MYSTIC EARTH ROLE PLAYING GAME: Darkover_Tradition

:Darkover_Tradition


    This tradition grew from the followings of the Darkover Book series,
who discovered that some of what was within the books could really be
applied to a mental oriented concept of magic. Though not all the rules
of the books apply, many do in the process of becoming a Tower
Technician.

    No One is accepted for teaching within the tradition who has a
SPIRIT of less than 10. As far as is known, there are no means for a
Rogue to duplicate the effects of a Darkovian Mage.

    As part of their initial training the Technician crafts their matrix
stone from a natural crystal (Amethyst, Sapphire, Quartz and Diamond are
all common). This stone they imbed with part of their own power and
essence - They lose permanently one Aptitude point in the process of
making their matrix and they are forever linked to it. No one but a
technician can use a matrix stone for magic.

    The Matrix is usually made into a piece of jewelry for the mage. A
necklace, choker, ring, armband, headband/circlet or similar such of
silver or other conductive material.

    Creating a replacement Matrix takes many hours of gemcraft and the
expenditure of a SPIRIT Point Permanently.

Required Skills  :

         Gem Craft
         Mathematics
         Meditation
         Read/Write
         Teacher

Suggested Skills :

         Alertness
         Esperanto (Language)
         First Aide
         Magical History

Restrictions & Requirements :

         Cannot Cast if Matrix Stone is not within 5' of their body
         Cannot reveal the location of the Teaching Towers to anyone
                not contacting such for training
         Cannot be A Mentalist, Draconian, Bloodmage, Mystery Master,
                entertainer, Voodon, Shaman (any) or Shadow Mage.
         Cannot be A Token Mage
         Cannot Use Tools
         Takes 1d10 permanent loss of Health if their Matrix is destroyed!
         Can only have 1 'spell' effect operating for every 5 MIND points
                they possess.
         Must teach at least 3 students in their lifetime the ways
                of the Matrix.
   
:Affect_Normal_Fires

    COST   : 3
    MODS   : D,R

This spell enables the Technician 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.

:Astral_Sight

    COST : 5
    MODS : D

Allows the caster to see into the Astral plane and beings therein for
the duration, in standard LOS range.

:Awaken

    COST   : 1
    MODS   : R,T

This spell will wake a character (or characters) to full alertness
instantaneously.  It can be set to trigger on a specific action such as
a word or action.  The primary component is a horn (which can be
reused).  Each being that may be awakened must be named in the spell
when cast. It does not work against coma victims.

:Ballistic_Attack

   COST   : 5
   MODS   : R

This spell allows the caster to duplicate the effect of gunfire on a
target by transferring to a bullet, ball bearing or similar small metal
object the velocity and kinetic energy of a fired bullet. The chance to
hit the target is 100% minus the Defensive value of the target
(Coordination etc). The object being launched must be in the caster's
hand and weigh 1/4 of a pound or less. The object counts as a Ballistic
attack (see Ballistic_Defense* ). It does 2d10 + 1/Rank of the spell.

:Ballistic_Defense

   COST   : 5
   MODS   : D,R,T

This spell allows the caster to protect themselves and/or other beings
from gunfire by reducing the velocity of the incoming bullets for the
duration. Range is used when using Targets only.

Ballistic Defense adds +15 absorbtion against incoming gunfire ONLY. (It
fails against other attack forms to assist in anyway).

Additional ranks after the first add +1 to the absorbtion.

This effect cannot be dispelled by others while the Matrix stone that
was used to cast it survives.

:Body_Equilibrium

   COST   : 5
   MODS   : D

This allows the caster to adjust the weight of their body to correspond
with the surface they are standing on. Thus they can walk on ice, water,
quicksand or even a cloud.

Because of their lightness the character must be wary of wind gusts
which can easily blow them away.

This will also act as a Slow Fall effect if they are falling...

:Calm_Animals

   COST   : 3
   MODS   : D,R

This causes animals in a radius out to the range of the spell, to be
calmed and placid. This can stop a stampede, prevent an attack or simply
prevent easily startled or 'watch' animals from reacting to the presence
of the caster and/or others in the area for the duration. This area of
calm moves with the caster, and animals outside the area will return to
normal reactions.

Multiple TARGETS are not used as an option on this spell since it is an
area affect.

:Cell_Adjustment

   COST   : 10
   MODS   : N

This spell allows the caster to heal another being of Damage by touch.
It does NOT cure diseases or regenerate lost body parts. It costs,
beyond the base, 1 point per point of healing to be done. It will NOT
bring the dead back to life, but will work on someone unconscious or
near-death (in negative points but not negative 10 or worse).

It is ONLY usable at TOUCH range, and only 1 target at a time.

:Cell_Disruption

   COST   : 5
   MODS   : N

This spell causes the target being's body cells to burst internally from
hypercharged energy, doing damage to them. Beyond the base cost the
Technician pays 1 point per point of Damage they wish to inflict. Target
DOES get a standard save.

:Change_Self

   COST   : 3
   MODS   : D

This spell enables the Technician to alter the appearance of his/her
form--including clothing and equipment--to appear one foot shorter or
taller; thin, fat, or in between; humanoid, or any other generally
bipedal creature.  The caster cannot duplicate a specific individual.
The GM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role.  The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his
equipment, and the ruse may be discovered in this way.

:Combat_Teleport

   COST   : 10
   MODS   : D

This spell makes the caster +10% harder to hit via all HTH, Hand weapon,
Missile and gunfire combat attacks as they teleport themselves instantly
a few inches to avoid attacks when they occur. It does NOT work against
energy weapons, spells without physical form or area affect spells and
weapons (like a grenade). While active the caster CANNOT physically be
touched by anyone. Combat Teleport cannot be active at the same time as
Globe of Invulnerability since it is an aura affect.

Additional Ranks add +10%, upto 100% maximum. Combat Teleport IS
cumulative with Coordination modifiers but not with BLUR*.

:Comprehend_Languages

   COST   : 5
   MODS   : D,R,T

When this spell is cast, the Technician is able to understand the spoken
words of an otherwise incomprehensible language.

It also allows the caster to reply back in said language.

:Conceal_Thoughts

   COST   : 5
   MODS   : D

This is a psychic defense, it prevents Telepathy* from altering ones
memories and thoughts, or accessing them AND will prevent the usage of
effects on the caster because of the opponent has previously gotten a
Know_Mind* spell to work on them. It gives a +10% save to Charm effects
(by a mentalist or other Mage tradition) and also to save against
Domination*, Possession*, Quantum_Leap* and the Curse_Of_Senility.

:Dancing_Weapon

     COST   : 10
     MODS   : D

Cast on any hand-held weapon it will cause it to move about and fight
for the caster/owner within a 50' radius, as if it was wielded by the
owner, allowing them to perform other tasks while it fights. Attacks on
a Dancing weapon are -30% due to size and speed, and if it is hit the
hit will simply end the duration of the spell, not Damage the weapon. If
its owner is knocked unconscious/dead the weapon ceases to fight as
well. Additional ranks add 10' to the radius of movement from caster.

:Death_Alarm

   COST   : 15
   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.

The Death alarm will remain active until the target is dead or the
matrix stone used to create it is destroyed. It cannot be otherwise
dispelled.

:Death_Vision

   COST   : 5
   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.

:Depression

   COST    : 5
   MODS    : D,R

This inflicts upon the victim the knowledge of ill logic, making them
realize that death is inevitable no matter how much they struggle and
that everything they do will not really matter in the long term. This
depression will reduce all their skills by 20% to succeed while active.
TARGETS is not used on this spell.

:Detect_Charm

   COST   : 1
   MODS   : R

This spell will reveal whether or not a recipient is under the effect of
a charm spell.

:Detect_Darkovian

   COST   : 5
   MODS   : D

This spell will notify the caster when another darkovian has come within
30' radius range/rank of the caster. If the detected being is a
Known_Mind* then they will instantly know that it is them.

This effect does not count against the total number of active spells.

:Detect_Emotions

   COST   : 1
   MODS   : R

This allows the caster to know the general emotional state of all the
individuals within the radius range area effect.

:Detect_Illusions

   COST   : 5
   MODS   : D

Allows the caster to see thru ALL Illusions encountered while the spell
duration is in effect, wether caused by magical spell or magic abilities
of specific creatures.
   
:Detect_Life

   COST   : 1
   MODS   : R

By use of this spell the caster can determine if a creature is alive,
including creatures in a coma, trance, little death etc. It fails
against Mind Shielded targets (they will detect as dead) and will also
expose Undead for what they are.

:Detect_Lie

   COST   : 3
   MODS   : D,T

This allows the caster to perceive any SPOKEN lies said in their
presence if they understand the language being spoken. Range is not
necessary as an element in this spell. Target is only needed if casting
the spell on someone else. It does not detect omissions, only
falsehoods.

:Detect_Magic

   COST   : 5
   MODS   : D,R

This spell causes all magic on the target being/object to be shown in
that it will glow with colors to the caster's eyes. Duration is not
needed to be purchased if it is cast at the suspect target. If Duration
is purchased it will show the caster ALL magical objects or beings they
encounter with sight range of the bought range.

:Detect_Scrying

   COST : 5
   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.

:Detonate

   COST   : 12
   MODS   : R

This allows the caster to detonate the latent energy within an inanimate
object or plant (it fails against any magical device, things made of
Lead or Gold, as well as all living creatures). The size of the object
can be a maximum of 1 LB per RANK of the spell, and the object will
explode outward for 5 points plus 1d10 /per rank. IT will affect an area
radius of 5 feet per 10 lbs involved. Beings within the range can save
vs Coordination to take 1/2 Damage, and armour DOES apply (the Damage
done is NON-MAGICAL and defenses that only work against magical attacks
fail against this spell, while those that prevent mundane Damage work
perfectly). The object MUST be solid - it will not detonate a liquid or
a gas. The object involved will be shattered/broken in the process.

:Dispel_Illusion

   COST   : 3
   MODS   : R

This will cancel ANY illusionary effect instantly and finally.

:Dispel_Magic

   COST   : 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 Magic against Dispel. Note that the dispell must
be of equal or greater rank then the spell being affected to work.

:Disruption

   COST   : 10
   MODS   : R

This is cast ONLY on a single target. The Target must be a Mage. If the
Target fails a save vs Magic then they will immediately lose ALL their
HUNG spells and the energy held in them.

:Domination

   COST    : 15
   MODS    : N

This is a special effect, not bound by some of the rules of the
tradition. Domination allows a Technician to make major modifications to
the target's mind, so that the subject will willingly follow any
instructions or wishes spoken by the Technician to them and believe that
it is their own free will that is in effect.

A mind to be dominated must first be known to the Technician thru the
Know_Mind* spell effect. Second they must overcome the subjects will
thru the casting of the domination spell. The subject gets a save
against the Domination effect at the initial casting. They also will get
a save whenever instructed by the caster to perform an action that would
violate natural disadvantages, inclinations and fears of the subject
(ex: A Code against killing, a fear of heights etc), against their
Spirit alone in such violations. Once a subject has saved against
Domination from the caster they can NEVER be dominated by the caster
again.

This special spell does NOT wear off with the unconsciousness of the
caster, and cannot be removed by a Dispell Magic, Detected by a Detect
charm or Detect Magic (It registers as a CURSE for detection and
removal). It lasts until saved against, removed or the death of the
caster.

:Dream_Death

   COST    : 20
   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 MIND as they will experience a horrific dream that will cause them
to die within their sleep upon failure to save (someone killed this way
does NOT receive Divine Intervention as their Spirit is trapped upon the
Dream Plane and they become a member of that plane's inhabitants unless
rescued and brought out physically).

:Dream_Sharing

   COST   : 5
   MODS   : D,R

This allows the Technician to share the dreams of the target being, so
that they may observe all that occurs within their dream. If the
Technician ALSO has a blank dream bead they can record the dream of the
target being at the same time. This spell can be cast upon the being as
they go to sleep or before they do so - but the caster will slip into
slumber themselves as soon as the target being goes into the dream
state. The duration does NOT begin until the target becomes asleep.

:Dream_Supression

   COST    : 5
   MODS    : D,R

This spell allows the caster or the subject to be free from dreams when
sleeping for the duration of the spell, including all the effects of a
Death_Dream* . The disadvantage is that they cannot gain the benefits of
dreaming also, including things such as the effects of Dream_Teacher*
spells.

:Dream_Teacher

   COST    : 25
   MODS    : R

A more advanced version of Dream Sharing or Manipulation, this spell
allows someone to teach the subject while they are asleep in a skill
they are experienced in. The subject STILL pays the experience costs of
the skill or spell, but learns it in the scope of a single dream, thus
speeding the learning process. The caster MUST have the skill to be
taught at least at 5 levels of training, and the caster gains NO
experience by teaching the skill in this way.

Dream Teacher can ALSO be cast upon an existing Dream Bead and allows
that bead to contain the knowledge of a skill or spell to be taught to
whoever uses that bead.

:Dream_Thief

   COST    : 25
   MODS    : R

This allows the caster to steal the dreams of a Known Mind (see Spell
KNOW_MIND*) or targeted being within range. Once cast it waits until the
target sleeps (range does not apply after the initial casting). If the
target does not sleep within 24 hours then the spell fails. There is NO
save when the spell is first cast, the save come after going to sleep.

The target gets their save against the spell upon going to sleep. If
they fail their save then they sleep without dreaming, and will be at -1
to their SPIRIT for the next 24 hours because of this. At the same time
the CASTER gets a +1 to their own Magical Aptitude for the same 24
hours. The target must save against the spell EACH time they go to sleep
(but only once in a 24 hour period), and until they save the spell
continues to work without the caster having to invest energy into the
effect (but it DOES count as an active spell for concentration reasons,
but will work even after the caster has become unconscious).

Additional Ranks add a +1 to the effect in drain MIND, but not in gained
MA. If a target is ever drained in the process to 0 MIND then they will
enter into a coma and not wake again while the caster lives, and the
caster will have the Aptitude gain until the death of their subject (and
will no longer have to count the spell against active ones while the
subject is in the coma and alive).

Dispell magic and remove curse will not help, nor will awaken. To remove
the effect you must kill the caster or Cast a Dispell on the caster of a
rank equal to or greater than the Rank of the Dream Thief spell had been
cast within one month, remove curse with one year (after a year there is
no way to save the subject in the coma).

This spell is considered HIGHLY unethical and other mentalists will
usually seek out someone using it as a danger to the Tradition in
general.

:Empathic_Revenge

   COST   : 15
   MODS   : D

When the target this spell is cast upon is attacked in any way the
attacker receives back half Damage (only Health Damage applies) as that
the target had received from them AFTER armour etc, as internal Damage.

:Enhance_Emotions

   COST   : 3
   MODS   : D,R

While active this spell will enhance the existing emotions of anyone
within the radius area affect and reduce inhibitors that normally keep
such emotions from being expressed or carried out by those within it.
Thus sadness may become actual crying and tears, Lust may result in
actual seduction or sexual encounters, Anger may result in violent
attack or action, Greed may lead to actual theft, happiness may result
in a feeling of contentment without action, etc.

:Erase_Signature

   COST   :  5
   MODS   :  N

Cast on an item, this erases all connection of the item with any persons
or history that could normally be read from it by various divinatory
spells. The caster may handle the item for 1 round per rank afterwards
without placing new impressions/signatures on the item. The object must
be TOUCHED to the caster's Matrix stone.

At Rank 10 it will also erase signatures on all ACTIVE or PASSIVE spells
on the item so that they cannot be spell traced or otherwise divined
back to the initial caster.

:Eyes_Of_Sickness

   COST    : 10
   MODS    : D

This spell can ONLY be cast on the caster, and while under its effective
duration the caster's gaze has the ability, when meeting that of another
living being or creature to cause the infliction of instant and painful
sickness effects on the victim. In this case it causes internal pain (as
from severe cramping of the digestive system) and fever to sweep over
their body. Such a target being's skills are ALL reduced to 50% of
normal success, all physical attacks they do will be at 1/2 normal
Damage (After totalling scores) and their movement rate is reduced by
half. The victim is so effected while their eyes meet the casters and
lasts for 10 rounds afterward contact is broken. The effect cannot be
negated by a cure disease or healing spell of any kind, or a dispell
magic, but a REMOVE_CURSE* will remove its effects prematurely. The save
against the effect is vs Body instead of MIND as the body is fighting
off the spell effects, not the mind.

:Fertility

    COST   : 5
    MODS   : D,R

This spell will bring a subject being into peak fertility, and will
override all known herbs, magics and medicinal means to block fertility
(but not Barrier-form prophylactics or natural preventions in their
biology) allowing conception to take place if a mating occurs within the
duration of the spell.

:Flight

   COST    : 10
   MODS    : D

Mental flight allows the caster to move thru the air, rising, diving,
descending and maneuvering (as well as optionally hovering) at a speed
of 30'/round maximum per RANK in the spell (2mph per rank in the spell).

A target in flight gains a +10% to Coordination when not in an enclosed
area for purposes of defense calculations only.

A flying Technician may carry 1/2 their weight with them without
hinderance. They can carry upto their own weight in flight, BUT reduce
their speed of movement by 1/2.

:Force_Shapechange

   COST    : 15
   MODS    : R

With this spell the caster can force any shapechanger (even a
changeling) or polymorphed creature to instantly revert to their true
form (or most commonly used form). If the target is a natural
shapechanger then they DO get a save vs Magic to avoid the effect -
there is no Save vs those who are polymorphed. The target cannot change
form again for 1d10 + 1/Rank Rnds even if they saved against the spell.

:Free_Action

   COST   : 7
   MODS   : D,R

This spell enables the target to move and attack and otherwise act
normally for the duration of the spell, negating effects like Paralysis,
little death, hold person, web, hog tie and similar binding effects.

:Friendly Possession

    COST   : 15
    MODS   : D,R

Caster's mind enters the target being's body for the duration, their own
body collapses into a coma.  If the caster's own body is destroyed they
permanently become resident in the new body.  While in possession the
caster has the new body's stats except for MIND, SPIRIT, and Magical
Capacity.  The target's mind is NOT rendered unconscious.  Both caster
and target are fully functional.  They may take actions simultaneously,
within the physical limitations of the body.  If they attempt to do
contradictory things, and neither agrees to cancel his action, both must
attempt an MIND roll.  If one succeeds and the other fails, the one who
succeeds may take his action.  If both succeed, the body attempts both
actions with results determined by the GM.  If both fail, the body does
neither action.

The two minds count as separate targets for mental spells.  (Spells
which are cast on the mind, such as Sleep or Charm.)  If the caster of
such as spell only puts one target on the spell and does not specify
which mind he is casting it on, the target is determined randomly.  If
an area effect mental spell occurs, both make separate saving throws to
determine if they are affected. Against physical spells which affect the
body, they get the better save of the two characters.  Against an
Exorcism spell, both characters are entitled to a save, and if either
succeeds the Exorcism fails.

:Groping_Fingers

   COST   : 1
   MODS   : D,R,T

This spell allows the caster "grope" his/her target. This spell is
usually used by mischievous apprentices in bars and such... have fun!
RANGE is vital to make this spell useful!

:Grounding

    COST   : 7
    MODS   : D

This spell helps protector the caster on several levels. First it will
prevent ALL Electrical Damage for the duration of the spell; second it
gives the caster a +10% save for saves vs incoming spells and effects
for the duration. Note that long duration groundings are possible but
that grounding does NOT work while a character is unconscious or asleep
in some way as it takes thought to perform.

:Heightened_Senses

    COST   : 3
    MODS   : D

This spell allows the caster to raise their awareness to the universe
temporarily, increasing all chances to notice smells, sounds, sights,
tastes and tactile senses for the duration by +20%.

:History

   COST   : 3
   MODS   : N

This spell allows the caster to "tune in" to the psychic impressions
left on an object or small area.  The power gives the Technician the
ability to divine special purposes, famous owners, and powerful
alignment bends.

The spell will not identify a magic item per se, but would identify the
signet ring of a long deceased noble house as such. Furthermore, history
doubles the chance of a rare or unknown items value being determined.

This spell is most commonly used on non-magical plunder, books, and
items sold at auctions.  Only a single touch is needed to make the spell
work.

:Hold_Person

   COST    : 10
   MODS    : D, R

It is cast on an individual and paralyzes them if they fail a magic save
where they stand. They stay such for the duration and cannot act, unless
a Mage who doesn't require movement to cast.

:Hypnotism

   COST   : 3
   MODS   : D,R,T

The target creature(s) become susceptable to suggestions from the caster
that are delivered vocally in a language that they understand. The
caster must give the SAME suggestion to all targets immediately after
the casting of the spell.

:Identify

    COST   : 10
    MODS   : T

When an identify spell is cast, magical items subsequently touched by
the Technician can be identified.  When the spell is cast, each item
must be handled in turn by the Technician.  Any consequences of this
handling fall fully upon the Technician is allowed any applicable saving
throw.

The chance of learning a piece of information about an item is equal to
50% rolled by the GM.  Any roll of 96-00 indicates a false reading
(91-95 indicates nothing). If any attempt at reading fails, the caster
cannot learn any more about that item.  Note that some items, such as
special magical tomes, cannot be identified with this spell.

:InFertility

    COST   : 5
    MODS   : D,R

Causes the subject to become infertile for the duration, useful for
means of preventing contraception. This spell will NOT cancel out a
Fertility* spell! Nor does it cause Impotence - only lack of conception.

:Invincibility

    COST   : 10
    MODS   : D

This spell has two major purposes. First it prevents opponents of the
caster to see that he/she is wounded or injured in any real way while
they are conscious and alive. Bullets will appear to bounce off, arrows
will fall to the ground as if they had never penetrated, wounds will
remain unseen and unbleeding, blows with sword or other weapons and hand
attacks will appear to fail to pierce.

In this way an opponent can be convinced they are powerless against the
caster.

Second, it allows the caster to NOT feel pain in any way. Thus they
cannot be knocked unconscious and can continue to be conscious until
reaching -10 Health and absolute death (unless the spell's duration ends
before that). Any spell or attack that would Stun or knock them out
fails, no matter the source.

Opponents with Mind_Guard* up or Tower_Of_Iron_Will* get a save when the
caster is first wounded, and if successful will not be fooled by the
illusionary part of the spell.

:Invisibility

    COST   : 10
    MODS   : D,R,T

Caster, subject being or subject object becomes invisible to normal
sight. This adds 50% to their Coordination for defensive and offensive
purposes. This is perfect invisibility, as it is purely a clouding of
the mental image of others of the caster. If an invisible being is
wounded  their blood will become visible when it strikes the ground. If
a person their equipment will be included in the effect, BUT if they
fire a missile weapon or throw such it will become visible after leaving
their presence. Caster can turn off the spell at will. An invisible
person under this spell cannot be detected by infravision on the part of
sentients, but animals can detect them thru scent.

A Person with MIND_GUARD* active sees the invisible. Those with
Tower_Of_Iron_Will* on get a save when first encountering the effect.

Once turned off the spell MUST be recast in full.

:Invisibility_To_Mundanes

    COST   : 5
    MODS   : D,R,T

This spell causes a being, object or locale to become invisible to those
who do not believe in magic and lack magical aptitude. It cannot be cast
on a Mundane and Mundanes get NO save against the effect. It has NO
effect on Mages and the like who view the invisible.

It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a
locale instead of a being or object, it can cover 10 cubic feet per rank
of the caster and all within that area (but such cannot be mobile).

It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete invisibility
to all their senses.

:IronMind

   COST   : 3
   MODS   : D

This spell permits the caster to concentrate powerfully, despite any
normal things that would distract him/her from their actions in casting
any other spell - even the receipt of actual physical Damage, as long as
the duration of this spell continues. This allows a Technician to
overcome one of the normal causes of spell failure.

:Keep_Awake

   COST   : 5
   MODS   : D

This spell prevents the caster from falling asleep or unconscious for
the duration, whether due to magical or natural causes.  The caster will
not feel tired for the duration, but will feel the full effects of being
up for the entire duration as soon as the spell wears off.  The caster
may get physically weary and need rest.

If the caster is reduced to negative Health, he will be in intense pain.
It does not prevent him from bleeding to death.  He must make an MIND
roll to avoid canceling the spell.  Physical actions range from
difficult to impossible, depending on the action and the type of injury.

The caster may not meditate while under the effect of this spell.

:Know_Mind

   COST   : 10
   MODS   : R

This spell allows the caster to establish a mental image of a persons
mind, allowing them to use a variety of options with Telepathy*,
Teleport_Link* and other spells. One mind can be memorized in this way
per MIND point of the character. Mind Shields Block this unless the
target is willing.

:Know_Spellcaster

   COST   : 10
   MODS   : N

This spell is cast upon a magical object or ANY ongoing spell effect (It
can ALSO be cast during a REPLAY spell and will count what is being
viewed as an ongoing effect even though it is an image) whereupon it
will notify the caster of the the Name of the original caster.

:Levitation

   COST   : 5
   MODS   : D

This spell allows the caster to rise up thru the air in a mentally
assisted movement, or equally move downward or hover. Levitation is at a
speed of 5' maximum per round per rank and the caster controls the speed
of ascent/descent entirely.

Levitation is NOT flight.

:Life_Support

   COST    : 20
   MODS    : D

This allows the mentalist to prevent their body from needing outside
influences to survive. Specifically they need not breathe (and will be
protected from all gas based attacks) outside air, intake food or water,
dispose of bodily wastes or sleep and dream.

:Linked_Teleport

   COST   : 15
   MODS   : N

Allows the caster, who is already in mental contact with a sentient mind
(thru Telepathy*, Mind_Speech*, Apprentice_Link* or similar spell
effect) to teleport to a locale within 5' of that sentient person [There
is NO saving throw]. They can bring additional equipment or persons,
upto 100 lbs per RANK of the spell.

:Living_X

   COST   : 10
   MODS   : D,R

A glistening pink crystalline looking energy shaft is shot towards a
living target, who is instantly immobilized in an upright spread eagled
position, until the target can break the spell by making a Body roll on
one of the following rounds or by the expiration of the duration.

:Locate_Object

   COST   : 5
   MODS   : D,R

This spell allows the caster to find the location of a lost or stolen
item which they are familiar with (that is, they have held it in their
hands at some point in the past). The spell will give them a direction
and will lead them along that direction, with mental statements of
'warmer'/'Colder' until they reach it or until the spell expires. If the
item is beyond the casting range then they will NOT perceive it at all
except a vague direction and then the spell will expire prematurely. If
the object has been broken, changed or Damaged in any way it will not ne
detected at all.

:Matrix_Analyze

   COST   : 10
   MODS   : R

This allows a technician to view a person and determine which traditions
they belong to that the caster is familiar with. If a Technician has
Magical History skill then they will recognize any of the 'standard'
types. It will tell them of ALL their trads and also their priorities in
that person's life.

It fails against someone who is mind Shielded or has Mind Guard or a
similar mental defense active.

:Matrix_Seal

   COST   : 10
   MODS   : N

This allows the technician to seal a container of any kind (Jar, door,
window, box lid, etc) that is non-living magically in such a way it
cannot be opened by any normal means. Attacks against the seal by
physical strength to smash it must do 10 pts/rank before the seal will
give way.

The creator of the seal can open it easily, as can anyone with the
creator's matrix stone. This effect has NO duration maximum and can
outlive the caster (but ends if the matrix stone that created it is
destroyed).

:Matrix_Veil

   COST   : 20
   MODS   : N

This is cast upon an entrance or framework (Doorway, Window, Passage
entrance, archway) and stretches across such (upto a 5' x 6' field with
+1' per rank in each dimension). The Veil will last as long as the
caster's Matrix stone exists. It cannot be dispelled, but a remove curse
could shut it down.

Matrix Veils are invisible to mundanes, but a mundane crossing this will
need to save and critical (Exception : a mind shielded mundane) or they
will collapse unconscious for 3d10 rounds and awake with a splitting
headache that makes them -10% to perform any function for an hour
afterwards.

A person with Magical Aptitude and no training in magic will get a
standard save and if they fail will become unconscious for 2d10 rounds
and awake with no energy in their magic Capacity storage and the energy
that they did have going to the caster (but NEVER over the caster's
maximum capacity!).

A Technician crossing the veil must make a save or lose one Energy point
from their capacity storage for each rank the veil was originally cast
at, which is fed to the Technician who cast the veil.

Anyone that is Mind Shielded or Mind Guarded or in mental contact (thru
telepathy or mind speech or similar spell) with the original caster of
the Veil will not be affected. Also anyone wearing or carrying a matrix
stone can pass thru unaffected.

Matrix Veils are usually used on the entrances to Towers and such.

:Mind_Guard

    COST   : 5
    MODS   : D

This spell protects the caster or subject target being (must be
sentient) from the effects of a mental nature as well as natural
abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Spirit, Nude Mood,
Possession, Quantum Leap, Spook, Steal Spell, and even Taunt.

:Mind_Speech

   COST   : 1
   MODS   : D,R,T

Allows the caster to communicate mentally with one or more beings. Must
be able to see the being when the spell is first cast, but does not have
to maintain visual contact. The mindspeech is just like normal
conversation, except that NONE of those involved can 'think' a lie thru
the link at the others, so honesty is the rule - any attempt to lie
directly will cause the link to severe. Once enacted, Mindspeech is NOT
affected by the distance - RANGE is only used for the initial casting of
the spell, thus the spell can be bought relatively cheaply if all
involved are in touching range at start, only duration and possibly
targets are needed.

:Minor_Involuntary_Actions

   COST   : 1
   MODS   : D,R

The spell allows the caster to affect the body controls of a single
sentient being (save vs Magic only against the EXTENDED Version, no save
vs the one round version). Which means it can create simple physical
reactions from the following list:

Belch, Blink (eyes), Cough, Giggle, Nod, Scratch, Sneeze, Twitch (Minor
muscle contraction), Wink and Yawn.

If the victim is a Mage who is involved in a spell casting they must
make a save to maintain concentration on the spell they are working on
(Iron_Mind* prevents the need for such a save) or they will lose the
effect and have to start again. If the spell is cast on the victim with
duration then it gives them a -10% to cast for the duration of the
spell.

If cast on a non-Mage involved in combat, specifically TWITCH, Sneeze
and Blink or Wink will throw off their combat pattern slightly reducing
their next attack (if on that round or the next) by 5%. If cast on a
non-Mage with duration it will reduce their effect by 5% for the
duration on all combat skills.
 
:Minute_Ball_of_Fire

   COST   : 10
   MODS   : R

When a Technician casts this spell, a flaming bead launches from a
pointed finger, speeds straight out to the stated range and explodes
into a 10-foot diameter sphere of normal fire.  Anyone caught within the
spell's effect must take 1d10 points of Damage, unless they make a
successful Coordination roll.

Multiple RANKS do not do extra Damage with this spell, unlike a
conventional fireball spell, and TARGETS is not a usable option.

Since the fire is non-magical anything that normally protects against
such DO apply.

:Mirror_Image

   COST   : 10
   MODS   : D,R,T

When invoked, this causes 4 duplicates to appear of the target. These
are illusions. They move about with the caster (or target) making it
nearly impossible to tell which is the real one. This means that if a
spell or attack is aimed at the target there is a saving throw made to
see if they hit the being or an Image. If they hit an image that image
will disappear and the target takes no Damage.... saving roll for the
target/images from such attacks:

    4 images present    80%
    3 images present    75%
    2 images present    66%
    1 image  present    50%

Once all images are gone the spell ends, otherwise they last until the
duration ends or the caster commands it to end.

:Modify_Traffic_Light

   COST    : 3
   MODS    : D,R

This allows the Technician to manipulate any standard traffic light,
able to change the sequence, current light status, delay factor in the
sequence or to do Odd things (like showing green to all directions or
giving a walk light when its green or Turning it into a blinking yellow
for the duration etc). Additional ranks allow more lights within the
range to be affected at the same time (So you can modify really big
intersections).

:Morale_Boost

    COST   : 3
    MODS   : D,R,T

This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
and will also give them a +5% chance per rank to succeed at all attack
rolls for the duration of the spell.

:Mystic_Shield

    COST   : 5
    MODS   : D

When this spell is cast, an invisible barrier comes into being in front
of the Technician.  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 bonus against spell attacks that are basically
frontal. Note that these benefits only apply if the attacks originate
from in front of the Technician, where the shield can move to interpose
itself.

:Nude_Mood

   COST   : 5
   MODS   : R,T

Cast at a single being this forces them into a compulsive behavior to
immediately strip off all clothes and armour to stand naked (it does NOT
cause the removal of jewelry). Once they have completed this they will
return to their senses and have to deal with the situation.

TARGETS is only used if the targets involved are within 10' of each
other.

:Numb_Tongue

   COST   : 5
   MODS   : D

This numbs the tongue of the target being, making speech difficult,
slurred (as if intoxicated heavily) and clumbsy. If used on a Mage that
speaks to cast they take their disadvantage for such as they will be
affected beyond usability for magic.

:Painting

    COST   : 3
    MODS   : D,R

By the means of this spell the caster can create an illusion of whatever
s/he wants visually. It is usually easy to recognize what the illusion
is supposed to be of, but any creature that can do so can also recognize
that it is an illusion, as the picture is two dimensional.

:Personal_Healing

    COST   : 5
    MODS   : N

This allows the caster to heal injuries they may have sustained, when
they are conscious, by spending the above cost plus 1 point per point of
Damage to be healed. No other modifiers are used and it works on
internal wounds, open wounds and broken bones. It does not assist
against diseases, withering or permanent Damage.

:Psychic_Crush

    COST   : 10
    MODS   : R

This spell is used to cause a massive mental assault upon the neural
system of the target's mind. If the subject is a Known_Mind* then they
save with their SPIRIT only, else they get a standard save.

To the base cost is added 2 points per point of Damage that the caster
wishes to inflict (but they cannot inflict more Damage than their own
SPIRIT). Additionally the target makes a second save afterwards or
becomes unconscious for 1d10 rounds on top of the Damage.

Psychic Crush does NOT work on non-corporeal beings.

:Pop

    COST   : 5
    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   : 5
    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
MIND, SPIRIT, and Magical Capacity. The caster CANNOT use the skills of
the other being, only the body - they can use their own skills. COST is
the above, plus 1 point per MIND point of the Target.

:Puppet

      COST  : 5
      MODS  : D,R

This allows the caster to control the body movements of another person
as if they were a puppet, controling all basic motor ability of the
body, except for those of the head. The target DOES get a standard save
against this spell. They cannot access the memories, skills or even any
powers of the body, simply basic movement etc. The subject can make
vocal complaint but is otherwise helpless (unless they can cast spells
without body controls in some way).

Cost is above, plus 1 point per MIND point of the target. It CAN be used
on an animal.

:Quantum_Leap

   COST   : 25
   MODS   : D,R

This is an unusual form of possession*. It allows the caster to transfer
their mind into the body of a being within the target range (Magic Save)
and places their mind into the casters body. They both retain their MIND
and memories, as well as spell energy and hung spells and have full
control over the new body, and keep ALL their original skills and NOT
those of the new body. In the event one of the bodies is killed the
remaining one will become the property of the current possessor and the
occupant of the other is slain with the death. All active spells stay on
the BODIES not the intellects in the switch. Unsuspecting victims are
stunned for 1d10 rounds after being switched and cannot act.

:Remove_Fear

   COST   : 1
   MODS   : R,T

This removes the effects of ALL Fear spells and powers affecting a
being.

:Remove_Scars

   COST   : 1
   MODS   : N

On casting this spell, the caster is empowered to remove scars or other
similar marks (burn marks, birth marks, etc.).  This will enable the
recipient of the spell to restore lost charisma caused by such marks.

:Replay

   COST  : 15
   MODS  : D

This spell causes past events to be re-enacted in upto a 400 sq foot
area The replay will consist of a three-dimensional, transparent image
superimposed over the area of effect. The Technician can freeze the
action, reverse it, scan rapidly for a desired event, or skip to any
time within range of the spell.

The speed of the search is determined by the GM and limited by the
magnitude of the event in question. It would be easy to spot the passage
of an army, for example, but spotting a pick-pocket would require a
real-time search.

:Resist_Paralysis

    COST   : 3
    MODS   : D,R,T

For the duration of this spell, the recipient is immune to all forms of
paralysis, including gaze attacks, paralytic poison, and Hold spells,
but it does not negate paralysis already in effect.

:Restore_Sanity

   COST   : 25
   MODS   : N

This spell removes insanities previously acquired by the target. An
insanity is defined as anything on the the insanity table EXCEPT Phobias
and Sexual Deviations.

:Reveal_Owner

   COST   : 3
   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 Technician 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.

:Selective_Invisibility

   COST   : 20
   MODS   : D,R,T

This is a varient on normal invisibility. It causes the subject to be
invisible to others but NOT to the caster or other subjects affected by
the spell. In other words if multiple targets is used and a group of
people have this cast on them, they will be able to see each other fine
but others will not be able to.

The effect is otherwise identical to a normal invisibility spell, except
that Undead and Mind Shielded people can ALWAYS see the invisble
target(s).

:Sleep

    COST   : 1
    MODS   : D,R,T

When a Technician 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 (Coordination 1)

:Slow_Fall

    COST   : 1
    MODS   : D,R

When this spell is cast, the target(s) affected immediately assumes the
mass of a piece of down.  Rate of falling is instantly changed to a mere
two feet per second (120 feet per round), and no Damage is incurred upon
landing while in effect.  When the spell duration ceases, normal rate of
fall occurs.  The Slow Fall affects one or more objects or creatures in
a 10-foot cube per rank.

:Speed

    COST   : 5
    MODS   : D,R,T

Allows the caster or subject beings to move consistently at increased
speed. This means they get a +5 to all initiative rolls.

Additional ranks add +1 more to the initiative.

:Spell_Shield

    COST   : 15
    MODS   : D,R,T

Places an auras around the caster or a target being that protects
against ALL Damage causing spells aimed directly at them (Does not block
non-damaging spells or AREA EFFECTS), reducing their Damage to MINIMAL -
so if a Mage spell does 1d10 normally, it will only do 1 point of Damage
on hitting.

:Spell_Reflection

    COST   : 15
    MODS   : D,T

This places an auras around the caster or a target being that protects
from ALL spells cast directly at them that is single targeted by
reflecting the spell back to its source if a Magic saving roll is made
successfully. If the source also has a Spell Reflection up it may also
bounce the same spell back again until one of the two fails its save and
is struck.

Both Spell Shield and Reflection cannot be up at the same time.

:Spell_Trace

    COST   : 1
    MODS   : R,T

Cast on an object or on a target of a recently discharged spell, this
will give the Technician an image of the caster who originally cast the
spell.

:Stall

   COST  : 5
   MODS  : R

This causes an active vehicle engine that uses spark plugs to suddenly
stall out and cease to work temporarily. It will turn over again with
effort, but the initial stalling will cause a delay, possible loss of
control (if the vehicle has automatic steering and/or brakes) and
possible loss of speed.

:Static_Field

    COST   : 20
    MODS   : D

This spell allows a caster to affect spellcasting within a 30' radius of
themselves for each rank of the spell (they can lessen the effect though
if it is so wished). This field reduces the ability of the caster and
others within the field from casting spells by a percentage equal to the
caster's Magical Aptitude. Against OTHER Mentalists this percentage is
even greater, being the Magical Aptitude multiplied by the RANK of the
caster.

Static Fields will affect active spells as well (anyone who has an
active spell they have cast must make a saving throw to keep it from
ending prematurely).

:Strength

    COST   : 5
    MODS   : D

This allows the caster to boost their own Body for all STRENGTH purposes
(combat etc) but not for Health/constitutional saves, by 5 pts plus 1
per RANK.

:Stupefying_Blast

    COST   : 20
    MODS   : D,R

A chaotic blast of green and blue energy is sent out at a target being
who gets a saving roll vs Magic. If failed the target becomes struck
Mute and blind for the duration. This would render a Mage unable to cast
a spell on anyone except themself (since they cannot target the spell).
It would make physical combat be at Coordination 1 for a base.

:Summon_Object

   COST   : 5
   MODS   : N

This spell will summon to the caster any MEMORIZED object and its
contents to within a foot of the caster. Beyond the base 5 points the
caster pays 1 point per 5 lbs of weight. This increases with ranks so
that at rank 2 it's 1 point per 10 lbs of weight, at rank 3 its 20 lbs,
at rank 4 its 40 lbs and so forth. Summoned objects CANNOT be alive in
any way.

:Summon_Taxi

   COST  : 3
   MODS  : N

Only castable in an Urban area, this will summon a taxicab to the street
the caster is on, if there is one within a 1/8 mile radius (this
increases per RANK) and the driver will bring it to a stop as close as
possible to the caster safely and believe that they had received a call
on their radio to pick up a fare at this address.

:Taunt

   COST   : 3
   MODS   : D,R

A taunt spell enables the caster to jape and jeer effectively at a
single type of creature with Intelligence. The caster need not speak the
language of the creatures.  His words and sounds have real meaning for
the subject creature or creatures: challenging, insulting, and generally
irritating and angering the listeners.  Those failing to save vs. Magic
rush forth in fury to do battle with the spellcaster.  All affected
creatures attack the spellcaster in melee if physically capable of doing
so, seeking to use body or hand-held weapons rather than missile weapons
or spells.

Separation of the caster from the victim by an impenetrable or
uncrossable boundary (a wall of fire, a deep chasm, a formation of set
pikemen) causes the spell to break.  If the caster taunts a mixed group,
he must choose the type of creature to be affected.

If used in conjunction with a ventriloquism spell, the creatures may
attack the apparent source, depending upon their Intelligence, a
leader's presence, and so on.

:Telekinesis

    COST   : 1
    MODS   : D,R

By means of this spell the caster is able to move objects or beings by
concentrating on moving them mentally. The spell can provide either a
gentle, sustained force or a single, short violent thrust (for attack
purposes).

As a sustained force this enables the caster to move a weight of upto 5
Lbs/RANK of the spell a distance of 30' per round . The weight can be
moved vertically or horizontally or both. Any objects moved beyond the
spell's range falls or stops progressive movement. If the caster ceases
concentration for any reason, the object falls or stops.  The object can
also be manipulated mentally as if with one's hands. For example a rope
or lever may be pulled, an object rotated and so on. The caster could
even do such things as untie ropes or other complex actions with
manipulation (though the GM may judge an MIND save is needed for some
more complex actions to achieve them).

Alternatively the spell energy can be used in single round 'attacks',
exerting effect to hurl an object upto 30 feet away from its original
position, within the weight limits as above.

Damaged caused by hurled objects is decided by the GM, but usually you
can assume that Body objects do 1d10+(1pt/5 lbs weight).

:Telepathy

    COST   : 5
    MODS   : D,R

This spell has a varying effect based on the RANK it is known at. It
allows the caster to read a target being's mind (Magic save) or to
communicate with them on some level:

            RANK 1 - Communicate (as per Mindspeech* only)
                 2 - Communicate OR read Surface thoughts of target
                 3 - above and read Memories of target
                 4 - above and can place suggestions in target mind
                 5 - above and can use the senses of the target mind
                 6 - above and can CAST thru the target to the
                     area near them using the targets range.
                 7 - above and can place memories in target mind
                 8 - above and can change memories in target mind
                 9 - above and can transfer HUNG spells to target mind
                10 - above and can use MIND based skills of target
                11 - above and can share own memories, MIND skills.
                12 - above and can transfer energy to/from target
                     to/from themselves (Cannot GIVE energy beyond
                     the Capacity of the Target or receive more than
                     they can hold). 

Unlike Mind Speech, Telepathy can be cast on either a LOS being, paying
for range, or on one who is known to the caster via the Know_Mind*
spell, with no range costs.

:Teleport_Object

    COST   : 3
    MODS   : R

Allows the caster to move an object within range to any locale that the
caster chooses that has been visited and memorized by the caster, or
into the possession of the caster immediately. Range is used for the
actual range to the target object. Duration and Targets are unused
options. If the object is a container its contents will move with it.
Additionally there is a cost of 1 spell point per 5 lbs of the objects
weight at rank 1. This is doubled for each rank (Rank 2 for example for
the same 1 point can affect 10 lbs, Rank 3 can affect 20 lbs for 1 point
etc).

:Teleport_Self

    COST   : 20
    MODS   : N

Moves the caster and upto 25 lbs of gear etc to any locale that the
caster chooses that has been visited and memorized by the caster. One
locale can be memorize per point of MIND the caster has.

Additional Ranks add 25 lbs to the capacity of carryable weight.

:Tower_Linkage

     COST   :
     MODS   : N

This spell is used to adopt a person into the caster's Tower. A Tower is
the Technician's training and working group, to whom their allegiance is
sworn. ALL Technician's are assumed to be tower Linked if they are
Darkovian in training. Anyone who is tower linked to the same tower is
unable to cause them physical or mental harm and vice versa (an attempt
to cause physical harm will result in complete and equal Damage to the
aggressor). All persons who are tower linked may mind speech with each
other at will without distance affects or even mind shielding blocking
it. They may also perform the equivalent of rituals by agreement despite
distances between them, and may loan energy to each other thru the link.
A Tower has at least 3 members and no more than 90. Each tower has a
single active Keeper, a female darkovian who is the major conduit that
all work is done.

Before the casting of this spell on a new personage the Keeper MUST
agree to the linkage. Once completed it exists as long as ANY of the
matrix stones possessed by the tower members at that time exist.

New Towers can only be created by a Keeper, who must be rank 10 in
Spellcasting skill, who breaks off her tower connections to make the new
tower. Only a keeper can sever the tower connections of an individual.

:Tower_Of_Iron_Will

     COST   : 15
     MODS   : D

This is a psychic defense against other mentalists ONLY, which gives the
caster +50% to all chances to save against such effects.

:Transfer_Energy

      COST   : 1
      MODS   : D,R,T

This allows Technicians to transfer energy to each other by choice.
Those involved MUST be willing. The being losing the energy decides how
much they transfer and to who. Energy cannot be transferred to a
non-Mage being unless they are magical in nature. Only RAW energy *not
HUNG spells* can be transferred this way.

:Transfer_Wounds

    COST   : 15
    MODS   : N

This spell allows the caster to transfer all their current Damage to the
next person they come in flesh-to-flesh contact with. If the person
makes a standard save then they are not affected and the spell continues
until the caster successfully transfers the wounds or becomes
unconscious. It does NOT help transfer wounds received AFTER casting the
spell, nor does it work if the caster dies or becomes unconscious (when
it terminates).

:Umbrella_Of_Carnack

    COST   : 5
    MODS   : D

This spell creates a magical umbrella that will hang 3' above the head
of the caster at all times. The Umbrella will have no physical form to
touch, but is visible to normal sight. It can pass thru objects easily
and offers no protection from arrows or other thrown missiles. BUT the
umbrella will prevent any RAIN based spell from affecting the caster,
and also any falling object more than 5 lbs in weight will bounce off
it. Thus things like a falling Wall of Ice would fail to harm the
possessor of the Umbrella, or even an opponent jumping from a height
above to attack.
   
:UnParalyze

    COST   : 5
    MODS   : R

Restores movement to a person, no matter the cause of the Paralysis.

:Unseen_Servant

    COST   : 1
    MODS   : D

The unseen servant is a non-visible, mindless, and shapeless force, used
to step and fetch, open unstuck doors, as well as to clean and mend.  It
is not strong, but unfailingly obeys the command of the Technician.  It
can carry out only one activity at a time and can move only light-wight
items--carry a maximum of 5 pounds or push or pull 20 pounds across a
smooth surface.  It can open only normal doors, drawers, lids, etc.  The
unseen servant cannot fight, nor can it be killed, as it is a force
rather than a creature.  It can be magically dispelled, or eliminated
after receiving 6 points of Damage from area-effect spells, breath
weapons, or similar attacks. Additional Ranks add 1 lbs to its carrying
ability, and 1 Health to its survival ability.

:Well_Of_Blackness

   COST   : 20
   MODS   : D,R

This spell is a mental illusion upon a target being. IT leaves them
believing they are Blind, Deaf and without any sensation of feeling for
the duration. This means the Mage is at a -40 to cast hung spells, and a
-60% to cast otherwise. A tool Mage is unable to cast at all under these
circumstances. Target does get a Magic save. It will NOT affect a
non-Mage!

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