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- :American_Indian_Shaman_Tradition(s)
-
- There are numerous indian tribes, each of which have their own
- distinct languages and customs. We cannot possibly, in this small
- space of a tradition file cover ALL the information regarding all
- the variations. Instead this is intended to be a homoginization of
- their magic system basics in general terms.
-
- REQUIRED SKILLS :
-
- Animal Lore
- Dancing
- First Aide
- Herbology
- Religions
- Stealth
- Survival (any one except Urban)
-
- SUGGESTED SKILLS :
-
- Additional Native American Languages
- Alertness
- Animal Noises
- Animal Training
- Dagger & Knives
- Firebuilding
- Foraging
- Hunting
- Leatherworking
- Magical History
- Meditation
- Musical Instrument (especially FLUTE)
- Philosophy
- Riding, Land based
- Rope Use
- Throwing Weapons
- Weather Sense
-
- RESTRICTIONS & REQUIREMENTS :
-
- -10% to Cast in Urban Areas
- -10% if unable to move
- -10% if unable to speak
- Cannot be Mentalist, Mystery Master, Shaman of Any other type,
- Charismatic, Taroist, Taoist, Draconian, Atlantian,
- TechnoMage, Shadow Mage, Voodon, Wiccan traditions.
- Annual Sun Dance on Mid-Summer's Day ALWAYS brings a
- Shaman to being FULLY Charged in their Capacity
- and leaves them at +30% to cast for one week afterwards.
- (but costs them 1 HTK permanently due to damage). The
- Dance takes a full day for preparation etc. Not doing
- the dance lowers their casting ability 10% for the
- full coming year (Cumulative if additional years
- missed).
- Must Choose a Totem Animal (Must exist in North America)
- as part of their training (actually it chooses them).
- The guardian spirit of this totem is their guide upon
- Vision quests. It grants them specific abilities
- and knowledge (It is the Guardian that teached them
- their new spells within their dreams - a Shaman of
- this type does not learn new spells from other Shamans).
- When a Shaman spends eps for HTK or MC the guardian
- Spirit doubles the normal result, so that they get 2
- points for the 250 they spent. They may speak without
- effort and be understood by their totem animal's
- living representative (and sometimes receives aide
- from them) but cannot harm such without harming their
- own magics - slaying one's totem animal without the
- permission of it in life is damaging and reduces their
- casting percentage by 10% permanently! One's totem
- also helps one with certain kinds of magic, adding 10%
- to success with spells within that type:
- Bear - Healing
- Cats (any) - Illusions
- Coyote - Trickery/Theft/Charm
- Dog - Detection
- Eagle - Wind/Air magics
- Gator - Water magics
- Owl - Hunting & Night magics
- Racoon - Movement magics
- Raven - +5% to ALL MAGICS
- Buffalo - Protection
- Wolverine - combat
- Tools are always used by a Shaman, they cannot perform their
- magics without them. They usually include :
- The Medicine Bundle/bag
- Eagle Feather
- Flute
- Hand Drum
- Armband
- Tomahawk
- Ritual Knife
- Wand (Usually has a gourd rattle on one end)
- Tobacco Pipe
- Bonfire (not carried, of course!)
- Unlike other mage's a Shaman's tools in this case do not
- increase their casting time. Some spells need specific
- tools to be used, these will be noted with the spell.
- Shamans do not get cost reductions for their tools
- either, since they are manditory in their casting.
- Cannot do TOKEN magic
- Code of Honor (Cannot attack and kill an enemy from
- behind unknowingly (but may subdue them),
- Must protect those taken as blood brothers;
- Must NOT leave companions behind on field of
- battle if still alive
- Must NOT let enemies take their Tools or losses
- some power while enemy posseses them
- (-5% ability per tool held by enemy).
- Cannot eat meat of own totem animal without
- permission.
- Rather die then be captured by an enemy
- Must avoid harming the ecology of the Land
-
- :Accurate_Arrow
-
- COST : 5
- MODS : D,R
-
- When cast, Accurate Arrow minorly creates one missile
- weapon (i.e. sling stone, arrow, quarrel, etc.) to automatically hit
- any target normally within the range. Effective with "called
- shots", and situations of that nature. The missile's enchantment does
- normal damage as it were an unaided hit of the same nature. The
- enchantment instantly wears off upon the arrival at the missile's
- destination, even if the spell duration is not yet ended. Missile
- cannot be aimed for a particular body part. There is no saving throw
- from the attack.
-
- Needs : Ritual Knife
-
- Additional Ranks add +1 to the damage and make the missile count as
- a magic weapon.
-
- :Affect_Normal_Fires
-
- COST : 1
- MODS : D,R
-
- This spell enables the shaman 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.
-
- Needs : Wand
-
- :Amphibious_Ability
-
- COST : 5
- MODS : D,R,T
-
- This makes the caster or the target being(s) able to breathe
- underwater as easily as they do air. This also will negate any
- spells of DROWNING* or BLOAT* cast upon the target.
-
- Needs : Armband
-
- :Animal_Enmity
-
- COST : 3
- MODS : D,R
-
- This spell simply causes the victim to be offensive to animals for the
- duration. Horses will shy or buck, dogs will bark, bulls will
- charge, birds will aim at them, etc. Note that animals with a close
- association to the victim won't do anything to hurt the victim, they'll
- just treat him or her like you would treat a friend who, for some
- reason, smelled horrible.
-
- :Animal_Possession
-
- COST : 5
- 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.
-
- Needs : Bonfire
-
- :Animal_Tracks
-
- COST : 3
- MODS : D,R,T
-
- This spell causes the caster to leave tracks & scents as as the animal
- specified during casting. The tracks have traces of magic for 3 hours
- per RANK after which they are indistinguishable from normal tracks.
-
- Needs : Medicine Bundle
-
- :Animate_Dead_Creature
-
- COST : 25
- MODS : D,R
-
- This spell is intended to be used on the corpse of any dead non-humanoid
- creature, from as small as a rabbit to as large as a buffalo. It does
- not work on humanoid or demi human corpses. The animated creature will
- be 1/2 of its original HTK and will have all the normal attacks they did
- in life. It is controlled much like a zombie. They are NOT classified as
- lesser undead unless they have less than 25 HTK. Duration is necessary
- to maintain such an undead.
-
- Needs : Flute
-
- :Anvil Fall
-
- COST : 3
- MODS : D,R,T
-
- When this spell is cast, the creature(s) or object(s) affected
- immediately assume the mass of solid lead. A falling or flying object
- or creature affected starts to plummet, and damage taken from falling
- is doubled, i.e., 2d10 per 10 feet fallen, to a maximum of 20d10 from
- a height of 100 feet. The anvil fall affects one or more objects
- in a 10-foot cube, or one creature, as long as the maximum original
- weight of the creatures or objects does not exceed a combined total of
- 200 pounds per rank bought of the spell.
-
- A feather fall cast upon a creature or object under the influence
- of an anvil fall will only negate the latter, and the creature then
- receives only normal falling damage. An additional feather fall would
- then be needed to achieve the normal effect of that spell, and two
- such spells could probably not be cast in time by a single caster.
-
- Like a feather fall, an anvil fall works only upon free-falling,
- flying, or propelled objects, and cannot affect a sword blow or a
- charging creature.
-
- Needs : Eagle Feather
-
- :Arrow_Of_Smiting
-
- COST : 15
- MODS : D
-
- This spell is considered the most dangerous of the Arrow based spells.
- Cast on a single arrow it make it capable of also acting as a critical
- hit if it strikes target. The effect lasts until the arrow has been
- used, thus duration is not used.
-
- Each additional RANK allows another arrow to be included in the effect.
-
- :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.
-
- Needs : Tobacco Pipe
-
- :Bane_Weapon
-
- COST : 5
- MODS : D
-
- This spell is cast upon a weapon. It adds 3 points to the damage the
- weapon will do when hitting a particular category of being or creature.
- Acceptable categories include:
-
- Demon kind Canines (including Wolfen)
- Dragon kind Felines (including shapeshifted)
- Dwarves Magical Creatures (including mages)
- Elementals Gods (and goddesses)
- Elves (including 1/2 bloods) Amphibians
- FaeFolk (all!) Fire based Creatures
- Gnomes Cold based Creatures
- Goblins
- Humans (including 1/2 bloods)
- Orcs
- Plant life (including Ents)
- Shapeshifters
- Stone (including Trolls/Golems)
- Undead
-
- :Banishment
-
- COST : 25
- MODS : R
-
- Cast at a being from another plane, this spell forces them to return
- instantly to their plane and the subject cannot return to this one
- without being summoned back. The Target DOES get an INT saving throw.
- Fails against creatures native to the plane.
-
- Needs : Hand Drum
-
- :BladeSharp
-
- COST : 5
- MODS : D
-
- This makes a bladed weapon +1 to Damage for the duration. It cannot be
- combined with any other damage enhancing spell. Each Additional Rank
- adds +1.
-
- :Bone_Breaker
-
- COST : 3
- MODS : R
-
- This is cast on a single target being and will break a particular bone
- in their body (roll):
-
- 01-15 Left leg
- 16-30 Right Leg
- 31-50 Right Arm
- 51-70 Left Arm
- 71-00 Rib (-10% all skills while broken)
-
- Broken limbs are not usable. Broken ribs only restrict action. Lasts until
- healed/repaired. Duration is NOT bought on this spell. 1d10 of damage is
- done in the process to the target.
-
- Requires a stick from a still-living tree to work (breaking it)
-
- :Boneset
-
- COST : 5
- MODS : R,T
-
- Cast on broken bone or multiple broken bones, this will place the
- bones into proper place to begin to heal. In the process it does 1d10
- of repair to the damage mending the break. It does NOT close open
- wounds, cure infections or repair organ damage.
-
- Requires : Medicine Bundle
-
- :Brand's_Elixir
-
- COST : 3
- MODS : D,R
-
- This spell converts water or any alcoholic drink, upto 1 quart, into a
- magical healing Elixir temporarily. The Elixir will only work if
- used within the duration of the spell - after that it returns to its
- normal state. Each dose (1 Cup, 4 cups to a quart) will heal upto 2
- points of damage, no matter the source, when drank or applied to an
- open wound. The healing is final, the potion of course can expire.
- Additional RANKS add +1 to the healing effect of a dose.
-
- :Breeze_Call
-
- COST : 3
- MODS : D,R
-
- Causes a swirling breeze to arise from around the person of the
- caster which will blow in a set direction. It drives away gases
- and minuses 5% from chances to hit by missile weapons while active.
- Range is how far out from the cast that the breeze's effects will occur.
-
- Needs : Flute
-
- :Burning_Hands
-
- COST : 10
- MODS : D,R
-
- When the shaman casts this spell, a jet of searing flame shoots from
- his fingertips. His hands must be held so as to send forth a fan-like
- sheet of flames: the shaman's thumbs must touch each other and fingers
- must be spread. The burning hands send out flame jets of 5 foot length
- in a horizontal arc of about 120 degrees in front of the shaman. Any
- creature in the area of the flames suffers 1d10+3 hit points of damage,
- Beings in range must make a roll vs Prowness to avoid the damage.
- Flammable material touched by the fire burn (e.g., cloth, paper,
- parchment, thin wood, etc.). Such materials can be extinguished in the
- next round if no other action is taken. Additional RANKS add +1 to
- damage done. RANGE is added to the base 5' length of the flames.
-
- The TARGETS option is not used since this is AREA based.
-
- Needs : Arm Band
-
- :Calm_Animals
-
- COST : 1
- MODS : D,R
-
- This causes animals in a radius out to the range of the spell, to be
- calmed and placid. This can stop a stampede, prevent an attack or simply
- prevent easily startled or 'watch' animals from reacting to the
- presence of the caster and/or others in the area for the duration.
- This area of calm moves with the caster, and animals outside the area
- will return to normal reactions.
-
- Multiple TARGETS are not used as an option on this spell since it
- is an area affect.
-
- Needs : Medicine Bundle
-
- :Camouflage
-
- COST : 5
- MODS : D,R,T
-
- The caster (or target being) while this is under effect, becomes
- invisible in natural surroundings such as a forest, Field, Snow covered
- mountains, Ice plain or Desert. They can move without leaving a physical
- trackable trail, but CAN be heard on occasion and become visible if they
- make an attack against someone. While Camouflaged in this way they are
- +75% prowness defensively and will have surprise when making an attack
- (but cannot return to invisibility after an attack until all opponents
- are out of sight range). (Infravision or tracking scent reduce the
- modifier down to a +25% while camouflaged).
-
- Needs : Medicine Bundle
-
- :Charm_Animal
-
- COST : 12
- MODS : D,R
-
- This spell allows the caster to charm a target animal to become a
- faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,
- STay, Attack, Follow, Heel) but does not share a telepathic link or full
- understanding of everything the caster may say. Lasts till duration ends
- and then will wander away.
-
- Needs : Medicine Bundle
-
- :Cleanse_Lungs
-
- COST : 10
- MODS : R
-
- This is cast upon a living being. It will remove any cancerous growths
- and recently received poisonous gas damage (recent being with past
- hour) that the subjects lungs have suffered. It will also empty lungs
- filled with water to prevent drowning, or fluids, as in pneumonia (but
- does NOT cure disease! In the case of cancer it simply puts it in
- temporary remission).
-
- Needs : wand
-
- :Cleansing_Flames
-
- COST : 20
- MODS : R,T
-
- These yellow flames engulf the target, destroying all diseases, negating
- any active spells, and driving out any beings possessing the body
- illicitly. Target gets save vs INT.
-
- Needs : Bonfire
-
- :Cloudburst_Dance
-
- COST : 10
- MODS : D,R
-
- This causes rain to fall in a radius of the RANGE of the spell at a
- rate of 1 inch per minute, soaking everything within the area,
- extinguishing fires, preventing most fire spells, etc.
-
- Needs : Hand Drum
-
- :Cloud_Of_Slumber
-
- COST : 10
- MODS : D,R
-
- This spell creates a cloud of yellowish gas in 10 cubic area/rank. Any
- Living creatures within the Cloud must save each round while in it or
- collapse asleep for 60 rounds.
-
- Needs : Tobacco Pipe
-
- :Cloud_Walk
-
- COST : 5
- 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.
-
- Needs : Medicine Bundle
-
- :Create_Spring
-
- COST : 10
- 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 one gallon /rank
- of water per hour. It is a great means of bringing water to a desert,
- irrigating crops etc.
-
- Needs : Ritual Knife
-
- :Cure_Disease
-
- COST : 10
- MODS : D,R
-
- This will eliminate most normal and magical diseases and infections and
- their symptoms from a living body. It does not cure poisons or produce
- other effects. If duration is bought it acts as a protection from future
- infections of any disease for the duration. It fails against Cancer
- and HIV+ based diseases.
-
- Needs : Medicine Bundle
-
- :Cure_Nausea
-
- COST : 3
- MODS : R
-
- This spell will remove all the effects of Nausea, wether its natural,
- caused by a stomache flu, virus or spell. It does NOT remove any
- diseases. But it makes the subject functional and ends also retching
- and vomiting that may accompany Nausea.
-
- Needs : Medicine Bundle
-
- :Dancing_Lights
-
- COST : 5
- MODS : D,R
-
- 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.
-
- Needs : Wand
-
- :Death_Alarm
-
- COST : 25
- MODS : N
-
- This spell is cast on a single target being. It notifies the caster when
- that being actually dies and gives them a momentary view of their demise
- (1 round of events per RANK) and its occurrence.
-
- :Death_Vision
-
- COST : 10
- MODS : R
-
- This shows to the target being a scene of their own possible death
- within their mind in an explicit and mentally painful way. It is not
- necessarily a true vision but it will have definite reactions to them,
- stunning them for 1d10 rnds if they fail to save and afterwards
- needing to save again against the spell a second time or gaining an
- insanity from a traumatic experience.
-
- Fear Competent and Mind SHielded persons will be unaffected by the
- spells effects.
-
- Needs : Wand
-
- :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.
-
- Needs : Bonfire
-
- :Detect_Disease
-
- COST : 1
- MODS : R
-
- Detect disease reveals to the shaman whether a subject creature
- or object carries a disease, whether normal or magical, and with a
- successful Intuition roll can identify the exact disease.
-
- Needs : Tobacco Pipe
-
- :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.
-
- Needs : Tobacco Pipe
-
- :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.
-
- Needs : Tobacco pipe
-
- :Detect_Lie
-
- COST : 5
- 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.
-
- Needs : Armband, Tobacco Pipe
-
- :Detect_Magic
-
- COST : 1
- MODS : R
-
- This spell causes all magic on the target being/object to be shown
- in that it will glow with the color of its intent(s). Duration
- is not needed to be purchased, and it is cast at the suspect target.
-
- Needs : Medicine Bundle
-
- :Detect_Metal
-
- COST : 1
- MODS : D,R
-
- The caster specifies one metal type and this spell will detect any of
- such within a 50' radius.
-
- Needs : Needs Wand
-
- :Detect_Poison
-
- COST : 3
- MODS : R
-
- With this spell, the shaman can determine if a corpse has been
- poisoned. One corpse can be checked each round. The shaman can
- determine the means by which the poison was administered and the place
- at which it entered the body, and a chance of determining the exact
- poison involved equal to the caster's Intuition.
-
- It can also be used on a living target in hope of discovering if a
- cure poison may cure a condition, or can be cast on a substance to
- see if it is poisonous.
-
- Needs : Medicine Bundle
-
- :Detect_Shapechanger
-
- COST : 5
- MODS : D
-
- This allows the caster to detect any natural or magically held
- shapechanges on persons and creatures in LOS.
- At Rank 2 it allows the caster to know the true appearance of the
- beings that are shapechanged.
-
- Needs : Tobacco Pipe
-
- :Detect_Spirit
-
- COST : 5
- MODS : D,T
-
- Detects the presence of a soul spirit or mentality in any body or
- object (enchanted swords, etc.), and whether or not the mind
- controlling the body is its "native". Thus, it will not detect charming
- or hypnosis but will detect possession. Only the fact of a mind is
- detected, not its nature. If it is cast on a normally invisible spirit
- (such as an Invisible Stalker or Unseen Servant), the caster can see
- the creature as a visible force for the duration. The reverse,
- Obscure Spirit, has a range of touch and conceals a single mind or
- spirit from detection by this spell, and can be cast by anyone who
- knows Detect Spirit.
-
- Needs : Tobacco Pipe
-
- :Detect_Traps
-
- COST : 10
- MODS : D
-
- Allows the caster to determine if anything in sight is a Trap. Range
- is not used with this spell, nor is target, as it simply notifies the
- caster of traps. If the caster wishes to determine what the trap is
- an Intuition save is needed, and if successful can state what the trap
- is and may be able to disarm it.
-
- Needs : Tobacco Pipe
-
- :Detect_Undead
-
- COST : 5
- MODS : D
-
- This spell enables the caster to detect all undead creatures out to
- the range of the spell. The area of effect extends in a path 10 feet
- wide and 60 feet long (plus 10 feet longer per level of the shaman), in
- the direction the caster is facing. Scanning a direction requires one
- round, and the caster must be motionless. While the spell indicates
- direction, it does not give specific location or distance. It detects
- undead through walls and obstacles but is blocked by one foot of solid
- stone, one yard of wood or loose earth, or a thin coating of metal.
- The spell does not indicate the type of undead detected, only that
- undead are present.
-
- Needs : Wand
-
- :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
-
- Needs : Tomahawk
-
- :Disrupt_Undead
-
- COST : 10
- MODS : D,R
-
- When cast the spell strikes out with a cone from the caster out
- to its maximum range at a 60 degree angle. Skeletons, Zombies, Ghouls,
- and ghosts are blasted into dust instantly if within the cone. All
- other undead receive 1d10 dashaman for each round they are within the
- cone. The Caster may move the field each round additional round to
- increase the area being covered by it if needed.
-
- Needs : Wand
-
- :Dream_Bead_Ritual
-
- COST : 25
- MODS : N
-
- This ritual is cast using a small bead of glass or similar substance
- which takes on the properties of the intent of the spell. A Dream bead
- can be used to record and replay a dream thru use of itself and other
- dream based spells. Without the other spells it is used to record a
- single dream which once it has done such the dream will remain within
- and will be replayed for whoever sleeps with the bead upon their person
- or under their pillow.
-
- Dream beads are non-duration based magic items and are good until
- destroyed or dispelled.
-
- :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).
-
- A Dream Death can ALSO be cast upon a Dream Bead, making it so that
- whoever utilizes the Bead will experience the effects of the spell. A
- bead containing a Dream Death can be used but once as it will crumble
- into dust after being used.
-
- :Dream_Manipulation
-
- COST : 10
- MODS : D,R
-
- This allows the caster to perform three of several functions upon the
- casting, and they MUST state their intent at the casting. If cast upon a
- Dream Bead it allows them to craft a new dream upon a bead (A duration
- of at an hour minimum is needed to do this). If cast upon a sleeping
- being it acts as an advanced version of Dream_Sharing* , where the
- caster is not only able to observe the dream of the sleeper but can
- manipulate the elements of it and affect the dream and the sleeper thru
- it. Third they may cast the spell upon themselves before going to sleep
- as a defense of Dream attack spells such as Dream_Death*.
-
- :Dreams_Of_Chaos
-
- COST : 25
- MODS : R
-
- This spell is cast upon someone and becomes active upon their falling
- asleep. It can also function as being placed within a Dream Bead, but
- will destroy the bead upon its completion.
-
- The Dreams of Chaos are a horrific collection of ishamans and emotion
- that are afflicted upon the sleeper. The Sleeper must save upon waking
- vs INT (and a Photographic Memory gets NO SAVE!) to forget the dream,
- otherwise they must roll upon the Insanity tables upon waking and have
- this permanent affect upon them from the dream.
-
- :Dream_Sharing
-
- COST : 5
- MODS : D,R
-
- This allows the shaman to share the dreams of the target being, so that
- they may observe all that occurs within their dream. If the shaman 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 : 20
- 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.
-
- :Electric_Arc
-
- COST : 20
- MODS : R
-
- This spell causes an arc of electricity to leap from the caster's
- extended fingertip. This electricity unerringly strikes one target of
- the caster's choice, inflicting 1d10 dashaman with NO armour absorption,
- +1 per rank of the spell. An INTuition save DOES apply to the target.
- Magical Armour absorption spells WILL apply.
-
- Needs : Armband
-
- :Electric_Arrow
-
- COST : 5
- MODS : N
-
- This spell is cast only on an arrow or bolt, giving it a special effect
- if it strikes its target. It cannot be cast in combination with ANY of
- the other arrow modifying spells.
-
- The arrow does normal dashaman PLUS 1d10 of electrical dashaman on striking
- its target. Duration is NOT used on this spell - it lasts until the arrow
- is fired and hits something (intended target or not).
-
- Additional RANKS cannot be bought of this spell.
-
- Needs : Bonfire
-
- :Empathic_Revenge
-
- COST : 15
- MODS : D
-
- When the target this spell is cast upon is attacked in any way the
- attacker receives back half dashaman (only HTK dashaman applies) as that
- the target had received from them AFTER armour etc, as internal dashaman.
-
- Needs : Medicine Bundle
-
- :Enhanced_Phantasmal_Force
-
- COST : 25
- 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.
-
- Needs : Tobacco Pipe
-
- :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
- dashaman 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.
-
- Needs : Medicine Bundle
-
- :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) allowing conception to take place
- if a mating occurs within the duration of the spell.
-
- Needs : Medicine Bundle
-
- :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.
-
- Needs : Medicine Bundle
-
- :Find_Plant
-
- COST : 1
- MODS : N
-
- This spell allows the caster to state a particular kind of plant for
- the spell to set him into the right direction to find and an estimated
- distance to the nearest such creature at the time of casting. For
- example to find Oak Trees, Basil, or strawberries are all viable. The
- range that the spell can pick creatures within is a mile per RANK of
- the spell.
-
- Needs : Medicine Bundle
-
- :Find_Water
-
- COST : 1
- MODS : D,R
-
- When casting this spell, to reduce costs, a tool is often used,
- the diviner grasps two ends of a Y-shaped stick. The remaining end
- twists around to point in the direction of the nearest source of fresh
- water within the spell range. The branch can twist but twenty degrees,
- and then the diviner will feel a tug in the direction of the water.
- The diviner can specify a minimum amount of water to seek (greater than
- the amount in a human body, for example).
-
- Needs : Armband
-
- :Fire_Trap
-
- COST : 10
- MODS : D
-
- This is cast on any closeable item (book, box, bottle, chest, door,
- backpack etc). When the container is opened by anyone EXCEPT the
- caster it activates the trap, causing a 5' radius explosion of flame
- that will do 1d10 Dashaman per RANK of the Spell. The item is NOT
- harmed by this explosion.
-
- Once it has been triggered the spell ends.
-
- :Flaming_Arrow
-
- COST : 1
- MODS : N
-
- This spell is cast only on an arrow or bolt, duration is NOT used in the
- casting as the effect doesn't occur until the arrow is launched and then
- strikes a target. The arrow on striking does 1d10 additional fire dashaman
- over its original to the target. Additional RANKS adds +1 to the dashaman
- it does. Leather and Magical armour protects against the fire dashaman,
- normal metal armour & kevlar does not. Shield Usage against it does
- apply.
-
- :Flare
-
- COST : 2
- 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 dashaman 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 dashaman.
-
- Needs : Tomahawk
-
- :Flash
-
- COST : 2
- 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.
-
- Needs : Tomahawk
-
- :Fog_Phantom
-
- COST : 5
- MODS : D,R
-
- This spell creates a vaguely human shaped pillar of fog. The fog
- phantom can do no dashaman, however it can be controlled remotely by the
- caster. The Phantom moves at 5'/rnd. The magic user can "see" and
- "hear" through the Fog Phantom. This spell requires complete
- concentration, disturbances will cause the termination of the spell
- before the end of its duration. The Fog Phantom cannot pass through
- cracks or the like; also strong winds, intense heat or cold will cause
- the Fog Phantom to disintegrate.
-
- Needs : Medicine Bundle
-
- :Fog_Vision
-
- COST : 1
- MODS : D
-
- Allows the caster to see clearly thru any smoke or fog as if
- it wasn't there so it has no obscurement value.
-
- Needs : Medicine Bundle
-
- :Fog_Warrior
-
- COST : 10
- MODS : D,R
-
- This spell creates a creature much the same in appearance of the
- spell "Fog Phantom". This creature can, however, do dashaman (ranging
- from 1d10 per rank of spell. It has HTK equal to the Intuition of the
- caster; it can only by hit by magic weapons and spells.
-
- Needs : Medicine Bundle
-
- :Fortify_Armour
-
- COST : 5
- MODS : D
-
- This spell is cast on armour or clothing to enhance its ability to
- absorb and withstand dashaman from physical attacks. It can ONLY be
- cast once on each item - when it expires in duration the item itself
- will decay into dust. It adds 2 Absorption/rank and 10 in
- structural dashaman capacity. Additional ranks increase the SDC by
- another 10 (at rank 3 its SDC = Roll * 30). Fortified Armour
- cannot be dispelled.
-
- :Ghost_Dance
-
- COST : 15
- MODS : D
-
- This is cast while wearing clothes of a non-synthetic nature. It
- enpowers the clothing with spirit energy that cannot be dispelled
- before the duration ends. The clothes will give the wearer protection
- from damaging mundane attacks (including bullets). They will act as
- ABSORBTION 3 per RANK of the spell with an SDC of 21/rank.
-
- Needs : Bonfire, hand Drum, Medicine bundle
-
- :Healing_Berries
-
- COST : 5
- MODS : R
-
- This spell is cast on ANY berries and will convert them into a
- healing fruit from dashaman if consumed, healing 1 HTK each when eaten.
- The berries are good for about a week after being made unless magically
- preserved in some way. 10 berries per RANK can be enchanted this way.
-
- :Herb_Enhancement
-
- COST : 10
- MODS : N
-
- This spell is only useful if the Shaman has Herbology. It allows them
- to take any natural herb and multiply its normal affects a hundred fold.
- Thus an herb that is used to stop bleeding will actually partially
- heal an open wound (for 1d10 effect); an herb that helps with upset
- stomaches will cure nausea entirely (even from Stinking Cloud); an
- herb that is poisonous becomes VERY poisonous and requires a save to
- avoid fatality if consumed/injected, and so forth.
-
- Once enhanced the herb will remain enhanced.
-
- :Hog_Tie
-
- COST : 20
- MODS : R
-
- This spell requires a rope of some sort to cast. It causes the rope to
- vanish from where it is and appear around the target, which is then
- hogtied instantly with hands and feet bound behind its back. Beings of
- Hardiness 25 or greater can break free in one round from the binding.
- Mages bound who cannot break free can cast, but at a -25% due to the
- binding. Quicklings and hasted/speeded up beings that get two actions a
- round can roll vs prowness to avoid being tied in the first place, but
- will get no other actions that round.
-
- :Hoops_Of_Fire
-
- COST : 15
- MODS : D,R
-
- This surrounds a target being with a tight hoop of flame, in the
- case of a humanoid binding the arms to the sides, it also does 1d10
- dashaman on the first round (but no further dashaman afterwards). It can
- withstand attempts to break free from it by Hardiness 20, more than that
- and a save vs Hardiness will shatter the ring and dispell it. Each
- additional rank of the spell adds 20 to the strength it can oppose
- without a save. The hoop only lasts for the duration. Water will
- extinguish the ring and dispell it. A shaman with bound arms is -20% to
- cast and a warrior cannot act until broken free at all! The ring cannot
- be harmed by ordinary weapons.
-
- :Hunting_Hound
-
- COST : 15
- MODS : D
-
- This spell calls a canine creature to be a helper and boon companion to
- the spell caster for the duration of the spell. The hound is magical
- beast, which understands verbal commands given it of 6 words or less.
- It is also capable of tracking by scent (75% accuracy), and can hunt
- sufficiently well to feed the spell-caster for one day, provided there
- is game extant in the caster's area, and a hunting command is given.
-
- The hound has HARDINESS 15 PROWNESS 15 and its bit does 1d10+3 dashaman.
-
- Needs : Tomahawk
-
- :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.
-
- :Insect_Plague
-
- COST : 25
- MODE : D,R,T
-
- This spell is cast and causes a horde of creeping, hopping and flying
- insects to gather around and swarm upon the target in a thick cloud. The
- insects obscure vision limiting it to 10'. Spellcasting inside of the
- cloud is at a -50% due to the distractions and complications. Creatures
- within the cloud receive 1d10 dashaman each round inside the cloud due to
- numerous bites and stings, with NO armour assistance (normal OR magical)
- and the insects count as +1 vs magical creatures that can only be hit by
- magic weapons. Invisiblility is nullified by this effect as well.
-
- Heavy smoke or fire can drive away the insects prematurely and the
- victim gets a saving throw vs PROW each round after the 1st to have
- wandered out of the Plague of insects.
-
- :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.
-
- :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 dashaman, as long
- as the duration of this spell continues. This allows a shaman to overcome
- one of the normal causes of spell failure.
-
- :Light
-
- COST : 5
- MODS : D,R
-
- This spell creates a luminous glow, equal to torchlight, within a
- radius of the spell's center. Objects in darkness beyond this sphere
- can be seen, at best, as vague and shadowy shapes. The spell is
- centered on a point selected by the caster, and he must have a line of
- sight and unobstructed path for the spell when it is cast. Light can
- spring from air, rock, metal, wood, or almost any similar substance.
-
- The effect is immobile unless it is specifically centered on a
- movable object or mobile creature. If this spell is cast upon a
- creature, an INT save roll is made. Light taken into an area of
- magical darkness does not function, but if cast directly against
- magical darkness negates it (but only for the duration of the light
- spell, if the darkness effect is longer).
-
- Light centered on the visual organs of a creature blinds it,
- reducing its prowness to 1 Unless it has Blind fighting skills.
- The caster can end the spell at any time by uttering a single word.
-
- Needs : Wand
-
- :Magic_Missile
-
- COST : 5
- MODS : R
-
- This is sphere of magical energy and proto-matter which is sent at a
- single target by the caster and which does 3d10 (+1/rank) dashaman to
- the target, cannot be diverted from target and will not miss. If the
- target is sentient its INTUITION score is subtracted from the dashaman the
- missile does to Hardiness, being the only way to absorb the attack.
- Target MUST be in sight for the caster to use this spell, as well as
- within the range. Globe of Invulnerability and Walls of Force will
- not divert it, nor will ballistic defenses or missile reflection.
-
- Needs : Medicine Bundle
-
- :Mind_Speech
-
- COST : 5
- 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.
-
- :Morale_Boost
-
- COST : 5
- MODS : D,R,T
-
- This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
- and will also give them a +5% chance per rank to succeed at all attack
- rolls for the duration of the spell.
-
- :Mount
-
- COST : 12
- MODS : D
-
- By means of this spell, the caster conjures a normal horse to serve as
- a mount. The animal serves willingly and well, but at the expiration
- of the spell duration it disappears, returning to its own place.
-
- The mount does come with riding gear. The statistics of the animal
- gained are typical of all creatures of the same class. The mount
- disappears when slain.
-
- :Mystic_Shield
-
- COST : 5
- MODS : D
-
- When this spell is cast, an invisible barrier comes into being in
- front of the shaman. 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 shaman, where the shield can move to
- interpose itself.
-
- :Neutralize_Poison
-
- COST : 3
- MODS : R
-
- This will remove all poison in a body or the poison in food or water
- (upto 5 Gallons volume) instantly. Duration is unneeded since the effect
- remains permanent. Increased ranks increase the number of gallons affected.
-
- Needs : Medicine Bundle
-
- :Painting
-
- COST : 10
- 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.
-
- :Pit
-
- COST : 15
- MODS : R
-
- Creates a 5' radius pit 15' deep in dirt, sand or stone at the
- location within the range. Duration is NOT used with this spell,
- the pit does NOT vanish. Successive ranks of this spell makes
- the pit another 15' in depth for each rank. If a pit is created UNDER a
- sentient then the being gets a PROW save to avoid falling into the pit.
-
- :Plant_Growth
-
- COST : 3
- MODS : D,R
-
- When cast on any plant, sprout or seeds it will cause such to grow
- to full size instantly. If the plant is full grown already then it
- will DOUBLE the size of plant, but only for the duration. It cannot
- be cast upon dead plants, only living ones.
-
- :Poison_Thorns
-
- COST : 7
- MODS : R
-
- This creates a spray of poisonous plant thorns at the target. 1d10 such
- thorns are created per RANK of the spell. A prowness roll is made by the
- target against EACH thorn. A Failed roll means they were scratched by the
- thorn and receive 1d10 poison dashaman (Dwarves and similarly poison
- resistant creatures are unaffected by this attack in that they will ONLY
- receive 1 point dashaman per thorn, period). ARMOUR does not help vs this
- attack, but a SHIELD may be used to deflect the entire attack if
- successful otherwise rule applies as above. Thorns are NOT reusable.
-
- :Polymorph_To_Totem
-
- COST : 20
- MODS : D,R,T
-
- It enables the caster to transform themself into the form of their
- totem animal. When such a transformation occurs the shaman receives
- all the abilities of their new form entire - a human become an eagle
- has flight and eagle eyesight, a human turned panther has the stealth
- and prowness of the body. What doesn't change - INTUITION, MAGICAL
- APTITUDE, MAGICAL CAPACITY and HTK. This is important as it also
- means that wounds do not vanish by changing form, but they are simply
- not visible in the new form.
-
- The shaman may turn from the totem form back to the original in one
- round and back again in another round of action while the duration
- lasts. If knocked unconscious the shaman returns to their human form.
-
- Needs : Medicine Bundle
-
- :Pop
-
- COST : 15
- 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 : 25
- 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. The caster CANNOT use the skills of the other being, only the
- body - they can use their own skills.
-
- :Protection_From_Spirits
-
- COST : 5
- MODS : D,R,T
-
- This spell will protect the caster or subject target from all dashaman
- and draining effects inflicted by a non-corporeal being, including
- wraiths, ghosts, spectres, astrally projecting shamans and the like
- for the duration. Even spell effects used by any such creatures will
- fail to work against the protected.
-
- Needs : Bonfire
-
- :Quantas_Target_Bow
-
- COST : 10
- MODS : D
-
- While this spell is in effect, any arrows fired from this magic bow
- (which may be of any type EXCEPT a crossbow) are +20% to hit a target.
- The caster must be able to see the target, and call his/her shot.
-
- Note that the arrow fired from the target bow is in no way magical.
- Since the spell ONLY generates the Bow.
-
- :Radius_Dampen_Technology
-
- COST : 20
- MODS : D,R
-
- This projects from the point of casting out to a radius of the
- paid for RNG in a field that reduces the current in electronic
- equipment. While in this area all electronic equipment will simply
- fail to function. It does not affect chemical or mechanically
- based devices or anything magically enhanced or magical of nature
- (thus a technoshaman would not be affected by this).
-
- Needs : Flute
-
- :Remove_Curse
-
- COST : 20
- MODS : D,R
-
- This removes ANY curse type spell on a being or item permanently.
-
- Needs : Flute
-
- :Remove_Fear
-
- COST : 1
- MODS : R,T
-
- This removes the effects of ALL Fear spells and powers affecting a
- being.
-
- Needs : Hand Drum
-
- :Resist_Fire
-
- COST : 5
- MODS : D,R,T
-
- This absorbs upto 100 points of dashaman from fire and heat that the
- target would have received... then ends or ends at the end of the
- duration, whichever comes first.
-
- Needs : Medicine Bundle
-
- :Reveal_Owner
-
- COST : 10
- 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 shaman will recognize the
- owner on sight, and he can uniquely specify the owner for the purpose
- of such spells as legend lore.
-
- :See_Invisible
-
- COST : 3
- MODS : D,T
-
- Allows the caster to see any invisible creatures, including persons
- under and invisibility spell or camouflaged, and similarly invisible
- objects. It will NOT detect Astral or Ethereal Plane travelers. It will
- also see thru Phantasmal Force Spells.
-
- RANGE is unnecessary with this spell, as it is set at LOS only.
-
- :Sex_Change
-
- COST : 15
- MODS : D,R
-
- This is a simplex polymorph, it does not change the race or mass of a
- being, but merely alters it from male to female or female to male with
- the available materials. It does not change the innate nature,personality
- or intelligence of the being or even alter their concepts of sexuality
- directly, it is PURELY biological. The spell lasts for the duration paid
- for by the caster and it can be cast on another or on the shaman
- themselves. This spell main seem frivolous to some, but it has its uses.
- for example there is one tale of a Princess of an invaded country having
- escaped by such a spell and the stealing of the uniform of one of her
- captors (a disguise not possible by simply the uniform due to physical
- attributes).
-
- The spell will utilize what's available, so for example in transformation
- from male to female the overall body hair is reduced while the body hair
- upon the head is increased in length to appear more feminine.
-
- :Sleep
-
- COST : 1
- MODS : D,R,T
-
- When a shaman 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)
-
- Needs : Tobacco Pipe
-
- :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.
-
- Needs : Armband
-
- :Speed
-
- COST : 5
- MODS : D,R,T
-
- Allows the caster or subject beings to move consistently at maximum
- speed. This means they get a +20 to all initiative rolls.
-
- Needs : Medicine bundle
-
- :Spell_Trace
-
- COST : 5
- MODS : R,T
-
- Cast on an object or on a target of a recently discharged spell, this
- will give the shaman an image of the caster who originally cast the spell.
-
- Needs : Tobacco pipe
-
- :Spider_Climb
-
- COST : 3
- 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).
-
- :Spike_Stones
-
- COST : 15
- MODS : R
-
- This spell transforms 1d10/rank ordinary rocks of baseball size or smaller
- into dangerous traps that activate when stepped on. DURATION is not used
- with this spell. Each of the affected stones will, when a weight of 20
- lbs or greater presses upon them, have nasty spikes protrude from their
- surface like caltrops of a larger size. These will do 2d10 dashaman each
- when stepped on. The spikes are stone in nature, extensions of the rock,
- and remain outward after being sprung. They cannot be reused.
-
- :Spirit_Shield
-
- COST : 25
- MODS : N
-
- This is cast on a specially made leather hide shield for a particular
- person. It empowers the shield with the totem's power of the subject
- to protect them in battle. The shield will act as armour from ONE
- attack each round, and can absorb 3 points of dashaman/rank mundane or
- magical. It offers no help against non-damaging attacks or any
- instant kill spell effects. The shield has an SDC of 30 points/rank.
-
- Needs : Ritual Knife/dagger
-
- :Starlight
-
- COST : 1
- MODS : D
-
- This spell illuminates an area as a cloudless outdoor night sky filled
- with stars. This light is pale and white, and dilutes vision mostly to
- black and white. Full visual acuity is possible only out to a range of
- 10 yards, but general identification can be made out to 20 yards.
-
- Stationary figures can be made out at 40 yards, and movement detected
- out to 80 yards. Intervening cover will, of course, reduce sighting
- distances accordingly. This light does not interfere with infravision,
- and there are ample shadows within the area of effect to hide in. The
- illusionary component of the spell creates the appearance of an actual
- starry night sky.
-
- :Steam_Breathe
-
- COST : 15
- MODS : D,R
-
- This gives the caster or the target being the ability to produce a
- steam breath weapon attack like that of a Dragon Turtle. Each round
- the steamer can blow out such a cloud of steam, doing 2d10 dashaman
- (no armour save) to all within a 30' cone area in front of the steamer.
- A save vs Prowness avoids the effects of the Steam. Any protection from
- HEAT, FIRE or Non-magical attacks (the steam is not magical itself)
- will prevent or reduce dashaman accordingly. Fire based creatures are not
- harmed by it.
-
- The power is stopped by killing its source, the steamer, by sealing its
- mouth, surrounding it with ice etc. While breathing it can take no other
- action and losses all defensive modifiers vs physical attacks.
-
- :Summon_Minor_Insect
-
- COST : 1
- MODS : R
-
- This spell, unlike most, works within a single round of casting instead
- of the usual three.
-
- This spell summons to the target a single specimen (per rank) of an
- ordinary natural insect. Thus the spell could be used to summon a Fly, a
- spider, a bee, a gnat, a grasshopper etc. Once summoned the insect
- remains as long as it chooses unless killed etc.
-
- :Telepathy
-
- COST : 10
- MODS : D
-
- 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 place memories in target mind
- 6 - above and can change memories in target mind
- 7 - above and can transfer HUNG spells to target mind
- 8 - above and can use INT based skills of target
- 9 - above and can share own memories, INT skills.
-
- Unlike Mind Speech, Telepathy can be cast on either a LOS being or on
- one who is well known to the caster.
-
- Needs : Armband
-
- :Trackless
-
- COST : 5
- MODS : D,R,T
-
- This spell prevents the caster or target from leaving footprints of any
- kind, including the heat traces visible by infravision, as their appendages
- do not quite touch the surface they are passing over, and thus leave no
- prints or residue.
-
- Needs : Medicine Bundle
-
- :Transfer_Energy
-
- COST : 1
- MODS : D,R,T
-
- This allows shamans 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-shaman
- being unless they are magical in nature. Only RAW energy *not HUNG
- spells* can be transferred this way.
-
- :Transmute_Rock_To_Sand
-
- COST : 15
- MODS : R
-
- This transmutes stone of any kind into sand instantly, affecting an
- area of 10' square per RANK of the spell.
-
- Needs : Wand
-
- :Treacherous_Tripwire
-
- COST : 5
- MODS : D
-
- One wire (up to 10' long) can be stretched across a hall, or such. The
- wire becomes camouflaged -- undetectable w/o find traps. The first
- creature to attempt to pass must save vs. Prowness or be caught when the
- wire springs free. The magical wire will twine tightly about the ankles
- of its victim, tripping him. If the victim saves then the trap remains
- set until triggered or until its duration expires.
-
- It must then be tediously untangled (or sawed loose) which will take at
- least 3-6 rounds under ideal conditions. If hacked loose in combat, it
- will take 3 rounds.
-
- Once untangled/broken the wire will fade away into nothingness.
-
- :Vision_Quest
-
- COST : 10
- MODS : N
-
- This spell allows a shaman another means of learning new spells or
- knowing a particular piece of wanted information. The spell can also
- be cast on another, who is willing, for the same purposes. When on
- a Vision quest the character it is cast on drifts off into a dream
- filled sleep upon the plane of dreams. It guides them towards their
- goal there, but may include great dangers or hazards that could affect
- their body and mind back on the real world. It takes 1-4 hours to
- complete and may be run by the gm as a siderun.
-
- If klutzed the character involved comes back with a roll on
- the insanity table and does NOT gain what was wanted. Otherwise they
- roll as follows:
-
- 01-10 Character easily finds out what they went in
- search for with no detrimental effects and
- no real memory of what occurred.
- 11-40 Character returns with the wanted information,
- but has expended half their Magical Energy points
- stored up in the process. Quest involved fighting
- dream beasts magically.
- 41-60 Character returns with the wanted information,
- but has expended ALL their magical energy points
- stored up in the process. Quest was long and
- laborious.
- 61-75 Character returned with the information, but has
- used up ALL magical energy points and hung spells
- in the process.
- 76-79 Character returned with the information, but has
- used up all magical energy and hung spells AND
- taken 1d10 HTK dashaman from the encounters.
- 80-89 Character returned with the information but now
- owes a greater power a debt that will be collected
- shortly in the material world in some way. (GM
- will privately tell to whom the debt is owed).
- 90-95 Character failed to complete the vision and must
- try again at a later date.
- 96-00 Character returns without the information, having
- failed the quest. They cannot go in quest of that
- information again.
-
- Needs : Medicine Bundle
-
- :Wall_of_Fog
-
- COST : 10
- MODS : D,R
-
- By casting this spell, the shaman creates a billowing wall of vapors
- in any area within the spell range. The wall of fog obscures all sight,
- normal and infravision, beyond two feet. The caster may create less
- vapor if he wishes. The wall must be a roughly cubic or rectangular
- mass, at least ten feet wide in its smallest dimension.
-
- Their duration can be halved by a moderate wind, and they can be
- blown away by a strong wind.
-
- Needs : Tobacco Pipe
-
- :War_Paint_Enchantment
-
- COST : 20
- MODS : D
-
- This is cast upon already applied War Paint by an Indian Shaman
- on themselves or another. It enpowers the paint with spirit energy
- and gives the person a +5% to Hit and +5% to defend per RANK against
- any attack (but cannot be used in combination with any defensive
- spells except a Spirit_Shield* or Ghost_Dance*) for the duration.
-
- :Withered_Manhood
-
- COST : 10
- MODS : D,R
-
- This spell can only be cast upon a male. It prevents the male from
- gaining an errection for the duration.
-
- Needs : Wand
-
- :Wound_Closure
-
- COST : 10
- MODS : R
-
- This spell closes the wounds of the recipient to prevent bleeding and
- infection, incidentally curing 1d10 of hardiness dashaman. All of the
- victim's wounds will be closed by a single casting. Further application
- isn't possible to increase the healing effect.
-
- Needs : Medicine Bundle
-