Bloodmage

:Bloodmage
 
   The Bloodmage Tradition is one followed by but a few as its prices
are high, its teachers few and its survival difficult. Still it has
persisted over the centuries as its benefits are great too.

   It is said that the Bloodmage is one of the sources of the legends of
Vampires and other immortal blood drinking creatures.
 
   The training of a bloodmage is usually quite brutal, for only the
strong survive. There is no such thing as a failed bloodmage apprentice
as failure means death. Their training alters their body chemistry and
nature - once a Bloodmage there is NO turning back.

   Unlike a Draconian the Bloodmage's goal is NOT power over others,
although some may be gained thru the system, but instead its goal is
survival above all else.

   There is no true Bloodmage society or community, as few can deal with
the existance of another of their kind near them too long as too many in
an area can draw attention to themselves with the mundanes and cause
problems. When a few do live in a general area they often set their own
ground rules or avoid each other entire (except the rare 'family'
setting). Bloodmages are predators of a sort.

   Many Bloodmages are often Weres or possess Hypermetabolisims so that
they heal abnormally fast, a nice advantage.

   REQUIRED SKILLS ETC.:

      Alertness
      Read/Write
      Shadowing
      Stealth

   SUGGESTED SKILLS:

      Climbing
      Concealment
      Disguise
      Hand_To_Hand Combat
      Magical History
      Tantrics

   LIMITATIONS & ADVANTAGES:

      Cannot be a Shaman, Mechamage, Technomage, Draconian, Wiccan,
             Tantrologist, Taoist, Mentalist, Charismatic, or Darkovian.
      Cannot utilize Token magic in this tradition.
      Cannot Learn/Utilize Body Building/Development or Meditation
             in ANY Tradition.
      Cannot benefit from anyone performing First Aide, EMT or
             Physician Skills on their wounds, or magical healing,
             but their wounds cease bleeding after the initial attack.
      Can Transfer Magical Energy to their wounds directly for instant
             healing or take internal wound damage and transfer the
             points into Magical Energy instantly for quick recharge
             at straight 1:1.
      Cannot receive energy from a Transfer Energy spell of any Trad.
      CAN receive recovery, as if a normal mage sleeping, of energy
             from tantric energy (10% of Apt. from 1 hour of activity).
             Does NOT COMPOUND with that of other Traditions if any.
      CAN receive energy from the consumption of human blood, getting
             1 points per HEALTH point worth of blood, taken direct from
             a living being (fails if victim is dead or if from blood
             that has been away from its source for more than 1 minute).
             If Blood is from a being with Magical Aptitude they get
             5 points per HEALTH point worth of blood.
      Recovers from sleep only 1 Magical Energy point per hour, maximum
             of 8 per night.  (DOES NOT IMPROVE if they have another
             tradition!)
      -5% to cast for each 24 hours since last they consumed humanoid
             blood when using Bloodmage spells.
      +10% to cast if consumed blood in past hour for bloodmage spells.
      Can purchase with Experience Character advantages from the standard
             ~<Rules.#01>*~ file at a cost of 1000 eps per point of normal
             construction cost (example : Agelessness costs 15,000 eps)
             after play has begun, unlike other Traditions.
 
:Animal_Enmity

   COST    : 5
   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_Tracks

   COST   : 1
   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.

It can also be cast on others with the same effect on them.

:Armour

    COST   : 3
    MODS   : D,R,T

This gives the target temporary invisible and intangible magical armour
against all normal attacks that absorbs 1 points of damage per rank, for
the duration.

Unlike normal armour, the armour spell cannot be reduced with wear, has
no encumbrance affects upon Coordination and it can be worn with other
forms of Non-Metal armour (Wearing metal armour will negate the armour
spell).

:Assasin's_Invisibility

      COST  : 30
      MODS  : D,R,T

This is complete invisibility to sight, infravision, sound and scent.
The subject CANNOT create intentional sounds while it is in 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.

:Beauty

    COST   : 1
    MODS   : D,R

It enhances the casters Appearance magically for the duration by 1
point/rank (Cosmetics base).  It is often used by Female Mages to
enhance their natural 'talents'.

Unlike 'Friends' it does NOT directly influence others and thus has no
detrimental effects, or concepts of deception.

It does not in any way disguise the character, only enhance their best
features, hide blemishes and increase pheromone output.

:Blood_Finding

    COST    : 5
    MODS    : D,R

This spell requires a blood sample and a sewing needle. It works on the
principle of like attracting like and will cause the needle to point to
the nearest source of similar blood EXCEPT that of the caster or the
original source of the blood. Thus it creates a miniature compass that
will draw one to the nearest similar, which almost always means unto a
blood relative (if no blood relative is within range then it will point
to the nearest closest in blood type or species).

:Bloodfire

   COST    : 15
   MODS    : D,R

This spell engulfs a creature with blue fire that burns for 1d10 damage
per round. The flames do not ignite flammable objects, they just hurt
living creatures. Additional RANKS cannot be bought on this spell, nor
additional TARGETS. Target DOES get a saving throw. Dispell Magic will
negate this effect, as will a non-combustion Field, or immersed in water
or fire fighting foam. It will not work on a subject that has no exposed
flesh that the caster can see.

Bloodfire is primarily used on targets that the caster has NO CHANCE of
utilizing for their magic, since it wastes good blood.

:Charm_Person

   COST   : 25
   MODS   : D,R

This spell affects any single person it is cast upon. The term person
includes bipedal human, demi human, or humanoid of man-size or smaller,
such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins,
half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard
men, nixies, orcs, pixies, sprites, troglodytes, and others.

The spell recipient regards the caster as a trusted friend and ally to
be heeded and protected.  The spell does not enable the caster to
control the charmed creature as if it were an automaton, but any word or
action of the caster is viewed in the most favorable way.  Thus,  person
would not obey a suicide command, but he might believe the caster if
assured that the only chance to save the caster is to hold back an
on-rushing dragon "just for a round or two".  Note also that the spell
does not endow the caster with linguistic capabilities beyond those he
normally possesses (i.e., he must speak the victim's language to
communicate ).

They get a save vs Magic when it is initially cast. Additional Ranks
lower their saving throw by 1 Point.

:Cleanse

   COST   : 1
   MODS   : R,T

This spell is cast upon cloth, either uncut or finished clothing. It
removes all foreign stains, dyes, and soiling and makes them as neat as
if they had just been dry cleaned and ironed professionally.

It will affect 3 yards of material per RANK.

:Color_Change

   COST   : 1
   MODS   : D,R

Cast upon a target being or object it changes its external color to one
specified by the caster for the duration. This is primarily an annoying
spell but can also be useful in some situations. Maximum area of affect
is 10 cubic Feet per RANK. It CAN be cast upon light to change its
spectrum as well.

:Color_Spray

   COST   : 5
   MODS   : R

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. Creatures within the area
are affected in order of increasing distance from the wizard.  All are
entitled to a saving throw vs. magic.  Blind or unseeing creatures are
not affected by this spell.

Creatures failing saving are struck unconscious for 1d10 rounds, plus
one round per rank.

Range will determine the maximum range from Caster that creatures can be
to be affected.

:Combat_Precognition

     COST   : 12
     MODS   : D

This spell will assist the caster when fighting against a single
opponent, who must be visible at the catsing, 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
Coordination). The spell also will END if the opponent is slain.

:Cure_Blood_Disease

   COST   : 20
   MODS   : N

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.

Each rank protects the caster against infections for a month from
infections.

:Darkness_Field

   COST   : 5
   MODS   : D,R

This creates an area of darkness at a chosen area that is impossible for
NORMAL sight to see thru. The darkness field is 10' cube per RANK the
spell is known at. The field can be dispelled by ANY light spell cast
within its area, unless the spell is known at RANK 3 or better.

:Detect_Charm

   COST   : 1
   MODS   : R

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

:Detect_Disease

     COST   : 1
     MODS   : R

Detect disease reveals to the wizard whether a subject creature or
object carries a disease, whether normal or magical, and with a
successful MIND roll can identify the exact disease.

: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_Humanoid_Life

    COST   : 1
    MODS   : D,R

By use of this spell the caster will know the general location of all
living creatures that possess edible blood, but will fail against the
desolid, non-living/undead and mind shielded.

It will also allow the caster to pick out individuals that have served
as blood donator to him/her previously for ease of tracking.

:Detect_Magic

   COST   : 3
   MODS   : R

This spell causes all magic on the target being/object to be shown in
that it will glow with the color of its nature(s). Duration is not
needed to be purchased, and it is cast at the suspect target.

:Detect_Poison

   COST   : 1
   MODS   : R

With this spell, the forensic wizard can determine if a corpse or person
or blood supply has been poisoned. One body can be checked each round.
The mage 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 MIND.

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.

: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.

:Dispel_Magic

   COST   : 3
   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 against Dispel.

:Dry

   COST   : 1
   MODS   : R

Dry will dry any one garment or piece of clothing that is damp, wet or
soaked, upto 3 square yards per RANK. It can also be used to dry out
other objects that can become wet or damp, such as paper. If cast on a
container or pool of liquid it will dry such out to some extent (upto
one PINT of such).

:Enhance_Emotions

   COST   : 7
   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.

:Ethereal Sight

   COST   : 1
   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!

:Ethereal_Travel

   COST    : 25
   MODS    : R

This allows the caster and/or target being(s) to fade into the Ethereal
Plane. At Rank One the Mage can only move their own weight plus 50 lbs
into the ethereal Plane - each additional rank adds another 50 lbs to
the casters weight in beings and equipment. As long as they remain
within the border ethereal all rules of such apply (see separate file on
the Ethereal Plane). DURATION is NOT used with this spell nor TARGETS
because of the ranking system. Beings being transported against their
will get a save vs Magic and Must be within range of the spell. (Range
in this case is a radius around the caster).

It takes 1 full round to become ethereal or material when returning from
the spell.

:Ethereal_Window

   COST   : 5
   MODS   : D,R

When this spell is cast a "window" appears in the air at the chosen
spot, through which the caster and others can see into the Ethereal
plane. The actual window size is 1 square foot per RANK. The window is
NOT mobile.
 
The window operates from both sides; creatures in the Ethereal Plane can
see those on the material thru it easily, but verbal communications not
possible.

Normally nothing can pass thru the window, but there is a 5% chance that
it could be used as a mini-gate from either side. This increases by 1%
per 10 points of SPIRIT of the subject trying to pass thru.

:Flight

      COST    : 20
      MODS    : D

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

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

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

: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.

:Free_Action

   COST   : 5
   MODS   : D,R

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

:Gaseous_Form

   COST   : 10
   MODS   : D

This spell allows the caster to turn the caster into a colored cloud of
gas, for the duration of the spell. The gas is non-volatile and slightly
heavier than air, so it cannot rise upwards, but can flow under a door
or thru cracks. Strong winds (20 mph or faster) will cause damage to the
caster.

: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.

: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   : 12
   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.

: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.

:Invisibility

    COST   : 20
    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 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%
Coordination modifier it becomes only a 25% modifier). Once turned off
the spell MUST be recast in full.

:Invisibility_to_Machines

   COST   : 7
   MODS   : D,R,T

Caster, subject being or subject object becomes invisible to electronic
or mechanical means of detection.  While under the effects of this
spell, they cannot be photographed or recorded.  They will not set off
alarms which would react directly to their presence.  (They may still
set off alarms which react to doors being opened or other actions which
involve objects not covered by the spell.)

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.  Once turned off the spell MUST be recast in full.

:Invisibility_To_Mundanes

    COST   : 3
    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 mage to overcome one
of the normal causes of spell failure.

:Keep_Awake

   COST   : 5
   MODS   : D

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

If the caster is reduced to negative HEALTH, he will be in intense pain.
It does not prevent him from bleeding to death.  He must make an SPIRIT
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.

:Leap

   COST   : 5
   MODS   : D,R

When this spell is cast the individual is empowered with the ability to
leap.  The distance the individual is able to leap is 20' per RANK
bought of the spell, forward, backward or straight up. One Jump per
round of the spells duration can be made.

Also at the end of the leap the individual will always land without
falling damage.

:Levitation

    COST   : 10
    MODS   : D

This spell allows the caster to rise up thru the air in a mentally
assisted movement, or equally move downward or hover. Levitation is at a
speed of 5' maximum per round per rank and the caster controls the speed
of ascent/descent entirely.  Levitation is NOT flight.

:Life_Support

   COST    : 10
   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.

: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.

:Mislead

   COST : 35
   MODS : D,R

This spell places Assasin's_Invisibility* on the caster and at the same
time creates an illusionary double where he/she was. The mage may then
go about doing as they wish while controlling the illusion and having it
move, speak, smell and even feel real for the duration. True Seeing will
reveal what has occured. The Double cannot actually pick up or otherwise
move matter on its own. If the caster moves outside the range from the
double then the double disappears with a popping sound like that of a
teleport.

: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.

:Night_Sight

   COST   : 1
   MODS   : D,R,T

This allows the caster and targets to see as well at night as in day. It
does NOT help against magical darkness....

:Nude_Mood

   COST   : 10
   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.

:Phantasmal_Force

    COST   : 1
    MODS   : D,R

This spell creates the illusion of any object, creature, or force, as
long as it is within the boundaries of the spell's area of effect, being
upto a 40 cubic feet in size per RANK of the Spell.

The illusion is visual and affects all believing creatures (undead are
immune) that view it. It does not create sound, smell, or temperature.
Effects that depend of these senses usually fail.  The illusion lasts
until struck by an opponent--unless the spellcaster causes the illusion
to react appropriately--or until the wizard ceases concentration upon
the spell (due to desire, moving, or a successful attack that causes
damage) or due to its duration ending.  Creatures that disbelieve the
illusion see it for what it is.  Creatures believing the illusion are
subject to its effects.

The illusionary effect can be moved by the caster within the limits of
the area of effect. The GM has to rule on the effectiveness of this
spell.

: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 25 lbs). They cannot
appear within a solid object. Each additional RANK adds 25 lbs to the
carriable weight.

:Preserve_Food

    COST   : 1
    MODS   : D

This prevents blood from decaying at its normal rate until after the
spell duration ends and thus can be saved temporarily from the normal 1
minute rule while the preservation spell is in effect.

One Rank of this spell will preserve upto 5 HEALTH worth of blood.

:Protection_From_Spirits

    COST   : 5
    MODS   : D,R,T

This spell will protect the caster or subject target from all damage and
draining effects inflicted by a non-corporeal being, including wraiths,
ghosts, spectres, astrally projecting mages and the like for the
duration. Even spell effects used by any such creatures will fail to
work against the protected.

:Puff_Of_Smoke

    COST   : 1
    MODS   : R

Unlike Nearly every spell available this one takes but a single round,
going off in the same round cast. It causes a puff of smoke at the
target area, as small as a baseball or sufficient to cover the target
for a round. It is a fast, flashy obscurement (the smoke can be any
color the caster specifies). It is often used to startle a foe to get
time to draw a weapon or device to move quickly a step or two aside or
to draw attention to the spot where the smoke occurs (the puff is
accompanied by a popping sound). It is often used by Showmen to be
flashy and impressive.

:Pygmalion_Effect

    COST   : 25
    MODS   : D

This spell animates and brings to life a statue, placing it under the
control of the caster as if it was a charmed person. Statue may be
humanoid or of other shape, but no more than 3' in height per rank of
the spell.  It will have a HEALTH of 20 per RANK and a Coordination of 5
Per Rank. While under this spell it is mobile stone, not pseudo-flesh.

In order to work the caster MUST mark the statue with blood (their own
or that of another).

:Remove_Fear

    COST   : 1
    MODS   : R,T

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

:Resist_Cold

    COST   : 5
    MODS   : D,R,T

This spell lasts for the duration or until the spell has absorbed 100
points of cold damage to protect the target from harm.

:Resist_Fire

    COST   : 5
    MODS   : D,R,T

This absorbs upto 100 points of damage from fire and heat that the
target would have received... then ends or ends at the end of the
duration, whichever comes first.

: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_Sight

    COST   : 5
    MODS   : R

This restores eyesight from ANY cause.

: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.

:Selective_Invisibility

     COST   : 25
     MODS   : D,R,T

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

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

:Servant_Horde

    COST   : 20
    MODS   : D,R
                 
This creates a horde of unseen servants to serve the caster. They are
subject to the limitation of that spell individually, but have the
advantage of being usable for overlaying tasks - such as rowing a large
ship, picking crops in a field, serving as staff at a banquet etc.

:Sex_Change

    COST   : 1
    MODS   : D

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 mage 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 wizard casts a sleep spell, he causes a comatose slumber to come
upon one or more creatures (other than undead and certain other
creatures specifically excluded from the spell's effects).  All
creatures to be affected by the sleep spell must be within 30 feet of
each other. The center of the area of effect is determined by the
spellcaster. Slapping or wounding awakens affected creatures but normal
noise does not. Awakening requires one entire round.  Magically sleeping
opponents can be attacked with substantial bonuses (Coordination 1)

:Slow_Fall

    COST   : 1
    MODS   : D

When this spell is cast, the caster immediately assumes a Rate of
falling of 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 an
additional 25 lbs of equipment or passengers per rank.

:Speak_With_Animals

    COST   : 1
    MODS   : D

Allows the caster or targeted being to speak with creatures of animal
intelligence. This is NOT Charm Animals, it simply allows the asking of
basic information, though while in effect the animals will not attack
the being speaking with them unless attacked.

:Speed

    COST   : 3
    MODS   : D,R,T

Allows the caster or subject beings to move consistently at faster than
normal speed and reaction time. This means they get a +1/rank to all
initiative rolls. If their initiative roll becomes 60 or higher they get
2 attacks in a round, one at start and one at the rounds end.

:Spider_Climb

    COST   : 3
    MODS   : D

By this spell, the caster can walk on any surface and not slip.  The
caster can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface). It takes a weight strength
of the casters weight * spell rank to dislodge them when the spell is in
effect (and can thus be a defense against TK).

:Super_Strength

    COST : 1
    MODS : D

By this spell the caster enhances their own physical strength. They
spend the base to get a +1 to their Body for all STRENGTH purposes only,
and can add +1 per additional point they pump into the spell to further
enhance it (not including the energy spent on Duration).

: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/her 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.

:Telekinesis

   COST   : 5
   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 a Magic 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.

Hitting someone with a THROWN or MOVED Weapon does the damage of that
weapon.

Moved Objects used in an attack to hit someone do Bashing damage, and do
1 point of damage if 1 lb or less in weight, 1d10 if 1-10 lbs of weight
and +1 damage for each additional 25 lbs of object weight.

Thrown objects under TK works a bit differently. First you must
calculate the total damage. The base on this is 1 point if 1 lb or less
in weight, 1d10 if between 1 and 10 lbs., +2 for every 25 lbs additional
beyond that. This total is divided by 2, and half is applied to BASHING
DAMAGE and half is applied to KINETIC Damage when it hits. Targets, of
course, do get a standard Coordination save to avoid being hit and all
armour, Absorbtion and Deflection factors.

: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 (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

Unlike Mind Speech, Telepathy can be cast on either a LOS being or on
one who is well known to the caster.

:Transmute_Rock_To_Sand

    COST   : 25
    MODS   : N

This transmutes stone of any kind into sand instantly, affecting an area
of 10' square per RANK of the spell.

The caster MUST mark the target area in blood (their own or another's).

: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 wizard.  It can
carry out only one activity at a time and can move only light-weight
items--carry a maximum of 20 pounds or push or pull 40 pounds across a
smooth surface.  It can open only normal doors, drawers, lids, etc.  The
unseen servant cannot fight, nor can it be killed, as it is a force
rather than a creature.  It can be magically dispelled, or eliminated
after receiving 6 points of damage from area-effect spells, breath
weapons, or similar attacks. Additional Ranks add 10 lbs to its carrying
ability, and 1 HEALTH to its survival ability.

:Voice_of_the_Bat
         
    COST   : 3 
    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.

:Wall_of_Darkness

    COST   : 5
    MODS   : D,R

This spell brings into being a wall of blackness which cannot be seen
through, even with infravision or ultravision.  It is dispelled
instantly by a light or continual light (q.v.) spell.  It has no
physical existence, and does not hinder nor harm those passing through
it.  It does, however, block the passage of sound from one side to the
other, assuming that the spell is not cast in such a way (such as in a
field of grass) which would otherwise allow sound to move around the
edges of the wall. The Wall is 10' high maximum and 20' long per Rank
purchased.

:Web_Of_Entrapment

   COST   : 25
   MODS   : D,R

This spell is an area effect, and will cover a 10' x 10' area per rank
it is cast at. All beings within the area who fail to dodge the effect
by a Coordination Roll are trapped in the Web and caught in its sticky
confines for the duration. The web can be burned, but those within will
take equal damage as that used to destroy the web (Normal fire does
work). Those within cannot employ HTH attacks, Missile weapons and
spellcasters who try to cast from within it are -25% their normal
success due to lack of ability to move. Normal weapons cannot cut the
web, but magical ones can, but doing only their magical pluses to the
web. The Web can take upto 20 points of damage on any one being it is
holding before it will snap and allow them to struggle free.

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