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!WICCAN.#01
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:Wiccan_Mage_Tradition
Wiccans are a collective name for a variety of religious sects that
hold a mere handful of similarities. All are pagan of nature, having a
great reverence for nature and the natural world. All believe in at
least the duelistic nature of divinity (Male AND Female) and all have
a strong belief in the joining of many to overcome adversity, a strong
sense of community growing from therein.
Unfortunately in groups of larger then 13 members (and sometimes
even smaller!) Wiccans have a tendency to digress, argue, and generally
disagree with philosophies, practices and beliefs that it is nearly
impossible to create a true concensus herein - and thus the Wiccans
of Mystic Earth are almost a sorry caricature of those of the Earth
we live in.
No harm is intended by their portrayal here, but it would be
impossible to represent an organized whole in belief or practice in
the Mystic Earth or to approach the subject objectively on my part.
Accept the fact that what shall be here is only a partial reflection
and you'll be best off....
A coven is a group of wiccans who are interconnected thru a High
Priestess (and/or High Priest) and a Coven Spell. You cannot belong
safely to more than one coven at a time, and a coven has a total of
13 members safely (more than that strains the linkage of the spell
into eventual chaos).
Without a coven a Wiccan tends to be more limited and weaker
magically. A Wiccan without a coven is considered Solitaire. A Wiccan
who was thrown out of a coven is often referred to as having been
Warlocked (that is they broke their oaths).
Wiccans can only be Human, Elven, Gypsy, Changelings or
Lycanthropes for the most part (few are non-human).
Dianic Wiccans can only be female and do not perform tantrics with males
Gardnerian Wiccans can only be taught by a member of the opposite sex
REQUIRED SKILLS :
Read/Write
SUGGESTED SKILLS :
Dancing
First Aide
Gemcraft
Herbalism
History, Ancient
Magical History
Massage
Mathematics
Meditation
Musical Instrument
Seamstress/Tailor
Singing
Yoga
RESTRICTIONS & ADVANTAGES:
+10% to succeed when casting at Night
+10% to Cast during Waxing Moon
-10% to Cast during Waning Moon
-20% to Cast during the New Moon
+20% to Cast during the 3 days of the FULL MOON
Double Energy Recovery on the 3 Nights of the Full Moon
Spells cast on Sam Hain (Halloween/Rudemass) at double their RANK
-20% to cast in Christian, Jewish & Moslem Holy Ground
Cannot be Draconian, Voodon, Shaman (any), mentalist or
Darkover Traditions.
Tantric activity gains the participants 2 hours of recovery
of energy for each hour spent in activity. Gardnerians
can only do this with an opposite sex sex partner and
no other participants. Dianics can only do so with
other women (but no limit on number of partners). All
other Wiccans can do as they please.
Dianic Wiccans that are virgins get an extra +10% chance to
cast at night beyond the above ads.
Gardnerian Wiccan Females get a -20% to cast during their period.
And cannot perform tantric activity while having their
period.
: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.
:Age_Alcohol
COST : 5
MODS : R
This spell magically ages Alcohol. The standard durations are not used
for this spell. Each point put into Duration adds 6 months to the age
(and thus fermentation level). Upto 1 gallon can be aged per RANK of
this spell.
:Animal_Enmity
COST : 5
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_Tracks
COST : 1
MODS : D,R,T
This spell causes the caster to leave tracks & scents as as the animal
specified during casting. The tracks have traces of magic for 3 hours
per RANK after which they are indistinguishable from normal tracks.
:Association
COST : 3
MODS : N
When casting this spell, the forensic witch 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.
: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.
:Athame
COST : 20
MODS : N
This is cast by the mage upon a dagger or other small bladed weapon.
It places permanent capabilities (shy of a dispell magic or Anathemea)
upon the blade. It adds +1/rank to the damage the blade does, as if
under a bladesharp spell.
The Athame also acts as a permanent tool for the caster or whoever
it is given to by the caster.
At Rank 3 it can affect Elementals upon the Material Plane.
At Rank 5 it can affect creatures upon the Astral Plane.
At Rank 7 it can affect creatures upon the Ethereal Plane.
: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.
:Banishment
COST : 15
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 a magic saving throw.
Fails against creatures native to the plane.
:Beauty
COST : 5
MODS : D,R
This spell is cast upon a being of sentience only. It enhanced their
Appearance magically for the duration by 10 points. It is often used
by Female Mages to enhance their natural 'talents'.
Unlike 'Friends' it does NOT directly influence others and thus has
no detrimental effects, or concepts of deception.
Additional RANKS add 1 to the gained points.
: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.
:Blessed_Waters
COST : 5
MODS : 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.
:Blood_Finding
COST : 15
MODS : D,R
This spell requires a blood sample and a sewing needle. It works on the
principle of like attracting like and will cause the needle to point to
the nearest source of similar blood EXCEPT that of the caster or the
original source of the blood. Thus it creates a miniature compass that
will draw one to the nearest similar, which almost always means unto a
blood relative (if no blood relative is within range then it will point
to the nearest closest in blood type or species).
:Boneset
COST : 5
MODS : R,T
Cast on broken bone or multiple broken bones, this will place the
bones into proper place to begin to heal. In the process it does 1d10
of repair to the damage mending the break. It does NOT close open
wounds, cure infections or repair organ damage.
:Breeze_Call
COST : 1
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.
:Broomstick_Enchantments
COST : 20
MODS : D
This spell is cast upon an ordinary broomstick and causes it to become
capable of performing several functions upon the need of the caster:
First it can animate the broom to sweep an area clean of debris
for the duration of the spell. This is its simplest function.
Second the broomstick can be ordered to act as a servant, and it
will sprout small arms with 3 fingered hands that can manipulate objects
and animate and move about fetching or carrying for the caster at any
task it is order to do. (Shades of Mickey Mouse here) This becomes
possible at Learning the spell at RANK 3 or better.
Third it can be made to levitate and to take flight, moving at a
speed twice that of a running man, while ridden (it can carry about 200
lbs total weight) and at command of the rider. This is its most complex
function. This becomes possible at learning the spell at RANK 5 or better.
: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.
:Camouflage
COST : 3
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).
:Cat_Spirit
COST : 5
MODS : D,R
The cat form spell grants many of the abilities traditionally
associated with cats, though it does not significantly alter the
features of the recipient. The spell grants a +10% bonus to prowness,
and all skills that use that as a base, the recipient's tread will be
absolutely quiet for the duration. The spell also halves all damage
taken from falls and allows the recipient to land on his or her feet.
Finally, it grants the ability to grow claws, allowing each hand to do
1d10+3 damage.
:Charm_Animal
COST : 5
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.
:Charm_Person
COST : 25
MODS : D,R
This spell affects any single person it is cast upon. The term person
includes bipedal human, demi human, or humanoid of man-size or smaller,
such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins,
half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard
men, nixies, orcs, pixies, sprites, troglodytes, and others.
The spell recipient regards the caster as a trusted friend and ally to
be heeded and protected. The spell does not enable the caster to control
the charmed creature as if it were an automaton, but any word or action
of the caster is viewed in the most favorable way. Thus, person would
not obey a suicide command, but he might believe the caster if assured
that the only chance to save the caster is to hold back an on-rushing
dragon "just for a round or two". Note also that the spell does not
endow the caster with linguistic capabilities beyond those he normally
possesses (i.e., he must speak the victim's language to communicate ).
They get a save vs INT when it is initially cast. Additional Ranks
lower their saving throw by 1 Point.
:Cloudburst
COST : 12
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.
:Color_Spray
COST : 5
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.
:Control_Elemental
COST : 10
MODS : D,R
Allows the caster to control an elemental within range for the duration,
forcing it to completely and unquestionably obey any order it is given.
:Coven_Spell
COST : 25
MODS : N
This spell is cast on a person entering a coven group. Only 13 people
can be linked by such spells interlinking themselves to each other, max.
It has a permanent affect and cannot be dispelled, save by the casting
of a Warlock_Curse* on the person by the original caster of the coven
spell.
While under the effect of the Coven Spell it allows the members to
transfer energy to any other member of the coven at will, no matter
distance. It will, when any of the members cast in ritual together,
add 5% success per coven member present to success (instead of a normal
ritual 1% per mage) and will add 1 rank to any casting done by coven
members together. All members will have a Death_Alarm on each other by
means of the spell.
If for some reason more than 13 people are linked together this way
then the spell has some detrimental side effects. The Spell Klutz
range of the individuals increases by 5 for each additional person
in the coven, that is:
2-13 members 96-00 is a klutz
14 91-00
15 86-00
16 81-00
17 76-00
18 71-00
19 66-00
20 61-00
etc
The same occurs to an Individual that attempts to belong to more
than one coven at a time, as well as divided political loyalties etc.
(But the increase does NOT affect the other coven members).
:Create_Spring
COST : 15
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 of
water per hour. It is a great means of bringing water to a desert,
irrigating crops etc.
:Crystal_Battery
COST : 15
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).
:Crystal_Healing
COST : 10
MODS : D
Cast on an Amethyst crystal, the stone will heal 1 HTK/RANK
on anyone who touches the crystal, but will only do healing to
them ONCE while its active, but can be used on several people
during its duration (1 being per round at the fastest).
It will not affect diseases, regrow lost body parts or deal
with damage caused by poisoning or diseases.
:Crystal_Light
COST : 1
MODS : D,R
This spell causes any crystalline stone to put forth light
equal to one candle per rank for the duration.
:Cure_Disease
COST : 15
MODS : D,R,T
This will eliminate most normal and magical diseases and infections and
their symptoms from a living body. It does not cure poisons or produce
other effects. If duration is bought it acts as a protection from future
infections of any disease for the duration. It fails against Cancer
and HIV+ based diseases or degenerative diseases.
: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.
:Delay_Spell_Activation
COST : 1
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.
Thus a spell could be set to go off an hour later, which it will,
with its own duration etc intact.
:Detect_Charm
COST : 1
MODS : R
This spell will reveal whether or not a recipient is under the effect
of a charm spell.
:Detect_Curse
COST : 2
MODS : R
This spell will tell if a person or object is Cursed and will, with
an INTUITION roll, give the caster the details on the nature of the
curse itself. Minor Curses are specific spells that cannot be dispelled
by normal means (Dispell Magic) ;Curses are extremely powerful magic
that can last for generations, usually cast by someone in the throes
of death or extreme anger/depression.
:Detect_Disease
COST : 1
MODS : R
Detect disease reveals to the wizard whether a subject creature
or object carries a disease, whether normal or magical, and with a
successful Intuition roll can identify the exact disease.
:Detect_Fae
COST : 5
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_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.
: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.
:Detect_Lie
COST : 1
MODS : D,T
This allows the caster to perceive any SPOKEN lies said in their
presence if they understand the language being spoken. Range is not
necessary as an element in this spell. Target is only needed if casting
the spell on someone else. It does not detect omissions, only falsehoods.
:Detect_Magic
COST : 1
MODS : D
This spell causes all magic in sight of the caster to be shown to them
as glowing with a pattern of little lights along their edge. It does
not give them any information regarding the nature of the magic involved.
:Detect_Nexus
COST : 7
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_Shapechanger
COST : 5
MODS : D
This allows the caster to detect any natural or magically held
shapechanges on persons and creatures in LOS.
At Rank 2 it allows the caster to know the true appearance of the
beings that are shapechanged.
:Detect_Spirit
COST : 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.
:Diana's_Blessing
COST : 20
MODS : N
This spell can only be cast by a female Wiccan upon another,
it returns the woman to a state of virginity physically so that
she is cleansed and pure again within the Eyes of Diana.
:Discord
COST : 20
MODS : D,T
It is said this spell was developed by a vengeful wiccan who was
Warlocked. It is cast on an individual WICCAN only, or a group of
Wiccans. It will cause the target(s) to constantly disagree vocally
and obviously with whatever is said by the other members of their
coven, causing strife and discord among them.
This spell has led to many a Warlocking and many a coven being
split apart.
:Dispel_Magic
COST : 5
MODS : D,R
This will cancel a specific ongoing spell effect. If cast on an ITEM it
will prevent the items magic from functioning for the duration of the
spell being canceled, but then the item will turn back on until its
duration is up. It will NOT send away a summoned creature, undo a
healing spell or cause harm to a magical creature directly. Unwilling
targets get a Save vs magic against Dispel.
: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_Manipulation
COST : 5
MODS : D,R
This allows the caster to perform three of several functions upon the
casting, and they MUST state their intent at the casting. If cast upon a
Dream Bead it allows them to craft a new dream upon a bead (A duration
of at an hour minimum is needed to do this). If cast upon a sleeping
being it acts as an advanced version of Dream_Sharing* , where the
caster is not only able to observe the dream of the sleeper but can
manipulate the elements of it and affect the dream and the sleeper thru
it. Third they may cast the spell upon themselves before going to sleep
as a defense of Dream attack spells such as Dream_Death*.
:Dream_Sharing
COST : 3
MODS : D,R
This allows the mage to share the dreams of the target being, so that
they may observe all that occurs within their dream. If the mage ALSO
has a blank dream bead they can record the dream of the target being at
the same time. This spell can be cast upon the being as they go to sleep
or before they do so - but the caster will slip into slumber themselves
as soon as the target being goes into the dream state. The duration does
NOT begin until the target becomes asleep.
:Dream_Supression
COST : 10
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.
:Dust_Devil
COST : 25
MODS : D,R
This spell summons up a dust devil, a minor air elemental creature,
to assist the caster in some way. The Dust devil will be fully obedient
under the effects of the spell, and will return to its native elemental
plane upon its completion. The dust devil can follow simple orders and
acts accordingly. It stats:
HTK 25 Combat 60% Flight Speed = 3 times speed of running man
ABS 5 Attack Damage 1d10+4
The dust devil appears to be a small whirlwind, one foot in diameter at
its base, five feet tall, and three to four feet across at the top. The
winds are sufficient to put out torches, candles, campfires and exposed
lanterns. The dust devil can hold a gas cloud or a creature in gaseous
form at bay or push it away (though it cannot damage or disperse such a
cloud). If skimming along the ground in an area of loose dust, sand,
pebbles or ash, it can pick up these particles and disperse them in a
10' diameter cloud centered in itself. The cloud obscures normal vision
and creatures caught in it will be blinded for one round after they
emerge, and its causes a need for spellcasters to save to maintain
concentration of active effects. Any creature from the elemental plane
of air can disperse the dust devil immediately. Dust devils can be hurt
by normal weapons but fired missiles will fail to strike as they will be
blown off course.
:Ease_Childbirth
COST : 3
MODS : N
This spell is cast when a female (human or otherwise) enters into
the labors of childbirth, reducing the pain to a minimum and speeding
the process in general. Normally the process takes 3d10 hours minus
one hour for each previous child the woman has had in years past
(But never less than a full hour) in natural childbirth. This spell
further reduces the time by one hour per rank it is known at, again
not reducing below the hour mark, and makes it minimally painless
IF there are no complications involved in the birth. It increases
the survival rate of both the mother and the child by 5% per rank it
is known at (but never better than the maximum of 95% survival).
Normal Childbirth survival rate = Hardiness + HTK
Add +20 if the woman is attended by a midwife, EMT or
otherwise skilled person for delivery
+30 if the Woman is attended by a Physician
+10 if the woman is in a clinical/hospital environment
+2 per year under the age of 45
+5 for every child the woman has given birth to previously
(NOTE that for long lived non-humans the age calculation is
+1 for every year under the age of 200).
:Elemental_Burst_Of_Air
COST : 5
MODS : R
This causes at the target point a sudden burst of high pressured air,
causing a concussive wave. All within 5' of the burst must save vs
INTUITION or be stunned for 1 round per RANK of the spell. It otherwise
causes no damage. Air elementals are unaffected by this spell.
:Empathic_Revenge
COST : 15
MODS : D
When the target this spell is cast upon is attacked in any way the
attacker receives back half damage (only HTK damage applies) as that
the target had received from them AFTER armour etc, as internal damage.
:Enhance_Emotions
COST : 7
MODS : D,R
While active this spell will enhance the existing emotions of anyone
within the radius area affect and reduce inhibitors that normally keep
such emotions from being expressed or carried out by those within it.
Thus sadness may become actual crying and tears, Lust may result in
actual seduction or sexual encounters, Anger may result in violent
attack or action, Greed may lead to actual theft, happiness may result
in a feeling of contentment without action, etc.
:Ethereal Sight
COST : 5
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!
:Feather_Fall
COST : 10
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
damage 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.
:Fertility
COST : 3
MODS : D,R
This spell will bring a subject being into peak fertility, and will
override all known herbs, magics and medicinal means to block fertility
(but not Barrier-form prophylactics) allowing conception to take place
if a mating occurs within the duration of the spell.
:Find_Animals
COST : 1
MODS : N
This spell allows the caster to state a particular kind of animal for
the spell to set him into the right direction to find and an estimated
distance to the nearest such creature at the time of casting. For
example to find a Dog, a cat or a horse are all viable. The range that
the spell can pick creatures within is a mile per RANK of the spell.
:Find_Fae_Gate
COST : 15
MODS : D,R
This makes the caster sensitive to the weaknesses between the Earth
and the Lands of the Fae, so that those passages between the two lie
hidden. It allows the finding of such a spot within the radius of
effect while active, if they exist.
Note that not all Fae gates are stable constructs, some shift about
based on the season or the year while others might exist but for a
single day.
: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.
:Herb_Enhancement
COST : 15
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.
:Herne's_Hounds
COST : 25
MODS : N
This spell creates one mystical hound per rank of the caster. The
Hound will be as black as the ebon darkness of the night with eyes
a glowing bright red. It will be the size of a mastiff hound or
an Irish Wolf Hound. Once called the caster must present to the
hound(s) an item bearing the scent of its prey (clothing etc). The
Hounds will then charge forth into the night (The spell can only be
cast between Sundown and the start of Sunrise) at a speed twice that
of a natural hound. It will seek its prey relentlessly, and fades
with the dawn. If it reaches its prey it strikes to kill. Once the
prey is killed the hounds will also dissipate.
The Hounds Have 50 HTK, are PROW 40 and save vs magic at a save
of 50%. They cannot be affected by any form of animal control spell
(Calm Animals, Charm Animal etc) or any form of charm affect. They
can run across the surface of water and can chew thru any matter
with time (A wooden door takes them 1 round to break thru, a Steel
door or car door takes 3 rounds, Stone will take them 5 rounds per
foot of thickness to break thru). The Howl of the hound(s) will
cause animals to flee automatically, humans and other sentients
must save or be affected by FEAR. Anyone that gets between a hound
and its prey or tries to stop it will be attacked sufficiently for
the hound to continue the hunt.
If the caster uses tools, the traditional tool for this is a
small silver horn.
:Invisibility_To_Mundanes
COST : 5
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.
: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.
:Link_Familiar
COST : 15
MODS : N
This spell enables the caster to cast upon any natural animal,
avian, reptile or other natural animal intelligence creature a
linkage to the caster that is inseperable thru normal means (The
caster CAN dispell it or the death of the familiar will dispell
it). Multiple familiars are possible for a Wiccan caster.
A creature acting as a familiar can benefit a mage, conveying
its sensory powers to its master, conversing with him/her, and
serving as a guard/scout/spy as well.
The creature is always magically intelligent and its bond with the
wizard confers upon it an exceptionally long life. The mage receives
the heightened senses of the familiar, which grants the mage a bonus
to all Awareness/Alertness rolls (+10%).
The mage has an empathic link with the familiar and can issue mental
commands at a distance of up to one mile. Note that responses from
the familiar are fairly basic--which able to communicate simple thoughts,
these are often overwhelmed by instinctual responses. Thus a ferret
spying on a band of orcs might lose its train of thought upon
sighting a mouse. Certainly its communications to its master would be
tinged with fear of the "big ones" it was spying on! The caster can see
through the familiar's eyes.
When the familiar is in physical contact with the mage, it gets the
mage's saving throws against special attacks.
If the familiar dies, the wizard must successfully roll an immediate
Hardiness check. If the familiar is an animal type then they lose 1d10
HTK in damage from the loss if they failed the save and will be stunned
for an equal number of rounds.
Deliberate mistreatment, failure to feed and care for the familiar, or
continuous unreasonable demands have adverse effects on the familiars
relationship with its master. Purposely arranging the death of one's own
familiar incurs great disfavor from certain powerful entities, with dire
results.
Multiple Ranks of this spell will add +1d10 to the HTK of the
familiar.
:Find_Plant
COST : 1
MODS : N
This spell allows the caster to state a particular kind of plant for
the spell to set him into the right direction to find and an estimated
distance to the nearest such creature at the time of casting. For
example to find Oak Trees, Basil, or strawberries are all viable. The
range that the spell can pick creatures within is a mile per RANK of
the spell.
:Find_Water
COST : 1
MODS : D,R
When casting this spell, to reduce costs, a tool is often used,
the diviner grasps two ends of a Y-shaped stick. The remaining end
twists around to point in the direction of the nearest source of fresh
water within the spell range. The branch can twist but twenty degrees,
and then the diviner will feel a tug in the direction of the water.
The diviner can specify a minimum amount of water to seek (greater than
the amount in a human body, for example).
:Flame_Friend
COST : 25
MODS : D,R
This basically summons a small minor fire elemental which can be
commanded to guard something, create light, help in combat etc.
While the duration of the spell lasts. When the spell ends it must
return to its native plane.
The Fire Elemental has 10 HTK 20 Prowness 1 Intuition
is about a 3' sphere in size. It is unharmed by normal weapons,
gains a hardiness point for each point of damage a normal being would
receive from a fire-based normal attack. Cold and water do DOUBLE
normal damage to it. A gallon of water does 1d10 damage hitting it.
Additional Ranks adds 10 to its HTK over the base 20 and 5 to its
Prowness. It attacks for 1d10 damage + 1/rank.
:Flavor_Food_&_Drink
COST : 1
MODS : R
This allows the caster to change the flavor of any food or drinking
substance, so that it may be more or less edible to those to consume it.
The flavoring can be as simple as the addition of a single spice to the
taste (ex: pepper) or as complex as a major change (Milk that tastes
chocolate, Beer that tastes like buttermilk, Wine that tastes like
blood). The effect does NOT change the nature of the Food or drink,
merely the flavor, so this spell cannot be used to smoke fresh fish or
to salt it (but can make such TASTE as such).
The taste effect becomes permanent unless countered by another casting
of the spell to change it again.
: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 : 5
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.
:Grounding
COST : 1
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 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.
:Healing_Sleep
COST : 25
MODS : R
This spell is cast on a willing, wounded recipient only and causes them
to fall into a coma-like sleep which will last for 10 hours. During this
time the recipient's body is working at an accelerated rate to heal
itself and it will heal 3d10 of wounds. There is NO way to bring the
subject out of the sleep, so unless you are in a safe place this spell
is NOT recommended! Additional ranks reduce the time of slumber by an
hour each (Max of 5 ranks).
:History
COST : 3
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.
:Hold_Portal
COST : 1
MODS : D,R
This spell magically bars a door, gate, or valve of wood, metal, or
stone. The magical closure holds the portal fast, just as if it were
securely closed and locked. Any extra-planar creature (dijinni,
elemental, etc.) can shatter the spell and burst open the portal at
will. A knock spell or a successful dispel magic spell can negate the
hold portal. Held portals can be broken physically or battered down.
:InFertility
COST : 1
MODS : D,R
Causes the subject to become infertile for the duration, useful for
means of preventing contraception. This spell WILLNOT cancel out a
Fertility* spell! Nor does it cause Impotence - only lack of conception.
:IronMind
COST : 3
MODS : D
This spell permits the caster to concentrate powerfully, despite any
normal things that would distract him/her from their actions in casting
any other spell - even the receipt of actual physical damage, as long
as the duration of this spell continues. This allows a mage to overcome
one of the normal causes of spell failure.
:Leprechaun's_Luck
COST : 10
MODS : D,R
Cast on the caster or another, this instills magically enforced luck
upon them. Thus the character gets a +5% per RANK added to ALL their
saving throws made vs a stat for the duration.
: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.
:Mason's_Words_Of_Preservation
COST : 25
MODS : N
This is a complex spell that is used upon a building to preserve and
protect it over along period of time. It reduces all damaging spell
effects cast upon the building (such as fireballs etc) so that only
1 point per 10 points inflicted will affect the building. It prevents
All wear and damage from natural weather and wear. It also gives the
building complete protection from the Mason's_Word_Of_Unmaking* and
from dispells being cast upon it in any way. The building cannot be
harmed by natural fire, and takes only 25% of the damage inflicted
by siege engines, earthquakes and the like.
The walls of the building cannot be climbed, even with a Spider_Climb*
spell, and it is kept magically clean throughout the lasting of the
protection. Spells that affect directly the building integrity (Stone
to Sand, Pit etc) fail to function upon its surfaces, as do Warp_Wood*
and other distorting effects.
The duration of the spell is based on its rank, and lasts 1 year per
RANK the spell is known at.
:Message_Scroll
COST : 20
MODS : N
This spell will transport a scroll to the named being it is intended
for instantly, no matter which plane they are on (except for the Astral
and dream planes). The name of the target being is the vital factor.
:Mind_Guard
COST : 5
MODS : D
This spell protects the caster or subject target being (must be
sentient) from the effects of a mental nature as well as natural
abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Deryni, Detect
Spirit, Nude Mood, Possession, Quantum Leap, Spook, Steal Spell, and
even Taunt.
:Mind_Speech
COST : 10
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.
:Minor_Involuntary_Actions
COST : 3
MODS : D,R
This spell, if cast without extended duration can be cast in a single
round - if duration is added then it takes the full standard three
rounds to cast since it complicates the casting process.
The spell allows the caster to affect the body controls of a single
sentient being (save vs INT only against the EXTENDED Version, no save
vs the one round version). Which means it can create simple physical
reactions from the following list:
Belch, Blink (eyes), Cough, Giggle, Nod, Scratch, Sneeze, Twitch
(Minor muscle contraction), Wink and Yawn.
If the victim is a mage who is involved in a spell casting they must
make a save to maintain concentration on the spell they are working on
(Iron_Mind* prevents the need for such a save) or they will lose the
effect and have to start again. If the spell is cast on the victim with
duration then it gives them a -10% to cast for the duration of the
spell.
If cast on a non-mage involved in combat, specifically TWITCH,
Sneeze and Blink or Wink will throw off their combat pattern slightly
reducing their next attack (if on that round or the next) by 5%. If cast
on a non-mage with duration it will reduce their effect by 5% for the
duration on all combat skills.
:Morale_Boost
COST : 1
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.
: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....
:Nystul's_Magic_Aura
COST : 1
MODS : D,R
By means of this spell, any one item of no more than five pounds weight
can be given an aura that is noticed by someone using magical detection.
Furthermore, the caster can specify the type of magical aura that is
detected (Blue, Green etc.) and this effectively masks the item's actual
aura, if any, unless the item's own aura is exceptionally powerful (if it
is an artifact, for instance). If the object bearing Nystul's magic aura
has an identify spell cast on it or is similarly examined, the examiner
has a 50% chance of recognizing that the aura has been placed to mislead
the unwary. Otherwise, the aura is believed and no amount of testing
reveals what the true magic is.
:Pentagram
COST : 20
MODS : D
The Pentagram is drawn out on the ground or floor and then it is
charged with the spell energy. This star within a circle is usually
stood in by the caster and will reduce or prevent hostile creatures
and spells from entering its confines. No Entirely magical creature
(Zombie, Ghost, Skeleton, Elemental, demon, golem, fae-folk, devil,
wraith, or spectre) can cross this boundary, while non-magical or
partially magical ones can cross at will.
Spells trying to enter it have their effect reduced one rank per
rank of the caster of the Pentagram - if the incoming spell is thus
reduced below one rank it ceases to function, else it is reduced in
strength accordingly.
The Pentagram cannot be broken or erased except by the caster or by
mundane means by a non-magical being, EXCEPT if it is struck by an
ERASE spell. Dispell Magic Does work on a Pentagram.
:Personal_Pentagram
COST : 25
MODS : D,R
This spell is similar to that of a Pentagram except that it is cast
on the caster or a being within the range and will reduce the effect
of all future spells cast at them for the duration (instead of the
area of a Pentagram as in a standard Pentagram).
It will reduce incoming spells by one rank on the caster, except those
cast at TOUCH range or cast by the caster and/or a member of their coven.
This spell does not act selectively, so if someone tries a healing spell
at a distance on you of rank one it will fail as easily as an attack!
Area affects spells are NOT stopped by this kind of defense as well.
:Plant_Growth
COST : 1
MODS : D,R
When cast on any plant, sprout or seeds it will cause such to grow
to full size instantly. If the plant is full grown already then it
will DOUBLE the size of plant, but only for the duration. It cannot
be cast upon dead plants, only living ones.
:Protection_From_Disease
COST : 5
MODS : D,T
This spell is often used to protect the caster from a contagious
patient. It basically prevents any disease from affecting the mage
while the duration is in effect. It can also be cast on someone who
is NOT infected who may be exposed to a disease.
:Protection_From_Spirits
COST : 5
MODS : D,R,T
This spell will protect the caster or subject target from all damage
and draining effects inflicted by a non-corporeal being, including
wraiths, ghosts, spectres, astrally projecting mages and the like
for the duration. Even spell effects used by any such creatures will
fail to work against the protected.
:Rejuvenation
COST : 25
MODS : R
This spell reduces the age of a living creature by 1d10 years of age.
DURATION is not used with this spell, its affects work long afterwards,
unless canceled by a dispell magic or upon entering a Barren Magic
Zone.
:Remove_Curse
COST : 20
MODS : D,R
This removes ANY curse type spell on a being or item permanently.
:Remove_Fear
COST : 1
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
:Resist_Cold
COST : 5
MODS : D
This spell lasts for the duration or until the spell has absorbed 100
points of cold damage to protect the mage from harm. Additional Ranks
add +25 to the spells ability to absorb damage from cold. A person
with this spell on uses 1d10 of HTK damage to it for each hour of
exposure to temperatures less than 0 degrees Farenheit.
:Sanctuary
COST : 7
MODS : D
This spell will allow the caster some level of protection in return for
non-hostile action. The caster cannot in any way, after casting this,
attack, perform hostile act upon or cast harmful magic upon anyone or
they cancel the spell.
While Sanctuary is in effect the caster is protected - anyone wishing
to take a hostile action against the caster must make a saving throw vs
INT to target on the caster. The effect does NOT apply if the spell
being used is an area effect.
:Sandrunning
COST : 1
MODS : D
Allows the caster to travel along loose sand or Dust as if they were
on a paved road for the duration, able to move without any problems
with sinking or floundering.
: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 : 3
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)
:Spell_Trace
COST : 5
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.
:Taunt
COST : 3
MODS : D,R
A taunt spell enables the caster to jape and jeer effectively at a
single type of creature with Intelligence. The caster need not speak the
language of the creatures. His words and sounds have real meaning for
the subject creature or creatures: challenging, insulting, and generally
irritating and angering the listeners. Those failing to save vs.
INTUITION rush forth in fury to do battle with the spellcaster. All
affected creatures attack the spellcaster in melee if physically capable
of doing so, seeking to use body or hand-held weapons rather than missile
weapons or spells.
Separation of the caster from the victim by an impenetrable or
uncrossable boundary (a wall of fire, a deep chasm, a formation of set
pikemen) causes the spell to break. If the caster taunts a mixed group,
he must choose the type of creature to be affected.
If used in conjunction with a ventriloquism spell, the creatures
may attack the apparent source, depending upon their Intelligence, a
leader's presence, and so on.
:Telepathy
COST : 15
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.
Note that Many Wiccans feel the use of Telepathy against someone's
will is a violation of their ethics.
: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.
:Vision_Quest_Ritual
COST : 25
MODS : N
This spell allows a mage another means of learning new spells or
knowing a particular piece of wanted information. The spell can also
be cast on another, who is willing, for the same purposes. When on
a Vision quest the character it is cast on drifts off into a dream
filled sleep upon the plane of dreams. It guides them towards their
goal there, but may include great dangers or hazards that could affect
their body and mind back on the real world. The ritual takes about
2 hours. If klutzed the character involved comes back with a roll on
the insanity table and does NOT gain what was wanted. Otherwise they
roll as follows:
01-05 Character easily finds out what they went in
search for with no detrimental effects and
no real memory of what occurred.
06-25 Character returns with the wanted information,
but has expended half their Magical Energy points
stored up in the process. Quest involved fighting
dream beasts magically.
26-50 Character returns with the wanted information,
but has expended ALL their magical energy points
stored up in the process. Quest was long and
laborious.
51-75 Character returned with the information, but has
used up ALL magical energy points and hung spells
in the process.
76-80 Character returned with the information, but has
used up all magical energy and hung spells AND
taken 1d10 HTK damage from the encounters.
81-85 Character returned with the information but now
owes a greater power a debt that will be collected
shortly in the material world in some way. (GM
will privately tell to whom the debt is owed).
86-90 Character returns with the information but must
roll on the insanity table upon waking due to the
horrible dreams survived.
91-95 Character returns without the information, having
failed the quest. They cannot go in quest of that
information again.
96-00 Character dies in their sleep from trauma. If brought
back magically they will roll on the insanity table
once for each day they were dead from continual
exposure to the nightmares of the dreamplane.
:Ward_Of_Passage
COST : 25
MODS : T
A ward is cast upon an entrance to a place to prevent passage thru
such by a particular form of creature or being, acting unto them as if
as a very solid wall of force. If more than one entrance in a locale
must be protected then the TARGETS option is used. The caster must
walk to touch range of each entrance during the casting to seal them.
All wards will prevent the entrance of astral beings, except those
that have been invited in by the caster or the owner of the place.
Duration is not used with the ward spell as wards, once placed,
will last until dispelled by the caster, the caster's death or the
passage of 3 months plus one month per rank after the first one.
A ward may be set against ONE form per rank of the caster with
the spell. Available forms are:
Demons Non-Corporeal Undead Felines
Devils Corporeal Undead Avian Creatures
Elementals Insects Shapeshifters
Faerie Folk Canines Dwarves
Rodents Reptiles Elves
Ursines Magical Constructs
Additionally a ward may be set against followers of other religions
besides that of the caster (This counts as two forms).
Wards prevent all scrying spells from infiltrating the protected
area. They will also reduce incoming spells cast at targets or the
area protected by the ward by 1 rank for every 5 ranks the spell is
cast at (But the ward must be at least RANK 5 to have this effect).
If a ward is breached by something it cannot defend against or if
it is broken down by assault of a creature it does defend against
with enough force (A ward can Be Dispelled by a more powerful dispell
Magic, or the wall of force shattered by repeated attacks that do
more than the strength of the wall (100 pts/rank) then the caster
will be notified of the intrusion by a prickling feeling in their
thumbs (thus the old rhyme "By the prickling of my thumbs, something
wicked this way comes!").
:Warlock_Curse
COST : 25
MODS : N
This is cast and uses the name of a member of a coven by the High
Priest/Priestess who has found them wanting or in some way dangerous
or disruptive to the group.
It dissolves that person's Coven Spell Link and at the same time
disrupts their power. It temporarily drops their MA to 1 (it returns
at a rate of 1 MA per day until back to normal) and until it is back
to full they cannot increase their MA or MC thru the normal experience
system.
Once warlocked a subject cannot return to the coven they were
warlocked from, but may join another coven or form one if they are
capable.
:Wiccan_Standard_Time
COST : 25
MODS : N
This is metamagic. It will take any spell that is cast with a days
duration that is currently active and add 1 Day/Rank to that spells
duration till completion.
The effect developed from an insiders joke that Wiccans had a warped
sense of Time and how it worked, thus explaining why wiccans were
always late to events and gatherings. W.S.T. (Wiccan Standard Time)
tended to mean 'whenever we got around to it after things had
started'.
This spell MUST always be cast seperately, can only be cast on a
spell that had a full days duration cast on it by the caster or a
member of their coven and cannot be stacked or linked to any spell.
It cannot be cast at range or with multiple Targets involved.
:Wild_Deer_Speed
COST : 1
MODS : D,R
This spell confers the speed of a deer upon the spell caster. It
allows the caster or target being 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. Under the Wiccan version of the spell it
adds +1 to initiative for every 2 ranks. (+1 at Rank 2, +2 at Rank 4,
+3 at Rank 6 etc).
:Withered_Manhood
COST : 3
MODS : D,R
This spell can only be cast upon a male. It prevents the male from
gaining an erection for the duration. It was said to be developed
by a Dianic Wiccan to revenge herself against certain men.
: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.
:Wound_Closure
COST : 15
MODS : R,T
This spell closes the wounds of the recipient to prevent bleeding and
infection, incidentally curing 1d10 of hardiness damage. All of the
victim's wounds will be closed by a single casting. Further application
isn't possible to increase the healing effect.