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Precision Software Appli…tions Silver Collection 4
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Precision Software Applications Silver Collection Volume 4 (1993).iso
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!TAOIST.#01
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:Taoist_Tradition
The Taoist is the combination of all the Eastern traditions in a
simplex package for ease of system design. It includes concepts of
many religions and beliefs, but all interconnects to the concept of
the balance of Yin/Yang, the principles of Zen and the like.
Prerequisite Skills :
Alertness
Meditation
Suggested Skills :
Blind Fighting
Body Development
Climbing
Contortionist
Dancing
Exotic Weapons
Martial Arts
Staffs & Polearms
Casting Rules & Restrictions:
-20% if unable to use hand gestures/body movements
Unable to follow Draconian, Hermetic, Shaman (any),
Bloodmage, Tantrologist, Discordian, Charismatic
or Voodon traditions.
Cannot be Token Mages
-10% to cast if wearing any form of physical armour
:Armour
COST : 3
MODS : D
This gives the caster temporary invisible and intangible magical
armour against all normal attacks that absorbs 1 points of damage
per rank for the duration. No more than 20 ranks may be bought.
Unlike normal armour, the armour spell cannot be reduced with wear,
has no encumbrance affects upon Prowness and it can be worn with
other forms of Non-Metal armour (Wearing metal armour will negate
the armour spell).
:Assasin's_Invisibility
COST : 25
MODS : D
This is complete invisibility to sight, infravision, sound and
scent. The subject CANNOT create intentional sounds while it is
in effect.
:Astral_Sight
COST : 5
MODS : D
Allows the caster to see into the Astral plane and beings therein
for the duration, in standard LOS range.
:Bio-Electric_Punch
COST : 3
MODS : D
The caster's hands acquire a flickering blue glow.
This increases the damage they will inflict (with electricity) on
striking targets by 1 point per rank for the duration of the spell.
This CAN be combined with Weakness Understanding for devistating
effects but CANNOT be used with Combat Teleport active.
:Body_Equilibrium
COST : 5
MODS : D
This allows the caster to adjust the weight of their body to
correspond with the surface they are standing on. Thus they can walk
on ice, water, quicksand or even a cloud.
Because of their lightness the character must be wary of wind gusts
which can easily blow them away.
This will also act as a feather fall effect if they are falling...
:Change_Self
COST : 1
MODS : D
This spell enables the taoist to alter the appearance of his/her
form--including clothing and equipment--to appear one foot shorter or
taller; thin, fat, or in between; humanoid, or any other generally
bipedal creature. The caster cannot duplicate a specific individual,
unless they have disguise skill with which they would then roll.
The GM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his
equipment, and the ruse may be discovered in this way.
:Cleanse_Lungs
COST : 10
MODS : R
This spell will remove any cancerous growths
and recently received poisonous gas damage (recent being with past
hour) that the caster's 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).
:Combat_Teleport
COST : 15
MODS : D
This spell makes the caster +10% harder to hit via all HTH, Hand weapon,
Missile and gunfire combat attacks as they teleport themselves instantly
a few inches to avoid attacks when they occur. It does NOT work against
energy weapons, spells without physical form or area affect spells and
weapons (like a grenade). While active the caster CANNOT physically
be touched by anyone. Combat Teleport cannot be active at the same time
as Globe of Invulnerability since it is an aura affect.
Additional Ranks add +10%, upto 100% maximum. Combat Teleport IS
cumulative with PROW modifiers but not with BLUR*.
:Cure_Hangover
COST : 1
MODS : N
This spell removes all the symptoms of a hangover in the caster.
:Cure_Nausea
COST : 1
MODS : N
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 caster functional and ends also retching
and vomiting that may accompany Nausea.
:Deflect
COST : 1
MODS : D
This allows the taoist to act with their arms as if they had a shield,
and temporarily gives them a chance to prevent a missile attack from
reaching target by 10% per RANK.
This CANNOT be used with Combat Teleport Active!
:Feather_Fall
COST : 1
MODS : D
When this spell is cast, the caster is affected immediately
assuming 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
damage is incurred upon landing while in effect. When the spell
duration ceases, normal rate of fall occurs.
: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.
:Free_Action
COST : 5
MODS : D
This spell enables the caster to move and attack and otherwise act
normally for the duration of the spell, negating effects like Paralysis,
little death, hold person, web, hog tie and similar binding effects.
:Frost_Hands
COST : 10
MODS : D
This spell is causes the caster's hands to become freezing cold
(some say the cold of the grave) so that when an opponent is touched
they will do 2d10 cold damage (this can also enhance punches).
:Grounding
COST : 10
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. Additional ranks
add + 5% to the save add.
:Hyper_Speed
COST : 5
MODS : D
This spell confers speed and movement upon the spell caster. It
allows the caster to increase his or her running rate to twice their
normal running rate. Also, while under this spell's effect, the
caster/target does not become fatigued or winded by running
at such a fast pace. Furthermore, they can leap forward for 10' + 2'
per rank when running. It adds to them in combat situations a +20
to their initiative for the duration.
:Invisibility_To_Mundanes
COST : 10
MODS : D
This spell causes the caster to become invisible to
those who do not believe in magic and lack magical aptitude.
It has NO effect on Mages and the like who view the invisible.
It will affect plus 25 lbs per rank.
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.
:Keep_Awake
COST : 5
MODS : D
This spell prevents the caster from falling asleep or unconscious for the
duration, whether due to magical or natural causes. The caster will not
feel tired for the duration, but will feel the full effects of being up
for the entire duration as soon as the spell wears off. The caster may
get physically weary and need rest.
If the caster is reduced to negative HTK, he will be in intense pain. It
does not prevent him from bleeding to death. He must make an INT roll to
avoid canceling the spell. Physical actions range from difficult to
impossible, depending on the action and the type of injury.
The caster may not meditate while under the effect of this spell.
:Leap
COST : 5
MODS : D
When this spell is cast the individual is empowered with the
ability to leap. The distance the caster is able to leap is 20'
plus 5'per RANK bought of the spell, forward, backward or straight up.
One Jump per round of the spell's duration can be made.
Also at the end of the leap the individual will always land without
falling damage. If LEAP is done with a Kick attack on a target that
hits successfully then the damage done by the kick is Tripled (note
that if this is done and the target is missed or somehow deflects the
taoist then they will be knocked prone!)
:Levitation
COST : 15
MODS : D
This spell allows the caster to rise up thru the air in a mentally
assisted movement, or equally move downward or hover. Levitation is
at a speed of 5' maximum per round per rank and the caster controls
the speed of ascent/descent entirely.
Levitation is NOT flight.
: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.
:Limb_Running
COST : 1
MODS : D
This allows the caster to travel across any wooden surface safely,
upto a 90 degree angle, as if on normal ground. They can move at
full speed and need make no PROW rolls against the terrain while
doing so.
:Mind_Guard
COST : 5
MODS : D
This spell protects the caster from the effects of a mental
nature as well as natural abilities like ESP, Telepathy ,
Well_Of_Blackness*, Hypnotism*, Charm Person, Curse of Senility,
Detect Spirit, Nude Mood, Possession, Quantum Leap, Spook, Steal
Spell, and even Taunt.
:Night_Sight
COST : 3
MODS : D
This allows the caster to see as well at night as in day.
It does NOT help against magical darkness....
:Personal_Healing
COST : 10
MODS : N
This allows the caster to heal injuries they may have sustained, when
they are conscious, by spending the above cost plus 1 point per point
of damage to be healed. No other modifiers are used and it works
on internal wounds, open wounds and broken bones. It does not assist
against diseases, withering or permanent damage.
:Pop
COST : 5
MODS : R
This spell is primarily named for the sound made when it is cast.
The caster is teleported a short distance (based on RANGE) within
their Line of Sight instantly with their equipment (upto 20 lbs).
They cannot appear within a solid object. Each additional RANK adds
20 lbs to the carriable weight.
:Protection_from_Constriction
COST : 1
MODS : D
When cast, a Protection from Constriction spell will mitigate crushing
damage taken each round from a single attack form. Up to five points per
rank of the spell is deducted from crushing damage. Note that
this does not mitigate damage from crushing weapons or falling; it will
protect against constriction, bear hugs, Bigby's Crushing Hand, or any
similar gradual compression.
:Protection_From_Hunger_and_Thirst
COST : 3
MODS : D
When protection from hunger and thirst is cast, the recipient
requires no food, water, or nourishment of any kind for the duration of
the spell. Each day the caster is under the effect of the spell, he is
fully nourished as if having had eaten and drunk normally. At the end
of the spell's duration, the subject is no more hungry or thirsty than
when the spell was originally cast.
:Quick_Draw
COST : 1
MODS : D
This spell will enable the caster to instantly have their weapon in
their hand when it is needed, if the item is within 30 feet/rank of
the caster/person.
:Remove_Scars
COST : 1
MODS : N
On casting this spell, the caster is empowered to remove scars or other
similar marks (burn marks, birth marks, etc.). This will enable the
recipient of the spell to restore lost charisma caused by such marks.
:Resist_Cold
COST : 1
MODS : D
This spell lasts for the duration or until the spell has absorbed 10
points of cold damage per rank to protect the caster from harm.
:Resist_Fire
COST : 1
MODS : D
This absorbs upto 10 points of damage per rank from fire and heat
that the caster would have received... then ends or ends at the end
of the duration, or whichever comes first.
:Spider_Climb
COST : 5
MODS : D
By this spell, the caster can walk on any surface and not slip. The
caster can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface) and move at their normal
speed.
:Strength
COST : 3
MODS : D
This allows the caster to boost their own Hardiness for all purposes
(combat and Health/constitutional saves), by 5 pts plus 1 per RANK.
:SunScreen
COST : 5
MODS : D
This spell was, it is believed, developed by a Drow mage to protect
against the effects of the daytime sun. It prevents the hinderance to
eyesight caused by extremely bright sun by partially polarizing the
subjects eyes when in extreme light (It also protects against all FLASH
type effects that blind momentarily by bright light) and also prevents
skin burning problems from extreme sun. Besides it uses for Drow it has
also proved useful to mages in the Desert or Wastelands areas where the
sun is VERY direct and it helps against snow blindness too.
:Trackless
COST : 1
MODS : D
This spell prevents the caster 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.
:Weakness_Understanding
COST : 5
MODS : D
This spell grants the caster the ability to perceive the weakest
points of construction on an object or structure or person. While
it is active they can apply the knowledge to their attacks on such
with any physical attack, causing +1 damage per attack per rank they
know the spell at.