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!ENCHANT.#01
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:Enchanter_Tradition
Enchanters are the masters and mistresses of magical design,
the only tradition capable of making a magical item that lasts for
many uses (Alchemists and token mages only make single use items,
and although a Taroist makes a long lasting item its unusable by
others).
Enchanter creations will not work in the hands of a mundane.
Required Skills :
Spell Analysis
One Language in either Racial or Ancient categories
Read/Write
At Least ONE (preferably several) Craft skills:
Blacksmithing
Bowyer/Fletcher
Candlemaking
Cobbling
Drawing & Painting
Familiarity : Lathe
Gemcraft
Glassblowing
Knitting
Leatherworking
Sculpting
Seamstress/Tailor
Soapmaking
Woodcarving
Suggested Skills :
Drafting, Mechanical
Magical History
Spell Analysis
Restrictions & Special Capabilities :
Cannot be token mages (since they already make something)
Cannot be Alchemists
Cannot place Mentalist or Darkovian effects into an item
-10% to succeed for each minute attempted to fast cast
Unable to cast if unable to work with hands on casting
Must MAKE the item that is to be enchanted themselves using
their craft skills!
Creating a magical device requires the appropriate spell to
be known to be placed on the item (or spells). Besides the energy
costs associated with the spell base and RANGE the caster must
imbed additional energy and experience points into the item. Items
are either ALWAYS ON or have USES PER DAY and require a command
control (CC) spell to be also cast on them at making (see below) such
as a ~Word_of_Activation*~.
For Each Spell that the item will perform the character spends
250 eps (equivalent to 1 point of magic capacity). Command Control
Spells (Marked as such in the list) do NOT cost in eps. The exception
is if the item is intended as single use non-recharging device (equiv
to a token) in which case experience expenditure is unneeded.
The maximum duration of item Usage in a USE based item costs
the same as a normal tradition's duration costs in energy to the
item maker at the time of casting. If a USE based item is turned
off then the charge has been used, even if its prematurely.
If an item is to be an always on affect (such as a bladesharp
on a dagger) then they must pay 500 eps for the finalizing of the
effect.
If an enchanter has MORE than the one tradition they CAN also
use spells of their other tradition(s) in the making of an item. (With
the exceptions noted above). They cannot put a spell from another
tradition into an item that their tradition already has though in
some form to get a cheaper cost or varient effect.
A starting Player Character enchanter can have predesigned items,
by spending a construction point per 250 eps that would have been spent
as if the item was built in play. They cannot have prepared any spells
that specifically do not use experience or which they could cast without
experience - such should be done in game time.
In an emergency an Enchanter(ess) can utilize their own Capacity
Points if they lack sufficient Experience points, in the making of an
item IN PLAY. The points ARE spent permanently and are no longer part
of the character when this is done.
The making of an item takes the Time for the physical creation,
and a casting time equal in MINUTES to all the spells being cast in
Energy, including those that are purely for Command Control. This is
much longer than a normal spellcast, obviously. There is no speeding
up of the process.
If a klutz occurs in the casting of the spells in the making of
an item then the item will have klutzed abilities. A klutz always
occurs when designing an item if the mage is interrupted, unless an
ironmind spell is active on them in some way.
:Accurate_Arrow
COST : 5
MODS : N
When cast, Accurate Arrow minorly enchants one missile weapon
(i.e. sling stone, arrow, quarrel, etc. but NOT a bullet) to
automatically hit any target normally within the range when fired.
The missile's enchantment does normal damage as it were an
unaided hit of the same nature. The enchantment instantly wears off
upon the arrival at the missile's destination. There is no saving throw
from the attack and no roll to hit made. Reverse Missiles will reflect
the arrow back at the user though.
Additional Ranks add +1 to the damage and make the missile count as
a magic weapon.
If made final with experience then the arrow will be reusable and
will not break thru normal usage (but must be retrieved).
Only castable as an always on with no activation controls.
:Animate_Object
COST : 15
MODS : D
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.
An animated object will have 3 HARD per RANK of the spell, but not more
than 1 HARD per pound of weight.
This spell cannot be used to make a dancing weapon for combat purposes.
It CAN be used with either charges or as an always on.
:Arrow_Of_Smiting
COST : 15
MODS : N
This spell is considered the most dangerous of the Arrow based spells.
Cast on a single arrow it make it capable of also acting as a critical
hit if it strikes target. The effect lasts until the arrow has been
used, thus duration is not used.
It can be used in combination with other arrow spells.
It can be only used as an always on, but CAN be used to make a
one-shot device. If Experience is used its affects will allow it to
be used over and over again, assuming it is retrieved, and it will
not break thru normal usage.
:Astral_Effectiveness
COST : 10
MODS : D
This spell is cast on a weapon so that it also exists on the astral
plane and can be used to attack astral beings, or it may be used to
attack a being on the material plane from the astral. It does its normal
damage and effects on both planes.
If experience is used it becomes an always on (no CC used) and duration
is unused.
:Bane_Weapon
COST : 10
MODS : N
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.
It can be cast on ANY non-energy based weapon, including guns, bows,
swords etc.
The damage is only for the first strike against the category, unless
experience is invested. Additional Ranks add +1 to the additional
damage inflicted. At rank 5 and up the weapon will notify the weilder
of the presence of their category target within a 60' range by
impressing on them a mental feeling of uneasiness.
Acceptable categories include:
Against One Particular Being Whoose name is known (gets another +5 base)
Against Members of One Particular Family (Gets another +3 to base)
Against Members of One Particular Religion (Gets another +3 to base)
Against One Human Race Division (ex: Caucasians, French Descendant,
Spanish Descendant etc; +1 to Base)
Amphibians (Including Meres)
Astral (including mages, spirits etc)
Avians (Including Weres)
Canines (any including Weres)
Demons (any and all varieties)
Dwarves
Elementals (any)
Elves (any, including 1/2 bloods)
FaeFolk
Felines (any including Weres)
Magical Creatures (including Mages with active spells)
Plant Life (including sentient)
Rodents (Including Weres)
Undead (Corporal & non-corporal)
Ursine (including weres)
WereCreatures (All Types)
Always On is the only control option on this spell.
:Blade_Of_Draining
COST : 25
MODS : N
Cast upon a dagger, sword or other cutting weapon, the spell makes the
weapon into a draining one. When it successfully strikes target it will
not only do its normal damage but will drain away life force from the
victim. What is drained is determined on hitting:
ROLL DRAINED
---- -------
01-05 HTK damage inflicted is lost permanently AND
is received by the wielder of the blade.
06-15 HTK damage inflicted is lost permanently.
16-29 As much magical energy as the victim had as
was inflicted in damage from the blade.
Transferred to the wielder!
30-64 As much magical energy as the victim had as
was inflicted in damage from the blade.
65-79 1 point Hardiness /RANK perm.
70-74 1 point APPEARANCE /RANK perm.
75-79 1 point Prowness /Rank perm.
80-84 1 point INT /RANK perm.
85-95 No drain but does an extra 1d10 damage
96-00 No drain and no extra damage.
The effect is only good for the first time the weapon strikes, unless
experience is used to make it permanent. Weapon is always on and cannot
use a (CC) for activating its ability .
:BladeSharp
COST : 3
MODS : N
This makes a bladed weapon +1 to Damage for its next hitting usage.
It cannot be combined with any other damage enhancing spell. Each
Additional Rank adds +1. Maximum of 10 ranks possible.
If cast with experience it can only be cast as an Always on CC.
:Broomstick_Enchantments
COST : 25
MODS : D
This spell is cast upon an ordinary broomstick and causes it to become
capable of performing several functions upon the need of the caster:
First it can animate the broom to sweep an area clean of debris
for the duration of the spell. This is its simplest function.
Second the broomstick can be ordered to act as a servant, and it
will sprout small arms with 3 fingered hands that can manipulate objects
and animate and move about fetching or carrying for the caster at any
task it is order to do. (Shades of Mickey Mouse here). This requires
Rank 3 or better to perform.
Third it can be made to levitate and to take flight, moving at a
speed twice that of a running man, while ridden (it can carry about 200
lbs total weight) and at command of the rider. This is its most complex
function. This requires rank 5 or better to perform.
If bought with experience at the enchanting the caster may choose
either always on or a (CC) option. If using a (CC) and more than one
of the above are available then they can specify a different word for
each option.
:Cleanliness
COST : 3
MODS : N
This spell is cast upon cloth, either uncut or finished clothing. It
enhances the natural properties of the cloth, making it wrinkleless,
unstained and if bought with experience, unable to become dirty or
soiled or wrinkled in any way. It dries in minutes and is in every
way superior. One piece of clothing can be affected at a time.
:Conceal_Magic_(CC)
COST : 10
MODS : 5
This is placed on any enchanted item, and will make the item
undetectable by a detect magic spell of less or equal ranks as
the rank of the conceal magic spell.
Conceal Magic will NOT block an Enchanter's Identify_Magic* spell.
:Contingency_Link_(CC)
COST : 15
MODS : N
This spell control makes the spell it is linked to NOT activate
unless the contingency stated occurs. It will work only once if
cast onto a non-experience invested spell set up. Note that a
Dispell Magic will temporarily turn off a contingency Link of
equal or lesser rank.
The events that must occur to set off the link have to be within
10'/rank and must be something that does not require additional
detection spells to activate. Thus a Contingency could be that the
spell activates when an intruder comes within range that is not
the caster, BUT that contingency would not detect an invisible,
astral or otherwise unseeable/detectable intruder that the caster
could not have detected themselves without additional spells (If
this sort of ability is wanted then the caster must include such
a detection spell in the contingency link).
Contingencies are useful to create burglar alarms, emergency healing
devices (ex: Cast Wound Heal if blood is shed within range on the
wounded party), or odd controls to prevent problems - Object_Invisibility*
set to activate ONLY when the object is being worn, so you can hang
your cloak up and know where it was until you put it on), and
the setting of traps (ex: cast hold person on an intruder within range
that is not the caster).
Multiple contingencies, one per spell, may belinked into an item.
Additionanlly a sequencing could be designed with contingencies:
Contingency One activates on an intruder within range that is not
the caster, setting off a Hold Person.
Contingency Two activates when a Hold Person is cast/triggered by
the item and itself activates a Loud Audible Glamour Alarm.
Contingency Three Activates When Contingency Two has activated its
spell and casts a disruption an intruder within range.
Contingency Four Activates and casts a Dispell Magic on all magic
items within range (its linked with a detect magic to find them)
when Contingecy Three has activated, except itself.
Thus an effective trap of stacked contingencies (though with a HIGH
energy cost!).
:Dancing_Weapon
COST : 20
MODS : D
Cast on any hand-held weapon it will cause it to move about and fight
for the caster/owner within a 30' 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.
A dancing weapon if made with experience, cannot be made 'always on'.
:Deflect
COST : 1
MODS : D
This spell is cast on a shield, and temporarily increases its bearers
chance to prevent a missile attack from reaching target by 10% per RANK.
If made with experience duration is unnecessary, instead it is bought
as always on without a (CC)
: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 as a link with one that is
activated by a (CC) and then it affects that spell, setting a timer on
the spells effect before it takes place. The Caster sets the number of
rounds before the linked effect goes off, not less than a round, and
not more than a day/rank of DELAY. Thus one may produce a time-bomb
like effect with a variety of spells and concepts. This works both
with experience and non-experience paid for items.
:Dimensional_Depth
COST : 7
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.
At Third Rank this spell becomes impossible to DISPELL before its
duration ends.
This can be cast with always on or a (CC) option.
:Electric_Arrow
COST : 3
MODS : N
This spell is cast only on an arrow or bolt, giving it a special effect
if it strikes its target. It cannot be cast in combination with ANY of
the other arrow damage modifying spells.
The arrow does normal damage PLUS 1d10 of electrical damage on striking
its target. Duration is NOT used on this spell - it lasts until the arrow
is fired and hits something (intended target or not).
Additional RANKS add +1 damage. Item must be bought as always on, not
with (CC). If bought with eps it can reused after being retrieved.
:Electric_Blade
COST : 7
MODS : N
This spell must be cast on a metal blade of some sort The blade then
acquires a flickering blue glow when active.
This increases the damage the blade will inflict on striking its
target by 5 points per rank of electrical damage. Additional ranks
do not increase the damage.
It can be made to be always on or with a (CC) option.
:Enchanter's_Mark_(CC)
COST : 15
MODS : N
When this spell is cast, the wizard is able to inscribe visibly
his/her personal rune or mark, as well as up to six additional
characters of smaller size. An enchanters mark spell enables the caster
to etch the rune upon stone, metal, or any softer substance without harm
to the material upon which the mark is begin placed.
The mark cannot be dispelled, but it can be removed by the caster or an
erase spell.
The enchanter's Mark can be used as a (CC) so that the other (CC) or
the usage of the item's powers are restricted only to the Enchanter (This
is the creators choice). Thus a Word of Activation could be restricted
as ONLY working when spoken by the enchanter.
:Everburning
COST : 1
MODS : D
This spell is cast on a log, candle or other natural (non-magical)
flame source and will allow it to burn for the duration of the spell
(after being lit) without consuming any of its material components
in the process until the end of the spell.
If experience is used then duration is unneeded, the item will
never burn out, but can be lit and extinguished as much as wanted.
:Explosive_Runes
COST : 25
MODS : N
By tracing these mystic runes upon a book, map, scroll, wall etc the
caster prevents unauthorized reading of such.
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.
Explosive runes last until triggered. The object they are written
on will be destroyed in the explosion. They act as if a grenade area
affect with a 10' + 10/rank radius.
A functional variation that is allowed is one where the casting mage
adds a (CC) option to the runes, so that if the mage reads them aloud
(A word of activation) they trigger but will not harm the mage, and
will destroy/damage the item they are written on and things in the
radius. This is occasionally used as a means of demolition.
Additional RANKS add +1d10 to the damage the spell does.
If experience is used the item will not be destroyed and the runes
will explode with damage each time they are activated!
:Flame_Blade
COST : 10
MODS : D
This is cast upon a blade, so that whenever it strikes a target, after
its initial damage, it does additionally 1d10 points of damage, +1
for each rank after the first to the target it strikes, from magical
fiery flames.
Buying this always on is not functional because you cannot put the
blade down on any surface without harming it, thus is is only bought
with a (CC) option and duration.
:Flaming_Arrow
COST : 7
MODS : N
This spell is cast only on an arrow or bolt, duration is NOT used in the
casting as the effect doesn't occur until the arrow is launched and then
strikes a target. The arrow on striking does 1d10 additional fire damage
over its original to the target. Additional RANKS adds +1 to the damage
it does. Leather and Magical armour protects against the fire damage,
normal metal armour does not. Shield Usage against it does apply.
Flaming arrows cannot be bought with Experience or (CC) options.
:Fly_on_the_Wall
COST : 12
MODS : D
This spell creates a spying device out of an ordinary flying insect.
Upon casting the spell upon an insect, living or dead, the spell grants
the abilities of limited clairaudience and clairvoyance, centered on
the insect. The mage, while concentrating on the insect, can hear any
noise within 30' of the insect.
If concentration is broken before the end of the spell duration, the
fly drops to the ground, and there is a 75% chance that, if the mage
resumes concentration, it will be too damaged to fly again, although
the clairaudience and clairvoyance will still work for the remainder of
the duration. If the fly takes any damage during the spell, such as
being swatted or stepped on, the insect will no longer fly, but,
provided that at least half of the fly remains, the clairaudience and
clairvoyance will still work.
There is no maximum range from the caster that the insect can be
from the caster and the caster still in control of the insect.
If experience is used then the fly cannot be damaged thru falling
when concentration is removed, nor will it decay or otherwise be
damaged thru normal use (but it has only 1 HTK per rank of the caster
and can be destroyed). No (cc) is used, the caster may tune into
the item at any time.
:Fortify_Armour
COST : 5
MODS : D
This spell is cast on armour or clothing to enhance its ability to
absorb and withstand damage from physical attacks. It can ONLY be
cast once on each item - when it expires in duration the item itself
will decay into dust. It adds 2 Absorption/rank and that times 10 in
structural damage capacity. Additional ranks increase the SDC by
another 10 (at rank 3 its SDC = Roll * 30). Fortified Armour
cannot be dispelled.
If cast with eps no duration is needed, the effect will last until
the enhanced item is destroyed. No (CC) is needed.
:Goblin_Servant
COST : 15
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 activator 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.
The spell can be done with a (CC), and if experience is used on
a casting then the tooth will remain after the goblin becomes dust.
:Identify_Magic
COST : 20
MODS : N
When an identify spell is cast, magical items subsequently touched by
the mage can be identified. When the spell is cast, each item must be
handled in turn by the enchanter. Any consequences of this handling
fall fully upon the mage is allowed any applicable saving throw.
The caster WILL learn everything there is about the item, its
makeup, spells and history, with no chance of failure if the spell was
cast correctly. They will even get the Activation words associated with
it if any.
Unlike the other spells of the Enchanter, this one is not used in
the creation of magical items.
With a successful spell analysis skill usage the Enchanter can from
this spell, know exactly what to do to reproduce the item step by step,
even if they do not know the component spells (note though that they
cannot break it down into the components to learn them) and can
reproduce the item if they make NO changes to the composition. If they
know all the spells involved then they do not need this option.
:Invisible_Item
COST : 25
MODS : D
Subject object becomes invisible to normal sight thru this spell.
the object still has form and substance, it just can't be seen for
the duration. A (CC) can be used on the item as well as an always
on option. If experience is used the usual rules apply.
This can be used to make a Cloak of Invisibility, or a Sheet of
such (but not a ring, since the ring and not the wearer would be
what became invisible). If something like a cloak it grants a +50%
to Defensive PROW against attacks.
:Lighten
COST : 3
MODS : D
Only castable on non-living targets, this spell reduces their weight
by 90% without reducing their structural capacities or capabilities.
It is often cast on Armour to make it more flexible (If so cast it
will negate all but one of the losses of Prowness from the armour).
When the duration runs out the item returns to its normal weight.
Upto 500lbs of original weight per RANK can be affected.
:Luggage
COST : 5
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 (CC) (or anyone else who knows the word and is in
the area) so that it will appear within a few feet of its caller 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.
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.
When Duration ends the Item returns to the material plane. If the
item is built with eps then duration is not needed.
:Mage_Key
COST : 5
MODS : N
This spell is cast upon a key carved from wax, wood, soap or similar
carvable substance. The key can be used to open ANY lock, sealed door,
magically closed container etc with a command word from the caster, when
the key is touched to it. The key is used up in the usage, unless
multiple ranks are used with it (gets 1 additional use per rank).
If experience is used then the key always works and is never used
up in usage. No (CC) is used with this spell.
:Mage_Road
COST : 35
MODS : N
This spell can ONLY be cast upon an existing road or path and will affect
1 mile per rank of the caster OR until the end of the path, whichever
comes first.
It magically paves the road and will keep it clear of plant life that
might otherwise grow upon it. It will also set up a field along the
road, extending about 10' to either side of the roads boundary, which
will drive away non-sentient creatures unless they are brought to the
road by a sentient.
The road will not be affected by weather, and any precipitation upon
it will run off to the sides magically (Snow melts and runs off instantly,
rain just runs off etc). The road will allow travelers on Horse or wagon
type vehicles to move three times their normal distance upon its surface.
The road cannot be dispelled and it is immune to most magical attack
forms (Fire, electricity, acid, and Polymorphs like PIT* ).
This spell can ONLY be cast with experience, and must be an always on.
:Magic_Mouth
COST : 3
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.
:Magical_Repair
COST : 10
MODS : N
This spell mends any magical item, such as a weapon or armour, that has
become broken and is still mostly intact (it won't reform ashes or dust
back into an item) and rebind the spells and energies that were still
found within it.
Unlike most Enchanter spells, no experience is spent in this spell,
nor is it combined with other spells.
:Mason's_Words_Of_Preservation
COST : 25
MODS : N
This is a complex spell that is used upon a building to preserve and
protect it over along period of time. It reduces all damaging spell
effects cast upon the building (such as fireballs etc) so that only
1 point per 10 points inflicted will affect the building. It prevents
All wear and damage from natural weather and wear. It also gives the
building complete protection from the Mason's_Word_Of_Unmaking* and
from dispells being cast upon it in any way. The building cannot be
harmed by natural fire, and takes only 25% of the damage inflicted
by siege engines, earthquakes and the like.
The walls of the building cannot be climbed, even with a Spider_Climb*
spell, and it is kept magically clean throughout the lasting of the
protection. Spells that affect directly the building integrity (Stone
to Sand, Pit etc) fail to function upon its surfaces, as do Warp_Wood*
and other distorting effects.
If experience is not used then the effect lasts for one month/rank.
If experience is used it is an always on effect and permanent.
:Message_Scroll_Tubes
COST : 25
This spell is cast on a pair of scroll tubes. It links the two tubes
so that anything placed in one will instantly and perfectly teleport
to the other one, and vice versa, allowing private communication
between the holders of the two tubes for scrolls and small items.
It works across planes if necessary.
The scrolls work but once, unless experience is put on them in the
casting, in which case they will always work.
:Octarine_Armour
COST : 20
MODS : D
This spell allows the caster to protect an item (and its wearer if
the item is clothing/jewelry etc) from the direct spell castings of a
particular tradition of magic for the duration, giving a +10% per RANK
of addition to saving throws against that kind of magic. Only 1 trad can
be protected from at a time and only one casting of Octarine Armour can
be on an item at a time.
Maximum of 3 RANKS possible. It fails to help against token mages,
enchantment and Trump Mages. If Eps are used the item becomes always
on instead of charged and no (CC) is used.
:Password_(CC)
COST : 3
MODS : D
This is the reverse of a Word_Of_Activation*, as it is used on an
always on device, turning off its ability for the duration if the
password is spoken. OR it can be placed on an item with normal
charges etc and will deactivate the item and prevent the Word of
Activation from working for the duration after the Password has been
spoken.
The password must be spoken within 10'/rank.
:Protective_Cloak
COST : 15
MODS : D
This is cast on a cloak or coat. The effects will exist for the duration
(always on) unless dispelled, but can be removed at will.
The Cloak is as light as lace, but actually gives warmth from cold -
protecting from cold based attacks, absorbing up to 10 points of each
such attack (with no limit on how many it can sustain). It will also
protect against fire based attacks (magical and non) equally.
The cloak also acts as a defense against all DRAINING Spells and Powers
while worn and will act as a permanent Feather-fall while worn. The cloak
can be destroyed if struck by an electrical based attack or an acid based
one before its duration ends. It offers NO protection from normal weapons,
unless fire or cold based.
If eps are used then the cloak or coat is not affected by electrical
attacks (but the wearer would be) and duration is unnecessary.
:Quick_Draw
COST : 3
MODS : N
Primarily cast on a weapon (And ALWAYS on a non-living thing) this spell
will enable the caster or the person the spell is being cast for, to
instantly have said weapon in their hand when it is needed, if the item
is within 100 feet/rank of the caster/person. Normally a (CC) is used
with this and it works once. If eps are used then you do not have to
buy charges of quick Draw - it will always work when the (CC) occurs.
:Sepia_Snake_Sigil
COST : 30
MODS : D
This sigil must be inscribed upon a book or scroll or similar surface.
On being read or touched it activates forming a cobra-like apparition
that will attack its reader (unless such is its caster) who must save
vs Prowness or be hit. On being hit it places the target into a
shimmering amber field of force that holds them in suspended animation
for the duration put into the spell. If it misses the target it will try
to strike any who come near it for 3 rounds afterwards and if not scoring
a hit will fade away.
The amber force field can be dispelled or it can be shut down by usage of
the proper word of command. This spell is usually used to protect private
books and papers.
If eps are used then the sigil will activate each time its read or
touched (or if a (CC) is used each time that is used). It does NOT
make the resulting amber force field last longer than the duration.
:Spike_Stones
COST : 15
MODS : R
This spell transforms 1d10/rank ordinary rocks of baseball size or smaller
into dangerous traps that activate when stepped on. DURATION is not used
with this spell. Each of the affected stones will, when a weight of 20
lbs or greater presses upon them, have nasty spikes protrude from their
surface like caltrops of a larger size. These will do 2d10 damage each
when stepped on. The spikes are stone in nature, extensions of the rock,
and remain outward after being sprung. They cannot be reused.
Experience and (CC)s are not used with this spell.
:Spirit_Bind
COST : 30
MODS : N
This spell is used to bind a spirit/astral sentience into a magic item
(the item MUST use EPS in construction, including for this spell). This
is how one develops a device with sentience and intelligence. A spirit
bound to an item MUST obey the commands of the user/activator of the
item, to the letter, if it is possible. If the spirit is that of a mage
then the knowledge and power of that mage is bound into the item, placing
their INT and MA and MC into it. A spirit so bound is trapped within the
item until it is destroyed. The Spirit can communicate telepathically
with anyone touching the item (more if they have a telepath spell etc).
Spirits so bound get 1 point of recharge per hour, no other recharge
systems work while bound inside a device. They may cast spells with the
normal restrictions for their tradition (thus a token spirit trapped
cannot cast!) but only at the will of the owner/weilder/maker.
A spirit MUST be present at the casting of this to work. Once the
binding is started (it works in a 10'/rank area) all spirits in range
cannot leave the area of effect. The caster must have a name or other
proper identifier for the spirit to actually bind it within the item.
A spirit being bound DOES get a chance to save against the effect,
but otherwise cannot act while the binding is taking place.
It is said that occasionally an enchanter has used this spell as a
means of personal immortality, as they can bind themselves to the
device by slaying themselves at the end of the casting of the spell
instead of applying to a spirit in range (others say this was caused
by an enchanter getting killed by someone just as they tried to
complete the spell or klutzing badly on the casting).
Spirit Binding is considered unethical among occult practitioners.
:Staff_Of_Power
COST : 30
MODS : N
This ritual is used to design a personal tool for an enchanter mage.
The Staff must be made from one of the woods known for their power :
Rowanwood, Oak, Ash or Willow. It must be carved by the mage themselves
before the casting. When complete the staff is a permanent device,
without duration, that only can be used by the ritualist themselves.
Imbedded at the top of it must be a gemstone of at least 3 k. size,
Amethyst, Sapphire, Opal, Topaz, or Emerald (thus a cost of $300 to
$3000 in materials) and requires the usage of 5,000 eps. This spell
cannot be bought at starting point by a player character.
The staff will protect the bearer from the spells of others,
and not, giving the mage a +25% save vs spells cast at them directly,
except those of a magical device or religious basis (thus fails vs
Charismatic, Voodon, Shamans, Discordians, Wiccans). If they
save against the spell then the staff will ABSORB its power, taking
1/2 of its original casted energy into it and storing it for the Mage
to use later as part of their own rituals. The staff can retain up to
100 energy points per Karat of the stone set upon its tip.
Once the staff is full, or has absorbed its quota, it will not act as
an aid in saving against spells cast at the owner. The staffs energy must
be released as part of the casting of a spell, or can be released on
a hit by the weilder in combat against someone with the staff - in the
case of such a hit only 10 points can be discharged per hit and the
points do a +10 to the damage of the attack, of pure magical energy
(magic resistance of a target hit will prevent damage from the energy,
but there is otherwise no save from the added damage). The staff itself
does 1d10+4 damage otherwise.
A Mage Staff can be damaged thru mundane means, such as a fireball,
an axe chop etc, but gets a saving throw against such equal to its
creators HARDINESS to prevent being destroyed. If its owner does there
is a 75% chance of it being destroyed in the process thru its linkage.
A mage can ALWAYS feel the presence of their staff within a 5 mile
radius, and can call it to their hands at will by a mental command
if within a 1 mile radius. A mage cannot have more than one staff
existing at a time, but if they choose to disconnect their linkage with
a lost staff to build a new one then they may NEVER relink themselves
to the lost staff.
A staff that has been disconnected from its original owner by choice or
death can be used by others defensively, but they must learn the words
of control for to release the energy within it or to bind themselves
to it thru an identify spell of some sort.
No other spells or bindings can be placed upon an Enchanters Staff
by the enchanter.
:Umbrella_Of_Enchantment
COST : 10
MODS : D
This spell is cast on an umbrella. The umbrella will prevent any RAIN
based spell from affecting the caster while open, and also any falling
object more than 1 lbs in weight will bounce off it (unlike a normal
mundane umbrella). Thus things like a falling Wall of Ice would fail to
harm the possessor of the Umbrella, or even an opponent jumping from a
height above to attack.
If cast with experience then no (CC) is used and the umbrella will
protect whenever it is open over the weilder as always on.
:Vacuum_Bottle
COST : 30
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 5'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.
Experience is not used with this spell.
:Vorpal_Blade
COST : 35
MODS : N
This is cast on any bladed weapon and enhances its ability to cut thru
most substances. It causes any successful hit on a limb or Neck to
remove said part - the damage MUST penetrate armour etc to produce this
effect. A vorpal blade will cut thru flesh, metal, light stone, cloth and
paper equally BUT cannot cut thru Lead or Gold or heavier metals.
It works but for the one damage attack, and cannot be combined with
other damage enhancing or modifying weapon spells on the blade.
If eps are used then the blade is ALWAYS ON, and cannot be sheathed
easily (a lead lined sheath may be needed).
:Word_Of_Activation_(CC)
COST : 3
MODS : N
This assigns a single word to the setting off of a spell charge from
a created item. If multiple spells are possible by an item, a seperate
word could be placed on the activation of each one.
The word must be said within 10'/rank in order for the device to
activate, but can be spoken by anyone within that range to activate it.
This is a Command Control (CC) spell which means that no experience
is spent in linking it into the construction of an item.
:Words_Of_Activation_(CC)
COST : 10
MODS : N
This works the same way and with the same restrictions of a simple
Word_Of_Activation* Spell, except that a series of words (two plus upto
one per rank of casting this) is used to activate the spell charge in
the item. All the rest applies the same, including the 10'/rank range,
and the lack of experience cost.