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!SHAMAN.#01
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:American_Indian_Shaman_Tradition(s)
There are numerous indian tribes, each of which have their own
distinct languages and customs. We cannot possibly, in this small
space of a tradition file cover ALL the information regarding all
the variations. Instead this is intended to be a homoginization of
their magic system basics in general terms.
REQUIRED SKILLS :
Animal Lore
Dancing
First Aide
Herbology
Religions
Stealth
Survival (any one except Urban)
SUGGESTED SKILLS :
Additional Native American Languages
Alertness
Animal Noises
Animal Training
Dagger & Knives
Firebuilding
Foraging
Hunting
Leatherworking
Magical History
Meditation
Musical Instrument (especially FLUTE)
Philosophy
Riding, Land based
Rope Use
Throwing Weapons
Weather Sense
RESTRICTIONS & REQUIREMENTS :
-10% to Cast in Urban Areas
-10% if unable to move
-10% if unable to speak
Cannot be Mentalist, Mystery Master, Shaman of Any other type,
Charismatic, Taroist, Taoist, Draconian, Atlantian,
TechnoMage, Shadow Mage, Voodon, Wiccan traditions.
Annual Sun Dance on Mid-Summer's Day ALWAYS brings a
Shaman to being FULLY Charged in their Capacity
and leaves them at +30% to cast for one week afterwards.
(but costs them 1 HTK permanently due to damage). The
Dance takes a full day for preparation etc. Not doing
the dance lowers their casting ability 10% for the
full coming year (Cumulative if additional years
missed).
Must Choose a Totem Animal (Must exist in North America)
as part of their training (actually it chooses them).
The guardian spirit of this totem is their guide upon
Vision quests. It grants them specific abilities
and knowledge (It is the Guardian that teached them
their new spells within their dreams - a Shaman of
this type does not learn new spells from other Shamans).
When a Shaman spends eps for HTK or MC the guardian
Spirit doubles the normal result, so that they get 2
points for the 250 they spent. They may speak without
effort and be understood by their totem animal's
living representative (and sometimes receives aide
from them) but cannot harm such without harming their
own magics - slaying one's totem animal without the
permission of it in life is damaging and reduces their
casting percentage by 10% permanently! One's totem
also helps one with certain kinds of magic, adding 10%
to success with spells within that type:
Bear - Healing
Cats (any) - Illusions
Coyote - Trickery/Theft/Charm
Dog - Detection
Eagle - Wind/Air magics
Gator - Water magics
Owl - Hunting & Night magics
Racoon - Movement magics
Raven - +5% to ALL MAGICS
Buffalo - Protection
Wolverine - combat
Tools are always used by a Shaman, they cannot perform their
magics without them. They usually include :
The Medicine Bundle/bag
Eagle Feather
Flute
Hand Drum
Armband
Tomahawk
Ritual Knife
Wand (Usually has a gourd rattle on one end)
Tobacco Pipe
Bonfire (not carried, of course!)
Unlike other mage's a Shaman's tools in this case do not
increase their casting time. Some spells need specific
tools to be used, these will be noted with the spell.
Shamans do not get cost reductions for their tools
either, since they are manditory in their casting.
Cannot do TOKEN magic
Code of Honor (Cannot attack and kill an enemy from
behind unknowingly (but may subdue them),
Must protect those taken as blood brothers;
Must NOT leave companions behind on field of
battle if still alive
Must NOT let enemies take their Tools or losses
some power while enemy posseses them
(-5% ability per tool held by enemy).
Cannot eat meat of own totem animal without
permission.
Rather die then be captured by an enemy
Must avoid harming the ecology of the Land
:Accurate_Arrow
COST : 5
MODS : D,R
When cast, Accurate Arrow minorly creates one missile
weapon (i.e. sling stone, arrow, quarrel, etc.) to automatically hit
any target normally within the range. Effective with "called
shots", and situations of that nature. The missile's enchantment does
normal damage as it were an unaided hit of the same nature. The
enchantment instantly wears off upon the arrival at the missile's
destination, even if the spell duration is not yet ended. Missile
cannot be aimed for a particular body part. There is no saving throw
from the attack.
Needs : Ritual Knife
Additional Ranks add +1 to the damage and make the missile count as
a magic weapon.
:Affect_Normal_Fires
COST : 1
MODS : D,R
This spell enables the shaman 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.
Needs : Wand
:Amphibious_Ability
COST : 5
MODS : D,R,T
This makes the caster or the target being(s) able to breathe
underwater as easily as they do air. This also will negate any
spells of DROWNING* or BLOAT* cast upon the target.
Needs : Armband
: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 : 5
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.
Needs : Bonfire
:Animal_Tracks
COST : 3
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.
Needs : Medicine Bundle
:Animate_Dead_Creature
COST : 25
MODS : D,R
This spell is intended to be used on the corpse of any dead non-humanoid
creature, from as small as a rabbit to as large as a buffalo. It does
not work on humanoid or demi human corpses. The animated creature will
be 1/2 of its original HTK and will have all the normal attacks they did
in life. It is controlled much like a zombie. They are NOT classified as
lesser undead unless they have less than 25 HTK. Duration is necessary
to maintain such an undead.
Needs : Flute
:Anvil Fall
COST : 3
MODS : D,R,T
When this spell is cast, the creature(s) or object(s) affected
immediately assume the mass of solid lead. A falling or flying object
or creature affected starts to plummet, and damage taken from falling
is doubled, i.e., 2d10 per 10 feet fallen, to a maximum of 20d10 from
a height of 100 feet. The anvil fall affects one or more objects
in a 10-foot cube, or one creature, as long as the maximum original
weight of the creatures or objects does not exceed a combined total of
200 pounds per rank bought of the spell.
A feather fall cast upon a creature or object under the influence
of an anvil fall will only negate the latter, and the creature then
receives only normal falling damage. An additional feather fall would
then be needed to achieve the normal effect of that spell, and two
such spells could probably not be cast in time by a single caster.
Like a feather fall, an anvil fall works only upon free-falling,
flying, or propelled objects, and cannot affect a sword blow or a
charging creature.
Needs : Eagle Feather
:Arrow_Of_Smiting
COST : 15
MODS : D
This spell is considered the most dangerous of the Arrow based spells.
Cast on a single arrow it make it capable of also acting as a critical
hit if it strikes target. The effect lasts until the arrow has been
used, thus duration is not used.
Each additional RANK allows another arrow to be included in the effect.
: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.
Needs : Tobacco Pipe
:Bane_Weapon
COST : 5
MODS : D
This spell is cast upon a weapon. It adds 3 points to the damage the
weapon will do when hitting a particular category of being or creature.
Acceptable categories include:
Demon kind Canines (including Wolfen)
Dragon kind Felines (including shapeshifted)
Dwarves Magical Creatures (including mages)
Elementals Gods (and goddesses)
Elves (including 1/2 bloods) Amphibians
FaeFolk (all!) Fire based Creatures
Gnomes Cold based Creatures
Goblins
Humans (including 1/2 bloods)
Orcs
Plant life (including Ents)
Shapeshifters
Stone (including Trolls/Golems)
Undead
:Banishment
COST : 25
MODS : R
Cast at a being from another plane, this spell forces them to return
instantly to their plane and the subject cannot return to this one
without being summoned back. The Target DOES get an INT saving throw.
Fails against creatures native to the plane.
Needs : Hand Drum
:BladeSharp
COST : 5
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.
:Bone_Breaker
COST : 3
MODS : R
This is cast on a single target being and will break a particular bone
in their body (roll):
01-15 Left leg
16-30 Right Leg
31-50 Right Arm
51-70 Left Arm
71-00 Rib (-10% all skills while broken)
Broken limbs are not usable. Broken ribs only restrict action. Lasts until
healed/repaired. Duration is NOT bought on this spell. 1d10 of damage is
done in the process to the target.
Requires a stick from a still-living tree to work (breaking it)
: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.
Requires : Medicine Bundle
:Brand's_Elixir
COST : 3
MODS : D,R
This spell converts water or any alcoholic drink, upto 1 quart, into a
magical healing Elixir temporarily. The Elixir will only work if
used within the duration of the spell - after that it returns to its
normal state. Each dose (1 Cup, 4 cups to a quart) will heal upto 2
points of damage, no matter the source, when drank or applied to an
open wound. The healing is final, the potion of course can expire.
Additional RANKS add +1 to the healing effect of a dose.
: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.
Needs : Flute
:Burning_Hands
COST : 10
MODS : D,R
When the shaman casts this spell, a jet of searing flame shoots from
his fingertips. His hands must be held so as to send forth a fan-like
sheet of flames: the shaman's thumbs must touch each other and fingers
must be spread. The burning hands send out flame jets of 5 foot length
in a horizontal arc of about 120 degrees in front of the shaman. Any
creature in the area of the flames suffers 1d10+3 hit points of damage,
Beings in range must make a roll vs Prowness to avoid the damage.
Flammable material touched by the fire burn (e.g., cloth, paper,
parchment, thin wood, etc.). Such materials can be extinguished in the
next round if no other action is taken. Additional RANKS add +1 to
damage done. RANGE is added to the base 5' length of the flames.
The TARGETS option is not used since this is AREA based.
Needs : Arm Band
: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.
Needs : Medicine Bundle
:Camouflage
COST : 5
MODS : D,R,T
The caster (or target being) while this is under effect, becomes
invisible in natural surroundings such as a forest, Field, Snow covered
mountains, Ice plain or Desert. They can move without leaving a physical
trackable trail, but CAN be heard on occasion and become visible if they
make an attack against someone. While Camouflaged in this way they are
+75% prowness defensively and will have surprise when making an attack
(but cannot return to invisibility after an attack until all opponents
are out of sight range). (Infravision or tracking scent reduce the
modifier down to a +25% while camouflaged).
Needs : Medicine Bundle
: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.
Needs : Medicine Bundle
:Cleanse_Lungs
COST : 10
MODS : R
This is cast upon a living being. It will remove any cancerous growths
and recently received poisonous gas damage (recent being with past
hour) that the subjects lungs have suffered. It will also empty lungs
filled with water to prevent drowning, or fluids, as in pneumonia (but
does NOT cure disease! In the case of cancer it simply puts it in
temporary remission).
Needs : wand
:Cleansing_Flames
COST : 20
MODS : R,T
These yellow flames engulf the target, destroying all diseases, negating
any active spells, and driving out any beings possessing the body
illicitly. Target gets save vs INT.
Needs : Bonfire
:Cloudburst_Dance
COST : 10
MODS : D,R
This causes rain to fall in a radius of the RANGE of the spell at a
rate of 1 inch per minute, soaking everything within the area,
extinguishing fires, preventing most fire spells, etc.
Needs : Hand Drum
:Cloud_Of_Slumber
COST : 10
MODS : D,R
This spell creates a cloud of yellowish gas in 10 cubic area/rank. Any
Living creatures within the Cloud must save each round while in it or
collapse asleep for 60 rounds.
Needs : Tobacco Pipe
:Cloud_Walk
COST : 5
MODS : D,R,T
This spell allows the recipient to walk on any form of fog, cloud, or
smoke as if it were solid. The recipient may move at normal movement
rate, plus the movement rate of the smoke.
The smoke must be reasonably thick, reducing visibility
significantly... This spell will not allow walking on fine mist.
Needs : Medicine Bundle
:Create_Spring
COST : 10
MODS : D
This spell is cast upon natural rock or earth and causes a spring of
fresh water to bubble forth from it, putting out about one gallon /rank
of water per hour. It is a great means of bringing water to a desert,
irrigating crops etc.
Needs : Ritual Knife
:Cure_Disease
COST : 10
MODS : D,R
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.
Needs : Medicine Bundle
:Cure_Nausea
COST : 3
MODS : R
This spell will remove all the effects of Nausea, wether its natural,
caused by a stomache flu, virus or spell. It does NOT remove any
diseases. But it makes the subject functional and ends also retching
and vomiting that may accompany Nausea.
Needs : Medicine Bundle
:Dancing_Lights
COST : 5
MODS : D,R
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.
Needs : Wand
:Death_Alarm
COST : 25
MODS : N
This spell is cast on a single target being. It notifies the caster when
that being actually dies and gives them a momentary view of their demise
(1 round of events per RANK) and its occurrence.
: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.
Needs : Wand
:Deflect
COST : 3
MODS : D
This spell is cast on a shield, and temporarily increases its bearers
chance to prevent a missile attack from reaching target by 10% per RANK.
Needs : Bonfire
:Detect_Disease
COST : 1
MODS : R
Detect disease reveals to the shaman whether a subject creature
or object carries a disease, whether normal or magical, and with a
successful Intuition roll can identify the exact disease.
Needs : Tobacco Pipe
:Detect_Illusions
COST : 5
MODS : D
Allows the caster to see thru ALL Illusions encountered while the
spell duration is in effect, wether caused by magical spell or magic
abilities of specific creatures.
Needs : Tobacco Pipe
:Detect_Life
COST : 1
MODS : R
By use of this spell the caster can determine if a creature is alive,
including creatures in a coma, trance, little death etc. It fails
against Mind Shielded targets (they will detect as dead) and will
also expose Undead for what they are.
Needs : Tobacco pipe
:Detect_Lie
COST : 5
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.
Needs : Armband, Tobacco Pipe
:Detect_Magic
COST : 1
MODS : R
This spell causes all magic on the target being/object to be shown
in that it will glow with the color of its intent(s). Duration
is not needed to be purchased, and it is cast at the suspect target.
Needs : Medicine Bundle
:Detect_Metal
COST : 1
MODS : D,R
The caster specifies one metal type and this spell will detect any of
such within a 50' radius.
Needs : Needs Wand
:Detect_Poison
COST : 3
MODS : R
With this spell, the shaman can determine if a corpse has been
poisoned. One corpse can be checked each round. The shaman 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.
Needs : Medicine Bundle
: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.
Needs : Tobacco Pipe
:Detect_Spirit
COST : 5
MODS : D,T
Detects the presence of a soul spirit or mentality in any body or
object (enchanted swords, etc.), and whether or not the mind
controlling the body is its "native". Thus, it will not detect charming
or hypnosis but will detect possession. Only the fact of a mind is
detected, not its nature. If it is cast on a normally invisible spirit
(such as an Invisible Stalker or Unseen Servant), the caster can see
the creature as a visible force for the duration. The reverse,
Obscure Spirit, has a range of touch and conceals a single mind or
spirit from detection by this spell, and can be cast by anyone who
knows Detect Spirit.
Needs : Tobacco Pipe
:Detect_Traps
COST : 10
MODS : D
Allows the caster to determine if anything in sight is a Trap. Range
is not used with this spell, nor is target, as it simply notifies the
caster of traps. If the caster wishes to determine what the trap is
an Intuition save is needed, and if successful can state what the trap
is and may be able to disarm it.
Needs : Tobacco Pipe
:Detect_Undead
COST : 5
MODS : D
This spell enables the caster to detect all undead creatures out to
the range of the spell. The area of effect extends in a path 10 feet
wide and 60 feet long (plus 10 feet longer per level of the shaman), in
the direction the caster is facing. Scanning a direction requires one
round, and the caster must be motionless. While the spell indicates
direction, it does not give specific location or distance. It detects
undead through walls and obstacles but is blocked by one foot of solid
stone, one yard of wood or loose earth, or a thin coating of metal.
The spell does not indicate the type of undead detected, only that
undead are present.
Needs : Wand
:Dispel_Magic
COST : 10
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
Needs : Tomahawk
:Disrupt_Undead
COST : 10
MODS : D,R
When cast the spell strikes out with a cone from the caster out
to its maximum range at a 60 degree angle. Skeletons, Zombies, Ghouls,
and ghosts are blasted into dust instantly if within the cone. All
other undead receive 1d10 dashaman for each round they are within the
cone. The Caster may move the field each round additional round to
increase the area being covered by it if needed.
Needs : Wand
: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 : 25
MODS : R
This spell is cast upon someone and becomes active when they enter into
a dream state. It fails to work against someone who is experiencing a
dream-bead recorded dream or who has Dream Manipulation cast upon
themselves. Once the target is asleep they must make a save against
their INT as they will experience a horrific dream that will cause them
to die within their sleep upon failure to save (someone killed this way
does NOT receive Divine Intervention as their Spirit is trapped upon the
Dream Plane and they become a member of that plane's inhabitants unless
rescued and brought out physically).
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 : 10
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 : 25
MODS : R
This spell is cast upon someone and becomes active upon their falling
asleep. It can also function as being placed within a Dream Bead, but
will destroy the bead upon its completion.
The Dreams of Chaos are a horrific collection of ishamans 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 : 5
MODS : D,R
This allows the shaman to share the dreams of the target being, so that
they may observe all that occurs within their dream. If the shaman 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 : 5
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 5 levels of training, 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.
: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 dashaman with NO armour absorption,
+1 per rank of the spell. An INTuition save DOES apply to the target.
Magical Armour absorption spells WILL apply.
Needs : Armband
:Electric_Arrow
COST : 5
MODS : N
This spell is cast only on an arrow or bolt, giving it a special effect
if it strikes its target. It cannot be cast in combination with ANY of
the other arrow modifying spells.
The arrow does normal dashaman PLUS 1d10 of electrical dashaman on striking
its target. Duration is NOT used on this spell - it lasts until the arrow
is fired and hits something (intended target or not).
Additional RANKS cannot be bought of this spell.
Needs : Bonfire
:Empathic_Revenge
COST : 15
MODS : D
When the target this spell is cast upon is attacked in any way the
attacker receives back half dashaman (only HTK dashaman applies) as that
the target had received from them AFTER armour etc, as internal dashaman.
Needs : Medicine Bundle
:Enhanced_Phantasmal_Force
COST : 25
MODS : D,R
This spell is a Phantasmal force with Sight and Sound and (optionally)
smell, but not substance. The enhanced Phantasmal Force can cover a
10' x 10' x 10' area at the stated range per RANK and can move anywhere
from that range to the caster as the caster chooses. While working this
spell the caster cannot cast another spell (but may prepare one) or
engage in HTH combat except defensively. If the caster moves the Force
will remain always within range of the caster. Upon casting another spell
the Force will cease to move by the will of the caster, but will simply
freeze frame where it is until the duration ends. It will continue the
last ordered sound and smell output.
Needs : Tobacco Pipe
:Feather_Fall
COST : 1
MODS : D,R
When this spell is cast, the target(s) affected immediately
assumes the mass of a piece of down. Rate of falling is instantly
changed to a mere two feet per second (120 feet per round), and no
dashaman is incurred upon landing while in effect. When the spell duration
ceases, normal rate of fall occurs. The feather fall affects one or more
objects or creatures in a 10-foot cube per rank.
Needs : Medicine Bundle
:Fertility
COST : 5
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.
Needs : Medicine Bundle
:Find_Animals
COST : 3
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.
Needs : Medicine Bundle
: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.
Needs : Medicine Bundle
: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).
Needs : Armband
:Fire_Trap
COST : 10
MODS : D
This is cast on any closeable item (book, box, bottle, chest, door,
backpack etc). When the container is opened by anyone EXCEPT the
caster it activates the trap, causing a 5' radius explosion of flame
that will do 1d10 Dashaman per RANK of the Spell. The item is NOT
harmed by this explosion.
Once it has been triggered the spell ends.
:Flaming_Arrow
COST : 1
MODS : N
This spell is cast only on an arrow or bolt, duration is NOT used in the
casting as the effect doesn't occur until the arrow is launched and then
strikes a target. The arrow on striking does 1d10 additional fire dashaman
over its original to the target. Additional RANKS adds +1 to the dashaman
it does. Leather and Magical armour protects against the fire dashaman,
normal metal armour & kevlar does not. Shield Usage against it does
apply.
:Flare
COST : 2
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 dashaman 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 dashaman.
Needs : Tomahawk
: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.
Needs : Tomahawk
:Fog_Phantom
COST : 5
MODS : D,R
This spell creates a vaguely human shaped pillar of fog. The fog
phantom can do no dashaman, however it can be controlled remotely by the
caster. The Phantom moves at 5'/rnd. The magic user can "see" and
"hear" through the Fog Phantom. This spell requires complete
concentration, disturbances will cause the termination of the spell
before the end of its duration. The Fog Phantom cannot pass through
cracks or the like; also strong winds, intense heat or cold will cause
the Fog Phantom to disintegrate.
Needs : Medicine Bundle
:Fog_Vision
COST : 1
MODS : D
Allows the caster to see clearly thru any smoke or fog as if
it wasn't there so it has no obscurement value.
Needs : Medicine Bundle
:Fog_Warrior
COST : 10
MODS : D,R
This spell creates a creature much the same in appearance of the
spell "Fog Phantom". This creature can, however, do dashaman (ranging
from 1d10 per rank of spell. It has HTK equal to the Intuition of the
caster; it can only by hit by magic weapons and spells.
Needs : Medicine Bundle
:Fortify_Armour
COST : 5
MODS : D
This spell is cast on armour or clothing to enhance its ability to
absorb and withstand dashaman 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 10 in
structural dashaman capacity. Additional ranks increase the SDC by
another 10 (at rank 3 its SDC = Roll * 30). Fortified Armour
cannot be dispelled.
:Ghost_Dance
COST : 15
MODS : D
This is cast while wearing clothes of a non-synthetic nature. It
enpowers the clothing with spirit energy that cannot be dispelled
before the duration ends. The clothes will give the wearer protection
from damaging mundane attacks (including bullets). They will act as
ABSORBTION 3 per RANK of the spell with an SDC of 21/rank.
Needs : Bonfire, hand Drum, Medicine bundle
:Healing_Berries
COST : 5
MODS : R
This spell is cast on ANY berries and will convert them into a
healing fruit from dashaman 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.
:Herb_Enhancement
COST : 10
MODS : N
This spell is only useful if the Shaman has Herbology. It allows them
to take any natural herb and multiply its normal affects a hundred fold.
Thus an herb that is used to stop bleeding will actually partially
heal an open wound (for 1d10 effect); an herb that helps with upset
stomaches will cure nausea entirely (even from Stinking Cloud); an
herb that is poisonous becomes VERY poisonous and requires a save to
avoid fatality if consumed/injected, and so forth.
Once enhanced the herb will remain enhanced.
:Hog_Tie
COST : 20
MODS : R
This spell requires a rope of some sort to cast. It causes the rope to
vanish from where it is and appear around the target, which is then
hogtied instantly with hands and feet bound behind its back. Beings of
Hardiness 25 or greater can break free in one round from the binding.
Mages bound who cannot break free can cast, but at a -25% due to the
binding. Quicklings and hasted/speeded up beings that get two actions a
round can roll vs prowness to avoid being tied in the first place, but
will get no other actions that round.
:Hoops_Of_Fire
COST : 15
MODS : D,R
This surrounds a target being with a tight hoop of flame, in the
case of a humanoid binding the arms to the sides, it also does 1d10
dashaman on the first round (but no further dashaman afterwards). It can
withstand attempts to break free from it by Hardiness 20, more than that
and a save vs Hardiness will shatter the ring and dispell it. Each
additional rank of the spell adds 20 to the strength it can oppose
without a save. The hoop only lasts for the duration. Water will
extinguish the ring and dispell it. A shaman with bound arms is -20% to
cast and a warrior cannot act until broken free at all! The ring cannot
be harmed by ordinary weapons.
:Hunting_Hound
COST : 15
MODS : D
This spell calls a canine creature to be a helper and boon companion to
the spell caster for the duration of the spell. The hound is magical
beast, which understands verbal commands given it of 6 words or less.
It is also capable of tracking by scent (75% accuracy), and can hunt
sufficiently well to feed the spell-caster for one day, provided there
is game extant in the caster's area, and a hunting command is given.
The hound has HARDINESS 15 PROWNESS 15 and its bit does 1d10+3 dashaman.
Needs : Tomahawk
:InFertility
COST : 5
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.
:Insect_Plague
COST : 25
MODE : D,R,T
This spell is cast and causes a horde of creeping, hopping and flying
insects to gather around and swarm upon the target in a thick cloud. The
insects obscure vision limiting it to 10'. Spellcasting inside of the
cloud is at a -50% due to the distractions and complications. Creatures
within the cloud receive 1d10 dashaman each round inside the cloud due to
numerous bites and stings, with NO armour assistance (normal OR magical)
and the insects count as +1 vs magical creatures that can only be hit by
magic weapons. Invisiblility is nullified by this effect as well.
Heavy smoke or fire can drive away the insects prematurely and the
victim gets a saving throw vs PROW each round after the 1st to have
wandered out of the Plague of insects.
:Invisibility
COST : 25
MODS : D,R,T
Caster, subject being or subject object becomes invisible to normal
sight. This adds 50% to their prowness for defensive and offensive
purposes. This is NOT perfect invisibility, the eyes on a person will
be visible while open and may be noticed. Also if an invisible being
is wounded their blood will become visible when it strikes the ground.
If a person their equipment will be included in the effect, BUT if they
fire a missile weapon or throw such it will become visible after
leaving their presence. Caster can turn off the spell at will. An
invisible person can be partially discovered thru infravision (instead
of 50% prowness modifier it becomes only a 25% modifier). Once turned
off the spell MUST be recast in full.
:IronMind
COST : 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 dashaman, as long
as the duration of this spell continues. This allows a shaman to overcome
one of the normal causes of spell failure.
:Light
COST : 5
MODS : D,R
This spell creates a luminous glow, equal to torchlight, within a
radius of the spell's center. Objects in darkness beyond this sphere
can be seen, at best, as vague and shadowy shapes. The spell is
centered on a point selected by the caster, and he must have a line of
sight and unobstructed path for the spell when it is cast. Light can
spring from air, rock, metal, wood, or almost any similar substance.
The effect is immobile unless it is specifically centered on a
movable object or mobile creature. If this spell is cast upon a
creature, an INT save roll is made. Light taken into an area of
magical darkness does not function, but if cast directly against
magical darkness negates it (but only for the duration of the light
spell, if the darkness effect is longer).
Light centered on the visual organs of a creature blinds it,
reducing its prowness to 1 Unless it has Blind fighting skills.
The caster can end the spell at any time by uttering a single word.
Needs : Wand
:Magic_Missile
COST : 5
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 (+1/rank) dashaman to
the target, cannot be diverted from target and will not miss. If the
target is sentient its INTUITION score is subtracted from the dashaman the
missile does to Hardiness, 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. Globe of Invulnerability and Walls of Force will
not divert it, nor will ballistic defenses or missile reflection.
Needs : Medicine Bundle
:Mind_Speech
COST : 5
MODS : D,R,T
Allows the caster to communicate mentally with one or more beings. Must
be able to see the being when the spell is first cast, but does not
have to maintain visual contact. The mindspeech is just like normal
conversation, except that NONE of those involved can 'think' a lie
thru the link at the others, so honesty is the rule - any attempt to
lie directly will cause the link to severe. Once enacted, Mindspeech
is NOT affected by the distance - RANGE is only used for the initial
casting of the spell, thus the spell can be bought relatively cheaply
if all involved are in touching range at start, only duration and
possibly targets are needed.
:Morale_Boost
COST : 5
MODS : D,R,T
This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
and will also give them a +5% chance per rank to succeed at all attack
rolls for the duration of the spell.
:Mount
COST : 12
MODS : D
By means of this spell, the caster conjures a normal horse 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 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_Shield
COST : 5
MODS : D
When this spell is cast, an invisible barrier comes into being in
front of the shaman. This shield totally negates magic missile attacks.
It provides the equivalent protection of +30% against hand-hurled
missiles (axes, darts, spears, against small device-propelled missiles
(arrows, bolts, bullets, manticore spikes, sling stones, etc.). The
shield also adds a +10 Intuition bonus against spell attacks that are
basically frontal. Note that these benefits only apply if the attacks
originate from in front of the shaman, where the shield can move to
interpose itself.
:Neutralize_Poison
COST : 3
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.
Needs : Medicine Bundle
:Painting
COST : 10
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.
:Pit
COST : 15
MODS : R
Creates a 5' radius pit 15' deep in dirt, sand or stone at the
location within the range. Duration is NOT used with this spell,
the pit does NOT vanish. Successive ranks of this spell makes
the pit another 15' in depth for each rank. If a pit is created UNDER a
sentient then the being gets a PROW save to avoid falling into the pit.
:Plant_Growth
COST : 3
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.
:Poison_Thorns
COST : 7
MODS : R
This creates a spray of poisonous plant thorns at the target. 1d10 such
thorns are created per RANK of the spell. A prowness roll is made by the
target against EACH thorn. A Failed roll means they were scratched by the
thorn and receive 1d10 poison dashaman (Dwarves and similarly poison
resistant creatures are unaffected by this attack in that they will ONLY
receive 1 point dashaman per thorn, period). ARMOUR does not help vs this
attack, but a SHIELD may be used to deflect the entire attack if
successful otherwise rule applies as above. Thorns are NOT reusable.
:Polymorph_To_Totem
COST : 20
MODS : D,R,T
It enables the caster to transform themself into the form of their
totem animal. When such a transformation occurs the shaman receives
all the abilities of their new form entire - a human become an eagle
has flight and eagle eyesight, a human turned panther has the stealth
and prowness of the body. What doesn't change - INTUITION, MAGICAL
APTITUDE, MAGICAL CAPACITY and HTK. This is important as it also
means that wounds do not vanish by changing form, but they are simply
not visible in the new form.
The shaman may turn from the totem form back to the original in one
round and back again in another round of action while the duration
lasts. If knocked unconscious the shaman returns to their human form.
Needs : Medicine Bundle
: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.
:Possession
COST : 25
MODS : D,R
Caster's mind takes over the target beings body for the duration, their
own body collapses into a coma. If the caster's own body is destroyed
they permanently become resident in the new body and the old being fades
away. While in possession the caster has the new body's stats except for
Intuition. The caster CANNOT use the skills of the other being, only the
body - they can use their own skills.
:Protection_From_Spirits
COST : 5
MODS : D,R,T
This spell will protect the caster or subject target from all dashaman
and draining effects inflicted by a non-corporeal being, including
wraiths, ghosts, spectres, astrally projecting shamans and the like
for the duration. Even spell effects used by any such creatures will
fail to work against the protected.
Needs : Bonfire
:Quantas_Target_Bow
COST : 10
MODS : D
While this spell is in effect, any arrows fired from this magic bow
(which may be of any type EXCEPT a crossbow) are +20% to hit a target.
The caster must be able to see the target, and call his/her shot.
Note that the arrow fired from the target bow is in no way magical.
Since the spell ONLY generates the Bow.
:Radius_Dampen_Technology
COST : 20
MODS : D,R
This projects from the point of casting out to a radius of the
paid for RNG in a field that reduces the current in electronic
equipment. While in this area all electronic equipment will simply
fail to function. It does not affect chemical or mechanically
based devices or anything magically enhanced or magical of nature
(thus a technoshaman would not be affected by this).
Needs : Flute
:Remove_Curse
COST : 20
MODS : D,R
This removes ANY curse type spell on a being or item permanently.
Needs : Flute
:Remove_Fear
COST : 1
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
Needs : Hand Drum
:Resist_Fire
COST : 5
MODS : D,R,T
This absorbs upto 100 points of dashaman from fire and heat that the
target would have received... then ends or ends at the end of the
duration, whichever comes first.
Needs : Medicine Bundle
:Reveal_Owner
COST : 10
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 shaman 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 : 3
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.
:Sex_Change
COST : 15
MODS : D,R
This is a simplex polymorph, it does not change the race or mass of a
being, but merely alters it from male to female or female to male with
the available materials. It does not change the innate nature,personality
or intelligence of the being or even alter their concepts of sexuality
directly, it is PURELY biological. The spell lasts for the duration paid
for by the caster and it can be cast on another or on the shaman
themselves. This spell main seem frivolous to some, but it has its uses.
for example there is one tale of a Princess of an invaded country having
escaped by such a spell and the stealing of the uniform of one of her
captors (a disguise not possible by simply the uniform due to physical
attributes).
The spell will utilize what's available, so for example in transformation
from male to female the overall body hair is reduced while the body hair
upon the head is increased in length to appear more feminine.
:Sleep
COST : 1
MODS : D,R,T
When a shaman 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)
Needs : Tobacco Pipe
:Speak_With_Animals
COST : 5
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.
Needs : Armband
:Speed
COST : 5
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.
Needs : Medicine bundle
:Spell_Trace
COST : 5
MODS : R,T
Cast on an object or on a target of a recently discharged spell, this
will give the shaman an image of the caster who originally cast the spell.
Needs : Tobacco pipe
:Spider_Climb
COST : 3
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 dashaman 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_Shield
COST : 25
MODS : N
This is cast on a specially made leather hide shield for a particular
person. It empowers the shield with the totem's power of the subject
to protect them in battle. The shield will act as armour from ONE
attack each round, and can absorb 3 points of dashaman/rank mundane or
magical. It offers no help against non-damaging attacks or any
instant kill spell effects. The shield has an SDC of 30 points/rank.
Needs : Ritual Knife/dagger
:Starlight
COST : 1
MODS : D
This spell illuminates an area as a cloudless outdoor night sky filled
with stars. This light is pale and white, and dilutes vision mostly to
black and white. Full visual acuity is possible only out to a range of
10 yards, but general identification can be made out to 20 yards.
Stationary figures can be made out at 40 yards, and movement detected
out to 80 yards. Intervening cover will, of course, reduce sighting
distances accordingly. This light does not interfere with infravision,
and there are ample shadows within the area of effect to hide in. The
illusionary component of the spell creates the appearance of an actual
starry night sky.
:Steam_Breathe
COST : 15
MODS : D,R
This gives the caster or the target being the ability to produce a
steam breath weapon attack like that of a Dragon Turtle. Each round
the steamer can blow out such a cloud of steam, doing 2d10 dashaman
(no armour save) to all within a 30' cone area in front of the steamer.
A save vs Prowness avoids the effects of the Steam. Any protection from
HEAT, FIRE or Non-magical attacks (the steam is not magical itself)
will prevent or reduce dashaman accordingly. Fire based creatures are not
harmed by it.
The power is stopped by killing its source, the steamer, by sealing its
mouth, surrounding it with ice etc. While breathing it can take no other
action and losses all defensive modifiers vs physical attacks.
:Summon_Minor_Insect
COST : 1
MODS : R
This spell, unlike most, works within a single round of casting instead
of the usual three.
This spell summons to the target a single specimen (per rank) of an
ordinary natural insect. Thus the spell could be used to summon a Fly, a
spider, a bee, a gnat, a grasshopper etc. Once summoned the insect
remains as long as it chooses unless killed etc.
:Telepathy
COST : 10
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 (INT 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
5 - above and can place memories in target mind
6 - above and can change memories in target mind
7 - above and can transfer HUNG spells to target mind
8 - above and can use INT based skills of target
9 - above and can share own memories, INT skills.
Unlike Mind Speech, Telepathy can be cast on either a LOS being or on
one who is well known to the caster.
Needs : Armband
:Trackless
COST : 5
MODS : D,R,T
This spell prevents the caster or target from leaving footprints of any
kind, including the heat traces visible by infravision, as their appendages
do not quite touch the surface they are passing over, and thus leave no
prints or residue.
Needs : Medicine Bundle
:Transfer_Energy
COST : 1
MODS : D,R,T
This allows shamans 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-shaman
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.
Needs : Wand
:Treacherous_Tripwire
COST : 5
MODS : D
One wire (up to 10' long) can be stretched across a hall, or such. The
wire becomes camouflaged -- undetectable w/o find traps. The first
creature to attempt to pass must save vs. Prowness or be caught when the
wire springs free. The magical wire will twine tightly about the ankles
of its victim, tripping him. If the victim saves then the trap remains
set until triggered or until its duration expires.
It must then be tediously untangled (or sawed loose) which will take at
least 3-6 rounds under ideal conditions. If hacked loose in combat, it
will take 3 rounds.
Once untangled/broken the wire will fade away into nothingness.
:Vision_Quest
COST : 10
MODS : N
This spell allows a shaman 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. It takes 1-4 hours to
complete and may be run by the gm as a siderun.
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:
01-10 Character easily finds out what they went in
search for with no detrimental effects and
no real memory of what occurred.
11-40 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.
41-60 Character returns with the wanted information,
but has expended ALL their magical energy points
stored up in the process. Quest was long and
laborious.
61-75 Character returned with the information, but has
used up ALL magical energy points and hung spells
in the process.
76-79 Character returned with the information, but has
used up all magical energy and hung spells AND
taken 1d10 HTK dashaman from the encounters.
80-89 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).
90-95 Character failed to complete the vision and must
try again at a later date.
96-00 Character returns without the information, having
failed the quest. They cannot go in quest of that
information again.
Needs : Medicine Bundle
:Wall_of_Fog
COST : 10
MODS : D,R
By casting this spell, the shaman creates a billowing wall of vapors
in any area within the spell range. The wall of fog obscures all sight,
normal and infravision, beyond two feet. The caster may create less
vapor if he wishes. The wall must be a roughly cubic or rectangular
mass, at least ten feet wide in its smallest dimension.
Their duration can be halved by a moderate wind, and they can be
blown away by a strong wind.
Needs : Tobacco Pipe
:War_Paint_Enchantment
COST : 20
MODS : D
This is cast upon already applied War Paint by an Indian Shaman
on themselves or another. It enpowers the paint with spirit energy
and gives the person a +5% to Hit and +5% to defend per RANK against
any attack (but cannot be used in combination with any defensive
spells except a Spirit_Shield* or Ghost_Dance*) for the duration.
:Withered_Manhood
COST : 10
MODS : D,R
This spell can only be cast upon a male. It prevents the male from
gaining an errection for the duration.
Needs : Wand
:Wound_Closure
COST : 10
MODS : R
This spell closes the wounds of the recipient to prevent bleeding and
infection, incidentally curing 1d10 of hardiness dashaman. All of the
victim's wounds will be closed by a single casting. Further application
isn't possible to increase the healing effect.
Needs : Medicine Bundle