : D
This is yet another form of Metamagic, spells designed only to affect
other spells. The caster casts this spell and then it affects the NEXT
spell they cast successfully, setting a timer on the spells effect
before it takes place based on the duration of the DELAY. Thus one may
produce a time-bomb like effect with a variety of spells and concepts.
:Demonic_Barber
COST : 10
MODS : R
This spell creates a physical manifestation that appears to be a demon
with humanoid form but goat-like legs and small horns with barbed tail
wearing a long leather apron with pockets. The target being will find
themselves in a Barber chair and the demon will then give them a proper
haircut and styling over the next 3 rounds. The target cannot leave the
chair but may act otherwise in any way they wish but cannot physically
or magically harm the demon (except dispell it). They will have a perfect
haircut and suffer no harm from the demon (but they may be attacked by
others while the coiffeur is occurring).
A resistant target gets a save vs Prowness to avoid the chair when the
spell is first cast.
:Demon_Printer
COST : 20
MODS : D
This spell is another representational type that appears to be a 'demon'
in this case a 5' tall creature with 4 arms and two legs green in color.
It will take any book handed it and in 10 rounds will hand back a complete
duplicate of it (except for any active spells or scroll-like spells on it).
If the book is trapped then the trap goes off and will end the demon
printer spell instantly. The demon can also be handed a single page of
written material and it will produce 100 copies of that page instantly.
The Duration is for the demon and NOT the copies lifetime.
:Demonic_Traveler
COST : 25
MODS : N
This spell is another with a representational result that appears to
be a demon, but which is merely the appearance of the spells interface.
It looks like a 2' tall bright blue demon with horns and a forked tail.
Given a description of what to find it will randomly teleport itself
about searching for the subject of its search and upon finding it
report back to its caster the whereabouts of such. It will ONLY search
on the single material realm of Oerth. Duration doesn't apply, BUT it
may take days, weeks or even years to find what its searching for.
At higher ranks additional demons are created, reducing the time needed
for the task, one per rank. The GM's Result roll is made on the following
Table:
Roll Result
---- ------
01-05 (or less) 3d10 rounds
06-08 1 hour
09-10 6 hours
11-12 1 Day
13-14 3 days
15-16 1 Week
17-20 2 Weeks
21-25 1 Month
26-28 3 Months
29-30 6 months
31-35 1 Year
36-40 2 Years
41-45 3 Years
46-50 4 Years
51-60 5 Years
61-75 10 Years
76-00 Demon is LOST/Destroyed
If multiple travelers are used in the search then you can minus 1 for
each additional demon from all the demons rolls.
:Demon_Tailor
COST : 25
MODS : D,T
This summons a tiny winged red demon the size of a mouse that is an
expert in the art of sewing and magical clothing alterations. The
demon can alter an existing set of clothes to fit the caster in one
round if so ordered, even if there is insufficient material. It can
also be ordered to turn raw materials into a set of clothes the caster
has in mind for their own wearing in a full minute (10 rounds). If
neither raw materials nor existing clothes exist but the caster wishes
it and has placed enough duration into the spell, the Mage can ask the
demon to craft a set of clothes to the mages specifications entirely
from magic (Takes a full hour). The clothes will have the property,
if formed this way, to neither wrinkle nor stain and will adjust to fit
the wearer no matter how their body shape may change, so long as it
remains humanoid.
Multiple Targets are bought ONLY if the mage is having clothes made
for someone else. The Demon cannot produce armour of any kind.
:Detect_Fae
COST : 5
MODS : D
This allows the caster to recognize on LOS any Fae-Folks. It will also
allow the caster to see thru Fae-FOlk invisibility powers (not spells)
as if they were not there.
:Detect_Illusions
COST : 15
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_Magic
COST : 1
MODS : R
This spell causes all magic on the target being/object to be shown
in that it will glow with colors. Duration is not needed to be
purchased, and it is cast at the suspect target.
:Detect_Shapechanger
COST : 10
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 : 5
MODS : D,T
Detects the presence of a soul spirit or mentality in any body or
object (enchanted swords, etc.), and whether or not the mind
controlling the body is its "native". Thus, it will not detect charming
or hypnosis but will detect possession. Only the fact of a mind is
detected, not its nature. If it is cast on a normally invisible spirit
(such as an Invisible Stalker or Unseen Servant), the caster can see
the creature as a visible force for the duration. The reverse,
Obscure Spirit, has a range of touch and conceals a single mind or
spirit from detection by this spell, and can be cast by anyone who
knows Detect Spirit.
:Dieme's_Forcing_Hand
COST : 20
MODS : R
By this spell, the caster creates & throws a stone hand at the target.
The stone hand will then make a crackling noise and show blue lightning
as it flies towards its target. When it hits, it will do 1d10 (+2 points
per rank) of impact damage (NON-MAGICAL DAMAGE). Upon casting this spell,
the caster throws the hand and says "to arms". This spell (like "magic
missile") always hits, if target is within range and is visible to
the caster.
:Dimensional_Depth
COST : 10
MODS : D
This spell is cast on a container, a pocket, purse, sack, Pouch,
Suitcase, Chest, trunk, crate, etc. What it does is expand the interior
dimensions of the container into another pocket dimension, approximately
5'x 5' x 5' per RANK of the spell. Objects placed inside are held in
stasis, unaging, while within the container. It is a spell often used by
mages needing more space then they have available (objects within have
no weight perceivable in the outside world) or by thieves. You cannot
place a living creature or being within the space as a prolonged stay
of more than a round would result in death.
At Third Rank this spell becomes impossible to DISPELL before its
duration ends.
:Dispel_Illusion
COST : 5
MODS : R
This will cancel ANY illusionary effect instantly and finally.
:Dispel_Magic
COST : 15
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
:Distance_Distortion
COST : 15
MODS : D,R
This can be cast on any area completely surrounded or enclosed
by earth, rock, sand, water, snow, mud or tall vegitation (Tall
grass, corn, trees, shrubs etc). It doubles or halves the area's
dimensions for those traveling on it. Thus a 10' x 100' corridor
could seem to be either 5' wide and 50' long or 20' wide and 200'
long.
The true nature of the area affected is undetected to travellers,
but it will detect as magic and can be dispelled by a Dispell Magic or
Dispell Illusion of equal or greater rank.
Additional ranks let the caster manipulate it so only one
dimension is affected at rank two on (Thus the above corridor could
look 10' x 200' long or 10' x 50' long as well). They also enhance
the effect - triple it at rank 3, quadrople at rank 4 etc.
There is NO SAVES for the effect and True Sight does NOT see
thru the effect.
:Dreams_Of_Chaos
COST : 25
MODS : R
This spell is cast upon someone and becomes active upon their falling
asleep. It can also function as being placed within a Dream Bead, but
will destroy the bead upon its completion.
The Dreams of Chaos are a horrendous collection of images and emotion
that are afflicted upon the sleeper. The Sleeper must save upon waking
vs INT (and a Photographic Memory gets NO SAVE!) to forget the dream,
otherwise they must roll upon the Insanity tables upon waking and have
this permanent affect upon them from the dream.
:Electric_Arc
COST : 20
MODS : R
This spell causes an arc of electricity to leap from the caster's
extended fingertip. This electricity unerringly strikes one target of
the caster's choice, inflicting 1d10 damage with NO armour absorption,
per rank of the spell. An INTuition save DOES apply to the target.
Magical Armour absorption spells WILL apply. Additional Ranks add
1d10 to the effect. Electric ARC cannot be cast at anything BUT an
individual being and cannot be cast underwater.
:Elemental_Burst_Of_Air
COST : 5
MODS : R
This causes at the target point a sudden burst of high pressured air,
causing a concussive wave. All within 5' of the burst must save vs
INTUITION or be stunned for 1 round per RANK of the spell. It otherwise
causes no damage. Air elementals are unaffected by this spell.
:Enhance_Emotions
COST : 10
MODS : D,R
While active this spell will enhance the existing emotions of anyone
within the radius area affect and reduce inhibitors that normally keep
such emotions from being expressed or carried out by those within it.
Thus sadness may become actual crying and tears, Lust may result in
actual seduction or sexual encounters, Anger may result in violent
attack or action, Greed may lead to actual theft, happiness may result
in a feeling of contemptment without action, etc.
:Enhanced_Phantasmal_Force
COST : 7
MODS : D,R
This spell is a Phantasmal force with Sight and Sound and (optionally)
smell, but not substance. The enhanced Phantasmal Force can cover a
10' x 10' x 10' area at the stated range per RANK and can move anywhere
from that range to the caster as the caster chooses. While working this
spell the caster cannot cast another spell (but may prepare one) or
engage in HTH combat except defensively. If the caster moves the Force
will remain always within range of the caster. Upon casting another spell
the Force will cease to move by the will of the caster, but will simply
freeze frame where it is until the duration ends. It will continue the
last ordered sound and smell output.
:Ethereal Sight
COST : 5
MODS : D
Allows the caster to see into the nearby Ethereal Plane and perceive any
Objects or beings therein. Range is unnecessary with this spell, unless
casting it on another, as is Target. Sight range is Line Of Sight. This
spell does NOT perceive invisible!
:Everburning
COST : 3
MODS : D,R
This spell is cast on a currently burning log, candle or other natural
(non-magical) flame source and will allow it to continue burning for the
duration of the spell without consuming any of its material components
in the process until the end of the spell.
:Evil_Eye_(Curse)
COST : 5
MODS : D
This is a minor curse spell, inflictable only on one Target who MUST
be able to make eye contact with the caster, within the range it is
cast at.
The evil eye affects an individuals luck, that is, it affects their
die rolls. It causes ALL misses in combat and all spell casting
failures to be considered KLUTZes with the detrimental affects of that
result. It cannot be dispelled by a normal dispell magic.
Usage of this spell in many countries is considered Evil, or bad for
business, and may be a punishable offense.
:Fall_Short
COST : 15
MODS : D,T
Target being this is cast on has their range illusionary modified so
that they will appear to drift back and forth to a viewer, causing their
range to distort. Anyone firing a ranged weapon at the target must make
an Intuition ROLL (Perception, alertness cannot be applied as a skill vs
this) to properly perceive the targets range - if they fail they will
automatically miss with their attack. Anyone making a HTH attack vs the
target being is -10% normal chances to hit because of the effect. Anyone
using a ranged spell (non-touch) to hit must also make a perception roll
to properly gauge the range to the caster OR must pay for EXTREME (20
point ballista range) to ensure to hit the target, or they will be subject
to the effect as if a ranged attack with a weapon.
:Find_Mundane_Object
COST : 15
MODS : N
This spell will help the caster 'find' a generic mundane object that
they specify in their general vacinity. The object will be in a pocket,
sack, container, behind a nearby place or whatever and appear that it
had been there all along. Usually it requires the use of a verbal or
mental phrase like "If we only had a rope!" or "What we couldn't do with
a crowbar right now". The object has no magical properties whatsoever
(its mundane!) and doesn't vanish or fade away. The spell does limit the
item to a mundane one from the equipment list that would fit within the
general area the caster is in (no making automobiles appear out of
pockets!), and should be of a maximum of 5 lbs per rank and cost no more
than $5 per rank.
:Fire_Dart
COST : 10
MODS : N
This creates a physical dart that is thrown with the Dart throwing
weapons skill. Upon leaving the casters hand it becomes afire and
if it strikes the target does 1d10 magical fire damage to the target.
Each RANK that the spell is known at adds one to the damage done.
Non-Magical armour (except Leather) does NOT help against the attack.
:Fire_Grenade
COST : 25
MODS : N
This spell is another arsonist tool - it creates a golf-ball sized
yellow crystal. This crystal can be thrown and upon striking a
surface it explodes into a bright yellow fireball that does 1d10
damage per RANK of the spell. The initial blast area is a 5'
radius per RANK of the spell. Armour does not help absorb the damage,
except the ARMOUR spell.
:Flare
COST : 7
MODS : R
This causes a bright flare to occur at the designated site, giving off
daylight intensity light for the next round. This throws off infravision
for the next 3 rounds, and causes 1d10 damage to Undead within a 60'
radius of the flare. It will not harm normal creatures, but if directed
on or at one, will blind them for the next round. If Fired Directly at an
Undead and striking it it will do 3d10 damage.
:Flash
COST : 5
MODS : D,R,T
Victims failing their saving throw are blinded due to a flash of light
that appears in their eyes. (Save is vs INT). Targets chosen on this
spell do NOT have to be next to each other.
Unless skilled at Blind Fighting they will be considered to be at
prowness 1 for all actions for the duration.
:Flavor_Food_&_Drink
COST : 1
MODS : R
This allows the caster to change the flavor of any food or drinking
substance, so that it may be more or less edible to those to consume it.
The flavoring can be as simple as the addition of a single spice to the
taste (ex: pepper) or as complex as a major change (Milk that tastes
chocolate, Beer that tastes like buttermilk, Wine that tastes like
blood). The effect does NOT change the nature of the Food or drink,
merely the flavor, so this spell cannot be used to smoke fresh fish or
to salt it (but can make such TASTE as such).
The taste effect becomes permanent unless countered by another casting
of the spell to change it again.
: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.
:Glowing_Footprints
COST : 3
MODS : D,R
This spell causes the target to leave a glowing spot whenever he presses
against a surface. (Such as pressing against the ground, when walking.)
The duratation determines how long the target leaves glowing spots behind
him. The spots will continue to glow for 1 hour/RANK, regardless of the
duration. The glow will be in whatever color the caster chooses at time
of casting.
:Greyface_Curse
COST : 25
MODS : R
This spell removes a person's sense of humor and lightness, making them
easily irritated, short tempered, demanding and far too serious. It
needs a remove curse to get rid of once affected.
:Gravity_Mat
COST : 25
MODS : D
This spell is cast as an area affect of 10 cubic feet per RANK upon
a surface (if the surface is LESS than that in size then it limits to
the bottom surface's area).
It increases the affect of gravity in that area drastically so that
it takes a 30 HARDINESS to be able to move - anyone entering the field
of less HARDINESS will be pinned to the floor and unable to move until
the duration ends. Anything flying over the surface will be pulled down
as if under an ANVIL_FALL* spell and then pinned if not strong enough.
Anything of 30-40 HARDINESS can move across the surface upright, but
at 1/2 their normal speed and at a -20% to perform actions within the
field (like fighting). Anyone of greater than 40 HARDINESS is unaffected
by the field at all.
The caster CAN be affected by their own spell with this, so caution
is advised on locating the mat.
:Grease
COST : 3
MODS : D,R
A grease spell covers a material surface with a slippery layer of a
greasy nature. Any creature entering the area or caught in it when the
spell is cast must save vs prowness or slip, skid, and fall. Those who
save can reach the nearest non greased area by the end of the round.
Those who remain in the area are allowed a saving throw each round until
they escape the area. The GM should adjust saving throws by
circumstance; for example, a creature charging down an incline that is
suddenly greased has little chance to avoid the effect, but its ability
to exit the affected area is almost assured! The spell can also be used
to create a greasy coating on an item--a rope ladder rungs, weapon
handle etc. Material objects not in use are always affected by this
spell, while creatures wielding or employing items receive a saving
throw vs. spell to avoid the effect. If the initial saving throw is
failed, the creature immediately drops the item. A saving throw must
be made each round the creature attempts to use the greased item.
Grease affects as little as a square foot and a maximum equal to
The Casters known RANK * 5 Square feet (usual maximum of 10 ranks applies)
:Hair_Color
COST : 2
MODS : R
This will change the color of the body hair of a being or creature, and
the effect will last until the hair grows out or is colored again by a
spell. This effect cannot be dispelled.
:Hairy
COST : 1
MODS : D,R
This spell will cause a target to begin to grow hair. If the target
already HAS hair it will simply excellerate the growth process. If the
target normally doesn't have hair then it will cause it to grow hair
(yes, with this you CAN grow hair on a billiard ball!). The rate of
growth is 1 inch per ROUND of duration. Long durations are NOT suggested
with this spell.
:Healing_Laughter
COST : 12
MODS : D,R,T
Targets affected by this spell will laugh uncontrollably for the
duration, thinking everything and anything is hilarious! WHile this
occurs they heal up 1 HTK/round of affect but are -50% to perform
ANY action. It will NOT cure disease or disease caused damage,
attach lost limbs, regenerate lost limbs or body parts, or repair
missing organs. After it is finished the target will be at still
laughing etc for an additional 1 round per rank the spell is known
at and will feel tired for one round per round spent laughing (and
at -25% to perform any action for that tired period). If cast on
an unwilling target they DO get full defenses against the effect
and it will fail against someone under the curse of greyface.
:Heat_Object
COST : 7
MODS : D,R
This will cause a targeted object to become red hot, making water boil
or metal become too hot to handle. If cast on armour it will cause the
wearer 1d10 damage from the metal parts heating (except to leather).
If duration is bought the water would boil away on the second round,
flammable goods will burst into flames and metal will go to white hot
and cause more damage. After three Rounds Metal melts, crystal shatters
(as does glass) etc. Heat Object beyond the 4th round will cease to
function since the target object will no longer exist.
:Hey_Bartender
COST : 5
MODS : N
This summons a magical demonic bartender with a cabinet of all sorts of
alcoholic drinks. He/she will request of the caster's preference and will
fill the order within a round and then both he and the cabinet will
vanish. It fails to work if mundanes are present.
:Hide
COST : 3
MODS : D
This is a minor form of invisibility which will conceal an object, being or
creature from everyone who is in FRONT of the caster (Those who are
beside or behind the caster can see the hidden object without
hinderance). It does not cancel sounds and it will not help if the
target moves more than 3' from its original position while hidden. It
can only affect a maximum of 10 cubic feet of matter.
:Hold_Portal
COST : 5
MODS : D,R
This spell magically bars a door, gate, or valve of wood, metal, or
stone. The magical closure holds the portal fast, just as if it were
securely closed and locked. Any extra-planar creature (dijinni,
elemental, etc.) can shatter the spell and burst open the portal at
will. A knock spell or a successful dispel magic spell can negate the
hold portal. Held portals can be broken physically or battered down.
:Illusionary_Script
COST : 5
MODS : N
This spell enables the caster to write instructions or other
information. The Illusionary script appears to be some form of foreign
or magical writing. Only the person(s) who the caster desires to read
the writing will be able to do so, although it can be recognized by
another Discordian. Others attempting to read it will become confused
for 1d10 rounds (save vs Intuition), unable to act or think straight and
likely to wander aimlessly or simply sit down where they stand.
The script does NOT vanish after being read.
Additional Ranks of the spell increase the confusion by another
round.
:Increase_Weight
COST : 5
MODS : D,R
This can ONLY be cast on an object. It causes the object (for the duration)
to become tremendously heavy to lift for anyone except the caster. It adds
+30 to the minimum strength needed to lift the item. This is an EASY way
to foil theives - you can't steal what you can't move easily!
:Invisibility_To_Mundanes
COST : 20
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 : 7
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.
:Knock
COST : 1
MODS : R
This will open a sealed door or object, sealed by magic or by mundane
means, instantly. It does NOT remove traps or spells.
: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.
:Luggage
COST : 15
MODS : D
This spell is cast on a container of some sort - a Suitcase,
Backpack, Chest, Wardrobe, or chest of Drawers. The item is usually
individualized, sometimes excessively. It causes it to become magical
it is placed upon the ethereal plane and can be recalled by the caster
by means of a command word (or anyone else who knows the word) so that
it will appear within a few feet of its maker on the material plane
when called. Oftentimes mages will add various protections and traps
on the container to preserve it from possible tampering by ethereal
travelers and creatures when it is away. While on the ethereal plane
the container will travel along under its own magical power, on
little tiny legs, so that it is always near its owner. The mage can
also make one of these for someone else, using the TARGET option of
casting.
This allows a mage to travel light without large amounts of excess
equipment bogging down his/her.
While on the material plane the container will continue to follow
the mage around in a similar fashion until the mage gives the word of
command again.
:Mage_Handle
COST : 3
MODS : D
This allows the caster to instantly create a handle, the size of a
briefcase handle, and have it attatch to something solid that does
not weigh more than 10 lbs/rank. When attached and within the weight
limitation, the caster can carry that item or move it with ease and
without feeling the actual weight attached.
:Magic_Mouth
COST : 1
MODS : R
This is cast on an object or a surface (like a Wall). It will cause a
mouth to appear on the item and repeat a statement specified by the
caster in the voice the caster uses when casting it, upto 25 words in
length, in a language known to the caster. The speaking will occur when
a specific event occurs in a 30; radius of the mouth. Ex: Speak when
anyone passes within range of you. Speak when a winged creature passes
you. (It cannot detect Invisible, ethereal or astral creatures). Until
the command can be completed the spell remains dormant and in effect.
If it is wished for the spell to continue AFTER it has accomplished its
function then you must learn multiple ranks of the spell (Each RANK
adds another usage to the spell).
:Mail_Block
COST : 3
MODS : D
When cast this will prevent the caster from receiving Message Scrolls
for the duration. Those who attempt to send a scroll will have it
return to them magically stamped 'Return To Sender - Address Unknown'.
:Mail_Check
COST : 5
MODS : N
This can be cast on any Message scroll that has arrived in the past
hour that has NOT yet been opened. It will detect anything else on
the scroll that isn't part of a standard Message Scroll spell and
upon finding such will tell the caster exactly who sent the scroll.
:Mail_Revenge
COST : 15
MODS : D
This spell will automatically do a MAIL_CHECK* on any arriving
message scrolls and upon finding that the mail has a spell upon
it other than that its supposed to have, send off a scroll to the
sender that explodes on its arrival with a wild pyrotechnic display
that does 1d10+1 rank normal fire damage to all in a 5' radius/rank.
{PROW save to get out of area of effect, no other save}
(The original scroll sent is destroyed with the effect).
:Make_Change
COST : 1
MODS : N
This spell is cast upon normal paper currency in the caster's hand
into metal currency (coins) equalling the same total value. One
paper bill can be affected per RANK of the spell.
:Mara's_Magic_Mirror
COST : 10
MODS : D
This unique spell allows the caster to look into a mirrored surface
at hand and look OUT of any other mirror that they have seen and aware
of to whatever location it is in at the time of casting. An Additional
rank will allow them to use thru the mirrors any special vision abilities
that they may have or are created by other spells (infravision,
ethereal sight, Logrus sight etc); a Third Rank allows them cast a spell
at a target thru the mirror with a base of no more than 5 points; a
fourth rank increases this to a base of 10 points and a fifth allows them
to step thru the mirror and arrive in the other locale as if thru a
dimensional doorway or gate.
:Marvelous_Marble
COST : 5
MODS : D,R
This spell MUST be cast on a Marble made from glass (value 1 BM) which
the caster then rolls at the target. The marble magically transforms in
Size and speed to become a bowling-ball sized glass ball That will zero
in on the target, following it, until it strikes or the duration ends.
The Ball is immune to Lightning and Fire based attacks. When it hits it
does so with a Thunderclap, deafening the target, stunning it for a full
round and doing 1d10 /rank concussion damage (no armour save). RANGE is
not used as an option, but target must be LOS to the caster when the
marble is rolled. A very fast creature may outrun the Marble, so long as
it does nothing but run away from it, has space to do so, and maintains
an initiative roll of 35 or more per round. Anything that gets between
the target and the Ball will be hit instead and receive the damage etc.
:Maws_Of_Pandemonium
COST : 10
MODS : R
Cast at a target being only, this causes a variation of magic mouth
to appear somewhere on the victim's body which begins a constant and
annoying gibbering and moaning, which in the process feeds off the
victim's own magical energy, draining away 1 point of energy each
round until none remains. The mouth prevents stealthy movement and
unless the victim has an IronMind* spell active, will add a -5% to
their casting rolls due to distraction of the mouth.
Note that such a mouth does NOT affect HUNG spells or currently
active spells.
:Melodramatic_Music
COST : 3
MODS : D,R
The spell causes the music to be played whenever the victim performs
certain actions; such as entering a room, charging into battle, or
making an announcement.
It makes it nearly impossible to perform any stealth-oriented function.
:Mental_Music
COST : 3
MODS : D,R
This mildly annoying spell is cast on a target being and inflicts on
them an illusion of a melody, chosen by the caster, to be constantly
running thru their head for the duration. Only one such spell may be
in effect on a target and there is no saving throw. The spell effect
is mildly distracting, making the character it is inflicted on to be
-5% from all skills for the duration, but this effect on a singer or
musician causes a -25% from using such music skills while it is in
effect unless they are playing the exact same melody.
:Message_Scroll
COST : 15
MODS : N
This spell will transport a scroll to the named being it is intended
for instantly, no matter which plane they are on (except for the Astral
and dream planes). The name of the target being is the vital factor.
:Metamorphose_Liquids
COST : 3
MODS : R
This spell transmutes one type of liquid into an equal amount of a
different, nonmagical fluid (water, wine, blood, oil, etc.). The
caster must torch the fluid itself (not simply its container) for the
spell to take effect.
Fluids can be transmuted only into nonmagical liquids; it is not
possible to change a magical liquid into another type of magical liquid.
Poisons may be rendered harmless through the use of this spell, but the
spell has no effect on poisons already consumed.
Living creatures are unaffected by the spell, excluding those from the
elemental plane of water. Such creatures are allowed a saving throw vs.
spell. Failure results in 3d10 damage per rank of the spell, while
success indicates no damage. Only one creature can be affected by a
single casting of this spell, regardless of the creature's size.
:Mind_Fog
COST : 15
MODS : D,R
This spell fills up a radius around the caster equal to the range, and
will reduce all INTUITION saves by others within that area by 10%. It
appears to be a light wispy fog. Additional RANKS reduce an additional 10%
each. There is no save vs the Mind Fog, but some races are not affected
by it at all including Dwarves and Gypsies. (NOTE a 01-05 will ALWAYS
save!) It cannot penetrate a minor globe of invulnerability or any
pentagram (no matter its strength).
:Minor_Involuntary_Actions
COST : 1
MODS : D,R
This spell, if cast without extended duration can be cast in a single
round - if duration is added then it takes the full standard three
rounds to cast since it complicates the casting process.
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 : 5
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. It cannot be cast if a mundane is present!
: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 : 5
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).
:Mystic_Marbles
COST : 5
MODS : R
This spell causes to create one 1" diameter hard glass marble per
square inch over an area ten feet by ten feet (a total of 14,400 glass
marbles neatly filling the area), making an area of highly likely
slipping and falling for anyone passing thru it. Duration and targets
are not used in this spell, but range is. If instead of aiming the spell
at a floor/stairs etc it is cast in the area above a being the marbles
will rain down like a small hail storm doing 1d10 normal damage (armour
absorbs etc) but ending with a very difficult area to travel thru.
:Nahali's_Friendly_Fire
COST : 12
MODS : D,R
This nasty little curse can only be cast upon a single target. While
in effect, whenever a companion, friend, employee, associate, lover etc
of the target is nearby and utilitzes a missile weapon or a spell that
creates a missile-like weapon (ex: ICE DART) within a 50' radius of the
target, that missile will be undeniably drawn to hit the target instead
of its intended target while the curse is in effect. An ordinary Dispell
magic will only turn the curse off temporarily (unless its duration runs
out), a true remove curse is needed to eliminate its effects.
:Nude_Mood
COST : 12
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.
:Nystul's_Magic_Aura
COST : 1
MODS : D,R
By means of this spell, any one item of no more than five pounds weight
can be given an aura that is noticed by someone using magical detection.
Furthermore, the caster can specify the type of magical aura that is
detected (Blue, Green etc.) and this effectively masks the item's actual
aura, if any, unless the item's own aura is exceptionally powerful (if it
is an artifact, for instance). If the object bearing Nystul's magic aura
has an identify spell cast on it or is similarly examined, the examiner
has a 50% chance of recognizing that the aura has been placed to mislead
the unwary. Otherwise, the aura is believed and no amount of testing
reveals what the true magic is.
:Object_Castle
COST : 3
MODS : R
This will cause two objects to exchange places with each other. At
least one of the objects must be in LOS and inside the range. The
second object can either be within the range and LOS/in contact
with the caster or be a memorized Object of the caster's. The two
objects must be within 5 lbs of each others weight (this difference
can be increased, doubling with each rank). The maximum sized item
that can be castled is based on extra points spent in the casting,
1 point at rank 1 allows upto a 5 lb object, 1 point at rank 2
allows a 10 lb object, and so forth.
You cannot castle an item that is bolted down or otherwise attatched
to a surface.
:Opponent_Castle
COST : 5
MODS : R
The caster is teleported a short distance (based on RANGE) within
their Line of Sight instantly with their equipment (upto 50 lbs).
To the locale of another being of approximately the same mass (within
50 lbs) or a non-sentient object of about the same mass and moves
that being/object to where they had been. There is NO saving throw,
but it does fail against naturally mind shielded beings.
They cannot appear within a solid object. Each additional RANK adds
10 lbs to the carriable weight and the amount of weight difference.
It fails also against any mundanes!
: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.
:Passwall
COST : 15
MODS : D
A passwall spell enables the caster to open a passage through wooden,
plaster or stone walls or surfaces, and thus allowing himself and
companions etc to simply walk thru. The spell creates a 5' high by 10'
high by 10' deep opening. Additional ranks increase the depth of the
passage. The passage vanishes when the duration ends.
:Phantasmal_Force
COST : 5
MODS : D,R
This spell creates the illusion of any object, creature, or force, as
long as it is within the boudaries 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.
:Pleasure_Touch
COST : 10
MODS : D
This spell is cast on the caster primarily and gives his/her exposed
skin an added special property that affects others that come in contact
for the duration. Anyone touching the caster will feel EXTREME pleasure,
as if in orgasm, simply from the contact. The effect is mental primarily,
but if they fail a save vs HARD they also receive a Physical orgasm at
the same time.
After such a contact they react in the usual ways from such and are
basically stunned and unable to act aggressively or to think too cohereantly
(about -75% to perform anything but basic movements, with the exception
of usage of tantrics skills), for about 1d10 + 1d10/RANK RNDS.
If a physical reaction occured and the person touching was male then
no further effect will occur on them by direct contact for at least 15
minutes. If the person in contact was female the touch will continue to
produce reactions, but after the first touch effect they must save vs
INT after each Physical reaction to remain conscious. Unconsciousness
will last about an hour after being achieved.
This spell is the closely guarded secret of many courtesans...
:Polymorph_Object
COST : 25
MODS : D,R
This spell will change one inanimate object into another temporarily.
The difficulty of casting this spell increases dependent on how different
the original substances the object is compared to the ones being made
into. Ex: Animal into vegetable matter is a -25% to cast, Vegetable Matter
or Animal Matter into or from mineral matter is a -50%. If the new object
has a lesser mass then there is another -10% modifier (you cannot take an
object and convert it into a BIGGER object thru this spell!). If the
casting is to convert an item into a VERY similar item of nearly the same
material then there are NO reductions in chance to cast (Ex: Turning a
longsword into a dagger has no special minuses to perform).
:Programmed_Illusion
COST : 20
MODS : D,R
This is a Complex_Illusion* that is pre programmed by the caster for
what movements, sounds and actions it will take, upto a 15 minute
sequence per rank of the Spellcasting can be programmed.
:Puff_Of_Smoke
COST : 1
MODS : R
Unlike Nearly every spell available this one takes but a single round,
going off in the same round cast. It causes a puff of smoke at the
target area, as small as a baseball or sufficient to cover the target
for a round. It is a fast, flashy obscurement (the smoke can be any
color the caster specifies). It is often used to startle a foe to get
time to draw a weapon or device to move quickly a step or two aside or
to draw attention to the spot where the smoke occurs (the puff is
accompanied by a popping sound). It is often used by Showmen to be flashy
and impressive.
:Radius_Dampen_Technology
COST : 25
MODS : D,R
This projects from the point of casting out to a radius of the
paid for RNG in a field that reduces the current in electronic
equipment. While in this area all electronic equipment will simply
fail to function. It does not affect chemical or mechanically
based devices or anything magically enhanced or magical of nature
(thus a technomage would not be affected by this).
:Reverse_Missiles
COST : 12
MODS : D,R,T
This is a nasty little defensive spell. It works against all
Missiles, including magical, for the duration, that are fired
or thrown at the Target being. These missiles will fly back and
hit the original source that launched them if they 'hit target'
and do damage against it. The way to prevent this is for the
source to have Protection From Friendly Missiles on....
:Rewrite
COST : 5
MODS : R
This annoying spell allows the caster to change the contents of a
written page or other writing form (such as a road sign!) to whatever
they wish. They cannot change the colors of the script, only the
lettering. The area of effect is about a 10" x 10" surface plus 1" per
rank maximum. Note that each surface counts seperately, so modifying
a book would take MANY castings of this spell. The caster MUST be able
to see the surface they are casting at.
:Rock-Jump
COST : 1
MODS : R
With this spell, the caster can cause a rock to find its way into the
shoe of the victim. If the victim has no shoes, the spell causes a
thorn or something to stick into the foot of the victim.
Such will cause a reduction of running/walking/hiking speed by 1/2
until removed but causes no real damage but is VERY annoying.
:Rocky_Horror_Transformation
COST : 25
MODS : D,T
This nasty effect causes the clothes of the target to be changed
into the appropriate outfit for attending Rocky Horror Picture Show,
including leather bikini, black fishnet stockings, feather bola,
heels, and a black and red corset and instantly applies makeup to
them.
Originally the spell was developed to use on the caster, but by
making it targetable it became a nasty way of affecting others...
At durations end their clothing returns to normal...
:Rope_Trick
COST : 12
MODS : D
When this spell is cast on a piece of rope from 5' to 30' in length. One
end of the rope rises into the air until the whole is hanging
perpendicular, as if affixed at the upper end. The upper end is, in
fact, fastened in an extra-dimensional space, and the spell caster and
upto 5 others can climb up the rope and disappear into this place of
safety where no creature can find them. The rope can be pulled up behind
them, otherwise it hangs down from the space. At spells durations end
the contents of the space fall back into normal space, so getting out
before it expires may be best to avoid falling damage.
:Silent_Teleport_Object
COST : 5
MODS : R
Allows the caster to move an object within range to any locale within
Range including within possession of the caster immediately. 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). A maximum of 5 ranks
is possible on this spell.
:Sleep
COST : 10
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)
:Snapping_Teeth
COST : 10
MODS : D,R
This spell creates a set of large smiling teeth to appear, they can
either be used as an immediate attack effect (the teeth will attack
a designated target in RANGE for 1d10+4 damage at 80% chance to hit)
or as a setting for a trap. If set for a trap the teeth will attack
any creature that gets within 5' of the surface the caster places
them on top of (except the caster) and do 1d10+4 damage on each
attack with 80% Chance to hit. The teeth cannot be attacked for
damage, but can be dispelled or caught inside a container they can't
escape. As a trap the duration does not start until the teeth have
a target to attack.
:Snow_Ball
COST : 1
MODS : D,R
This creates in the casters hand a normal snowball which can be thrown
at a target. It melts at the end of its duration, unless it has hit
target (when it melts a round later). The snowball does no damage, and
can be avoided with a prowness roll or shield usage, but if it strikes
a mage it counts as a distraction which they must make an INT roll
against losing spell concentration on.
:Spider_Climb
COST : 10
MODS : D,R,T
By this spell, the creature can walk on any surface and not slip. The
creature can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface).
: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.
:Start-Not
COST : 3
MODS : D,R,T
This can be cast on any vehicle that uses an electric starter that
is not already running. It prevents it from turning over by coating
the contacts with a non-conductive material. This coating CAN be
scraped off by someone who understands automobile maintenance, but
it takes some time - but it will also crumble away at the end of
the spells duration.
:Stinking_Cloud
COST : 15
MODS : D,R
When a stinking cloud is cast the mage causes a billowing mass of
nauseous vapors to come into being in a 10' radius circle at the point
of targeting (additional 10'/Rank of spell). Any creature within the
cloud (except those who cannot smell or breathe) are helpless as long
as they remain inside the cloud, retching and coughing. Once outside
the cloud it takes a full round before the victim of such to be able
to act other than movement.
The cloud remains for the duration, unless blowing away by breezes etc
: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_Soapbubbles
COST : 1
MODS : D,R
This spell will summon a large number of soapbubbles at any point within
range. The soapbubbles may be mildly distracting, but they cause no actual
damage. Someone who has heard of Bubbles_of_Euphoria*, but not seen them,
may mistake this spell for that one. Conversely, someone with experience
with this spell may assume Bubbles_of_Euphoria* is a varient of this one,
the first time they see it.
:Summon_Taxi
COST : 5
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.
:Tasha's_Uncontrollable_Hideous_Daughter
COST : 25
MODS : D,R
This is a special combination of illusion and summoning, creating a
creature that will have the goal of nothing more than being near to
the target being, holding them, drooling on them, kissing them and
groping them endlessly while the spell lasts (It may even appear to
try to have sexual encounters with them but such will produce NO
magical energy unlike a real such encounter). The Creature is the
ugliest female that the caster can think of, with warts, black stringy
hair that has all the softness of steel wool, a flabby trunk but great
powerful arms and legs (Hardiness 30). It cannot be harmed by non-magical
weapons, and has HTK 30 vs magical ones. Duration is absolutely necessary
with this spell, but TARGETS is not usable with it.
Additional ranks add +10 HTK and +5 HARDiness to the creature.
: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.
:Tea_Time
COST : 15
MODS : D
This causes a tray with a steaming tea pot and cups to appear in
the caster's hands. There will be one cup for each being within
a 30' radius of the caster, plus sugar bowl, fresh lemon slices,
and cream. All of it will last until the tea has all been drank or
the the duration ends whatever comes first then all will vanish
except that which was consumed.
:Teleport_Object
COST : 7
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_Others
COST : 25
MODS : R
Allows the caster to move 1 being per rank of the spell to any locale
that the caster chooses that has been visited and memorized by the
caster. Range is used simply for range to the beings being teleported.
Duration and Targets are unused options with this spell. Unwilling
targets get a save vs INT and mind shielded targets cannot be teleported
against their will.
:Teleport_Self
COST : 20
MODS : N
Moves the caster and upto 100 lbs of gear etc to any locale that the
caster chooses that has been visited and memorized by the caster.
Additional Ranks add 100 lbs to the capacity.
:Tie
COST : 1
MODS : R
This spell will magically cause the object targeted (which must be of
a thread/string/rope/cable like nature) to tightly knot itself to either
its other end or the end of a similar object within 1' of it. This spell
can be cast in a single round due to its nature.
: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.
:Treacherous_Tripwire
COST : 5
MODS : D
One wire (up to 10' long) can be stretched across a hall, or such. The
wire becomes camouflaged -- undetectable w/o find traps. The first
creature to attempt to pass must save vs. Prowness or be caught when the
wire springs free. The magical wire will twine tightly about the ankles
of its victim, tripping him. If the victim saves then the trap remains
set until triggered or until its duration expires.
It must then be tediously untangled (or sawed loose) which will take at
least 3-6 rounds under ideal conditions. If hacked loose in combat, it
will take 3 rounds.
Once untangled/broken the wire will fade away into nothingness.
:Trigger
COST : 10
MODS : R
This spell is cast at a being or at an item that contains charges
(such as a wand). In the case of the wand it instantly causes the
wand to randomly set off one of its charge affects. If cast on a
being they get a save vs INT or they randomly set off a HUNG spell
at a random target in the vacinity. If cast on someone or something
without HUNG spells or stored spells then the spell produces no
effect.
:Umbrella_Of_Carnack
COST : 12
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.
:Umbrella_Of_Quil
COST : 1
MODS : D,R,T
This spell produces identical affects as the umbrella of Carnack in
appearance and form, but is actually an illusionary umbrella, with no
substance or protective value, save in fooling mages who mistake it for
the Umbrella of Carnack!
:Unplug
COST : 1
MODS : R
This spell, mostly known as a Discordian Effect, will cause all
electronic devices that have plugs (including electrical outlet
connections, Speaker wire connections and computer cable connections)
to suddenly and subtley become dislodged inside the radius of
effect (no saves!).
This can be real annoying, especially to Technomages and those
who depend on technology.
:Unravel
COST : 3
MODS : R
Unravel is cast upon a piece of clothing that has been woven, sewn or
knitted. It causes the clothing to begin to unravel until it falls apart
into its component parts. The process takes three rounds.
Magical clothing gets a save (50% chance of not being affected).
:Unseen_Servant
COST : 15
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 20 pounds or push or pull 40 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 10 lbs to its carrying ability,
and 1 HTK to its survival ability.
:Vacuum_Bottle
COST : 25
MODS : N
This is cast on an ordinary bottle or glass vial, upto a quart in size
at the most, which has a stopper, cork or seal of some kind. The bottle
becomes an interdimensional opening into a pocket universe. When the
bottle is opened it will suck into it any non-living matter or energy it
is pointed at, upto 20'cubed in size, and then reseals itself. It is held
in stasis until the bottle is opened again or until it is broken
(Duration has NO application in this spell). Besides a lightweight means
to carry large heavy objects for distances this spell can also be used
as a defense - if ready for it a mage might place an incoming fireball
effect into the bottle before it can explode, or utilize the bottle as a
weapon, since it will release its contents with pressure about 5' from
the opener (Filling one in the sea can produce a 1 round firehose) or it
could conceivably be used to disarm an opponent (sucking swords and
other hand weapons into the bottle if the opponent failed a save vs
Hardiness).
The item(s) to be pulled into the bottle must be within 5' of the holder.
:Ventriloquism
COST : 1
MODS : D,R
This spell enables the wizard to make his voice--or someone else's
voice--or a similar sound seem to issue from someplace else, such as
from another creature, a statue, from behind a door, down a passage,
etc. The spellcaster can speak in any language that he knows, or make
any sound he can normally make. With respect to such voices and
sounds, anyone rolling a successful saving throw vs. INTUITION with
a -5 penalty detects the ruse.
If cast in conjunction with other illusions, the GM may rule greater
penalties or disallow an independent saving throw against this spell in
consideration of its contribution to the total effect of the combined
illusion.
:Vortex_Of_Far_Travel
COST : 5
MODS : N
A black vortex appears before the caster (RANGE is Not used with this
spell) and a dismal voice asks the caster whither he/she wishes to be
brought. Upon receiving the answer it rushes the caster and then
collapses to nothingness, taking the caster with it. The vortex can
carry the caster to anywhere on the planet, in about 5 rounds of time.
It must be stated as a SPECIFIC locale. It will NOT take more than the
one caster.
Once within the vortex the caster must make a save vs INTUITION
a failure means the caster is lost forever in the void, consumed by
it and never to return. Otherwise the cast arrives in the expected
destination.
This CANNOT be cast in the prescence of a Mundane Successfully.
:Withered_Manhood
COST : 10
MODS : D,R
This spell can only be cast upon a male. It prevents the male from
gaining an errection for the duration.
:Woeful_Itch
COST : 12
MODS : D,R
A cloud of glittering motes flutter to the target, who falls into a
frenzy of scratching and tearing at their own flesh to stop the
maddening itch. Target will do 1d10 damage to themselves in the process
and drop all held items. Target will be incapacitated until the spell
ends. If the Target is submerged in water the itching will stop and
the spell will prematurely end.
:Wood_To_Rubber
COST : 15
MODS : D
This spell causes all wooden objects that touch or strike the caster
to be transformed into rubber, reducing their damage capacity to 1/4
normal if a weapon, and the effect on the weapon lasts for the duration.
It can also be cast by touch on another individual to equally protect
them. Maximum of 10 lbs/rank of effect.