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- :Bardic_Tradition
-
- The Bardic tradition is seemed in the ancient European concepts of
- musicians and performing poets who weave magics thru song, music, dance
- and couplet. Their magics are often subtle, manipulating emotions and
- thoughts more than the physical world.
-
- Prerequisite Skills:
-
- At least One Musical Instrument
- Reading/Writing
- Singing
-
- Suggested Optional Skills:
-
- Dancing
- Juggling
- Streetwise
- Voice Mimicry
- Ventriloquism
- Ancient Language
- Modern Language
-
- Casting Rules & Restrictions:
-
- -20% if not able to sing vocally in casting
- -10% if not able to play musical instrument in casting
- -10% if caster cannot hear
- -10% if target is alive and cannot hear song/music
- +10% if other musician playing instrument in accompanyment
- (this compounds with additional musicians)
- +20% if able to dance while casting (Dance adds 2 rnds
- to the casting time on all spells though).
- When performing and NOT casting the bard recovers
- energy as if from two hours of sleep per hour of
- playing their instrument. (Special Recovery).
- CANNOT HANG SPELLS in this tradition
- CANNOT BE A TOKEN MAGE in this tradition
- Cannot Learn Draconian Tradition ~<!DRACON.#01>*~
-
-
- :Age_Alcohol
-
- COST : 5
- MODS : R
-
- This spell magically ages Alcohol. The standard durations are not used
- for this spell. Each point put into Duration adds 6 months to the age
- (and thus fermentation level). Upto 4 gallons +1/Rank can be aged with
- this spell.
-
- :Animate_Object
-
- COST : 7
- MODS : D,R,T
-
- By means of this spell an inanimate object becomes animate and under
- the command of the caster. The object will move at about 5' per round
- unless it is something designed for movement (ex: A wagon, wheelbarrow
- etc). Objects animated in this way cannot fight, but may block an attack
- by interceding. They are imbued only with enough intelligence to obey
- the instruction by the caster (ex: an animated broom can sweep the
- floor, but knows nothing about making tea). One of the common ways of
- using this is to cast it on a scarecrow or other such humanoid appearing
- form so that a wider range of commands are possible. The animated beings
- cannot perform a task that the caster has no knowledge of or cannot
- perform themselves - ex: an animated mannequin instructed to make dinner
- by the caster could cook no better than the person that created it.
- They cannot hold or manipulate magical energy in any way.
-
- :Apprentice_Link_Ritual
-
- COST : 20
- 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.
-
- :Awaken
-
- COST : 3
- MODS : R,T
-
- This spell will wake a character (or characters) to full
- alertness instantaneously. Each being that may be awakened must be
- named in the spell when cast.
-
- :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.
-
- :Beauty
-
- COST : 3
- MODS : D,R
-
- This spell is cast upon a being of sentience only. It enhanced their
- Appearance magically for the duration by 10 points. It is often used
- by Female Mages to enhance their natural 'talents'.
-
- Unlike 'Friends' it does NOT directly influence others and thus has
- no detrimental effects, or concepts of deception.
-
- Additional RANKS add 1 to the gained points.
-
- :Bigby's_Interposing_Hand
-
- COST : 10
- MODS : D
-
- This creates a HUGE-sized magic hand which appears between the caster
- and an opponent. This disembodied hand then remain between the two,
- regardless of what the spellcaster does or how the opponent tries to get
- around it. The hand is about the size of the caster. It may be harmed
- by spells and normal weapons, but can absorb all damage until it hits its
- limit, which is 100 points per RANK of the spell.
-
- :Breeze_Call
-
- COST : 3
- MODS : D,R
-
- Causes a swirling breeze to arise from around the person of the
- caster which will blow in a set direction. It drives away gases
- and minuses 5% from chances to hit by missile weapons while active.
- Range is how far out from the cast that the breeze's effects will occur.
-
- :Bubbles_Of_Euphoria
-
- COST : 15
- 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.
-
- :Calm_Animals
-
- COST : 3
- MODS : D,R
-
- This causes animals in a radius out to the range of the spell, to be
- calmed and placid. This can stop a stampede, prevent an attack or simply
- prevent easily startled or 'watch' animals from reacting to the
- presence of the caster and/or others in the area for the duration.
- This area of calm moves with the caster, and animals outside the area
- will return to normal reactions.
-
- Multiple TARGETS are not used as an option on this spell since it
- is an area affect.
-
- :Cause_Fear
-
- COST : 10
- MODS : D,R
-
- This causes all beings (humanoid and animal) in a radius from the
- caster at range to have to save vs INT on a fear effect. If they fail
- they will flee (if possible) or cower unoffensively for the duration
- of the effect.
-
- :Charm_Animal
-
- COST : 5
- MODS : D,R,T
-
- This spell allows the caster to charm a target animal to become a
- faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,
- STay, Attack, Follow, Heel) but does not share a telepathic link or full
- understanding of everything the caster may say. Lasts till duration ends
- and then will wander away.
-
- :Charm_Person
-
- COST : 10
- MODS : D,R,T
-
- This spell affects any single person it is cast upon. The term person
- includes bipedal human, demi human, or humanoid of man-size or smaller,
- such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins,
- half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard
- men, nixies, orcs, pixies, sprites, troglodytes, and others.
-
- The spell recipient regards the caster as a trusted friend and ally to
- be heeded and protected. The spell does not enable the caster to control
- the charmed creature as if it were an automaton, but any word or action
- of the caster is viewed in the most favorable way. Thus, person would
- not obey a suicide command, but he might believe the caster if assured
- that the only chance to save the caster is to hold back an on-rushing
- dragon "just for a round or two". Note also that the spell does not
- endow the caster with linguistic capabilities beyond those he normally
- possesses (i.e., he must speak the victim's language to communicate ).
-
- They get a save vs INT when it is initially cast. Additional Ranks
- lower their saving throw by 1 Point. Note that MAGIC RESISTANCE does
- apply against this spell!
-
- :Charm_Undead
-
- COST : 7
- MODS : D,R,T
-
- This spell will automatically CHARM any normal form of Undead
- (Ghost, Spectre, Wraith etc) and place it under the casters control
- for the duration - It reverts to original controller when spell ends.
- It can also work on intelligent undead, like Ghosts and even Vampires,
- But they get their Intuition to defend with at casting and will not
- do anything FATAL to themselves while under orders knowingly (you can't
- for instance order a Vampire to run themselves thru on a stake, but
- could order them not to bite you and your companions). Note a Vampire
- or Ghost who has been Charmed and is released is likely to look for
- revenge....
-
- :Cleanliness
-
- COST : 3
- 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.
-
- :Cloudburst
-
- COST : 10
- MODS : D,R
-
- This causes rain to fall in a radius of the RANGE of the spell at a
- rate of 1 inch per minute, soaking everything within the area,
- extinguishing fires, preventing most fire spells, etc. It only works
- outside.
-
- :Cloud_Of_Slumber
-
- COST : 10
- MODS : D,R
-
- This spell creates a cloud of invisible gas in 10 cubic area/rank. Any
- Living creatures within the Cloud must save each round while in it or
- collapse asleep for an hour. The caster is NOT affected.
-
- :Color_Spray
-
- COST : 5
- MODS : R
-
- Upon casting this spell, the bard causes a vivid, fan-shaped spray of
- clashing colors to spring forth from his hand. Creatures within the area
- are affected in order of increasing distance from the wizard. All
- are entitled to a saving throw vs. Intuition. Blind or unseeing creatures
- are not affected by this spell.
-
- Creatures failing saving are struck unconscious for 1d10 rounds.
-
- Range will determine the maximum range from Caster that creatures can be
- to be affected.
-
- :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.
-
- :Control_Elemental
-
- COST : 5
- MODS : D,R
-
- Allows the caster to control an elemental within range for the duration,
- forcing it to completely and unquestionably obey any order it is given.
-
- :Control_Winds
-
- COST : 10
- MODS : D,R
-
- This allows the caster to manipulate the existing winds in the area
- (radius effect equal to the purchased range), changing their direction
- or lowering or increasing intensity by 10 MPH/Rank. Winds of 50 MPH
- or greater require Prowness rolls to remain standing in for others
- (but not the caster). Winds of 70 MPH or higher begin to cause
- structural damage. Winds of 100 MPH or greater can collapse buildings
- and other structures of wood.
-
- :Cure_Disease
-
- COST : 15
- MODS : D,R,T
-
- This will eliminate most normal and magical diseases and infections and
- their symptoms from a living body. It does not cure poisons or produce
- other effects. If duration is bought it acts as a protection from future
- infections of any disease for the duration. It does NOT work against
- AIDS or Cancer.
-
- :Dancing_Lights
-
- COST : 7
- 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.
-
- :Depression
-
- COST : 10
- MODS : D,R
-
- This inflicts a dismal philosophy upon the targets, making them all
- realize that death is inevitable no matter how much they struggle and that
- everything they do will not really matter in the long term. This depression
- will reduce all their skills by 20% to succeed while active.
-
- :Detect_Emotions
-
- COST : 1
- MODS : R
-
- This allows the caster to know the general emotional state of all the
- individuals within the radius range area effect.
-
- :Detect_Magic
-
- COST : 3
- MODS : D,R
-
- This spell causes all magic in a radius of the caster out to the range
- it is cast at to glow with a blue glow. Duration will make them to
- continue glowing after the song is done.
-
- :Dispel_Illusion
-
- COST : 5
- MODS : R
-
- This will cancel ANY illusionary effect instantly and finally.
-
- :Dispel_Magic
-
- COST : 7
- 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
-
- Note that in many cases you need several ranks of dispell to affect
- a spell that was itself cast at a higher rank.
-
- :Dispel_Silence
-
- COST : 5
- 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.
-
-
- This spell takes NO mods to be cast from the chaster not being able to
- sing or play their instrument.
-
- Stealth FAILS inside a Dispell Silence Field.
-
- :Disruption
-
- COST : 15
- MODS : R
-
- This is cast ONLY on a single target. The Target must be a mage. If
- the Target fails a save vs INTUITION then they will immediately lose
- ALL their HUNG spells and the energy held in them. Multiple Ranks may
- be bought PURELY so that the spell can penetrate a Pentagram.
-
- :Disrupt_Undead
-
- COST : 10
- MODS : D,R
-
- When cast the spell strikes out with a cone from the caster out
- to its maximum range at a 60 degree angle. Skeletons, Zombies, Ghouls,
- and ghosts are blasted into dust instantly if within the cone. All
- other undead receive 1d10 damage for each round they are within the
- cone. The Caster may move the field each round additional round to
- increase the area being covered by it if needed.
-
- :Drain
-
- COST : 25
- MODS : R
-
- This spell is only castable on a living being. The victim gets a
- roll vs their Intuition, and if they fail they lose 1 point each of
- Intuition, Hardiness, Prowness and Appearance which are then added
- to the casters statistics, permanently.
-
- :Drain_Audience
-
- COST : 15
- MODS : R
-
- This slightly unethical spell allows the Bard to draw upon the energy
- of their audience in the radius range area of effect. The audience
- will feel emotionally drained after the casting, but the caster will
- gain a special factor so that all their spells are +1 rank per 10
- persons in the audience and anyone they cast on who was in the
- audience is -10/rank of the caster to all their saves against any
- spells cast by the Bard afterwards. These effects last for 1 hour
- per rank of this spell after the casting.
-
- In its process it NEGATES all emotion control or manipulating spells
- that were active before the casting on members of the audience.
-
- :Dry
-
- COST : 3
- MODS : R
-
- 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_Glass
-
- COST : 5
- MODS : R
-
- This causes a glass or crystal object to suddenly explode in a spray
- of sharp 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 : 20
- MODS : D
-
- When the target this spell is cast upon is attacked in any way the
- attacker receives back half damage (only HTK damage applies) as that
- the target had received from them AFTER armour etc, as internal damage.
-
- :Enhance_Emotions
-
- COST : 3
- MODS : D,R
-
- While active this spell will enhance the existing emotions of anyone
- within the radius area affect and reduce inhibitors that normally keep
- such emotions from being expressed or carried out by those within it.
- Thus sadness may become actual crying and tears, Lust may result in
- actual seduction or sexual encounters, Anger may result in violent
- attack or action, Greed may lead to actual theft, happiness may result
- in a feeling of contemptment without action, etc.
-
- :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.
-
- :Exorcise
-
- COST : 20
- MODS : R
-
- This is cast on a body possessed by a spellcaster or creature of some
- sort. It drives the offending possessor out of the body back to their
- own (if possible), though they do get an INT save to oppose it.
-
- :Extinguish_Fire
-
- COST : 7
- MODS : R
-
- This will extinguish any fire within range radius.
-
- :Find_Fae_Gate
-
- COST : 15
- MODS : D,R
-
- This makes the caster sensative to the weaknesses between the Earth
- and the Lands of the Fae, so that those passages between the two lie
- hidden. It allows the finding of such a spot within the radius of
- effect while active, if they exist.
-
- Note that not all Fae gates are stable constructs, some shift about
- based on the season or the year while others might exist but for a
- single day.
-
- :Flash
-
- COST : 5
- 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.
-
- :Force_Shapechange
-
- COST : 20
- MODS : R
-
- With this spell the caster can force any shapechanger (even a changeling)
- or polymorphed creature to instantly revert to their true form (or most
- commonly used form). If the target is a natural shapechanger then they
- DO get a save vs INT to avoid the effect - there is no Save vs those who
- are polymorphed. The target cannot change form again for 1d10 + 1/Rank Rnds
- even if they saved against the spell.
-
- :Friends
-
- COST : 3
- MODS : D
-
- A friends spell causes the wizard to temporarily gain 2d10 points of
- Appearance. Intelligent creatures around the caster and meeting him/her
- must make immediate reaction checks based on the character's new
- Appearance. Those with favorable reactions tend to be very impressed
- with the spellcaster and make an effort to be his friends and help him,
- as appropriate to the situation. Officious bureaucrats might decide to
- become helpful; surely gate guards might wax informative; attacking orcs
- might spare the caster's life, taking him captive instead. When the
- spell wears off, the creatures realize that they have been influenced,
- and their reactions are determined by the GM.
-
- :Healing_Sleep_(Lullabye)
-
- COST : 25
- MODS : R
-
- This spell is cast on a willing, wounded recipient only and causes them
- to fall into a coma-like sleep which will last for 10 hours. During this
- time the recipient's body is working at an accelerated rate to heal
- itself and it will heal 3d10 of wounds. There is NO way to bring the
- subject out of the sleep, so unless you are in a safe place this spell
- is NOT recommended! Additional ranks reduce the time of slumber by an
- hour each (Max of 5 ranks).
-
- :Hold_People
-
- COST : 15
- MODS : D, R
-
- It is cast on sentient individuals and paralyzes them if they
- fail an INTUITION save where they stand. They stay such for the duration
- and cannot act, unless a mage. If a mage they may attempt to cast a spell
- without hand gestures or speech, merely by thought. The affect is on ALL
- humanoids not involved in the casting within the Range Radius of the
- caster.
-
- :Hypnotism
-
- COST : 5
- 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.
-
- :Insect_Plague
-
- COST : 20
- MODE : D,R,T
-
- This spell is cast and causes a horde of creeping, hopping and flying
- insects to gather around and swarm upon the target in a thick cloud. The
- insects obscure vision limiting it to 10'. Spellcasting inside of the
- cloud is at a -50% due to the distractions and complications. Creatures
- within the cloud receive 1d10 damage each round inside the cloud due to
- numerous bites and stings, with NO armour assistance (normal OR magical)
- and the insects count as +1 vs magical creatures that can only be hit by
- magic weapons. Invisiblility is nullified by this effect as well.
-
- Heavy smoke or fire can drive away the insects prematurely and the
- victim gets a saving throw vs PROW each round after the 1st to have
- wandered out of the Plague of insects.
-
- :Leprechaun's_Luck
-
- COST : 5
- MODS : D,R,T
-
- Cast on the caster or another, this instills magically enforced luck
- upon them. Thus the character gets a +5% per RANK added to ALL their
- saving throws made vs a stat for the duration.
-
- :Light
-
- COST : 5
- MODS : D,R
-
- This spell creates a luminous glow, equal to torchlight, within a
- radius of the spell's center. Objects in darkness beyond this sphere
- can be seen, at best, as vague and shadowy shapes. The spell is
- centered on a point selected by the caster, and he must have a line of
- sight and unobstructed path for the spell when it is cast. Light can
- spring from air, rock, metal, wood, or almost any similar substance.
-
- The effect is immobile unless it is specifically centered on a
- moveable object or mobile creature. If this spell is cast upon a
- creature, an INT save roll is made. Light taken into an area of
- magical darkness does not function, but if cast directly against
- magical darkness negates it (but only for the duration of the light
- spell, if the darkness effect is longer).
-
- Light centered on the visual organs of a creature blinds it,
- reducing its prowness to 1 Unless it has Blind fighting skills.
- The caster can end the spell at any time by uttering a single word.
-
- :Mage_Road
-
- COST : 30
- MODS : N
-
- This spell can ONLY be cast upon an existing road or path and will affect
- 1 mile per rank of the caster OR until the end of the path, whichever
- comes first.
-
- It magically paves the road and will keep it clear of plant life that
- might otherwise grow upon it. It will also set up a field along the
- road, extending about 10' to either side of the roads boundry, which
- will drive away non-sentient creatures unless they are brought to the
- road by a sentient.
-
- The road will not be affected by weather, and any participation upon
- it will run off to the sides magically (Snow melts and runs off instantly,
- rain just runs off etc). The road will allow travelers on vehicles to
- move three times their normal distance upon its surface.
-
- The road cannot be dispelled and it is immune to most magical attack
- forms (Fire, electricity, acid, and Polymorphs like PIT* ).
-
- :Melodramatic_Music
-
- COST : 5
- MODS : D,R
-
- The spell causes the music to be played whenever the victim performs
- certain actions; such as entering a room, charging into battle, or
- making an announcement.
-
- It makes it nearly impossible to perform any stealth-oriented function.
-
-
- :Mind_Fog
-
- COST : 20
- 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. Some races are not affected by it at all including Dwarves, Gypsies,
- and Elves. It cannot penetrate a minor globe of invulnerability or any
- pentagram (no matter its strength).
-
- :Morale_Boost
-
- COST : 5
- MODS : D,R,T
-
- This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
- and will also give them a +5% chance per rank to succeed at all attack
- rolls for the duration of the spell.
-
- :Nude_Mood_Dance
-
- COST : 25
- MODS : D,R
-
- Cast at all beings in a radius range this forces them into a compulsive
- behavior to immediately strip off all clothes and armour to dance naked
- (it does NOT cause the removal of jewelry). Once they have completed
- undressing they get a save vs INT again to return to their senses and
- have to deal with the situation, otherwise they will dance naked for
- the duration without conscious thought.
-
- :Nullify_Magic
-
- COST : 25
- MODS ; D,R
-
- This song is played to prevent all other magic spells in a radius out
- to the RANGE around the caster for the duration. This way a Bard may
- prevent any magic casting, item, device or active spell from functioning.
- It works against nearly everything (save for spells being cast at a
- GREATER rank then the rank he knows this spell at, and for Alchemy
- based effects).
-
- :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.
-
-
- :Plant_Animation
-
- COST : 3
- MODS : D,R
-
- Allows the animation of any plant (including trees) and command of them
- to act as the caster wishes. It does NOT allow plants to uproot their
- bodies (except on tumbleweeds) but allows them to be used to grasp,
- attack, etc. Lasts for the Duration.
-
- :Protection_From_Spirits
-
- COST : 5
- MODS : D,R,T
-
- This spell will protect the caster or subject target from all damage
- and draining effects inflicted by a non-corporeal being, including
- wraiths, ghosts, spectres, astrally projecting mages and the like
- for the duration. Even spell effects used by any such creatures will
- fail to work against the protected.
-
- :Rainbow_Bridge
-
- COST : 10
- MODS : D,R
-
- The caster creates with this a very visible rainbow to form a seven-hued
- bridge up to 3' wide per RANK and at least 10' long (adding an optional
- 10' long per RANK the spell is known at) that can hold any weight upto
- 1000 LBS /RANK upon it to cross it as a normal bridge.
-
- The bridge fades away when the spell duration ends.
-
- :Remove_Curse
-
- COST : 20
- MODS : D,R
-
- This removes ANY curse type spell on a being or item permanently.
-
- :Remove_Fear
-
- COST : 3
- MODS : R,T
-
- This removes the effects of ALL Fear spells and powers affecting a
- being.
-
- :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.
-
- :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.
-
- :Sanctuary
-
- COST : 7
- MODS : D
-
- This spell will allow the caster some level of protection in return for
- non-hostile action. The caster cannot in any way, after casting this,
- attack, perform hostile act upon or cast harmful magic upon anyone or
- they cancel the spell.
-
- While Sanctuary is in effect the caster is protected - anyone wishing
- to take a hostile action against the caster must make a saving throw vs
- INT to target on the caster. The effect does NOT apply if the spell
- being used is an area effect.
-
- :Slaying_Song
-
- COST : 30
- MODS : R
-
- This affect goes out in a radius of RANGE and affects ALL within that
- range who fail to save. It does 2d10 + 1 point per rank damage with
- NO armour absorbtion (magical or otherwise). It is a sound based
- attack entirely and has NO SAVING THROW. Magic resistance will work
- though. It can not reflected, absorbed, shielded or otherwise stopped.
-
- :Sleepy_Song
-
- COST : 3
- MODS : D,R,T
-
- When a wizard casts a sleep spell, he causes a comatose slumber to
- come upon one or more creatures (other than undead and certain other
- creatures specifically excluded from the spell's effects). All
- creatures to be affected by the sleep spell must be within 30 feet of
- each other. The center of the area of effect is determined by the
- spellcaster.
-
- Slapping or wounding awakens affected creatures but normal noise does
- not. Awakening requires one entire round. Magically sleeping opponents
- can be attacked with substantial bonuses (Prowness 1)
-
- :Speed
-
- COST : 3
- MODS : D,R,T
-
- Allows the caster or subject beings to move consistently at maximum
- speed. This means they will ALWAYS have top initiative in combat and
- action.
-
- :Spell_Shield
-
- COST : 5
- MODS : D,R,T
-
- Places an auras 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_Singing
-
- COST : 25
- MODS : D
-
- This spell takes much creativity and thought to use properly. It allows
- the bard to tap their greatest potential. By choosing a normal song
- the mage can produce an effect based on the song. PLAYER must state
- the song and the GM must either be familiar with it or the player must
- be able to recite, play or otherwise present the song to the GM.
-
- Usage Example : Michael Row The Boat Ashore
-
- This will, when used in a rowboat or near one, cause an Unseen
- servant to row the boat towards the nearest shore.
-
- Usage Example : The Gambler
-
- This will instill on a chosen target being precognitive ability
- with games of chance involving cards so that they will know when
- to bet, how well and when to cease playing "Know when to Hold them,
- Know when to fold them, know when to walk away, no when to run".
-
- Again, creativity and versitility go together with this spell.
-
- :Spell_Reflection
-
- COST : 10
- 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 an Intuition 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.
-
- :Spirit_Ship
-
- COST : 10
- MODS : D,R
-
- This creates a sailboat (capacity 4 persons) at the specified range that
- will last for the duration and includes all needed equipment. It
- vanishes when the spell expires.
-
- The Spirit Ship canot be used as a weapon.
-
- :Summon_Aide
-
- COST : 25
- MODS : D
-
- This is the quick summoning of creatures or beings that will serve
- the caster in any capacity he/she can think of - the problem is that
- the spell is NOT particular about what kind of aide it calls. That is
- it will summon the best available aide available to the character for
- the expended amount of energy. The resulting aide is RANDOM. This means
- it may not be the best for the situation. Summoned creatures obey
- the casters basic commands, but cannot carry out complex ideas
- unless the caster speaks the same language. Ordering a wolf to attack
- works, ordering a wolf to scout ahead and come back and tell whats
- around the next bend in the road isn't possible. If sentients are
- summoned they will remember the incident and will probably hold a
- grudge if they survive (Folks don't like to be puppets), unless they
- are treated fairly and reasonably.
-
- Additional RANKS of this spell will improve the quality of the
- resulting aide summoned by the spell.
-
- :Summon_Soapbubbles
-
- COST : 3
- MODS : D,R
-
- This spell will summon a large number of soapbubbles at any point within
- range. The soapbubbles may be mildly distracting, but they cause no actual
- damage. Someone who has heard of Bubbles_of_Euphoria*, but not seen them,
- may mistake this spell for that one. Conversely, someone with experience
- with this spell may assume Bubbles_of_Euphoria* is a varient of this one,
- the first time they see it.
-
- :Tasha's_Uncontrollable_Hideous_Daughter
-
- COST : 25
- MODS : D,R
-
- This is a special combination of illusion and summoning, creating a
- creature that will have the goal of nothing more than being near to
- the target being, holding them, drooling on them, kissing them and
- groping them endlessly while the spell lasts (It may even appear to
- try to have sexual encounters with them but such will produce NO
- magical energy unlike a real such encounter). The Creature is the
- ugliest female that the caster can think of, with warts, black stringy
- hair that has all the softness of steel wool, a flabby trunk but great
- powerful arms and legs (Hardiness 30). It cannot be harmed by non-magical
- weapons, and has HTK 30 vs magical ones. Duration is absolutely necessary
- with this spell, but TARGETS is not usable with it.
-
- Additional ranks add +10 HTK and +5 HARDiness to the creature.
-
- :Taunt
-
- COST : 5
- MODS : D,R
-
- A taunt spell enables the caster to jape and jeer effectively at a
- single type of creature with Intelligence. The caster need not speak the
- language of the creatures. His words and sounds have real meaning for
- the subject creature or creatures: challenging, insulting, and generally
- irritating and angering the listeners. Those failing to save vs.
- INTUITION rush forth in fury to do battle with the spellcaster. All
- affected creatures attack the spellcaster in melee if physically capable
- of doing so, seeking to use body or hand-held weapons rather than missile
- weapons or spells.
- Separation of the caster from the victim by an impenetrable or
- uncrossable boundary (a wall of fire, a deep chasm, a formation of set
- pikemen) causes the spell to break. If the caster taunts a mixed group,
- he must choose the type of creature to be affected.
- If used in conjunction with a ventriloquism spell, the creatures
- may attack the apparent source, depending upon their Intelligence, a
- leader's presence, and so on.
-
- :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.
-
- :UnParalyze
-
- COST : 3
- MODS : R,T
-
- Restores movement to a person, no matter the cause of the Paralysis.
-
- :Ventriloquism
-
- COST : 1
- 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.
-
- The Bard does NOT have minuses or pluses for music or dance with
- this spell.
-
- :Wall_of_Fog
-
- COST : 5
- 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.
-
-