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!HERMET.#01
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:Hermetic_Mage Tradition
Hermetic Magic is the accredited magic system taught at Berklee in
California and Brandeis in Massachusetts and REQUIRES the person to be
accredited (unlike other mage traditions) in order for a student to be
considered acceptable to those working in the field.
It has little at all to do with the Classical Greek concept of
Hermetics, which is more a matter of alchemy, and should NOT be considered
a derivitive of such or a modernizing of such.
REQUIRED SKILLS :
Computer Operation
Familiarity : Religion (at least 3)
Language, Ancient (Any ONE minimum)
Magical History
Mathematics
Read/Write
Spell Analysis
Typing
SUGGESTED SKILLS :
Computer Science
History, Ancient
Meditation
Musical Instrument
Psychology
Singing
Survival, Urban
Theatre Arts
RESTRICTIONS & ADVANTAGES:
Cannot be a Draconian, Voodon, Charismatic, Discordian,
Entertainer, or Gypsy tradition practitioner.
Cannot Teach the tradition, unless also having accredited
Teacher Skill, at Least 3 ranks in Spellcasting and
hired to do such by a school, university or other
recognized institution of learning.
-10% to Cast if unable to move
-20% to Cast if unable to speak
Cannot use tokens in their magic of this tradition
Require usage of the Text Book "Hermetics" which is a copyrighted
book, only available thru the colleges. Misuse of the book
by non-accredited persons is considered as copyright
infringement according to the disclaimer at the begining of
the book. To date no one has been brought to court on this
clause, but two persons have been prosecuted for plagerizing
the book in attempts to develop other magical traditions.
They utilize the book within their casting, and MUST be
able to read the print from it (its published only in English
at present, but includes large amounts of incantations in
Greek, Latin etc). The exception is if they have photographic
memory, in which case they can cast from memory.
The book is also used to HANG spells, but is not needed when
a hung spell is released.
Hermetics teaches students that there are no non-humans, except the
Fae; that undead are a superstition and have naught to do
with modern science and magic. It teaches that Technomagic
is less a science then a practice in mechanics (and not
worth any more study time then say automobile maintenance)
and that the conservation laws of reality prevent magic from
performing great feats beyond those done within its academic
experimentation. Students are encourages to have a Code of
Ethics. They are taught that magic is a branch of science.
: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.
:Analyze_Mage
COST : 15
MODS : D
This spell allows the caster to determine if a being in LOS has
Magical Aptitude, gives the caster notice of its strength (stat value)
and will tell if the being is an actual trained mage and what kinds
(including what is primary, secondary etc).
Mind Shielding, Mind Guard, Being without any energy in ones
capacity bank (including hung) or having protections against scrying
in place will prevent this spell from working properly and will give
the caster a Null (Mundane) rating.
:Association
COST : 3
MODS : N
When casting this spell, the forensic wizard must brings two surfaces
into contact with one another. Possibilities include the surface of a
jewel and that of a safe, or the surface of an arrow and that of a
bow. If the two surfaces were ever before adjacent, the spell so
indicates, and if the surfaces were ever directly connected as a single
item, an even stronger reading results. This is often used in the
determination of guilt in a crime.
Additional RANGE or DURATION are not useful with this spell.
:Banishment
COST : 5
MODS : R
Cast at a being from another plane, this spell forces them to return
instantly to their plane and the subject cannot return to this one
without being summoned back. The Target DOES get an INT saving throw.
Fails against creatures native to the plane.
:Bigby's_Groping_Fingers
COST : 1
MODS : D,R,T
This spell allows the caster "grope" his/her target. This spell is
usually used by mischievous apprentices in bars and such... have fun!
RANGE is vital to make this spell useful!
:Bigby's_Interposing_Hand
COST : 15
MODS : D
This creates a HUGE-sized magic hand which appears between the caster
and an opponent. This disembodied hand then remain between the two,
regardless of what the spellcaster does or how the opponent tries to get
around it. The hand is about the size of the caster. It may be harmed
by spells and normal weapons, but can absorb all damage until it hits its
limit, which is 100 points per RANK of the spell. It is invisible at
all times to mundanes.
:Binding_Aura
COST : 25
MODS : R
This spell is cast AFTER another spell or enchantment has been
performed, it prevents the previous spell(s) from being dispelled by
Magical Dispells. If this is cast on a destructive effect, or one
that the target would be opposed to they DO receive a saving throw
against the Binding. It does NOT extend the duration of the effect.
:Blur
COST : 10
MODS : D,R
This causes the casters (or target being's) outline to become blurred,
shifting and waivers. This distortion causes all missile and melee
combats to be -20% normal chance to hit as well as for all magic attacks
directed at the target exactly.
:Charm_Animal
COST : 12
MODS : D,R
This spell allows the caster to charm a target animal to become a
faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,
STay, Attack, Follow, Heel) but does not share a telepathic link or full
understanding of everything the caster may say. Lasts till duration ends
and then will wander away.
:Color_Spray
COST : 3
MODS : R
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. Creatures within the area
are affected in order of increasing distance from the wizard. All
are entitled to a saving throw vs. magic. Blind or unseeing creatures
are not affected by this spell.
Creatures failing saving are struck unconscious for 1d10 rounds.
Range will determine the maximum range from Caster that creatures can be
to be affected.
:Combat_Precognition
COST : 7
MODS : D
This spell will assist the caster when fighting against a single
opponent, who must be visible at the catsing, 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 opponent and a +10% to SAVE against all attacks by
said opponent (including an additional 10% to their defensive PROW).
The spell also will END if the opponent is slain.
:Crushing_Hands
COST : 25
MODS : D,R
This spell creates a HUGE disembodied hand that attempts to crush the
target. It needs NO roll to hit, but the victim gets a HARD save each
round to avoid taking ANY damage that round. Two successful saves in a
row frees them from the grasp of the hand. The hand does 1d10+5 damage
each round it is successful, and metal armour gives NO assistance
against the damage. It is NOT visible to Mundanes.
Each additional RANK of the spell adds 1d10 to the damage occuring. The
hand is NOT affective against non-corporal forms.
This spell was removed from copies of the book after the 5th addition
when complaints about it were raised at Berklee.
:Crystal_Battery
COST : 20
MODS : N
This spell MUST be cast upon a crystalline stone, be it quartz or
some other form of such. It transforms the crystal so that it can
be used by the caster as an energy battery to retain extra energy
within it (transfered by the spell TRANSFER_ENERGY*). Thus a Wiccan
can store energy outside themselves safely and easily for future
usage. It cannot be cast on manmade things like lead crystal balls.
The Crystal can hold upto 1 energy point per millimeter of circumference.
Jewelry is almost never made with stones larger then 10mm because
of weight and bulkiness.
The stone retains this property unless a Dispell Magic is cast on
it, and the energy can be drawn from it at touch range by the caster
or any coven member with effort (non-coven members would need to
use a touch-range Transfer energy to draw from the stone).
:Dancing_Lights
COST : 10
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.
: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.
:Depression
COST : 5
MODS : D,R
This inflicts upon the victim the knowledge of twisted logic, making them
realize that death is inevitable no matter how much they struggle and that
everything they do will not really matter in the long term. This depression
will reduce all their skills by 20% to succeed while active. TARGETS is not
used on this spell. It is said a graduate student developed this as
revenge on his underclassmen.
:Detect_Counterfeit
COST : 1
MODS : R
This spell is the boon of all merchants, as it allows the mage to
determine which coins are true to their weight and value and which
ones are false. It will work on 100 coins per RANK of the spell.
(It will also work on paper bills, but only 1 per rank).
ALL False coins will show a flashing black auras to the caster and
will either be shaved (Underweight) or be falsely minted coins
:Detect_Emotions
COST : 1
MODS : R
This allows the caster to know the general emotional state of all the
individuals within the radius range area effect.
:Detect_Fae
COST : 10
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_Magic
COST : 3
MODS : R
This spell causes all magic on the target being/object to be shown
in that it will glow with color. Duration is not needed to be
purchased, and it is cast at the suspect target.
:Detect_Nexus
COST : 15
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_Scrying
COST : 10
MODS : D,R
This spell notifies the caster of any scrying by magical or mundane
means occuring within the Range radius of the caster. Thus ANY
clairvoyance, Clairaudience, detection or analysis spell active in
that area or cast at them will be reported. It will also report
security cameras and active microphones and state their locale. It
does NOT detect invisible persons or devices present that might be
listening/viewing nor will it detect a sentient that might be hidden,
invisible or on the Astral plane. Only the caster hears and knows of
the scrying report. It fails vs Boom microphones outside radius that
might be able to receive them or cameras outside the range with
telescopic lenses etc.
:Dispel_Magic
COST : 3
MODS : D,R
This will cancel a specific ongoing spell effect. If cast on an ITEM it
will prevent the items magic from functioning for the duration of the
spell being canceled, but then the item will turn back on until its
duration is up. It will NOT send away a summoned creature, undo a
healing spell or cause harm to a magical creature directly. Unwilling
targets get a Save vs INT against Dispel
:Electric_Arc
COST : 20
MODS : R
This spell causes an arc of electricity to leap from the caster's
extended fingertip. This electricity unerringly strikes one target of
the caster's choice, inflicting 1d10 damage with NO armour absorption,
per rank of the spell. A Magic save DOES apply to the target.
Magical Armour absorption spells WILL apply. Additional Ranks add
1d10 to the effect. Electric ARC cannot be cast underwater.
:Ethereal Sight
COST : 10
MODS : D
Allows the caster to see into the nearby Ethereal Plane and perceive any
Objects or beings therein. Range is unnecessary with this spell, unless
casting it on another, as is Target. Sight range is Line Of Sight. This
spell does NOT perceive invisible!
:Explosive_Runes
COST : 20
MODS : N
By tracing these mystic runes upon a book, map, scroll, wall etc the
caster prevents unauthorized reading of such. They are normally
disguised so that they are not detected with a mere 'Detect Magic'
spell.
When read or touched the runes detonate, delivering 1d10+5 damage
to whatever set them off. The Mage who casts it is immune and will
not trigger the explosion. Likewise the mage may remove the runes at will.
Explosive runes last until triggered. The object they are written
on will be destroyed in the explosion.
A functional variation that is allowed is one where the casting mage
spends an extra round beyond normal in the casting, adding an extra
option to the runes, so that if the mage reads them aloud they trigger
but instead of harming the mage simply destroy/damage the item they
are written on. This is occasionally used as a means of demolition.
Additional RANKS add 1 to the damage the spell does.
:Find_Water
COST : 3
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).
:Flare
COST : 5
MODS : R
This causes a bright flare to occur at the designated site, giving off
daylight intensity light for the next round. This throws off infravision
for the next 3 rounds, and causes 1d10 damage to Undead within a 60'
radius of the flare. It will not harm normal creatures, but if directed
on or at one, will blind them for the next round. If Fired Directly at an
Undead and striking it it will do 3d10 damage.
:Flash
COST : 3
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.
:Fortify_Armour
COST : 10
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.
: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.
:Friends
COST : 3
MODS : D
A friends spell causes the wizard to temporarily gain 2d10 points of
Appearance. Intelligent creatures around the caster and meeting him/her
must make immediate reaction checks based on the character's new
Appearance. Those with favorable reactions tend to be very impressed
with the spellcaster and make an effort to be his friends and help him,
as appropriate to the situation. Officious bureaucrats might decide to
become helpful; surely gate guards might wax informative; attacking orcs
might spare the caster's life, taking him captive instead. When the
spell wears off, the creatures realize that they have been influenced,
and their reactions are determined by the GM. Some believe this spell
was developed by a nerdy student who had trouble getting dates....
:Gravity_Mat
COST : 25
MODS : D
This spell is cast as an area affect of 10 cubic feet per RANK upon
a surface (if the surface is LESS than that in size then it limits to
the bottom surface's area).
It increases the affect of gravity in that area drastically so that
it takes a 30 HARDINESS to be able to move - anyone entering the field
of less HARDINESS will be pinned to the floor and unable to move until
the duration ends. Anything flying over the surface will be pulled down
as if under an ANVIL_FALL* spell and then pinned if not strong enough.
Anything of 30-40 HARDINESS can move across the surface upright, but
at 1/2 their normal speed and at a -20% to perform actions within the
field (like fighting). Anyone of greater than 40 HARDINESS is unaffected
by the field at all.
The caster CAN be affected by their own spell with this, so caution
is advised on locating the mat.
:Grease
COST : 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.
:Heat_Object
COST : 10
MODS : D,R
This will cause a targeted object to become red hot, making water boil
or metal become too hot to handle. If cast on armour it will cause the
wearer 1d10 damage from the metal parts heating (except to leather).
If duration is bought the water would boil away on the second round,
flammable goods will burst into flames and metal will go to white hot
and cause more damage. After three Rounds Metal melts, crystal shatters
(as does glass) etc. Heat Object beyond the 4th round will cease to
function since the target object will no longer exist.
:History
COST : 5
MODS : N
This spell allows the caster to "tune in" to the psychic
impressions left on an object or small area. The power gives the
wizard the ability to divine special purposes, famous owners, and
powerful alignment bends.
The spell will not identify a magic item per se, but would
identify the signet ring of a long deceased noble house as such.
Furthermore, history doubles the chance of a rare or unknown items
value being determined.
This spell is most commonly used on nonmagical plunder, books,
and items sold at auctions. Only a single touch is needed to make the
spell work.
:Hypnotism
COST : 12
MODS : D,R,T
The target creature(s) become susceptable to suggestions from the caster
that are delivered vocally in a language that they understand. The caster
must give the SAME suggestion to all targets immediately after the
casting of the spell.
:Illusionary_Script
COST : 3
MODS : N
This spell enables the caster to write instructions or other
information. The Illusionary script appears to be some form of foreign
or magical writing. Only the person(s) who the caster desires to read
the writing will be able to do so, although it can be recognized by
another Orange Mage. Others attempting to read it will become confused
for 1d10 rounds (save vs Intuition), unable to act or think straight and
likely to wander aimlessly or simply sit down where they stand.
The script does NOT vanish after being read.
Additional Ranks of the spell increase the confusion by another d10.
: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.
:Invisibility_To_Mundanes
COST : 25
MODS : D,R,T
This spell causes a being, object or locale to become invisible to
those who do not believe in magic and lack magical aptitude. It cannot
be cast on a Mundane and Mundanes get NO save against the effect.
It has NO effect on Mages and the like who view the invisible.
It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a
locale instead of a being or object, it can cover 10 cubic feet per
rank of the caster and all within that area (but such cannot be
mobile).
It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete
invisibility to all their senses.
:IronMind
COST : 3
MODS : D
This spell permits the caster to concentrate powerfully, despite any
normal things that would distract him/her from their actions in casting
any other spell - even the receipt of actual physical damage, as long
as the duration of this spell continues. This allows a mage to overcome
one of the normal causes of spell failure. It is said this was developed
by a student who had difficulty studying for his finals.
:Jolt
COST : 12
MODS : N
This spell is cast upon any edible liquid. It enhances the liquid by
placing a LARGE quantity of caffeine into it thoroughly. When drank
it will add +5 to Initiatives of the consumer and give them a +50%
to save against all sleep effects. While under the effects (which last
about 3 hours after consumption) they cannot fall asleep by natural
means and become hyperactive at all times. Its said this was developed
by some students to cram for exams.... After the end of the effect
they must either get a second dosage within 1d10 rounds or collapse
asleep for three times the amount of time they were under the effects
of the spelled liquid. The spell will affect a maximum of 12 oz of
liquid per rank.
: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 : 3
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.
:Life_Support
COST : 20
MODS : D
This allows the mentalist to prevent their body from needing outside
influences to survive. Specifically they need not breathe (and will be
protected from all gas based attacks) outside air, intake food or
water, dispose of bodily wastes or sleep and dream.
: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.
:Logic_Wave
COST : 20
MODS : D,R
This is cast at a single target being and will cancel any spell,
effect, power or ability for the duration by the caster declaring it
"That's Illogical! You Can't XXX" (where XXX is what is being stopped).
Examples : Fly! Walk on Water! Be a Werewolf! Be Bullet Proof!
The potential dangers in this spell to mages is obvious!
The target DOES get a save vs MAGIC.
:Magic_Missile
COST : 7
MODS : R
This is sphere of magical energy and proto-matter which is sent at a
single target by the caster and which does 3d10 damage to the
target, cannot be diverted from target and will not miss. If the target
is sentient its INTUITION score is subtracted from the damage the
missile does to HTK, being the only way to absorb the attack.
Target MUST be in sight for the caster to use this spell, as well as
within the range.
:Magic_Mouth
COST : 5
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).
:Maws_Of_Pandemonium
COST : 7
MODS : R
Cast at a target being only, this causes a variation of magic mouth
to appear somewhere on the victim's body which begins a constant and
annoying gibbering and moaning, which in the process feeds off the
victim's own magical energy, draining away 1 point of energy each
round until none remains. The mouth prevents stealthy movement and
unless the victim has an IronMind* spell active, will add a -5% to
their casting rolls due to distraction of the mouth.
Note that such a mouth does NOT affect HUNG spells or currently
active spells. It fails against the naturally mindshielded, mundanes,
anyone with a mind guard or similar defense up.
:Melodramatic_Music
COST : 10
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.
: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.
:Murder_Weapon
COST : 5
MODS : D
The caster of this spell can check one weapon per round to determine if
it was used to kill a specific corpse, of whom he has a blood sample. A
"murder weapon" is one which reduced the victim to zero hit points, or
delivered the poison which did so.
Note that such evidence is NOT yet admissible in court in the USA, but
according to reports HAS been allowed in Japan!
:Night_Sight
COST : 3
MODS : D,R,T
This allows the caster and targets to see as well at night as in day.
It does NOT help against magical darkness....
:No_Tresspassing
COST : 5
MODS : N
When this informational spell is cast the mage is immediately told
if he/she is tresspassing on private property and if so exactly who
owns the property.
:Nude_Mood
COST : 12
MODS : R,T
Cast at a single being this forces them into a compulsive behavior to
immediately strip off all clothes and armour to stand naked (it does NOT
cause the removal of jewelry). Once they have completed this they will
return to their senses and have to deal with the situation.
TARGETS is only used if the targets involved are within 10' of each other.
: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.
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.
:Painting
COST : 5
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.
:Pentagram
COST : 25
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
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.
:Phantasmal_Force
COST : 7
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.
:PhotoCopy
COST : 1
MODS : R
This spell allows the caster to create a permanent image, on a
piece of parchment, canvas, or the like, of whatever s/he sees and
concentrates upon at the time of casting, to the range bought.
Detail in the final picture depends on distance and field of vision.
Material components are a piece of parchment, paper or canvas --
which is not expended and upon which the image appears. If a tool
is used for casting a quill pen with silver tip is the most likely
device to use.
:Pop
COST : 15
MODS : R
This spell is primarily named for the sound made when it is cast.
The caster is teleported a short distance (based on RANGE) within
their Line of Sight instantly with their equipment (upto 50 lbs).
They cannot appear within a solid object. Each additional RANK adds
50 lbs to the carriable weight.
: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 : 1
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.
:Reveal_Owner
COST : 5
MODS : N
The caster of this spell receives a mental impression of the most
recent owner or owners of the recipient object. An "owner" is defined
as an intelligent entity who was in direct physical contact with the
object one hour, or who had the object upon his person for 24 hours.
The information gained is sufficient that the wizard will recognize the
owner on sight, and he can uniquely specify the owner for the purpose
of such spells as legend lore.
:See_Invisible
COST : 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.
: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)
:Speed
COST : 10
MODS : D,R,T
Allows the caster or subject beings to move consistently at maximum
speed. This means they get a +20 to all initiative rolls.
: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.
:Stability
COST : 20
MODS : D
Thin lines of energy are thrown off the caster's body, anchoring
him/her in place. This spell keeps the caster's position in space
ridgidly unchanged, no matter what the surroundings. This acts as a
defense against Living_X, Teleports, Telekinesis-like effects, and
will even prevent caster from falling, suspending the mage in space
until the duration of the spell ended. The caster can end the spell
at will. Even on a slippery surface or in a high wind or if the mage
is forcibly grabbed the position remains unchanged. Unfortunately
this spell does act as a -50 to any movement based Prowness skills
and defending against physical attacks.
:Summon_Object
COST : 15
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.
Summoned objects CANNOT be alive in any way.
:Taunt
COST : 5
MODS : D,R
A taunt spell enables the caster to jape and jeer effectively at a
single type of creature with Intelligence. The caster need not speak the
language of the creatures. His words and sounds have real meaning for
the subject creature or creatures: challenging, insulting, and generally
irritating and angering the listeners. Those failing to save vs.
INTUITION rush forth in fury to do battle with the spellcaster. All
affected creatures attack the spellcaster in melee if physically capable
of doing so, seeking to use body or hand-held weapons rather than missile
weapons or spells.
Separation of the caster from the victim by an impenetrable or
uncrossable boundary (a wall of fire, a deep chasm, a formation of set
pikemen) causes the spell to break. If the caster taunts a mixed group,
he must choose the type of creature to be affected.
If used in conjunction with a ventriloquism spell, the creatures
may attack the apparent source, depending upon their Intelligence, a
leader's presence, and so on.
:Telekinesis
COST : 10
MODS : D,R
By means of this spell the caster is able to move objects or beings
by concentrating on moving them mentally. The spell can provide either a
gentle, sustained force or a single, short violent thrust (for attack
purposes).
As a sustained force this enables the caster to move a weight of upto
5 Lbs/RANK of the spell a distance of 30' per round . The weight can be
moved vertically or horizontally or both. Any objects moved beyond the
spell's range falls or stops progressive movement. If the caster ceases
concentration for any reason, the object falls or stops. The object can
also be manipulated mentally as if with one's hands. For example a rope
or lever may be pulled, an object rotated and so on. The caster could
even do such things as untie ropes or other complex actions with
manipulation (though the GM may judge an INT save is needed for some
more complex actions to achieve them).
Alternatively the spell energy can be used in single round
'attacks', exerting effect to hurl an object upto 30 feet away from its
original position, within the weight limits as above.
Damaged caused by hurled objects is decided by the GM, but usually
you can assume that HARD objects do 1d10+(1pt/5 lbs weight).
:Teleport_Object
COST : 10
MODS : R
Allows the caster to move an object within range to any locale that
the caster chooses that has been visited and memorized by the caster,
or into the possession of the caster immediately. Range is used for the
actual range to the target object. Duration and Targets are unused
options. If the object is a container its contents will move with it.
Additionally there is a cost of 1 spell point per 5 lbs of the objects
weight.
: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.
:Ventriloquism
COST : 5
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.
: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.