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!DRACON.#01
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:Draconian_tradition_Mage
The draconian tradition represents several different concepts of
magic applied in a primarily negative fashion. Draconian mages are
primarily interested in power over others, not themselves or their
environment. Their magics often have a price and the price is often
the demise of the ethics and humanity of the caster over a period of
time.
Draconians are secretive, they do not advertise their existance,
and they will hide behind another tradition or even deny their own
involvement in magic entire. They have no true sense of community.
Rumor has it that Transylvania University in Knoxville, Kentucky
is a training grounds for members of the Draconian system, but so
far the rest of the magical community has been unable to substantiate
this due to the hostile nature of Draconinans in general.
REQUIRED SKILLS :
Knives & Daggers
Spell Analysis
SUGGESTED SKILLS :
Alertness
Butchering
Escape Artistry
HTH Combat
Meditation
Psychology
RESTRICTIONS & ADVANTAGES:
+10% to Cast at Night
+10% to Cast on any target that fears them
+10% to Cast against Sentients when using Hand
gestures & vocal presentation.
Gets a recharge equal to their Magical Aptitude each time they
kill someone by a non-magical means (Sacrifice)
-20% to Cast on Anyone Else's Holy Ground
Restricted from MANY traditions by those traditions
Cannot be : Bardic, Blood Mage, Darkovian, Druidic,
Mentalist, Shadow Master, Shaman (ANY), Taoist, Voodon
or Wiccan.
Gets a Roll on the Insanity table at Start from being initiated
in this form of magic. An additional roll is made for each
Educational Rank in Spellcasting gained (thus a rank 10,
teacher level, Draconian would have 10 rolls!)
:Acid_Hands
COST : 5
MODS : D
This spell causes the casters hands to excrete a corrosive acid as sweat
for the duration bought, which on any touch does 2d10 of damage.
Additional RANKS add + 1 to the Damage inflicted.
:Affect_Normal_Fires
COST : 1
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.
:Aluap's_Curse
COST : 10
MODS : D,R
Cast on a Target being, ALL magic items used by that person will be
unable to function magically for the duration of the spell. The Target
being DOES get a saving throw vs INTUITION to avoid the effect at its
casting. Even magic swords will not get their pluses etc for the whole
duration.
: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 : 5
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 5 foot cube/rank, 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 energy
effect also works on the borrowing of HTK from the apprentice, so
that the mage can transfer their own wounds to their apprentice(s)
in a conflict at 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.
:Armour
COST : 7
MODS : D,R,T
This gives the target temporary invisible and intangible magical
armour against all normal attacks that absorbs 3 points of damage
per rank upto a maximum of 10 RANKS can be bought, for the duration.
Unlike normal armour, the armour spell cannot be reduced with wear,
has no encumbrance affects upon Prowness and it can be worn with
other forms of Non-Metal armour (Wearing metal armour will negate
the armour spell).
:Association
COST : 1
MODS : N
When casting this spell, the forensic wizard must brings two surfaces
into contact with one another. Possibilities include the surface of a
jewel and that of a safe, or the surface of an arrow and that of a
bow. If the two surfaces were ever before adjacent, the spell so
indicates, and if the surfaces were ever directly connected as a single
item, an even stronger reading results. This is often used in the
determination of guilt in a crime.
Additional RANGE or DURATION are not useful with this spell.
: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.
:Bane_Weapon
COST : 1
MODS : D
This spell is cast upon a weapon. It adds 3 points to the damage the
weapon will do when hitting a particular category of being or creature.
Acceptable categories include:
Demon kind Canines (including Wolfen)
Dragon kind Felines (including shapeshifted)
Dwarves Magical Creatures (including mages)
Elementals Gods (and goddesses)
Elves (including 1/2 bloods) Amphibians
FaeFolk (all!) Fire based Creatures
Gnomes Cold based Creatures
Goblins
Humans (including 1/2 bloods)
Orcs
Plant life (including Ents)
Shapeshifters
Stone (including Trolls/Golems)
Undead
Additional Ranks add +1 to the additional damage inflicted.
: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.
:Beauty
COST : 3
MODS : D,R
This spell is cast upon a being of sentience only. It enhanced their
Appearance magically for the duration by 10 points. It is often used
by Female Mages to enhance their natural 'talents'.
Unlike 'Friends' it does NOT directly influence others and thus has
no detrimental effects, or concepts of deception.
Additional RANKS add 1 to the gained points.
:Black_Tornado
COST : 15
MODS : D,R
In some ways related to the Whirligig spell, this creates an unnatural
Tornado to encompass a single target being, spinning them around violently
in a circle, making them nauseous and impeding all senses.
It does NOT lift or move the target from the locale.
The Tornado adds some unusual effects though - it inflicts a necromantic
drain on the being, causing them to lose 1d10 Energy points (if they have
any as a mage) and once out of energy begins to drain HTK.
Attacks against the Tornado, except a dispell magic type, will fail
to affect it as it has no material substance, merely energy. No attacks
can be made on the victim of the spell while they are within the
tornado.
:Bloat
COST : 5
MODS : D,R
This causes a single target being (multiple NOT possible) to
swell up to nearly twice their normal size from a horrendous magical
bloating of their body, reducing Prowness to 1/2 Normal, for the
duration of the spell, and affecting ALL Prowness based skills.
Target DOES get an INT saving throw.
:Block_Teleport
COST : 5
MODS : D
This spell prevents anyone from teleporting into or out of the area of
effect while the spell is in effect. It will not effect homing teleport
spells (e. g. word of recall). It will also not effect gates.
It covers an area of 100 Cubic Feet per RANK of the spell.
:Bloodfire
COST : 5
MODS : D,R
This spell engulfs a creature with blue fire that burns for 1d10 damage
per round. The flames do not ignite flammable objects, they just hurt
living creatures. Additional RANKS cannot be bought on this spell,
nor additional TARGETS. Target DOES get a magic saving throw. Dispell
Magic will negate this effect, as will a non-combustion Field.
:Bone_Breaker
COST : 5
MODS : R
This is cast on a single target being and will break a particular bone
in their body (roll):
01-15 Left leg
16-30 Right Leg
31-50 Right Arm
51-70 Left Arm
71-00 Rib (-10% all skills while broken)
Broken limbs are not usable. Broken ribs only restrict action. Lasts until
healed/repaired. Duration is NOT bought on this spell. 1d10 of damage is
done in the process to the target.
:Brain_Drain
COST : 25
MODS : N
This is cast on the brain of a corpse whoose braincase is intact
(the rest of the body doesn't matter) and which died recently.
It will cause the remains of the brain to rupture from within,
leaving but mush, but in the process the caster draws knowledge
and power from the corpse. They roll on the following Table,
adding one to the roll for each HOUR since the body died. Each
additional rank minus's five to their rolls on the table, so that
bodied dead for longer and longer periods of time can be
drained. Fails if the body was unoccupied when deceased (ex:
the body of an Astralist who didn't return before bodies' death).
90-00+ Nothing at all is gained!
80-89 Memories of the last minute of death
are viewed.
70-79 Above, but memories of last hour of
life are received in full senses.
60-69 Above plus gets 1 point of the
deceased's MC (if any).
50-59 Above, but memories of last day of
life are received in full and
1 point of MC and MA (if any).
26-49 Above, but memories of last week
of life are received in full and
1 point/rank of spell of MA, MC and
INT (if any, upto their max only).
06-25 Above memories of last week of life,
and 2 point/rank of spell of MA, MC & INT.
02-05 Above plus also instantly learns all
their non-leveled skills in full!
01 or less Above, plus also 1 rank in any skills
the brain had that the caster doesn't OR
if both were of the same tradition, the
caster learns any spells the brain had
that they didn't instead!
:Burning_Hands
COST : 5
MODS : D,R
When the wizard casts this spell, a jet of searing flame shoots from
his fingertips. His hands must be held so as to send forth a fan-like
sheet of flames: the wizard's thumbs must touch each other and fingers
must be spread. The burning hands send out flame jets of 5 foot length
in a horizontal arc of about 120 degrees in front of the wizard. Any
creature in the area of the flames suffers 1d10+3 hit points of damage,
Beings in range must make a roll vs Prowness to avoid the damage.
Flammable material touched by the fire burn (e.g., cloth, paper,
parchment, thin wood, etc.). Such materials can be extinguished in the
next round if no other action is taken. Additional RANKS add +1 to
damage done. RANGE is added to the base 5' length of the flames.
The TARGETS option is not used since this is AREA based.
:Change_Self
COST : 1
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.
:Charm_Undead
COST : 5
MODS : D,R,T
This spell will automatically CHARM any normal form of Undead (Zombie,
Spectre, Wraith, Skeleton etc) and place it under the casters control
for the duration - It reverts to original controller when spell ends.
It can also work on intelligent undead, like Ghosts and even Vampires,
But they get their Intuition to defend with at casting and will not
do anything FATAL to themselves while under orders knowingly (you can't
for instance order a Vampire to run themselves thru on a stake, but
could order them not to bite you and your companions). Note a Vampire
or Ghost who has been Charmed and is released is likely to look for
revenge....
:Choking_Grasp
COST : 15
MODS : D,R
This causes a pair of ghostly skeletal hands to appear around the throat
of the target. The target must be human, demihuman or humanoid. The hands
will choke and strangle the affected victim for the duration of the spell;
each round the victim suffers 1d10 +4 (+1/RANK) of damage from the hands.
The victim gets a save vs HARD each round, and if successful takes NO
damage. The Magic ARMOR spell will work to absorb the damage, but regular
physical armor will not. Dispell can end the effect. There is NO save at
the original casting.
If the victim is a mage and tries to cast there is a -10% chance to do
so because of the distraction from the hands. If they need to speak
to cast they cannot.
The hands are ethereal in nature and cannot be affected by weapons or
spells (except dispell) on the material plane. Someone on the Ethereal
May attempt to destroy them, in which case they can take a mere 5 HTK
damage from magical attacks before fading away.
:Cloud_Kill
COST : 20
MODS : D,R
This spell generates a billowing cloud of ghastly yellowish green vapors
which is a magically toxic substance. Anyone caught in the cloud will
need to make a roll vs Hardiness or collapse and die instantly from the
poison. Because the cloud is both magical and poisonous, only creatures
who are both immune to poison and completely resistant to magic can
avoid having to save. Those who do save when encountering the cloud will
receive 2d10 damage from the cloud each rounds they are in the cloud.
The cloud will move based on prevailing winds, if any, otherwise in a
single direction chosen by the caster. it will slowly sink to the
ground, killing all plant life it encounters. It will seep down into
holes and passages in the ground, thus making it useful for
extermination of dangerous underground creatures.
If a strong wind is present it will dissipate in 1-2 rounds, otherwise
it will last till durations end.
Increased Ranks adds 1d10 to the damage done to beings who save inside
the cloud.
:Cloud_Of_Slumber
COST : 10
MODS : D,R
This spell creates a cloud of yellowish gas in 10 cubic area/rank. Any
Living creatures within the Cloud must save each round while in it or
collapse asleep for 60 rounds.
:Corpse_Visage
COST : 3
MODS : D,R
This spell transforms the caster's face or the face of any creature
touched by the caster into the horrifying visage of a rotting corpse.
The effect of this illusion is so startling that when it is viewed by
opponents, the wizard's party adds to their surprise roll.
Corpse visage does not distinguish between friend and foe, and all
who view it are subject to its effects. If the spell is cast upon an
unwilling victim, the victim is allowed defenses to avoid the effect.
If the caster casts this upon themselves and leaves it on with
duration then can be considered to have their targets afraid of them,
unless they can see thru the illusion or are a Draconian themselves,
and get the casting pluses for their fear....
:Crushing_Hands
COST : 15
MODS : D,R
This spell creates a HUGE disembodied hand that attempts to crush the
target. It needs NO roll to hit, but the victim gets a HARD save each
round to avoid taking ANY damage that round. Two successful saves in a
row frees them from the grasp of the hand. The hand does 1d10+5 damage
each round it is successful, and metal armour gives NO assistance
against the damage.
Each additional RANK of the spell adds 1d10 to the damage occuring. The
hand is NOT affective against non-corpreal forms. It cannot be seen or
in any way affect mundanes.
:Curse_Of_Senility
COST : 10
MODS : D,R
This spell will ONLY work on a mage. The Target must save vs magic
or will suffer SENILITY for the duration. While under the effect of this
the Mage must make a saving throw VS INTUITION every time they wish to
cast a spell - a failed throw means they cannot remember the spell AND
must spend the rest of that round in puzzlement over their memory loss.
The effect does NOT apply to HUNG spells.
:Death_Armour
COST : 3
MODS : D
While this spell is in effect, any creature who touches the caster with
exposed flesh (to cast a spell, for example) will suffer 1d10 points of
damage. The spell will not protect the mage from damage, nor
does it have any effect on an armed opponent, but it will affect
undead, and adds one point to damage inflicted with his bare hands.
Each additional rank adds +1 to the damage rolled. It cannot be
used with any other armour spell.
:Death_Vision
COST : 15
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 definate 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 Competant and Mind SHielded persons will be unaffected by the
spells effects.
:Demon_Summons
COST : 25
MODS : N
This spell enables the caster to summon a classic demon of Christian
mythology, forging it in actuallity from the dark recesses of the
caster's thoughts and those of the minds of the Christians Aklal.
It does NOT always grant any form of control of the demon, merely
brings it into the material world where the caster is, but the demon
WILL know who brought it in.
Demon's Sex: 01-50 Male (with pitchfork & All)
51-75 Neuter (something very horrific looking!)
76-00 Female (either very seductive 01-75 or
dominatrix type 76-00)
If the demon is male and the caster female add +5 to their roll that
follows. If the demon if Female and Seductive add +20 to the roll on
the table that follows. If the Demon is Female and Dominatrix add
+10 to the roll on the table that follows.
Note that a summoned demon can only stay in physical form for a
maximum of a day (24 hours).
After such has occurred the demon's reaction to the Character will be
based on a percentile roll. Add the players Appearance to the roll and
consult the following :
0 to 25 : The Demon Attacks the summoner in anger, and
will vanish when the summoner is slain.
26 to 30 : The Demon will appear and then teleport away so
it can perform some mischief elsewhere, totally
ignoring the summoner.
31 to 60 : The Demon will appear and will offer to perform
one task, then vanish after it is done.
61 to 70 : The Demon will appear and will offer to answer
any three questions for the caster than vanish
after it is done.
71 to 00 : The Demon will offer the caster a contract to
sell their body and soul to the demon for power
and glory. If they refuse the demon will
vanish. If they accept then the demon will become
the major influence in their life. If it is
male or female it will randomly appear to
have sex with the character (Roll on the demon
sex table below each time). The character will
hear and see the demon at times of stress, being
pressured by it to perform certain actions of
an offensive nature. Character gets a +10% to
successfully cast when following a suggestion
of their demon. Character will get double the
normal points earned in experience for combat
and spellcasting. They may ask advice from
their demon in times of need.
Depending on the demon they may give the caster
a 'mark of the devil' or a token of affection
or grant boons under certain circumstances.
Once in contract to a demon they can NEVER
again cast a demon summons!
101+ The demon Overwhelms the character and insists
on having sex with them. Character will get 1
round of action to resist, run etc before the
demon acts. If they do have sex with the demon
it vanishes afterwards and roll on table:
(NOTE : If the demon is neuter then REROLL)
01-25 Character Has an enjoyable time
and gains their Aptitude in energy
from the encounter, but will NOT
enjoy any sexual activity with
anything but a demon afterwards
(New and overwhelming fetish/ Mental
illness).
26-50 Character has enjoyable sex but
gains nothing from the encounter
51-60 Character has enjoyable Sex and
gains 1d10*100 experience in the
process.
61-75 Character has enjoyable sex, but
finds themselves without any spell
energy in their capacity bank after
as demon has drained them!
76-80 Character has Painful sex and takes
1d10 internal damage from the
incident (no armour or spell protects
apply).
81-90 Character has painful sex and takes
an additional roll on the insanity
table.
91-00 Character has painful sex and will
be randomly visited by the demon
for more such at random times - only
the character can perceieve demon!
Demon Stats (For Combat) :
INT = Casters
MA = Casters
PROW = Casters
APP = Casters (-10 if Neuter, +10 if female)
HARD = Casters + 10
HTK = Casters HTK + Casters MA
MC = Casters Own MC * 2
Attack Damage = 1d10 + INT((Casters MA + Casters INT)/10)
Spellcasting : Demons cast without klutzing and cast
ANY spell from the Draconian List.
They CANNOT teach spells from the list
though.
:Demon_Tailor
COST : 15
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.
:Depression
COST : 10
MODS : D,R
This inflicts upon the victim the knowledge of cynical 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_Curse
COST : 3
MODS : R
This spell will tell if a person or object is Cursed and will, with
an INTUITION roll, give the caster the details on the nature of the
curse itself. Minor Curses are specific spells that cannot be dispelled
by normal means (Dispell Magic) ;Curses are extremely powerful magic
that can last for generations, usually cast by someone in the throes
of death or extreme anger/depression.
:Detect_Gems
COST : 1
MODS : D,R
Allows the caster to detect any and all gemstones within the
Radius of Range and find their locale. It does NOT appraise the
gems or give information as to their type.
: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 : 1
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 : 1
MODS : R
This spell causes all magic on the target being/object to be shown
in that it will glow with the color of its Guildtype(s). Duration
is not needed to be purchased, and it is cast at the suspect target.
:Detect_Metal
COST : 1
MODS : D,R
The caster specifies one metal type and this spell will detect any of
such within a 50' radius.
:Detect_Nexus
COST : 3
MODS : D
A Nexus is an opening from one material reality into another.
Nexus Points are found naturally but can also be created by certain
spells. This spell works LOS for the caster only.
:Detect_Poison
COST : 2
MODS : R
With this spell, the forensic wizard can determine if a corpse has been
poisoned. One corpse can be checked each round. The wizard can
determine the means by which the poison was administered and the place
at which it entered the body, and a chance of determining the exact
poison involved equal to the caster's Intuition.
It can also be used on a living target in hope of discovering if a
cure poison may cure a condition, or can be cast on a substance to
see if it is poisonous.
:Detect_Shapechanger
COST : 5
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 : 2
MODS : D,T
Detects the presence of a soul spirit or mentality in any body or
object (enchanted swords, etc.), and whether or not the mind
controlling the body is its "native". Thus, it will not detect charming
or hypnosis but will detect possession. Only the fact of a mind is
detected, not its nature. If it is cast on a normally invisible spirit
(such as an Invisible Stalker or Unseen Servant), the caster can see
the creature as a visible force for the duration. The reverse,
Obscure Spirit, has a range of touch and conceals a single mind or
spirit from detection by this spell, and can be cast by anyone who
knows Detect Spirit.
:Detect_Undead
COST : 1
MODS : D
This spell enables the caster to detect all undead creatures out to
the range of the spell. The area of effect extends in a path 10 feet
wide and 60 feet long (plus 10 feet longer per level of the wizard), in
the direction the caster is facing. Scanning a direction requires one
round, and the caster must be motionless. While the spell indicates
direction, it does not give specific location or distance. It detects
undead through walls and obstacles but is blocked by one foot of solid
stone, one yard of wood or loose earth, or a thin coating of metal.
The spell does not indicate the type of undead detected, only that
undead are present.
:Dispel_Magic
COST : 3
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
:Dispelling_Curtain
COST : 10
MODS : D,R
This spell is used to set up a shimmering violet energy screen in a
curtain form that the caster desires (Can be a maximum of 10' x 10'
per RANK of the spell, but NO lower limit). Any creature passing thru
it will have active spells on them affected by a Dispell Magic that is
slightly more powerful than an ordinary one - this one CAN affect the
results of spell klutzs 50% of the time, and CAN shut down any Globe of
Invulnerability or Globe of Minor Invulnerability, but cannot shut off
curse affects or any spell that was at rank 5 or greater.
The Dispelling Curtain will NOT work against items, only beings.
:Dispel_Silence
COST : 2
MODS : D,R
When cast, this spell automatically dispels any magical silence within
its area of effect. Furthermore, no silence spell will have effect
within the area of effect for the duration of the spell.
Area is a 15' Globe at the target point. This can be increased by buying
more RANKS of the spell.
Stealth FAILS inside a Dispell Silence Field.
:Disruption
COST : 15
MODS : R
This is cast ONLY on a single target. The Target must be a mage. If
the Target fails a save vs Magic then they will immediately lose
ALL their HUNG spells and the energy held in them. Multiple Ranks may
be bought PURELY so that the spell can penetrate a Pentagram.
:Disrupt_Undead
COST : 7
MODS : D,R
When cast the spell strikes out with a cone from the caster out
to its maximum range at a 60 degree angle. Skeletons, Zombies, Ghouls,
and ghosts are blasted into dust instantly if within the cone. All
other undead receive 1d10 damage for each round they are within the
cone. The Caster may move the field each round additional round to
increase the area being covered by it if needed.
Additional Ranks add +1 to the damage inflicted.
:Draconian_Sanctum
COST : 25
MODS : N
This spell is cast by a mage to establish a place of power where they
can be assured of relative safety and capability to practice their art.
Once created the mage cannot create another such Sanctum while it
exists.
An inner sanctum offers MANY benefits to a mage, and should be
established in a building, grove, or sufficiently secluded locale to
assist in its magics.
Within their Sanctum a mage will be instantly alerted to ANY intrusion
into it by anyone or anything, and will know if they have come with
hostile intent. Anyone performing an attack, theft or casting against a
mage within their inner sanctum is -25% to do such, while the mage is at
+25% to perform any castings against them.
Meditation within ones own sanctum adds +2 power points per hour.
All spellcastings are at +25% to succeed (compounds with any
other modifiers to improve success). The Sanctum itself acts as an
enhancement to magic in other ways, almost a tool, so that any casting
within it costs 1/2 the normal BASE cost of the spell (not added
features) with a minimum cost of 1.
To enter an Inner Sanctum without permission of the owner must be done
as if trying to face against a sanctuary spell, that is one must save vs
magic to cross its barriers and wards. Note that a mage will ALWAYS know
if there is currently an intruder inside their sanctum, no matter the
distance to them.
Inner Sanctums cease to exist when the caster dies. The Sanctum can be a
maximum of 100 cubic yards per RANK of the spell. Spells cast from
outside into an Inner Sanctum have a 25% chance of reflecting back at
the source - EVEN in the case of ritual spells. Undead cannot cross the
barriers of a Sanctum without permission of the owner AT ALL. While
inside their Sanctum a mage is also considered +10 to their APP for
Prescence sake. Sanctums are kept magically CLEAN and an Unseen Servant
will exist within its barriers at the command of the caster at all
times.
Inner Sanctums CANNOT be dispelled thru normal means. If they are inside
a building all windows and doors will be wizard Locked to the univited
(this effect CAN be dispelled though thru normal means).
While in their sanctum a mage can add +10 to their result rolls within
the spell 'Demon Summons'.
:Dragon's_Breathe
COST : 10
MODS : D,R
This allows the caster to produce authentic Dragons fire from his/her
breathe, extending out to the range of the spell. This is a flame in
a 60 degree Arc. All within the range must make Prowness rolls to
avoid the attack, those who fail will take 3d10 of damage with NO
physical armour absorption. Those who succeed take only 1d10 of damage.
Fire Resistance and Protections DO apply!
With Duration the caster can use the breathe weapon every other round
until it expires (or the mage does). If, while using this spell, an
extinguish Fire is cast on the mage it cuts the spell short. A direct
hit on the caster while using this spell by oil will cause the caster
double normal damage.
All wood, paper, leather and cloth items carried by a being hit by
Dragonfire that didn't save will be utterly destroyed unless magical
in nature. This does not apply to those who saved and took the minimal
damage.
:Drain
COST : 10
MODS : R
This spell is only castable on a living being. The victim gets a
roll vs Magic, and if they fail they lose 1 point each of
Hardiness, Prowness and Appearance which are then added to the
casters statistics, permanently.
:Dream_Death
COST : 25
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).
:Drowning_Death
COST : 20
MODS : R
This spell is a nasty one, usable only on a single target. The target
receives a save vs INTUITION to avoid the effect. If the victim fails
their lungs suddenly become filled with water and they begin to drown.
Victim will collapse instantly unconscious. Unless some means can be
applied to remove the water within 3 rounds they are VERY dead.
Dispell Magic does NOT help.... Amphibious Ability negates the
effect.
:Dust_Devil
COST : 10
MODS : D,R
This spell summons up a dust devil, a minor air elemental creature,
to assist the caster in some way. The Dust devil will be fully obedient
under the effects of the spell, and will return to its native elemental
plane upon its completion. The dust devil can follow simple orders and
acts accordingly. It stats:
HTK 25 Combat 60% Flight Speed = 3 times speed of running man
ABS 5 Attack Damage 1d10+4
The dust devil appears to be a small whirlwind, one foot in diameter at
its base, five feet tall, and three to four feet across at the top. The
winds are sufficient to put out torches, candles, campfires and exposed
lanterns. The dust devil can hold a gas cloud or a creature in gaseous
form at bay or push it away (though it cannot damage or disperse such a
cloud). If skimming along the ground in an area of loose dust, sand,
pebbles or ash, it can pick up these particles and disperse them in a
10' diameter cloud centered in itself. The cloud obscures normal vision
and creatures caught in it will be blinded for one round after they
emerge, and its causes a need for spellcasters to save to maintain
concentration of active effects. Any creature from the elemental plane
of air can disperse the dust devil immediately. Dust devils can be hurt
by normal weapons but fired missiles will fail to strike as they will be
blown off course.
:Dust_Spray
COST : 3
MODS : R
This causes to spray out from the casters hand a stream of Fine Dust and
ashe at a target. If this is fired at a being then they get a save vs
PROW to avoid being blinded by the effect for 1d10 Rounds. It can also be
used to enhance a Dust_Devil or Similar Air Elemental, to cover a trail
with dust and ashe to avoid detection, or to dirty a persons clothes or
a surface like a floor. The dust remains after the spell ends.
:Ebon_Cloud
COST : 15
MODS : D,R
This calls into being a cloud of black vapors that are impenetrable by
light and that is NOT affected by normal or magical wind short of an
air elemental. Within the cloud visibility is zilch, and even infravision
is dampened from working. The cloud is a 10' cube per RANK of the spell
and any being within it must save each round for the following:
1) Roll to wander out of cloud (save vs INTUITION for magic)
if successful they do NOT roll for the rest!
2) Roll to avoid 3d10 of COLD BASED damage (Save vs HARDINESS)
3) Roll to Avoid Insanity (Save vs INTUITION for magic again)
[If Not saved then rolls on the Insanity tables]
4) Roll to Save vs APPearance or lose 1 APP point from chaos
effects distorting your body.
Unconscious beings must save as above, except for the insanity roll.
If a mage is within the cloud and tries to use a spell they are -25%
normal chance of success, plus another -25% if they are casting a spell
at something other than themselves or an object being held. NO spell
book may be used in the cloud and NO light based magic will work within
its confines or disrupt it from outside.
:Electric_Arc
COST : 10
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 physical armour
absorption, per rank of the spell. An Magic save DOES apply to the
target.
Magical Armour absorption spells WILL apply. Additional Ranks add
+2 Damage to the effect. Electric ARC cannot be cast at anything BUT an
individual being and cannot be cast underwater.
:Enchanted_Cauldron
COST : 20
MODS : N
This spell is considered one of the more disgusting and dangerous methods
of gaining new spells and knowledge in the mystic arts. It requires a
small iron cauldron, 2 pints human blood, a gallon of water, a teaspoon
of semen and an owls feather. Casting time is one hour and NO additional
beings can be involved beyond the caster.
A failure at casting this spell ALWAYS results in the immediate death of
the caster, without chance of resurrection or restoration. All that will
be found are some ashes left behind.
Successfully cast the spell produces RANDOM results:
01-10 Caster improves 1 rank in a spell already known
15-20 Caster learns one new random spell (Draconian).
21-30 Caster learns a typoed version of a spell from
the Draconian list (GM's Choice).
31-40 Caster Gains 1 to Aptitude (and gets a free
Capacity point in the process) at a cost of 1000
eps, even if it exceeds racial limits!
41-50 Nothing Happens
51-60 Caster Forgets a Spell they already know and cannot
learn it from ANY source ever again.
61-70 Caster Loses 1d10 HTK permanently
71-95 Caster Must roll on the insanity table
96-00 Caster is visited by a random demon
as if they had tried to summon such!
Note that the caster STILL must spend the required experience for
the spell or other changes. If they don't have enough at hand at
the casting then they will be paying towards it and nothing else
until it is paid for from their out of balance 'account'.
:Ethereal Sight
COST : 1
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!
:Explosive_Runes
COST : 5
MODS : N
By tracing these mystic runes upon a book, map, scroll, wall etc the
caster prevents unauthorized reading of such. They are normally
disguised so that they are not detected with a mere 'Detect Magic'
spell.
When read the runes detonate, delivering 1d10+5 damage to the
reader. The Mage who casts it is immune and will not trigger the
explosion. Likewise the mage may remove the runes at will.
Explosive runes last until triggered. The object they are written
on will be destroyed in the explosion.
A functional variation that is allowed is one where the casting mage
spends an extra round beyond normal in the casting, adding an extra
option to the runes, so that if the mage reads them aloud they trigger
but instead of harming the mage simply destroy/damage the item they
are written on. This is occasionally used as a means of demolition.
A NASTY usage of this variation is that used by Ebony mages only,
where they inscribe said runes on the forehead of a person in blood, and
then step away and activate them, causing severe head injury (Does
2d10+5 damage instead of the normal).
Additional RANKS add +2 to the damage the spell does.
:Extinguish_Fire
COST : 1
MODS : R
This will extinguish any fire within range radius.
:Eyes_Of_Sickness
COST : 15
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.
:Find_Familiar
COST : 5
MODS : N
This spell enables the caster to summon a familiar to act as his
aide and companion. Familiars are typically small creatures, such as
cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels,
or even mice. A creature acting as a familiar can benefit a wizard,
conveying its sensory powers to its master, conversing with him, and
serving as a guard/scout/spy as well. A wizard can have only one at a
time, and he has no control over what sort of creature answers the
summoning, if any at all come.
The creature is always magically intelligent and its bond with the
wizard confers upon it an exceptionally long life. The wizard receives
the heightened senses of the familiar, which grants the wizard a bonus
to all surprise die rolls.
The wizard has an empathic link with the familiar and can issue mental
commands at a distance of up to one mile. Note that responses from
the familiar are fairly basic--which able to communicate simple thoughts,
these are often overwhelmed by instinctual responses. Thus a ferret
spying on a band of orcs might lose its train of thought upon
sighting a mouse. Certainly its communications to its master would be
tinged with fear of the "big ones" it was spying on! The caster can see
through the familiar's eyes.
When the familiar is in physical contact with the wizard, it gets the
wizards saving throws against special attacks.
If the familiar dies, the wizard must successfully roll an immediate
Hardiness check. If the familiar is an animal type then they lose 1 HTK
in damage from the loss. If the familiar is a sentient type (ex: Quasit)
then the mage must save or loses 1d10 from Hardiness and permanently,
and even if they do save they go unconscious for 1d10 hours afterwards.
Unlike most spells, the finding of the familiar is actually a Ritual,
When the wizard decides to find a familiar, s/he must load a brass
brazier with charcoal. When this is burning well,s/he adds incense and
herbs. The spell incantation is then begun and must be continued
until the familiar comes or the casting time is finished. The GM secretly
determines all results. Note that familiars are not inherently magical,
nor does a dispell magic spell send them away,
Deliberate mistreatment, failure to feed and care for the familiar, or
continuous unreasonable demands have adverse effects on the familiars
relationship with its master. Purposely arranging the death of one's own
familiar incurs great disfavor from certain powerful entities, with dire
results.
D100 Roll Familiar * Sensory Powers
01-15 Cat, black Excellent night vision and superior hearing
16-25 Crow/Raven Excellent vision
26-30 Hawk Very superior distance vision
31-35 Owl Night vision equals human daylight vision,
superior vision
36-40 Toad Wide-angle vision
41-50 Weasel Superior hearing & very superior olfactory
51-60 Dog Night Vision, Superior olfactory
61-74 Mongoose +1 Prowness
75-93 Wolf Night Vision, Superior Olfactory
94 Doppleganger Special
95-97 Snake, constrictor Superior olfactory
98 Skunk ???
99 Baboon ???
00 bat ???
:Fire_Ball
COST : 25
MODS : R,T
This is a normal Fireball spell (the caster chooses the target
and the Fireball expands until the target is engulfed), damage is
1d10 per spell Rank Purchased. Additional Targets bought must
be adjacent to the prime target. Only Magic & Non-Metal Armour will
absorb damage from this attack.
The mechanics of the Fireball : The target(s) are surrounded by a
cloud of natural gas which is then sparked into ignition.
:Fire_Bomb
COST : 10
MODS : D
This spell is an arsonist special. Basically it creates a small
red gem (about 1 Karat), which will explode into a fireball when
it reaches the end of its duration. Until that it is inert and
perfectly safe for anyone to handle. The gem is consumed in the
explosion. The bomb does 2d10 damage (+5 damage per additional RANK)
Only Magic & Non-Metal Armour can absorb damage from the attack.
:Fire_Grenade
COST : 10
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 +2 per RANK of the spell. The initial blast area is a 5'
radius +1' per RANK of the spell. Armour does not help absorb the
damage, except the ARMOUR spell.
:Fire_Trap
COST : 5
MODS : N
This is cast on any closable item (book, box, bottle, chest, door,
backpack etc). When the container is opened by anyone EXCEPT the
caster it activates the trap, causing a 5' radius explosion of flame
that will do 1d10 Damage +1 per RANK of the Spell. The item is NOT
harmed by this explosion.
Once it has been triggered the spell ends. Until set off the spell
lies dormant and no durationmust be spent.
:Flame_Friend
COST : 10
MODS : D,R
This basically summons a small minor fire elemental which can be
commanded to guard something, create light, help in combat etc.
While the duration of the spell lasts. When the spell ends it must
return to its native plane.
The Fire Elemental has 20 HTK 20 Prowness 5 Intuition
is about a 3' sphere in size. It is unharmed by normal weapons,
gains a hardiness point for each point of damage a normal being would
receive from a fire-based normal attack. Cold and water do DOUBLE
normal damage to it. A gallon of water does 1d10 damage hitting it.
Additional Ranks adds 10 to its HTK over the base 20 and 5 to its
Prowness. It attacks for 1d10 damage + 1/rank.
:Flare
COST : 3
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 : 1
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 Magic). 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.
:Flesh_To_Stone
COST : 25
MODS : D,R
Target being gets a roll vs INTUITION and if failed is instantly turned
to stone for the duration of the spell. A stoned being is unable to
move, act or think. If damaged or destroyed in this state it will
reflect on them when they return to normal at spells end.
: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.
:Frost_Hands
COST : 7
MODS : D
This spell is causes the caster's hands to become freezing cold
(some say the cold of the grave) so that when an opponent is touched
they will do 2d10 damage.
:Goblin_Servant
COST : 10
MODS : D
This is a hybrid spell, requiring the tooth of a person to function,
as it takes the innate magic within a person's remains and exploits it.
It grows a full adult goblin from the tooth in a single round, to act
as a servant to the caster for the duration. The caster controls the
goblins actions entirely, and once the duration is over it collapses
into dust, tooth and all. No equipment is generated for the goblin in
the process of this spell, so if it is wanted as a warrior it must be
handed weapons or will fight only hand-to-hand. Its Stats are
created based upon its caster's:
INT = 1/2 of Caster's
APP = 1/2 of Caster's
PRW = 1/2 of Caster's
HRD = 1/2 of Caster's
HTK = 1/2 of Caster's
The Goblin is a magical construct. It understands the caster's
words and intents but otherwise understands nothing that it hears.
It has no emotions and will carry out its functions without complaints.
It stands 1/2 the height of the caster and will be green skinned in
color. It may have sexual organs in appearance but is non-functional.
It cannot perform any skill the caster lacks, and can only perform
skills the caster knows at 1 Education rank.
:Guardian_Demon
COST : 15
MODS : D
This spell does NOT summon a demon. It instead creates from its own
energies a creature that physically appears to be a demon of about
half-human size (about 3' tall) with bright red skin , horns and a
pointed tail. Its armed with a small trident (1d10+4 magical damage).
The caster instructs the demon to guard one being, object or location
and it will do so to the death. The Demon has 20 HTK and cannot be
harmed by non-magical weapons, except explosives. Spells cast at the
demon have a 50% chance of volleying back at their target as do all
missile weapons, with the exception of DISPELL MAGIC. The caster must
give the demon a password that when spoken will end the spell and the
demon will then fade away. TARGET and RANGE are not used with this
spell, but Duration adds are mandatory to be effective. The demon,
in combat, attacks at 100% skill with its trident. It can also throw
a minute fireball that does 2d10 normal fire damage to the target.
The demon cannot be used for anything except to guard and protect.
Additional Ranks add 5 HTK to the demon, +1 to its trident damage
and an additional +1 to the fireballs effect.
:Haunting_Sounds
COST : 1
MODS : D
The spell causes a strange haunting sound (see list that follows)
within 30' of the caster (no extended range available), like those
associated with haunted places.
List : Creak, Footfall, Groan, Moan, Rattle, Tap, Thump, Whistle.
If duration is cast with the spell then the sound will remain in the
area it is originally cast and NOT follow the caster as he/she moves
about.
:Heal_Burns
COST : 1
MODS : R,T
This spell heals 1d10 of burn damage (no DURATION addition needed).
But does not close wounds, remove infections or set bones.
Additional ranks add +1 to the effect of the heal.
: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.
:Hold_Portal
COST : 3
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.
:Hold_Undead
COST : 3
MODS : D,R
This spell paralyzes any form of undead (though Vampires and other
intelligent forms get their Intuition in resistance) for the duration
of the spell, wether they are corporeal or not. Attacking successfully
such a held Undead will negate the Hold.
:Hoops_Of_Fire
COST : 10
MODS : D,R
This surrounds a target being with a tight hoop of flame, in the
case of a humanoid binding the arms to the sides, it also does 1d10
damage on the first round (but no further damage afterwards). It can
withstand attempts to break free from it by Hardiness 20, more than that
and a save vs Hardiness will shatter the ring and dispell it. Each
additional rank of the spell adds 5 to the strength it can oppose
without a save. The hoop only lasts for the duration. Water will
extinguish the ring and dispell it. A mage with bound arms is -20% to
cast and a warrior cannot act until broken free at all! The ring cannot
be harmed by ordinary weapons.
:Human_Torch
COST : 7
MODS : D
This spell causes the caster and all his clothing to become engulfed in
flames. These flames do not harm the caster or his equipment but cause
1d10+6 points of damage to anyone within 5' and an additional 1d10 to
anyone who actually touches him. The flames themselves are only about
as hot as a torch but the surrounding area will feel like a blast
furnace.
:Hunting_Hound
COST : 3
MODS : D
This spell calls a canine creature to be a helper and boon companion to
the spell caster for the duration of the spell. The hound is magical
beast, which understands verbal commands given it of 6 words or less.
It is also capable of tracking by scent (75% accuracy), and can hunt
sufficiently well to feed the spell-caster for one day, provided there
is game extant in the caster's area, and a hunting command is given.
The hound has HTK 15 PROW 20 and its bit does 1d10+3 damage.
:Invisibility
COST : 25
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 NOT perfect invisibility, the eyes on a person will
be visible while open and may be noticed. Also 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 can be partially discovered thru infravision (instead
of 50% prowness modifier it becomes only a 25% modifier). Once turned
off the spell MUST be recast in full.
: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 : 5
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
whereupon it will notify the caster of the the Name of the original
caster.
:Last_Image
COST : 3
MODS : R
When the forensic wizard casts this spell, he sees whatever the
recipient corpse saw at the very instant of death, with the intent of
learning the identity of the murderer, or at least the location of
death.
:Little_Death
COST : 12
MODS : D,R
This spell may be cast on any living (not golem, undead, etc.) creature
native to the Prime Material plane. The victim falls paralyzed for
the duration, unable to move but conscious and with all involuntary
body functions active (breathing etc). Standard save cancels it, as
would a dispell magic of higher rank.
: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).
:Mask_Of_Death
COST : 3
MODS : R
This spell allows the caster to change a corpse or undead creature's
features to make it appear to be someone else. The caster must have a
clear mental image of how they wish the corpse to appear.
DURATION is not necessary with this spell, but RANGE may be. The effect
lasts as long as the body does....
:Mason's_Word_Of_Unmaking
COST : 20
MODS : R
This is a complex series of sounds that MUST be uttered by the caster
aloud. It is an area effect, carrying in a 50' radius of the caster per
rank (max 10 ranks). The Mason's word fails if it is interrupted. When
cast this causes all mortar to crumble into dust, all stone stacked upon
each other to unstack themselves, all bricks lying to revert to sand or
mud they were made from. This will break walls, crumble buildings and
generally destroy that which was built by a mason's hands.
:Megiddo's_Demon
COST : 7
MODS : D
This spell produces a temporary manifestation of a demonic form about
4" in size with bright red skin and little wings that enable it to
flutter around the target. Target being will be linked with the demon so
that it may assist in keeping the target alerted of ANY incoming attacks
or approaching hostiles within a 100' x 100' x 100' area, mentally
shouting and waking them (if asleep) or otherwise reporting to them the
number of intruders and present range to them in general terms. The
demon CAN also see invisible and Ethereally but not astrally or thru an
improved invisibility spell. Demon exists only for the bought duration
of the spell. If fighting an invisible creature while the Demon is
present, the normal effects of invisibility are halved in regards to
chances to hit etc. Note that this demon is purely a magical creation
and has no real sentience or resemblance to true demons. The demon
gives a +25% to all alertness rolls, but not complete awareness.
:Message_Scroll
COST : 12
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.
:Mind_Guard
COST : 5
MODS : D
This spell protects the caster or subject target being (must be
sentient) from the effects of a mental nature as well as natural
abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Deryni, Detect
Spirit, Nude Mood, Possesion, Quantum Leap, Spook, Steal Spell, and
even Taunt.
:Mind_Speech
COST : 5
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.
:Night_Sight
COST : 3
MODS : D,R,T
This allows the caster and targets to see as well at night as in day.
It does NOT help against magical darkness....
:Pentagram
COST : 20
MODS : D
The Pentagram is drawn out on the ground or floor and then it is
charged with the spell energy. This star within a circle is usually
stood in by the caster and will reduce or prevent hostile creatures
and spells from entering its confines. No Entirely magical creature
(Zombie, Ghost, Skeleton, Elemental, demon, golem, fae-folk, devil,
wraith, or spectre) can cross this boundary, while non-magical or
partially magical ones can cross at will.
Spells trying to enter it have their effect reduced one rank per
rank of the caster of the Pentagram - if the incoming spell is thus
reduced below one rank it ceases to function, else it is reduced in
strength accordingly.
The Pentagram cannot be broken or erased except by the caster or by
mundane means by a non-magical being, EXCEPT if it is struck by an
ERASE spell. Dispell Magic Does can work on a Pentagram, if of
greater rank.
: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 : 25
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. The caster CANNOT use the skills of the other being, only the
body - they can use their own skills.
:Protection_From_Spirits
COST : 5
MODS : D,R,T
This spell will protect the caster or subject target from all damage
and draining effects inflicted by a non-corporeal being, including
wraiths, ghosts, spectres, astrally projecting mages and the like
for the duration. Even spell effects used by any such creatures will
fail to work against the protected.
:Regeneration
COST : 20
MODS : D,R,T
Cast on a living being only, this causes them to heal at an accelerated
rate, getting back one lost HTK point from wounds per round until
at full (and the spell will continue to work afterwards until its
duration ends for additional wounds that might occur) normal HTK.
It will also grow back any lost body parts in the process (limbs etc).
:Remove_Curse
COST : 10
MODS : D,R
This removes ANY curse type spell on a being or item permanently.
:Remove_Fear
COST : 1
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
:Resist_Fire
COST : 5
MODS : D,R,T
This absorbs upto 100 points of damage from fire and heat that the
target would have received... then ends or ends at the end of the
duration, whichever comes first.
:See_Invisible
COST : 1
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.
:Snapping_Teeth
COST : 3
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.
: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.
:Tasha's_Uncontrollable_Hideous_Daughter
COST : 15
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 : 1
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.
: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 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.
:Word_Of_Recall
COST : 20
MODS : N
The word of recall is ONLY usable by a mage who has an Inner_Sanctum*
already set up. It takes the caster BACK to the Inner Sanctum instantly
the word is uttered. It can transport the caster and 50 lbs /RANK of
cargo/passengers with the caster back to the Sanctum instantly with a
perfect teleport.
:Wound_Closure
COST : 10
MODS : R,T
This spell closes the wounds of the recipient to prevent bleeding and
infection, incidentally curing 1d10 of hardiness damage. All of the
victim's wounds will be closed by a single casting. Further application
isn't possible to increase the healing effect.
:Zandare's_Twist
COST : 25
MODS : R
By means of this spell the caster changes the target creature,
effectively, inside out. The organs are outside the body and the skin
is inside. GM's insert your own really graphic descriptions here... The
spell caster must have a small leather pouch for the casting. At the
end of the seven segments the caster thrusts his hand into the bag and
violently pulls the bag inside out. Now the target is either painfully
turned inside out, or the caster looks like a total fool.
Creatures Larger than Human size are an additional -25% to affect.
Note that clothing, armour, etc. are in the inside also.
And that the victim will be VERY dead....