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!MYSTERY.#01
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:Mystery_Master
The Mystery master is intended to be a combination of an investigating
Mage and catalyst for adventure. In literary equivilants you can look at
such comic book examples as the Phantom Stranger, John Constantine,
Dr. Occult and Mister E.; in book equivilants one can look at Lord Darcy.
Prerequisite Skills for the tradition are:
Concealment
Hiding in Shadows
Philosophy
Reading/Writing
Spell Analysis
Stealth
Streetwise
Suggested Additional Skills Are:
Alertness
Criminology
Disguise
Find/Set/Remove Traps
First Aide
History (Any such skill)
HTH Combat or Martial Arts
Meditation
Psychology
Religions
Casting Rules & Restrictions:
-10% to cast if not using hand gestures
-10% to cast if mundanes present and watching when casting
+10% to cast if only mages are present when casting
Cannot Learn Shaman Traditions, except Elven
Cannot be Token Mages
:Affect_Normal_Fires
COST : 1
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.
:Alamir's_Fundamental_Disection
COST : 10
MODS : R
This is cast on a single target magic item, it allows the caster to know
fully the spells that went into the design and developement of the item,
sufficiently so that they might duplicate it given sufficient time, energy
and materials.
NOTE that a spell klutz with this spell has the nasty effect of destroying
the item being disected, discharging all its energy in a destructive burst
of power in a 20; radius area, causing 1d10 + 1 point of damage per point
spent in its making. Those in the area of the burst will get a save VS
INT to halve the damage.
:Amphibious_Ability
COST : 2
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.
: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 posses the body of any animal intelligence
creature, and control it thusly. The Mages own body slips into a deep
sleep while inhabiting this creature mentally. The Mage controls ALL
the actions of that body and will feel ALL and see and HEAR what the
creature normally would. If the creature is harmed or killed while the
mage so controls it the mage will awake to find their body has suffered
HTK damage internally equal to that done to the creature. A mage whoose
body is slain while they are so possessing a creature becomes trapped
mentally within it.
Mages so possessing a creature can cast from the body, using their stored
pool of energy and may even gain energy thru the link in some
circumstances. The mage may severe the Possession at will, snapping
back to their own if it still exists. If a mage is trapped in a body
after the death of his own then the duration of the spell no longer will
apply.
:Animal_Tracks
COST : 1
MODS : D,R,T
This spell causes the caster to leave tracks & scents as as the animal
specified during casting. The tracks have traces of magic for 3 hours
per RANK after which they are indistinguishable from normal tracks.
:Apprentice_Link_Ritual
COST : 40
MODS : N
This spell is used to link a spellcaster with an apprentice or
trusted companion or follower over a long period of time. It creates
a linking so that they can speak (as under a Mind_Speech* spell), and
so they can transfer energy at will (The CASTER of the Apprenticeship
spell controls the flow and can take energy from the apprentice at
will or bestow such to them at will) over any distance. The spell
effects work THRU a Pentagram unhindered as well, despite its lack
of ranks. The caster can also cast Spells upon the Apprentice at any
time despite the distance as if they were in TOUCH range.
This spell cannot be cast on an unwilling target.
Unlike a normal Spell, the duration on this one is always exactly one
year and a day.
:Association
COST : 1
MODS : N
When casting this spell, the forensic wizard must brings two surfaces
into contact with one another. Possibilities include the surface of a
jewel and that of a safe, or the surface of an arrow and that of a
bow. If the two surfaces were ever before adjacent, the spell so
indicates, and if the surfaces were ever directly connected as a single
item, an even stronger reading results. This is often used in the
determination of guilt in a crime.
Additional RANGE or DURATION are not useful with this spell.
:Astral_Club
COST : 10
MODS : D,R
This spell creates a magical club that exists on the astral plane and
which moves according to the will of the caster. The club can be used
to attack astral beings, or it may be used to attack a being on the
material plane (they will be unable to see it unless they have astral
sight, thus it at twice the casters INT in chance to hit - against an
astral being or one who can see it its chance to hits is that less the
target's prowness). The Astral CLub does 1d10+6 with +1 damage per rank,
but non-magical armour offers NO defense to it at all! Creatures with
magic resistance do NOT get a special save against it, since it is a
magical weapon.
:Audible_Glamour
COST : 1
MODS : D,R
When the audible glamour spell is cast, the wizard causes a volume of
sound to arise, and seem to recede, approach, or remain a fixed place as
desired. The volume of sound created, however, is directly related to
the rank of the spell. The volume is that of four men, maximum.
Thus, talking, singing, shouting, walking, marching, or running sounds
can be created. The auditory illusion created by the spell can be
virtually any type of sound, but relative volume must be commensurate.
A horde of rats running and squeaking is about is about the same as
eight men running and shouting. A roaring lion is equal to 16 men, while
a roaring dragon is equal to the noise volume of no fewer than 24 men.
: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.
:Augment_Spell
COST : 25
GUILDS : S
MODS : N
This spell is used to raise the rank of the NEXT spell the caster will
cast (or attempt to cast) but ONLY for spells being cast from scratch or
with tool magic (does NOT apply to HUNG spells!). It raises the spells
rank by 1 per rank it is known at. It does NOT work on ritual spells.
: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.
:Binding_Aurua
COST : 25
MODS : R
This spell is cast AFTER another spell or enchantment has been
performed, it prevents the previous spell(s) from being dispelled by
Magical Dispells. If this is cast on a destructive effect, or one
that the target would be opposed to they DO receive a saving throw
against the Binding vs INT. It does NOT extend the duration of the
effect.
:Blink
COST : 3
MODS : D,T
By means of this spell the mage causes their material form (or that
of the willing target) to blink out and back to this plane of existance
once again in random period and direction during the duration of each
round the spell is in effect. The Initiative phase that the character
will blink is determined by random Roll (3d10+10) and then returns
instantly 5' distant from the current position (roll 1d100, 1-25 North,
26-50 South 51-75 East 76-00 West). If the space is already occupied
then no blink will occur. During and after the blink initiative
characters can only attack the blinker if they could have hit them in
BOTH spaces at the same time (ex: Breathe weapons). The caster is -25%
chance of performing any other action while blinking, and acts on such
on their normal initiative.
: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 minuture 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).
:Blur
COST : 2
MODS : D,R
This causes the casters (or target being's) outline to become blurred,
shifting and waivers. This distortion causes all missile and melee
combats to be -20% normal chance to hit as well as for all magic attacks
directed at the target exactly.
:Bubbles_Of_Euphoria
COST : 10
MODS : D,R
This spell summons or generates some giant 'soap bubbles' that will
float around the area where they were ranged to. Those within the area
must save vs prowness each round of the effect to avoid touching and
bursting one of the bubbles. If they fail and touch one it bursts,
and releases a strange gas effect on them - because of its nature it
WILL bypass a minor globe of invulnerability and it will work on a being
with magic resistance. The gas causes a feeling of Euphoria in the
being, which will make them smile and laugh at foolish things. This will
distract mages who are spellcasting, even those with IRONMIND spells
active, reducing their chance to cast by 25%, and it will reduce any
resistances to sleep, charm or non-damaging spells by this same amount.
The effect of the Euphoria lasts for the duration.
Area of effect is a 20' radius from the range point, and the caster
CAN be affected by their own spell in this case if they cast it in too
confined an area! Each additional rank adds 10' to the radius.
:Burning_Hands
COST : 1
MODS : D,R
When the wizard 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 wizard'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 wizard. 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.
:Cause_Hangover
COST : 5
MODS : R,T
This inflicts the targets with the full effects of a nasty hangover,
reducing ALL skill usages by 10% for the day (unless cured specifically).
The save for this is vs HARD instead of INT.
:Chaos_Shield
COST : 5
MODS : D
This spell was designed to protect a mage against their own spell
Klutz effects. When a mage has this spell upon them and klutzes a spell
themselves or is supposed to be affected by nother mages klutz on them,
they receive an additional saving throw of their INT + 10%/RANK of the
Shield. If successful they are unaffected by the klutz, otherwise they
are affected as per normal. This spell will NOT work if cast in a stack
with Globe of Invulnerability or on someone with that spell already
active. The Globe is based on Lawful aspects of Magic, and thus cannot
work with the Chaos Shield.
A chaos shield cannot be cast upon someone else except the caster
until AFTER reaching RANK 2 or greater with the spell.
:Chaos_Vortex
COST : 20
MODS : D,R
This spell summons in a tiny piece of a shadowstorm in the form of
a swirling tornado that will wander about randomly, affecting everything it
hits. Anyone that fails a prowness roll when the vortex reaches them is
affected by a RANDOM SPELL KLUTZ effect. The Vortex is unable to pass
thru solid objects, and cannot be dispelled (but may be BANISHED). It
fades away when the duration ends. The caster is NOT immune to the effects,
and cannot end the spell prematurely.
:Chill_Touch
COST : 1
MODS : D
This is cast upon the caster's hands. The caster's touch will then cause
1d10 cold damage and reduce the victim's Hardiness temporarily by 5 points
for all saves and strength based actions (recovers at a rate of 5 points
per hour unless they have a RESTORE cast upon them). Each additional rank
adds 1 point to the damage inflicted by the spell (Note that normal
non-magical armour does NOT subtract from the damage but magical armour
and armour spell will). The subject creature hit does get a save vs INT
to avoid ALL damage from the effect. If this effect is used against any
form of undead the undead will take no damage but will need to save vs
INT or flee from the caster for the duration.
:Chronoport
COST : 15
MODS : D,R
This spell can be cast on the caster or on a target being or object,
and is limited to a maximum of effectiveness equal to the caster's own
weight plus an additional 100 lbs per RANK of the spell.
Unlike a teleport, a Chronoport moves the target forward in TIME
instead of in space. Thus they disappear from sight and reappear in
the future at the actual Duration's end. Once cast there is NO way to
cancel the spell or dispell it. The target does not age in the interium
period of time so they arrive only 1 round after their departure as far
as they are concerned but could in actuallity have spent hours, days or
even years being away while the spell progressed.
If the space they had occupied on departure has been filled with
another object they will arrive randomly in a nearby open space.
:Cleanliness
COST : 2
MODS : D,R,T
This spell is cast upon cloth, either uncut or finished clothing. It
enhances the natural properties of the cloth, making it wrinkle-proof,
stain-proof and unable to become dirty or soiled in any way (Such will
roll or fall off). It dries in minutes and is in every way superior.
Duration is Necessary for this spell to be valuable.
: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.
:Combat_Precognition
COST : 7
MODS : D
This spell will assist the caster when fighting against a single
opponent, who must be visible at the catsing, allowing the mage an
advantage by being able to predict some of their combat actions before
they occur. For each RANK of the spell the caster gets a +10% to all
rolls to attack the opponent and a +10% to SAVE against all attacks by
said opponent (including an additional 10% to their defensive PROW).
The spell also will END if the opponent is slain. Additional Ranks
add +5% to the percentages.
: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*.
:Complex_Illusion
COST : 15
MODS : D,R
This spell is the most advanced of the Phantasmal Force style illusions.
This illusion will affect EVERY sense of those experiencing it and will
appear to even inflict damage if it is a damage causing thing that is
being projected - but a being that things its been killed/destroyed will
merely fall unconscious for 1d10 + Rank rounds and then will revive with
no damage from the illusion. A being who has been so knocked out will
NOT be affected by the illusion a second time.
Complex illusions will move as ordered by the caster within range, and
will otherwise stay put unmoving until dispelled or destroyed. Thus an
illusion of a brick wall will last until the duration is ended...
Casters are NOT affected by their own illusion.
:Counterspell
COST : 12
MODS : D
This spell creates a marble-sized metal ball that circles the ground
where the caster is standing or walking and will continue to rotate the
caster for the duration. When A spell is cast AT the caster directly
the metal ball will bounce upward to attept to intercept the effect.
(It ONLY works on spells that produce a MAGICAL effect, so it would fail
against an accurate arrow spell or an icedart). The caster makes a
saving throw vs the incoming attack, at INT plus 5% per RANK that the
Counterspell is known at. If successful, the Counterspell ball will
absorb the incoming and negate its affect entirely. It does NOT work on
area affect spells or those spells directed not at the caster but on the
surface near them.
Casters with Counterspell up cannot take flight or traverse a surface
that the Ball cannot follow, but could Teleport or Phasewall (The orb
would move equally as part of them).
:Create_Campsite
COST : 15
MODS : N
With this spell the caster generates a squadron of tiny invisible
servants who create a campsite for the caster and his/her companions.
The caster stands in the desired area for the campsite (a 60' radius
area maximum per RANK) and the number of individuals the site is to
accomidate.
The servants clear the area of debris, set up tents if present, set
up berolls, start a campfire, fetch water if available, tether horses
and mules, and dig a nearby latrine. The campsite will be so skillfully
prepared as to be only noticable 50% of the time from outside of it due
to the blending with the surrounding terrain.
The entire process takes about 10 rounds to be accomplished.
The servants use the gear available to them and any improvised gear
they can create from the working area - if no tents exist they will
create lean-to's of branches and leaves and grass if available.
These servants cannot fight for the party, deliver messages, or take
any other actions other than creating the campsire.
The spell CAN be cast in reverse easily, as a BREAK CAMP, which makes
servants to strike a campsite and repack the gear, extinguish the fire,
and return the site to its original state as much as possible.
:Cure_Hangover
COST : 1
MODS : R,T
This spell removes all the symptoms of a hangover in the target beings.
There is no saving throw vs this effect.
:Dancing_Lights
COST : 2
MODS : D,R,T
This causes 1d10 of small glowing lights to appear that resemble
candles and produce that amount of light that move as the caster
desires. The spell winks out if they are moved beyond the range.
If targeted they can be made to follow around a target being to provide
light, so long as within range. Additional Ranks add 1 additional light
to the rolled amount.
:Darkness_Field
COST : 2
MODS : D,R
This creates an area of darkness at a chosen area that is impossible for
NORMAL sight to see thru. The darkness field is 10' cube per RANK the
spell is known at. The field can be dispelled by ANY light spell cast
within its area, unless the spell is known at RANK 3 or better.
: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 occurance.
-
:Delay_Spell
COST : 10
MODS : D
This is yet another form of Metamagic, spells designed only to affect
other spells. The caster casts this spell and then it affects the NEXT
spell they cast successfully, setting a timer on the spells effect
before it takes place based on the duration of the DELAY. Thus one may
produce a time-bomb like effect with a variety of spells and concepts.
:Detect_Charm
COST : 1
MODS : R
This spell will reveal whether or not a recipient is under the effect
of a charm spell.
-
:Detect_Curse
COST : 2
MODS : R
This spell will tell if a person or object is Cursed and will, with
an INTUITION roll, give the caster the details on the nature of the
curse itself. Minor Curses are specific spells that cannot be dispelled
by normal means (Dispell Magic) ;Curses are extremely powerful magic
that can last for generations, usually cast by someone in the throes
of death or extreme anger/depression. The only other known source of
a curse are the denizens of the demonic planes, seeking to torment
humanity.
: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 : R
This spell causes all magic on the target being/object to be shown
in that it will glow with the color of its Guildtype(s). Duration
is not needed to be purchased, and it is cast at the suspect target.
-
:Detect_Nexus
COST : 3
MODS : D
A Nexus is an opening from one material reality into another.
Nexus Points are found naturally but can also be created by certain
spells, especially those of the Orange Magic Guild in regards to
summoning. This spell works LOS for the caster only.
-
:Detect_Poison
COST : 2
MODS : R
With this spell, the forensic wizard can determine if a corpse has been
poisoned. One corpse can be checked each round. The wizard can
determine the means by which the poison was administered and the place
at which it entered the body, and a chance of determining the exact
poison involved equal to the caster's Intuition.
It can also be used on a living target in hope of discovering if a
cure poison may cure a condition, or can be cast on a substance to
see if it is poisonous.
:Detect_Scrying
COST : 7
MODS : D,R
This spell notifies the caster of any scrying by magical or mundane
means occuring within the Range radius of the caster. Thus ANY
clairvoyance, Clairaudience, detection or analysis spell active in
that area or cast at them will be reported. It will also report
security cameras and active microphones and state their locale. It
does NOT detect invisible persons or devices present that might be
listening/viewing nor will it detect a sentient that might be hidden,
invisible or on the Astral plane. Only the caster hears and knows of
the scrying report. It fails vs Boom microphones outside radius that
might be able to receive them or cameras outside the range with
telescopic lenses etc.
:Detect_Shapechanger
COST : 5
MODS : D
This allows the caster to detect any natural or magically held
shapechanges on persons and creatures in LOS.
At Rank 2 it allows the caster to know the true appearance of the
beings that are shapechanged.
-
:Detect_Spirit
COST : 2
MODS : D,T
Detects the presence of a soul spirit or mentality in any body or
object (enchanted swords, etc.), and whether or not the mind
controlling the body is its "native". Thus, it will not detect charming
or hypnosis but will detect possession. Only the fact of a mind is
detected, not its nature. If it is cast on a normally invisible spirit
(such as an Invisible Stalker or Unseen Servant), the caster can see
the creature as a visible force for the duration. The reverse,
Obscure Spirit, has a range of touch and conceals a single mind or
spirit from detection by this spell, and can be cast by anyone who
knows Detect Spirit.
-
:Detect_Traps
COST : 5
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.
-
:Dimensional_Depth
COST : 10
MODS : D
This spell is cast on a container, a pocket, purse, sack, Pouch,
Suitcase, Chest, trunk, crate, etc. What it does is expand the interior
dimensions of the container into another pocket dimension, approximately
5'x 5' x 5' per RANK of the spell. Objects placed inside are held in
stasis, unaging, while within the container. It is a spell often used by
mages needing more space then they have available (objects within have
no weight perceivable in the outside world) or by thieves. You cannot
place a living creature or being within the space as a prolonged stay
of more than a round would result in death.
At Third Rank this spell becomes impossible to DISPELL before its
duration ends.
-
:Dispel_Illusion
COST : 1
MODS : R
This will cancel ANY illusionary effect instantly and finally.
-
:Dispel_Magic
COST : 5
MODS : D,R
This will cancel a specific ongoing spell effect. If cast on an ITEM it
will prevent the items magic from functioning for the duration of the
spell being canceled, but then the item will turn back on until its
duration is up. It will NOT send away a summoned creature, undo a
healing spell or cause harm to a magical creature directly. Unwilling
targets get a Save vs INT against Dispel.
-
:Dispelling_Curtain
COST : 10
MODS : D,R
This spell is used to set up a shimmering violet energy screen in a
curtain form that the caster desires (Can be a maximum of 10' x 10'
per RANK of the spell, but NO lower limit). Any creature passing thru
it will have active spells on them affected by a Dispell Magic that is
slightly more powerful than an ordinary one - this one CAN affect the
results of spell klutzs 50% of the time, and CAN shut down any Globe of
Invulnerability or Globe of Minor Invulnerability, but cannot shut off
curse affects or any spell that was at rank 5 or greater.
The Dispelling Curtain will NOT work against items, only beings.
-
:Dispel_Silence
COST : 2
MODS : D,R
When cast, this spell automatically dispels any magical silence within
its area of effect. Furthermore, no silence spell will have effect
within the area of effect for the duration of the spell.
Area is a 15' Globe at the target point. This can be increased by buying
more RANKS of the spell.
Stealth FAILS inside a Dispell Silence Field.
-
:Dream_Bead
COST : 25
MODS : N
This spell 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_Sharing
COST : 1
MODS : D,R
This allows the mage to share the dreams of the target being, so that
they may observe all that occurs within their dream. If the mage ALSO
has a blank dream bead they can record the dream of the target being at
the same time. This spell can be cast upon the being as they go to sleep
or before they do so - but the caster will slip into slumber themselves
as soon as the target being goes into the dream state. The duration does
NOT begin until the target becomes asleep.
-
:Dream_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.
-
:Dream_Walk
COST : 35
MODS : D,T
This allows the caster (and or persons willing to join the caster) to
cross from the planes of reality into the plane of dreams Physically.
They will remain upon that plain until the duration ends or their demise
or their departure from one of the few gateways from there. If they die
while upon a Dream Walk then they MUST follow out a dream walker or pass
thru one of the gateways in order to return to the waking world and
recieve proper Divine Intervention for their death - otherwise they are
but of dream stuff and trapped therein.
Persons walking upon the plane of dreams physically have the advantage
of being able to draw back the spirits of friends or companions who have
experienced a Dream Death while upon that plane. They can also choose to
bring forth (at spells end or their departure thru a gateway etc) beings
or devices from that plane (there is a 50% chance of being able to bring
thru such an item or being if it wasn't from the material plane at one
time or another).
The Dream Plane is a place with its own rules and nature, and magic may
distort or change therein from its waking versions. Killing a native of
the Dream plane will cause them to disappate temporarily and then reform
upon another day. Time works differently upon the plane, moving much
faster, so that a single night on the reality planes becomes a month or
more upon the dream plane in experience (the spell's duration is
measured by the way on its reality-based clock and NOT the dream-plane
based time, so usage of this spell might result in a month or more of
activity upon the dream plane).
-
:Dry
COST : 1
MODS : R
Unlike most spells, this one takes but a single round to cast instead
of the usual three rounds.
Dry will dry any one garment or piece of clothing that is damp, wet
or soaked, upto 3 square yards per RANK. It can also be used to dry out
other objects that can become wet or damp, such as paper. If cast on a
container or pool of liquid it will dry such out to some extent (upto
one PINT of such).
-
:Elemental_Burst_Of_Air
COST : 1
MODS : R
This causes at the target point a sudden burst of high pressured air,
causing a concussive wave. All within 5' of the burst must save vs
INTUITION or be stunned for 1 round per RANK of the spell. It otherwise
causes no damage. Air elementals are unaffected by this spell.
-
:Elemental_Burst_Of_Wood
COST : 3
MODS : R
This causes a wooden object to suddenly explode in a spray of splinters,
doing 1d10 + 2 + RANK in damage to all within 5' of the object. It will
only work on objects less than 20 lbs in weight. Armour IS applied
against this non-magical damage.
-
:Empathic_Revenge
COST : 15
MODS : D
When the target this spell is cast upon is attacked in any way the
attacker receives back half damage (only HTK damage applies) as that
the target had received from them AFTER armour etc, as internal damage.
-
:Enhanced_Phantasmal_Force
COST : 7
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.
-
:Erase
COST : 7
MODS : R
This spell affects a flat surface that has any form of writing or
drawing upon it, and will affect upto a 1'x1' area per RANK it is
known at. It can be cast on a piece of paper, scroll, Book (note that
you would need one rank in the spell per page in the book to erase it
all at once), painting, sign, wall, floor etc. It affects Ink, blood,
paint, chalk, crayon but will not affect carvings, engravings or
embroidery.
-
:Ethereal_Sight
COST : 1
MODS : D
Allows the caster to see into the nearby Ethereal Plane and perceive any
Objects or beings therein. Range is unnecessary with this spell, unless
casting it on another, as is Target. Sight range is Line Of Sight. This
spell does NOT perceive invisible!
-
:Ethereal_Travel
COST : 25
MODS : R
This allows the caster and/or target being(s) to fade into the
Ethereal Plane. At Rank One the Mage can only move their own weight
plus 50 lbs into the ethereal Plane - each additional rank adds another
poundage equal to the casters weight in beings and equipment. As long
as they remain within the border ethereal all rules of such apply (see
separate file on the Ethereal Plane). DURATION is NOT used with this
spell nor TARGETS because of the ranking system. Beings being transported
against their will get a save vs INT and MUSt be within range of the
spell. (Range in this case is a radius around the caster).
-
:Ethereal_Window
COST : 7
MODS : D,R
When this spell is cast a "window" appears in the air at the chosen
spot, through which the caster and others can see into the Ethereal
plane. The actual window size is 1 square foot per RANK. The window is
NOT mobile.
The window operates from both sides; creatures in the Ethereal Plane
can see those on the material thru it easily, but verbal communicationis
not possible.
Normally nothing can pass thru the window, but there is a 5% chance
that it could be used as a mini-gate from either side. This increases by
1% per 10 points of INT of the subject trying to pass thru.
-
:Everburning
COST : 1
MODS : D,R
This spell is cast on a currently burning log, candle or other natural
(non-magical) flame source and will allow it to continue burning for the
duration of the spell without consuming any of its material components
in the process until the end of the spell.
-
:Extinguish_Fire
COST : 3
MODS : R
This will extinguish any fire within range radius.
-
: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
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.
-
:Find_Familiar
COST : 15
MODS : N
This spell enables the caster to summon a familiar to act as his
aide and companion. Familiars are typically small creatures, such as
cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels,
or even mice. A creature acting as a familiar can benefit a wizard,
conveying its sensory powers to its master, conversing with him, and
serving as a guard/scout/spy as well. A wizard can have only one at a
time, and he has no control over what sort of creature answers the
summoning, if any at all come.
The creature is always magically intelligent and its bond with the
wizard confers upon it an exceptionally long life. The wizard receives
the heightened senses of the familiar, which grants the wizard a bonus
to all surprise die rolls.
The wizard 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 wizard, it gets the
wizards 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 1 HTK
in damage from the loss.
The mage is able to state One qualification for a familiar, in
general terms, like 'Flight' or 'Keen Eyesight' or 'Strong' or 'Fast'.
The GM modifies the roll to the creature that best fits the qualifier
(up or down the chart from the actual roll).
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.
D100 Roll Familiar * Sensory Powers
01-25 HouseCat Excellent night vision and superior hearing
26-35 Crow/Raven Excellent vision
36-38 Hawk Very superior distance vision
39-40 Owl Night vision equals human daylight vision,
superior vision
41-44 Dog Superior olfactory, Superior hearing
45-47 Parrot superior hearing
48-49 Toad Wide-angle vision
50-54 Weasel Superior hearing & very superior olfactory
55 Fox Night Vision
56-60 Ferret Night Vision
61-65 Mongoose +1 Prowness
80-90 wolf Night Vision, Superior olfactory
91 Snake, constrictor Superior olfactory
92 Skunk ???
93 Baboon ???
94 Wolverine ???
95 bat ???
96-00 SPECIAL or Supernatural
-
:Find_Mundane_Object
COST : 10
MODS : N
This spell will help the caster 'find' a generic mundane object that
they specify in their general vacinity. The object will be in a pocket,
sack, container, behind a nearby place or whatever and appear that it
had been there all along. Usually it requires the use of a verbal or
mental phrase like "If we only had a rope!" or "What we couldn't do with
a crowbar right now". The object has no magical properties whatsoever
(its mundane!) and doesn't vanish or fade away. The spell does limit the
item to a mundane one from the equipment list that would fit within the
general area the caster is in (no making automobiles appear out of
pockets!), and should be of a maximum of 5 lbs per rank and cost no more
than $5 per rank.
-
:Fishing_Net
COST : 7
MODS : R
This summons and causes to drop on the target area a 10' square fishing
net that entangles anything inside it. The Net can be cut away in
another round of activity, if no cutting tools are available anything
caught in it gets a roll vs Prowness each round afterwards to try to
untangle themselves and escape. The net is non-magical.
-
: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 damage to Undead within a 60'
radius of the flare. It will not harm normal creatures, but if directed
on or at one, will blind them for the next round. If Fired Directly at an
Undead and striking it it will do 3d10 damage.
-
:Flash
COST : 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.
-
:Fog_Phantom
COST : 3
MODS : D,R
This spell creates a vaguely human shaped pillar of fog. The fog
phantom can do no damage, 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.
: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.
: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 damage (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.
-
: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.
:Gaseous_Form
COST : 15
MODS : D,R,T
This spell allows the caster to turn the creature touched into a colored
cloud of gas, for the duration of the spell. If the creature touched is
an unwilling recipient of the spell, he gets Intuition Defenses.
The spells effects are identical to that of the Potion of gaseous form,
with regards to movement rates, and the effects of a Gust of Wind
spell, though the caster, if he casts the spell on himself, can turn
non-gaseous at any time.
-
:Gaze_Reflection_(Mara's_Miracle)
COST : 1
MODS : D
This spell will cause any GAZE oriented spell or natural power to be
reflected back at its source entirely to affect them instead of the
caster. Additionally this will (at will) materialize a 'mirror' in front
of the caster which they alone can see in which they can view their own
reflection (While acting as a mirror the spell does NOT work against a
gaze attack) or use a gaze spell of some sort on themselves.
:Globe_Be_Gone
COST : 10
MODS : R
This spell will negate entirely any globe-like spell effect on the
selected target, including Globe of Invulnerability, Spell Shield
etc instantly without saves.
:Glow
COST : 1
MODS : D,R
This spell causes the object or person affected to emit an eery
glow. The color ranges from blue to green. It cannot be dispelled
but it can be negated by a darkness spell. The glow is not bright
enough to read with but is easy to spot in the dark. The material
component is a silver firefly figurine. If cast on an invisibility
:Glowing_Footprints
COST : 1
MODS : D,R
This spell causes the target to leave a glowing spot whenever he presses
against a surface. (Such as pressing against the ground, when walking.)
The duratation determines how long the target leaves glowing spots behind
him. The spots will continue to glow for 1 hour/RANK, regardless of the
duration. The glow will be in whatever color the caster chooses at time
of casting.
:Grease
COST : 1
MODS : D,R
A grease spell covers a material surface with a slippery layer of a
greasy nature. Any creature entering the area or caught in it when the
spell is cast must save vs prowness or slip, skid, and fall. Those who
save can reach the nearest non greased area by the end of the round.
Those who remain in the area are allowed a saving throw each round until
they escape the area. The GM should adjust saving throws by
circumstance; for example, a creature charging down an incline that is
suddenly greased has little chance to avoid the effect, but its ability
to exit the affected area is almost assured! The spell can also be used
to create a greasy coating on an item--a rope ladder rungs, weapon
handle etc. Material objects not in use are always affected by this
spell, while creatures wielding or employing items receive a saving
throw vs. spell to avoid the effect. If the initial saving throw is
failed, the creature immediately drops the item. A saving throw must
be made each round the creature attempts to use the greased item.
Grease affects as little as a square foot and a maximum equal to
The Casters known RANK * 5 Square feet (usual maximum of 10 ranks applies)
:Greater_Pentagram
COST : 35
MODS : D
The protective Pentagram is drawn out on the ground and then 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. Anything entering with a
spell active on it will be treated as a spell trying to enter.
Mages crossing it will lose 1d10 Energy points when entering the
pentagram, except the caster.
Spells trying to enter it have their effect reduced one rank per
rank of the casting 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 Greater Pentagram will also prevent the passing of ANY magical
ITEM over its boundry, including magically enhanced arrows, swords
etc, from outside the pentagram, but such can pass from the inside
out.
Any spell cast from within the Pentagram going out will be enhanced,
increasing its rank by one.
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 of higher rank than that of the Pentagram. Targets and
RANGE are not usually used with this spell, unless the caster is
using the pentagram to entrap a magical creature inside its confines.
DURATION is vital to the casting. Dispell Magic Does not work on a
Pentagram.
:Grounding
COST : 7
MODS : D
This spell helps protector the caster on several levels. First it will
prevent ALL Electrical damage for the duration of the spell; second
it gives the caster a +10% save for INT saves vs incoming spells and
effects for the duration. Note that long duration groundings are possible
but that grounding does NOT work while a character is unconscious or
asleep in some way as it takes thought to perform.
:Hair_Color
COST : 2
GUILDS : B
MODS : R
This will change the color of the body hair of a being or creature, and
the effect will last until the hair grows out or is colored again by a
spell. This effect cannot be dispelled.
:Haunting_Sounds
COST : 1
MODS : D
The spell causes a strange haunting sound (see list that follows)
within 30' of the caster (no extended range available), like those
associated with haunted places.
List : Creak, Footfall, Groan, Moan, Rattle, Tap, Thump, Whistle.
If duration is cast with the spell then the sound will remain in the
area it is originally cast and NOT follow the caster as he/she moves
about.
:Healing_Sleep
COST : 20
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 : 5
MODS : N
This spell allows the caster to "tune in" to the psychic
impressions left on an object or small area. The power gives the
wizard the ability to divine special purposes, famous owners, and
powerful alignment bends.
The spell will not identify a magic item per se, but would
identify the signet ring of a long deceased noble house as such.
Furthermore, history doubles the chance of a rare or unknown items
value being determined.
This spell is most commonly used on nonmagical plunder, books,
and items sold at auctions. Only a single touch is needed to make the
spell work.
:Hold_Portal
COST : 3
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.
:Hypnotism
COST : 3
MODS : D,R,T
The target creature(s) become susceptable to suggestions from the caster
that are delivered vocally in a language that they understand. The caster
must give the SAME suggestion to all targets immediately after the
casting of the spell.
:Inaudibility
COST : 3
MODS : D,R
By means of this spell, all sounds made by the recipient become
inaudible -- breathing, talking, walking, and the like. Items on the
caster's person are likewise silenced, but thrown or dropped items may
make noise once released. Unlike a silence spell, inaudibility masks
only the sounds made by the recipient or items in his/her possession,
so it provides no defense against sound-based attacks such as harpy
singing, a horn of blasting, etc. The spell remains in effect until
it is magically dispelled, until the caster or the recipient cancels it,
or until its duration has passed; it is not dispelled by the recipient
attacking another creature.
:Inner_Sanctum_Ritual
COST : 25
MODS : N
This spell is cast by a mage to establish a place of power where they
can be assured of relative safety and capability to practice their art.
Once created the mage cannot create another such Sanctum while it
exists.
An inner sanctum offers MANY benefits to a mage, and should be
established in a building, grove, or sufficiently secluded locale to
assist in its magics.
Within their Sanctum a mage will be instantly alerted to ANY intrusion
into it by anyone or anything, and will know if they have come with
hostile intent. Anyone performing an attack, theft or casting against a
mage within their inner sanctum is -25% to do such, while the mage is at
+25% to perform any castings against them.
All spellcastings are at +25% to succeed (compounds with any
other modifiers to improve success). The Sanctum itself acts as an
enhancement to magic in other ways, almost a tool, so that any casting
within it costs -5 to the normal BASE cost of the spell (not added
features) with a minimum cost of 1.
To enter an Inner Sanctum without permission of the owner must be done
as if trying to face against a sanctuary spell, that is one must save vs
INT to cross its barriers and wards. Note that a mage will ALWAYS know
if there is currently an intruder inside their sanctum, no matter the
distance to them.
Inner Sanctums cease to exist when the caster dies. The Sanctum can be a
maximum of 100 cubic yards per RANK of the spell. Spells cast from
outside into an Inner Sanctum have a 25% chance of reflecting back at
the source - EVEN in the case of ritual spells. Undead cannot cross the
barriers of a Sanctum without permission of the owner AT ALL. While
inside their Sanctum a mage is also considered +10 to their APP for
Prescence sake. Sanctums are kept magically CLEAN and an Unseen Servant
will exist within its barriers at the command of the caster at all
times.
Inner Sanctums CANNOT be dispelled thru normal means. If they are inside
a building all windows and doors will be wizard Locked to the univited
(this effect CAN be dispelled though thru normal means).
: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.
:Invisibility
COST : 15
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 damage, as long
as the duration of this spell continues. This allows a mage to overcome
one of the normal causes of spell failure.
:Knock
COST : 5
MODS : R
This will open a sealed door or object, sealed by magic or by mundane
means, instantly. It does NOT remove traps or spells.
:Know_Spellcaster
COST : 10
MODS : N
This spell is cast upon a magical object or ANY ongoing spell effect
(It can ALSO be cast during a REPLAY spell and will count what is
being viewed as an ongoing effect even though it is an image) whereupon
it will notify the caster of the the Name of the original caster.
:Life_Battery
COST : 5
MODS : D,R,T
This gives the recipient phantom hit points for the duration that are
subtracted from before any damage is received on the normal HTK. It makes
1d10 such points per RANK the spell is known at.
: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.
:Logrus_Sight
COST : 12
MODS : D
This allows the caster to view others in normal sight range and see
them for what they are. It negates Invisibility effects, and effects
that distort appearance including disguises. It sees thru any disguise
and allows the caster to see ethereally. It exposes Shapeshifters in
their true natural form and exposes ANY visual illusions as just that.
:Luggage
COST : 15
MODS : D
This spell is cast on a container of some sort - a Suitcase,
Backpack, Chest, Wardrobe, or chest of Drawers. The item is usually
individualized, sometimes excessively. It causes it to become magical
it is placed upon the ethereal plane and can be recalled by the caster
by means of a command word (or anyone else who knows the word) so that
it will appear within a few feet of its maker on the material plane
when called. Oftentimes mages will add various protections and traps
on the container to preserve it from possible tampering by ethereal
travelers and creatures when it is away. While on the ethereal plane
the container will travel along under its own magical power, on
little tiny legs, so that it is always near its owner. The mage can
also make one of these for someone else, using the TARGET option of
casting.
This allows a mage to travel light without large amounts of excess
equipment bogging down his/her.
While on the material plane the container will continue to follow
the mage around in a similar fashion until the mage gives the word of
command again.
When the spell expires the container will return to the material
plane right next to the caster.
-
:Mage_Staff
COST : 7
MODS : D
This spell creates a wooden staff from energy, which is magical in
its nature, and does +1 damage on hitting over a normal staff per RANK
of the spell.
-
:Magic_Eye
COST : 5
MODS : D
By means of this spell the caster, creates a "third eye" much
like the spell wizard eye except that it remains in a specific
location once cast. It can be triggered in two ways, one is a
"pre defined" event occurring, such as some creature passing in front
of it. The second can be done from anywhere on the same plane, by
willing it to activate. Once activated the eye lasts its duration
The "eye" sees as well as the caster, if caster can see normally
invisible so can the eye, magic enhancements do not work through
the Magic Eye, such as spectacles or detect invisible. The mage,
while concentrating will see thru the eye clearly, when not, it
becomes a ghostly mental image... If the caster has more than one
eye only one may be active - activating a second one will end the
first ones usage. The eye is Physical and can be destroyed, it
has 5 HTK.
-
:Magic_Mouth
COST : 3
MODS : R
This is cast on an object or a surface (like a Wall). It will cause a
mouth to appear on the item and repeat a statement specified by the
caster in the voice the caster uses when casting it, upto 25 words in
length, in a language known to the caster. The speaking will occur when
a specific event occurs in a 30; radius of the mouth. Ex: Speak when
anyone passes within range of you. Speak when a winged creature passes
you. (It cannot detect Invisible, ethereal or astral creatures). Until
the command can be completed the spell remains dormant and in effect.
If it is wished for the spell to continue AFTER it has accomplished its
function then you must learn multiple ranks of the spell (Each RANK
adds another usage to the spell).
:Make_Change
COST : 1
MODS : N
This spell is cast upon normal paper currency in the caster's hand
into metal currency (coins) equalling the same total value. One
paper bill can be affected per RANK of the spell.
:Mara's_Magic_Mirror
COST : 10
MODS : D
This unique spell allows the caster to look into a mirrored surface
at hand and look OUT of any other mirror that they have seen and aware
of to whatever location it is in at the time of casting. An Additional
rank will allow them to use thru the mirrors any special vision abilities
that they may have or are created by other spells (infravision,
ethereal sight, Logrus sight etc); a Third Rank allows them cast a spell
at a target thru the mirror with a base of no more than 5 points; a
fourth rank increases this to a base of 10 points and a fifth allows them
to step thru the mirror and arrive in the other locale as if thru a
dimensional doorway or gate.
:Mask_Of_Death
COST : 3
MODS : R
This spell allows the caster to change a corpse or undead creature's
features to make it appear to be someone else. The caster must have a
clear mental image of how they wish the corpse to appear.
DURATION is not necessary with this spell, but RANGE may be. The effect
lasts as long as the body does....
:Mental_Music
COST : 3
MODS : D,R
This mildly annoying spell is cast on a target being and inflicts on
them an illusion of a melody, chosen by the caster, to be constantly
running thru their head for the duration. Only one such spell may be
in effect on a target and there is no saving throw. The spell effect
is mildly distracting, making the character it is inflicted on to be
-5% from all skills for the duration, but this effect on a singer or
musician causes a -25% from using such music skills while it is in
effect unless they are playing the exact same melody.
:Message_Scroll
COST : 10
MODS : N
This spell will transport a scroll or other piece of paper 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_Fog
COST : 15
MODS : D,R
This spell fills up a radius around the caster equal to the range, and
will reduce all INTUITION saves by others within that area by 10%. It
appears to be a light wispy fog. Additional RANKS reduce an additional 10%
each. There is no save vs the Mind Fog, but some races are not affected
by it at all including Dwarves, Demonsblood, Gypsies, Vampires, and
Godschildren. (NOTE a 01-05 will ALWAYS save!) It cannot penetrate a minor
globe of invulnerability or any pentagram (no matter its strength).
: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, Possesion, Quantum Leap, Spook, Steal Spell, and
even Taunt.
:Mind_Speech
COST : 7
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 : 1
MODS : D,R
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.
:Murder_Weapon
COST : 5
MODS : D
The caster of this spell can check one weapon per round to determine if
it was used to kill a specific corpse, of whom he has a blood sample. A
"murder weapon" is one which reduced the victim to zero hit points, or
delivered the poison which did so.
:Object_Castle
COST : 3
MODS : R
This will cause two objects to exchange places with each other. At
least one of the objects must be in LOS and inside the range. The
second object can either be within the range and LOS/in contact
with the caster or be a memorized Object of the caster's. The two
objects must be within 5 lbs of each others weight (this difference
can be increased, doubling with each rank). The maximum sized item
that can be castled is based on extra points spent in the casting,
1 point at rank 1 allows upto a 5 lb object, 1 point at rank 2
allows a 10 lb object, and so forth.
You cannot castle an item that is bolted down or otherwise attatched
to a surface.
:Opponent_Castle
COST : 5
MODS : R
The caster is teleported a short distance (based on RANGE) within
their Line of Sight instantly with their equipment (upto 50 lbs).
To the locale of another being of approximately the same mass (within
50 lbs) or a non-sentient object of about the same mass and moves
that being/object to where they had been. There is NO saving throw,
but it does fail against naturally mind shielded beings.
They cannot appear within a solid object. Each additional RANK adds
10 lbs to the carriable weight and the amount of weight difference.
:Passwall
COST : 12
MODS : D
A passwall spell enables the caster to open a passage through wooden,
plaster or stone walls or surfaces, and thus allowing himself and
companions etc to simply walk thru. The spell creates a 5' high by 10'
high by 10' deep opening. Additional ranks increase the depth of the
passage. The passage vanishes when the duration ends.
:Past_Life
COST : 3
MODS : N
This spell is cast upon the remains of a dead being or creature. It
shows to the caster an image of the deceased's former appearance in life,
so that the corpse may be identified. Any amount of remains can be used,
a bone, lock of hair etc. If cast on a part of someone still alive the
spell can be used to identify the living as well.
:Patternweave
COST : 5
MODS : R
Patternweave allows the caster to make sense of apparent chaos. The
caster can see such things as pottery shards reformed into a whole pot,
shreds of paper formed into a page, scattered parts as a working machine,
or specific trails appearing out of overlapping footprints.
After casting the spell, the mage studies seemingly random events
broken bits of glass, shreds of paper, intermingled trails, etc. The
items to be studied must be tangible--coded flashing lights, garbled
speech, or thoughts of any kind cannot be studied.
The caster sees in his mind the pattern these objects form. If the
items studied are truly random, no information is gained.
After the caster has visualized the pattern, he can attempt to
reassemble the parts into their original form. The amount of time
required and the quality of restoration vary according to the complexity
of the pattern. Reassembling a shredded map may be easy; reassembling a
clock is significantly more difficult; rebuilding a shattered mosaic is
extremely difficult. In any case, the wizard can make only a reasonable
copy of the item.
If a mending spell is cast on the work its chance of totally restoring
the item is greatly increased (GM's judgement).
:Pentagram
COST : 20
MODS : D
The Pentagram is drawn out on the ground or floor and then it is
charged with the spell energy. This star within a circle is usually
stood in by the caster and will reduce or prevent hostile creatures
and spells from entering its confines. No Entirely magical creature
(Zombie, Ghost, Skeleton, Elemental, demon, golem, fae-folk, devil,
wraith, or spectre) can cross this boundary, while non-magical or
partially magical ones can cross at will.
Spells trying to enter it have their effect reduced one rank per
rank of the caster of the Pentagram - if the incoming spell is thus
reduced below one rank it ceases to function, else it is reduced in
strength accordingly.
The Pentagram cannot be broken or erased except by the caster or by
mundane means by a non-magical being, EXCEPT if it is struck by an
ERASE spell. Dispell Magic Does not work on a Pentagram.
:Perfume
COST : 2
MODS : D,R,T
This spell makes the targets take on a scent as specified by the caster,
or eliminates ALL scent from them. This proves useful if trying to avoid
leaving a trail or to throw off trackers (like dogs) that depend on
smell. It will also prevent (with the no scent option) certain creatures
from detecting the invisible. It also allows the caster to simply make
things smell nice or different for esthetic purposes.
:Phantasmal_Force
COST : 3
MODS : D,R
This spell creates the illusion of any object, creature, or force, as
long as it is within the boudaries of the spell's area of effect, being
upto a 40 cubic feet in size per RANK of the Spell.
The illusion is visual and affects all believing creatures (undead are
immune) that view it. It does not create sound, smell, or temperature.
Effects that depend of these senses usually fail. The illusion lasts
until struck by an opponent--unless the spellcaster causes the illusion
to react appropriately--or until the wizard ceases concentration upon the
spell (due to desire, moving, or a successful attack that causes damage)
or due to its duration ending. Creatures that disbelieve the illusion
see it for what it is. Creatures believing the illusion are subject to
its effects.
The illusionary effect can be moved by the caster within the limits
of the area of effect. The GM has to rule on the effectiveness of this
spell.
:PhotoCopy
COST : 3
MODS : R
This spell allows the caster to create a permanent image, on a
piece of parchment, canvas, or the like, of whatever s/he sees and
concentrates upon at the time of casting, to the range bought.
Detail in the final picture depends on distance and field of vision.
Material components are a piece of parchment, paper or canvas --
which is not expended and upon which the image appears. If a tool
is used for casting a quill pen with silver tip is the most likely
device to use.
:Pop
COST : 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 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.
:Preservation
COST : 3
MODS : D,R
This is cast upon a container holding food, a potion, a liquid of some
sort or herbs and spices and will prevent their decaying from their
current state for the duration the spell is cast at. It will handle upto
5 gallons of said material per RANK, and can be used on multiple
containers upto that size factor. Its a popular spell with merchants.
:Protective_Cloak_Of_Sutar
COST : 25
MODS : D,T
This brings into existance a physical magical cloak upon the caster or the
target being which has several properties. The Cloak will exist for the
duration unless dispelled, but can be removed at will and will continue to
exist unless dispelled. The Cloak is as light as lace, but actually gives
warmth from cold - protecting from cold based attacks, absorbing up to 10
points of each such attack (with no limit on how many it can sustain). It
will also protect against fire based attacks (magical and non) equally.
The cloak also acts as a defense against all DRAINING Spells and Powers
while worn and will act as a permanent Feather-fall while worn. The cloak
can be destroyed if struck by an electrical based attack or an acid based
one before its duration ends. It is a dark blue in color and has a metal
appearing chain fastener. It offers NO protection from normal weapons,
unless fire or cold based.
:Protection_From_Spirits
COST : 10
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.
:Reconstruct
COST : 5
MODS : D,R
This spell temporarily resurrects an item that was shattered, burnt, or
disintegrated, so that the forensic wizard may study it. He must gather
as much of the debris as possible, for otherwise the object can be but
partially reassembled, in which case it may be illegible or
unidentifiable. The object will be very fragile, but it may be the
subject of various divination spells such as identify or reveal owner.
:Rejuvenation
COST : 20
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 : 25
MODS : D,R
This removes ANY curse type spell on a being or item permanently.
:Resist_Paralysis
COST : 3
MODS : D,R,T
For the duration of this spell, the recipient is immune to all forms of
paralysis, including gaze attacks, paralytic poison, and Hold spells,
but it does not negate paralysis already in effect.
:Restoration_Ritual
COST : 30
MODS : N
This ritual is used to restore to a being that which it has lost from
drains, spell effects that erase memories and skills, and Serious Disease
effects that drop stats permanently. It must be cast within one month of
the actual loss of such to be effective. It will restore the lost points
in the process, the loss skills and lost memories. It will also regrow
any lost body part and make functional any body part that was seriously
injured previously.
: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 wizard will recognize the
owner on sight, and he can uniquely specify the owner for the purpose
of such spells as legend lore.
:Rite_Of_Orlandes
COST : 25
MODS : N
This is not a religious rite, but a means of a mage to enhance
their capability temporarily. It takes a full hour to cast, uninterrupted,
and is a solo ritual with a cost as per above. The ritual will allow the
mage to double the number of spells they can hang for a 24 hour period.
Once the 24 hours are up they will NOT be able to hang new spells into
the lost slots, but will retain any that are left until they have
used them and returned to their normal level of Spells. IF the spell
is cast wrongly it FAILS and the Mage will be unable to hang ANY spells
for 24 hours and will lose any currently hung instantly.
:Rock-Jump
COST : 1
MODS : R
With this spell, the caster can cause a rock to find its way into the
shoe of the victim. If the victim has no shoes, the spell causes a
thorn or something to stick into the foot of the victim.
Such will cause a reduction of running/walking/hiking speed by 1/2
until removed but causes no real damage but is VERY annoying.
:Room_of_Seclusion
COST : 25
MODS : D
With this spell, the caster can create an extra-dimensional room (10'
cube per RANK) with one side adjacent to an unbroken 10' x 10' area
(i.e. one that has no doors, windows, or other such openings). The
surface area (which must be touched) now acts as a phase door into the
secluded room. The room can be of any shape and size up to the limit of
the spell but at least one side must be at least a 10' x 10' area.
Thus, the room could be rectangular, pyramidal, hemispherical, etc. The
room lasts for the duration, or until dispelled.
The caster may bring any item, materials, etc. as he or she desires
into the room, so long as the object can fit through the phase door and
is touched by the caster (and only by the caster).
At the end of the spell's duration, anyone or anything still within the
room is now trapped in that extradimensional space. escape is only
possible through other extraplanar travel. This also occurs when a
dispel magic or similar magic is cast against the phase door area.
The phase door itself is detectable by any means available that can
detect magical auras, but the room itself can only be contacted through
extraplanar means. Spells such as clairvoyance and clairaudience would
not detect the events on the other side of the phase door surface.
:Safeguard
COST : 15
MODS : D,R
This spell is cast on a radial area from the caster and will remain
in that area after the caster has left it. All damage inflicting spells
cast or striking in that area will only have minimal effects, that is
1 point of damage per Die rolled.
:See_Invisible
COST : 5
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.
:Selective_Invisibility
COST : 10
MODS : D,R,T
This is a varient on normal invisibility. It causes the subject
to be invisible to others but NOT to the caster or other subjects
affected by the spell. In other words if multiple targets is used and
a group of people have this cast on them, they will be able to see
each other fine but others will not be able to.
The effect is otherwise identical to a normal invisibility spell,
except that Undead and Mind Shielded people can ALWAYS see the invisble
target(s).
:Shadow_Demon
COST : 15
MODS : D
This spell is a varient on that of Shadow Guardian. It creates from
the caster's shadow a magical demonic form that will do his/her bidding.
This shadow creature remains two dimensional, but may move away from the
caster, can lift upto 100 lbs of weight, can pass under the cracks of
doors etc. It can detect ANY creature that has a shadow (including those
invisible). Additionally the shadow demon can attack and harm beings only
affected by magical weapons and attacks, its touch as an attack doing 1d10
damage. Shadow Demons can be struck by magical weapons, but cannot be
harmed by fire, cold, ice, lightning/electricity, draining attacks, dispell
magic spells, wind, or light based attacks. It cannot be charmed, slept,
mentally manipulated or fooled by illusions.
A Shadow Demon cannot be webbed, bound, tied, or prevented from moving.
It takes no damage from falling, and does not need to breathe. A shadow
demon cannot be teleported, but will move WITH the caster if they are
passed thru a trump.
The caster of the spell may choose to look thru the demon's eyes (but
no other senses may beused) no matter the range. They may also speak or
cast thru it when doing so.
Damage done to a Shadow Demon is inflicted on the CASTER. The Shadow
demon has the same stat saves as the caster. The Shadow Demon will vanish
if the caster is slain.
:Silence_Sphere
COST : 10
MODS : D,R
This spell is normally cast on a being or object and causes a sphere
of complete silence to surround the target for a 15' radius per RANK
the spell is known at. ALL sound in the area is stopped, and the
sphere moves with the target. It can be canceled by the caster, by
a Dispell_Magic* or a Dispell_Silence* spell. Unwilling beings do get
their resistance modifier.
:Silent_Teleport_Object
COST : 5
MODS : R
Allows the caster to move an object within range to any locale within
Range including within possession of the caster immediately. If the object
is a container its contents will move with it. Additionally there is a
cost of 1 spell point per 5 lbs of the objects weight at rank 1. This is
doubled for each rank (Rank 2 for example for the same 1 point can affect
10 lbs, Rank 3 can affect 20 lbs for 1 point etc).
:Silver_Death
COST : 12
MODS : R,T
This is a combat spell that hurtles dozens of tiny razor sharp
needles of silver at the target, shredding it. The damage is only
1d10 per rank of the spell, but its real value is against Lycanthropes
and other beings with an allergy to silver, where it does triple damage.
The needles are deflectable with magic spells like Shield, and must
cut thru armour to harm armoured foes. The value of the needles is
about $3 if they are melted down afterwards at best.
:Sleep
COST : 5
MODS : D,R,T
When a wizard casts a sleep spell, he causes a comatose slumber to
come upon one or more creatures (other than undead and certain other
creatures specifically excluded from the spell's effects). All
creatures to be affected by the sleep spell must be within 30 feet of
each other. The center of the area of effect is determined by the
spellcaster.
Slapping or wounding awakens affected creatures but normal noise does
not. Awakening requires one entire round. Magically sleeping opponents
can be attacked with substantial bonuses (Prowness 1)
-
:Spell_Shield
COST : 10
MODS : D,R,T
Places an aura around the caster or a target being that protects
against ALL damage causing spells aimed directly at them (Does not
block non-damaging spells or AREA EFFECTS), reducing their damage
to MINIMAL - so if a damage spell does 1d10 normally, it will only
do 1 point of damage on hitting.
:Spell_Reflection
COST : 15
MODS : D,T
This places an auras around the caster or a target being that
protects from ALL spells cast directly at them that is single targeted
by reflecting the spell back to its source if a saving roll
is made successfully. If the source also has a Spell Reflection up
it may also bounce the same spell back again until one of the two
fails its save and is struck.
-
: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.
:Spook
COST : 3
MODS : R,T
A spook spell enables the wizard to play upon natural fears to cause
the target to perceive the spellcaster as someone or something inimical.
Without actually knowing what this is, the wizard merely advances
threateningly upon the creature. If a successful saving throw vs. INT
isn't made, the creature turns and flees at maximum speed as far from
the caster as possible, though items carried are not dropped.
Although the caster does not actually pursue the fleeing creature, a
phantasm from its own mind does. Each round after the initial casting,
the creature receives another saving throw, without penalty, until it
successfully saves and the spell is broken, or until the duration of
the spell concludes it. Undead are not affected at all, nor are
elementals, Golems and extra-planer creatures.
:Spying_Ear
COST : 10
MODS : D,R
This spell allows the caster to hear anything said within the area in which
the spell is cast (A sphere the size of the range), just as if the caster
was standing there, for the entire length of the duration, no matter where
the caster goes to.
:Summon_Object
COST : 5
MODS : N
This spell will summon to the caster any MEMORIZED object and its
contents to within a foot of the caster. Beyond the base 5 points
the caster pays 1 point per 5 lbs of weight. This increases with ranks
so that at rank 2 it's 1 point per 10 lbs of weight, at rank 3 its
20 lbs, at rank 4 its 40 lbs and so forth. Summoned objects CANNOT
be alive in any way.
:Summon_Taxi
COST : 7
MODS : N
Only castable in an Urban area, this will summon a taxicab to the
street the caster is on, if there is one within a 1/8 mile radius (this
increases per RANK) and the driver will bring it to a stop as close
as possible to the caster safely and believe that they had received
a call on their radio to pick up a fare at this address.
: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 : 25
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.
:Teleport_Object
COST : 5
MODS : R
Allows the caster to move an object within range to any locale that
the caster chooses that has been visited and memorized by the caster,
or into the possession of the caster immediately. Range is used for the
actual range to the target object. Duration and Targets are unused
options. If the object is a container its contents will move with it.
Additionally there is a cost of 1 spell point per 5 lbs of the objects
weight at rank 1. This is doubled for each rank (Rank 2 for example for
the same 1 point can affect 10 lbs, Rank 3 can affect 20 lbs for 1 point
etc). If the object is a memorized object then range is not used.
:Teleport_Others
COST : 25
MODS : R
Allows the caster to move 1 being per rank of the spell to any locale
that the caster chooses that has been visited and memorized by the
caster. Range is used simply for range to the beings being teleported.
Duration and Targets are unused options with this spell. Unwilling
targets get a save vs INT and mind shielded targets cannot be teleported
against their will.
:Teleport_Self
COST : 20
MODS : N
Moves the caster and upto 100 lbs of gear etc to any locale that the
caster chooses that has been visited and memorized by the caster.
Additional Ranks add 100 lbs to the capacity.
:Teleport_Trace
COST : 7
MODS : R
The wizard casts this spell on a character or creature who is likely to
teleport or employ similar magic in the near future. If the recipient
does cast teleport (or dimension door, word of recall, etc.), then
wizard who placed the teleport trace will receive a mental image of the
target location. The caster of the trace will then know his location
relative to that of the teleporter, and he will be able to use his own
teleportation or scrying magic with maximum accuracy.
:Time_of_Death
COST : 5
MODS : R
This spell allows the forensic wizard to estimate the time of death of
the recipient corpse in reference to the time of casting.
:Tomelore
COST : 10
MODS : R
With tomelore, the caster knows whether a text is cursed, magical,
which language it is in, its author, and other general information about
its contents. Nothing specific about its safeguards, contents, or
history will be revealed, though.
:Trackless
COST : 1
MODS : D,R,T
This spell prevents the caster or target from leaving footprints of any
kind, inlcuding 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.
: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.
-
:True_Sight
COST : 15
MODS : D,R,T
This spell allows the caster and/or target beings to see all things
as they truly are. That is Illusions, invisibilities, Polymorphed beings
and objects, possesed, hidden or in some other way deceptively effected
beings and objects are revealed while this is under effect. In the case
of illusions the caster can see the reality clearly and negates it, in
the case of an illusion they will realize its nature, and in the case of
a polymorphed or shapeshifted being they will see both their present and
REAL images superimosed over them). It can also be focused to view into
the Ethereal Plane and that of the Astral Plane nearby.
-
:Umbrella_Of_Carnack
COST : 7
MODS : D
This spell creates a magical umbrella that will hang 3' above the head
of the caster at all times. The Umbrella will have no physical form to
touch, but is visible to normal sight. It can pass thru objects easily and
offers no protection from arrows or other thrown missiles. BUT the umbrella
will prevent any RAIN based spell from affecting the caster, and also any
falling object more than 5 lbs in weight will bounce off it. Thus things
like a falling Wall of Ice would fail to harm the possesor of the Umbrella,
or even an opponent jumping from a height above to attack.
-
:UnParalyze
COST : 10
MODS : R
Restores movement to a person, no matter the cause of the Paralysis.
-
:Unravel
COST : 1
MODS : R
Unravel is cast upon a piece of clothing that has been woven, sewn or
knitted. It causes the clothing to begin to unravel until it falls apart
into its component parts. The process takes three rounds, but it takes
but a single round to CAST the spell to compensate.
Magical clothing gets a save (50% chance of not being affected).
-
:Unseen_Servant
COST : 5
MODS : D
The unseen servant is a non-visible, mindless, and shapeless force, used
to step and fetch, open unstuck doors, as well as to clean and mend. It
is not strong, but unfailingly obeys the command of the wizard. It can
carry out only one activity at a time and can move only light-wight
items--carry a maximum of 20 pounds or push or pull 40 pounds across a
smooth surface. It can open only normal doors, drawers, lids, etc. The
unseen servant cannot fight, nor can it be killed, as it is a force rather
than a creature. It can be magically dispelled, or eliminated after
receiving 6 points of damage from area-effect spells, breath weapons, or
similar attacks. Additional Ranks add 10 lbs to its carrying ability,
and 1 HTK to its survival ability.
-
:Vander's_Librarian
COST : 20
MODS : D
This spell conjures a minor knowledge spirit to search for books and
references for the wizard. It can search for titles, specific
references, or general subject matter, finding books in the time it
would take a reasonably skilled librarian (depends on case). The
wizard is freed to concentrate on more interesting matters, so this
spell roughly doubles a wizard's research efficiency. It only works
with available resources in the area it was conjured up in, and
results vary based on the Duration placed into the spell.
-
: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.
-
:Volley
COST : 15
MODS : D,R,T
Target gains special resistance to spells cast directly AT it. Any
spell cast at it has a chance to reflect back to its source instantly
on a 01-25 (otherwise the Volley does nothing).
-
:Vortex_Of_Far_Travel
COST : 5
MODS : N
A black vortex appears before the caster (RANGE is Not used with this
spell) and a dismal voice asks the caster whither he/she wishes to be
brought. Upon receiving the answer it rushes the caster and then
collapses to nothingness, taking the caster with it. The vortex can
carry the caster to anywhere on the planet, in about 5 rounds of time.
It must be stated as a SPECIFIC locale. It will NOT take more than the
one caster.
Once within the vortex the caster must make a save vs INTUITION
a failure means the caster is lost forever in the void, consumed by
it and never to return. Otherwise the cast arrives in the expected
destination.
-
:Wall_of_Darkness
COST : 5
MODS : D,R
This spell brings into being a wall of blackness which cannot
be seen through, even with infravision or ultravision. It is dispelled
instantly by a light or continual light (q.v.) spell. It has no
physical existence, and does not hinder nor harm those passing through
it. It does, however, block the passage of sound from one side to the
other, assuming that the spell is not cast in such a way (such as in a
field of grass) which would otherwise allow sound to move around the
edges of the wall. The Wall is 10' high maximum and 20' long per Rank
purchased.
-
:Wall_of_Fog
COST : 10
MODS : D,R
By casting this spell, the wizard 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.
-
:Wall_Of_Invisible_Might
COST : 25
MODS : D,R
This spell creates a magical invisible wall of force 10' high and upto
20' wide per rank. The wall will be unpenatrable by all missile weapons.
No spell may pass thru the wall, but spells may damage it, and it can
take upto 100 points of damage per RANK of the caster before vanishing.
Any being passing thru the wall will encounter NO resistance, but any
Spell energy they posses will be drained away and will add to the walls
strength 1 point per point drained. If a being has an active spell it will
prematurely end its effect. It does not affect hung spells not yet released
or magical devices being carried. An INT save is made to prevent the drain
of the spell energy and the ending of the active spells.
-
:Ward_Of_Passage
COST : 10
MODS : N
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 very solid wall of force. Each additional RANK allows another
entrance to the same place to be included in the warding, thus one
might ward ALL the doors and windows into a house against a particular
kind of intruder (but they will never stop the caster).
If the entrances in a wall are sealed then the wall itself cannot be
passed thru by those it is sealed against as well, making it very
secure.
Magic Resistance does not help against wards and dispell magic will
disrupt one only for 1d10 rounds. Destruction of the locale will
destroy the ward.
A ward may be set only against ONE form per rank of the caster with
the spell. Avaiable forms are:
Felines Elves Fire-based
Non-Corporeal Undead Avian Creatures Water-based
Air-based Insects Lycanthropes
Faerie Folk Canines Astral
Rodents Reptiles Ethereal
Unlike ordinary spells a Ward is designed to be as permanent as it can
be, thus the caster sacrifices a magic capacity point to put them in
place and doesn't have to feed them continious power.
-
:Well_Of_Blackness
COST : 20
MODS : D,R
This spell is a mental illusion upon a target being. IT leaves them
believing they are Blind, Deaf and without any sensation of feeling
for the duration. This means the mage is at a -40 to cast hung spells,
and a -60% to cast otherwise. Target does get an INT save. It will NOT
affect a non-mage!
-
: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.
-
:Winds_Of_Turning
COST : 5
MODS : D,R,T
This spell causes twisting little winds to always be around the caster.
It causes missile based attacks to possibly be diverted to miss the
caster (roll vs INT on any Incoming missile plus 5% per RANK of this
spell). Note that the recipient of the spell reduces their own accuracy
with thrown or fired missile attacks of any kind by 5% per rank of the
spell as well.
-
:Wizard_Glue
COST : 7
MODS : D,R
Wizard Glue will hold one relatively flat surface to another, a mirror
to a wall for example. The strength of the bond is 20 pounds per RANK
of the spell, upto 120 pounds. Dispel Magic will end the spell, and a
Hardiness of 10 or greater can break a 20-pound bond. A Hardiness of 12
can break a 40-pound bond, a Hardiness of 14 can break a 60-pound bond,
and so forth. If the item held by the glue is brittle, it may be
shattered in the separation. Surface area is a maximum of 5' square
per RANK of the spell.
The two surfaces MUST be touching when the spell goes off.
-
:Wizard_Mark
COST : 5
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.
-
:Wood_To_Rubber
COST : 15
MODS : D
This spell causes all wooden objects that touch or strike the caster
to be transformed into rubber, reducing their damage capacity to 1/4
normal if a weapon, and the effect on the weapon lasts for the duration.
It can also be cast by touch on another individual to equally protect
them.
-
:Word_Of_Recall
COST : 12
MODS : N
The word of recall is ONLY usable by a mage who has an Inner_Sanctum*
already set up. It takes the caster BACK to the Inner Sanctum instantly
the word is uttered. It can transport the caster and 50 lbs /RANK of
cargo/passengers with the caster back to the Sanctum instantly with a
perfect teleport.
-
:Zone_Of_Truth
COST : 15
GUILDS : G,S
MODS : D
This spell creates around the caster an area affect that will prevent
the speaking of known lies. A saving throw is needed to detect that one
has entered this area, but there is no save against the effects while in
it. The spell covers a 10' square area plus an additional 5' per RANK
after the 1st.