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!GYPSY.#01
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:Gypsy_Mage_Tradition
The Gypsies of the Mystic Earth are NOT to be confused with the
Gypsies of our own world, though they do bear some similarities they
are NOT the same and not insult or misrepresentation is meant to be
here in this portrayal.
The Gypsies are an ancient people, who refer to themselves as
the Romany, or simply 'the people'. Their origins are hidden in the
ancient past, but it is firmly believed by anthropologists that they
came from India long ago, merged their blood later with that of the
Elf-folk and other peoples to keep it growing and strong instead of
'watered and inbred'.
Their magic system, in turn, is rarely taught to outsiders, except
those they adopt into the blood of the people. They have no fear of
elves, Fae and lycanthropes, but have definite adversity towards the
charismatic Christians and their deceptive nature. Their Magic system
is tied within their religion in many ways.
The Gypsies do NOT teach their magics to those with an aptitude
of less than 10 or an Intuition of less than 10, for such would be
a waste.
Required Skills:
Dancing
Language : Romany
Singing
Suggested Skills:
Alertness
Animal Handling
Daggers & Knives
Direction Sense
Familiarity : Gypsy Religion
Pocket Picking
Riding, Land Based
Seamstress/Tailor
Spell Analysis
Stealth
Streetwise
Survival, Forest
Tantrics
Theatre Arts
Restrictions & Advantages:
+10% to cast if Caster is a Female of the people
-10% if unable to speak when casting
-10% if unable to move/dance when casting
+10% if casting to music
Cannot be Draconian, Voodon, Shaman, Charismatic, Technomage,
Mechamage, Druid, Wiccan, Discordian, Hermetics.
:Affect_Normal_Fires
COST : 3
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.
:Animal_Enmity
COST : 3
MODS : D,R
This spell simply causes the victim to be offensive to animals for the
duration. Horses will shy or buck, dogs will bark, bulls will
charge, birds will aim at them, etc. Note that animals with a close
association to the victim won't do anything to hurt the victim, they'll
just treat him or her like you would treat a friend who, for some
reason, smelled horrible.
:Animal_Possession
COST : 10
MODS : D,R
This spell allows a mage to possess the body of any animal intelligence
creature, and control it thusly. The Mages own body slips into a deep
sleep while inhabiting this creature mentally. The Mage controls ALL
the actions of that body and will feel ALL and see and HEAR what the
creature normally would. If the creature is harmed or killed while the
mage so controls it the mage will awake to find their body has suffered
HTK damage internally equal to that done to the creature. A mage whoose
body is slain while they are so possessing a creature becomes trapped
mentally within it.
Mages so possessing a creature can cast from the body, using their stored
pool of energy and may even gain energy thru the link in some
circumstances. The mage may severe the Possession at will, snapping
back to their own if it still exists. If a mage is trapped in a body
after the death of his own then the duration of the spell no longer will
apply.
:Animal_Tracks
COST : 1
MODS : D,R,T
This spell causes the caster to leave tracks & scents as as the animal
specified during casting. The tracks have traces of magic for 3 hours
per RANK after which they are indistinguishable from normal tracks.
:Awaken
COST : 1
MODS : R,T
This spell will wake a character (or characters) to full
alertness instantaneously. It can be set to trigger on a specific
action such as a word or action. The primary component is a horn
(which can be reused). Each being that may be awakened must be named
in the spell when cast.
:Bad_Hair_Day_Curse
COST : 5
MODS : R
Target being's hair becomes a frazzled, tangled mess that is absolutely
unmanagable for the next 24 hours. A remove Curse or using a Demon
Barber spell will end the problem only. Additional ranks add 1 day to
the effect each.
: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.
:Bigby's_Groping_Fingers
COST : 1
MODS : D,R,T
This spell allows the caster "grope" his/her target. This spell is
usually used by mischievous apprentices in bars and such... have fun!
RANGE is vital to make this spell useful!
:BladeSharp
COST : 3
MODS : D
This makes a bladed weapon +1 to Damage for the duration. It cannot be
combined with any other damage enhancing spell. Each Additional Rank
adds +1.
:Boneset
COST : 5
MODS : R,T
Cast on broken bone or multiple broken bones, this will place the
bones into proper place to begin to heal. In the process it does 1d10
of repair to the damage mending the break. It does NOT close open
wounds, cure infections or repair organ damage.
:Breeze_Call
COST : 3
MODS : D,R
Causes a swirling breeze to arise from around the person of the
caster which will blow in a set direction. It drives away gases
and minuses 5% from chances to hit by missile weapons while active.
Range is how far out from the cast that the breeze's effects will occur.
:Calm_Animals
COST : 1
MODS : D,R
This causes animals in a radius out to the range of the spell, to be
calmed and placid. This can stop a stampede, prevent an attack or simply
prevent easily startled or 'watch' animals from reacting to the
presence of the caster and/or others in the area for the duration.
This area of calm moves with the caster, and animals outside the area
will return to normal reactions.
Multiple TARGETS are not used as an option on this spell since it
is an area affect.
: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_Animal
COST : 12
MODS : R
This spell allows the caster to charm a target animal to become a
faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,
STay, Attack, Follow, Heel) but does not share a telepathic link or full
understanding of everything the caster may say. The effect is permanent
unless the caster mistreats the animal, in which case the spell ends.
:Cleanliness
COST : 5
MODS : R,T
This spell is cast upon cloth, either uncut or finished clothing. It
enhances the natural properties of the cloth, making it wrinkle-proof,
stain-proof and unable to become dirty or soiled in any way (Such will
roll or fall off). It dries in minutes and is in every way superior.
Duration is UnNecessary for this spell as its effects are permanent.
:Color_Change
COST : 1
MODS : R
Cast upon a target being or object it changes its external color
to one specified by the caster for the duration. This is primarily an
annoying spell but can also be useful in some situations. Maximum area
of affect is 10 cubic Feet per RANK. It CAN be cast upon light to
change its spectrum as well. The effects are permanent!
:Color_Spray_Swirl
COST : 10
MODS : R
Upon casting this spell, the mage causes a vivid, fan-shaped spray of
clashing colors to spring forth around their body. Creatures within the
area are affected in order of increasing distance from the mage. All
are entitled to a saving throw vs. magic. Blind or unseeing creatures
are not affected by this spell.
Creatures failing saving are affected based upon a roll:
01-25 Entranced and cannot stop watching the caster
(save each round until successful
or caster leaves sight) or take action.
26-50 Struck unconscious for 1d10 rounds.
51-75 Charmed by the Caster, cannot take action to cause
physical harm to such for next 1d10 hours
76-00 Blinded by the lights for next 1d10 rounds
:Combat_Precognition
COST : 10
MODS : D
This spell will assist the caster when fighting against opponents,
allowing the mage an advantage by being able to predict some of their
combat actions before they occur. For each RANK of the spell the caster
gets a +10% to all rolls to attack the opponents and a +10% to SAVE
against all attacks by said opponents (including an additional 10% to
their defensive PROW).
Unlike Combat Precog in other traditions this one is effective
against ANY physical combat during the duration, not just a single
opponent.
:Create_Campsite
COST : 15
MODS : N
With this spell the caster generates a squadron of tiny invisible
servants who create a campsite for the caster and his/her companions.
The caster stands in the desired area for the campsite (a 60' radius
area maximum per RANK) and the number of individuals the site is to
accommodate.
The servants clear the area of debris, set up tents if present, set
up bedrolls, start a campfire, fetch water if available, tether horses
and mules, and dig a nearby latrine. The campsite will be so skillfully
prepared as to be only noticeable 50% of the time from outside of it due
to the blending with the surrounding terrain.
The entire process takes about 10 rounds to be accomplished.
The servants use the gear available to them and any improvised gear
they can create from the working area - if no tents exist they will
create lean-to's of branches and leaves and grass if available.
These servants cannot fight for the party, deliver messages, or take
any other actions other than creating the campsite.
The spell CAN be cast in reverse easily, as a BREAK CAMP, which makes
servants to strike a campsite and repack the gear, extinguish the fire,
and return the site to its original state as much as possible.
:CrossBreed
COST : 7
MODS : D,R,T
This is an advanced variation on FERTILITY. It causes the subject
being to become cross fertile with the NEXT creature/being that it
mates with during the duration and will produce offspring from such.
It is said this spell is one of the reasons WHY there are so many
strange and mixed breeds in the world. The offspring will breed true
to its new form on a 01-50, breed true to the female parent 51-70
breed true to the male parent 71-80 or be infertile on a 81-00.
Target being, if sentient, may attempt to resist this spell.
:Curdle
COST : 1
MODS : R
This spell takes but a single round to cast unlike most others that take
a full three rounds. Curdle is cast at a spoilable liquid, such as milk,
which it then does age into expiration instantly making it useless and
often-times foul smelling or tasting.
:Cure_Disease
COST : 15
MODS : D,R,T
This will eliminate most normal and magical diseases and infections and
their symptoms from a living body. It does not cure poisons or produce
other effects. If duration is bought it acts as a protection from future
infections of any disease for the duration. It fails against Cancer
and HIV+ based diseases.
:Curse_Of_Ganjo
COST : 25
MODS : D,R,T
Cast upon any non-Gypsy mage, this causes their magic spells from
directly affecting any Gypsy/person of the blood for the duration
directly or indirectly.
:Curse_Of_Pomparj
COST : 5
MODS : D,R
This nasty spell has been the bane of many a mage. The Curse of Pomparj
is cast upon a mage who gets a save vs INT. If they fail then from that
point on thru the duration of the curse they must whenever casting a
spell successfully roll on the following Table:
ROLL RESULT
---- ------
01-25 Spell Works as intended
26-35 Spell produces a Klutz affect ANYWAY despite success!
36-95 Spell produces a TYPOED version of the spell.
96-00 Spell does nothing but wastes the energy.
:Curse_Of_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.
:Curse_Of_Tindalos
COST : 3
MODS : D,R
This is a subtle spell. It will draw dangerous attacks and encounters on
the subject so that at least one occurs every hour, summoning such
attacks constantly. Tindalos was a ganjo who was killed this way, the
first victim of the spells inventor (who has been forgotten with time),
who died not from the encounters but eventually from lack of sleep.
:Dancing_Lights
COST : 2
MODS : D,R,T
This causes 1d10 of small glowing lights to appear that resemble
candles and produce that amount of light that move as the caster
desires. The spell winks out if they are moved beyond the range.
If targeted they can be made to follow around a target being to provide
light, so long as within range. Additional Ranks add 1 additional light
to the rolled amount.
:Dancing_Weapon
COST : 10
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.
:Darkness_Field
COST : 3
MODS : D,R
This creates an area of darkness at a chosen area that is impossible for
NORMAL sight to see thru. The darkness field is 10' cube per RANK the
spell is known at. The field can be dispelled by ANY light spell cast
within its area, unless the spell is known at RANK 3 or better.
:Deadthought
COST : 10
MODS : D,R
This is essentially telepathy with a corpse, as the forensic mage
probes the brain of the deceased for specific data.
Type of Chance of
Information Finding Examples
----------- --------- --------------------
Basic 96% Name and profession
Well Known 70% Relating to current mission
Known 30% Relating to previous missions
Forgotten 2% Overheard once
:Death_Vision
COST : 10
MODS : R
This shows to the target being a scene of their own possible death
within their mind in an explicit and mentally painful way. It is not
necessarily a true vision but it will have definite reactions to them,
stunning them for 1d10 rnds if they fail to save and afterwards
needing to save again against the spell a second time or gaining an
insanity from a traumatic experience.
Fear Competent and Mind Shielded persons will be unaffected by the
spells effects.
:Delay_Spell
COST : 10
MODS : D
This is yet another form of Metamagic, spells designed only to affect
other spells. The caster casts this spell and then it affects the NEXT
spell they cast successfully, setting a timer on the spells effect
before it takes place based on the duration of the DELAY. Thus one may
produce a time-bomb like effect with a variety of spells and concepts.
:Detect_Charm
COST : 1
MODS : R
This spell will reveal whether or not a recipient is under the effect
of a charm spell.
:Detect_Curse
COST : 2
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_Fae
COST : 3
MODS : D
This allows the caster to recognize on LOS any Fae-Folks. It will also
allow the caster to see thru Fae-FOlk invisibility powers (not spells)
as if they were not there.
:Detect_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_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. 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 the radius range.
: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 : 3
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.
:Dimensional_Depth
COST : 5
MODS : D
This spell is cast on a container, a pocket, purse, sack, Pouch,
Suitcase, Chest, trunk, crate, etc. What it does is expand the interior
dimensions of the container into another pocket dimension, approximately
5'x 5' x 5' per RANK of the spell. Objects placed inside are held in
stasis, unaging, while within the container. It is a spell often used by
mages needing more space then they have available (objects within have
no weight perceivable in the outside world) or by thieves. You cannot
place a living creature or being within the space as a prolonged stay
of more than a round would result in death.
At Third Rank this spell becomes impossible to DISPELL before its
duration ends.
:Dispel_Magic
COST : 5
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
:Disruption
COST : 5
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.
:Dream_Bead_Ritual
COST : 25
MODS : N
This ritual is cast using a small bead of glass or similar substance
which takes on the properties of the intent of the spell. A Dream bead
can be used to record and replay a dream thru use of itself and other
dream based spells. Without the other spells it is used to record a
single dream which once it has done such the dream will remain within
and will be replayed for whoever sleeps with the bead upon their person
or under their pillow.
Dream beads are non-duration based magic items and are good until
destroyed or dispelled.
:Dream_Death
COST : 30
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).
A Dream Death can ALSO be cast upon a Dream Bead, making it so that
whoever utilizes the Bead will experience the effects of the spell. A
bead containing a Dream Death can be used but once as it will crumble
into dust after being used.
:Dream_Manipulation
COST : 5
MODS : D,R
This allows the caster to perform three of several functions upon the
casting, and they MUST state their intent at the casting. If cast upon a
Dream Bead it allows them to craft a new dream upon a bead (A duration
of at an hour minimum is needed to do this). If cast upon a sleeping
being it acts as an advanced version of Dream_Sharing* , where the
caster is not only able to observe the dream of the sleeper but can
manipulate the elements of it and affect the dream and the sleeper thru
it. Third they may cast the spell upon themselves before going to sleep
as a defense of Dream attack spells such as Dream_Death*.
:Dreams_Of_Chaos
COST : 20
MODS : R
This spell is cast upon someone and becomes active upon their falling
asleep. It can also function as being placed within a Dream Bead, but
will destroy the bead upon its completion.
The Dreams of Chaos are a horrific collection of images and emotion
that are afflicted upon the sleeper. The Sleeper must save upon waking
vs INT (and a Photographic Memory gets NO SAVE!) to forget the dream,
otherwise they must roll upon the Insanity tables upon waking and have
this permanent affect upon them from the dream.
:Dream_Sharing
COST : 1
MODS : D,R
This allows the mage to share the dreams of the target being, so that
they may observe all that occurs within their dream. If the mage ALSO
has a blank dream bead they can record the dream of the target being at
the same time. This spell can be cast upon the being as they go to sleep
or before they do so - but the caster will slip into slumber themselves
as soon as the target being goes into the dream state. The duration does
NOT begin until the target becomes asleep.
:Dream_Supression
COST : 7
MODS : D,R
This spell allows the caster or the subject to be free from dreams when
sleeping for the duration of the spell, including all the effects of a
Death_Dream* . The disadvantage is that they cannot gain the benefits of
dreaming also, including things such as the effects of Dream_Teacher*
spells.
:Dream_Teacher
COST : 20
MODS : R
A more advanced version of Dream Sharing or Manipulation, this spell
allows someone to teach the subject while they are asleep in a skill
they are experienced in. The subject STILL pays the experience costs of
the skill or spell, but learns it in the scope of a single dream, thus
speeding the learning process. The caster MUST have the skill to be
taught at least at teacher levels or have teaching skill, and the caster
gains NO experience by teaching the skill in this way.
Dream Teacher can ALSO be cast upon an existing Dream Bead and allows
that bead to contain the knowledge of a skill or spell to be taught to
whoever uses that bead.
:Elemental_Burst_Of_Air
COST : 1
MODS : R
This causes at the target point a sudden burst of high pressured air,
causing a concussive wave. All within 5' of the burst must save vs
INTUITION or be stunned for 1 round per RANK of the spell. It otherwise
causes no damage. Air elementals are unaffected by this spell.
:Elemental_Burst_Of_Wood
COST : 3
MODS : R
This causes a wooden object to suddenly explode in a spray of splinters,
doing 1d10 + 2 + RANK in damage to all within 5' of the object. It will
only work on objects less than 20 lbs in weight. Armour IS applied
against this non-magical damage.
:Empathic_Revenge
COST : 15
MODS : D
When the target this spell is cast upon is attacked in any way the
attacker receives back half damage (only HTK damage applies) as that
the target had received from them AFTER armour etc, as internal damage.
: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!
:Ethereal_Travel
COST : 30
MODS : R
This allows the caster and/or target being(s) to fade into the
Ethereal Plane. At Rank One the Mage can only move their own weight
plus 50 lbs into the ethereal Plane - each additional rank adds another
poundage equal to the casters weight in beings and equipment. As long
as they remain within the border ethereal all rules of such apply (see
separate file on the Ethereal Plane). DURATION is NOT used with this
spell nor TARGETS because of the ranking system. Beings being transported
against their will get a save vs INT and MUSt be within range of the
spell. (Range in this case is a radius around the caster).
:Evil_Eye_(Curse)
COST : 5
MODS : D
This is a minor curse spell, inflictable only on one Target who MUST
be able to make eye contact with the caster, within the range it is
cast at.
The evil eye affects an individuals luck, that is, it affects their
die rolls. It causes ALL misses in combat and all spell casting
failures to be considered KLUTZes with the detrimental affects of that
result. It cannot be dispelled by a normal dispell magic.
Usage of this spell in many countries is considered Evil, or bad for
business, and may be a punishable offense.
: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.
:Fertility
COST : 1
MODS : D,R
This spell will bring a subject being into peak fertility, and will
override all known herbs, magics and medicinal means to block fertility
(but not Barrier-form prophylactics) allowing conception to take place
if a mating occurs within the duration of the spell.
:Find_Animals
COST : 1
MODS : N
This spell allows the caster to state a particular kind of animal for
the spell to set him into the right direction to find and an estimated
distance to the nearest such creature at the time of casting. For
example to find a Dog, a cat or a horse are all viable. The range that
the spell can pick creatures within is a mile per RANK of the spell.
:Find_Mundane_Object
COST : 10
MODS : N
This spell will help the caster 'find' a generic mundane object that
they specify in their general vicinity. The object will be in a pocket,
sack, container, behind a nearby place or whatever and appear that it
had been there all along. Usually it requires the use of a verbal or
mental phrase like "If we only had a rope!" or "What we couldn't do with
a crowbar right now". The object has no magical properties whatsoever
(its mundane!) and doesn't vanish or fade away. The spell does limit the
item to a mundane one from the equipment list that would fit within the
general area the caster is in (no making automobiles appear out of
pockets!), and should be of a maximum of 5 lbs per rank and cost no more
than $5 per rank.
:Find_Plant
COST : 1
MODS : N
This spell allows the caster to state a particular kind of plant for
the spell to set him into the right direction to find and an estimated
distance to the nearest such creature at the time of casting. For
example to find Oak Trees, Basil, or strawberries are all viable. The
range that the spell can pick creatures within is a mile per RANK of
the spell.
:Find_Water
COST : 1
MODS : D,R
When casting this spell, to reduce costs, a tool is often used,
the diviner grasps two ends of a Y-shaped stick. The remaining end
twists around to point in the direction of the nearest source of fresh
water within the spell range. The branch can twist but twenty degrees,
and then the diviner will feel a tug in the direction of the water.
The diviner can specify a minimum amount of water to seek (greater than
the amount in a human body, for example).
:Fire_Dagger
COST : 3
MODS : N
This creates a physical dart that is thrown with the Dart throwing
weapons skill. Upon leaving the casters hand it becomes afire and
if it strikes the target does 1d10 magical fire damage to the target.
Each RANK that the spell is known at adds one to the damage done.
Non-Magical armour (except Leather) does NOT help against the attack.
A fire Dagger may be held indefinitely in the hand before throwing.
:Flash
COST : 2
MODS : D,R,T
Victims failing their saving throw are blinded due to a flash of light
that appears in their eyes. (Save is vs INT). Targets chosen on this
spell do NOT have to be next to each other.
Unless skilled at Blind Fighting they will be considered to be at
prowness 1 for all actions for the duration.
:Flavor_Food_&_Drink
COST : 1
MODS : R
This allows the caster to change the flavor of any food or drinking
substance, so that it may be more or less edible to those to consume it.
The flavoring can be as simple as the addition of a single spice to the
taste (ex: pepper) or as complex as a major change (Milk that tastes
chocolate, Beer that tastes like buttermilk, Wine that tastes like
blood). The effect does NOT change the nature of the Food or drink,
merely the flavor, so this spell cannot be used to smoke fresh fish or
to salt it (but can make such TASTE as such).
The taste effect becomes permanent unless countered by another casting
of the spell to change it again.
:Force_Shapechange
COST : 15
MODS : R
With this spell the caster can force any shapechanger (even a changeling)
or polymorphed creature to instantly revert to their other form.
If the target is a natural shapechanger then they DO get a save vs magic
to avoid the effect - there is no Save vs those who are polymorphed. The
target cannot change form again for 1d10 + 1/Rank Rnds even if they saved
against the spell.
:Free_Action
COST : 5
MODS : D,R
This spell enables the target to move and attack and otherwise act
normally for the duration of the spell, negating effects like Paralysis,
little death, hold person, web, hog tie and similar binding effects.
:Gaze_Reflection_(Mara's_Miracle)
COST : 1
MODS : D
This spell will cause any GAZE oriented spell or natural power to be
reflected back at its source entirely to affect them instead of the
caster. Additionally this will (at will) materialize a 'mirror' in front
of the caster which they alone can see in which they can view their own
reflection (While acting as a mirror the spell does NOT work against a
gaze attack) or use a gaze spell of some sort on themselves.
:Grease
COST : 1
MODS : D,R
A grease spell covers a material surface with a slippery layer of a
greasy nature. Any creature entering the area or caught in it when the
spell is cast must save vs prowness or slip, skid, and fall. Those who
save can reach the nearest non greased area by the end of the round.
Those who remain in the area are allowed a saving throw each round until
they escape the area. The GM should adjust saving throws by
circumstance; for example, a creature charging down an incline that is
suddenly greased has little chance to avoid the effect, but its ability
to exit the affected area is almost assured! The spell can also be used
to create a greasy coating on an item--a rope ladder rungs, weapon
handle etc. Material objects not in use are always affected by this
spell, while creatures wielding or employing items receive a saving
throw vs. spell to avoid the effect. If the initial saving throw is
failed, the creature immediately drops the item. A saving throw must
be made each round the creature attempts to use the greased item.
Grease affects as little as a square foot and a maximum equal to
The Casters known RANK * 5 Square feet (usual maximum of 10 ranks applies)
:Grounding
COST : 7
MODS : D
This spell helps protector the caster on several levels. First it will
prevent ALL Electrical damage for the duration of the spell; second
it gives the caster a +10% save for INT saves vs incoming spells and
effects for the duration. Note that long duration groundings are possible
but that grounding does NOT work while a character is unconscious or
asleep in some way as it takes thought to perform.
:Guilda's_Sneakabout_Light
COST : 5
MODS : D
Creates a dim, floating light of variable intensity that follows the
caster. At its brightest, it is enough to read with good eyesight, and
it can be extinguished and restored at will during the duration. No
light produced by the spell escapes the 5' radius, preventing the caster
from being given away by his light--so this spell is ideal for
thieves. Note that background light penetrates the area of effect
freely, so the caster is in no way concealed by this spell.
:Guardian_Demon
COST : 20
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. 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.
This spell was created by Gypsies when they learned of the
Christian inate fear of 'demons', to work their fears against them.
:Gypsy_Call
COST : 7
MODS : N
This effect allows a Gypsy Mage to send forth a call to all Gypsies
within a 1 mile radius/rank. The Gypsies will know that one of their
Kin is in need (this is NOT a spell used lightly), and have an
impression in their mind where and how to get to them. It is the
tradition of the People's for one and all to come who hears the call.
They will also get an impression of the Gypsy who is sending forth the
call and if the mage is at least Rank 3 with the spell an impression
of the nature of the need (usually this is used in life threatening
situations).
:Gypsy_Wagon
COST : 30
MODS : D +Special
This brings into creation nearby a 'recreational vehicle'
(camper type unit) that looks like it belongs in the modern era,
but which does not need fuel or ordinary maintenance. It will have
a supposedly legitimate license plate for the area to the eyes
of anyone who sees such, so that law enforcement does not pay
much attention. It has an aura of unimportance, so that mundane
police will avoid bothering the occupants unless they place it
in an illegal parking area or drive erratically for some reason.
The vehicle can take 50 HTK damage + 10/rank and has a natural
ABS of 2 pts/rank and protects both itself and the occupants with
this.
At Rank 3 the spell causes the vehicle to be dimensionally
larger on the inside then the outside, that is it is TWICE as large
in square footage, a sort of moving bag of holding with all the
comforts of home. This doubles again for each additional rank.
The Unit can bed 2 people at rank 1, and this doubles with the
size increase.
At Rank 5 the spell enhances the wagon so that it cannot be
entered against the will of the caster (without cutting it open)
and is Fireproof.
At Rank 10 the spell allows the vehicle to cross water as if it
was land, and is fully proof against water and lightning damage.
The Unit CAN be dispelled. It can also have other spells cast
upon it to improve its capability. It does NOT work under the normal
rules of duration - after the first full day it takes only 5 points
a day to maintain the existance of the Unit.
:Hair_Color
COST : 3
MODS : R
This will change the color of the body hair of a being or creature, and
the effect will last until the hair grows out or is colored again by a
spell. This effect cannot be dispelled.
:Hairy
COST : 1
MODS : D,R
This spell will cause a target to begin to grow hair. If the target
already HAS hair it will simply excellerate the growth process. If the
target normally doesn't have hair then it will cause it to grow hair
(yes, with this you CAN grow hair on a billiard ball!). The rate of
growth is 1 inch per ROUND of duration. Long durations are NOT suggested
with this spell.
:Hallucinatory_Forest
COST : 3
MODS : D,R
Cast outdoors, this creates a hallucinatory Forest to appear. Centaurs,
dryads, dragons, nymphs, satyrs, and treants will recognize it as an
illusion but all others will perceive it as real. It will fill an area
from the caster to the maximum range and an equal distance at an angle
specified by the caster (so it may be triangular or even square at
most).
Trees in such a forest will appear to have substance and form and will
not dissipate if touched like a Phantasmal force would. The forest WILL
act as cover for a camouflage spell or for someone dodging archery
attacks. Movement rates will be as if thru a real forest.
: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_Animals_Fully
COST : 25
MODS : R
This will heal an animal body of ALL wounds and damage, but does not
remove diseases and poisons present in the body. Target will awake and be
fully functional. This cannot be cast on something that is dead, if
dropped below -10 HTK they are dead and cannot be brought back this way.
:Healing_Berries
COST : 10
MODS : R
This spell is cast on ANY berries and will convert them into a
healing fruit from damage if consumed, healing 1 HTK each when eaten.
The berries are good for about a week after being made unless magically
preserved in some way. 10 berries per RANK can be enchanted this way.
:Homonculous
COST : 10
MODS : D
This spell requires the caster to use a portion of their own blood in
casting (1 HTK is taken). It creates a miniature (1') living version
of the caster with bat-like wings. This construct will know the languages
spoken by its caster (but cannot read) and has a constant mind-link with
the caster to allow communication. It can fly as the caster can run, and
travels afoot at a speed equal to its size and stride. It has 1 HTK per
10 HTK of the caster and gets a +1 HTK per RANK of the spell. If the
caster normally has night sight, infravision, ethereal sight etc as a
NATURAL ability then so will the homonculous. The caster can also use
the senses of the Homonculous as needed. The Homonculous is an extension
of the caster and knows much of what the caster knows, but cannot cast
spells etc and will be as protective of the caster as well as their own
existance (they will have much of the casters personality). The bite of
the homonculous, except on its creator, does 1d10-4 damage, but inflicts
a save vs INT or the victim falls into a magical sleep for 3d10+1/rank
rounds. A homonculous has the Casters PROW +10 due to its small size and
fast maneuverability. A Homonculous cannot be dispelled or banished,
but fades away at its durations end.
:Ice_Dagger
COST : 10
MODS : D
This creates a dagger in the hand of the caster who then throws it at the
target as a normal weapon Immediately upon its appearance. The dagger,
upon hitting the target will inflict 1d10 Cold Based Damage / RANK. The
range for this as a thrown weapon is that of a Dagger. If DURATION is
applied it will continue to do this amount of damage each round after
striking the target until it is nullified magically in some way. If the
dart misses the intended target due to a shield or simply a bad throw
it melts away into nothingness.
:Inaudibility
COST : 1
MODS : D,R
By means of this spell, all sounds made by the recipient become
inaudible -- breathing, talking, walking, and the like. Items on the
caster's person are likewise silenced, but thrown or dropped items may
make noise once released. Unlike a silence spell, inaudibility masks
only the sounds made by the recipient or items in his/her possession,
so it provides no defense against sound-based attacks such as harpy
singing, a horn of blasting, etc. The spell remains in effect until
it is magically dispelled, until the caster or the recipient cancels it,
or until its duration has passed; it is not dispelled by the recipient
attacking another creature.
:InFertility
COST : 1
MODS : D,R
Causes the subject to become infertile for the duration, useful for
means of preventing contraception. This spell will NOT cancel out a
Fertility* spell! Nor does it cause Impotence - only lack of conception.
:IronMind
COST : 3
MODS : D
This spell permits the caster to concentrate powerfully, despite any
normal things that would distract him/her from their actions in casting
any other spell - even the receipt of actual physical damage, as long
as the duration of this spell continues. This allows a mage to overcome
one of the normal causes of spell failure.
:Invisibility_To_Ganjo
COST : 25
MODS : D,R,T
This spell causes a being, object or locale to become invisible to
those who are not of the blood of the people of the gypsy. It cannot
be cast on a Ganjo and Ganjo get NO save against the effect.
It has NO effect on Mages and the like who view the invisible.
It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a
locale instead of a being or object, it can cover 10 cubic feet per
rank of the caster and all within that area (but such cannot be
mobile).
It will NOT work against technological detection devices, including
cameras and the like. BUT to ganjo persons it is complete
invisibility to all their senses.
:Invisibility_To_Mundanes
COST : 10
MODS : D,R,T
This spell causes a being, object or locale to become invisible to
those who do not believe in magic and lack magical aptitude. It cannot
be cast on a Mundane and Mundanes get NO save against the effect.
It has NO effect on Mages and the like who view the invisible.
It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a
locale instead of a being or object, it can cover 10 cubic feet per
rank of the caster and all within that area (but such cannot be
mobile).
It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete
invisibility to all their senses.
:Justin's_Mental_Map
COST : 5
MODS : D
Outdoors only, this spell gives the caster an aerial view of the
countryside within 1 mile of the caster. Only large features visible
from above are noted, like rivers, woods, fields, large buildings, and
clearings. Additional RANKS increase the area by a mile each.
: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.
:Leap
COST : 5
MODS : D,R
When this spell is cast the individual is empowered with the
ability to leap. The distance the individual is able to leap is 20'
per RANK bought of the spell, forward, backward or straight up. One
Jump per round of the spells duration can be made.
Also at the end of the leap the individual will always land without
falling damage.
:Locate_Object
COST : 3
MODS : D,R
This spell allows the caster to find the location of a lost or stolen
item which they are familiar with (that is, they have held it in their
hands at some point in the past). The spell will give them a direction
and will lead them along that direction, with mental statements of
'warmer'/'Colder' until they reach it or until the spell expires.
If the item is beyond the casting range then they will NOT perceive
it at all except a vague direction and then the spell will expire
prematurely. If the object has been broken, changed or damaged in any
way it will not ne detected at all.
:Luggage
COST : 15
MODS : D
This spell is cast on a container of some sort - a Suitcase,
Backpack, Chest, Wardrobe, or chest of Drawers. The item is usually
individualized, sometimes excessively. It causes it to become magical
it is placed upon the ethereal plane and can be recalled by the caster
by means of a command word (or anyone else who knows the word) so that
it will appear within a few feet of its maker on the material plane
when called. Oftentimes mages will add various protections and traps
on the container to preserve it from possible tampering by ethereal
travelers and creatures when it is away. While on the ethereal plane
the container will travel along under its own magical power, on
little tiny legs, so that it is always near its owner. The mage can
also make one of these for someone else, using the TARGET option of
casting.
This allows a mage to travel light without large amounts of excess
equipment bogging down his/her.
While on the material plane the container will continue to follow
the mage around in a similar fashion until the mage gives the word of
command again.
:Magic_Mouth
COST : 1
MODS : R
This is cast on an object or a surface (like a Wall). It will cause a
mouth to appear on the item and repeat a statement specified by the
caster in the voice the caster uses when casting it, upto 25 words in
length, in a language known to the caster. The speaking will occur when
a specific event occurs in a 30; radius of the mouth. Ex: Speak when
anyone passes within range of you. Speak when a winged creature passes
you. (It cannot detect Invisible, ethereal or astral creatures). Until
the command can be completed the spell remains dormant and in effect.
If it is wished for the spell to continue AFTER it has accomplished its
function then you must learn multiple ranks of the spell (Each RANK
adds another usage to the spell).
:Mara's_Magic_Mirror
COST : 10
MODS : D
This unique spell allows the caster to look into a mirrored surface
at hand and look OUT of any other mirror that they have seen and aware
of to whatever location it is in at the time of casting. An Additional
rank will allow them to use thru the mirrors any special vision abilities
that they may have or are created by other spells (infravision,
ethereal sight, Logrus sight etc); a Third Rank allows them cast a spell
at a target thru the mirror with a base of no more than 5 points; a
fourth rank increases this to a base of 10 points and a fifth allows them
to step thru the mirror and arrive in the other locale as if thru a
dimensional doorway or gate.
:Melodramatic_Music
COST : 3
MODS : D,R
The spell causes the music to be played whenever the victim performs
certain actions; such as entering a room, charging into battle, or
making an announcement.
It makes it nearly impossible to perform any stealth-oriented function.
:Mending
COST : 2
MODS : D,R
This spell repairs small breaks or tears in objects. It will weld a
broken ring, chain links, medallion, or dagger. Ceramic or wooden objects
with multiple breaks can be invisibly rejoined to be as strong as new.
A hole in a leather sack or wineskin is completely healed over by a
mending spell. This spell does not, by itself, repair magical items of
any type.
If cast on damaged armour it restores upto 1d10 of lost absorption
capability.
Multiple TARGETS are not possible with this spell. If extra DURATION
is bought it will restore damage to larger items at the 1d10 Hardiness
rate, each round... in this way a broken wagon or even a house could be
returned to its original state, so long as there had been no magic in
its original state.
:Mind_Guard
COST : 5
MODS : D
This spell protects the caster or subject target being (must be
sentient) from the effects of a mental nature as well as natural
abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Deryni, Detect
Spirit, Nude Mood, Possession, Quantum Leap, Spook, Steal Spell, and
even Taunt.
:Mind_Speech
COST : 1
MODS : D,R,T
Allows the caster to communicate mentally with one or more beings. Must
be able to see the being when the spell is first cast, but does not
have to maintain visual contact. The mindspeech is just like normal
conversation, except that NONE of those involved can 'think' a lie
thru the link at the others, so honesty is the rule - any attempt to
lie directly will cause the link to severe. Once enacted, Mindspeech
is NOT affected by the distance - RANGE is only used for the initial
casting of the spell, thus the spell can be bought relatively cheaply
if all involved are in touching range at start, only duration and
possibly targets are needed.
:Mount
COST : 2
MODS : D
By means of this spell, the caster conjures a normal animal to serve as
a mount. The animal serves willingly and well, but at the expiration
of the spell duration it disappears, returning to its own place. The
type of mount gained by this spell is random. Available mounts include:
ROLL Mount
---- -----
01-05 Camel
06-25 Draft Horse
26-95 Light Riding Horse
96-00 Mule
The mount does come with riding gear. The statistics of the animal
gained are typical of all creatures of the same class. The mount
disappears when slain.
:Mystic_Marbles
COST : 15
MODS : R
This spell causes to create one 1" diameter hard glass marble per
square inch over an area ten feet by ten feet (a total of 14,400 glass
marbles neatly filling the area), making an area of highly likely
slipping and falling for anyone passing thru it. Duration and targets
are not used in this spell, but range is. If instead of aiming the spell
at a floor/stairs etc it is cast in the area above a being the marbles
will rain down like a small hail storm doing 1d10 normal damage (armour
absorbs etc) but ending with a very difficult area to travel thru.
:Neutralize_Poison
COST : 12
MODS : R
This will remove all poison in a body or the poison in food or water
(upto 5 Gallons volume) instantly. Duration is unneeded since the effect
remains permanent. Increased ranks increase the number of gallons affected.
:Night_Sight
COST : 1
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....
:Nude_Mood
COST : 10
MODS : R,T
Cast at a single being this forces them into a compulsive behavior to
immediately strip off all clothes and armour to stand naked (it does NOT
cause the removal of jewelry). Once they have completed this they will
return to their senses and have to deal with the situation.
TARGETS is only used if the targets involved are within 10' of each other.
:Numb_Tongue
COST : 10
MODS : D
This numbs the tongue of the target being, making speech difficult,
slurred (as if intoxicated heavily) and clumbsy. If used on a mage
that speaks to cast they take their disadvantage for such as they
will be affected beyond usability for magic.
:Nystul's_Magic_Aura
COST : 1
MODS : D,R
By means of this spell, any one item of no more than five pounds weight
can be given an aura that is noticed by someone using magical detection.
Furthermore, the caster can specify the type of magical aura that is
detected (Blue, Green etc.) and this effectively masks the item's actual
aura, if any, unless the item's own aura is exceptionally powerful (if it
is an artifact, for instance). If the object bearing Nystul's magic aura
has an identify spell cast on it or is similarly examined, the examiner
has a 50% chance of recognizing that the aura has been placed to mislead
the unwary. Otherwise, the aura is believed and no amount of testing
reveals what the true magic is.
:Object_Castle
COST : 5
MODS : R
This will cause two objects to exchange places with each other. At
least one of the objects must be in LOS and inside the range. The
second object can either be within the range and LOS/in contact
with the caster or be a memorized Object of the caster's. The two
objects must be within 5 lbs of each others weight (this difference
can be increased, doubling with each rank). The maximum sized item
that can be castled is based on extra points spent in the casting,
1 point at rank 1 allows upto a 5 lb object, 1 point at rank 2
allows a 10 lb object, and so forth.
You cannot castle an item that is bolted down or otherwise attached
to a surface.
:Painting
COST : 1
MODS : D,R
By the means of this spell the caster can create an illusion of
whatever s/he wants visually. It is usually easy to recognize what the
illusion is supposed to be of, but any creature that can do so can also
recognize that it is an illusion, as the picture is two dimensional.
:Passwall
COST : 12
MODS : D
A passwall spell enables the caster to open a passage through wooden,
plaster or stone walls or surfaces, and thus allowing himself and
companions etc to simply walk thru. The spell creates a 5' high by 10'
high by 10' deep opening. Additional ranks increase the depth of the
passage. The passage vanishes when the duration ends.
: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 not work on a Pentagram.
:Perfume
COST : 1
MODS : D,R,T
This spell makes the targets take on a scent as specified by the caster,
or eliminates ALL scent from them. This proves useful if trying to avoid
leaving a trail or to throw off trackers (like dogs) that depend on
smell. It will also prevent (with the no scent option) certain creatures
from detecting the invisible. It also allows the caster to simply make
things smell nice or different for esthetic purposes.
:Phantasmal_Force
COST : 1
MODS : D,R
This spell creates the illusion of any object, creature, or force, as
long as it is within the boundaries of the spell's area of effect, being
upto a 40 cubic feet in size per RANK of the Spell.
The illusion is visual and affects all believing creatures (undead are
immune) that view it. It does not create sound, smell, or temperature.
Effects that depend of these senses usually fail. The illusion lasts
until struck by an opponent--unless the spellcaster causes the illusion
to react appropriately--or until the wizard ceases concentration upon the
spell (due to desire, moving, or a successful attack that causes damage)
or due to its duration ending. Creatures that disbelieve the illusion
see it for what it is. Creatures believing the illusion are subject to
its effects.
The illusionary effect can be moved by the caster within the limits
of the area of effect. The GM has to rule on the effectiveness of this
spell.
:Plant_Growth
COST : 1
MODS : D,R
When cast on any plant, sprout or seeds it will cause such to grow
to full size instantly. If the plant is full grown already then it
will DOUBLE the size of plant, but only for the duration. It cannot
be cast upon dead plants, only living ones.
: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.
:Puff_Of_Smoke
COST : 1
MODS : R
Unlike Nearly every spell available this one takes but a single round,
going off in the same round cast. It causes a puff of smoke at the
target area, as small as a baseball or sufficient to cover the target
for a round. It is a fast, flashy obscurement (the smoke can be any
color the caster specifies). It is often used to startle a foe to get
time to draw a weapon or device to move quickly a step or two aside or
to draw attention to the spot where the smoke occurs (the puff is
accompanied by a popping sound). It is often used by Showmen to be flashy
and impressive.
:Rainbow_Bridge
COST : 20
MODS : D,R
The caster creates with this a very visible rainbow to form a seven-hued
bridge up to 3' wide per RANK and at least 20' long (adding an optional
20' long per RANK the spell is known at) that can hold any weight upto
2000 LBS /RANK upon it to cross it as a normal bridge.
:Rejuvenation
COST : 25
MODS : R
This spell reduces the age of a living creature by 1d10 years of age.
DURATION is not used with this spell, its affects work long afterwards,
unless canceled by a dispell magic or upon entering a Barren Magic
Zone.
:Remove_Curse
COST : 20
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.
:Remove_Scars
COST : 1
MODS : R
On casting this spell, the caster is empowered to remove scars or other
similar marks (burn marks, birth marks, etc.). This will enable the
recipient of the spell to restore lost charisma caused by such marks.
:Resist_Elements
COST : 1
MODS : D,T
This protects the caster (or target being) from the affects of Winter
Cold or unusual Heat, so that they are unaffected by them. Thus they
could conceivably be naked in the snow and not get frostbite or
wearing heavy armour in the heat of summer and be perfectly comfortable.
:Resist_Fire
COST : 5
MODS : D,R,T
This absorbs upto 100 points of damage from fire and heat that the
target would have received... then ends or ends at the end of the
duration, whichever comes first.
:Resist_Paralysis
COST : 3
MODS : D,R,T
For the duration of this spell, the recipient is immune to all forms of
paralysis, including gaze attacks, paralytic poison, and Hold spells,
but it does not negate paralysis already in effect.
:Restore_Sight
COST : 5
MODS : R
This restores eyesight from ANY cause.
:Room_of_Seclusion
COST : 10
MODS : D
With this spell, the caster can create an extra-dimensional room (10'
cube per RANK) with one side adjacent to an unbroken 10' x 10' area
(i.e. one that has no doors, windows, or other such openings). The
surface area (which must be touched) now acts as a phase door into the
secluded room. The room can be of any shape and size up to the limit of
the spell but at least one side must be at least a 10' x 10' area.
Thus, the room could be rectangular, pyramidal, hemispherical, etc. The
room lasts for the duration, or until dispelled.
The caster may bring any item, materials, etc. as he or she desires
into the room, so long as the object can fit through the phase door and
is touched by the caster (and only by the caster).
At the end of the spell's duration, anyone or anything still within the
room is now trapped in that extradimensional space. escape is only
possible through other extraplanar travel. This also occurs when a
dispel magic or similar magic is cast against the phase door area.
The phase door itself is detectable by any means available that can
detect magical auras, but the room itself can only be contacted through
extraplanar means. Spells such as clairvoyance and clairaudience would
not detect the events on the other side of the phase door surface.
:Rope_Trick
COST : 5
MODS : D
When this spell is cast on a piece of rope from 5' to 30' in length. One
end of the rope rises into the air until the whole is hanging
perpendicular, as if affixed at the upper end. The upper end is, in
fact, fastened in an extra-dimensional space, and the spell caster and
upto 5 others can climb up the rope and disappear into this place of
safety where no creature can find them. The rope can be pulled up behind
them, otherwise it hangs down from the space. At spells durations end
the contents of the space fall back into normal space, so getting out
before it expires may be best to avoid falling damage.
: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.
:Shadow_Guardian
COST : 25
MODS : R,T
This magically enchants the caster's (or target being's) Shadow into
a guardian spirit of sorts. The Shadow guardian remains two-dimensional,
but can be commanded (like an unseen Servant) to fetch and tote objects
(Max weight 100 lbs) thru mental commands, and will die for the
caster/target if a fatal attack is made on the caster. The Shadow
Guardian is a magical creature, and thus simply becomes dormant in a
magically barren area and cannot be dispelled by a dispell magic spell.
Only one Guardian can be possessed by a being at a time. Duration is
NOT necessary for the Gypsy on this spell - it lasts until destroyed.
:Shape_Wood
COST : 10
MODS : R
This spell allows the caster to shape an existing quantity of wood to
suit their own desires and needs. The wood can be reformed, but its mass
cannot be increased in the process of the spell (it can be REDUCED
though). Thus a crossbow might be shaped and its wooden parts turned
into a large bowl (the metal parts would fall off in the process), a
plank might be made into a quarterstaff, a table could be made into a
chair or a chair into a wooden shield. Once affected the results remain
for good. The spell does NOT change the quality of the wood or its type
in the process. This spell can also NEGATE the effects of WARP_WOOD*
The spell was first designed by Gypsy Wheelwrights for quickly repairing
their wagons in ancient times.
:Silent_Teleport_Object
COST : 10
MODS : R
Allows the caster to move an object within range to any locale within
Range including within possession of the caster immediately. If the object
is a container its contents will move with it. Additionally there is a
cost of 1 spell point per 5 lbs of the objects weight at rank 1. This is
doubled for each rank (Rank 2 for example for the same 1 point can affect
10 lbs, Rank 3 can affect 20 lbs for 1 point etc). A maximum of 5 ranks
is possible on this spell.
:Sleep
COST : 5
MODS : D,R,T
When a wizard casts a sleep spell, he causes a comatose slumber to
come upon one or more creatures (other than undead and certain other
creatures specifically excluded from the spell's effects). All
creatures to be affected by the sleep spell must be within 30 feet of
each other. The center of the area of effect is determined by the
spellcaster.
Slapping or wounding awakens affected creatures but normal noise does
not. Awakening requires one entire round. Magically sleeping opponents
can be attacked with substantial bonuses (Prowness 1)
:Speak_With_Animals
COST : 3
MODS : D
Allows the caster or targeted being to speak with creatures of animal
intelligence. This is NOT Charm Animals, it simply allows the asking of
basic information, though while in effect the animals will not attack
the being speaking with them unless attacked.
:Speed
COST : 5
MODS : D,R,T
Allows the caster or subject beings to move consistently at maximum
speed. This means they get a +10 to all initiative rolls. Additional
ranks add +1 to the initiative.
:Spell_Shield
COST : 5
MODS : D,R,T
Places an auras around the caster or a target being that protects
against ALL damage causing spells aimed directly at them (Does not
block non-damaging spells or AREA EFFECTS), reducing their damage
to MINIMAL - so if a damage spell does 1d10 normally, it will only
do 1 point of damage on hitting.
:Spell_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.
:Spider_Climb
COST : 1
MODS : D,R,T
By this spell, the creature can walk on any surface and not slip. The
creature can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface).
: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.
:Spirit_Ship
COST : 3
MODS : D,R
This creates a sailboat (capacity 4 persons) at the specified range that
will last for the duration and includes all needed equipment. It
vanishes when the spell expires.
The Spirit Ship cannot be used as a weapon.
:Stinking_Cloud
COST : 12
MODS : D,R
When a stinking cloud is cast the mage causes a billowing mass of
nauseous vapors to come into being in a 10' radius circle at the point
of targeting (additional 10'/Rank of spell). Any creature within the
cloud (except those who cannot smell or breathe) are helpless as long
as they remain inside the cloud, retching and coughing. Once outside
the cloud it takes a full round before the victim of such to be able
to act other than movement.
The cloud remains for the duration, unless blowing away by breezes etc
:Summon_Minor_Spices
COST : 3
MODS : N
This spell will summon a ordinary non-magical spice (and not one vital
to alchemical needs) in minute dried quantities for cooking and similar
uses. The amount produced is enough to flavor one entree per RANK of the
spell. Thus can be magically acquired things such as Basil, Pepper,
Cinnamon, etc.
:Summon_Object
COST : 5
MODS : N
This spell will summon to the caster any MEMORIZED object and its
contents to within a foot of the caster. Beyond the base 5 points
the caster pays 1 point per 5 lbs of weight. This increases with ranks
so that at rank 2 it's 1 point per 10 lbs of weight, at rank 3 its
20 lbs, at rank 4 its 40 lbs and so forth. Summoned objects CANNOT
be alive in any way.
: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.
:Telepathy
COST : 5
MODS : D
This spell has a varying effect based on the RANK it is known at. It
allows the caster to read a target being's mind (magic save) or to
communicate with them on some level:
RANK 1 - Communicate (as per Mindspeech* only)
2 - Communicate OR read Surface thoughts of target
3 - above and read Memories of target
4 - above and can place suggestions in target mind
Unlike Mind Speech, Telepathy can be cast on either a LOS being or on
one who is well known to the caster.
:Teleport_Others
COST : 25
MODS : R
Allows the caster to move 1 being per rank of the spell to any locale
that the caster chooses that has been visited and memorized by the
caster. Range is used simply for range to the beings being teleported.
Duration and Targets are unused options with this spell. Unwilling
targets get a save vs INT and mind shielded targets cannot be teleported
against their will.
:Teleport_Self
COST : 20
MODS : N
Moves the caster and upto 100 lbs of gear etc to any locale that the
caster chooses that has been visited and memorized by the caster.
Additional Ranks add 100 lbs to the capacity.
:Thorstag's_Miscarriage
COST : 15
MODS : R
This spell is only cast upon a pregnant female. If the target is in
opposition to its casting then they receive a Saving throw vs Intuition.
A failed save or an unresisted one causes the female to have a spontaneous
miscarriage of the child they are carrying, which will result in its
death. The EXCEPTION is in the case of a would-be Gods's Child or Demon's
Blood Child, wherein the Child itself receives a 25% saving throw against
the spell itself! A miscarriage by this spell is relatively painless and
causes NO physical harm to the female. Duration & Targets are not used.
:Thorstag's_Pregnancy
COST : 20
MODS : R
This spell causes the target being to be instantly impregnated if able
to bear a child (or if the caster is impregnable and the target isn't
then the reverse occurs) with genetic offspring of the caster.
:Tie
COST : 1
MODS : R
This spell will magically cause the object targeted (which must be of
a thread/string/rope/cable like nature) to tightly knot itself to either
its other end or the end of a similar object within 1' of it. This spell
can be cast in a single round due to its nature.
:Transfer_Energy
COST : 1
MODS : D,R,T
This allows mages to transfer energy to each other by choice. Those
involved MUST be willing. The being losing the energy decides how much
they transfer and to who. Energy cannot be transferred to a non-mage
being unless they are magical in nature. Only RAW energy *not HUNG
spells* can be transferred this way.
:Transmute_Rock_To_Sand
COST : 15
MODS : R
This transmutes stone of any kind into sand instantly, affecting an
area of 10' square per RANK of the spell.
:Transparency
COST : 2
MODS : D,R
By means of this spell the mage may make a section of metal, stone, or
wood as transparent as glass to be viewed thru. The spell does NOT work
on Lead, platinum or gold. The glass is of a form of a one-way mirror,
upto 3' square in size. It does not change the intrinsic strength of
the material. It lasts until the duration ends....
:Treacherous_Tripwire
COST : 2
MODS : D
One wire (up to 10' long) can be stretched across a hall, or such. The
wire becomes camouflaged -- undetectable w/o find traps. The first
creature to attempt to pass must save vs. Prowness or be caught when the
wire springs free. The magical wire will twine tightly about the ankles
of its victim, tripping him. If the victim saves then the trap remains
set until triggered or until its duration expires.
It must then be tediously untangled (or sawed loose) which will take at
least 3-6 rounds under ideal conditions. If hacked loose in combat, it
will take 3 rounds.
Once untangled/broken the wire will fade away into nothingness.
:Trigger
COST : 10
MODS : R
This spell is cast at a being or at an item that contains charges
(such as a wand). In the case of the wand it instantly causes the
wand to randomly set off one of its charge affects. If cast on a
being they get a save vs INT or they randomly set off a HUNG spell
at a random target in the vacinity. If cast on someone or something
without HUNG spells or stored spells then the spell produces no
effect.
:UnParalyze
COST : 2
MODS : R
Restores movement to a person, no matter the cause of the Paralysis.
:Unravel
COST : 1
MODS : R
Unravel is cast upon a piece of clothing that has been woven, sewn or
knitted. It causes the clothing to begin to unravel until it falls apart
into its component parts. The process takes three rounds, but it takes
but a single round to CAST the spell to compensate.
Magical clothing gets a save (50% chance of not being affected).
:Ventriloquism
COST : 1
MODS : D,R
This spell enables the wizard to make his voice--or someone else's
voice--or a similar sound seem to issue from someplace else, such as
from another creature, a statue, from behind a door, down a passage,
etc. The spellcaster can speak in any language that he knows, or make
any sound he can normally make. With respect to such voices and
sounds, anyone rolling a successful saving throw vs. INTUITION with
a -5 penalty detects the ruse.
If cast in conjunction with other illusions, the GM may rule greater
penalties or disallow an independent saving throw against this spell in
consideration of its contribution to the total effect of the combined
illusion.
:Vision_Quest_Ritual
COST : 10
MODS : N
This spell allows a mage another means of learning new spells or
knowing a particular piece of wanted information. The spell can also
be cast on another, who is willing, for the same purposes. When on
a Vision quest the character it is cast on drifts off into a dream
filled sleep upon the plane of dreams. It guides them towards their
goal there, but may include great dangers or hazards that could affect
their body and mind back on the real world. The ritual takes about
2 hours. If klutzed the character involved comes back with a roll on
the insanity table and does NOT gain what was wanted. Otherwise they
roll as follows:
01-05 Character easily finds out what they went in
search for with no detrimental effects and
no real memory of what occurred.
06-25 Character returns with the wanted information,
but has expended half their Magical Energy points
stored up in the process. Quest involved fighting
dream beasts magically.
26-50 Character returns with the wanted information,
but has expended ALL their magical energy points
stored up in the process. Quest was long and
laborious.
51-75 Character returned with the information, but has
used up ALL magical energy points and hung spells
in the process.
76-80 Character returned with the information, but has
used up all magical energy and hung spells AND
taken 1d10 HTK damage from the encounters.
81-85 Character returned with the information but now
owes a greater power a debt that will be collected
shortly in the material world in some way. (GM
will privately tell to whom the debt is owed).
86-90 Character returns with the information but must
roll on the insanity table upon waking due to the
horrible dreams survived.
91-95 Character returns without the information, having
failed the quest. They cannot go in quest of that
information again.
96-00 Character dies in their sleep from trauma. If brought
back magically they will roll on the insanity table
once for each day they were dead from continual
exposure to the nightmares of the dreamplane.
:Voice_of_the_Bat
COST : 3
MODS : D
This spell grants the caster the ability to use sonar to "see"
and move safely at a normal rate in the dark, even in magical
darkness. The caster can tell size and general shape of objects up
to 10 yards away in any direction s/he faces. The caster must
actively concentrate to "see" her/his surroundings, but merely ceasing
concentration does not end the spell, and the caster may resume the
sonar again within the spell's duration.
:Waterproof
COST : 2
MODS : D,R,T
This spell creates an invisibly thin membrane around the
recipient and any objects in his/her possession, through which water
may not pass, except at the mouth (water breathing, for example, is
not hindered if it is in effect, but it is not otherwise provided by
this spell). Its purpose is to protect and keep dry objects that could
otherwise be damaged or destroyed by water (e.g., spellbooks, torches,
tinderboxes, etc.), since precipitation merely beads and rolls off the
recipient and bodies of water do not penetrate the barrier. The spell
does not confer any special abilities to survive or breathe
underwater, but it will keep the caster and his/her possessions dry.
:Wither_Plantlife
COST : 5
MODS : N
This spell kills all normal vegitation within an area of 100 square
feet per Rank, in a circle from the targeted spot. Trees receive a
25% chance of surviving. Treants suffer 1d10 points of damage per
RANK of the spell.
:Wizard_Glue
COST : 3
MODS : D,R
Wizard Glue will hold one relatively flat surface to another, a mirror
to a wall for example. The strength of the bond is 20 pounds per RANK
of the spell, upto 120 pounds. Dispel Magic will end the spell, and a
Hardiness of 10 or greater can break a 20-pound bond. A Hardiness of 12
can break a 40-pound bond, a Hardiness of 14 can break a 60-pound bond,
and so forth. If the item held by the glue is brittle, it may be
shattered in the separation. Surface area is a maximum of 5' square
per RANK of the spell.
The two surfaces MUST be touching when the spell goes off.
:Wizard_Mark
COST : 1
MODS : N
When this spell is cast, the wizard is able to inscribe, visibly or
invisibly, his personal rune or mark, as well as up to six additional
characters of smaller size. A wizard 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. If an invisible
mark is made, a detect magic spell will cause it to glow and be visible
(though not necessarily understandable). Detect invisibility, true
seeing, a gem of seeing, or a robe of eyes will likewise expose an
invisible wizard mark.
The mark cannot be dispelled, but it can be removed by the caster or an
erase spell. If cast on a living being, normal wear gradually causes the
mark to fade.