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- :Darkover_Tradition
-
-
- This tradition grew from the followings of the Darkover Book
- series, who discovered that some of what was within the books could
- really be applied to a mental oriented concept of magic. Though not
- all the rules of the books apply, many do in the process of becoming
- a Tower Technician.
-
- No One is accepted for teaching within the tradition who has a
- Magical Aptitude of less than 10. As far as is known, there are no
- means for a Rogue to duplicate the effects of a Darkovian Mage.
-
- As part of their initial training the Technician crafts their
- matrix stone from a natural crystal (Amethyst, Sapphire, Quartz and
- Diamond are all common). This stone they imbed with part of their
- own power and essence - They lose permanently one Aptitude point
- in the process of making their matrix and they are forever linked
- to it. No one but a technician can use a matrix stone for magic.
-
- The Matrix is usually made into a piece of jewelry for the mage.
- A necklace, choker, ring, armband, headband/circlet or similar such
- of silver or other conductive material.
-
- Creating a replacement Matrix takes many hours of gemcraft and
- the expenditure of a Magical Aptitude Point Permanent.
-
- Required Skills :
-
- Gem Craft
- Mathematics
- Meditation
- Read/Write
- Teacher
-
- Suggested Skills :
-
- Alertness
- Esperanto (Language)
- First Aide
- Magical History
-
- Restrictions & Requirements :
-
- Cannot Cast if Matrix Stone is not within 5' of their body
- Cannot reveal the location of the Teaching Towers to anyone
- not contacting such for training
- Cannot be A Mentalist, Draconian, Bloodmage, Mystery Master,
- entertainer, Voodon, Shaman (any) or Shadow Mage.
- Cannot be A Token Mage
- Cannot Use Tools
- Takes 1d10 permanent loss of HTK if their Matrix is destroyed!
- Can only have 1 'spell' effect operating for every 5 INT points
- they possess.
- Must teach at least 3 students in their lifetime the ways
- of the Matrix.
-
- :Affect_Normal_Fires
-
- COST : 3
- MODS : D,R
-
- This spell enables the mage 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.
-
- :Astral_Sight
-
- COST : 5
- MODS : D
-
- Allows the caster to see into the Astral plane and beings therein
- for the duration, in standard LOS range.
-
- :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. It does not work against coma victims.
-
- :Ballistic_Attack
-
- COST : 5
- MODS : R
-
- This spell allows the caster to duplicate the effect of gunfire on
- a target by transferring to a bullet, ball bearing or similar small
- metal object the velocity and kinetic energy of a fired bullet.
- The chance to hit the target is 100% minus the Defensive value of
- the target (Prow etc). The object being launched must be in the caster's
- hand and weigh 1/4 of a pound or less. The object counts as a Ballistic
- attack (see Ballistic_Defense* ). It does 2d10 + 1/Rank of the spell.
-
- :Ballistic_Defense
-
- COST : 5
- MODS : D,R,T
-
- This spell allows the caster to protect themselves and/or other beings
- from gunfire by reducing the velocity of the incoming bullets for the
- duration. Range is used when using Targets only.
-
- Ballistic Defense adds +15 absorbtion against incoming gunfire ONLY.
- (It fails against other attack forms to assist in anyway).
-
- Additional ranks after the first add +1 to the absorbtion.
-
- This effect cannot be dispelled by others while the Matrix stone
- that was used to cast it survives.
-
- :Bigby's_Groping_Fingers
-
- COST : 1
- MODS : D,R,T
-
- This spell allows the caster "grope" his/her target. This spell is
- usually used by mischievous apprentices in bars and such... have fun!
- RANGE is vital to make this spell useful!
-
- :Body_Equilibrium
-
- COST : 5
- MODS : D
-
- This allows the caster to adjust the weight of their body to
- correspond with the surface they are standing on. Thus they can walk
- on ice, water, quicksand or even a cloud.
-
- Because of their lightness the character must be wary of wind gusts
- which can easily blow them away.
-
- This will also act as a feather fall effect if they are falling...
-
- :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.
-
- :Cell_Adjustment
-
- COST : 10
- MODS : N
-
- This spell allows the caster to heal another being of damage by
- touch. It does NOT cure diseases or regenerate lost body parts.
- It costs, beyond the base, 1 point per point of healing to be done.
- It will NOT bring the dead back to life, but will work on someone
- unconscious or near-death (in negative points but not negative 10
- or worse).
-
- It is ONLY usable at TOUCH range, and only 1 target at a time.
-
- :Cell_Disruption
-
- COST : 5
- MODS : N
-
- This spell causes the target being's body cells to burst
- internally from hypercharged energy, doing damage to them. Beyond
- the base cost the mage pays 1 point per point of damage they wish
- to inflict. Target DOES get a standard save.
-
- :Change_Self
-
- COST : 3
- MODS : D
-
- This spell enables the wizard to alter the appearance of his/her
- form--including clothing and equipment--to appear one foot shorter or
- taller; thin, fat, or in between; humanoid, or any other generally
- bipedal creature. The caster cannot duplicate a specific individual.
- The GM may allow a saving throw for disbelief under certain
- circumstances: for example, if the caster acts in a manner obviously
- inconsistent with his chosen role. The spell does not alter the
- perceived tactile (i.e., touch) properties of the caster or his
- equipment, and the ruse may be discovered in this way.
-
- :Combat_Teleport
-
- COST : 10
- 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*.
-
- :Comprehend_Languages
-
- COST : 5
- MODS : D,R,T
-
- When this spell is cast, the wizard is able to understand the spoken
- words of an otherwise incomprehensible language.
-
- It also allows the caster to reply back in said language.
-
- :Conceal_Thoughts
-
- COST : 5
- MODS : D
-
- This is a psychic defense, it prevents Telepathy* from altering
- ones memories and thoughts, or accessing them AND will prevent the
- usage of effects on the caster because of the opponent has previously
- gotten a Know_Mind* spell to work on them. It gives a +10% save to
- Charm effects (by a mentalist or other mage tradition) and also to
- save against Domination*, Possession*, Quantum_Leap* and the
- Curse_Of_Senility.
-
- :Dancing_Weapon
-
- COST : 10
- MODS : D
-
- Cast on any hand-held weapon it will cause it to move about and fight
- for the caster/owner within a 50' radius, as if it was wielded by the
- owner, allowing them to perform other tasks while it fights. Attacks
- on a Dancing weapon are -30% due to size and speed, and if it is hit
- the hit will simply end the duration of the spell, not damage the weapon.
- If its owner is knocked unconscious/dead the weapon ceases to fight as
- well. Additional ranks add 10' to the radius of movement from caster.
-
- :Death_Alarm
-
- COST : 15
- MODS : N
-
- This spell is cast on a single target being. It notifies the caster when
- that being actually dies and gives them a momentary view of their demise
- (1 round of events per RANK) and its occurrence.
-
- The Death alarm will remain active until the target is dead or the
- matrix stone used to create it is destroyed. It cannot be otherwise
- dispelled.
-
- :Death_Vision
-
- COST : 5
- MODS : R
-
- This shows to the target being a scene of their own possible death
- within their mind in an explicit and mentally painful way. It is not
- necessarily a true vision but it will have definite reactions to them,
- stunning them for 1d10 rnds if they fail to save and afterwards
- needing to save again against the spell a second time or gaining an
- insanity from a traumatic experience.
-
- Fear Competent and Mind SHielded persons will be unaffected by the
- spells effects.
-
- :Depression
-
- COST : 5
- MODS : D,R
-
- This inflicts upon the victim the knowledge of ill logic, making them
- 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. TARGETS is not
- used on this spell.
-
- :Detect_Charm
-
- COST : 1
- MODS : R
-
- This spell will reveal whether or not a recipient is under the effect
- of a charm spell.
-
- :Detect_Darkovian
-
- COST : 5
- MODS : D
-
- This spell will notify the caster when another darkovian has come
- within 30' radius range/rank of the caster. If the detected being
- is a Known_Mind* then they will instantly know that it is them.
-
- This effect does not count against the total number of active spells.
-
- :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_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 : 3
- 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 : 5
- MODS : D,R
-
- This spell causes all magic on the target being/object to be shown
- in that it will glow with colors to the caster's eyes. Duration
- is not needed to be purchased if it is cast at the suspect target.
- If Duration is purchased it will show the caster ALL magical objects
- or beings they encounter with sight range of the bought range.
-
- :Detect_Scrying
-
- COST : 5
- 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.
-
- :Detonate
-
- COST : 12
- MODS : R
-
- This allows the caster to detonate the latent energy within an inanimate
- object or plant (it fails against any magical device, things made of
- Lead or Gold, as well as all living creatures). The size of the object
- can be a maximum of 1 LB per RANK of the spell, and the object will
- explode outward for 5 points plus 1d10 /per rank. IT will affect an area
- radius of 5 feet per 10 lbs involved. Beings within the range can
- save vs PROW to take 1/2 damage, and armour DOES apply (the damage done
- is NON-MAGICAL and defenses that only work against magical attacks fail
- against this spell, while those that prevent mundane damage work
- perfectly). The object MUST be solid - it will not detonate a liquid or
- a gas. The object involved will be shattered/broken in the process.
-
- :Dispel_Illusion
-
- COST : 3
- MODS : R
-
- This will cancel ANY illusionary effect instantly and finally.
-
- :Dispel_Magic
-
- COST : 10
- MODS : D,R
-
- This will cancel a specific ongoing spell effect. If cast on an ITEM it
- will prevent the items magic from functioning for the duration of the
- spell being canceled, but then the item will turn back on until its
- duration is up. It will NOT send away a summoned creature, undo a
- healing spell or cause harm to a magical creature directly. Unwilling
- targets get a Save vs INT against Dispel. Note that the dispell must
- be of equal or greater rank then the spell being affected to work.
-
- :Disruption
-
- COST : 10
- 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.
-
- :Domination
-
- COST : 15
- MODS : N
-
- This is a special effect, not bound by some of the rules of the
- tradition. Domination allows a mage to make major modifications
- to the target's mind, so that the subject will willingly follow any
- instructions or wishes spoken by the mage to them and believe that
- it is their own free will that is in effect.
-
- A mind to be dominated must first be known to the mage thru the
- Know_Mind* spell effect. Second they must overcome the subjects will
- thru the casting of the domination spell. The subject gets a save
- against the Domination effect at the initial casting. They also will
- get a save whenever instructed by the caster to perform an action
- that would violate natural disadvantages, inclinations and fears of
- the subject (ex: A Code against killing, a fear of heights etc),
- against their INT alone in such violations. Once a subject has saved
- against Domination from the caster they can NEVER be dominated by
- the caster again.
-
- This special spell does NOT wear off with the unconsciousness of
- the caster, and cannot be removed by a Dispell Magic, Detected by a
- Detect charm or Detect Magic (It registers as a CURSE for detection
- and removal). It lasts until saved against, removed or the death of
- the caster.
-
- :Dream_Death
-
- COST : 20
- MODS : R
-
- This spell is cast upon someone and becomes active when they enter into
- a dream state. It fails to work against someone who is experiencing a
- dream-bead recorded dream or who has Dream Manipulation cast upon
- themselves. Once the target is asleep they must make a save against
- their INT as they will experience a horrific dream that will cause them
- to die within their sleep upon failure to save (someone killed this way
- does NOT receive Divine Intervention as their Spirit is trapped upon the
- Dream Plane and they become a member of that plane's inhabitants unless
- rescued and brought out physically).
-
- :Dream_Sharing
-
- COST : 5
- MODS : D,R
-
- This allows the mage to share the dreams of the target being, so that
- they may observe all that occurs within their dream. If the mage ALSO
- has a blank dream bead they can record the dream of the target being at
- the same time. This spell can be cast upon the being as they go to sleep
- or before they do so - but the caster will slip into slumber themselves
- as soon as the target being goes into the dream state. The duration does
- NOT begin until the target becomes asleep.
-
- :Dream_Supression
-
- COST : 5
- MODS : D,R
-
- This spell allows the caster or the subject to be free from dreams when
- sleeping for the duration of the spell, including all the effects of a
- Death_Dream* . The disadvantage is that they cannot gain the benefits of
- dreaming also, including things such as the effects of Dream_Teacher*
- spells.
-
- :Dream_Teacher
-
- COST : 25
- 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_Thief
-
- COST : 25
- MODS : R
-
- This allows the caster to steal the dreams of a Known Mind (see Spell
- KNOW_MIND*) or targeted being within range. Once cast it waits until
- the target sleeps (range does not apply after the initial casting).
- If the target does not sleep within 24 hours then the spell fails.
- There is NO save when the spell is first cast, the save come after
- going to sleep.
-
- The target gets their save against the spell upon going to sleep.
- If they fail their save then they sleep without dreaming, and will be
- at -1 to their INT for the next 24 hours because of this. At the same
- time the CASTER gets a +1 to their own Magical Aptitude for the same
- 24 hours. The target must save against the spell EACH time they
- go to sleep (but only once in a 24 hour period), and until they save
- the spell continues to work without the caster having to invest energy
- into the effect (but it DOES count as an active spell for concentration
- reasons, but will work even after the caster has become unconscious).
-
- Additional Ranks add a +1 to the effect in drain INT, but not in
- gained MA. If a target is ever drained in the process to 0 INT then
- they will enter into a coma and not wake again while the caster lives,
- and the caster will have the Aptitude gain until the death of their
- subject (and will no longer have to count the spell against active ones
- while the subject is in the coma and alive).
-
- Dispell magic and remove curse will not help, nor will awaken.
- To remove the effect you must kill the caster or Cast a Dispell on
- the caster of a rank equal to or greater than the Rank of the Dream
- Thief spell had been cast within one month, remove curse with one year
- (after a year there is no way to save the subject in the coma).
-
- This spell is considered HIGHLY unethical and other mentalists will
- usually seek out someone using it as a danger to the Tradition in
- general.
-
- :Empathic_Revenge
-
- COST : 15
- MODS : D
-
- When the target this spell is cast upon is attacked in any way the
- attacker receives back half damage (only HTK damage applies) as that
- the target had received from them AFTER armour etc, as internal damage.
-
- :Enhance_Emotions
-
- COST : 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 contentment without action, etc.
-
- :Erase_Signature
-
- COST : 5
- MODS : N
-
- Cast on an item, this erases all connection of the item with any
- persons or history that could normally be read from it by various
- divinatory spells. The caster may handle the item for 1 round per
- rank afterwards without placing new impressions/signatures on the
- item. The object must be TOUCHED to the caster's Matrix stone.
-
- At Rank 10 it will also erase signatures on all ACTIVE or PASSIVE
- spells on the item so that they cannot be spell traced or otherwise
- divined back to the initial caster.
-
- :Eyes_Of_Sickness
-
- COST : 10
- MODS : D
-
- This spell can ONLY be cast on the caster, and while under its
- effective duration the caster's gaze has the ability, when meeting that
- of another living being or creature to cause the infliction of instant
- and painful sickness effects on the victim. In this case it causes
- internal pain (as from severe cramping of the digestive system) and
- fever to sweep over their body. Such a target being's skills are ALL
- reduced to 50% of normal success, all physical attacks they do will be
- at 1/2 normal damage (After totalling scores) and their movement rate is
- reduced by half. The victim is so effected while their eyes meet the
- casters and lasts for 10 rounds afterward contact is broken. The effect
- cannot be negated by a cure disease or healing spell of any kind, or a
- dispell magic, but a REMOVE_CURSE* will remove its effects prematurely.
- The save against the effect is vs HARDINESS instead of INT as the body
- is fighting off the spell effects, not the mind.
-
- :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.
-
- :Fertility
-
- COST : 5
- MODS : D,R
-
- This spell will bring a subject being into peak fertility, and will
- override all known herbs, magics and medicinal means to block fertility
- (but not Barrier-form prophylactics or natural preventions in their
- biology) allowing conception to take place if a mating occurs within
- the duration of the spell.
-
- :Flight
-
- COST : 10
- MODS : D
-
- Mental flight allows the caster to move thru the air, rising, diving,
- descending and maneuvering (as well as optionally hovering) at a speed
- of 30'/round maximum per RANK in the spell (2mph per rank in the spell).
-
- A target in flight gains a +10% to prowness when not in an enclosed
- area for purposes of defense calculations only.
-
- A flying mage may carry 1/2 their weight with them without hinderance.
- They can carry upto their own weight in flight, BUT reduce their speed
- of movement by 1/2.
-
- :Force_Shapechange
-
- COST : 15
- 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.
-
- :Free_Action
-
- COST : 7
- 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.
-
- :Friendly Possession
-
- COST : 15
- MODS : D,R
-
- Caster's mind enters the target being's 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. While in possession
- the caster has the new body's stats except for Intuition, Magical
- Aptitude, and Magical Capacity. The target's mind is NOT rendered
- unconscious. Both caster and target are fully functional. They may
- take actions simultaneously, within the physical limitations of the
- body. If they attempt to do contradictory things, and neither agrees to
- cancel his action, both must attempt an INT roll. If one succeeds and
- the other fails, the one who succeeds may take his action. If both
- succeed, the body attempts both actions with results determined by the
- GM. If both fail, the body does neither action.
-
- The two minds count as separate targets for mental spells. (Spells which
- are cast on the mind, such as Sleep or Charm.) If the caster of such as
- spell only puts one target on the spell and does not specify which mind
- he is casting it on, the target is determined randomly. If an area
- effect mental spell occurs, both make separate saving throws to determine
- if they are affected. Against physical spells which affect the body, they
- get the better save of the two characters. Against an Exorcism spell,
- both characters are entitled to a save, and if either succeeds the
- Exorcism fails.
-
- :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.
-
- :Heightened_Senses
-
- COST : 3
- MODS : D
-
- This spell allows the caster to raise their awareness to the
- universe temporarily, increasing all chances to notice smells, sounds,
- sights, tastes and tactile senses for the duration by +20%.
-
- :History
-
- COST : 3
- MODS : N
-
- This spell allows the caster to "tune in" to the psychic
- impressions left on an object or small area. The power gives the
- wizard the ability to divine special purposes, famous owners, and
- powerful alignment bends.
-
- The spell will not identify a magic item per se, but would
- identify the signet ring of a long deceased noble house as such.
- Furthermore, history doubles the chance of a rare or unknown items
- value being determined.
-
- This spell is most commonly used on non-magical plunder, books,
- and items sold at auctions. Only a single touch is needed to make the
- spell work.
-
- :Hold_Person
-
- COST : 10
- MODS : D, R
-
- It is cast on an individual and paralyzes them if they
- fail an INTUITION save where they stand. They stay such for the duration
- and cannot act, unless a mage who doesn't require movement to cast.
-
- :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.
-
- :Identify
-
- COST : 10
- MODS : T
-
- When an identify spell is cast, magical items subsequently touched by
- the wizard can be identified. When the spell is cast, each item must be
- handled in turn by the wizard. Any consequences of this handling fall
- fully upon the wizard is allowed any applicable saving throw.
-
- The chance of learning a piece of information about an item is equal
- to 50% rolled by the GM. Any roll of 96-00 indicates a false reading
- (91-95 indicates nothing). If any attempt at reading fails, the caster
- cannot learn any more about that item. Note that some items, such as
- special magical tomes, cannot be identified with this spell.
-
- :InFertility
-
- COST : 5
- MODS : D,R
-
- Causes the subject to become infertile for the duration, useful for
- means of preventing contraception. This spell will NOT cancel out a
- Fertility* spell! Nor does it cause Impotence - only lack of conception.
-
- :Invincibility
-
- COST : 10
- MODS : D
-
- This spell has two major purposes. First it prevents opponents of
- the caster to see that he/she is wounded or injured in any real way
- while they are conscious and alive. Bullets will appear to bounce
- off, arrows will fall to the ground as if they had never penetrated,
- wounds will remain unseen and unbleeding, blows with sword or other
- weapons and hand attacks will appear to fail to pierce.
-
- In this way an opponent can be convinced they are powerless
- against the caster.
-
- Second, it allows the caster to NOT feel pain in any way. Thus
- they cannot be knocked unconscious and can continue to be conscious
- until reaching -10 HTK and absolute death (unless the spell's
- duration ends before that). Any spell or attack that would Stun or
- knock them out fails, no matter the source.
-
- Opponents with Mind_Guard* up or Tower_Of_Iron_Will* get a save
- when the caster is first wounded, and if successful will not be
- fooled by the illusionary part of the spell.
-
- :Invisibility
-
- COST : 10
- 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 perfect invisibility, as it is purely a clouding
- of the mental images of others of the caster. 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 under this spell cannot be detected by infravision
- on the part of sentients, but animals can detect them thru scent.
-
- A Person with MIND_GUARD* active sees the invisible. Those with
- Tower_Of_Iron_Will* on get a save when first encountering the effect.
-
- Once turned off the spell MUST be recast in full.
-
- :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.
-
- :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.
-
- :Keep_Awake
-
- COST : 5
- MODS : D
-
- This spell prevents the caster from falling asleep or unconscious for the
- duration, whether due to magical or natural causes. The caster will not
- feel tired for the duration, but will feel the full effects of being up
- for the entire duration as soon as the spell wears off. The caster may
- get physically weary and need rest.
-
- If the caster is reduced to negative HTK, he will be in intense pain. It
- does not prevent him from bleeding to death. He must make an INT roll to
- avoid canceling the spell. Physical actions range from difficult to
- impossible, depending on the action and the type of injury.
-
- The caster may not meditate while under the effect of this spell.
-
- :Know_Mind
-
- COST : 10
- MODS : R
-
- This spell allows the caster to establish a mental image of a
- persons mind, allowing them to use a variety of options with Telepathy*,
- Teleport_Link* and other spells. One mind can be memorized in this way
- per INT point of the character. Mind Shields Block this unless the
- target is willing.
-
- :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.
-
- :Levitation
-
- COST : 5
- MODS : D
-
- This spell allows the caster to rise up thru the air in a mentally
- assisted movement, or equally move downward or hover. Levitation is
- at a speed of 5' maximum per round per rank and the caster controls
- the speed of ascent/descent entirely.
-
- Levitation is NOT flight.
-
- :Life_Support
-
- COST : 20
- MODS : D
-
- This allows the mentalist to prevent their body from needing outside
- influences to survive. Specifically they need not breathe (and will be
- protected from all gas based attacks) outside air, intake food or
- water, dispose of bodily wastes or sleep and dream.
-
- :Linked_Teleport
-
- COST : 15
- MODS : N
-
- Allows the caster, who is already in mental contact with a sentient
- mind (thru Telepathy*, Mind_Speech*, Apprentice_Link* or similar
- spell effect) to teleport to a locale within 5' of that sentient person
- [There is NO saving throw]. They can bring additional equipment or
- persons, upto 100 lbs per RANK of the spell.
-
- :Living_X
-
- COST : 10
- MODS : D,R
-
- A glistening pink crystalline looking energy shaft is shot towards a
- living target, who is instantly immobilized in an upright spread
- eagled position, until the target can break the spell by making a
- Hardiness roll on one of the following rounds or by the expiration
- of the duration.
-
- :Locate_Object
-
- COST : 5
- 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.
-
- :Matrix_Analyze
-
- COST : 10
- MODS : R
-
- This allows a technician to view a person and determine which traditions
- they belong to that the caster is familiar with. If a mage has Magical
- History skill then they will recognize any of the 'standard' types. It
- will tell them of ALL their trads and also their priorities in that
- person's life.
-
- It fails against someone who is mind Shielded or has Mind Guard or a
- similar mental defense active.
-
- :Matrix_Seal
-
- COST : 10
- MODS : N
-
- This allows the technician to seal a container of any kind (Jar,
- door, window, box lid, etc) that is non-living magically in such a
- way it cannot be opened by any normal means. Attacks against the
- seal by physical strength to smash it must do 10 pts/rank before the
- seal will give way.
-
- The creator of the seal can open it easily, as can anyone with the
- creator's matrix stone. This effect has NO duration maximum and can
- outlive the caster (but ends if the matrix stone that created it is
- destroyed).
-
- :Matrix_Veil
-
- COST : 20
- MODS : N
-
- This is cast upon an entrance or framework (Doorway, Window, Passage
- entrance, archway) and stretches across such (upto a 5' x 6' field
- with +1' per rank in each dimension). The Veil will last as long as
- the caster's Matrix stone exists. It cannot be dispelled, but a
- remove curse could shut it down.
-
- Matrix Veils are invisible to mundanes, but a mundane crossing this
- will need to save and critical (Exception : a mind shielded mundane)
- or they will collapse unconscious for 3d10 rounds and awake with a
- splitting headache that makes them -10% to perform any function for
- an hour afterwards.
-
- A person with Magical Aptitude and no training in magic will get a
- standard save and if they fail will become unconscious for 2d10 rounds
- and awake with no energy in their magic Capacity storage and the
- energy that they did have going to the caster (but NEVER over the
- caster's maximum capacity!).
-
- A Mage crossing the veil must make a save or lose one Energy point
- from their capacity storage for each rank the veil was originally
- cast at, which is fed to the mage who cast the veil.
-
- Anyone that is Mind SHielded or Mind Guarded or in mental contact
- (thru telepathy or mind speech or similar spell) with the original
- caster of the Veil will not be affected. Also anyone wearing or
- carrying a matrix stone can pass thru unaffected.
-
- Matrix Veils are usually used on the entrances to Towers and such.
-
- :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, Deryni, Detect
- Spirit, Nude Mood, Possession, Quantum Leap, Spook, Steal Spell, and
- even Taunt.
-
- :Mind_Speech
-
- COST : 1
- 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.
-
- :Minute_Ball_of_Fire
-
- COST : 10
- MODS : R
-
- When a wizard casts this spell, a flaming bead launches from a
- pointed finger, speeds straight out to the stated range and explodes
- into a 10-foot diameter sphere of normal fire. Anyone caught within
- the spell's effect must take 1d10 points of damage, unless they make a
- successful Prowness roll.
-
- Multiple RANKS do not do extra damage with this spell, unlike a
- conventional fireball spell, and TARGETS is not a usable option.
-
- Since the fire is non-magical anything that normally protects against
- such DO apply.
-
- :Mirror_Image
-
- COST : 10
- MODS : D,R,T
-
- When invoked, this causes 4 duplicates to appear of the target. These
- are illusions. They move about with the caster (or target) making it
- nearly impossible to tell which is the real one. This means that if a
- spell or attack is aimed at the target there is a saving throw made to
- see if they hit the being or an image. If they hit an image that image
- will disappear and the target takes no damage.... saving roll for the
- target/images from such attacks:
- 4 images present 80%
- 3 images present 75%
- 2 images present 66%
- 1 image present 50%
- Once all images are gone the spell ends, otherwise they last until
- the duration ends or the caster commands it to end.
-
- :Modify_Traffic_Light
-
- COST : 3
- MODS : D,R
-
- This allows the mage to manipulate any standard traffic light, able to
- change the sequence, current light status, delay factor in the sequence
- or to do Odd things (like showing green to all directions or giving a
- walk light when its green or Turning it into a blinking yellow for
- the duration etc). Additional ranks allow more lights within the range
- to be affected at the same time (So you can modify really big
- intersections).
-
- :Morale_Boost
-
- COST : 3
- 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.
-
- :Mystic_Shield
-
- COST : 5
- MODS : D
-
- When this spell is cast, an invisible barrier comes into being in
- front of the wizard. This shield totally negates magic missile attacks.
- It provides the equivalent protection of +30% against hand-hurled
- missiles (axes, darts, spears, against small device-propelled missiles
- (arrows, bolts, bullets, manticore spikes, sling stones, etc.). The
- shield also adds a +10 Intuition bonus against spell attacks that are
- basically frontal. Note that these benefits only apply if the attacks
- originate from in front of the wizard, where the shield can move to
- interpose itself.
-
- :Nude_Mood
-
- COST : 5
- MODS : R,T
-
- Cast at a single being this forces them into a compulsive behavior to
- immediately strip off all clothes and armour to stand naked (it does NOT
- cause the removal of jewelry). Once they have completed this they will
- return to their senses and have to deal with the situation.
-
- TARGETS is only used if the targets involved are within 10' of each other.
-
- :Numb_Tongue
-
- COST : 5
- MODS : D
-
- This numbs the tongue of the target being, making speech difficult,
- slurred (as if intoxicated heavily) and clumbsy. If used on a mage
- that speaks to cast they take their disadvantage for such as they
- will be affected beyond usability for magic.
-
- :Painting
-
- COST : 3
- MODS : D,R
-
- By the means of this spell the caster can create an illusion of
- whatever s/he wants visually. It is usually easy to recognize what the
- illusion is supposed to be of, but any creature that can do so can also
- recognize that it is an illusion, as the picture is two dimensional.
-
- :Personal_Healing
-
- COST : 5
- MODS : N
-
- This allows the caster to heal injuries they may have sustained, when
- they are conscious, by spending the above cost plus 1 point per point
- of damage to be healed. No other modifiers are used and it works
- on internal wounds, open wounds and broken bones. It does not assist
- against diseases, withering or permanent damage.
-
- :Psychic_Crush
-
- COST : 10
- MODS : R
-
- This spell is used to cause a massive mental assault upon the neural
- system of the target's mind. If the subject is a Known_Mind* then
- they save with their INT only, else they get a standard save.
-
- To the base cost is added 2 points per point of damage that the
- caster wishes to inflict (but they cannot inflict more damage than
- their own Magical Aptitude). Additionally the target makes a second
- save afterwards or becomes unconscious for 1d10 rounds on top of
- the damage.
-
- Psychic Crush does NOT work on non-corporeal beings.
-
- :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 : 5
- 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, Magical Aptitude, and Magical Capacity. The caster CANNOT use
- the skills of the other being, only the body - they can use their own
- skills. COST is the above, plus 1 point per INT point of the Target.
-
- :Puppet
-
- COST : 5
- MODS : D,R
-
- This allows the caster to control the body movements of another
- person as if they were a puppet, controling all basic motor ability
- of the body, except for those of the head. The target DOES get a
- standard save against this spell. They cannot access the memories,
- skills or even any powers of the body, simply basic movement etc.
- The subject can make vocal complaint but is otherwise helpless
- (unless they can cast spells without body controls in some way).
-
- Cost is above, plus 1 point per INT point of the target. It CAN be
- used on an animal.
-
- :Quantum_Leap
-
- COST : 25
- MODS : D,R
-
- This is an unusual form of possession*. It allows the caster to transfer
- their mind into the body of a being within the target range (INT Save)
- and places their mind into the casters body. They both retain their INT
- and memories, as well as spell energy and hung spells and have full
- control over the new body, and keep ALL their original skills and NOT
- those of the new body. In the event one of the bodies is killed the
- remaining one will become the property of the current possessor and the
- occupant of the other is slain with the death. All active spells stay on
- the BODIES not the intellects in the switch. Unsuspecting victims are
- stunned for 1d10 rounds after being switched and cannot act.
-
- :Remove_Fear
-
- COST : 1
- MODS : R,T
-
- This removes the effects of ALL Fear spells and powers affecting a
- being.
-
- :Remove_Scars
-
- COST : 1
- MODS : N
-
- On casting this spell, the caster is empowered to remove scars or other
- similar marks (burn marks, birth marks, etc.). This will enable the
- recipient of the spell to restore lost charisma caused by such marks.
-
- :Replay
-
- COST : 15
- MODS : D
-
- This spell causes past events to be re-enacted in upto a 400 sq foot
- area The replay will consist of a three-dimensional, transparent image
- superimposed over the area of effect. The wizard can freeze the action,
- reverse it, scan rapidly for a desired event, or skip to any time
- within range of the spell.
-
- The speed of the search is determined by the GM and limited by the
- magnitude of the event in question. It would be easy to spot the
- passage of an army, for example, but spotting a pick-pocket would
- require a real-time search.
-
- :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.
-
- :Restore_Sanity
-
- COST : 25
- MODS : N
-
- This spell removes insanities previously acquired by the target. An
- insanity is defined as anything on the the insanity table EXCEPT Phobias
- and Sexual Deviations.
-
- :Reveal_Owner
-
- COST : 3
- 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.
-
- :See_Invisible
-
- COST : 3
- MODS : D,T
-
- Allows the caster to see any invisible creatures, including persons
- under and invisibility spell or camouflaged, and similarly invisible
- objects. It will NOT detect Astral or Ethereal Plane travelers. It will
- also see thru Phantasmal Force Spells.
-
- RANGE is unnecessary with this spell, as it is set at LOS only.
-
- :Selective_Invisibility
-
- COST : 20
- 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).
-
- :Sleep
-
- COST : 1
- 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 : 5
- MODS : D,R,T
-
- Allows the caster or subject beings to move consistently at increased
- speed. This means they get a +5 to all initiative rolls.
-
- Additional ranks add +1 more to the initiative.
-
- :Spell_Shield
-
- COST : 15
- 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_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 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.
-
- Both Spell Shield and Reflection cannot be up at the same time.
-
- :Spell_Trace
-
- COST : 1
- 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.
-
- :Stall
-
- COST : 5
- MODS : R
-
- This causes an active vehicle engine that uses spark plugs to suddenly
- stall out and cease to work temporarily. It will turn over again with
- effort, but the initial stalling will cause a delay, possible loss of
- control (if the vehicle has automatic steering and/or brakes) and
- possible loss of speed.
-
- :Static_Field
-
- COST : 20
- MODS : D
-
- This spell allows a caster to affect spellcasting within a 30'
- radius of themselves for each rank of the spell (they can lessen
- the effect though if it is so wished). This field reduces the
- ability of the caster and others within the field from casting spells
- by a percentage equal to the caster's Magical Aptitude. Against
- OTHER Mentalists this percentage is even greater, being the Magical
- Aptitude multiplied by the RANK of the caster.
-
- Static Fields will affect active spells as well (anyone who has
- an active spell they have cast must make a saving throw to keep it
- from ending prematurely).
-
- :Strength
-
- COST : 5
- MODS : D
-
- This allows the caster to boost their own Hardiness for all STRENGTH
- purposes (combat etc) but not for Health/constitutional saves, by 5 pts
- plus 1 per RANK.
-
- :Stupefying_Blast
-
- COST : 20
- MODS : D,R
-
- A chaotic blast of green and blue energy is sent out at a target being
- who gets a saving roll vs INTUITION. If failed the target becomes
- struck Mute and blind for the duration. This would render a mage
- unable to cast a spell on anyone except themself (since they cannot
- target the spell). It would make physical combat be at Prowness 1 for
- a base.
-
- :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 : 3
- 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.
-
- :Telekinesis
-
- COST : 1
- MODS : D,R
-
- By means of this spell the caster is able to move objects or beings
- by concentrating on moving them mentally. The spell can provide either a
- gentle, sustained force or a single, short violent thrust (for attack
- purposes).
-
- As a sustained force this enables the caster to move a weight of upto
- 5 Lbs/RANK of the spell a distance of 30' per round . The weight can be
- moved vertically or horizontally or both. Any objects moved beyond the
- spell's range falls or stops progressive movement. If the caster ceases
- concentration for any reason, the object falls or stops. The object can
- also be manipulated mentally as if with one's hands. For example a rope
- or lever may be pulled, an object rotated and so on. The caster could
- even do such things as untie ropes or other complex actions with
- manipulation (though the GM may judge an INT save is needed for some
- more complex actions to achieve them).
-
- Alternatively the spell energy can be used in single round
- 'attacks', exerting effect to hurl an object upto 30 feet away from its
- original position, within the weight limits as above.
-
- Damaged caused by hurled objects is decided by the GM, but usually
- you can assume that HARD objects do 1d10+(1pt/5 lbs weight).
-
- :Telepathy
-
- COST : 5
- MODS : D,R
-
- 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 use the senses of the target mind
- 6 - above and can CAST thru the target to the
- area near them using the targets range.
- 7 - above and can place memories in target mind
- 8 - above and can change memories in target mind
- 9 - above and can transfer HUNG spells to target mind
- 10 - above and can use INT based skills of target
- 11 - above and can share own memories, INT skills.
- 12 - above and can transfer energy to/from target
- to/from themselves (Cannot GIVE energy beyond
- the Capacity of the Target or receive more than
- they can hold).
-
- Unlike Mind Speech, Telepathy can be cast on either a LOS being,
- paying for range, or on one who is known to the caster via the
- Know_Mind* spell, with no range costs.
-
- :Teleport_Object
-
- COST : 3
- 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).
-
- :Teleport_Self
-
- COST : 20
- MODS : N
-
- Moves the caster and upto 25 lbs of gear etc to any locale that the
- caster chooses that has been visited and memorized by the caster.
- One locale can be memorize per point of INT the caster has.
-
- Additional Ranks add 25 lbs to the capacity of carryable weight.
-
- :Tower_Linkage
-
- COST :
- MODS : N
-
- This spell is used to adopt a person into the caster's Tower.
- A Tower is the mage's training and working group, to whom their
- allegiance is sworn. ALL mage's are assumed to be tower Linked if
- they are Darkovian in training. Anyone who is tower linked to
- the same tower is unable to cause them physical or mental harm and
- vice versa (an attempt to cause physical harm will result in
- complete and equal damage to the aggressor). All persons who are
- tower linked may mind speech with each other at will without
- distance affects or even mind shielding blocking it. They may
- also perform the equivalent of rituals by agreement despite
- distances between them, and may loan energy to each other thru
- the link. A Tower has at least 3 members and no more than 90.
- Each tower has a single active Keeper, a female darkovian who is
- the major conduit that all work is done.
-
- Before the casting of this spell on a new personage the Keeper
- MUST agree to the linkage. Once completed it exists as long
- as ANY of the matrix stones possessed by the tower members at
- that time exist.
-
- New Towers can only be created by a Keeper, who must be rank 10
- in Spellcasting skill, who breaks off her tower connections to
- make the new tower. Only a keeper can sever the tower connections
- of an individual.
-
- :Tower_Of_Iron_Will
-
- COST : 15
- MODS : D
-
- This is a psychic defense against other mentalists ONLY, which
- gives the caster +50% to all chances to save against such effects.
-
- :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.
-
- :Transfer_Wounds
-
- COST : 15
- MODS : N
-
- This spell allows the caster to transfer all their current damage
- to the next person they come in flesh-to-flesh contact with. If the
- person makes a standard save then they are not affected and the spell
- continues until the caster successfully transfers the wounds or
- becomes unconscious. It does NOT help transfer wounds received AFTER
- casting the spell, nor does it work if the caster dies or becomes
- unconscious (when it terminates).
-
- :Umbrella_Of_Carnack
-
- COST : 5
- 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 : 5
- MODS : R
-
- Restores movement to a person, no matter the cause of the Paralysis.
-
- :Unseen_Servant
-
- COST : 1
- 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 5 pounds or push or pull 20 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 1 lbs to its carrying ability,
- and 1 HTK to its survival ability.
-
- :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. A tool mage is unable to cast at all
- under these circumstances. Target does get an INT save. It will NOT
- affect a non-mage!
-
-