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- :Entertainer_Tradition
-
- Entertainers are one of the most VISIBLE of the Traditions, for
- they use their magics not so much for serious pursuits but to
- entertain and perplex Mundanes and others, and to help hide the
- fact to them in the process that magic really exists, by actually
- doing it...
-
- Required Skills :
-
- Concealment
- Escape Artistry
- Pocket Picking (Includes Sleight of hand)
- Reading/Writing
- Theatre Arts
-
- Suggested Skills :
-
- Acrobatics
- Alertness
- Contortionist
- Disguise
- Find/Remove/Set Traps
- Gambling
- Hiding In Shadows
- Juggling
- Lip Reading
- Magical History
- Rope Use
- Stealth
- Swimming
- Tightrope Walking
- Trapeeze
- Ventriloquism
- Voice Mimicry
-
- Restrictions & Capabilities :
-
- +1% Success to cast for each MUNDANE Watching
- -20% if Not using Hand Gestures
- -20% if not able to speak/use magic 'words'
- -20% if Casting with HOSTILE intent to a living Target
- Cannot Ritual Cast
- Tools use for spells gets 2 points of reduction per
- tool in use instead of 1 (to Min. of 1)
- Tools do NOT increase casting time for them,
- unlike other Traditions.
- A Failure to cast is ALWAYS a Spell Klutz
-
-
- :Affect_Normal_Fires
-
- COST : 3
- MODS : D,R
-
- This spell enables the wizard to cause non-magical fires--from
- a torch or lantern to as large as a 10' radius ---to reduce in size and
- brightness to become mere coals or increase in light to become as
- full daylight and increase the illumination to double the normal radius.
- This does not affect either fuel consumption or damage caused by the
- fire. The caster can affect any or all fires in the spell's area. He
- can alter their intensities with a gesture as long as the spell is in
- effect. The spell lasts until the caster cancels it, all fuel is burned,
- or the duration ends. The caster can also extinguish all flames in the
- area, which expends the spell immediately. The spell does not affect fire
- elementals or similar creatures.
-
- :Animate_Object
-
- COST : 15
- MODS : D,R,T
-
- By means of this spell an inanimate object becomes animate and under
- the command of the caster. The object will move at about 5' per round
- unless it is something designed for movement (ex: A wagon, wheelbarrow
- etc). Objects animated in this way cannot fight, but may block an attack
- by interceding. They are imbued only with enough intelligence to obey
- the instruction by the caster (ex: an animated broom can sweep the
- floor, but knows nothing about making tea). One of the common ways of
- using this is to cast it on a scarecrow or other such humanoid appearing
- form so that a wider range of commands are possible. The animated beings
- cannot perform a task that the caster has no knowledge of or cannot
- perform themselves - ex: an animated mannequin instructed to make dinner
- by the caster could cook no better than the person that created it.
- They cannot hold or manipulate magical energy in any way.
-
- :Audible_Glamour
-
- COST : 3
- MODS : D,R
-
- When the audible glamour spell is cast, the wizard causes a volume of
- sound to arise, and seem to recede, approach, or remain a fixed place as
- desired. The volume of sound created, however, is directly related to
- the rank of the spell. The volume is that of four men, maximum.
-
- Thus, talking, singing, shouting, walking, marching, or running sounds
- can be created. The auditory illusion created by the spell can be
- virtually any type of sound, but relative volume must be commensurate.
-
- A horde of rats running and squeaking is about is about the same as
- eight men running and shouting. A roaring lion is equal to 16 men, while
- a roaring dragon is equal to the noise volume of no fewer than 24 men.
-
- :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 a saving throw.
- Fails against creatures native to the plane.
-
- Banishment is NOT considered a Hostile act, unless returning a
- being to its native plain would result in death or pain.
-
- :Beauty
-
- COST : 3
- MODS : D,R
-
- This spell is cast upon a being of sentience only. It enhanced their
- Appearance magically for the duration by 10 points. It is often used
- by Female Mages to enhance their natural 'talents'.
-
- Unlike 'Friends' it does NOT directly influence others and thus has
- no detrimental effects, or concepts of deception.
-
- Additional RANKS add 1 to the gained points.
-
- :Bigby's_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!
-
- :Bigby's_Interposing_Hand
-
- COST : 15
- MODS : D
-
- This creates a HUGE-sized magic hand which appears between the caster
- and an opponent. This disembodied hand then remain between the two,
- regardless of what the spellcaster does or how the opponent tries to get
- around it. The hand is about the size of the caster. It may be harmed
- by spells and normal weapons, but can absorb all damage until it hits its
- limit, which is 100 points per RANK of the spell.
-
- :Blur
-
- COST : 5
- MODS : D,R
-
- This causes the casters (or target being's) outline to become blurred,
- shifting and waivers. This distortion causes all missile and melee
- combats to be -20% normal chance to hit as well as for all magic attacks
- directed at the target exactly.
-
- :Broomstick_Enchantments
-
- COST : 25
- MODS : D
-
- This spell is cast upon an ordinary broomstick and causes it to become
- capable of performing several functions upon the need of the caster:
-
- First it can animate the broom to sweep an area clean of debris
- for the duration of the spell. This is its simplest function.
-
- Second the broomstick can be ordered to act as a servant, and it
- will sprout small arms with 3 fingered hands that can manipulate objects
- and animate and move about fetching or carrying for the caster at any
- task it is order to do. (Shades of Mickey Mouse here)
-
- Third it can be made to levitate and to take flight, moving at a
- speed twice that of a running man, while ridden (it can carry about 200
- lbs total weight) and at command of the rider. This is its most complex
- function.
-
-
- :Bubbles_Of_Euphoria
-
- COST : 15
- MODS : D,R
-
- This spell summons or generates some giant 'soap bubbles' that will
- float around the area where they were ranged to. Those within the area
- must save vs prowness each round of the effect to avoid touching and
- bursting one of the bubbles. If they fail and touch one it bursts,
- and releases a strange gas effect on them - because of its nature it
- WILL bypass a minor globe of invulnerability and it will work on a being
- with magic resistance. The gas causes a feeling of Euphoria in the
- being, which will make them smile and laugh at foolish things. This will
- distract mages who are spellcasting, even those with IRONMIND spells
- active, reducing their chance to cast by 25%, and it will reduce any
- resistances to sleep, charm or non-damaging spells by this same amount.
- The effect of the Euphoria lasts for the duration.
-
- Area of effect is a 10' radius from the range point, and the caster
- CAN be affected by their own spell in this case if they cast it in too
- confined an area! Each additional rank adds 10' to the radius.
-
- :Change_Self
-
- COST : 5
- MODS : D
-
- This spell enables the wizard to alter the appearance of his
- 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 DM 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.
-
- :Chronoport
-
- COST : 15
- MODS : D,R
-
- This spell can be cast on the caster or on a target being or object,
- and is limited to a maximum of effectiveness equal to 25 lbs per RANK
- of the spell (thus for a man-sized object 5 or more ranks are needed).
-
- Unlike a teleport, a Chronoport moves the target forward in TIME
- instead of in space. Thus they disappear from sight and reappear in
- the future at the actual Duration's end. Once cast there is NO way to
- cancel the spell or dispell it. The target does not age in the interium
- period of time so they arrive only 1 round after their departure as far
- as they are concerned but could in actuallity have spent hours, days or
- even years being away while the spell progressed.
-
- If the space they had occupied on departure has been filled with
- another object they will arrive randomly in a nearby open space.
-
- :Cleanliness
-
- COST : 3
- MODS : D,R,T
-
- This spell is cast upon cloth, either uncut or finished clothing. It
- enhances the natural properties of the cloth, making it wrinkle-proof,
- stain-proof and unable to become dirty or soiled in any way (Such will
- roll or fall off). It dries in minutes and is in every way superior.
- Duration is Necessary for this spell to be valuable.
-
- :Cloud_Walk
-
- COST : 12
- MODS : D,R,T
-
- This spell allows the recipient to walk on any form of fog, cloud, or
- smoke as if it were solid. The recipient may move at normal movement
- rate, plus the movement rate of the smoke.
-
- The smoke must be reasonably thick, reducing visibility
- significantly... This spell will not allow walking on fine mist.
-
- :Color_Change
-
- COST : 3
- MODS : D,R
-
- Cast upon a target being or object it changes its external color
- to one specified by the caster for the duration. This is primarily an
- annoying spell but can also be useful in some situations. Maximum area
- of affect is 10 cubic Feet per RANK. It CAN be cast upon light to
- change its spectrum as well.
-
- :Color_Spray
-
- COST : 5
- MODS : R
-
- Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
- clashing colors to spring forth from his hand. Creatures within the area
- are affected in order of increasing distance from the wizard. All
- are entitled to a saving throw vs. magic. Blind or unseeing creatures
- are not affected by this spell.
-
- Creatures failing saving are stunned for 1d10 rounds.
-
- Range will determine the maximum range from Caster that creatures can be
- to be affected.
-
- :Complex_Illusion
-
- COST : 15
- MODS : D,R
-
- This spell is the most advanced of the Phantasmal Force style illusions.
- This illusion will affect EVERY sense of those experiencing it and will
- appear to even inflict damage if it is a damage causing thing that is
- being projected - but a being that things its been killed/destroyed will
- merely fall unconscious for 1d10 + Rank rounds and then will revive with
- no damage from the illusion. A being who has been so knocked out will
- NOT be affected by the illusion a second time.
-
- Complex illusions will move as ordered by the caster within range, and
- will otherwise stay put unmoving until dispelled or destroyed. Thus an
- illusion of a brick wall will last until the duration is ended...
-
- Casters are NOT affected by their own illusion.
-
- :Costume_Change
-
- COST : 5
- MODS : N
-
- This allows a mage to change into an official costume for their
- performance instantly. They must have a specified performing costume
- premade (they can have 1 per RANK of the spell) and in storage somewhere
- known to them (in a trunk, wardrobe, Closet etc). On casting the spell
- their current clothes change places with the costume (or vice versa
- at the end of a performance). Range is NOT a factor. A Player Character
- who has this spell should make a list of their prepared costumes and
- their contents for the stage etc.
-
- :Costume_Change_Others
-
- COST : 20
- MODS : N
-
- Like the standard Costume_Change* but this time the spell is cast
- on an assistant, Volunteer etc and switches their clothes for the
- costume chosen. This is often also used as humerous, like turning the
- volunteers nice 3 piece suit into an Easter Bunny outfit while on
- stage! The target is covered in a whirling swirl of color while the
- change occurs.
-
- :Create_Spring
-
- COST : 5
- MODS : D
-
- This spell is cast upon natural rock or earth and causes a spring of
- fresh water to bubble forth from it, putting out about five gallons of
- water per hour. It is a great means of bringing water to a desert,
- irrigating crops etc.
-
- :Dancing_Lights
-
- COST : 3
- MODS : D,R,T
-
- This causes 1d10 of small glowing lights to appear that resemble
- candles and produce that amount of light that move as the caster
- desires. The spell winks out if they are moved beyond the range.
- If targeted they can be made to follow around a target being to provide
- light, so long as within range. Additional Ranks add 1 additional light
- to the rolled amount.
-
- :Darkness_Field
-
- COST : 5
- MODS : D,R
-
- This creates an area of darkness at a chosen area that is impossible for
- NORMAL sight to see thru. The darkness field is 10' cube per RANK the
- spell is known at. The field can be dispelled by ANY light spell cast
- within its area, unless the spell is known at RANK 3 or better.
-
- :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.
-
- :Demonic_Barber
-
- COST : 20
- MODS : R
-
- This spell creates a physical manifestation that appears to be a demon
- with humanoid form but goat-like legs and small horns with barbed tail
- wearing a long leather apron with pockets. The target being will find
- themselves in a Barber chair and the demon will then give them a proper
- haircut and styling over the next 3 rounds. The target cannot leave the
- chair but may act otherwise in any way they wish but cannot physically
- or magically harm the demon (except dispell it). They will have a perfect
- haircut and suffer no harm from the demon (but they may be attacked by
- others while the coiffeur is occurring).
-
- A resistant target gets a save vs Prowness to avoid the chair when the
- spell is first cast.
-
- :Demon_Tailor
-
- COST : 25
- MODS : D,T
-
- This summons a tiny winged red demon the size of a mouse that is an
- expert in the art of sewing and magical clothing alterations. The
- demon can alter an existing set of clothes to fit the caster in one
- round if so ordered, even if there is insufficient material. It can
- also be ordered to turn raw materials into a set of clothes the caster
- has in mind for their own wearing in a full minute (10 rounds). If
- neither raw materials nor existing clothes exist but the caster wishes
- it and has placed enough duration into the spell, the Mage can ask the
- demon to craft a set of clothes to the mages specifications entirely
- from magic (Takes a full hour). The clothes will have the property,
- if formed this way, to neither wrinkle nor stain and will adjust to fit
- the wearer no matter how their body shape may change, so long as it
- remains humanoid.
-
- Multiple Targets are bought ONLY if the mage is having clothes made
- for someone else. The Demon cannot produce armour of any kind.
-
- :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_Magic
-
- COST : 3
- MODS : R
-
- This spell causes all magic on the target being/object to be shown
- in that it will glow with the color of its Guildtype(s). Duration
- is not needed to be purchased, and it is cast at the suspect target.
-
- :Detect_Traps
-
- COST : 5
- MODS : D
-
- Allows the caster to determine if anything in sight is a Trap. Range
- is not used with this spell, nor is target, as it simply notifies the
- caster of traps. If the caster wishes to determine what the trap is
- an Intuition save is needed, and if successful can state what the trap
- is and may be able to disarm it.
-
- :Dimensional_Depth
-
- COST : 15
- MODS : D
-
- This spell is cast on a container, a pocket, purse, sack, Pouch,
- Suitcase, Chest, trunk, crate, etc. What it does is expand the interior
- dimensions of the container into another pocket dimension, approximately
- 5'x 5' x 5' per RANK of the spell. Objects placed inside are held in
- stasis, unaging, while within the container. It is a spell often used by
- mages needing more space then they have available (objects within have
- no weight perceivable in the outside world) or by thieves. You cannot
- place a living creature or being within the space as a prolonged stay
- of more than a round would result in death.
-
- At Third Rank this spell becomes impossible to DISPELL before its
- duration ends.
-
- :Dispel_Illusion
-
- COST : 5
- 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
-
- :Dispelling_Curtain
-
- COST : 20
- MODS : D,R
-
- This spell is used to set up a shimmering violet energy screen in a
- curtain form that the caster desires (Can be a maximum of 10' x 10'
- per RANK of the spell, but NO lower limit). Any creature passing thru
- it will have active spells on them affected by a Dispell Magic that is
- slightly more powerful than an ordinary one - this one CAN affect the
- results of spell klutzs 50% of the time, and CAN shut down any Globe of
- Invulnerability or Globe of Minor Invulnerability, but cannot shut off
- curse affects or any spell that was at rank 5 or greater.
-
- The Dispelling Curtain will NOT work against items, only beings.
-
- :Dispel_Silence
-
- COST : 3
- 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.
-
- :Dry
-
- COST : 1
- 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).
-
- :Dust_Spray
-
- COST : 3
- MODS : R
-
- This causes to spray out from the casters hand a stream of Fine Dust and
- ashe at a target. If this is fired at a being then they get a save vs
- PROW to avoid being blinded by the effect for 1d10 Rounds. It can also be
- used to enhance a Dust_Devil or Similar Air Elemental, to cover a trail
- with dust and ashe to avoid detection, or to dirty a persons clothes or
- a surface like a floor. The dust remains after the spell ends.
-
- :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.
-
- :Enhanced_Phantasmal_Force
-
- COST : 7
- MODS : D,R
-
- This spell is a Phantasmal force with Sight and Sound and (optionally)
- smell, but not substance. The enhanced Phantasmal Force can cover a
- 10' x 10' x 10' area at the stated range per RANK and can move anywhere
- from that range to the caster as the caster chooses. While working this
- spell the caster cannot cast another spell (but may prepare one) or
- engage in HTH combat except defensively. If the caster moves the Force
- will remain always within range of the caster. Upon casting another spell
- the Force will cease to move by the will of the caster, but will simply
- freeze frame where it is until the duration ends. It will continue the
- last ordered sound and smell output.
-
- :Enlarge/Reduce
-
- COST : 10
- MODS : D,R
-
- This spell causes instant growth of a creature or object, increasing
- size and weight. It can be cast only upon a single creature or upon a
- single object that does not exceed ten cubic feet in volume per caster
- level. The object or creature must be seen to be affected. It grows by
- up to 10% per rank of the spell, increasing this amount in height, width,
- and weight.
-
- All equipment worn or carried by a creature is enlarged by the spell.
- Unwilling victims are entitled to a saving throw vs. spell. A successful
- saving throw means the spell fails. If insufficient room is available
- for desired growth, the creature or object attains the maximum possible
- size, bursting weak enclosures in the process, but it is constrained
- without harm by stronger materials--the spell cannot be used to crush a
- creature by growth.
-
- Magical properties are not increased by this spell--a huge sword +1
- is still only +1, a staff-sized wand is still only capable of its normal
- functions, a giant-sized potion merely requires a greater fluid intake
- to make its magical effects operate, etc. Weight, mass, and strength
- are affected. Thus, a table blocking a door would be heavier and more
- effective, a hurled stone would have more mass (and cause more damage),
- chains would be more massive, doors thicker, a thin line turned to a
- sizeable, longer rope, and so on.
-
- The reverse spell, reduce, negates the enlarge spell or makes
- creatures or objects smaller. The creature or object loses 10% of its
- original size for every rank of the spell, to a minimum of 10% of the
- original size. Thereafter, the size shrinks by one foot increments to
- less than a foot, by one-inch increments to one inch, and by 1/10
- increments to 1/10 of an inch--the recipient cannot dwindle away to
- nothingness.
-
- :Erase
-
- COST : 3
- MODS : R
-
- The erase spell removes writings of either magical or mundane nature
- from a scroll or from one or two pages of paper, parchment, or similar
- surfaces. It removes explosive runes, glyphs of warding, sepia snake
- sigils, and wizard marks, but it does not remove illusionary script;
- Nonmagical writings are automatically erased.
-
- :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.
-
- :Fall_Short
-
- COST : 15
- MODS : D,T
-
- Target being this is cast on has their range illusionary modified so
- that they will appear to drift back and forth to a viewer, causing their
- range to distort. Anyone firing a ranged weapon at the target must make
- an Intuition ROLL (Perception, alertness cannot be applied as a skill vs
- this) to properly perceive the targets range - if they fail they will
- automatically miss with their attack. Anyone making a HTH attack vs the
- target being is -10% normal chances to hit because of the effect. Anyone
- using a ranged spell (non-touch) to hit must also make a perception roll
- to properly gauge the range to the caster OR must pay for EXTREME (20
- point ballista range) to ensure to hit the target, or they will be subject
- to the effect as if a ranged attack with a weapon.
-
- :Feather_Fall
-
- COST : 1
- MODS : D,R
-
- When this spell is cast, the target(s) affected immediately
- assumes the mass of a piece of down. Rate of falling is instantly
- changed to a mere two feet per second (120 feet per round), and no
- damage is incurred upon landing while in effect. When the spell duration
- ceases, normal rate of fall occurs. The feather fall affects one or more
- objects or creatures in a 10-foot cube per rank.
-
- :Find_Mundane_Object
-
- COST : 25
- MODS : N
-
- This spell will help the caster 'find' a generic mundane object that
- they specify in their general vacinity. The object will be in a pocket,
- sack, container, behind a nearby place or whatever and appear that it
- had been there all along. Usually it requires the use of a verbal or
- mental phrase like "If we only had a rope!" or "What we couldn't do with
- a crowbar right now". The object has no magical properties whatsoever
- (its mundane!) and doesn't vanish or fade away. The spell does limit the
- item to a mundane one from the equipment list that would fit within the
- general area the caster is in (no making automobiles appear out of
- pockets!), and should be of a maximum of 5 lbs per rank and cost no more
- than $5 per rank. The object CAN, in the case of the Entertainer, be
- LARGER than the locale it is being drawn from, upto twice the size of
- the locale, since it is being drawn extradimensionally from elsewhere.
-
- :Fire_Dart
-
- COST : 3
- MODS : N
-
- This creates a physical dart that is thrown with the Dart throwing
- weapons skill. Upon leaving the casters hand it becomes afire and
- if it strikes the target does 1d10 magical fire damage to the target.
- Each RANK that the spell is known at adds one to the damage done.
- Non-Magical armour (except Leather) does NOT help against the attack.
-
- :Fishing_Net
-
- COST : 10
- MODS : R
-
- This summons and causes to drop on the target area a 10' square fishing
- net that entangles anything inside it. The Net can be cut away in
- another round of activity, if no cutting tools are available anything
- caught in it gets a roll vs Prowness each round afterwards to try to
- untangle themselves and escape. The net is non-magical.
-
- :Flare
-
- COST : 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 : 1
- 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.
-
- :Free_Action
-
- COST : 5
- MODS : D,R
-
- This spell enables the target to move and attack and otherwise act
- normally for the duration of the spell, negating effects like Paralysis,
- little death, hold person, web, hog tie and similar binding effects.
-
- :Gaze_Reflection_(Mara's_Miracle)
-
- COST : 3
- MODS : D
-
- This spell will cause any GAZE oriented spell or natural power to be
- reflected back at its source entirely to affect them instead of the
- caster. Additionally this will (at will) materialize a 'mirror' in front
- of the caster which they alone can see in which they can view their own
- reflection (While acting as a mirror the spell does NOT work against a
- gaze attack) or use a gaze spell of some sort on themselves.
-
- :Glow
-
- COST : 1
- MODS : D,R
-
- This spell causes the object or person affected to emit an eery
- glow. The color ranges from blue to green. It cannot be dispelled
- but it can be negated by a darkness spell. The glow is not bright
- enough to read with but is easy to spot in the dark. The material
- component is a silver firefly figurine. If cast on an invisibility
-
- :Grease
-
- COST : 5
- MODS : D,R
-
- A grease spell covers a material surface with a slippery layer of a
- greasy nature. Any creature entering the area or caught in it when the
- spell is cast must save vs prowness or slip, skid, and fall. Those who
- save can reach the nearest non greased area by the end of the round.
- Those who remain in the area are allowed a saving throw each round until
- they escape the area. The GM should adjust saving throws by
- circumstance; for example, a creature charging down an incline that is
- suddenly greased has little chance to avoid the effect, but its ability
- to exit the affected area is almost assured! The spell can also be used
- to create a greasy coating on an item--a rope ladder rungs, weapon
- handle etc. Material objects not in use are always affected by this
- spell, while creatures wielding or employing items receive a saving
- throw vs. spell to avoid the effect. If the initial saving throw is
- failed, the creature immediately drops the item. A saving throw must
- be made each round the creature attempts to use the greased item.
-
- Grease affects as little as a square foot and a maximum equal to
- The Casters known RANK * 5 Square feet .
-
- :Guardian_Demon
-
- COST : 30
- MODS : D
-
- This spell does NOT summon a demon. It instead creates from its own
- energies a creature that physically appears to be a demon of about
- half-human size (about 3' tall) with bright red skin , horns and a
- pointed tail. Its armed with a small trident (1d10+4 magical damage).
- The caster instructs the demon to guard one being, object or location
- and it will do so to the death. The Demon has 20 HTK and cannot be
- harmed by non-magical weapons. Spells cast at the demon have a 50%
- chance of volleying back at their target as do all missile weapons,
- with the exception of DISPELL MAGIC. The caster must give the demon
- a password that when spoken will end the spell and the demon will then
- fade away. TARGET and RANGE are not used with this spell, but Duration
- adds are mandatory to be effective. The demon, in combat, attacks at
- 100% skill with its trident. It can also throw a minute fireball that
- does 2d10 normal fire damage to the target. The demon cannot be used
- for anything except to guard and protect.
-
- Additional Ranks add 5 HTK to the demon, +1 to its trident damage
- and an additional +1 to the fireballs effect.
-
- :Hair_Color
-
- COST : 3
- MODS : R
-
- This will change the color of the body hair of a being or creature, and
- the effect will last until the hair grows out or is colored again by a
- spell. This effect cannot be dispelled.
-
- :Hairy
-
- COST : 1
- MODS : D,R
-
- This spell will cause a target to begin to grow hair. If the target
- already HAS hair it will simply excellerate the growth process. If the
- target normally doesn't have hair then it will cause it to grow hair
- (yes, with this you CAN grow hair on a billiard ball!). The rate of
- growth is 1 inch per ROUND of duration. Long durations are NOT suggested
- with this spell.
-
- :Haunting_Sounds
-
- COST : 1
- MODS : D
-
- The spell causes a strange haunting sound (see list that follows)
- within 30' of the caster (no extended range available), like those
- associated with haunted places.
-
- List : Creak, Footfall, Groan, Moan, Rattle, Tap, Thump, Whistle.
-
- If duration is cast with the spell then the sound will remain in the
- area it is originally cast and NOT follow the caster as he/she moves
- about.
-
- :Hey_Bartender
-
- COST : 10
- MODS : N
-
- This summons a magical demonic bartender with a cabinet of all sorts of
- alcoholic drinks. He/she will request of the caster's preference and will
- fill the order within a round and then both he and the cabinet will
- vanish.
-
- :Hide
-
- COST : 1
- MODS : D
-
- This is a minor form of invisibility which will conceal an object, being or
- creature from everyone who is in FRONT of the caster (Those who are
- beside or behind the caster can see the hidden object without
- hinderance). It does not cancel sounds and it will not help if the
- target moves more than 3' from its original position while hidden. It
- can only affect a maximum of 10 cubic feet of matter.
-
- If cast for but one round the spell takes but a single round to cast, if
- duration is wanted then the effect takes the standard 3 rounds to cast.
-
- :Hold_Portal
-
- COST : 5
- MODS : D,R
-
- This spell magically bars a door, gate, or valve of wood, metal, or
- stone. The magical closure holds the portal fast, just as if it were
- securely closed and locked. Any extra-planar creature (dijinni,
- elemental, etc.) can shatter the spell and burst open the portal at
- will. A knock spell or a successful dispel magic spell can negate the
- hold portal. Held portals can be broken physically or battered down.
-
- :Hypnotism
-
- COST : 5
- MODS : D,R,T
-
- The target creature(s) become susceptable to suggestions from the caster
- that are delivered vocally in a language that they understand. The caster
- must give the SAME suggestion to all targets immediately after the
- casting of the spell.
-
- :Illusionary_Script
-
- COST : 5
- MODS : N
-
- This spell enables the caster to write instructions or other
- information. The Illusionary script appears to be some form of foreign
- or magical writing. Only the person(s) who the caster desires to read
- the writing will be able to do so, although it can be recognized by
- another Orange Mage. Others attempting to read it will become confused
- for 1d10 rounds (save vs Intuition), unable to act or think straight and
- likely to wander aimlessly or simply sit down where they stand.
- The script does NOT vanish after being read.
-
- Additional Ranks of the spell increase the confusion by another d10.
-
- :Invisibility
-
- COST : 25
- MODS : D,R,T
-
- Caster, subject being or subject object becomes invisible to normal
- sight. This adds 50% to their prowness for defensive and offensive
- purposes. This is NOT perfect invisibility, the eyes on a person will
- be visible while open and may be noticed. Also if an invisible being
- is wounded their blood will become visible when it strikes the ground.
- If a person their equipment will be included in the effect, BUT if they
- fire a missile weapon or throw such it will become visible after
- leaving their presence. Caster can turn off the spell at will. An
- invisible person can be partially discovered thru infravision (instead
- of 50% prowness modifier it becomes only a 25% modifier). Once turned
- off the spell MUST be recast in full.
-
- :Knock
-
- COST : 5
- MODS : R
-
- This will open a sealed door or object, sealed by magic or by mundane
- means, instantly. It does NOT remove traps or spells.
-
- :Levitation
-
- COST : 20
- 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.
-
- :Luggage
-
- COST : 25
- MODS : D
-
- This spell is cast on a container of some sort - a Suitcase,
- Backpack, Chest, Wardrobe, or chest of Drawers. The item is usually
- individualized, sometimes excessively. It causes it to become magical
- it is placed upon the ethereal plane and can be recalled by the caster
- by means of a command word (or anyone else who knows the word) so that
- it will appear within a few feet of its maker on the material plane
- when called. Oftentimes mages will add various protections and traps
- on the container to preserve it from possible tampering by ethereal
- travelers and creatures when it is away. While on the ethereal plane
- the container will travel along under its own magical power, on
- little tiny legs, so that it is always near its owner. The mage can
- also make one of these for someone else, using the TARGET option of
- casting, if willing, so that the target's energy will be the supply
- for keeping the spell active from that point on.
-
- This allows a mage to travel light without large amounts of excess
- equipment bogging down his/her.
-
- While on the material plane the container will continue to follow
- the mage around in a similar fashion until the mage gives the word of
- command again.
-
- :Make_Change
-
- COST : 1
- MODS : N
-
- This spell is cast upon normal paper currency in the caster's hand
- into metal currency (coins) equalling the same total value. One
- paper bill can be affected per RANK of the spell.
-
- :Magic_Mouth
-
- COST : 1
- MODS : R
-
- This is cast on an object or a surface (like a Wall). It will cause a
- mouth to appear on the item and repeat a statement specified by the
- caster in the voice the caster uses when casting it, upto 25 words in
- length, in a language known to the caster. The speaking will occur when
- a specific event occurs in a 30; radius of the mouth. Ex: Speak when
- anyone passes within range of you. Speak when a winged creature passes
- you. (It cannot detect Invisible, ethereal or astral creatures). Until
- the command can be completed the spell remains dormant and in effect.
- If it is wished for the spell to continue AFTER it has accomplished its
- function then you must learn multiple ranks of the spell (Each RANK
- adds another usage to the spell).
-
- :Melodramatic_Music
-
- COST : 3
- MODS : D,R
-
- The spell causes the music to be played whenever the victim performs
- certain actions; such as entering a room, charging into battle, or
- making an announcement.
-
- It makes it nearly impossible to perform any stealth-oriented function.
-
- :Mending
-
- COST : 5
- MODS : D,R
-
- This spell repairs small breaks or tears in objects. It will weld a
- broken ring, chain links, medallion, or dagger. Ceramic or wooden objects
- with multiple breaks can be invisibly rejoined to be as strong as new.
- A hole in a leather sack or wineskin is completely healed over by a
- mending spell. This spell does not, by itself, repair magical items of
- any type.
-
- If cast on damaged armour it restores upto 1d10 of lost absorption
- capability.
-
- Multiple TARGETS are not possible with this spell. If extra DURATION
- is bought it will restore damage to larger items at the 1d10 Hardiness
- rate, each round... in this way a broken wagon or even a house could be
- returned to its original state, so long as there had been no magic in
- its original state.
-
- :Message_Scroll
-
- COST : 15
- 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.
-
- :Metamorphose_Liquids
-
- COST : 5
- MODS : R
-
- This spell transmutes one type of liquid into an equal amount of a
- different, nonmagical fluid (water, wine, blood, oil, etc.). The
- caster must torch the fluid itself (not simply its container) for the
- spell to take effect.
-
- Fluids can be transmuted only into nonmagical liquids; it is not
- possible to change a magical liquid into another type of magical liquid.
- Poisons may be rendered harmless through the use of this spell, but the
- spell has no effect on poisons already consumed.
-
- Living creatures are unaffected by the spell, excluding those from the
- elemental plane of water. Such creatures are allowed a saving throw vs.
- spell. Failure results in 3d10 damage per rank of the spell, while
- success indicates no damage. Only one creature can be affected by a
- single casting of this spell, regardless of the creature's size.
-
- :Minute_Ball_of_Fire
-
- COST : 5
- 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 : 12
- 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.
-
- :Mislead
-
- COST : 30
- MODS : D,R
-
- This spell places Assasin's_Invisibility* on the caster and at the
- same time creates an illusionary double where he/she was. The mage
- may then go about doing as they wish while controlling the illusion
- and having it move, speak, smell and even feel real for the duration.
- True Seeing will reveal what has occured. The Double cannot actually
- pick up or otherwise move matter on its own.
- If the caster moves outside thr range from the double then the
- double disappears with a popping sound like that of a teleport.
-
- :Mystic_Marbles
-
- COST : 5
- MODS : R
-
- This spell causes to create one 1" diameter hard glass marble per
- square inch over an area ten feet by ten feet (a total of 14,400 glass
- marbles neatly filling the area), making an area of highly likely
- slipping and falling for anyone passing thru it. Duration and targets
- are not used in this spell, but range is. If instead of aiming the spell
- at a floor/stairs etc it is cast in the area above a being the marbles
- will rain down like a small hail storm doing 1d10 normal damage (armour
- absorbs etc) but ending with a very difficult area to travel thru.
-
- :Nude_Mood
-
- COST : 15
- 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.
-
- :Object_Castle
-
- COST : 3
- MODS : R
-
- This will cause two objects to exchange places with each other. At
- least one of the objects must be in LOS and inside the range. The
- second object can either be within the range and LOS/in contact
- with the caster or be a memorized Object of the caster's. The two
- objects must be within 5 lbs of each others weight (this difference
- can be increased, doubling with each rank). The maximum sized item
- that can be castled is based on extra points spent in the casting,
- 1 point at rank 1 allows upto a 5 lb object, 1 point at rank 2
- allows a 10 lb object, and so forth.
-
- You cannot castle an item that is bolted down or otherwise attatched
- to a surface.
-
- :Painting
-
- COST : 1
- 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.
-
- :Passwall
-
- COST : 20
- MODS : D
-
- A passwall spell enables the caster to open a passage through wooden,
- plaster or stone walls or surfaces, and thus allowing himself and
- companions etc to simply walk thru. The spell creates a 5' high by 10'
- high by 10' deep opening. Additional ranks increase the depth of the
- passage. The passage vanishes when the duration ends.
-
- :Phantasmal_Force
-
- COST : 3
- MODS : D,R
-
- This spell creates the illusion of any object, creature, or force, as
- long as it is within the boudaries of the spell's area of effect, being
- upto a 40 cubic feet in size per RANK of the Spell.
-
- The illusion is visual and affects all believing creatures (undead are
- immune) that view it. It does not create sound, smell, or temperature.
- Effects that depend of these senses usually fail. The illusion lasts
- until struck by an opponent--unless the spellcaster causes the illusion
- to react appropriately--or until the wizard ceases concentration upon the
- spell (due to desire, moving, or a successful attack that causes damage)
- or due to its duration ending. Creatures that disbelieve the illusion
- see it for what it is. Creatures believing the illusion are subject to
- its effects.
-
- The illusionary effect can be moved by the caster within the limits
- of the area of effect. The GM has to rule on the effectiveness of this
- spell.
-
- :Plant_Growth
-
- COST : 5
- 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.
-
- :Pleasure_Touch
-
- COST : 25
- MODS : D
-
- This spell is cast on the caster primarily and gives his/her exposed
- skin an added special property that affects others that come in contact
- for the duration. Anyone touching the caster will feel EXTREME pleasure,
- as if in orgasm, simply from the contact. The effect is mental primarily,
- but if they fail a save vs HARD they also receive a Physical orgasm at
- the same time.
-
- After such a contact they react in the usual ways from such and are
- basically stunned and unable to act aggressively or to think too cohereantly
- (about -75% to perform anything but basic movements, with the exception
- of usage of tantrics skills), for about 1d10 + 1d10/RANK RNDS.
-
- If a physical reaction occured and the person touching was male then
- no further effect will occur on them by direct contact for at least 15
- minutes. If the person in contact was female the touch will continue to
- produce reactions, but after the first touch effect they must save vs
- INT after each Physical reaction to remain conscious. Unconsciousness
- will last about an hour after being achieved.
-
- This spell is the closely guarded secret of many courtesans...
-
- :Polymorph_Object
-
- COST : 20
- MODS : D,R
-
- This spell will change one inanimate object into another temporarily.
- The difficulty of casting this spell increases dependent on how different
- the original substances the object is compared to the ones being made
- into. Ex: Animal into vegetable matter is a -25% to cast, Vegetable Matter
- or Animal Matter into or from mineral matter is a -50%. If the new object
- has a lesser mass then there is another -10% modifier (you cannot take an
- object and convert it into a BIGGER object thru this spell!). If the
- casting is to convert an item into a VERY similar item of nearly the same
- material then there are NO reductions in chance to cast (Ex: Turning a
- longsword into a dagger has no special minuses to perform).
-
- :Pop
-
- COST : 20
- 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.
-
- :Programmed_Illusion
-
- COST : 20
- MODS : D,R
-
- This is a Complex_Illusion* that is pre programmed by the caster for
- what movements, sounds and actions it will take, upto a 15 minute
- sequence per rank of the Spellcasting can be programmed.
-
- :Puff_Of_Smoke
-
- COST : 1
- MODS : R
-
- Unlike Nearly every spell available this one takes but a single round,
- going off in the same round cast. It causes a puff of smoke at the
- target area, as small as a baseball or sufficient to cover the target
- for a round. It is a fast, flashy obscurement (the smoke can be any
- color the caster specifies). It is often used to startle a foe to get
- time to draw a weapon or device to move quickly a step or two aside or
- to draw attention to the spot where the smoke occurs (the puff is
- accompanied by a popping sound). It is often used by Showmen to be flashy
- and impressive.
-
- :Rainbow_Bridge
-
- COST : 20
- MODS : D,R
-
- The caster creates with this a very visible rainbow to form a seven-hued
- bridge up to 3' wide per RANK and at least 20' long (adding an optional
- 20' long per RANK the spell is known at) that can hold any weight upto
- 2000 LBS /RANK upon it to cross it as a normal bridge.
-
- :Reconstruct
-
- COST : 3
- MODS : D,R
-
- This spell temporarily resurrects an item that was shattered, burnt, or
- disintegrated, so that the forensic wizard may study it. He must gather
- as much of the debris as possible, for otherwise the object can be but
- partially reassembled, in which case it may be illegible or
- unidentifiable. The object will be very fragile, but it may be the
- subject of various divination spells such as identify or reveal owner.
-
- :Rope_Trick
-
- COST : 15
- MODS : D
-
- When this spell is cast on a piece of rope from 5' to 30' in length. One
- end of the rope rises into the air until the whole is hanging
- perpendicular, as if affixed at the upper end. The upper end is, in
- fact, fastened in an extra-dimensional space, and the spell caster and
- upto 5 others can climb up the rope and disappear into this place of
- safety where no creature can find them. The rope can be pulled up behind
- them, otherwise it hangs down from the space. At spells durations end
- the contents of the space fall back into normal space, so getting out
- before it expires may be best to avoid falling damage.
-
- :Safe_Steel
-
- COST : 5
- MODS : D,R,T
-
- This spell is cast on steel items of a maximum of 1 lb/rank each.
- It temporarily changes such into Foam Rubber, thus a dagger or sword
- becomes a child's plaything for the duration. The item MUST have no
- other metals in its composition (but can have other materials like
- wood, plastic etc which WILL remain unchanged).
-
- :Silent_Teleport_Object
-
- COST : 1
- MODS : R
-
- Allows the caster to move an object within range to any locale within
- Range including within possession of the caster immediately. If the object
- is a container its contents will move with it. Additionally there is a
- cost of 5 spell points per 1 lbs of the objects weight at rank 1. This is
- increased for each rank (Rank 2 for example for the same 5 points can
- affect 2 lbs, Rank 3 can affect 3 lbs for 5 points etc).
-
- :Snow_Ball
-
- COST : 3
- MODS : D,R
-
- This creates in the casters hand a normal snowball which can be thrown
- at a target. It melts at the end of its duration, unless it has hit
- target (when it melts a round later). The snowball does no damage, and
- can be avoided with a prowness roll or shield usage, but if it strikes
- a mage it counts as a distraction which they must make an INT roll
- against losing spell concentration on.
-
- :Spider_Climb
-
- COST : 5
- MODS : D,R,T
-
- By this spell, the creature can walk on any surface and not slip. The
- creature can walk on walls, ceilings, ice, etc. and not slip or slide
- (feet are like suction cups to the surface).
-
- :Spray_Of_Sparks
-
- COST : 3
- MODS : D,R
-
- This causes a spray of pretty sparks to shoot forth from the targeted
- locale or from the caster's fingertips in an arc that extends 1' per
- rank. They are very impressive but do no real damage.
-
- :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_Soapbubbles
-
- COST : 3
- MODS : D,R
-
- This spell will summon a large number of soapbubbles at any point within
- range. The soapbubbles may be mildly distracting, but they cause no actual
- damage. Someone who has heard of Bubbles_of_Euphoria*, but not seen them,
- may mistake this spell for that one. Conversely, someone with experience
- with this spell may assume Bubbles_of_Euphoria* is a varient of this one,
- the first time they see it.
-
- :Summon_Taxi
-
- COST : 5
- 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.
- :Summon_Water
-
- COST : 10
- MODS : R
-
- This summons from the Elemental Plane of Water 5 gallons per RANK of
- pure drinking water into a touched container or at a ranged distance
- from the caster. It cannot be summoned into a living thing and if more
- is summoned then the container will hold (in the case of a container)
- the excess will NOT appear. If summoned in an area where there is no
- container then the full maximum amount will arrive. Water weighs about
- 8.5 pounds per gallon.
-
- :Telekinesis
-
- COST : 15
- 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
- 25 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).
-
- :Teleport_Object
-
- COST : 5
- MODS : R
-
- Allows the caster to move an object within range to any locale that
- the caster chooses that has been visited and memorized by the caster,
- or into the possession of the caster immediately. Range is used for the
- actual range to the target object. Duration and Targets are unused
- options. If the object is a container its contents will move with it.
- Additionally there is a cost of 1 spell point per 5 lbs of the objects
- weight at rank 1. This is increased for each rank (Rank 2 for example for
- the same 1 point can affect 10 lbs, Rank 3 can affect 15 lbs for 1 point
- etc).
-
- :Teleport_Self
-
- COST : 30
- MODS : N
-
- Moves the caster and upto 100 lbs of gear etc to any locale that the
- caster chooses that has been visited and memorized by the caster.
-
- Additional Ranks add 100 lbs to the capacity.
-
- :Tie
-
- COST : 1
- MODS : R
-
- This spell will magically cause the object targeted (which must be of
- a thread/string/rope/cable like nature) to tightly knot itself to either
- its other end or the end of a similar object within 1' of it. This spell
- can be cast in a single round due to its nature.
-
- :Transmute_Rock_To_Sand
-
- COST : 15
- MODS : R
-
- This transmutes stone of any kind into sand instantly, affecting an
- area of 5' square per RANK of the spell.
-
- :Transparency
-
- COST : 12
- MODS : D,R
-
- By means of this spell the mage may make a section of metal, stone, or
- wood as transparent as glass to be viewed thru. The spell does NOT work
- on Lead, platinum or gold. The glass is of a form of a one-way mirror,
- upto 3' square in size. It does not change the intrinsic strength of
- the material. It lasts until the duration ends....
-
- :Umbrella_Of_Carnack
-
- COST : 15
- 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.
-
- :Umbrella_Of_Quil
-
- COST : 3
- MODS : D,R,T
-
- This spell produces identical affects as the umbrella of Carnack in
- appearance and form, but is actually an illusionary umbrella, with no
- substance or protective value, save in fooling mages who mistake it for
- the Umbrella of Carnack!
-
- :Unravel
-
- COST : 1
- MODS : R
-
- Unravel is cast upon a piece of clothing that has been woven, sewn or
- knitted. It causes the clothing to begin to unravel until it falls apart
- into its component parts. The process takes three rounds, but it takes
- but a single round to CAST the spell to compensate.
-
- Magical clothing gets a save (50% chance of not being affected).
-
- :Unseen_Servant
-
- COST : 10
- MODS : D
-
- The unseen servant is a non-visible, mindless, and shapeless force, used
- to step and fetch, open unstuck doors, as well as to clean and mend. It
- is not strong, but unfailingly obeys the command of the wizard. It can
- carry out only one activity at a time and can move only light-wight
- items--carry a maximum of 20 pounds or push or pull 40 pounds across a
- smooth surface. It can open only normal doors, drawers, lids, etc. The
- unseen servant cannot fight, nor can it be killed, as it is a force rather
- than a creature. It can be magically dispelled, or eliminated after
- receiving 6 points of damage from area-effect spells, breath weapons, or
- similar attacks. Additional Ranks add 10 lbs to its carrying ability,
- and 1 HTK to its survival ability.
-
- :Ventriloquism
-
- COST : 10
- MODS : D,R
-
- This spell enables the wizard to make his voice--or someone else's
- voice--or a similar sound seem to issue from someplace else, such as
- from another creature, a statue, from behind a door, down a passage,
- etc. The spellcaster can speak in any language that he knows, or make
- any sound he can normally make. With respect to such voices and
- sounds, anyone rolling a successful saving throw vs. INTUITION with
- a -5 penalty detects the ruse.
-
- If cast in conjunction with other illusions, the GM may rule greater
- penalties or disallow an independent saving throw against this spell in
- consideration of its contribution to the total effect of the combined
- illusion.
-
- :Waterwalking
-
- COST : 10
- MODS : D,R,T
-
- This spell allows the caster or target beings to be able to walk
- upon the surface of liquids (except acid) as if walking on a solid
- surface. The does NOT work on fog, mist or clouds.
-
- :Wizard_Glue
-
- COST : 5
- MODS : D,R
-
- Wizard Glue will hold one relatively flat surface to another, a mirror
- to a wall for example. The strength of the bond is 20 pounds per RANK
- of the spell, upto 120 pounds. Dispel Magic will end the spell, and a
- Hardiness of 10 or greater can break a 20-pound bond. A Hardiness of 12
- can break a 40-pound bond, a Hardiness of 14 can break a 60-pound bond,
- and so forth. If the item held by the glue is brittle, it may be
- shattered in the separation. Surface area is a maximum of 5' square
- per RANK of the spell.
-
- The two surfaces MUST be touching when the spell goes off.
-
- :Woeful_Itch
-
- COST : 10
- MODS : D,R
-
- A cloud of glittering motes flutter to the target, who falls into a
- frenzy of scratching and tearing at their own flesh to stop the
- maddening itch. Target will do 1d10 damage to themselves in the process
- and drop all held items. Target will be incapacitated until the spell
- ends. If the Target is submerged in water the itching will stop and
- the spell will prematurely end.
-
- :Wood_To_Rubber
-
- COST : 5
- MODS : D
-
- This spell causes all wooden objects that touch or strike the caster
- to be transformed into rubber, reducing their damage capacity to 1/4
- normal if a weapon, and the effect on the weapon lasts for the duration.
- It can also be cast by touch on another individual to equally protect
- them. The item returns to normal once the spell's duration has ended.
- Maximum object size is 5 lbs/RANK.
-
-