Entertainer Tradition
:Entertainer_Tradition
Entertainers are one of the most VISIBLE of the Traditions, for they
use their magics not so much for serious pursuits but to entertain and
perplex Mundanes and others, and to help hide the fact to them in the
process that magic really exists, by actually doing it...
Required Skills :
Concealment
Escape Artistry
Pocket Picking (Includes Slight of hand)
Reading/Writing
Theatre Arts
Suggested Skills :
Acrobatics
Alertness
Contortionist
Disguise
Find/Remove/Set Traps
Gambling
Hiding In Shadows
Juggling
Lip Reading
Magical History
Rope Use
Stealth
Swimming
Tightrope Walking
Trapeeze
Ventriloquism
Voice Mimicry
Restrictions & Capabilities :
+1% Success to cast for each MUNDANE Watching
-20% if Not using Hand Gestures
-20% if not able to speak/use magic 'words'
-20% if Casting with HOSTILE intent to a living Target
Cannot Ritual Cast
Tools use for spells gets 2 points of reduction per
tool in use per rank instead of 1 (to Min. of 1)
Tools do NOT increase casting time for them,
unlike other Traditions.
A Failure to cast is ALWAYS a Spell Klutz
Cannot be a Hermetic Mage
:Affect_Normal_Fires
COST : 3
MODS : D,R
This spell enables the wizard 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.
:Animate_Object
COST : 15
MODS : D,R,T
By means of this spell an inanimate object becomes animate and under the
command of the caster. The object will move at about 5' per round unless
it is something designed for movement (ex: A wagon, wheelbarrow etc).
Objects animated in this way cannot fight, but may block an attack by
interceding. They are imbued only with enough intelligence to obey the
instruction by the caster (ex: an animated broom can sweep the floor,
but knows nothing about making tea). One of the common ways of using
this is to cast it on a scarecrow or other such humanoid appearing form
so that a wider range of commands are possible. The animated beings
cannot perform a task that the caster has no knowledge of or cannot
perform themselves - ex: an animated mannequin instructed to make dinner
by the caster could cook no better than the person that created it. They
cannot hold or manipulate magical energy in any way.
:Audible_Glamour
COST : 3
MODS : D,R
When the audible glamour spell is cast, the wizard causes a volume of
sound to arise, and seem to recede, approach, or remain a fixed place as
desired. The volume of sound created, however, is directly related to
the rank of the spell. The volume is that of four men, maximum.
Thus, talking, singing, shouting, walking, marching, or running sounds
can be created. The auditory illusion created by the spell can be
virtually any type of sound, but relative volume must be commensurate.
A horde of rats running and squeaking is about is about the same as
eight men running and shouting. A roaring lion is equal to 16 men, while
a roaring dragon is equal to the noise volume of no fewer than 24 men.
:Banishment
COST : 25
MODS : R
Cast at a being from another plane, this spell forces them to return
instantly to their plane and the subject cannot return to this one
without being summoned back. The Target DOES get a saving throw. Fails
against creatures native to the plane.
Banishment is NOT considered a Hostile act, unless returning a being to
its native plain would result in death or pain.
:Beauty
COST : 3
MODS : D,R
This spell is cast upon a being of sentience only. It enhanced their
Appearance magically for the duration by 10 points. 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.
Additional RANKS add 1 to the gained points.
:Blur
COST : 5
MODS : D,R
This causes the casters (or target being's) outline to become blurred,
shifting and waivers. This distortion causes all missile and melee
combats to be -20% normal chance to hit as well as for all magic attacks
directed at the target exactly.
:Broomstick_Enchantments
COST : 25
MODS : D
This spell is cast upon an ordinary broomstick and causes it to become
capable of performing several functions upon the need of the caster:
First it can animate the broom to sweep an area clean of debris for the
duration of the spell. This is its simplest function.
Second the broomstick can be ordered to act as a servant, and it will
sprout small arms with 3 fingered hands that can manipulate objects and
animate and move about fetching or carrying for the caster at any task
it is order to do. (Shades of Mickey Mouse here)
Third it can be made to levitate and to take flight, moving at a speed
twice that of a running man, while ridden (it can carry about 200 lbs
total weight) and at command of the rider. This is its most complex
function.
:Bubbles_Of_Euphoria
COST : 15
MODS : D,R
This spell summons or generates some giant 'soap bubbles' that will
float around the area where they were ranged to. Those within the area
must save vs Coordination each round of the effect to avoid touching and
bursting one of the bubbles. If they fail and touch one it bursts, and
releases a strange gas effect on them - because of its nature it WILL
bypass a minor globe of invulnerability and it will work on a being with
magic resistance. The gas causes a feeling of Euphoria in the being,
which will make them smile and laugh at foolish things. This will
distract mages who are spellcasting, even those with IRONMIND spells
active, reducing their chance to cast by 25%, and it will reduce any
resistances to sleep, charm or non-damaging spells by this same amount.
The effect of the Euphoria lasts for the duration.
Area of effect is a 10' radius from the range point, and the caster CAN
be affected by their own spell in this case if they cast it in too
confined an area! Each additional rank adds 10' to the radius.
:Change_Self
COST : 5
MODS : D
This spell enables the wizard to alter the appearance of his
form--including clothing and equipment--to appear one foot shorter or
taller; thin, fat, or in between; humanoid, or any other generally
bipedal creature. The caster cannot duplicate a specific individual.
The DM 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.
:Chronoport
COST : 15
MODS : D,R
This spell can be cast on the caster or on a target being or object, and
is limited to a maximum of effectiveness equal to 25 lbs per RANK of the
spell (thus for a man-sized object 5 or more ranks are needed).
Unlike a teleport, a Chronoport moves the target forward in TIME instead
of in space. Thus they disappear from sight and reappear in the future
at the actual Duration's end. Once cast there is NO way to cancel the
spell or dispell it. The target does not age in the interim period of
time so they arrive only 1 round after their departure as far as they
are concerned but could in actuality have spent hours, days or even
years being away while the spell progressed.
If the space they had occupied on departure has been filled with another
object they will arrive randomly in a nearby open space.
:Cleanliness
COST : 3
MODS : D,R,T
This spell is cast upon cloth, either uncut or finished clothing. It
enhances the natural properties of the cloth, making it wrinkle-proof,
stain-proof and unable to become dirty or soiled in any way (Such will
roll or fall off). It dries in minutes and is in every way superior.
Duration is Necessary for this spell to be valuable.
:Cloud_Walk
COST : 12
MODS : D,R,T
This spell allows the recipient to walk on any form of fog, cloud, or
smoke as if it were solid. The recipient may move at normal movement
rate, plus the movement rate of the smoke.
The smoke must be reasonably thick, reducing visibility significantly...
This spell will not allow walking on fine mist.
:Color_Change
COST : 3
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 stunned for 1d10 rounds.
Range will determine the maximum range from Caster that creatures can be
to be affected.
:Complex_Illusion
COST : 15
MODS : D,R
This spell is the most advanced of the Phantasmal Force style illusions.
This illusion will affect EVERY sense of those experiencing it and will
appear to even inflict damage if it is a damage causing thing that is
being projected - but a being that things its been killed/destroyed will
merely fall unconscious for 1d10 + Rank rounds and then will revive with
no damage from the illusion. A being who has been so knocked out will
NOT be affected by the illusion a second time.
Complex illusions will move as ordered by the caster within range, and
will otherwise stay put unmoving until dispelled or destroyed. Thus an
illusion of a brick wall will last until the duration is ended...
Casters are NOT affected by their own illusion.
:Costume_Change
COST : 5
MODS : N
This allows a mage to change into an official costume for their
performance instantly. They must have a specified performing costume
pre-made (they can have 1 per RANK of the spell) and in storage somewhere
known to them (in a trunk, wardrobe, Closet etc). On casting the spell
their current clothes change places with the costume (or vice versa at
the end of a performance). Range is NOT a factor. A Player Character who
has this spell should make a list of their prepared costumes and their
contents for the stage etc.
:Costume_Change_Others
COST : 20
MODS : N
Like the standard Costume_Change* but this time the spell is cast on an
assistant, Volunteer etc and switches their clothes for the costume
chosen. This is often also used humorously, like turning the volunteers
nice 3 piece suit into an Easter Bunny outfit while on stage! The target
is covered in a whirling swirl of color while the change occurs.
:Create_Spring
COST : 5
MODS : D
This spell is cast upon natural rock or earth and causes a spring of
fresh water to bubble forth from it, putting out about five gallons of
water per hour. It is a great means of bringing water to a desert,
irrigating crops etc.
:Dancing_Lights
COST : 3
MODS : D,R,T
This causes 1d10 of small glowing lights to appear that resemble candles
and produce that amount of light that move as the caster desires. The
spell winks out if they are moved beyond the range. If targeted they can
be made to follow around a target being to provide light, so long as
within range. Additional Ranks add 1 additional light to the rolled
amount.
:Darkness_Field
COST : 5
MODS : D,R
This creates an area of darkness at a chosen area that is impossible for
NORMAL sight to see thru. The darkness field is 10' cube per RANK the
spell is known at. The field can be dispelled by ANY light spell cast
within its area, unless the spell is known at RANK 3 or better.
:Delay_Spell
COST : 10
MODS : D
This is yet another form of Metamagic, spells designed only to affect
other spells. The caster casts this spell and then it affects the NEXT
spell they cast successfully, setting a timer on the spells effect
before it takes place based on the duration of the DELAY. Thus one may
produce a time-bomb like effect with a variety of spells and concepts.
:Demonic_Barber
COST : 20
MODS : R
This spell creates a physical manifestation that appears to be a demon
with humanoid form but goat-like legs and small horns with barbed tail
wearing a long leather apron with pockets. The target being will find
themselves in a Barber chair and the demon will then give them a proper
haircut and styling over the next 3 rounds. The target cannot leave the
chair but may act otherwise in any way they wish but cannot physically
or magically harm the demon (except dispell it). They will have a
perfect haircut and suffer no harm from the demon (but they may be
attacked by others while the coiffeur is occurring).
A resistant target gets a save vs Coordination to avoid the chair when
the spell is first cast.
:Demon_Tailor
COST : 25
MODS : D,T
This summons a tiny winged red demon the size of a mouse that is an
expert in the art of sewing and magical clothing alterations. The demon
can alter an existing set of clothes to fit the caster in one round if
so ordered, even if there is insufficient material. It can also be
ordered to turn raw materials into a set of clothes the caster has in
mind for their own wearing in a full minute (10 rounds). If neither raw
materials nor existing clothes exist but the caster wishes it and has
placed enough duration into the spell, the Mage can ask the demon to
craft a set of clothes to the mages specifications entirely from magic
(Takes a full hour). The clothes will have the property, if formed this
way, to neither wrinkle nor stain and will adjust to fit the wearer no
matter how their body shape may change, so long as it remains humanoid.
Multiple Targets are bought ONLY if the mage is having clothes made for
someone else. The Demon cannot produce armour of any kind.
: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_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 Tradition type(s). Duration is not
needed to be purchased, and it is cast at the suspect target.
:Detect_Traps
COST : 5
MODS : D
Allows the caster to determine if anything in sight is a Trap. Range is
not used with this spell, nor is target, as it simply notifies the
caster of traps. If the caster wishes to determine what the trap is a
Mind save is needed, and if successful can state what the trap is and
may be able to disarm it.
:Dimensional_Depth
COST : 15
MODS : D
This spell is cast on a container, a pocket, purse, sack, Pouch,
Suitcase, Chest, trunk, crate, etc. What it does is expand the interior
dimensions of the container into another pocket dimension, approximately
5'x 5' x 5' per RANK of the spell. Objects placed inside are held in
stasis, unaging, while within the container. It is a spell often used by
mages needing more space then they have available (objects within have
no weight perceivable in the outside world) or by thieves. You cannot
place a living creature or being within the space as a prolonged stay of
more than a round would result in death.
At Third Rank this spell becomes impossible to DISPELL before its
duration ends.
:Dispel_Illusion
COST : 5
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
:Dispelling_Curtain
COST : 20
MODS : D,R
This spell is used to set up a shimmering violet energy screen in a
curtain form that the caster desires (Can be a maximum of 10' x 10' per
RANK of the spell, but NO lower limit). Any creature passing thru it
will have active spells on them affected by a Dispell Magic that is
slightly more powerful than an ordinary one - this one CAN affect the
results of spell klutzs 50% of the time, and CAN shut down any Globe of
Invulnerability or Globe of Minor Invulnerability, but cannot shut off
curse affects or any spell that was at rank 5 or greater.
The Dispelling Curtain will NOT work against items, only beings.
:Dispel_Silence
COST : 3
MODS : D,R
When cast, this spell automatically dispels any magical silence within
its area of effect. Furthermore, no silence spell will have effect
within the area of effect for the duration of the spell.
Area is a 15' Globe at the target point. This can be increased by buying
more RANKS of the spell.
Stealth FAILS inside a Dispell Silence Field.
: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).
:Dust_Spray
COST : 3
MODS : R
This causes to spray out from the casters hand a stream of Fine Dust and
ash at a target. If this is fired at a being then they get a save vs
Coordination to avoid being blinded by the effect for 1d10 Rounds. It
can also be used to enhance a Dust_Devil or Similar Air Elemental, to
cover a trail with dust and ash to avoid detection, or to dirty a
persons clothes or a surface like a floor. The dust remains after the
spell ends.
:Elemental_Burst_Of_Wood
COST : 10
MODS : R
This causes a wooden object to suddenly explode in a spray of splinters,
doing 1d10 + 2 + RANK in damage to all within 5' of the object. It will
only work on objects less than 20 lbs in weight. Armour IS applied
against this non-magical damage.
:Enhanced_Phantasmal_Force
COST : 7
MODS : D,R
This spell is a Phantasmal force with Sight and Sound and (optionally)
smell, but not substance. The enhanced Phantasmal Force can cover a 10'
x 10' x 10' area at the stated range per RANK and can move anywhere from
that range to the caster as the caster chooses. While working this spell
the caster cannot cast another spell (but may prepare one) or engage in
HTH combat except defensively. If the caster moves the Force will remain
always within range of the caster. Upon casting another spell the Force
will cease to move by the will of the caster, but will simply freeze
frame where it is until the duration ends. It will continue the last
ordered sound and smell output.
:Enlarge/Reduce
COST : 10
MODS : D,R
This spell causes instant growth of a creature or object, increasing
size and weight. It can be cast only upon a single creature or upon a
single object that does not exceed ten cubic feet in volume per caster
level. The object or creature must be seen to be affected. It grows by
up to 10% per rank of the spell, increasing this amount in height,
width, and weight.
All equipment worn or carried by a creature is enlarged by the spell.
Unwilling victims are entitled to a saving throw vs. spell. A
successful saving throw means the spell fails. If insufficient room is
available for desired growth, the creature or object attains the maximum
possible size, bursting weak enclosures in the process, but it is
constrained without harm by stronger materials--the spell cannot be used
to crush a creature by growth.
Magical properties are not increased by this spell--a huge sword +1 is
still only +1, a staff-sized wand is still only capable of its normal
functions, a giant-sized potion merely requires a greater fluid intake
to make its magical effects operate, etc. Weight, mass, and strength
are affected. Thus, a table blocking a door would be heavier and more
effective, a hurled stone would have more mass (and cause more damage),
chains would be more massive, doors thicker, a thin line turned to a
sizeable, longer rope, and so on.
The reverse spell, reduce, negates the enlarge spell or makes creatures
or objects smaller. The creature or object loses 10% of its original
size for every rank of the spell, to a minimum of 10% of the original
size. Thereafter, the size shrinks by one foot increments to less than a
foot, by one-inch increments to one inch, and by 1/10 increments to 1/10
of an inch--the recipient cannot dwindle away to nothingness.
:Erase
COST : 3
MODS : R
The erase spell removes writings of either magical or mundane nature
from a scroll or from one or two pages of paper, parchment, or similar
surfaces. It removes explosive runes, glyphs of warding, sepia snake
sigils, and wizard marks, but it does not remove illusionary script;
Nonmagical writings are automatically erased.
:Everburning
COST : 3
MODS : D,R
This spell is cast on a currently burning log, candle or other natural
(non-magical) flame source and will allow it to continue burning for the
duration of the spell without consuming any of its material components
in the process until the end of the spell.
:Extinguish_Fire
COST : 1
MODS : R
This will extinguish any fire within range radius.
:Fall_Short
COST : 15
MODS : D,T
Target being this is cast on has their range illusionary modified so
that they will appear to drift back and forth to a viewer, causing their
range to distort. Anyone firing a ranged weapon at the target must make
a Mind ROLL (Perception, alertness cannot be applied as a skill vs this)
to properly perceive the targets range - if they fail they will
automatically miss with their attack. Anyone making a HTH attack vs the
target being is -10% normal chances to hit because of the effect. Anyone
using a ranged spell (non-touch) to hit must also make a perception roll
to properly gauge the range to the caster OR must pay for EXTREME (20
point ballista range) to ensure to hit the target, or they will be
subject to the effect as if a ranged attack with a weapon.
:Find_Mundane_Object
COST : 25
MODS : N
This spell will help the caster 'find' a generic mundane object that
they specify in their general vacinity. The object will be in a pocket,
sack, container, behind a nearby place or whatever and appear that it
had been there all along. Usually it requires the use of a verbal or
mental phrase like "If we only had a rope!" or "What we couldn't do with
a crowbar right now". The object has no magical properties whatsoever
(its mundane!) and doesn't vanish or fade away. The spell does limit the
item to a mundane one from the equipment list that would fit within the
general area the caster is in (no making automobiles appear out of
pockets!), and should be of a maximum of 5 lbs per rank and cost no more
than $5 per rank. The object CAN, in the case of the Entertainer, be
LARGER than the locale it is being drawn from, upto twice the size of
the locale, since it is being drawn extradimensionally from elsewhere.
:Fire_Dart
COST : 3
MODS : N
This creates a physical dart that is thrown with the Dart throwing
weapons skill. Upon leaving the casters hand it becomes afire and if it
strikes the target does 1d10 magical fire damage to the target. Each
RANK that the spell is known at adds one to the damage done. Non-Magical
armour (except Leather) does NOT help against the attack.
:Fishing_Net
COST : 10
MODS : R
This summons and causes to drop on the target area a 10' square fishing
net that entangles anything inside it. The Net can be cut away in
another round of activity, if no cutting tools are available anything
caught in it gets a roll vs Coordination each round afterwards to try to
untangle themselves and escape. The net is non-magical.
:Flare
COST : 5
MODS : R
This causes a bright flare to occur at the designated site, giving off
daylight intensity light for the next round. This throws off infravision
for the next 3 rounds, and causes 1d10 damage to Undead within a 60'
radius of the flare. It will not harm normal creatures, but if directed
on or at one, will blind them for the next round. If Fired Directly at
an Undead and striking it it will do 3d10 damage.
:Flash
COST : 1
MODS : D,R,T
Victims failing their saving throw are blinded due to a flash of light
that appears in their eyes. (Save is vs Magic). Targets chosen on this
spell do NOT have to be next to each other.
Unless skilled at Blind Fighting they will be considered to be at
Coordination 1 for all actions for the duration.
:Flavor_Food_&_Drink
COST : 3
MODS : R
This allows the caster to change the flavor of any food or drinking
substance, so that it may be more or less edible to those to consume it.
The flavoring can be as simple as the addition of a single spice to the
taste (ex: pepper) or as complex as a major change (Milk that tastes
chocolate, Beer that tastes like buttermilk, Wine that tastes like
blood). The effect does NOT change the nature of the Food or drink,
merely the flavor, so this spell cannot be used to smoke fresh fish or
to salt it (but can make such TASTE as such).
The taste effect becomes permanent unless countered by another casting
of the spell to change it again.
: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.
:Gaze_Reflection_(Mara's_Miracle)
COST : 3
MODS : D
This spell will cause any GAZE oriented spell or natural power to be
reflected back at its source entirely to affect them instead of the
caster. Additionally this will (at will) materialize a 'mirror' in front
of the caster which they alone can see in which they can view their own
reflection (While acting as a mirror the spell does NOT work against a
gaze attack) or use a gaze spell of some sort on themselves.
:Glow
COST : 1
MODS : D,R
This spell causes the object or person affected to emit an eerie glow.
The color ranges from blue to green. It cannot be dispelled but it can
be negated by a darkness spell. The glow is not bright enough to read
with but is easy to spot in the dark. The material component is a
silver firefly figurine. If cast on an invisibility
:Grease
COST : 5
MODS : D,R
A grease spell covers a material surface with a slippery layer of a
greasy nature. Any creature entering the area or caught in it when the
spell is cast must save vs Coordination or slip, skid, and fall. Those
who save can reach the nearest non greased area by the end of the round.
Those who remain in the area are allowed a saving throw each round until
they escape the area. The GM should adjust saving throws by
circumstance; for example, a creature charging down an incline that is
suddenly greased has little chance to avoid the effect, but its ability
to exit the affected area is almost assured! The spell can also be used
to create a greasy coating on an item--a rope ladder rungs, weapon
handle etc. Material objects not in use are always affected by this
spell, while creatures wielding or employing items receive a saving
throw vs. spell to avoid the effect. If the initial saving throw is
failed, the creature immediately drops the item. A saving throw must be
made each round the creature attempts to use the greased item.
Grease affects as little as a square foot and a maximum equal to The
Casters known RANK * 5 Square feet .
: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!
:Guardian_Demon
COST : 30
MODS : D
This spell does NOT summon a demon. It instead creates from its own
energies a creature that physically appears to be a demon of about
half-human size (about 3' tall) with bright red skin , horns and a
pointed tail. Its armed with a small trident (1d10+4 magical damage).
The caster instructs the demon to guard one being, object or location
and it will do so to the death. The Demon has 20 Health and cannot be
harmed by non-magical weapons. Spells cast at the demon have a 50%
chance of volleying back at their target as do all missile weapons, with
the exception of DISPELL MAGIC. The caster must give the demon a
password that when spoken will end the spell and the demon will then
fade away. TARGET and RANGE are not used with this spell, but Duration
adds are mandatory to be effective. The demon, in combat, attacks at
100% skill with its trident. It can also throw a minute fireball that
does 2d10 normal fire damage to the target. The demon cannot be used for
anything except to guard and protect.
Additional Ranks add 5 Health to the demon, +1 to its trident damage and
an additional +1 to the fireballs effect.
:Hair_Color
COST : 3
MODS : R
This will change the color of the body hair of a being or creature, and
the effect will last until the hair grows out or is colored again by a
spell. This effect cannot be dispelled.
:Hairy
COST : 1
MODS : D,R
This spell will cause a target to begin to grow hair. If the target
already HAS hair it will simply excellerate the growth process. If the
target normally doesn't have hair then it will cause it to grow hair
(yes, with this you CAN grow hair on a billiard ball!). The rate of
growth is 1 inch per ROUND of duration. Long durations are NOT suggested
with this spell.
:Haunting_Sounds
COST : 1
MODS : D
The spell causes a strange haunting sound (see list that follows) within
30' of the caster (no extended range available), like those associated
with haunted places.
List : Creak, Footfall, Groan, Moan, Rattle, Tap, Thump, Whistle.
If duration is cast with the spell then the sound will remain in the
area it is originally cast and NOT follow the caster as he/she moves
about.
:Hey_Bartender
COST : 10
MODS : N
This summons a magical demonic bartender with a cabinet of all sorts of
alcoholic drinks. He/she will request of the caster's preference and
will fill the order within a round and then both he and the cabinet will
vanish.
:Hide
COST : 1
MODS : D
This is a minor form of invisibility which will conceal an object, being
or creature from everyone who is in FRONT of the caster (Those who are
beside or behind the caster can see the hidden object without
hinderance). It does not cancel sounds and it will not help if the
target moves more than 3' from its original position while hidden. It
can only affect a maximum of 10 cubic feet of matter.
If cast for but one round the spell takes but a single round to cast, if
duration is wanted then the effect takes the standard 3 rounds to cast.
:Hold_Portal
COST : 5
MODS : D,R
This spell magically bars a door, gate, or valve of wood, metal, or
stone. The magical closure holds the portal fast, just as if it were
securely closed and locked. Any extra-planar creature (dijinni,
elemental, etc.) can shatter the spell and burst open the portal at
will. A knock spell or a successful dispel magic spell can negate the
hold portal. Held portals can be broken physically or battered down.
:Hypnotism
COST : 5
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.
:Illusionary_Script
COST : 5
MODS : N
This spell enables the caster to write instructions or other
information. The Illusionary script appears to be some form of foreign
or magical writing. Only the person(s) who the caster desires to read
the writing will be able to do so, although it can be recognized by
another Mage. Others attempting to read it will become confused for 1d10
rounds (save vs Magic), unable to act or think straight and likely to
wander aimlessly or simply sit down where they stand. The script does
NOT vanish after being read.
Additional Ranks of the spell increase the confusion by another d10.
:Interposing_Hand
COST : 15
MODS : D
This creates a HUGE-sized magic hand which appears between the caster
and an opponent. This disembodied hand then remain between the two,
regardless of what the spellcaster does or how the opponent tries to get
around it. The hand is about the size of the caster. It may be harmed by
spells and normal weapons, but can absorb all damage until it hits its
limit, which is 100 points per RANK of the spell.
:Invisibility
COST : 25
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.
:Knock
COST : 5
MODS : R
This will open a sealed door or object, sealed by magic or by mundane
means, instantly. It does NOT remove traps or spells.
:Levitation
COST : 20
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.
:Luggage
COST : 25
MODS : D
This spell is cast on a container of some sort - a Suitcase, Backpack,
Chest, Wardrobe, or chest of Drawers. The item is usually
individualized, sometimes excessively. It causes it to become magical it
is placed upon the ethereal plane and can be recalled by the caster by
means of a command word (or anyone else who knows the word) so that it
will appear within a few feet of its maker on the material plane when
called. Oftentimes mages will add various protections and traps on the
container to preserve it from possible tampering by ethereal travelers
and creatures when it is away. While on the ethereal plane the container
will travel along under its own magical power, on little tiny legs, so
that it is always near its owner. The mage can also make one of these
for someone else, using the TARGET option of casting, if willing, so
that the target's energy will be the supply for keeping the spell active
from that point on.
This allows a mage to travel light without large amounts of excess
equipment bogging down his/her.
While on the material plane the container will continue to follow the
mage around in a similar fashion until the mage gives the word of
command again.
:Make_Change
COST : 1
MODS : N
This spell is cast upon normal paper currency in the caster's hand into
metal currency (coins) equalling the same total value. One paper bill
can be affected per RANK of the spell.
:Magic_Mouth
COST : 1
MODS : R
This is cast on an object or a surface (like a Wall). It will cause a
mouth to appear on the item and repeat a statement specified by the
caster in the voice the caster uses when casting it, upto 25 words in
length, in a language known to the caster. The speaking will occur when
a specific event occurs in a 30; radius of the mouth. Ex: Speak when
anyone passes within range of you. Speak when a winged creature passes
you. (It cannot detect Invisible, ethereal or astral creatures). Until
the command can be completed the spell remains dormant and in effect. If
it is wished for the spell to continue AFTER it has accomplished its
function then you must learn multiple ranks of the spell (Each RANK adds
another usage to the spell).
:Melodramatic_Music
COST : 3
MODS : D,R
The spell causes the music to be played whenever the victim performs
certain actions; such as entering a room, charging into battle, or
making an announcement.
It makes it nearly impossible to perform any stealth-oriented function.
:Mending
COST : 5
MODS : D,R
This spell repairs small breaks or tears in objects. It will weld a
broken ring, chain links, medallion, or dagger. Ceramic or wooden
objects with multiple breaks can be invisibly rejoined to be as strong
as new. A hole in a leather sack or wineskin is completely healed over
by a mending spell. This spell does not, by itself, repair magical
items of any type.
If cast on damaged armour it restores upto 1d10 of lost absorption
capability.
Multiple TARGETS are not possible with this spell. If extra DURATION is
bought it will restore damage to larger items at the 1d10 Body rate,
each round... in this way a broken wagon or even a house could be
returned to its original state, so long as there had been no magic in
its original state.
:Message_Scroll
COST : 15
MODS : N
This spell will transport a scroll to the named being it is intended for
instantly, no matter which plane they are on (except for the Astral and
dream planes). The name of the target being is the vital factor.
:Metamorphose_Liquids
COST : 5
MODS : R
This spell transmutes one type of liquid into an equal amount of a
different, nonmagical fluid (water, wine, blood, oil, etc.). The caster
must torch the fluid itself (not simply its container) for the spell to
take effect.
Fluids can be transmuted only into nonmagical liquids; it is not
possible to change a magical liquid into another type of magical liquid.
Poisons may be rendered harmless through the use of this spell, but the
spell has no effect on poisons already consumed.
Living creatures are unaffected by the spell, excluding those from the
elemental plane of water. Such creatures are allowed a saving throw vs.
spell. Failure results in 3d10 damage per rank of the spell, while
success indicates no damage. Only one creature can be affected by a
single casting of this spell, regardless of the creature's size.
:Minute_Ball_of_Fire
COST : 5
MODS : R
When a wizard casts this spell, a flaming bead launches from a pointed
finger, speeds straight out to the stated range and explodes into a
10-foot diameter sphere of normal fire. Anyone caught within the
spell's effect must take 1d10 points of damage, unless they make a
successful 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 : 12
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.
:Mislead
COST : 30
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.
:Mystic_Marbles
COST : 5
MODS : R
This spell causes to create one 1" diameter Body glass marble per square
inch over an area ten feet by ten feet (a total of 14,400 glass marbles
neatly filling the area), making an area of highly likely slipping and
falling for anyone passing thru it. Duration and targets are not used in
this spell, but range is. If instead of aiming the spell at a
floor/stairs etc it is cast in the area above a being the marbles will
rain down like a small hail storm doing 1d10 normal damage (armour
absorbs etc) but ending with a very difficult area to travel thru.
:Nude_Mood
COST : 15
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.
:Object_Castle
COST : 3
MODS : R
This will cause two objects to exchange places with each other. At least
one of the objects must be in LOS and inside the range. The second
object can either be within the range and LOS/in contact with the caster
or be a memorized Object of the caster's. The two objects must be within
5 lbs of each others weight (this difference can be increased, doubling
with each rank). The maximum sized item that can be castled is based on
extra points spent in the casting, 1 point at rank 1 allows upto a 5 lb
object, 1 point at rank 2 allows a 10 lb object, and so forth.
You cannot castle an item that is bolted down or otherwise attached to
a surface.
:Painting
COST : 1
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.
:Passwall
COST : 20
MODS : D
A passwall spell enables the caster to open a passage through wooden,
plaster or stone walls or surfaces, and thus allowing himself and
companions etc to simply walk thru. The spell creates a 5' high by 10'
high by 10' deep opening. Additional ranks increase the depth of the
passage. The passage vanishes when the duration ends.
:Phantasmal_Force
COST : 3
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.
:Plant_Growth
COST : 5
MODS : D,R
When cast on any plant, sprout or seeds it will cause such to grow to
full size instantly. If the plant is full grown already then it will
DOUBLE the size of plant, but only for the duration. It cannot be cast
upon dead plants, only living ones.
:Pleasure_Touch
COST : 25
MODS : D
This spell is cast on the caster primarily and gives his/her exposed
skin an added special property that affects others that come in contact
for the duration. Anyone touching the caster will feel EXTREME pleasure,
as if in orgasm, simply from the contact. The effect is mental
primarily, but if they fail a save vs Body they also receive a Physical
orgasm at the same time.
After such a contact they react in the usual ways from such and are
basically stunned and unable to act aggressively or to think too
coherently (about -75% to perform anything but basic movements, with
the exception of usage of tantrics skills), for about 1d10 + 1d10/RANK
RNDS.
If a physical reaction occured and the person touching was male then no
further effect will occur on them by direct contact for at least 15
minutes. If the person in contact was female the touch will continue to
produce reactions, but after the first touch effect they must save vs
Magic after each Physical reaction to remain conscious. Unconsciousness
will last about an hour after being achieved.
This spell is the closely guarded secret of many courtesans...
:Polymorph_Object
COST : 20
MODS : D,R
This spell will change one inanimate object into another temporarily.
The difficulty of casting this spell increases dependent on how
different the original substances the object is compared to the ones
being made into. Ex: Animal into vegetable matter is a -25% to cast,
Vegetable Matter or Animal Matter into or from mineral matter is a -50%.
If the new object has a lesser mass then there is another -10% modifier
(you cannot take an object and convert it into a BIGGER object thru this
spell!). If the casting is to convert an item into a VERY similar item
of nearly the same material then there are NO reductions in chance to
cast (Ex: Turning a longsword into a dagger has no special minuses to
perform).
:Pop
COST : 20
MODS : R
This spell is primarily named for the sound made when it is cast. The
caster is teleported a short distance (based on RANGE) within their Line
of Sight instantly with their equipment (upto 50 lbs). They cannot
appear within a solid object. Each additional RANK adds 50 lbs to the
carriable weight.
:Programmed_Illusion
COST : 20
MODS : D,R
This is a Complex_Illusion* that is pre programmed by the caster for
what movements, sounds and actions it will take, upto a 15 minute
sequence per rank of the Spellcasting can be programmed.
: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.
:Rainbow_Bridge
COST : 20
MODS : D,R
The caster creates with this a very visible rainbow to form a seven-hued
bridge up to 3' wide per RANK and at least 20' long (adding an optional
20' long per RANK the spell is known at) that can hold any weight upto
2000 LBS /RANK upon it to cross it as a normal bridge.
:Reconstruct
COST : 3
MODS : D,R
This spell temporarily resurrects an item that was shattered, burnt, or
disintegrated, so that the forensic wizard may study it. He must gather
as much of the debris as possible, for otherwise the object can be but
partially reassembled, in which case it may be illegible or
unidentifiable. The object will be very fragile, but it may be the
subject of various divination spells such as identify or reveal owner.
:Rope_Trick
COST : 15
MODS : D
When this spell is cast on a piece of rope from 5' to 30' in length. One
end of the rope rises into the air until the whole is hanging
perpendicular, as if affixed at the upper end. The upper end is, in
fact, fastened in an extra-dimensional space, and the spell caster and
upto 5 others can climb up the rope and disappear into this place of
safety where no creature can find them. The rope can be pulled up behind
them, otherwise it hangs down from the space. At spells durations end
the contents of the space fall back into normal space, so getting out
before it expires may be best to avoid falling damage.
:Safe_Steel
COST : 5
MODS : D,R,T
This spell is cast on steel items of a maximum of 1 lb/rank each. It
temporarily changes such into Foam Rubber, thus a dagger or sword
becomes a child's plaything for the duration. The item MUST have no
other metals in its composition (but can have other materials like wood,
plastic etc which WILL remain unchanged).
:Silent_Teleport_Object
COST : 1
MODS : R
Allows the caster to move an object within range to any locale within
Range including within possession of the caster immediately. If the
object is a container its contents will move with it. Additionally there
is a cost of 5 spell points per 1 lbs of the objects weight at rank 1.
This is increased for each rank (Rank 2 for example for the same 5
points can affect 2 lbs, Rank 3 can affect 3 lbs for 5 points etc).
:Slow_Fall
COST : 1
MODS : D,R
When this spell is cast, the target(s) affected 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 one
or more objects or creatures in a 10-foot cube per rank.
:Snow_Ball
COST : 3
MODS : D,R
This creates in the casters hand a normal snowball which can be thrown
at a target. It melts at the end of its duration, unless it has hit
target (when it melts a round later). The snowball does no damage, and
can be avoided with a Coordination roll or shield usage, but if it
strikes a mage it counts as a distraction which they must make a Magic
roll against losing spell concentration on.
:Spider_Climb
COST : 5
MODS : D,R,T
By this spell, the creature can walk on any surface and not slip. The
creature can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface).
:Spray_Of_Sparks
COST : 3
MODS : D,R
This causes a spray of pretty sparks to shoot forth from the targeted
locale or from the caster's fingertips in an arc that extends 1' per
rank. They are very impressive but do no real damage.
: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_Soapbubbles
COST : 3
MODS : D,R
This spell will summon a large number of soapbubbles at any point within
range. The soapbubbles may be mildly distracting, but they cause no
actual damage. Someone who has heard of Bubbles_of_Euphoria*, but not
seen them, may mistake this spell for that one. Conversely, someone
with experience with this spell may assume Bubbles_of_Euphoria* is a
varient of this one, the first time they see it.
:Summon_Taxi
COST : 5
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.
:Summon_Water
COST : 10
MODS : R
This summons from the Elemental Plane of Water 5 gallons per RANK of
pure drinking water into a touched container or at a ranged distance
from the caster. It cannot be summoned into a living thing and if more
is summoned then the container will hold (in the case of a container)
the excess will NOT appear. If summoned in an area where there is no
container then the full maximum amount will arrive. Water weighs about
8.5 pounds per gallon.
:Takeout_Dinner
COST : 20
MODS : N
This is an interesting Spell link that originates from Summon Object,
Chronoport and some new twists. It requires the caster to gather in one
place (an Excellent choice is a small cardboard Box or paper bag or
cloth sack) the complete fixings of a meal [aprox 5 lbs of food can be
affected per RANK]. The spell is cast and a Control Word is chosen by
the caster, and the container/meal and its contents vanish. Whenever the
caster says the word the spell ends and the stated items appear in the
caster's hands, exactly in the same state the spell was cast in.
Inorganics are NOT affected by this spell, so avoid plastics! Living
things are also not affected and neither are purely mineral items, so
food, paper, cloth, cardboard, wood (like chopsticks) are best for
containers and utensils etc.
:Telekinesis
COST : 15
MODS : D,R
By means of this spell the caster is able to move objects or beings by
concentrating on moving them mentally. The spell can provide either a
gentle, sustained force or a single, short violent thrust (for attack
purposes).
As a sustained force this enables the caster to move a weight of upto 25
Lbs/RANK of the spell a distance of 30' per round . The weight can be
moved vertically or horizontally or both. Any objects moved beyond the
spell's range falls or stops progressive movement. If the caster ceases
concentration for any reason, the object falls or stops. The object can
also be manipulated mentally as if with one's hands. For example a rope
or lever may be pulled, an object rotated and so on. The caster could
even do such things as untie ropes or other complex actions with
manipulation (though the GM may judge a 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).
:Teleport_Object
COST : 5
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 increased for each rank (Rank 2 for example
for the same 1 point can affect 10 lbs, Rank 3 can affect 15 lbs for 1
point etc).
:Teleport_Self
COST : 30
MODS : N
Moves the caster and upto 100 lbs of gear etc to any locale that the
caster chooses that has been visited and memorized by the caster.
Additional Ranks add 100 lbs to the capacity.
:Tie
COST : 1
MODS : R
This spell will magically cause the object targeted (which must be of a
thread/string/rope/cable like nature) to tightly knot itself to either
its other end or the end of a similar object within 1' of it. This spell
can be cast in a single round due to its nature.
:Transmute_Rock_To_Sand
COST : 15
MODS : R
This transmutes stone of any kind into sand instantly, affecting an area
of 5' square per RANK of the spell.
:Transparency
COST : 12
MODS : D,R
By means of this spell the mage may make a section of metal, stone, or
wood as transparent as glass to be viewed thru. The spell does NOT work
on Lead, platinum or gold. The glass is of a form of a one-way mirror,
upto 3' square in size. It does not change the intrinsic strength of the
material. It lasts until the duration ends....
:Umbrella_Of_Carnack
COST : 15
MODS : D
This spell creates a magical umbrella that will hang 3' above the head
of the caster at all times. The Umbrella will have no physical form to
touch, but is visible to normal sight. It can pass thru objects easily
and offers no protection from arrows or other thrown missiles. BUT the
umbrella will prevent any RAIN based spell from affecting the caster,
and also any falling object more than 5 lbs in weight will bounce off
it. Thus things like a falling Wall of Ice would fail to harm the
possessor of the Umbrella, or even an opponent jumping from a height
above to attack.
:Umbrella_Of_Quil
COST : 3
MODS : D,R,T
This spell produces identical affects as the umbrella of Carnack in
appearance and form, but is actually an illusionary umbrella, with no
substance or protective value, save in fooling mages who mistake it for
the Umbrella of Carnack!
:Unravel
COST : 1
MODS : R
Unravel is cast upon a piece of clothing that has been woven, sewn or
knitted. It causes the clothing to begin to unravel until it falls apart
into its component parts. The process takes three rounds, but it takes
but a single round to CAST the spell to compensate.
Magical clothing gets a save (50% chance of not being affected).
:Unseen_Servant
COST : 10
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-wight
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.
:Ventriloquism
COST : 10
MODS : D,R
This spell enables the wizard to make his voice--or someone else's
voice--or a similar sound seem to issue from someplace else, such as
from another creature, a statue, from behind a door, down a passage,
etc. The spellcaster can speak in any language that he knows, or make
any sound he can normally make. With respect to such voices and sounds,
anyone rolling a successful saving throw vs. Magic detects the ruse.
If cast in conjunction with other illusions, the GM may rule greater
penalties or disallow an independent saving throw against this spell in
consideration of its contribution to the total effect of the combined
illusion.
:Waterwalking
COST : 10
MODS : D,R,T
This spell allows the caster or target beings to be able to walk upon
the surface of liquids (except acid) as if walking on a solid surface.
The does NOT work on fog, mist or clouds.
:Wizard_Glue
COST : 5
MODS : D,R
Wizard Glue will hold one relatively flat surface to another, a mirror
to a wall for example. The strength of the bond is 20 pounds per RANK of
the spell, upto 120 pounds. Dispel Magic will end the spell, and a Body
of 10 or greater can break a 20-pound bond. A Body of 12 can break a
40-pound bond, a Body of 14 can break a 60-pound bond, and so forth. If
the item held by the glue is brittle, it may be shattered in the
separation. Surface area is a maximum of 5' square per RANK of the
spell.
The two surfaces MUST be touching when the spell goes off.
:Woeful_Itch
COST : 10
MODS : D,R
A cloud of glittering motes flutter to the target, who falls into a
frenzy of scratching and tearing at their own flesh to stop the
maddening itch. Target will do 1d10 damage to themselves in the process
and drop all held items. Target will be incapacitated until the spell
ends. If the Target is submerged in water the itching will stop and the
spell will prematurely end.
:Wood_To_Rubber
COST : 5
MODS : D
This spell causes all wooden objects that touch or strike the caster to
be transformed into rubber, reducing their damage capacity to 1/4 normal
if a weapon, and the effect on the weapon lasts for the duration. It can
also be cast by touch on another individual to equally protect them. The
item returns to normal once the spell's duration has ended. Maximum
object size is 5 lbs/RANK.
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