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- :Mentalist
-
- The mentalist is a true believer in the concept of mind over matter,
- that the mind can overcome great obstacles thru willpower and logic.
- Examples in the comics are characters like Professor Xavier and Marvel
- Girl. Examples in fiction include The Turtle, Dr. Tacheyon, Most of
- the powers of the Darkover novels and Mr. Spock.
-
- Prerequisite Skills:
-
- Alertness
- Meditation
-
- Suggested Skills:
-
- Computer Operation
- Magical History
- Mathematics
- Psychology
- Spell Analysis
-
- Restrictions & Advantages:
-
- Unable to be Token Mages
- All spell effects end if the caster becomes unconscious
- Cannot follow traditions of Draconian, Enchanter, Gypsy,
- Discordian, Darkovian, Shaman (any) or Voodon.
- Can only keep one spell active for every 10 INT points
- they possess because of concentration involved.
- When a mentalist dies they issue forth uncontrollably
- a mental death scream. This scream radiates out
- 30' per point of Magical Capacity they possess
- (not energy on hand, capacity!). Beings within
- the radius who do not Have Magical Aptitude
- get a severe headache for an hour that leaves
- them at -10% to perform all actions. Those that
- do must make a saving throw against their
- Aptitude ONLY, sucess results in a similar
- headache. Those that didn't save take damage
- based on the dying mentalist :
- INT((Aptitude+Energy Left)/5)
-
- :Affect_Normal_Fires
-
- COST : 5
- MODS : D,R
-
- This spell enables the mage to cause non-magical fires--from
- a torch or lantern to as large as a 10' radius ---to reduce in size and
- brightness to become mere coals or increase in light to become as
- full daylight and increase the illumination to double the normal radius.
- This does not affect either fuel consumption or damage caused by the
- fire. The caster can affect any or all fires in the spell's area. He
- can alter their intensities with a gesture as long as the spell is in
- effect. The spell lasts until the caster cancels it, all fuel is burned,
- or the duration ends. The caster can also extinguish all flames in the
- area, which expends the spell immediately. The spell does not affect fire
- elementals or similar creatures.
-
- :Aluap's_Curse
-
- COST : 10
- MODS : D,R
-
- Cast on a Target being, ALL magic items used by that person will be
- unable to function magically for the duration of the spell. The Target
- being DOES get a saving throw vs INTUITION to avoid the effect at its
- casting. Even magic swords will not get their pluses etc for the whole
- duration.
-
- :Animal_Possession
-
- COST : 10
- MODS : D,R
-
- This spell allows a mage to possess 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.
-
- :Apprentice_Link_Ritual
-
- COST : 15
- MODS : N
-
- This spell is used to link a spellcaster with an apprentice or
- trusted companion or follower over a long period of time. It creates
- a linking so that they can speak (as under a Mind_Speech* spell), and
- so they can transfer energy at will (The CASTER of the Apprenticeship
- spell controls the flow and can take energy from the apprentice at
- will or bestow such to them at will) over any distance. The spell
- effects work THRU a Pentagram unhindered as well, despite its lack
- of ranks. The caster can also cast Spells upon the Apprentice at any
- time despite the distance as if they were in TOUCH range.
-
- This spell cannot be cast on an unwilling target.
-
- Unlike a normal Spell, the duration on this one is always exactly one
- year and a day and works while the caster is unconscious.
-
- This spell does NOT count against the total of number of active spells
- the caster has working at any time, and cannot be dispelled by a normal
- dispell magic.
-
- :Awaken
-
- COST : 1
- MODS : R,T
-
- This spell will wake a character (or characters) to full
- alertness instantaneously. It can be set to trigger on a specific
- action such as a word or action. The primary component is a horn
- (which can be reused). Each being that may be awakened must be named
- in the spell when cast. It does not work against coma victims.
-
- :Ballistic_Attack
-
- COST : 12
- MODS : R
-
- This spell allows the caster to duplicate the effect of gunfire on
- a target by transferring to a bullet, ball bearing or similar small
- metal object the velocity and kinetic energy of a fired bullet.
- The chance to hit the target is 100% minus the Defensive value of
- the target (Prow etc). The object being launched must be in the caster's
- hand and weigh 1/4 of a pound or less. The object counts as a Ballistic
- attack (see Ballistic_Defense* ). It does 2d10 + 1/Rank of the spell.
-
- :Ballistic_Defense
-
- COST : 10
- MODS : D,R,T
-
- This spell allows the caster to protect themselves and/or other beings
- from gunfire by reducing the velocity of the incoming bullets for the
- duration. Range is used when using Targets only.
-
- Ballistic Defense adds +15 absorbtion against incoming gunfire ONLY.
- (It fails against other attack forms to assist in anyway).
-
- Additional ranks after the first add +1 to the absorbtion.
-
- :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!
-
- :Block_Teleport
-
- COST : 10
- 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.
-
- :Blur
-
- COST : 3
- MODS : D,R
-
- This causes the caster's (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.
-
- :Body_Equilibrium
-
- COST : 5
- MODS : D
-
- This allows the caster to adjust the weight of their body to
- correspond with the surface they are standing on. Thus they can walk
- on ice, water, quicksand or even a cloud.
-
- Because of their lightness the character must be wary of wind gusts
- which can easily blow them away.
-
- This will also act as a feather fall effect if they are falling...
-
- :Calm_Animals
-
- COST : 3
- MODS : D,R
-
- This causes animals in a radius out to the range of the spell, to be
- calmed and placid. This can stop a stampede, prevent an attack or simply
- prevent easily startled or 'watch' animals from reacting to the
- presence of the caster and/or others in the area for the duration.
- This area of calm moves with the caster, and animals outside the area
- will return to normal reactions.
-
- Multiple TARGETS are not used as an option on this spell since it
- is an area affect.
-
- :Cell_Adjustment
-
- COST : 20
- MODS : N
-
- This spell allows the caster to heal another being of damage by
- touch. It does NOT cure diseases or regenerate lost body parts.
- It costs, beyond the base, 1 point per point of healing to be done.
- It will NOT bring the dead back to life, but will work on someone
- unconscious or near-death (in negative points but not negative 10
- or worse).
-
- It is ONLY usable at TOUCH range, and only 1 target at a time.
-
- :Cell_Disruption
-
- COST : 20
- MODS : R
-
- This spell causes the target being's body cells to burst
- internally from hypercharged energy, doing damage to them. Beyond
- the base cost the mage pays 1 point per point of damage they wish
- to inflict. Target DOES get a standard save.
-
- :Change_Self
-
- COST : 3
- MODS : D
-
- This spell enables the wizard to alter the appearance of his/her
- form--including clothing and equipment--to appear one foot shorter or
- taller; thin, fat, or in between; humanoid, or any other generally
- bipedal creature. The caster cannot duplicate a specific individual.
- The GM may allow a saving throw for disbelief under certain
- circumstances: for example, if the caster acts in a manner obviously
- inconsistent with his chosen role. The spell does not alter the
- perceived tactile (i.e., touch) properties of the caster or his
- equipment, and the ruse may be discovered in this way.
-
- :Charm_Animal
-
- COST : 10
- 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.
-
- :Charm_Person
-
- COST : 20
- MODS : D,R
-
- This spell affects any single person it is cast upon. The term person
- includes bipedal human, demi human, or humanoid of man-size or smaller,
- such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins,
- half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard
- men, nixies, orcs, pixies, sprites, troglodytes, and others.
-
- The spell recipient regards the caster as a trusted friend and ally to
- be heeded and protected. The spell does not enable the caster to control
- the charmed creature as if it were an automaton, but any word or action
- of the caster is viewed in the most favorable way. Thus, person would
- not obey a suicide command, but he might believe the caster if assured
- that the only chance to save the caster is to hold back an on-rushing
- dragon "just for a round or two". Note also that the spell does not
- endow the caster with linguistic capabilities beyond those he normally
- possesses (i.e., he must speak the victim's language to communicate ).
-
- They get a save vs INT when it is initially cast. Additional Ranks
- lower their saving throw by 1 Point. Note that MAGIC RESISTANCE does
- apply against this spell!
-
- :Combat_Teleport
-
- COST : 15
- MODS : D
-
- This spell makes the caster +10% harder to hit via all HTH, Hand weapon,
- Missile and gunfire combat attacks as they teleport themselves instantly
- a few inches to avoid attacks when they occur. It does NOT work against
- energy weapons, spells without physical form or area affect spells and
- weapons (like a grenade). While active the caster CANNOT physically
- be touched by anyone. Combat Teleport cannot be active at the same time
- as Globe of Invulnerability since it is an aura affect.
-
- Additional Ranks add +10%, upto 100% maximum. Combat Teleport IS
- cumulative with PROW modifiers but not with BLUR*.
-
- :Common_Tongue
-
- COST : 20
- MODS : D
-
- This spell is an area effect, extending 50' around the caster. ALL
- beings within this radius can speak and understand each other even
- if they normally cannot as it gives them a common magical language
- they all can do so with while in the area of effect.
-
- :Complex_Illusion
-
- COST : 20
- 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.
-
- :Comprehend_Languages
-
- COST : 10
- MODS : D,R,T
-
- When this spell is cast, the wizard is able to understand the spoken
- words of a creature or read an otherwise incomprehensible written
- message (such as writing in another language).
-
- Note that the ability to read does not does not necessarily impart
- understanding of the material, nor does the spell enable one to speak
- or write an unknown language. Written material can be read at a rate of
- one page or equivalent per round. Magical writing cannot be read, other
- than to know it is magical, but the spell is often useful when deciphering
- treasure maps. This spell can be foiled by certain warding magics
- and it does not reveal messages concealed in otherwise normal text.
-
- The reverse of this spell, confuse languages, cancels a comprehend
- languages spell or renders a writing or a creature's speech
- incomprehensible, for the same duration.
-
- :Conceal_Thoughts
-
- COST : 5
- MODS : D
-
- This is a psychic defense, it prevents Telepathy* from altering
- ones memories and thoughts, or accessing them AND will prevent the
- usage of effects on the caster because of the opponent has previously
- gotten a Know_Mind* spell to work on them. It gives a +10% save to
- Charm effects (by a mentalist or other mage tradition) and also to
- save against Domination*, Possession*, Quantum_Leap* and the
- Curse_Of_Senility.
-
- :Corpse_Visage
-
- COST : 5
- MODS : D,R
-
- This spell transforms the caster's face or the face of any creature
- touched by the caster into the horrifying visage of a rotting corpse.
- The effect of this illusion is so startling that when it is viewed by
- opponents, the wizard's party adds to their surprise roll.
-
- Corpse visage does not distinguish between friend and foe, and all
- who view it are subject to its effects. If the spell is cast upon an
- unwilling victim, the victim is allowed defenses to avoid the effect.
-
- :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.
-
- :Curse_Of_Senility
-
- COST : 20
- MODS : D,R
-
- This spell will ONLY work on a mage. The Target must save vs INTUITION
- or will suffer SENILITY for the duration. While under the effect of this
- the Mage must make a saving throw VS INTUITION every time they wish to
- cast a spell - a failed throw means they cannot remember the spell AND
- must spend the rest of that round in puzzlement over their memory loss.
- The effect does NOT apply to HUNG spells.
-
- :Dancing_Weapon
-
- COST : 10
- MODS : D
-
- Cast on any hand-held weapon it will cause it to move about and fight
- for the caster/owner within a 50' radius, as if it was wielded by the
- owner, allowing them to perform other tasks while it fights. Attacks
- on a Dancing weapon are -30% due to size and speed, and if it is hit
- the hit will simply end the duration of the spell, not damage the weapon.
- If its owner is knocked unconscious/dead the weapon ceases to fight as
- well. Additional ranks add 10' to the radius of movement from caster.
-
- :Deadthought
-
- COST : 10
- MODS : D,R
-
- This is essentially telepathy with a corpse, as the forensic wizard
- probes the brain of the deceased for specific data.
-
- Type of Chance of
- Information Finding Examples
- ----------- --------- --------------------
- Basic 96% Name and profession
- Well Known 70% Relating to current mission
- Known 30% Relating to previous missions
- Forgotten 2% Overheard once
-
- :Deflect
-
- COST : 3
- MODS : D
-
- This spell is cast on a shield, and temporarily increases its bearers
- chance to prevent a missile attack from reaching target by 10% per RANK.
-
- :Depression
-
- COST : 10
- MODS : D,R
-
- This inflicts upon the victim the knowledge of ill logic, making them
- realize that death is inevitable no matter how much they struggle and that
- everything they do will not really matter in the long term. This depression
- will reduce all their skills by 20% to succeed while active. TARGETS is not
- used on this spell.
-
- :Detect_Charm
-
- COST : 1
- MODS : R
-
- This spell will reveal whether or not a recipient is under the effect
- of a charm spell.
-
- :Detect_Illusions
-
- COST : 5
- MODS : D
-
- Allows the caster to see thru ALL Illusions encountered while the
- spell duration is in effect, wether caused by magical spell or magic
- abilities of specific creatures.
-
- :Detect_Life
-
- COST : 1
- MODS : R
-
- By use of this spell the caster can determine if a creature is alive,
- including creatures in a coma, trance, little death etc. It fails
- against Mind Shielded targets (they will detect as dead) and will
- also expose Undead for what they are.
-
- :Detect_Lie
-
- COST : 3
- MODS : D,T
-
- This allows the caster to perceive any SPOKEN lies said in their
- presence if they understand the language being spoken. Range is not
- necessary as an element in this spell. Target is only needed if casting
- the spell on someone else. It does not detect omissions, only falsehoods.
-
- :Detect_Magic
-
- COST : 1
- MODS : D,R
-
- This spell causes all magic on the target being/object to be shown
- in that it will glow with colors to the caster's eyes. Duration
- is not needed to be purchased if it is cast at the suspect target.
- If Duration is purchased it will show the caster ALL magical objects
- or beings they encounter with sight range of the bought range.
-
- :Detect_Mentalist
-
- COST : 5
- MODS : D
-
- This spell will notify the caster when another mentalist has come
- within 30' radius range/rank of the caster. If the detected being
- is a Known_Mind* then they will instantly know that it is them.
-
- This effect does not count against the total number of active spells.
-
- :Detonate
-
- COST : 15
- MODS : R
-
- This allows the caster to detonate the latent energy within an inanimate
- object or plant (it fails against any magical device, things made of
- Lead or Gold, as well as all living creatures). The size of the object
- can be a maximum of 1 LB per RANK of the spell, and the object will
- explode outward for 5 points plus 1d10 /per rank. IT will affect an area
- radius of 5 feet per 10 lbs involved. Beings within the range can
- save vs PROW to take 1/2 damage, and armour DOES apply (the damage done
- is NON-MAGICAL and defenses that only work against magical attacks fail
- against this spell, while those that prevent mundane damage work
- perfectly). The object MUST be solid - it will not detonate a liquid or
- a gas. The object involved will be shattered/broken in the process.
-
- :Dispel_Illusion
-
- COST : 3
- MODS : R
-
- This will cancel ANY illusionary effect instantly and finally.
-
- :Dispel_Magic
-
- COST : 5
- MODS : D,R
-
- This will cancel a specific ongoing spell effect. If cast on an ITEM it
- will prevent the items magic from functioning for the duration of the
- spell being canceled, but then the item will turn back on until its
- duration is up. It will NOT send away a summoned creature, undo a
- healing spell or cause harm to a magical creature directly. Unwilling
- targets get a Save vs INT against Dispel. Note that the dispell must
- be of equal or greater rank then the spell being affected to work.
-
- :Disruption
-
- COST : 20
- MODS : R
-
- This is cast ONLY on a single target. The Target must be a mage. If
- the Target fails a save vs INTUITION then they will immediately lose
- ALL their HUNG spells and the energy held in them.
-
- :Domination
-
- COST : 25
- MODS : N
-
- This is a special effect, not bound by some of the rules of the
- Mentalist tradition. Domination allows a mage to make major modifications
- to the target's mind, so that the subject will willingly follow any
- instructions or wishes spoken by the mage to them and believe that
- it is their own free will that is in effect.
-
- A mind to be dominated must first be known to the mage thru the
- Know_Mind* spell effect. Second they must overcome the subjects will
- thru the casting of the domination spell. The subject gets a save
- against the Domination effect at the initial casting. They also will
- get a save whenever instructed by the caster to perform an action
- that would violate natural disadvantages, inclinations and fears of
- the subject (ex: A Code against killing, a fear of heights etc),
- against their INT alone in such violations. Once a subject has saved
- against Domination from the caster they can NEVER be dominated by
- the caster again.
-
- This special spell does NOT wear off with the unconsciousness of
- the caster, and cannot be removed by a Dispell Magic, Detected by a
- Detect charm or Detect Magic (It registers as a CURSE for detection
- and removal). It lasts until saved against, removed or the death of
- the caster.
-
- :Dream_Death
-
- COST : 25
- MODS : R
-
- This spell is cast upon someone and becomes active when they enter into
- a dream state. It fails to work against someone who is experiencing a
- dream-bead recorded dream or who has Dream Manipulation cast upon
- themselves. Once the target is asleep they must make a save against
- their INT as they will experience a horrific dream that will cause them
- to die within their sleep upon failure to save (someone killed this way
- does NOT receive Divine Intervention as their Spirit is trapped upon the
- Dream Plane and they become a member of that plane's inhabitants unless
- rescued and brought out physically).
-
- :Dream_Sharing
-
- COST : 10
- MODS : D,R
-
- This allows the mage to share the dreams of the target being, so that
- they may observe all that occurs within their dream. If the mage ALSO
- has a blank dream bead they can record the dream of the target being at
- the same time. This spell can be cast upon the being as they go to sleep
- or before they do so - but the caster will slip into slumber themselves
- as soon as the target being goes into the dream state. The duration does
- NOT begin until the target becomes asleep.
-
- :Dream_Supression
-
- COST : 5
- MODS : D,R
-
- This spell allows the caster or the subject to be free from dreams when
- sleeping for the duration of the spell, including all the effects of a
- Death_Dream* . The disadvantage is that they cannot gain the benefits of
- dreaming also, including things such as the effects of Dream_Teacher*
- spells.
-
- :Dream_Teacher
-
- COST : 25
- MODS : R
-
- A more advanced version of Dream Sharing or Manipulation, this spell
- allows someone to teach the subject while they are asleep in a skill
- they are experienced in. The subject STILL pays the experience costs of
- the skill or spell, but learns it in the scope of a single dream, thus
- speeding the learning process. The caster MUST have the skill to be
- taught at least at 5 levels of training, and the caster gains NO
- experience by teaching the skill in this way.
-
- Dream Teacher can ALSO be cast upon an existing Dream Bead and allows
- that bead to contain the knowledge of a skill or spell to be taught to
- whoever uses that bead.
-
- :Dream_Thief
-
- COST : 25
- MODS : R
-
- This allows the caster to steal the dreams of a Known Mind (see Spell
- KNOW_MIND*) or targeted being within range. Once cast it waits until
- the target sleeps (range does not apply after the initial casting).
- If the target does not sleep within 24 hours then the spell fails.
- There is NO save when the spell is first cast, the save come after
- going to sleep.
-
- The target gets their save against the spell upon going to sleep.
- If they fail their save then they sleep without dreaming, and will be
- at -1 to their INT for the next 24 hours because of this. At the same
- time the CASTER gets a +1 to their own Magical Aptitude for the same
- 24 hours. The target must save against the spell EACH time they
- go to sleep (but only once in a 24 hour period), and until they save
- the spell continues to work without the caster having to invest energy
- into the effect (but it DOES count as an active spell for concentration
- reasons, but will work even after the caster has become unconscious).
-
- Additional Ranks add a +1 to the effect in drain INT, but not in
- gained MA. If a target is ever drained in the process to 0 INT then
- they will enter into a coma and not wake again while the caster lives,
- and the caster will have the Aptitude gain until the death of their
- subject (and will no longer have to count the spell against active ones
- while the subject is in the coma and alive).
-
- Dispell magic and remove curse will not help, nor will awaken.
- To remove the effect you must kill the caster or Cast a Dispell on
- the caster of a rank equal to or greater than the Rank of the Dream
- Thief spell had been cast within one month, remove curse with one year
- (after a year there is no way to save the subject in the coma).
-
- This spell is considered HIGHLY unethical and other mentalists will
- usually seek out someone using it as a danger to the Tradition in
- general.
-
- :Empathic_Revenge
-
- COST : 25
- MODS : D
-
- When the target this spell is cast upon is attacked in any way the
- attacker receives back half damage (only HTK damage applies) as that
- the target had received from them AFTER armour etc, as internal damage.
-
- :Enhanced_Phantasmal_Force
-
- COST : 10
- MODS : D,R
-
- This spell is a Phantasmal force with Sight and Sound and (optionally)
- smell, but not substance. The enhanced Phantasmal Force can cover a
- 10' x 10' x 10' area at the stated range per RANK and can move anywhere
- from that range to the caster as the caster chooses. While working this
- spell the caster cannot cast another spell (but may prepare one) or
- engage in HTH combat except defensively. If the caster moves the Force
- will remain always within range of the caster. Upon casting another spell
- the Force will cease to move by the will of the caster, but will simply
- freeze frame where it is until the duration ends. It will continue the
- last ordered sound and smell output.
-
- :Erase_Signature
-
- COST : 10
- MODS : N
-
- Cast on an item, this erases all connection of the item with any
- persons or history that could normally be read from it by various
- divinatory spells. The caster may handle the item for 1 round per
- rank afterwards without placing new impressions/signatures on the
- item.
-
- At Rank 10 it will also erase signatures on all ACTIVE or PASSIVE
- spells on the item so that they cannot be spell traced or otherwise
- divined back to the initial caster.
-
- :Exorcise
-
- COST : 20
- MODS : R
-
- This is cast on a body possessed by a spellcaster or creature of some
- sort. It drives the offending possessor out of the body back to their
- own (if possible), though they do get an INT save to oppose it.
-
- :Evil_Eye_(Curse)
-
- COST : 5
- MODS : D
-
- This is a minor curse spell, inflictable only on one Target who MUST
- be able to make eye contact with the caster, within the range it is
- cast at.
-
- The evil eye affects an individuals luck, that is, it affects their
- die rolls. It causes ALL misses in combat and all spell casting
- failures to be considered KLUTZes with the detrimental affects of that
- result. It cannot be dispelled by a normal dispell magic.
-
- :Extinguish_Fire
-
- COST : 3
- MODS : R
-
- This will extinguish any fire within range radius.
-
- :Eyes_Of_Sickness
-
- COST : 20
- MODS : D
-
- This spell can ONLY be cast on the caster, and while under its
- effective duration the caster's gaze has the ability, when meeting that
- of another living being or creature to cause the infliction of instant
- and painful sickness effects on the victim. In this case it causes
- internal pain (as from severe cramping of the digestive system) and
- fever to sweep over their body. Such a target being's skills are ALL
- reduced to 50% of normal success, all physical attacks they do will be
- at 1/2 normal damage (After totalling scores) and their movement rate is
- reduced by half. The victim is so effected while their eyes meet the
- casters and lasts for 10 rounds afterward contact is broken. The effect
- cannot be negated by a cure disease or healing spell of any kind, or a
- dispell magic, but a REMOVE_CURSE* will remove its effects prematurely.
- The save against the effect is vs HARDINESS instead of INT as the body
- is fighting off the spell effects, not the mind.
-
- :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.
-
- :Fertility
-
- COST : 5
- MODS : D,R
-
- This spell will bring a subject being into peak fertility, and will
- override all known herbs, magics and medicinal means to block fertility
- (but not Barrier-form prophylactics or natural preventions in their
- biology) allowing conception to take place if a mating occurs within
- the duration of the spell.
-
- :Find_Animals
-
- COST : 3
- 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.
-
- :Flight
-
- COST : 20
- MODS : D
-
- Mental flight allows the caster to move thru the air, rising, diving,
- descending and maneuvering (as well as optionally hovering) at a speed
- of 30'/round maximum per RANK in the spell (2mph per rank in the spell).
-
- A target in flight gains a +10% to prowness when not in an enclosed
- area for purposes of defense calculations only.
-
- A flying mage may carry 1/2 their weight with them without hinderance.
- They can carry upto their own weight in flight, BUT reduce their speed
- of movement by 1/2.
-
- :Force_Shapechange
-
- COST : 15
- MODS : R
-
- With this spell the caster can force any shapechanger (even a changeling)
- or polymorphed creature to instantly revert to their true form (or most
- commonly used form). If the target is a natural shapechanger then they
- DO get a save vs INT to avoid the effect - there is no Save vs those who
- are polymorphed. The target cannot change form again for 1d10 + 1/Rank Rnds
- even if they saved against the spell.
-
- :Free_Action
-
- COST : 7
- MODS : D,R
-
- This spell enables the target to move and attack and otherwise act
- normally for the duration of the spell, negating effects like Paralysis,
- little death, hold person, web, hog tie and similar binding effects.
-
- :Friendly Possession
-
- COST : 15
- MODS : D,R
-
- Caster's mind enters the target being's body for the duration, their
- own body collapses into a coma. If the caster's own body is destroyed
- they permanently become resident in the new body. While in possession
- the caster has the new body's stats except for Intuition, Magical
- Aptitude, and Magical Capacity. The target's mind is NOT rendered
- unconscious. Both caster and target are fully functional. They may
- take actions simultaneously, within the physical limitations of the
- body. If they attempt to do contradictory things, and neither agrees to
- cancel his action, both must attempt an INT roll. If one succeeds and
- the other fails, the one who succeeds may take his action. If both
- succeed, the body attempts both actions with results determined by the
- GM. If both fail, the body does neither action.
-
- The two minds count as separate targets for mental spells. (Spells which
- are cast on the mind, such as Sleep or Charm.) If the caster of such as
- spell only puts one target on the spell and does not specify which mind
- he is casting it on, the target is determined randomly. If an area
- effect mental spell occurs, both make separate saving throws to determine
- if they are affected. Against physical spells which affect the body, they
- get the better save of the two characters. Against an Exorcism spell,
- both characters are entitled to a save, and if either succeeds the
- Exorcism fails.
-
- :Globe_Of_Invulnerability
-
- COST : 25
- MODS : D,T
-
- This creates around the caster a sphere of magical energy which will
- prevent spells cast by others from affecting the caster. The globe does
- NOT protect against physical attacks, nor does it prevent the caster
- from casting magical spells OUT from the shell. It lasts for the
- duration and is even immune to Dispell Magic spells. It also does not
- stop the caster from casting spells on themself. It does not protect
- from magical weapons or devices that have non-ranged affects (such as
- a magic sword), and it does not stop touch range spells.
-
- While this spell is active the caster cannot have any other globe,
- aura or sphere based spell around them, including Ballistic Defense.
-
- :Grounding
-
- COST : 7
- MODS : D
-
- This spell helps protector the caster on several levels. First it will
- prevent ALL Electrical damage for the duration of the spell; second
- it gives the caster a +10% save for INT saves vs incoming spells and
- effects for the duration. Note that long duration groundings are possible
- but that grounding does NOT work while a character is unconscious or
- asleep in some way as it takes thought to perform.
-
- :Hallucinatory_Forest
-
- COST : 12
- MODS : D,R
-
- Cast outdoors, this creates a hallucinatory Forest to appear. Centaurs,
- dryads, dragons, nymphs, satyrs, and treants will recognize it as an
- illusion but all others will perceive it as real. It will fill an area
- from the caster to the maximum range and an equal distance at an angle
- specified by the caster (so it may be triangular or even square at
- most).
-
- Trees in such a forest will appear to have substance and form and will
- not dissipate if touched like a Phantasmal force would. The forest WILL
- act as cover for a camouflage spell or for someone dodging archery
- attacks. Movement rates will be as if thru a real forest.
-
- :Heightened_Senses
-
- COST : 3
- MODS : D
-
- This spell allows the caster to raise their awareness to the
- universe temporarily, increasing all chances to notice smells, sounds,
- sights, tastes and tactile senses for the duration by +20%.
-
- :History
-
- COST : 3
- MODS : N
-
- This spell allows the caster to "tune in" to the psychic
- impressions left on an object or small area. The power gives the
- wizard the ability to divine special purposes, famous owners, and
- powerful alignment bends.
- The spell will not identify a magic item per se, but would
- identify the signet ring of a long deceased noble house as such.
- Furthermore, history doubles the chance of a rare or unknown items
- value being determined.
- This spell is most commonly used on non-magical plunder, books,
- and items sold at auctions. Only a single touch is needed to make the
- spell work.
-
- :Hold_Person
-
- COST : 15
- MODS : D, R
-
- It is cast on an individual and paralyzes them if they
- fail an INTUITION save where they stand. They stay such for the duration
- and cannot act, unless a mage who doesn't require movement to cast.
-
- :Hypnotism
-
- COST : 3
- MODS : D,R,T
-
- The target creature(s) become susceptable to suggestions from the caster
- that are delivered vocally in a language that they understand. The caster
- must give the SAME suggestion to all targets immediately after the
- casting of the spell.
-
- :Identify
-
- COST : 10
- MODS : T
-
- When an identify spell is cast, magical items subsequently touched by
- the wizard can be identified. When the spell is cast, each item must be
- handled in turn by the wizard. Any consequences of this handling fall
- fully upon the wizard is allowed any applicable saving throw.
-
- The chance of learning a piece of information about an item is equal
- to 50% rolled by the GM. Any roll of 96-00 indicates a false reading
- (91-95 indicates nothing). If any attempt at reading fails, the caster
- cannot learn any more about that item. Note that some items, such as
- special magical tomes, cannot be identified with this spell.
-
- :Illusionary_Script
-
- COST : 7
- 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.
-
- :InFertility
-
- COST : 5
- MODS : D,R
-
- Causes the subject to become infertile for the duration, useful for
- means of preventing contraception. This spell will NOT cancel out a
- Fertility* spell! Nor does it cause Impotence - only lack of conception.
-
- :Invincibility
-
- COST : 15
- MODS : D
-
- This spell has two major purposes. First it prevents opponents of
- the caster to see that he/she is wounded or injured in any real way
- while they are conscious and alive. Bullets will appear to bounce
- off, arrows will fall to the ground as if they had never penetrated,
- wounds will remain unseen and unbleeding, blows with sword or other
- weapons and hand attacks will appear to fail to pierce.
-
- In this way an opponent can be convinced they are powerless
- against the caster.
-
- Second, it allows the caster to NOT feel pain in any way. Thus
- they cannot be knocked unconscious and can continue to be conscious
- until reaching -10 HTK and absolute death (unless the spell's
- duration ends before that). Any spell or attack that would Stun or
- knock them out fails, no matter the source.
-
- Opponents with Mind_Guard* up or Tower_Of_Iron_Will* get a save
- when the caster is first wounded, and if successful will not be
- fooled by the illusionary part of the spell.
-
- :Invisibility
-
- COST : 20
- MODS : D,R,T
-
- Caster, subject being or subject object becomes invisible to normal
- sight. This adds 50% to their prowness for defensive and offensive
- purposes. This is perfect invisibility, as it is purely a clouding
- of the mental images of others of the caster. If an invisible being
- is wounded their blood will become visible when it strikes the ground.
- If a person their equipment will be included in the effect, BUT if they
- fire a missile weapon or throw such it will become visible after
- leaving their presence. Caster can turn off the spell at will. An
- invisible person under this spell cannot be detected by infravision
- on the part of sentients, but animals can detect them thru scent.
-
- A Person with MIND_GUARD* active sees the invisible. Those with
- Tower_Of_Iron_Will* on get a save when first encountering the effect.
-
- Once turned off the spell MUST be recast in full.
-
- :IronMind
-
- COST : 3
- MODS : D
-
- This spell permits the caster to concentrate powerfully, despite any
- normal things that would distract him/her from their actions in casting
- any other spell - even the receipt of actual physical damage, as long
- as the duration of this spell continues. This allows a mage to overcome
- one of the normal causes of spell failure.
-
- :Keep_Awake
-
- COST : 5
- MODS : D
-
- This spell prevents the caster from falling asleep or unconscious for the
- duration, whether due to magical or natural causes. The caster will not
- feel tired for the duration, but will feel the full effects of being up
- for the entire duration as soon as the spell wears off. The caster may
- get physically weary and need rest.
-
- If the caster is reduced to negative HTK, he will be in intense pain. It
- does not prevent him from bleeding to death. He must make an INT roll to
- avoid canceling the spell. Physical actions range from difficult to
- impossible, depending on the action and the type of injury.
-
- The caster may not meditate while under the effect of this spell.
-
- :Know_Mind
-
- COST : 15
- MODS : R
-
- This spell allows the caster to establish a mental image of a
- persons mind, allowing them to use a variety of options with Telepathy*,
- Teleport_Link* and other spells. One mind can be memorized in this way
- per INT point of the character. Mind Shields Block this unless the
- target is willing.
-
- :Know_Spellcaster
-
- COST : 10
- MODS : N
-
- This spell is cast upon a magical object or ANY ongoing spell effect
- (It can ALSO be cast during a REPLAY spell and will count what is
- being viewed as an ongoing effect even though it is an image) whereupon
- it will notify the caster of the the Name of the original caster.
-
- :Levitation
-
- COST : 10
- MODS : D
-
- This spell allows the caster to rise up thru the air in a mentally
- assisted movement, or equally move downward or hover. Levitation is
- at a speed of 5' maximum per round per rank and the caster controls
- the speed of ascent/descent entirely.
-
- Levitation is NOT flight.
-
- :Life_Support
-
- COST : 20
- MODS : D
-
- This allows the mentalist to prevent their body from needing outside
- influences to survive. Specifically they need not breathe (and will be
- protected from all gas based attacks) outside air, intake food or
- water, dispose of bodily wastes or sleep and dream.
-
- :Linked_Teleport
-
- COST : 25
- MODS : N
-
- Allows the caster, who is already in mental contact with a sentient
- mind (thru Telepathy*, Mind_Speech*, Apprentice_Link* or similar
- spell effect) to teleport to a locale within 5' of that sentient person
- [There is NO saving throw]. They can bring additional equipment or
- persons, upto 100 lbs per RANK of the spell.
-
- :Living_X
-
- COST : 10
- MODS : D,R
-
- A glistening pink crystalline looking energy shaft is shot towards a
- living target, who is instantly immobilized in an upright spread
- eagled position, until the target can break the spell by making a
- Hardiness roll on one of the following rounds or by the expiration
- of the duration.
-
- :Locate_Object
-
- COST : 5
- MODS : D,R
-
- This spell allows the caster to find the location of a lost or stolen
- item which they are familiar with (that is, they have held it in their
- hands at some point in the past). The spell will give them a direction
- and will lead them along that direction, with mental statements of
- 'warmer'/'Colder' until they reach it or until the spell expires.
- If the item is beyond the casting range then they will NOT perceive
- it at all except a vague direction and then the spell will expire
- prematurely. If the object has been broken, changed or damaged in any
- way it will not ne detected at all.
-
- :Mind_Guard
-
- COST : 5
- MODS : D
-
- This spell protects the caster or subject target being (must be
- sentient) from the effects of a mental nature as well as natural
- abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
- Hypnotism*, Charm Person, Curse of Senility, Deryni, Detect
- Spirit, Nude Mood, Possession, Quantum Leap, Spook, Steal Spell, and
- even Taunt.
-
- :Mind_Speech
-
- COST : 1
- MODS : D,R,T
-
- Allows the caster to communicate mentally with one or more beings. Must
- be able to see the being when the spell is first cast, but does not
- have to maintain visual contact. The mindspeech is just like normal
- conversation, except that NONE of those involved can 'think' a lie
- thru the link at the others, so honesty is the rule - any attempt to
- lie directly will cause the link to severe. Once enacted, Mindspeech
- is NOT affected by the distance - RANGE is only used for the initial
- casting of the spell, thus the spell can be bought relatively cheaply
- if all involved are in touching range at start, only duration and
- possibly targets are needed.
-
- :Minor_Involuntary_Actions
-
- COST : 1
- MODS : D,R
-
- The spell allows the caster to affect the body controls of a single
- sentient being (save vs INT only against the EXTENDED Version, no save
- vs the one round version). Which means it can create simple physical
- reactions from the following list:
-
- Belch, Blink (eyes), Cough, Giggle, Nod, Scratch, Sneeze, Twitch
- (Minor muscle contraction), Wink and Yawn.
-
- If the victim is a mage who is involved in a spell casting they must
- make a save to maintain concentration on the spell they are working on
- (Iron_Mind* prevents the need for such a save) or they will lose the
- effect and have to start again. If the spell is cast on the victim with
- duration then it gives them a -10% to cast for the duration of the
- spell.
-
- If cast on a non-mage involved in combat, specifically TWITCH,
- Sneeze and Blink or Wink will throw off their combat pattern slightly
- reducing their next attack (if on that round or the next) by 5%. If cast
- on a non-mage with duration it will reduce their effect by 5% for the
- duration on all combat skills.
-
- :Minute_Ball_of_Fire
-
- COST : 15
- MODS : R
-
- When a wizard casts this spell, a flaming bead launches from a
- pointed finger, speeds straight out to the stated range and explodes
- into a 10-foot diameter sphere of normal fire. Anyone caught within
- the spell's effect must take 1d10 points of damage, unless they make a
- successful Prowness roll.
-
- Multiple RANKS do not do extra damage with this spell, unlike a
- conventional fireball spell, and TARGETS is not a usable option.
-
- Since the fire is non-magical anything that normally protects against
- such DO apply.
-
- :Mirror_Image
-
- COST : 10
- MODS : D,R,T
-
- When invoked, this causes 4 duplicates to appear of the target. These
- are illusions. They move about with the caster (or target) making it
- nearly impossible to tell which is the real one. This means that if a
- spell or attack is aimed at the target there is a saving throw made to
- see if they hit the being or an image. If they hit an image that image
- will disappear and the target takes no damage.... saving roll for the
- target/images from such attacks:
- 4 images present 80%
- 3 images present 75%
- 2 images present 66%
- 1 image present 50%
- Once all images are gone the spell ends, otherwise they last until
- the duration ends or the caster commands it to end.
-
- :Morale_Boost
-
- COST : 3
- MODS : D,R,T
-
- This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
- and will also give them a +5% chance per rank to succeed at all attack
- rolls for the duration of the spell.
-
- :Mystic_Shield
-
- COST : 5
- MODS : D
-
- When this spell is cast, an invisible barrier comes into being in
- front of the wizard. This shield totally negates magic missile attacks.
- It provides the equivalent protection of +30% against hand-hurled
- missiles (axes, darts, spears, against small device-propelled missiles
- (arrows, bolts, bullets, manticore spikes, sling stones, etc.). The
- shield also adds a +10 Intuition bonus against spell attacks that are
- basically frontal. Note that these benefits only apply if the attacks
- originate from in front of the wizard, where the shield can move to
- interpose itself.
-
- :Nude_Mood
-
- COST : 7
- 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.
-
- :Painting
-
- COST : 3
- MODS : D,R
-
- By the means of this spell the caster can create an illusion of
- whatever s/he wants visually. It is usually easy to recognize what the
- illusion is supposed to be of, but any creature that can do so can also
- recognize that it is an illusion, as the picture is two dimensional.
-
- :Personal_Healing
-
- COST : 10
- MODS : N
-
- This allows the caster to heal injuries they may have sustained, when
- they are conscious, by spending the above cost plus 1 point per point
- of damage to be healed. No other modifiers are used and it works
- on internal wounds, open wounds and broken bones. It does not assist
- against diseases, withering or permanent damage.
-
- :Phantasmal_Force
-
- COST : 5
- MODS : D,R
-
- This spell creates the illusion of any object, creature, or force, as
- long as it is within the boundaries 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.
-
- :Psychic_Crush
-
- COST : 10
- MODS : R
-
- This spell is used to cause a massive mental assault upon the neural
- system of the target's mind. If the subject is a Known_Mind* then
- they save with their INT only, else they get a standard save.
-
- To the base cost is added 2 points per point of damage that the
- caster wishes to inflict (but they cannot inflict more damage than
- their own Magical Aptitude). Additionally the target makes a second
- save afterwards or becomes unconscious for 1d10 rounds on top of
- the damage.
-
- Psychic Crush does NOT work on non-corporeal beings.
-
- :Pop
-
- COST : 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.
-
- :Possession
-
- COST : 20
- MODS : D,R
-
- Caster's mind takes over the target beings body for the duration, their
- own body collapses into a coma. If the caster's own body is destroyed
- they permanently become resident in the new body and the old being fades
- away. While in possession the caster has the new body's stats except for
- Intuition, Magical Aptitude, and Magical Capacity. The caster CANNOT use
- the skills of the other being, only the body - they can use their own
- skills.
-
- :Programmed_Illusion
-
- COST : 25
- 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.
-
- :Puppet
-
- COST : 15
- MODS : D,R
-
- This allows the caster to control the body movements of another
- person as if they were a puppet, controling all basic motor ability
- of the body, except for those of the head. The target DOES get a
- standard save against this spell. They cannot access the memories,
- skills or even any powers of the body, simply basic movement etc.
- The subject can make vocal complaint but is otherwise helpless
- (unless they can cast spells without body controls in some way).
-
- :Quantum_Leap
-
- COST : 25
- MODS : D,R
-
- This is an unusual form of possession*. It allows the caster to transfer
- their mind into the body of a being within the target range (INT Save)
- and places their mind into the casters body. They both retain their INT
- and memories, as well as spell energy and hung spells and have full
- control over the new body, and keep ALL their original skills and NOT
- those of the new body. In the event one of the bodies is killed the
- remaining one will become the property of the current possessor and the
- occupant of the other is slain with the death. All active spells stay on
- the BODIES not the intellects in the switch. Unsuspecting victims are
- stunned for 1d10 rounds after being switched and cannot act.
-
- :Remove_Fear
-
- COST : 3
- MODS : R,T
-
- This removes the effects of ALL Fear spells and powers affecting a
- being.
-
- :Replay
-
- COST : 15
- MODS : D
-
- This spell causes past events to be re-enacted in upto a 400 sq foot
- area The replay will consist of a three-dimensional, transparent image
- superimposed over the area of effect. The wizard can freeze the action,
- reverse it, scan rapidly for a desired event, or skip to any time
- within range of the spell.
-
- The speed of the search is determined by the GM and limited by the
- magnitude of the event in question. It would be easy to spot the
- passage of an army, for example, but spotting a pick-pocket would
- require a real-time search.
-
- :Resist_Paralysis
-
- COST : 3
- MODS : D,R,T
-
- For the duration of this spell, the recipient is immune to all forms of
- paralysis, including gaze attacks, paralytic poison, and Hold spells,
- but it does not negate paralysis already in effect.
-
- :Restore_Sanity
-
- COST : 30
- MODS : N
-
- This spell removes insanities previously acquired by the target. An
- insanity is defined as anything on the the insanity table EXCEPT Phobias
- and Sexual Deviations.
-
- :Reveal_Owner
-
- COST : 5
- MODS : N
-
- The caster of this spell receives a mental impression of the most
- recent owner or owners of the recipient object. An "owner" is defined
- as an intelligent entity who was in direct physical contact with the
- object one hour, or who had the object upon his person for 24 hours.
-
- The information gained is sufficient that the wizard will recognize the
- owner on sight, and he can uniquely specify the owner for the purpose
- of such spells as legend lore.
-
- :See_Invisible
-
- COST : 5
- MODS : D,T
-
- Allows the caster to see any invisible creatures, including persons
- under and invisibility spell or camouflaged, and similarly invisible
- objects. It will NOT detect Astral or Ethereal Plane travelers. It will
- also see thru Phantasmal Force Spells.
-
- RANGE is unnecessary with this spell, as it is set at LOS only.
-
- :Selective_Invisibility
-
- COST : 25
- MODS : D,R,T
-
- This is a varient on normal invisibility. It causes the subject
- to be invisible to others but NOT to the caster or other subjects
- affected by the spell. In other words if multiple targets is used and
- a group of people have this cast on them, they will be able to see
- each other fine but others will not be able to.
- The effect is otherwise identical to a normal invisibility spell,
- except that Undead and Mind Shielded people can ALWAYS see the invisble
- target(s).
-
- :Sleep
-
- COST : 5
- MODS : D,R,T
-
- When a wizard casts a sleep spell, he causes a comatose slumber to
- come upon one or more creatures (other than undead and certain other
- creatures specifically excluded from the spell's effects). All
- creatures to be affected by the sleep spell must be within 30 feet of
- each other. The center of the area of effect is determined by the
- spellcaster.
-
- Slapping or wounding awakens affected creatures but normal noise does
- not. Awakening requires one entire round. Magically sleeping opponents
- can be attacked with substantial bonuses (Prowness 1)
-
- :Speak_With_Animals
-
- COST : 5
- MODS : D
-
- Allows the caster or targeted being to speak with creatures of animal
- intelligence. This is NOT Charm Animals, it simply allows the asking of
- basic information, though while in effect the animals will not attack
- the being speaking with them unless attacked.
-
- :Speed
-
- COST : 5
- MODS : D,R,T
-
- Allows the caster or subject beings to move consistently at increased
- speed. This means they get a +5 to all initiative rolls.
-
- Additional ranks add +1 more to the initiative.
-
- :Spell_Shield
-
- COST : 15
- MODS : D,R,T
-
- Places an auras around the caster or a target being that protects
- against ALL damage causing spells aimed directly at them (Does not
- block non-damaging spells or AREA EFFECTS), reducing their damage
- to MINIMAL - so if a damage spell does 1d10 normally, it will only
- do 1 point of damage on hitting.
-
- :Spell_Reflection
-
- COST : 15
- MODS : D,T
-
- This places an auras around the caster or a target being that
- protects from ALL spells cast directly at them that is single targeted
- by reflecting the spell back to its source if an Intuition saving roll
- is made successfully. If the source also has a Spell Reflection up
- it may also bounce the same spell back again until one of the two
- fails its save and is struck.
-
- :Spell_Trace
-
- COST : 1
- MODS : R,T
-
- Cast on an object or on a target of a recently discharged spell, this
- will give the mage an image of the caster who originally cast the spell.
-
- :Static_Field
-
- COST : 20
- MODS : D
-
- This spell allows a caster to affect spellcasting within a 30'
- radius of themselves for each rank of the spell (they can lessen
- the effect though if it is so wished). This field reduces the
- ability of the caster and others within the field from casting spells
- by a percentage equal to the caster's Magical Aptitude. Against
- OTHER Mentalists this percentage is even greater, being the Magical
- Aptitude multiplied by the RANK of the caster.
-
- Static Fields will affect active spells as well (anyone who has
- an active spell they have cast must make a saving throw to keep it
- from ending prematurely).
-
- :StealSpell
-
- COST : 15
- MODS : R
-
- When cast, it allows the caster to randomly steal one of an opponent
- mage's 'HUNG' spells and immediately use it themselves, or add it to
- their own 'Hung' collection for later use. If the spell is of a
- different tradition of magic then their own they must assign
- one they have as the casting factor - a hung spell like this is
- lost after the casting and the mage will have no memory of how it
- actually worked since it was stolen merchandise.
-
- :Strength
-
- COST : 5
- MODS : D
-
- This allows the caster to boost their own Hardiness for all STRENGTH
- purposes (combat etc) but not for Health/constitutional saves, by 5 pts
- plus 1 per RANK.
-
- :Stupefying_Blast
-
- COST : 20
- MODS : D,R
-
- A chaotic blast of green and blue energy is sent out at a target being
- who gets a saving roll vs INTUITION. If failed the target becomes
- struck Mute and blind for the duration. This would render a mage
- unable to cast a spell on anyone except themself (since they cannot
- target the spell). It would make physical combat be at Prowness 1 for
- a base.
-
- :Taunt
-
- COST : 5
- MODS : D,R
-
- A taunt spell enables the caster to jape and jeer effectively at a
- single type of creature with Intelligence. The caster need not speak the
- language of the creatures. His words and sounds have real meaning for
- the subject creature or creatures: challenging, insulting, and generally
- irritating and angering the listeners. Those failing to save vs.
- INTUITION rush forth in fury to do battle with the spellcaster. All
- affected creatures attack the spellcaster in melee if physically capable
- of doing so, seeking to use body or hand-held weapons rather than missile
- weapons or spells.
-
- Separation of the caster from the victim by an impenetrable or
- uncrossable boundary (a wall of fire, a deep chasm, a formation of set
- pikemen) causes the spell to break. If the caster taunts a mixed group,
- he must choose the type of creature to be affected.
-
- If used in conjunction with a ventriloquism spell, the creatures
- may attack the apparent source, depending upon their Intelligence, a
- leader's presence, and so on.
-
- :Telekinesis
-
- COST : 10
- 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).
-
- :Telepathy
-
- COST : 5
- MODS : D,R
-
- This spell has a varying effect based on the RANK it is known at. It
- allows the caster to read a target being's mind (INT save) or to
- communicate with them on some level:
-
- RANK 1 - Communicate (as per Mindspeech* only)
- 2 - Communicate OR read Surface thoughts of target
- 3 - above and read Memories of target
- 4 - above and can place suggestions in target mind
- 5 - above and can use the senses of the target mind
- 6 - above and can CAST thru the target to the
- area near them using the targets range.
- 7 - above and can place memories in target mind
- 8 - above and can change memories in target mind
- 9 - above and can transfer HUNG spells to target mind
- 10 - above and can use INT based skills of target
- 11 - above and can share own memories, INT skills.
- 12 - above and can transfer energy to/from target
- to/from themselves (Cannot GIVE energy beyond
- the Capacity of the Target or receive more than
- they can hold).
-
- Unlike Mind Speech, Telepathy can be cast on either a LOS being,
- paying for range, or on one who is known to the caster via the
- Know_Mind* spell, with no range costs.
-
- :Teleport_Object
-
- COST : 3
- MODS : R
-
- Allows the caster to move an object within range to any locale that
- the caster chooses that has been visited and memorized by the caster,
- or into the possession of the caster immediately. Range is used for the
- actual range to the target object. Duration and Targets are unused
- options. If the object is a container its contents will move with it.
- Additionally there is a cost of 1 spell point per 5 lbs of the objects
- weight at rank 1. This is doubled for each rank (Rank 2 for example for
- the same 1 point can affect 10 lbs, Rank 3 can affect 20 lbs for 1 point
- etc).
-
- :Teleport_Self
-
- COST : 25
- 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.
- One locale can be memorize per point of INT the caster has.
-
- Additional Ranks add 100 lbs to the capacity of carryable weight.
-
- :Tower_Of_Iron_Will
-
- COST : 15
- MODS : D
-
- This is a psychic defense against other mentalists ONLY, which
- gives the caster +50% to all chances to save against such effects.
-
- :Transfer_Energy
-
- COST : 1
- MODS : D,R,T
-
- This allows mages to transfer energy to each other by choice. Those
- involved MUST be willing. The being losing the energy decides how much
- they transfer and to who. Energy cannot be transferred to a non-mage
- being unless they are magical in nature. Only RAW energy *not HUNG
- spells* can be transferred this way.
-
- :Transfer_Wounds
-
- COST : 20
- MODS : N
-
- This spell allows the caster to transfer all their current damage
- to the next person they come in flesh-to-flesh contact with. If the
- person makes a standard save then they are not affected and the spell
- continues until the caster successfully transfers the wounds or
- becomes unconscious. It does NOT help transfer wounds received AFTER
- casting the spell, nor does it work if the caster dies or becomes
- unconscious (when it terminates).
-
- :Umbrella_Of_Carnack
-
- COST : 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 possessor of the Umbrella,
- or even an opponent jumping from a height above to attack.
-
- :UnParalyze
-
- COST : 5
- MODS : R
-
- Restores movement to a person, no matter the cause of the Paralysis.
-
- :Unseen_Servant
-
- COST : 3
- 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-weight
- 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.
-
- :Wall_Of_Invisible_Might
-
- COST : 25
- MODS : D,R
-
- This spell creates a magical invisible wall of force 10' high and upto
- 20' wide per rank. The wall will be impenetrable by all missile weapons.
- (And gunfire).
-
- No spell may pass thru the wall, but spells may damage it, and it can
- take upto 100 points of damage per RANK of the caster before vanishing.
- Any being passing thru the wall will encounter NO resistance, but any
- Spell energy they possess will be drained away and will add to the walls
- strength 1 point per point drained. If a being has an active spell it will
- prematurely end its effect. It does not affect hung spells not yet released
- or magical devices being carried. An INT save is made to prevent the drain
- of the spell energy and the ending of the active spells.
-
- :Well_Of_Blackness
-
- COST : 20
- MODS : D,R
-
- This spell is a mental illusion upon a target being. IT leaves them
- believing they are Blind, Deaf and without any sensation of feeling
- for the duration. This means the mage is at a -40 to cast hung spells,
- and a -60% to cast otherwise. A tool mage is unable to cast at all
- under these circumstances. Target does get an INT save. It will NOT
- affect a non-mage!
-
-
-
-
-