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- :Visionary_Mage_Tradition
-
- The Visionary is a being of foresight and foreknowledge, who can
- observe the world in its triumverate of forms to know what has been,
- what Is and what will be. They have been recorded among history and
- myth from Cassandra onward to modern age. Beyond seeing, hearing and
- otherwise observing they have powers that affect the abilities of
- others to see and to know things.
-
- Required Skills :
-
- Alertness
- History (at least one of any type)
- Meditation
-
- Suggested Skills :
-
- Archaeology
- Blind Fighting
- Computer Operation
- Concealment
- Criminology
- Direction Sense
- Languages (any)
- Magical History
- Read/Write
-
- Restrictions, Limitations and Disadvantages:
-
- Cannot do Token magic
- -10% for each sentient within 30' when casting
- (except when in ritual conditions)
-
-
- :All_Around_Sight
-
- COST : 5
- MODS : D
-
- This allows the visionary to observe everything within 360 degrees
- of themselves as if they had eyes all around their head. There is
- no visible effects to others when this spell is active. It adds a
- +25% to all AWARENESS rolls, but does NOT add special vision abilities
- beyond this unless they are cast as seperate spells.
-
- :Association
-
- COST : 1
- MODS : N
-
- When casting this spell, the visionary must brings two surfaces
- into contact with one another. Possibilities include the surface of a
- jewel and that of a safe, or the surface of an arrow and that of a
- bow. If the two surfaces were ever before adjacent, the spell so
- indicates, and if the surfaces were ever directly connected as a single
- item, an even stronger reading results. This is often used in the
- determination of guilt in a crime.
-
- Additional RANGE or DURATION are not useful with this spell.
-
- :Augury
-
- COST : 15
- MODS : N
-
- This ability allows the caster to ask any question to which a one
- word answer may be given. The answer will be accurate and truthful.
-
- :Aura_Sight
-
- COST : 5
- MODS : D
-
- This allows the Visionary to observe and sentient being and
- determine certain facts about them by observing their magnetic and
- magical aura. There are no visual affects visible to others from
- this spell, no saving throw or means to know it has been cast. It
- CAN be blocked by spells that prevent scrying or misdirected by
- ones that do such, if cast at an equal or higher rank then the
- Sight. One being can be studied each round and one fact will be
- known about them per round from the sight. The things it detects
- about them are as follows, Visionary decides WHAT to look for
- on them each round:
-
- Charm spells affecting them
- Current Magical Aptitude
- Current Magic capacity
- Current spell energy possessed
- Curses affecting them
- Disease active in their system (not analyzed!)
- Lycanthropy (but not type)
- Normal HTK level
- Poisons affecting them (but not analyzed)
- Remaining HTK presently
- Spirits or other being Possessing them
-
- :Blur
-
- COST : 3
- MODS : D,R
-
- This causes the casters (or target being's) outline to become blurred,
- shifting and waivers. This distortion causes all missile and melee
- combats to be -20% normal chance to hit as well as for all magic attacks
- directed at the target exactly.
-
- :Camouflage
-
- COST : 10
- 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
- +25 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 +10 prowness while camouflaged).
-
- :Change_Self
-
- COST : 15
- MODS : D
-
- This spell enables the mage to alter the appearance of his
- form--including clothing and equipment--to appear one foot shorter or
- taller; thin, fat, or in between; humanoid, or any other generally
- bipedal creature. The caster cannot duplicate a specific individual.
- The 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.
-
- :Clairaudience
-
- COST : 5
- MODS : D,R
-
- This allows the caster to listen to the sounds occuring in an area
- that is well known to them or within the RANGE that they extend it
- out to, picking up all sounds a normal human ear could hear in that
- area. At ranks above first they may also attempt to center it on
- a person that is known to them and hear what is heard by that person
- instead of a particular locale.
-
- If cast with the concept of listening to what a person hears the
- target DOES get a save against magic if they would normally resist,
- but will be unaware of the spell and its effect.
-
- :Clairvoyance
-
- COST : 5
- MODS : D,R
-
- This allows the caster to observe events occuring in an area that
- is well known to them or within RANGE that they extend it out to,
- seeing anything they normally could if they were standing there.
- At ranks above first they may also attempt to center it on a person
- that is well known to them and observe that person and the area
- around them instead.
-
- If cast to observe a person that person DOES get a save against
- magic as if they would normally resist, but will be unaware of the
- spell and its effect. Mind Shielding does not help against this
- effect, but devices to cancel scrying do.
-
- :Color_Spray
-
- COST : 10
- MODS : R
-
- Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
- clashing colors to spring forth from his hand. Creatures within the area
- are affected in order of increasing distance from the wizard. All
- are entitled to a saving throw vs. magic. Blind or unseeing creatures
- are not affected by this spell.
-
- Creatures failing saving are struck unconscious for 1d10 rounds.
-
- Range will determine the maximum range from Caster that creatures can be
- to be affected.
-
- :Combat_Precognition
-
- COST : 5
- MODS : D
-
- This spell will assist the caster when fighting against a single
- opponent, who must be visible at the casting, allowing the mage an
- advantage by being able to predict some of their combat actions before
- they occur. For each RANK of the spell the caster gets a +10% to all
- rolls to attack the opponent and a +10% to SAVE against all attacks by
- said opponent (including an additional 10% to their defensive PROW).
- The spell also will END if the opponent is slain.
-
- :Dancing_Lights
-
- COST : 3
- MODS : D,R,T
-
- This causes 1d10 of small glowing lights to appear that resemble
- candles and produce that amount of light that move as the caster
- desires. The spell winks out if they are moved beyond the range.
- If targeted they can be made to follow around a target being to provide
- light, so long as within range. Additional Ranks add 1 additional light
- to the rolled amount.
-
- :Darkness_Field
-
- COST : 5
- MODS : D,R
-
- This creates an area of darkness at a chosen area that is impossible for
- NORMAL sight to see thru. The darkness field is 10' cube per RANK the
- spell is known at. The field can be dispelled by ANY light spell cast
- within its area of equal or higher rank.
-
- :Detect_Lie
-
- COST : 1
- MODS : D
-
- 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. It does not detect omissions,
- only falsehoods.
-
- :Detect_Scrying
-
- COST : 10
- MODS : D,R
-
- This spell notifies the caster of any scrying by magical or mundane
- means occuring within the Range radius of the caster. Thus ANY
- clairvoyance, Clairaudience, detection or analysis spell active in
- that area or cast at them will be reported. It will also report
- security cameras and active microphones and state their locale. It
- does NOT detect invisible persons or devices present that might be
- listening/viewing nor will it detect a sentient that might be hidden,
- invisible or on the Astral plane. Only the caster hears and knows of
- the scrying report. It fails vs Boom microphones outside radius that
- might be able to receive them or cameras outside the range with
- telescopic lenses etc.
-
- :Dream_Sharing
-
- COST : 5
- MODS : D,R
-
- This allows the mage to share the dreams of the target being, so that
- they may observe all that occurs within their dream. 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.
-
- :Ethereal_Sight
-
- COST : 7
- MODS : D
-
- Allows the caster to see into the nearby Ethereal Plane and perceive any
- Objects or beings therein. Range is unnecessary with this spell, unless
- casting it on another, as is Target. Sight range is Line Of Sight. This
- spell does NOT perceive invisible!
-
- :Far_Sight
-
- COST : 5
- MODS : D
-
- This spell enhances the caster's eyesight so that they can increase
- their visual range just like binoculars would do. In clear weather
- this increases the caster's LOS (barring obstructions) ability to
- about 5 miles, and any spells they possess that are LOS based are
- thus equally enhanced while they have this active.
-
- :Feel_Light
-
- COST : 10
- MODS : D
-
- This allows the caster to experience light through tactile sensations
- (by touch). Their entire body becomes a receiver for light waves,
- replacing their eyes, but seeing no more than the eyes would see. It
- does not allow them to see in the dark, since there must be light for
- the power to work, nor function inside a magical darkness field.
-
- :Feel_Sound
-
- COST : 10
- MODS : D
-
- This allows the caster's body to continue hearing thru tactile
- sensation after ears are disabled. It cannot detect sound where there
- is none nor overcome a magical silence field. The caster DOES gain
- a +10% to all saves against sound based attacks and spells since there
- is a partial filtering effect.
-
- :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.
-
- :Find_Plant
-
- COST : 3
- MODS : N
-
- This spell allows the caster to state a particular kind of plant for
- the spell to set him into the right direction to find and an estimated
- distance to the nearest such creature at the time of casting. For
- example to find Oak Trees, Basil, or strawberries are all viable. The
- range that the spell can pick creatures within is a mile per RANK of
- the spell.
-
- :Find_Water
-
- COST : 3
- MODS : D,R
-
- When casting this spell, to reduce costs, a tool is often used,
- the diviner grasps two ends of a Y-shaped stick. The remaining end
- twists around to point in the direction of the nearest source of fresh
- water within the spell range. The branch can twist but twenty degrees,
- and then the diviner will feel a tug in the direction of the water.
- The diviner can specify a minimum amount of water to seek (greater than
- the amount in a human body, for example).
-
- :Flash
-
- COST : 5
- 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.
-
- :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.
-
- :Gaze_Reflection_(Mara's_Miracle)
-
- COST : 5
- MODS : D
-
- This spell will cause any GAZE oriented spell or natural power to be
- reflected back at its source entirely to affect them instead of the
- caster. Additionally this will (at will) materialize a 'mirror' in front
- of the caster which they alone can see in which they can view their own
- reflection (While acting as a mirror the spell does NOT work against a
- gaze attack) or use a gaze spell of some sort on themselves.
-
- :Glow
-
- COST : 1
- MODS : D,R
-
- This spell causes the object or person affected to emit an eerie
- glow. The color ranges from blue to green. It cannot be dispelled
- but it can be negated by a darkness spell. The glow is not bright
- enough to read with but is easy to spot in the dark. The material
- component is often a silver firefly figurine.
-
- :Guilda's_Sneakabout_Light
-
- COST : 7
- MODS : D
-
- Creates a dim, floating light of variable intensity that follows the
- caster. At its brightest, it is enough to read with good eyesight, and
- it can be extinguished and restored at will during the duration. No
- light produced by the spell escapes the 5' radius, preventing the caster
- from being given away by his light--so this spell is ideal for
- thieves. Note that background light penetrates the area of effect
- freely, so the caster is in no way concealed by this spell.
-
- :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%.
-
- :Hide
-
- COST : 5
- MODS : D
-
- This is a minor form of invisibility which will conceal an object, being or
- creature from everyone who is in FRONT of the caster (Those who are
- beside or behind the caster can see the hidden object without
- hinderance). It does not cancel sounds and it will not help if the
- target moves more than 3' from its original position while hidden. It
- can only affect a maximum of 10 cubic feet of matter.
-
- If cast for but one round the spell takes but a single round to cast, if
- duration is wanted then the effect takes the standard 3 rounds to cast.
-
- :History
-
- COST : 5
- 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 nonmagical plunder, books,
- and items sold at auctions. Only a single touch is needed to make the
- spell work.
-
- :Identify
-
- COST : 15
- MODS : N
-
- When an identify spell is cast, magical items subsequently touched by
- the mage 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.
-
- It will give the visionary all the information about the magical
- properties of the item.
-
- :Inaudibility
-
- COST : 1
- MODS : D,R
-
- By means of this spell, all sounds made by the recipient become
- inaudible -- breathing, talking, walking, and the like. Items on the
- caster's person are likewise silenced, but thrown or dropped items may
- make noise once released. Unlike a silence spell, inaudibility masks
- only the sounds made by the recipient or items in his/her possession,
- so it provides no defense against sound-based attacks such as harpy
- singing, a horn of blasting, etc. The spell remains in effect until
- it is magically dispelled, until the caster or the recipient cancels it,
- or until its duration has passed; it is not dispelled by the recipient
- attacking another creature.
-
- :Infravision
-
- COST : 5
- MODS : D
-
- This allows the caster to see heat sources and levels as a visible
- spectrum, giving them some advantages against certain situations (like
- complete darkness, vs invisible foes etc).
-
- :Invisibility
-
- COST : 10
- MODS : D,R,T
-
- Caster, subject being or subject object becomes invisible to normal
- sight. This adds 50% to their prowness for defensive and offensive
- purposes. This is 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.
-
- :Justin's_Mental_Map
-
- COST : 5
- MODS : D
-
- Outdoors only, this spell gives the caster an aerial view of the
- countryside within 1 mile of the caster. Only large features visible
- from above are noted, like rivers, woods, fields, large buildings, and
- clearings. Additional RANKS increase the area by a mile each.
-
- :Light
-
- COST : 10
- 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.
-
- :Locate_Object
-
- COST : 5
- MODS : D,R
-
- This spell allows the caster to find the location of a lost or stolen
- item which they are familiar with (that is, they have held it in their
- hands at some point in the past). The spell will give them a direction
- and will lead them along that direction, with mental statements of
- 'warmer'/'Colder' until they reach it or until the spell expires.
- If the item is beyond the casting range then they will NOT perceive
- it at all except a vague direction and then the spell will expire
- prematurely. If the object has been broken, changed or damaged in any
- way it will not ne detected at all.
-
- :Magic_Eye
-
- COST : 12
- MODS : D
-
- By means of this spell the caster, creates a "third eye" much
- like the spell wizard eye except that it remains in a specific
- location once cast. It can be triggered in two ways, one is a
- "pre defined" event occurring, such as some creature passing in front
- of it. The second can be done from anywhere on the same plane, by
- willing it to activate. Once activated the eye lasts its duration
- The "eye" sees as well as the caster, if caster can see normally
- invisible so can the eye, magic enhancements do not work through
- the Magic Eye, such as spectacles or detect invisible. The mage,
- while concentrating will see thru the eye clearly, when not, it
- becomes a ghostly mental image... If the caster has more than one
- eye only one may be active - activating a second one will end the
- first ones usage.
-
- :Night_Sight
-
- COST : 3
- MODS : D
-
- By means of this effect the caster's normal eyesight is JUST as
- strong at night as it is in the daytime, so long as they are not in
- complete darkness they can see as well as in the daytime by almost any
- source of light.
-
- :Nystul's_Magic_Aura
-
- COST : 1
- MODS : D,R
-
- By means of this spell, any one item of no more than five pounds weight
- can be given an aura that is noticed by someone using magical detection.
- Furthermore, the caster can specify the type of magical aura that is
- detected (Blue, Green etc.) and this effectively masks the item's actual
- aura, if any, unless the item's own aura is exceptionally powerful (if it
- is an artifact, for instance). If the object bearing Nystul's magic aura
- has an identify spell cast on it or is similarly examined, the examiner
- has a 50% chance of recognizing that the aura has been placed to mislead
- the unwary. Otherwise, the aura is believed and no amount of testing
- reveals what the true magic is.
-
- :Painting
-
- COST : 5
- 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.
-
- :PathFind
-
- COST : 30
- MODS : N
-
- When this ability is used the caster will enter into a trance state,
- after stating the locale they wish to reach and a one-word descriptive
- title to the type of path (Quickest, Safest, Concealed), and begin to
- enter the Synchronisity highway, traveling thru a series of ways, events
- and incidents to reach the locale. While in this state they cannot allow
- their concentration to broken by sleep, major injury etc as it will
- prematurely end the spell and lose them the path. One individual may
- come with them on the path per RANK they have the spell.
-
- The caster will be conscious of events, and have free will, but
- will KNOW when they are risking straying from the path and losing the
- spell.
-
- :Patternweave
-
- COST : 3
- MODS : R
-
- Patternweave allows the caster to make sense of apparent chaos. The
- caster can see such things as pottery shards reformed into a whole pot,
- shreds of paper formed into a page, scattered parts as a working machine,
- or specific trails appearing out of overlapping footprints.
-
- After casting the spell, the mage studies seemingly random events
- broken bits of glass, shreds of paper, intermingled trails, etc. The
- items to be studied must be tangible--coded flashing lights, garbled
- speech, or thoughts of any kind cannot be studied.
-
- The caster sees in his mind the pattern these objects form. If the
- items studied are truly random, no information is gained.
-
- After the caster has visualized the pattern, he can attempt to
- reassemble the parts into their original form. The amount of time
- required and the quality of restoration vary according to the complexity
- of the pattern. Reassembling a shredded map may be easy; reassembling a
- clock is significantly more difficult; rebuilding a shattered mosaic is
- extremely difficult. In any case, the wizard can make only a reasonable
- copy of the item.
-
- If a mending spell is cast on the work its chance of totally restoring
- the item is greatly increased (GM's judgement).
-
- :PhotoCopy
-
- COST : 7
- MODS : R
-
- This spell allows the caster to create a permanent image, on a
- piece of parchment, canvas, or the like, of whatever s/he sees and
- concentrates upon at the time of casting, to the range bought.
- Detail in the final picture depends on distance and field of vision.
-
- Material components are a piece of parchment, paper or canvas --
- which is not expended and upon which the image appears. If a tool
- is used for casting a quill pen with silver tip is the most likely
- device to use.
-
- :Radio_Hearing
-
- COST : 3
- MODS : D
-
- This spell allows the caster to scan and listen to AM, FM, SW and
- various Ham, Police, Fire and other bandwiths of radio. To tune a
- particular station takes a successful INT roll to do quickly, else they
- must slowly scan a selected frequency type and find what they are
- looking for in 1+1d10 rounds.
-
- :Replay
-
- COST : 10
- MODS : D
-
- This spell causes past events to be re-enacted in 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.
-
- Additional ranks add 50 sq feet to the area of effect.
-
- :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 wizard will recognize the
- owner on sight, and he can uniquely specify the owner for the purpose
- of such spells as legend lore.
-
- :Rune_Of_Blinding
-
- COST : 30
- MODS : D
-
- This ancient magic is one of the few of the great runes that have
- passed down thru the generations. It is primarily drawn in the air
- by the caster (And NEEDS free arms to be cast but not vocal ability)
- and forms a glowing blue symbol in the air. All, save the caster, who
- view this symbol must save vs Intuition or become blinded for the
- duration it is cast for.
-
- :See_Invisible
-
- COST : 1
- MODS : D,T
-
- Allows the caster to see any invisible creatures, including persons
- under and invisibility spell or camouflaged, and similarly invisible
- objects. It will NOT detect Astral or Ethereal Plane travelers. It will
- also see thru Phantasmal Force Spells.
-
- RANGE is unnecessary with this spell, as it is set at LOS only.
-
- :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.
-
- :Teleport_Trace
-
- COST : 3
- MODS : R
-
- The wizard casts this spell on a character or creature who is likely to
- teleport or employ similar magic in the near future. If the recipient
- does cast teleport (or dimension door, word of recall, etc.), then
- wizard who placed the teleport trace will receive a mental image of the
- target location. The caster of the trace will then know his location
- relative to that of the teleporter, and he/she will be able to use
- scrying magic with maximum accuracy.
-
- :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.
-
- :Voice_of_the_Bat
-
- COST : 5
- MODS : D
-
- This spell grants the caster the ability to use sonar to "see"
- and move safely at a normal rate in the dark, even in magical
- darkness. The caster can tell size and general shape of objects up
- to 10 yards away in any direction s/he faces. The caster must
- actively concentrate to "see" her/his surroundings, but merely ceasing
- concentration does not end the spell, and the caster may resume the
- sonar again within the spell's duration.
-
- :Weakness_Understanding
-
- COST : 5
- MODS : D
-
- This spell grants the caster the ability to perceive the weakest
- points of construction on an object or structure or person. While
- it is active they can apply the knowledge to their attacks on such
- with any physical attack, causing +1 damage per attack per rank they
- know the spell at.
-
- :Xray_Vision
-
- COST : 15
- MODS : D
-
- This allows the caster to see thru solid objects just like an
- xray machine does, so that they can see the outline of shapes
- within. It fails to work thru Lead, Gold and similar heavy materials,
- and does NOT give fine detail. Xray vision can be used as a weapon
- against living creatures/beings as ranks are gained by exposing them
- to damaging dosages. Each RANK allows the increase of the output
- of Xrays on a single target so that it does 1 point per rank with
- no armour defenses or magical defenses stopping the effect, and
- range being LOS. Lead and Gold of course shield from the effects.
- If 10 or more points of damage are inflicted this way the subject
- becomes permanently infertile as a side effect.
-
-
-