Faustian Magic
:Faustian_Magic
The Faustian tradition of magic is rarely practiced and frowned upon
as destructive, unpredictable and disruptive by many mages of modern
magic. It origins are said to go back to the Middle Ages, when magick
was a tricky thing to learn or get learning in.
All Faustian magic has a drawback, a price, beyond that of the normal
risks of being a mage. Unlike a Draconian, whoose prices are primarily
mental in nature, the Faustian pays their price in side effects in the
spells. The energy costs of Faustian magic are often much less than
those of normal spells...
Faustian Magic is rare, of the original version of the work only three
copies were known to exist until recently. One of these was locked away
in the Vatican Library, a second is said is to be in the possession of
the Diogenes Club (San Francisco Site) and a third was in the possession
of a renegade Elven Warrior. An unknown number of computer copies were
leaked out of a modified version from the Elven Warrior, and their
whereabouts are unknown.
Required Skills:
Meditation
Read/Write
Spellcasting
Suggested Skills:
Latin
Restrictions & Modifiers:
Cannot be Blood Mages, Draconians, Enchanters or Shamans.
-20% to cast if unable to speak aloud
-20% to cast if unable to make hand gestures in casting
:Acid_Sweat
COST : 1
MODS : D
This spell causes the casters body to excrete a corrosive acid as sweat
for the duration bought, which on any touch does 2d10 of damage to
people. It eats away normal clothing, one layer a round, and will damage
armour worn by the caster by 10 points per round.
Additional RANKS add + 1 to the Damage inflicted on beings touched.
:Amphibious_Ability
COST : 1
MODS : D,R,T
This makes the caster or the target being(s) able to breathe underwater
as easily as they did air. BUT they will NOT be able to breathe in the
air! Unless trained as a swimmer they will be able to hold their breathe
a maximum of 10 rounds, and then will take 5 Health suffocation each
round after that. The caster can negate the spell and there is, of
course, a saving throw.
:Animal_Possession
COST : 5
MODS : D,R
This spell allows a mage to possess the body of any animal intelligence
creature, and control it thusly. The Mages own body slips into a deep
sleep while inhabiting this creature mentally. The Mage controls ALL the
actions of that body and will feel ALL and see and HEAR what the
creature normally would. If the creature is harmed or killed while the
mage so controls it the mage will awake to find their body has suffered
Health damage internally equal to that done to the creature. A mage
whoose body is slain while they are so possessing a creature becomes
trapped mentally within it.
Mages so possessing a creature can cast from the body, using their
stored pool of energy and may even gain energy thru the link in some
circumstances. The mage may severe the Possession prematurely only if
they return to contact with their body, otherwise they are trapped in
the animal body until the duration passes.
If a mage is trapped in a body after the death of his own then the
duration of the spell no longer will apply, and they need to save each
day to avoid losing mental abilities and becoming more bestial (one save
vs magic for MIND and one for SPIRIT and a loss of a point for each one
failed until at 0. If MIND drops below 3 they have only animal
sentience.
:Apprentice_Link
COST : 25
MODS : N
This spell is used to link a spellcaster with an apprentice or trusted
companion or follower over a long period of time. It creates a linking
so that they can speak (as under a Mind_Speech* spell), and so they can
transfer energy at will (The CASTER of the Apprenticeship spell controls
the flow and can take energy from the apprentice at will or bestow such
to them at will) over any distance. The spell effects work THRU a
Pentagram unhindered as well, despite its lack of ranks. The caster can
also cast Spells upon the Apprentice at any time despite the distance as
if they were in TOUCH range.
This spell cannot be cast on an unwilling target.
Unlike a normal Spell, the duration on this one is always exactly one
year and a day.
Price : The price in this spell is that damage received is split among
BOTH parties... if the apprentice is wounded they take half the damage
and the caster takes the other half. The spell cannot be turned off
until the duration ends, save thru a dispell of Rank 10 or greater.
: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. Each being that may be awakened must be named in the
spell when cast. The Awakening does 1 point of damage (no save and no
armour absorbtion, but fails if they are DEAF) to their eardrums!
:Barkskin
COST : 5
MODS : D,R,T
This spell toughens the skin like bark, making it absorb 5 points of
damage per RANK, upto a maximum of 4 ranks. The protection is applied
AFTER normal armor absorption, and does not protect the subjects
clothing. It cannot be combined with metal armour.
The Price in this case is that the spell effect makes the character
subject to double damage from any Fire, flame or heat based attack (and
negates any normal or magical protections from fire/heat that they
possess).
:BladeSharp
COST : 1
MODS : D
This makes a bladed weapon +3 to Damage for the duration. It cannot be
combined with any other damage enhancing spell. Each Additional Rank
adds +1. Upon the spells ending the blade will be absolutely and
entirely dull and must be sharpened from scratch as if it had just been
forged.
:Blur
COST : 1
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. It also causes the same minus factor for
the subject to cast, shoot, fire missiles or do combat themselves as
everything is blurry to their own sight too!
:Bone_Breaker
COST : 1
MODS : R
This is cast on a single target being and will break a particular bone
in their body (roll):
01-15 Left leg
16-30 Right Leg
31-50 Right Arm
51-70 Left Arm
71-00 Rib (-10% all skills while broken)
Broken limbs are not usable. Broken ribs only restrict action. Lasts
until healed/repaired. Duration is NOT bought on this spell. 1d10 of
damage is done in the process to the target.
If the spell is saved against the caster is subject to the damage!
:Boneset
COST : 1
MODS : R,T
Cast on broken bone or multiple broken bones, this will place the bones
into proper place to begin to heal. In the process it does 1d10 of
repair to the damage mending the break. It does NOT close open wounds,
cure infections or repair organ damage.
The Price of this spell is that the target, after the healing, becomes
ravenously hungry and needs to eat a pound of food for every point of
damage healed. They will be at -25% to perform all skills until this
hunger is fed in full.
:Burning_Hands
COST : 1
MODS : D,R
When the wizard casts this spell, a jet of searing flame shoots from his
fingertips. His hands must be held so as to send forth a fan-like sheet
of flames: the wizard's thumbs must touch each other and fingers must be
spread. The burning hands send out flame jets of 5 foot length in a
horizontal arc of about 120 degrees in front of the wizard. Any
creature in the area of the flames suffers 1d10+3 hit points of damage,
Beings in range must make a roll vs Coordination to avoid the damage.
Flammable material touched by the fire burn (e.g., cloth, paper,
parchment, thin wood, etc.). Such materials can be extinguished in the
next round if no other action is taken. Additional RANKS add +1 to
damage done. RANGE is added to the base 5' length of the flames.
Part of the price is that this spell cannot be stopped prematurely by
the caster and that they cannot cast ANY other spell while it is in
effect. Only the mage's fingertips are fireproof from the spell, the
rest may be burned if the flames are reflected back or the clothes of
the mage are ignited.
:Cat_Spirit
COST : 3
MODS : D,R
The cat form spell grants many of the abilities traditionally associated
with cats, though it does not significantly alter the features of the
recipient. The spell grants a +10 bonus to Coordination, and all skills
that use that as a base, the recipient's tread will be absolutely quiet
for the duration. The spell also halves all damage taken from falls and
allows the recipient to land on his or her feet. They also gain a cat's
nightsight ability so long as there is SOME light in an area. Finally,
it grants the ability to grow claws, allowing each hand and foot do 10+3
damage.
The Price of this spell is that it is NOT subtle. The caster's eyes
become like those of a cat in coloring, Their Ears become cat shaped and
the body becomes covered with fine fur. A non-manipulatable tail grows,
and the hands become cat like and unable to do fine detail work and the
opposable thumbs vanish while in the effects of the spell.
:Change_Self
COST : 1
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 GM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his
equipment, and the ruse may be discovered in this way. The price here is
that while the spell is in effect the caster cannot cast another spell
or they temporarily lose control of this one and revert to their normal
self while casting the second spell.
:Charm_Person
COST : 2
MODS : D,R
This spell affects any single person it is cast upon. 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.
The Price of the spell is that it lowers (while in effect) the MIND of
the subject by 10 points, making them susceptable to magic and generally
less intelligent (The term 'friendly morons' may come to mind in some
cases). They also won't remember anything about their life before the
casting so they can't help their 'friend' by providing information, but
can perform and remember all spells and skills they may have.
:Chronoport
COST : 15
MODS : 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 the caster's own
weight plus an additional 25 lbs per RANK of the spell.
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.
Unlike other versions of this spell, the Faustian version has a random
result as to when in time the port was to:
Roll Result
---- ------
01-10 1d10 rounds
11-40 30 rounds
41-60 60 rounds
61-70 1d100 rounds
71-80 1d100 minutes
81-90 1d100 Hours
91-95 1d10 days
96-00 1d10 weeks
:Cloudburst
COST : 10
MODS : R
This causes rain to fall in a radius of the RANGE of the spell at a rate
of 1/2 inch per round, soaking everything within the area, extinguishing
fires, preventing most fire spells, etc.
Unlike other versions of this spell the Faustian has no Duration setting
and can be cast ANYWHERE..... Roll 1d100 rounds for duration. Caster
cannot stop the spell prematurely.
:Color_Spray
COST : 3
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 +1/rank rnds.
Range will determine the maximum range from Caster that creatures can be
to be affected.
The Drawback is the caster must close their own eyes for the entire
casting (and give up all combat saves against weapons or Coordination
during the casting) and for 1 full round afterwards, or be affected by
their own spell!
:Create_Spectre
COST : 25
MODS : N
This creates a semi-material semi-astral construct that can affect both
planes at will. The Spectre is a vaguely man-shaped energy creation that
survives by drawing energy from other beings (Material or Astral). It
has only limited intelligence and cannot pass thru a barrier that would
prevent and astral being. In combat it has a 75% +1%/Caster rank chance
to hit (opponents get a chance to dodge vs Coordination) and on hitting
it drains 1d10 +1/rank magical energy from the target or, if the target
has insufficient magic energy or is a mundane, it will drain Health
(damage without any kind of absorbtion) with each hit. The Spectre can
exist as long as it has energy. It begins with 15 Health from its
creation and this Energy/Health expands with each drain it succeeds at.
Spectres CAN be harmed by astral weapons, and can be seen as ghostly
forms on both the physical and astral planes. They exist mearly to
increase their energy and will strike randomly. The caster has NO
control of the creation!
:Create_Spring
COST : 5
MODS : N
This spell is cast upon natural rock or earth and causes a spring of
fresh water to bubble forth from it, putting out about one gallon of
water per minute. It is a great means of bringing water to a desert,
irrigating crops etc. Unfortunately the spell has no duration - the
effect will last as long as the target locale exists. The caster cannot
turn the spell off by normal means (but it could be dispelled by a
Dispell of equal or greater rank).
:Crushing_Hands
COST : 12
MODS : D,R
This spell creates a HUGE disembodied hand that attempts to crush the
target. It needs NO roll to hit, but the victim gets a HARD save each
round to avoid taking ANY damage that round. Two successful saves in a
row frees them from the grasp of the hand. The hand does 1d10+5 damage
each round it is successful, and metal armour gives NO assistance
against the damage.
Each additional RANK of the spell adds 1d10 to the damage occuring. The
hand is NOT affective against non-corporal forms.
The Hand can be dealt damage, thru normal cutting weapon attacks and
similar type spells, and each point done to the hand is done to the
caster!
:Demonic_Barber
COST : 5
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. If the target dodges the Barber will continue
to try to grab targets until it gets someone into the chair - and it can
grab the caster!
:Demon_Printer
COST : 10
MODS : D
This spell is another representational type that appears to be a 'demon'
in this case a 5' tall creature with 4 arms and two legs green in color.
It will take any book handed it and in 1 rounds will hand back a
complete duplicate of it (except for any active spells or scroll-like
spells on it). If the book is trapped then the trap goes off and will
end the demon printer spell instantly. The demon can also be handed a
single page of written material and it will produce 100 copies of that
page instantly. The Duration is for the demon and NOT the copies
lifetime.
Books (not pages) will be randomly trapped by the demon with an effect
that will go off on opening:
01-05 A cream pie smacks the opener in the face!
06-25 Explosive Runes that do 3d10 +1/rank explosive damage
26-50 Paralysis on opener for 3d10 rounds
51-75 Metal Teeth BITE the opener and close it for
2d10 damage and roll for new trap next time!
76-00 Paradox affect occurs!
:Detect_Fae
COST : 3
MODS : D
This allows the caster to recognize on LOS any Fae-Folks. It will also
allow the caster to see thru Fae-FOlk invisibility powers (not spells)
as if they were not there. It Alerts the Fae to the fact that the caster
knows they are though in this version!
:Detect_Magic
COST : 1
MODS : R
This spell causes all magic on the target being/object to be shown in
that it will glow with the color of its tradition(s). Duration is not
needed to be purchased, and it is cast at the suspect target.
If a spell being seen is rank 5 or greater the caster will be blind for
the next round when using this spell.
: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.
The target WILL know they have been detected!
:Detect_Spirit
COST : 2
MODS : D,T
Detects the presence of a soul spirit or mentality in any body or object
(enchanted swords, etc.), and whether or not the mind controlling the
body is its "native". Thus, it will not detect charming or hypnosis but
will detect possession. Only the fact of a mind is detected, not its
nature. If it is cast on a normally invisible spirit (such as an
Invisible Stalker or Unseen Servant), the caster can see the creature as
a visible force for the duration. The reverse, Obscure Spirit, has a
range of touch and conceals a single mind or spirit from detection by
this spell, and can be cast by anyone who knows Detect Spirit. The
Target will know they have been detected.
:Dragon's_Breathe
COST : 7
MODS : D,R,T
This allows the caster to produce authentic Dragons fire from his/her
breathe, extending out to the range of the spell. This is a flame in a
60 degree Arc. All within the range must make Coordination rolls to
avoid the attack, those who fail will take 3d10+1/rank of damage with NO
armour absorption. Those who succeed take only 1d10 of damage. With
Duration the caster can use the breathe weapon every other round until
it expires (or the mage does). If, while using this spell, an extinguish
Fire is cast on the mage it cuts the spell short. A direct hit on the
caster while using this spell by oil will cause the caster double normal
damage. If the caster cannot open their mouth they take the damage on
the next round! The spell cannot be turned off prematurely. It CAN be
cast on another individual, using the TARGET option cost.
All wood, paper, leather and cloth items carried by a being hit by
Dragonfire that didn't save will be utterly destroyed unless magical in
nature.
:Enchanted_Cauldron_Ritual
COST : 20
MODS : N
This spell is considered one of the more disgusting and dangerous
methods of gaining new spells and knowledge in the mystic arts. It
requires a small iron cauldron, 6 pints human blood, a gallon of water
and an owls feather. Casting time is one hour and NO additional beings
can be involved beyond the caster. NO RANGE, TARGETS or DURATION are
used.
A failure at casting this spell ALWAYS results in the immediate death of
the caster, without chance of resurrection or restoration. All that will
be found are some ashes left behind.
Successfully cast the spell produces RANDOM results:
01-05 Caster improves 1 rank in a spell already known
06-20 Caster learns one new random spell from a class they
belong to.
21-30 Caster learns 2 new random spells from a class they
belong to.
31-40 Caster Learns 3 new random spells from a class they
belong to.
41-50 Nothing Happens
51-60 Caster Forgets a Spell they already know and cannot
learn it from ANY source ever again.
61-70 Caster Loses 1d10 Health permanently
71-95 Caster Must roll on the insanity table
96-00 Caster is visited by a random demon/devil creature
as if they had tried to summon such!
: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! Those seen KNOW the caster has seen
them!
:Fire_Ball
COST : 5
MODS : R,T
This is a normal Fireball spell (the caster chooses the target and the
Fireball expands until the target is engulfed), damage is 1d10 per spell
Rank Purchased upto 5 ranks. Additional Targets bought must be adjacent
to the prime target. Only Magic & Non-Metal Armour will absorb damage
from this attack.
The mechanics of the Fireball : The target(s) are surrounded by a cloud
of natural gas which is then sparked into ignition. Target gets a
Coordination save to avoid the flames. It may ignite other flammables in
the area. Caster takes 1 point of Health damage to cast this spell!
:Flesh_To_Stone
COST : 10
MODS : D,R
Target being gets a roll vs Magic and if failed is instantly turned to
stone for the duration of the spell. A stoned being is unable to move,
act or think. If damaged or destroyed in this state it will reflect on
them when they return to normal at spells end. If the target saved then
the caster must save to avoid the effect!
:Gaseous_Form
COST : 5
MODS : D,R,T
This spell allows the caster to turn the creature touched into a colored
cloud of gas, for the duration of the spell. If the creature touched is
an unwilling recipient of the spell, he gets Intuition Defenses.
The spells effects are identical to that of the Potion of gaseous form,
with regards to movement rates, and the effects of a Gust of Wind spell,
though the caster, if he casts the spell on himself, can turn
non-gaseous at any time.
While in gas form, strong winds will do damage to the gaseous being.
:Guardian_Demon
COST : 20
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.
If the Demon is dispelled or destroyed a Paradox affect will ALWAYS take
place!
:Hey_Bartender
COST : 5
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.
The Bartender's drinks are VERY potent alcohol and and each one drank
makes one -10% to all skills for an hour, and cause a hangover
afterwards.
:Limb_Replacement
COST : 25
MODS : N
This spell requires usage of only one limb, which is used to touch the
target, so that the caster can replace a lost or missing limb with one
from the target. The Target does get a saving throw, and if failed will
find their limb removed and now attached to the caster in place of their
lost one (If the limb was damaged the target gets the damaged one in
replacement). The caster loses 1 BODY and HEALTH each time this spell is
cast, even if it is unsuccessful.
:Nude_Mood_Area
COST : 15
MODS : N
All beings (within 30'/level radius) 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.
The Caster cannot cast any destructive (causing damage) spell into the
same area again for 5 rounds after casting this spell successfully.
:Passwall
COST : 12
MODS : N
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. Passage Doesn't vanish!
:Pit
COST : 3
MODS : R
Creates a 5' radius pit 15' deep in dirt, sand or stone at the location
within the range. Duration is NOT used with this spell, the pit does NOT
vanish. Successive ranks of this spell makes the pit another 15' in
depth for each rank. If a pit is created UNDER a sentient then the being
gets a Coordination save to avoid falling into the pit. Pits don't
vanish. Pits are randomly lined on the bottom:
01-25 A foot of fluffy feathers
26-50 Three Feet of Muddy Water
51-75 A trampoline! (bounce out!)
76-00 Dirt Bottom....
:Pygmalion
COST : 25
MODS : D,R
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 10 in height per rank of
the spell. It will have a Health of 50 per RANK and a Coordination of
10 Per Rank. While under this spell it is if Pseudo-Flesh, not its
original material, and can be harmed by normal weapons etc.
The duration is only the duration of the caster's control and after that
the statue becomes vaguely sentient and in control of its own actions!
:Radial_Teleport
COST : 10
MODS : N
This spell allows the caster to teleport everything in a 30' radius
hemisphere from the point they are standing, including about 3 inches
below their feet. Everything within the area will arrive in the
memorized locale, and in the process change it enough that it will no
longer be a memorized locale (and the place left from will also be
radically different). Useful for moving a number of persons or equipment
quickly, the drawback is that it cuts things shearly - anything more
than two feet taller than the caster or outside the radius will be cut
shearly in the process! If cast on a street, you bring three inches of
pavement with you! The uses and disadvantages can be obvious.
:Regeneration
COST : 5
MODS : D,R,T
Cast on a living being only, this causes them to heal at an accelerated
rate, getting back one lost Health point from wounds per round until at
full (and the spell will continue to work afterwards until its duration
ends for additional wounds that might occur) normal Health. It will also
grow back any lost body parts in the process (limbs etc).
Each additional point healed costs another energy point while healing,
and the spell ends if there is a point healed without any energy to
cover it.
:Rejuvenation
COST : 15
MODS : R
This spell reduces the age of a living creature by 1d10 years of age.
DURATION is not used with this spell, its affects work long afterwards.
If the target is NOT the caster then it ages the caster that many years.
If the target is the caster to be reduced, then it ages anyone near the
caster (within 30') to cover the age cost. It cannot be cast without
someone within 30' of the caster to receive the aging. It does not age
ageless beings.
:Resist_Electricity
COST : 5
MODS : D,R
This lasts for the duration or until a total of 100 points of damage
have been absorbed by the spell to protect the target from harm. While
up the target will take damage from rain, snow, immersion in water!
:Resist_Elements
COST : 1
MODS : D,T
This protects the caster (or target being) from the affects of Winter
Cold or unusual Heat, so that they are unaffected by them. Thus they
could conceivably be naked in the snow and not get frostbite or wearing
heavy armour in the heat of summer and be perfectly comfortable.
Although temperature extremes do not affect them, they become more
vulnerable to actual fire or ice damage, taking +1 per 10 points
inflicted.
:Rope_Trick
COST : 3
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.
Drawback - while within the space they cannot hear or see what is going
on outside and must stick their head out to perceive anything.
:Seeker_Of_Doom
COST : 30
MODS : D
This spell needs a lock of hair, blood sample, bodily fluid, tissue
sample, or a personal possession of a particular being to work. This
being is the target (there can be only one) and RANGE is not used in
this spell. The spell 'Gates' to the target beings presence immediately
a creature to attack them. The creature will have no idea who gated them
but will know they are to slay the victim being. After they have
accomplished this it frees the creature to do as it wishes on the
material plane, usually choosing to hunt down the caster! If the
duration ends the creature vanishes. Seekers cannot be seen except by
persons with SPIRIT >9.
Seeker Health : 85
INIT ROLL : 30+1d10
HEIGHT : 10'
Claw Attack : 2d10+6 DMG
Chance to HIT : 90%
Magic Save : 50%
Coordination : 25
Natural Armour : 10 ABS/hit no SDC limit
Powers : HOLD PERSON (30'rng, magic save, Lasts 10 rnds)
Passwall (takes 1 Rnd / 5' thickness)
JUMP 30' in one hop
GATE in Another Seeker (40% chance, 4 times/day)
Can Comprehend all Spoken Languages
Notes : The Creatures are frog-like bi-pedal creatures.
They are generally low-intelligence, but can use
simple magic items like wands, rings, staffs, etc.
They prefer damage causing things.
A spell klutz of this spell ALWAYS results in the creature appearing
right beside the caster and free of any control or concepts of such and
able to do as it pleases (usually kill, rob, maim and otherwise harm).
Multiple Ranks send an additional Seeker after the target each.
:Sex_Change
COST : 5
MODS : D,R
This is a simplex polymorph, it does not change the race or mass of a
being, but merely alters it from male to female or female to male with
the available materials. It does not change the innate
nature,personality or intelligence of the being or even alter their
concepts of sexuality directly, it is PURELY biological. The spell lasts
for the duration paid for by the caster and it can be cast on another or
on the 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.
At spells end the target must save vs MAGIC. If the save is failed then
they remain the new sex permanently and cannot be affected by this spell
again!
: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.
The price is that the slightest breeze or wind can blow the
being around, possibly causing more damage...
:Snake_Sigil
COST : 15
MODS : D
This sigil must be inscribed upon a book or scroll or similar surface.
On being read or touched it activates forming a cobra-like apparition
that will attack its reader (unless such is its caster) who must save vs
Coordination or be hit. On being hit they must save vs magic or it
places the target into a shimmering amber field of force that holds them
in suspended animation for the duration put into the spell. If it misses
the target it will try to strike any who come near it for 3 rounds
afterwards and if not scoring a hit will fade away.
The amber force field can be dispelled or it can be shut down by usage
of the proper word of command. This spell is usually used to protect
private books and papers. It stays until triggered.
:Snow_Squall
COST : 10
MODS : R
This causes snow to fall in a radius of the RANGE of the spell at a rate
of 1/2 inch per round, within the area, extinguishing fires, preventing
most fire spells, etc.
Unlike other versions of this spell the Faustian has no Duration setting
and can be cast ANYWHERE..... Roll 1d100 rounds for duration. Actual
temperature has no effect on the snow while falling, but snow will melt
after the spell is ended if the temperature is too warm..... and the
caster cannot stop the spell prematurely.
:Taunt
COST : 1
MODS : D,R
A taunt spell enables the caster to jape and jeer effectively at a
single type of creature with Intelligence. The caster need not speak the
language of the creatures. His words and sounds have real meaning for
the subject creature or creatures: challenging, insulting, and generally
irritating and angering the listeners. Those failing to save vs. Magic
rush forth in fury to do battle with the spellcaster. All affected
creatures attack the spellcaster in melee if physically capable of doing
so, seeking to use body or hand-held weapons rather than missile weapons
or spells.
Separation of the caster from the victim by an impenetrable or
uncrossable boundary (a wall of fire, a deep chasm, a formation of set
pikemen) causes the spell to break. If the caster taunts a mixed group,
he must choose the type of creature to be affected.
Note that an attacker that has been taunted that CATCHES the caster will
get double damage on all attacks that they actually land on them with
weapons and hand to hand attacks.
:Wall_Of_Bones
COST : 10
MODS : R,T
This causes a wall of spiky bones to burst up from the ground in a
straight line 20' long per RANK of the spell maximum and about 3' wide
and 10' high max. This wall of bones acts as partial cover, but missiles
and spells can be cast thru the openings. Small creatures might wiggle
thru the openings with efforts. It counts as 50% cover for combat. The
wall can be broken thru with weapons and strength, it takes 25 points of
damage to clear a 3' wide opening in the wall, and takes no damage from
fire or ice based attacks. The bones are much like the components used
to make skeletons and zombies, but are NOT animate.
The wall can also be cast at a SINGLE TARGET BEING. This will surround
the target with such a wall encircled format around a 5' square,
trapping them until they can break thru.
Attempts to climb over the wall will possibly inflict damage (Save vs
climbing skill or Coordination - failure does 1d10+2 damage) as does
anyone running INTO the wall.
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