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- :Druids
-
- Druids in Mystic are not the descendants of an ancient magic
- tradition, they are the creation of Neopagan Revivalists who have
- taken the few known myths, writings and accounts of the original
- druids and added large amounts of romanticism crossed with modern
- sciences to form a new, slightly confusing (to the novice) and
- very different system of understanding.
-
- Among themselves Druids INSIST that their members be certified
- within their religion to be a Leader of a group. Their groups work
- rituals with a large bonfire in the center of a diamond that they
- insist on calling a circle. They wear formal robes or tabards in
- ritual work and gather in groups as small as three and as large as
- 300. Despite their claims of equality they tend to have male led
- groups.
-
- Although they are ecologically aware and concerned, they are not
- afraid and encourage the use of technology (each group has at least
- one member who has as their second tradition that of a technomage).
-
- Unlike many pagan groups they ACTIVELY solicit funds and seek to
- gain new members thru discussion groups. They hold public rituals
- and make general public nuisances of themselves as far as the hidden
- spellcasters of the world are concerned. They consider it a RIGHT
- for all spellcasters to practice their arts legally and as recognized
- religions under the Constitution of the USA and usually charter their
- groves and Homes as church property to avoid taxation. (They also get
- a large number of 'silent partners' who become druid laymen so they
- can hide their assets from the IRS etc.)
-
- Despite all this, it is estimated that all the various druid
- groups in the USA make up about 1200 people in all that are actively
- trained in the magical tradition and another 5000-7500 who are lay
- members (non-casting) or simply 'silent partners'.
-
- REQUIRED SKILLS:
-
- Computer Operation
- Fire Building
- Herbalism
- Meditation
- Read/Write
- Religions
-
- Suggested Skills :
-
- Alertness Gaelic
- Anthropology Greek
- Biology Middle English
- Blacksmithing Philosophy
- Bowyer/Fletcher Politics (Theory)
- First Aide Roleplaying Games
- Hand-To-Hand-combat Singing
- History, Ancient Staffs & Polearms
-
- Restrictions & Advantages:
-
- -10% to cast in Urban Environment
- -20% to cast in Polluted area or Heavy Toxics zone
- -10% to cast inside a building
- Among themselves they refer to each Rank of training
- in a spell or in the religion as a Circle
- ("I am Fifth Circle in that spell")
- Rank 10 in Religion AND Spellcasting makes one a 'High Druid'
- -5% for each mundane viewing the casting
- +5% for each Druid or Druid Laymember viewing the casting
- -10% if not casting in official Robe/Tabard
- Casting a RITUAL always causes an annoying light rain to
- fall for a 1/4 mile radius around the casting circle
- for the duration of the ritual.
- Must argue Religion with any Christian Proselytizer who
- approaches them as a morale imperative.
- Cannot be TOKEN Mages
- Cannot be Draconian Tradition
-
- :Age_Alchol
-
- COST : 5
- MODS : R (special D)
-
- This spell magically ages Alchol. The standard durations are not used
- for this spell. Each point put into Duration adds 6 months to the age
- (and thus fermentation level). Upto 1 gallon can be aged per RANK of
- this spell.
-
- :Animal_Enmity
-
- COST : 3
- MODS : D,R
-
- This spell simply causes the victim to be offensive to animals for the
- duration. Horses will shy or buck, dogs will bark, bulls will
- charge, birds will aim at them, etc. Note that animals with a close
- association to the victim won't do anything to hurt the victim, they'll
- just treat him or her like you would treat a friend who, for some
- reason, smelled horrible.
-
- :Animal_Possession
-
- COST : 25
- MODS : D,R
-
- This spell allows a mage to posses the body of any animal intelligence
- creature, and control it thusly. The Mages own body slips into a deep
- sleep while inhabiting this creature mentally. The Mage controls ALL
- the actions of that body and will feel ALL and see and HEAR what the
- creature normally would. If the creature is harmed or killed while the
- mage so controls it the mage will awake to find their body has suffered
- HTK damage internally equal to that done to the creature. A mage whoose
- body is slain while they are so possessing a creature becomes trapped
- mentally within it.
-
- Mages so possessing a creature can cast from the body, using their stored
- pool of energy and may even gain energy thru the link in some
- circumstances. The mage may severe the Possession at will, snapping
- back to their own if it still exists. If a mage is trapped in a body
- after the death of his own then the duration of the spell no longer will
- apply.
-
- :Animal_Tracks
-
- COST : 1
- MODS : D,R,T
-
- This spell causes the caster to leave tracks & scents as as the animal
- specified during casting. The tracks have traces of magic for 3 hours
- per RANK after which they are indistinguishable from normal tracks.
-
- :Association
-
- COST : 10
- MODS : N
-
- When casting this spell, the forensic wizard must brings two surfaces
- into contact with one another. Possibilities include the surface of a
- jewel and that of a safe, or the surface of an arrow and that of a
- bow. If the two surfaces were ever before adjacent, the spell so
- indicates, and if the surfaces were ever directly connected as a single
- item, an even stronger reading results. This is often used in the
- determination of guilt in a crime.
-
- Additional RANGE or DURATION are not useful with this spell.
-
- :Astral_Sight
-
- COST : 5
- MODS : D
-
- Allows the caster to see into the Astral plane and beings therein
- for the duration, in standard LOS range.
-
- :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.
-
- :Barkskin
-
- COST : 15
- MODS : D,R,T
-
- This spell toughens the skin like bark, making it absorb 5 points of
- damage per RANK, upto a maximum of 4 ranks. The protection is applied
- AFTER normal armor absorption, and does not protect the subjects
- clothing. It cannot be combined with metal armour.
-
- :Bigby's_Groping_Fingers
-
- COST : 10
- 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!
-
- :Binding_Aura
-
- COST : 25
- MODS : R
-
- This spell is cast AFTER another spell or enchantment has been
- performed, it prevents the previous spell(s) from being dispelled by
- Magical Dispells. If this is cast on a destructive effect, or one
- that the target would be opposed to they DO receive a saving throw
- against the Binding. It does NOT extend the duration of the effect.
-
- :BladeSharp
-
- COST : 10
- MODS : D
-
- This makes a bladed weapon +1 to Damage for the duration. It cannot be
- combined with any other damage enhancing spell. Each Additional Rank
- adds +1.
-
- :Block_Teleport
-
- COST : 15
- MODS : D
-
- This spell prevents anyone from teleporting into or out of the area of
- effect while the spell is in effect. It will not effect homing teleport
- spells (e. g. word of recall). It will also not effect gates.
- It covers an area of 100 Cubic Feet per RANK of the spell.
-
- :Blood_Finding
-
- COST : 15
- MODS : D,R
-
- This spell requires a blood sample and a sewing needle. It works on the
- principle of like attracting like and will cause the needle to point to
- the nearest source of similar blood EXCEPT that of the caster or the
- original source of the blood. Thus it creates a miniature compass that
- will draw one to the nearest similar, which almost always means unto a
- blood relative (if no blood relative is within range then it will point
- to the nearest closest in blood type or species).
-
- :Boneset
-
- COST : 5
- MODS : R,T
-
- Cast on broken bone or multiple broken bones, this will place the
- bones into proper place to begin to heal. In the process it does 1d10
- of repair to the damage mending the break. It does NOT close open
- wounds, cure infections or repair organ damage.
-
- :Brand's_Elixir
-
- COST : 12
- MODS : R
-
- This spell converts any alcoholic drink, upto 1 quart, into a
- magical healing Elixir temporarily. The Elixir will only work if
- used within the duration of the spell - after that it returns to its
- normal state. Each dose (1 Cup, 4 cups to a quart) will heal upto 2
- points of damage, no matter the source, when drank or applied to an
- open wound. The healing is final, the potion of course can expire.
- Additional RANKS add +1 to the healing effect of a dose.
-
- :Breeze_Call
-
- COST : 5
- 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.
-
- :Calm_Animals
-
- COST : 1
- MODS : D,R
-
- This causes animals in a radius out to the range of the spell, to be
- calmed and placid. This can stop a stampede, prevent an attack or simply
- prevent easily startled or 'watch' animals from reacting to the
- presence of the caster and/or others in the area for the duration.
- This area of calm moves with the caster, and animals outside the area
- will return to normal reactions.
-
- Multiple TARGETS are not used as an option on this spell since it
- is an area affect.
-
- :Camouflage
-
- COST : 15
- MODS : D,R,T
-
- The caster (or target being) while this is under effect, becomes
- invisible in natural surroundings such as a forest, Field, Snow covered
- mountains, Ice plain or Desert. They can move without leaving a physical
- trackable trail, but CAN be heard on occasion and become visible if they
- make an attack against someone. While Camouflaged in this way they are
- +75% prowness defensively and will have surprise when making an attack
- (but cannot return to invisibility after an attack until all opponents
- are out of sight range). (Infravision or tracking scent reduce the
- modifier down to a +25% while camouflaged).
-
- :Change_Staff
-
- COST : 30
- MODS : D,R
-
- This transforms a wooden staff into a full sized Treant that is totally
- obedient to the caster. It starts with 96 HTK , Armour ABS 10 (Not counted
- vs FIRE) and can attack with its branches to grapple, hold, and bash (bash
- does 3d10 dmg) Attack skill 85%. It moves at half the speed of a man
- running. It lasts till destroyed, dispelled or the duration ends.
-
- The treant cannot be created nor function within 90' of mundanes.
-
- :Charm_Animal
-
- COST : 12
- MODS : D,R
-
- This spell allows the caster to charm a target animal to become a
- faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,
- STay, Attack, Follow, Heel) but does not share a telepathic link or full
- understanding of everything the caster may say. Lasts till duration ends
- and then will wander away.
-
- :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.
-
- :Combat_Precognition
-
- COST : 10
- MODS : D
-
- This spell will assist the caster when fighting against a single
- opponent, who must be visible at the casting, allowing the mage an
- advantage by being able to predict some of their combat actions before
- they occur. For each RANK of the spell the caster gets a +10% to all
- rolls to attack the opponent and a +10% to SAVE against all attacks by
- said opponent (including an additional 10% to their defensive PROW).
- The spell also will END if the opponent is slain.
-
- :Control_Elemental
-
- COST : 15
- 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_Temperature
-
- COST : 15
- MODS : D,R
-
- This spell extends in a radius around the caster equal to the Range that
- is purchased. It allows the caster to manipulate the natural temperature
- to one between 0 and 100 degrees fahrenheit at will while it is
- operating (It defaults to a comfort zone unless instructed otherwise,
- based on the characters usual preferred temperature). This will protect
- against potential temperature extremes, exposure and overheating. It
- does NOT assist against fire or ice based attacks, but will melt ice
- within its realm (thus limiting and ice dart to 1 round of
- effectiveness) if set properly or reduce HEAT damage by half from a
- purely heat based attack. Others within the range will also be effected.
-
- :Control_Winds
-
- COST : 20
- 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.
-
- :Create_Campsite
-
- COST : 15
- MODS : N
-
- With this spell the caster generates a squadron of tiny invisible
- servants who create a campsite for the caster and his/her companions.
- The caster stands in the desired area for the campsite (a 60' radius
- area maximum per RANK) and the number of individuals the site is to
- accommodate.
-
- The servants clear the area of debris, set up tents if present, set
- up bedrolls, start a campfire, fetch water if available, tether horses
- and mules, and dig a nearby latrine. The campsite will be so skillfully
- prepared as to be only noticeable 50% of the time from outside of it due
- to the blending with the surrounding terrain.
-
- The entire process takes about 10 rounds to be accomplished.
-
- The servants use the gear available to them and any improvised gear
- they can create from the working area - if no tents exist they will
- create lean-to's of branches and leaves and grass if available.
-
- These servants cannot fight for the party, deliver messages, or take
- any other actions other than creating the campsite.
-
- The spell CAN be cast in reverse easily, as a BREAK CAMP, which makes
- servants to strike a campsite and repack the gear, extinguish the fire,
- and return the site to its original state as much as possible.
-
- :Cure_Disease
-
- COST : 25
- MODS : D,R,T
-
- This will eliminate most normal and magical diseases and infections and
- their symptoms from a living body. It does not cure poisons or produce
- other effects. If duration is bought it acts as a protection from future
- infections of any disease for the duration. It fails against Cancer
- and HIV+ based diseases.
-
- :Cure_Hangover
-
- COST : 5
- MODS : R,T
-
- This spell removes all the symptoms of a hangover in the target beings.
- There is no saving throw vs this effect.
-
- :Cure_Nausea
-
- COST : 7
- MODS : R
-
- This spell will remove all the effects of Nausea, wether its natural,
- caused by a stomache flu, virus or spell. It does NOT remove any
- diseases. But it makes the subject functional and ends also retching
- and vomiting that may accompany Nausea.
-
- :Delay_Spell
-
- COST : 10
- MODS : D
-
- This is yet another form of Metamagic, spells designed only to affect
- other spells. The caster casts this spell and then it affects the NEXT
- spell they cast successfully, setting a timer on the spells effect
- before it takes place based on the duration of the DELAY. Thus one may
- produce a time-bomb like effect with a variety of spells and concepts.
-
- :Detect_Charm
-
- COST : 3
- MODS : R
-
- This spell will reveal whether or not a recipient is under the effect
- of a charm spell.
-
- :Detect_Curse
-
- COST : 5
- MODS : R
-
- This spell will tell if a person or object is Cursed and will, with
- an INTUITION roll, give the caster the details on the nature of the
- curse itself. Minor Curses are specific spells that cannot be dispelled
- by normal means (Dispell Magic) ;Curses are extremely powerful magic
- that can last for generations, usually cast by someone in the throes
- of death or extreme anger/depression.
-
- :Detect_Disease
-
- COST : 1
- MODS : R
-
- Detect disease reveals to the wizard whether a subject creature
- or object carries a disease, whether normal or magical, and with a
- successful Intuition roll can identify the exact disease.
-
- :Detect_Illusions
-
- COST : 10
- 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 : 3
- 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_Magic
-
- COST : 1
- MODS : R
-
- This spell causes all magic on the target being/object to be shown
- in that it will glow with color. Duration is not needed to be
- purchased, and it is cast at the suspect target.
-
- :Detect_Metal
-
- COST : 5
- MODS : D,R
-
- The caster specifies one metal type and this spell will detect any of
- such within the radius.
-
- :Detect_Nexus
-
- COST : 10
- MODS : D
-
- A Nexus is an opening from one material reality into another.
- Nexus Points are found naturally but can also be created by certain
- spells. This spell works LOS for the caster only.
-
- :Detect_Poison
-
- COST : 5
- MODS : R
-
- With this spell, the forensic wizard can determine if a corpse has been
- poisoned. One corpse can be checked each round. The wizard can
- determine the means by which the poison was administered and the place
- at which it entered the body, and a chance of determining the exact
- poison involved equal to the caster's Intuition.
-
- It can also be used on a living target in hope of discovering if a
- cure poison may cure a condition, or can be cast on a substance to
- see if it is poisonous.
-
- :Detect_Scrying
-
- COST : 10
- MODS : D,R
-
- This spell notifies the caster of any scrying by magical or mundane
- means occurring within the Range radius of the caster. Thus ANY
- clairvoyance, Clairaudience, detection or analysis spell active in
- that area or cast at them will be reported. It will also report
- security cameras and active microphones and state their locale. It
- does NOT detect invisible persons or devices present that might be
- listening/viewing nor will it detect a sentient that might be hidden,
- invisible or on the Astral plane. Only the caster hears and knows of
- the scrying report. It fails vs Boom microphones outside radius that
- might be able to receive them or cameras outside the range with
- telescopic lenses etc.
-
- :Detect_Shapechanger
-
- COST : 5
- MODS : D
-
- This allows the caster to detect any natural or magically held
- shapechanges on persons and creatures in LOS.
- At Rank 2 it allows the caster to know the true appearance of the
- beings that are shapechanged.
-
- :Detect_Spirit
-
- COST : 5
- MODS : D,T
-
- Detects the presence of a soul spirit or mentality in any body or
- object (enchanted swords, etc.), and whether or not the mind
- controlling the body is its "native". Thus, it will not detect charming
- or hypnosis but will detect possession. Only the fact of a mind is
- detected, not its nature. If it is cast on a normally invisible spirit
- (such as an Invisible Stalker or Unseen Servant), the caster can see
- the creature as a visible force for the duration. The reverse,
- Obscure Spirit, has a range of touch and conceals a single mind or
- spirit from detection by this spell, and can be cast by anyone who
- knows Detect Spirit.
-
- :Detect_Traps
-
- COST : 10
- MODS : D
-
- Allows the caster to determine if anything in sight is a Trap. Range
- is not used with this spell, nor is target, as it simply notifies the
- caster of traps. If the caster wishes to determine what the trap is
- an Intuition save is needed, and if successful can state what the trap
- is and may be able to disarm it.
-
- :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
-
- :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.
-
- 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.
-
- :Dry
-
- COST : 5
- 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_Air
-
- COST : 1
- MODS : R
-
- This causes at the target point a sudden burst of high pressured air,
- causing a concussive wave. All within 5' of the burst must save vs
- INTUITION or be stunned for 1 round per RANK of the spell. It otherwise
- causes no damage. Air elementals are unaffected by this spell.
-
- :Elemental_Burst_Of_Wood
-
- COST : 10
- MODS : R
-
- This causes a wooden object to suddenly explode in a spray of splinters,
- doing 1d10 + 2 + RANK in damage to all within 5' of the object. It will
- only work on objects less than 20 lbs in weight. Armour IS applied
- against this non-magical damage.
-
- :Empathic_Revenge
-
- COST : 15
- MODS : D
-
- When the target this spell is cast upon is attacked in any way the
- attacker receives back half damage (only HTK damage applies) as that
- the target had received from them AFTER armour etc, as internal damage.
-
- :Ethereal Sight
-
- COST : 5
- MODS : D
-
- Allows the caster to see into the nearby Ethereal Plane and perceive any
- Objects or beings therein. Range is unnecessary with this spell, unless
- casting it on another, as is Target. Sight range is Line Of Sight. This
- spell does NOT perceive invisible!
-
- :Everburning
-
- COST : 3
- MODS : D,R
-
- This spell is cast on a currently burning log, candle or other natural
- (non-magical) flame source and will allow it to continue burning for the
- duration of the spell without consuming any of its material components
- in the process until the end of the spell.
-
- :Extinguish_Fire
-
- COST : 1
- MODS : R
-
- This will extinguish any fire within range radius.
-
- :Fertility
-
- COST : 1
- MODS : D,R
-
- This spell will bring a subject being into peak fertility, and will
- override all known herbs, magics and medicinal means to block fertility
- (but not Barrier-form prophylactics) allowing conception to take place
- if a mating occurs within the duration of the spell.
-
- :Find_Animals
-
- COST : 1
- MODS : N
-
- This spell allows the caster to state a particular kind of animal for
- the spell to set him into the right direction to find and an estimated
- distance to the nearest such creature at the time of casting. For
- example to find a Dog, a cat or a horse are all viable. The range that
- the spell can pick creatures within is a mile per RANK of the spell.
-
- :Find_Familiar
-
- COST : 20
- MODS : N
-
- This spell enables the caster to summon a familiar to act as his
- aide and companion. Familiars are typically small creatures, such as
- cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels,
- or even mice. A creature acting as a familiar can benefit a wizard,
- conveying its sensory powers to its master, conversing with him, and
- serving as a guard/scout/spy as well. A wizard can have only one at a
- time, and he has no control over what sort of creature answers the
- summoning, if any at all come.
-
- The creature is always magically intelligent and its bond with the
- wizard confers upon it an exceptionally long life. The wizard receives
- the heightened senses of the familiar, which grants the wizard a bonus
- to all surprise die rolls.
-
- The wizard has an empathic link with the familiar and can issue mental
- commands at a distance of up to one mile. Note that responses from
- the familiar are fairly basic--which able to communicate simple thoughts,
- these are often overwhelmed by instinctual responses. Thus a ferret
- spying on a band of orcs might lose its train of thought upon
- sighting a mouse. Certainly its communications to its master would be
- tinged with fear of the "big ones" it was spying on! The caster can see
- through the familiar's eyes.
-
- When the familiar is in physical contact with the wizard, it gets the
- wizards saving throws against special attacks.
-
- If the familiar dies, the wizard must successfully roll an immediate
- Hardiness check. If the familiar is an animal type then they lose 1 HTK
- in damage from the loss.
-
- Unlike most spells, the finding of the familiar is actually a Rite,
- When the wizard decides to find a familiar, s/he must load a brass
- brazier with charcoal. When this is burning well,s/he adds incense and
- herbs. The spell incantation is then begun and must be continued
- until the familiar comes or the casting time is finished. The GM secretly
- determines all results. Note that familiars are not inherently magical,
- nor does a dispell magic spell send them away,
-
- Deliberate mistreatment, failure to feed and care for the familiar, or
- continuous unreasonable demands have adverse effects on the familiars
- relationship with its master. Purposely arranging the death of one's own
- familiar incurs great disfavor from certain powerful entities, with dire
- results.
-
- D100 Roll Familiar * Sensory Powers
-
- 01-25 House Cat Excellent night vision and superior hearing
- 26-29 Crow Excellent vision
- 30-39 Raven "
- 40-44 Rook "
- 45-47 Magpie "
- 48-49 Catbird " & +10% voice & animal mimicry
- 50-54 Hawk Very superior distance vision
- 55-61 Owl Night vision, superior hearing
- 62-64 Toad Wide-angle vision
- 65-69 Weasel Superior hearing & very superior olfactory
- 70-74 Fox Night Vision
- 75-79 Ferret Superior Olfactory, +1 Initiative rolls
- 80-83 Mongoose +1 Prowness
- 84 garter snake olfactory
- 85-89 wolf Night Vision
- 90-92 Snake, constrictor Superior olfactory
- 93 Skunk Night Vision
- 94 Wolverine +3 to all Initiative rolls
- 95 bat Voice of the bat ability
- 96-00 Dog Superior olfactory (+5% tracking)
-
- :Find_Plant
-
- COST : 3
- MODS : N
-
- This spell allows the caster to state a particular kind of plant for
- the spell to set him into the right direction to find and an estimated
- distance to the nearest such creature at the time of casting. For
- example to find Oak Trees, Basil, or strawberries are all viable. The
- range that the spell can pick creatures within is a mile per RANK of
- the spell.
-
- :Find_Water
-
- COST : 3
- MODS : D,R
-
- When casting this spell, to reduce costs, a tool is often used,
- the diviner grasps two ends of a Y-shaped stick. The remaining end
- twists around to point in the direction of the nearest source of fresh
- water within the spell range. The branch can twist but twenty degrees,
- and then the diviner will feel a tug in the direction of the water.
- The diviner can specify a minimum amount of water to seek (greater than
- the amount in a human body, for example).
-
- :Fire_Grenade
-
- COST : 25
- MODS : N
-
- This spell is another arsonist tool - it creates a golf-ball sized
- yellow crystal. This crystal can be thrown and upon striking a
- surface it explodes into a bright yellow fireball that does 1d10
- damage +1 per RANK of the spell. The initial blast area is a 5'
- radius +1 per RANK of the spell.
-
- :Fire_Trap
-
- COST : 15
- MODS : N
-
- This is cast on any closable item (book, box, bottle, chest, door,
- backpack etc). When the container is opened by anyone EXCEPT the
- caster it activates the trap, causing a 5' radius explosion of flame
- that will do 1d10 Damage +1 per RANK of the Spell. The item is NOT
- harmed by this explosion.
-
- Once it has been triggered the spell ends.
-
- :Fire_Visions
-
- COST : 25
- MODS : N
-
- This is cast upon a bonfire or other large fire source. The caster
- will enter into a trance-like state watching the flames. They will
- then see visions of their Celtic Gods and Goddesses and be told
- something of importance to them. If they, at the start of the spell,
- state an intended need from the visions, and make a roll vs Religion
- skill - if successful they will find out what they need. Else they
- receive a random vision or piece of information from their gods.
- Among other things this is a means for a Druid to learn a new spell,
- expended experience when knowledge is implanted upon them from their
- divinities....
-
- :Flare
-
- COST : 5
- MODS : R
-
- This causes a bright flare to occur at the designated site, giving off
- daylight intensity light for the next round. This throws off infravision
- for the next 3 rounds, and causes 1d10 damage to Undead within a 60'
- radius of the flare. It will not harm normal creatures, but if directed
- on or at one, will blind them for the next round. If Fired Directly at an
- Undead and striking it it will do 3d10 damage.
-
- :Flash
-
- COST : 3
- 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.
-
- :Flavor_Food_&_Drink
-
- COST : 3
- MODS : R
-
- This allows the caster to change the flavor of any food or drinking
- substance, so that it may be more or less edible to those to consume it.
- The flavoring can be as simple as the addition of a single spice to the
- taste (ex: pepper) or as complex as a major change (Milk that tastes
- chocolate, Beer that tastes like buttermilk, Wine that tastes like
- blood). The effect does NOT change the nature of the Food or drink,
- merely the flavor, so this spell cannot be used to smoke fresh fish or
- to salt it (but can make such TASTE as such).
-
- The taste effect becomes permanent unless countered by another casting
- of the spell to change it again.
-
- :Fog_Vision
-
- COST : 3
- MODS : D
-
- Allows the caster to see clearly thru any smoke or fog as if
- it wasn't there so it has no obscurement value.
-
- :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.
-
- :Fortify_Armour
-
- COST : 15
- MODS : D
-
- This spell is cast on armour or clothing to enhance its ability to
- absorb and withstand damage from physical attacks. It can ONLY be
- cast once on each item - when it expires in duration the item itself
- will decay into dust. It adds 2 Absorption/rank and that times 10 in
- structural damage capacity. Additional ranks increase the SDC by
- another 10 (at rank 3 its SDC = Roll * 30). Fortified Armour
- cannot be dispelled.
-
- :Free_Action
-
- COST : 10
- 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.
-
- :Gentle_Rains
-
- COST : 3
- MODS : D
-
- This spell is cast with a non-standard RANGE and NO TARGETS option.
- Once cast it causes, outside a gentle rain to fall from the sky (creating
- clouds if needed on the first round) in an area of 1 mile radius per
- RANK of the spell. This continues for the duration. It will negate a
- DROUGHT* spell instantly in the process.
-
- :Grounding
-
- COST : 10
- MODS : D
-
- This spell helps protector the caster on several levels. First it will
- prevent ALL Electrical damage for the duration of the spell; second
- it gives the caster a +10% save for INT saves vs incoming spells and
- effects for the duration. Note that long duration groundings are possible
- but that grounding does NOT work while a character is unconscious or
- asleep in some way as it takes thought to perform.
-
- :Grove_Sanctuary_Rite
-
- COST : 25
- MODS : N
-
- This spell is cast by a mage to establish a place of power where they
- can be assured of relative safety and capability to practice their art.
- Once created the mage cannot create another such Sanctum while it
- exists.
-
- A Grove offers MANY benefits to a mage, and should be
- established in secluded secluded locale to assist in its magics.
-
- Within their grove a mage will be instantly alerted to ANY intrusion
- into it by anyone or anything, and will know if they have come with
- hostile intent. Anyone performing an attack, theft or casting against a
- mage within their grove is -25% to do such, while the mage is at
- +25% to perform any castings against them.
-
- Meditation within ones own grove adds +1 power point per hour;
- All spellcastings are at +25% to succeed (compounds with any
- other modifiers to improve success).
-
- To enter a grove without permission of the owner must be done
- as if trying to face against a sanctuary spell, that is one must save vs
- INT to cross its barriers and wards. Note that a mage will ALWAYS know
- if there is currently an intruder inside their grove, no matter the
- distance to them.
-
- The Sanctum can be a maximum of 100 cubic yards per RANK of the spell.
- Spells cast from outside into a Grove have a 25% chance of reflecting
- back at the source - EVEN in the case of ritual spells. Undead cannot
- cross the barriers of a grove without permission of the owner AT ALL.
-
- While inside their grove a mage is also considered +10 to their APP for
- Presence sake.
-
- Groves CANNOT be dispelled thru normal means. The rite must be
- performed in reverse and of equal or greater rank to the original
- casting.
-
- :Heal_Animals_Fully
-
- COST : 20
- MODS : R
-
- This will heal an animal body of ALL wounds and damage, but does not
- remove diseases and poisons present in the body. Target will awake and be
- fully functional. This cannot be cast on something that is dead, if
- dropped below -10 HTK they are dead and cannot be brought back this way.
-
- To the above cost it additionally costs 1 point per point healed.
-
- :Healing_Sleep
-
- COST : 25
- MODS : R
-
- This spell is cast on a willing, wounded recipient only and causes them
- to fall into a coma-like sleep which will last for 10 hours. During this
- time the recipient's body is working at an accelerated rate to heal
- itself and it will heal 3d10 of wounds. There is NO way to bring the
- subject out of the sleep, so unless you are in a safe place this spell
- is NOT recommended! Additional ranks reduce the time of slumber by an
- hour each (Max of 5 ranks).
-
- :Herb_Enhancement
-
- COST : 10
- MODS : N
-
- This spell is only useful if the Shaman has Herbology. It allows them
- to take any natural herb and multiply its normal affects a hundred fold.
- Thus an herb that is used to stop bleeding will actually partially
- heal an open wound (for 1d10 effect); an herb that helps with upset
- stomaches will cure nausea entirely (even from Stinking Cloud); an
- herb that is poisonous becomes VERY poisonous and requires a save to
- avoid fatality if consumed/injected, and so forth.
-
- Once enhanced the herb will remain enhanced.
-
- :Hold_Portal
-
- COST : 25
- MODS : D,R
-
- This spell magically bars a door, gate, or valve of wood, metal, or
- stone. The magical closure holds the portal fast, just as if it were
- securely closed and locked. Any extra-planar creature (dijinni,
- elemental, etc.) can shatter the spell and burst open the portal at
- will. A knock spell or a successful dispel magic spell can negate the
- hold portal. Held portals can be broken physically or battered down.
-
- :InFertility
-
- COST : 1
- MODS : D,R
-
- Causes the subject to become infertile for the duration, useful for
- means of preventing contraception. This spell will NOT cancel out a
- Fertility* spell! Nor does it cause Impotence - only lack of conception.
-
- :IronMind
-
- COST : 5
- 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.
-
- :Leap
-
- COST : 12
- MODS : D,R
-
- When this spell is cast the individual is empowered with the
- ability to leap. The distance the individual is able to leap is 20'
- per RANK bought of the spell, forward, backward or straight up. One
- Jump per round of the spells duration can be made.
-
- Also at the end of the leap the individual will always land without
- falling damage.
-
- :Limb_Running
-
- COST : 3
- MODS : D
-
- This allows the caster to travel across any wooden surface safely,
- upto a 90 degree angle, as if on normal ground. They can move at
- full speed and need make no PROW rolls against the terrain while
- doing so.
-
- :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.
-
- :Magic_Eye
-
- COST : 15
- MODS : D
-
- By means of this spell the caster, creates a "third eye" much
- like the spell wizard eye except that it remains in a specific
- location once cast. It can be triggered in two ways, one is a
- "pre defined" event occurring, such as some creature passing in front
- of it. The second can be done from anywhere on the same plane, by
- willing it to activate. Once activated the eye lasts its duration
- The "eye" sees as well as the caster, if caster can see normally
- invisible so can the eye, magic enhancements do not work through
- the Magic Eye, such as spectacles or detect invisible. The mage,
- while concentrating will see thru the eye clearly, when not, it
- becomes a ghostly mental image... If the caster has more than one
- eye only one may be active - activating a second one will end the
- first ones usage.
-
- :Mason's_Words_Of_Magic_Deconstruction
-
- COST : 25
- MODS : N
-
- This is a complex series of sounds that MUST be uttered vocally by the
- caster to be effective at a target MAGICAL OBJECT. It will deconstruct
- the item, unweaving the magics that make it functional, turning it into
- a non-charged item. This spell fails within a silence field.
-
- :Message_Scroll
-
- COST : 20
- MODS : N
-
- This spell will transport a scroll to the named being it is intended
- for instantly, no matter which plane they are on (except for the Astral
- and dream planes). The name of the target being is the vital factor.
-
- :Mind_Guard
-
- COST : 15
- MODS : D
-
- This spell protects the caster or subject target being (must be
- sentient) from the effects of a mental nature as well as natural
- abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
- Hypnotism*, Charm Person, Curse of Senility, Detect Deryni, Detect
- Spirit, Nude Mood, Possession, Quantum Leap, Spook, Steal Spell, and
- even Taunt.
-
- :Morale_Boost
-
- COST : 7
- MODS : D,R,T
-
- This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
- and will also give them a +5% chance per rank to succeed at all attack
- rolls for the duration of the spell.
-
- :Night_Sight
-
- COST : 3
- MODS : D,R,T
-
- This allows the caster and targets to see as well at night as in day.
- It does NOT help against magical darkness....
-
- :No_Trespassing
-
- COST : 5
- MODS : N
-
- When this informational spell is cast the mage is immediately told
- if he/she is trespassing on private property and if so exactly who
- owns the property.
-
- :Nude_Mood
-
- COST : 25
- 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.
-
- :Phantasmal_Force
-
- COST : 25
- 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_Growth
-
- COST : 25
- MODS : D,R
-
- When cast on any plant, sprout or seeds it will cause such to grow
- to full size instantly. If the plant is full grown already then it
- will DOUBLE the size of plant, but only for the duration. It cannot
- be cast upon dead plants, only living ones.
-
- :Poison_Thorns
-
- COST : 20
- MODS : R
-
- This creates a spray of poisonous plant thorns at the target. 1d10 such
- thorns are created per RANK of the spell. A prowness roll is made by the
- target against EACH thorn. A Failed roll means they were scratched by the
- thorn and receive 1d10 poison damage (Dwarves and similarly poison
- resistant creatures are unaffected by this attack in that they will ONLY
- receive 1 point damage per thorn, period). ARMOUR does not help vs this
- attack, but a SHIELD may be used to deflect the entire attack if
- successful otherwise rule applies as above. Thorns are NOT reusable.
-
- :Pooka
-
- COST : 25
- MODS : N
-
- A Pooka is a created spirit, in the shape of an animal or mythical
- creature, which takes on an animal-like intelligence and obeys the
- commands of its creator. Besides the initial energy cost to create
- it the Caster also must spend permanently 1 Magic Capacity Point
- (or the 250 eps equiv) so that it will be self-sustaining.
-
- The Pooka can be used as a guardian of a grove, of the creators
- home or some such. It is primarily useful against Non-mundanes,
- But does affect mundanes slightly by its presence. Non-Mundanes
- will become nervous in its presence and may be 'spooked' into
- leaving the area (saves vs INT being needed by them) from a mild
- fear effect.
-
- Non-Mundanes may perceive the creature as it sits upon the Astral
- Plane. It can reach out and affect a non-mundane on the material
- plane or affect Astral travellers.
-
- HTK 20/Rank
- Magic Resistance 5%/Rank
- Initiative Base 25
- Damage Attack 1d10 vs Material Non-Mundanes
- 1d10 + 1/Rank Vs Astral
-
- The attack may appear different based on the form: A Panther would
- claw attack, a Dragon would breathe fire, a Spider would Bite, etc.
-
- While the caster is present the pooka can also act as an Unseen
- servant of sorts for them.
-
- Pookas can ONLY be harmed by Astral harming spells. They cannot be
- charmed, held or entrapped. The Druid MUST sacrifice to them on the
- FULL MOON each month a Quantity of alcoholic beverage to help sustain
- their existance (spirits for the spirit!).
-
- A Pooka can produce poltergeist like effects if that is the instruction
- left it instead of actual combat, annoying beings.
-
- :Preservation
-
- COST : 5
- MODS : N
-
- This is cast upon a container holding food, a potion, a liquid of some
- sort or herbs and spices and will prevent their decaying from their
- current state for one week plus one day per rank. It will handle upto
- 1 gallons of said material per RANK, and can be used on multiple
- containers upto that size factor.
-
- :Protection_from_Constriction
-
- COST : 3
- MODS : D
-
- When cast, a Protection from Constriction spell will mitigate crushing
- damage taken each round from a single attack form. Up to five points per
- rank of the spell is deducted from crushing damage. Note that
- this does not mitigate damage from crushing weapons or falling; it will
- protect against constriction, bear hugs, Bigby's Crushing Hand, or any
- similar gradual compression.
-
- :Protection_From_Spirits
-
- COST : 15
- 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.
-
- :Remove_Curse
-
- COST : 25
- 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_Cold
-
- COST : 5
- MODS : D,R,T
-
- This spell lasts for the duration or until the spell has absorbed 100
- points of cold damage to protect the target from harm.
-
- :Sandrunning
-
- COST : 1
- MODS : D
-
- Allows the caster to travel along loose sand or Dust as if they were
- on a paved road for the duration, able to move without any problems
- with sinking or floundering.
-
- :Sedate_Animal
-
- COST : 7
- MODS : D,R,T
-
- This allows the caster to cause ANY animal intelligence creature to
- collapse asleep for the duration (subject gets a HARD save vs the
- effect). Additional RANKS minus 10% from the save of the target animal.
-
- :See_Invisible
-
- COST : 1
- MODS : D,T
-
- Allows the caster to see any invisible creatures, including persons
- under and invisibility spell or camouflaged, and similarly invisible
- objects. It will NOT detect Astral or Ethereal Plane travelers. It will
- also see thru Phantasmal Force Spells.
-
- RANGE is unnecessary with this spell, as it is set at LOS only.
-
- :Shape_Wood
-
- COST : 20
- MODS : R
-
- This spell allows the caster to shape an existing quantity of wood to
- suit their own desires and needs. The wood can be reformed, but its mass
- cannot be increased in the process of the spell (it can be REDUCED
- though). Thus a crossbow might be shaped and its wooden parts turned
- into a large bowl (the metal parts would fall off in the process), a
- plank might be made into a quarterstaff, a table could be made into a
- chair or a chair into a wooden shield. Once affected the results remain
- for good. The spell does NOT change the quality of the wood or its type
- in the process. This spell can also NEGATE the effects of WARP_WOOD*
-
- :Sleep
-
- COST : 10
- 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 maximum
- speed. This means they get a +20 to all initiative rolls.
-
- :Spell_Shield
-
- COST : 25
- 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_Trace
-
- COST : 10
- 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.
-
- :Spike_Stones
-
- COST : 25
- MODS : R
-
- This spell transforms 1d10/rank ordinary rocks of baseball size or smaller
- into dangerous traps that activate when stepped on. DURATION is not used
- with this spell. Each of the affected stones will, when a weight of 20
- lbs or greater presses upon them, have nasty spikes protrude from their
- surface like caltrops of a larger size. These will do 2d10 damage each
- when stepped on. The spikes are stone in nature, extensions of the rock,
- and remain outward after being sprung. They cannot be reused.
-
- :Starlight
-
- COST : 3
- MODS : D
-
- This spell illuminates an area as a cloudless outdoor night sky filled
- with stars. This light is pale and wan, and dilutes vision mostly to
- black and white. Full visual acuity is possible only out to a range of
- 10 yards, but general identification can be made out to 20 yards.
-
- Stationary figures can be made out at 40 yards, and movement detected
- out to 80 yards. Intervening cover will, of course, reduce sighting
- distances accordingly. This light does not interfere with infravision,
- and there are ample shadows within the area of effect to hide in. The
- illusionary component of the spell creates the appearance of an actual
- starry night sky.
-
- :Sterilize
-
- COST : 5
- MODS : R
-
- This spell, only recently developed, is used to deal not with beings
- but with objects. It allows the quick killing of any germs or disease
- oriented spells and effects on an object, preventing them from spreading
- diseases, plagues etc. It is often used on medical tools, clothing and
- the like used with a diseased patient. Each additional RANK allows
- another object to be affected by the casting.
-
- :Stinking_Cloud
-
- COST : 12
- MODS : D,R
-
- When a stinking cloud is cast the mage causes a billowing mass of
- nauseous vapors to come into being in a 10' radius circle at the point
- of targeting (additional 10'/Rank of spell). Any creature within the
- cloud (except those who cannot smell or breathe) are helpless as long
- as they remain inside the cloud, retching and coughing. Once outside
- the cloud it takes a full round before the victim of such to be able
- to act other than movement.
-
- The cloud remains for the duration, unless blowing away by breezes etc
-
- :SunScreen
-
- COST : 10
- MODS : D,R,T
-
- This spell was, it is believed, developed by a Drow mage to protect
- against the effects of the daytime sun. It prevents the hindrance to
- eyesight caused by extremely bright sun by partially polarizing the
- subjects eyes when in extreme light (It also protects against all FLASH
- type effects that blind momentarily by bright light) and also prevents
- skin burning problems from extreme sun. Besides it uses for Drow it has
- also proved useful to mages in the Desert or Wastelands areas where the
- sun is VERY direct and it helps against snow blindness too.
-
- :Taunt
-
- COST : 15
- 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.
-
- :Trackless
-
- COST : 1
- MODS : D,R,T
-
- This spell prevents the caster or target from leaving footprints of any
- kind, including the heat traces visible by infravision, as their appendages
- do not quite touch the surface they are passing over, and thus leave no
- prints or residue.
-
- :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.
-
- :Treacherous_Tripwire
-
- COST : 10
- MODS : D
-
- One wire (up to 10' long) can be stretched across a hall, or such. The
- wire becomes camouflaged -- undetectable w/o find traps. The first
- creature to attempt to pass must save vs. Prowness or be caught when the
- wire springs free. The magical wire will twine tightly about the ankles
- of its victim, tripping him. If the victim saves then the trap remains
- set until triggered or until its duration expires.
-
- It must then be tediously untangled (or sawed loose) which will take at
- least 3-6 rounds under ideal conditions. If hacked loose in combat, it
- will take 3 rounds.
-
- Once untangled/broken the wire will fade away into nothingness.
-
- :Tree_Speech
-
- COST : 25
- MODS : D
-
- This allows the caster to establish a mental conversational link
- with a Tree to request of it information or to provide information
- to it. Thus a mage might learn of all who passed by such a tree,
- who caused it harm, how long since an event occurred etc.
-
- The tree can either speak in words or in images to the caster,
- dependent on its own inclination. The spell works on anything from
- a seedling to a full grown tree but fails against dead wood.
-
- :Tree_Swipe
-
- COST : 5
- MODS : D,R,T
-
- By use of this spell, the caster will control a tree branch for the
- duration of the spell. The caster can make the branch wave, attack,
- fan a small breeze, etc. If the branch attacks, it does so with a
- prowness of 75% and will do 1d10+2 damage. This spell works only on
- full size trees.
-
- If multiple TARGETS are purchased they can only be applied to other
- branches on the same tree.
-
- :Unsprain_Limb
-
- COST : 15
- MODS : N
-
- This will remove the swelling, pain and detrimental effects of
- a sprained ankle or wrist on the caster or touched being.
-
- :Voice_of_the_Bat
-
- COST : 12
- MODS : D
-
- This spell grants the caster the ability to use sonar to "see"
- and move safely at a normal rate in the dark, even in magical
- darkness. The caster can tell size and general shape of objects up
- to 10 yards away in any direction s/he faces. The caster must
- actively concentrate to "see" her/his surroundings, but merely ceasing
- concentration does not end the spell, and the caster may resume the
- sonar again within the spell's duration.
-
- :Wall_Of_Thorns
-
- COST : 25
- MODS : R
-
- Castable only outdoors on open dirt or natural stone, or indoors on
- a surface of Wood (floor) this spell causes huge thorny plants to
- rise up in a circle 10' radius per RANK and 5' tall (+1 foot per rank)
- Maximum (casters choice) around the selected target point on the
- surface.
-
- This surrounds the area. Anything trying to pass through must do
- 25 points of damage with spell, fire, or cutting/chopping weapons
- to a section of it to break thru. Anything trying to climb over
- it or being thrown against it in some way or otherwise coming into
- contact with the thorns will receive 2d10 damage and have to save
- vs HARDINESS or take another 1d10 of poison damage from them.
-
- The wall lasts until destroyed and is otherwise non-magical in
- nature. If grown on a wooden surface removing it will damage the
- wood of the floor as they have grown FROM it.
-
- :Weakness_Understanding
-
- COST : 15
- MODS : D
-
- This spell grants the caster the ability to perceive the weakest
- points of construction on an object or structure or person. While
- it is active they can apply the knowledge to their attacks on such
- with any physical attack, causing +1 damage per attack per rank they
- know the spell at.
-
- :Wild_Deer_Speed
-
- COST : 1
- MODS : D,R
-
- This spell confers the speed of a deer upon the spell caster. It
- allows the caster or target being to increase his or her running rate
- to twice their normal running rate. Also, while under this spell's
- effect, the caster/target does not become fatigued or winded by running
- at such a fast pace. Furthermore, they can leap forward for 10' + 2'
- per rank when running.
-
- :Wither_Plantlife
-
- COST : 15
- MODS : N
-
- This spell kills all normal vegetation within an area of 100 square
- feet per Rank, in a circle from the targeted spot. Trees receive a
- 25% chance of surviving. Treants suffer 1d10 points of damage per
- RANK of the spell.
-
- :Wound_Closure
-
- COST : 15
- MODS : R,T
-
- This spell closes the wounds of the recipient to prevent bleeding and
- infection, incidentally curing 1d10 of hardiness damage. All of the
- victim's wounds will be closed by a single casting. Further application
- isn't possible to increase the healing effect.
-
-
-