Australian Shaman Tradition

 :Australian_Shaman_Tradition


   The Australian Shaman is the master/mistress of the Dreamtime,

that shadow dimension where thought IS reality and belief is power.

It is said that the Dream Time is where the power of the Shaman grows

from and where it is strongest. It is impossible in a game such as this

to properly and fully represent the concepts of this shamanism, and I

beg forgiveness for any errors in portrayal or representation herein.

I seek but to put things in a perspective for the Western mind within

game terms. The Dreamtime and the Shaman herein are those of the Mystic

Earth and not the same for all earths, especially NOT the one this is

being written in.


   The Australian Natives believe that this world we live in is an

illusion, a shadow cast by the real world, the Dreamtime. It is the

world of the collective unconsciousness, as explored by Carl Jung.


   The Dreamtime of Australia is the land of Baiame, the Aboriginal high

god. Aborigines believed the Dreamtime to be the origin of all things,

the first world of which this world is a pale shadow, a belief similar

to the Platonic ideal.


   Geographically speaking, the Dreamtime conforms to the general shape

of Australia, except, as in ancient times, New Zealand is connected by a

land bridge. Major geographic features are the same - Ayers rock becomes

Uluru in the Dreamtime, though the rock formation is the same. BUT all

recent structures, including the chain bolted to Ayers rock for tourists

safety, are absent in the dreamtime.


   The animals in the Dreamtime are intelligent and can talk, having

originally been men in aboriginal legend. Monsters exist too, but with

varying degrees of intelligence from purely instinctive brutes to above

human levels. Most sentients are polite but still act in general

accordance with their basic natures.


   Every person, and certainly every Shaman, entering the Dreamtime, has

a mood-jin-garl, a totem animal or patron spirit. Beings who are

shapeshifters in life (weres) will take their non-human form in the

Dreamtime and be guided by a totem that matches the form. Totem animals

may give their kinsmen aid and possibly food or weapons within the

dreamtime; but humans in turn are expected to help their totem if it is

in distress. This carries over to the waking world - one may never harm

with malice a member of ones totem nor will one harm you.


   Totem animals are members of a wider category or tribe of beings,

thus a wombat (a marsupial) received special consideration from

kangaroos and wallabies, a Crocodile would receive favor from a lizard

or blacksnake. The trapdoor spider would receive some consideration from

other spider types, and so forth.


   Time and space are warped when in the Dreamtime. Journeys may take

minutes instead of hours, while a moment's task may be found to have

taken hours. When in Dreamtime one has no way to know whether time is

running fast or slow relative to the Mystic Earth.


   Required Skills:


            Musical Instrument (preferably Drum)

            Religion  (Aboriginal)

            Survival, Desert


   Suggested Skills:


            Alertness

            Climbing

            Direction Sense


   Restrictions & Advantages Received:


            Insomniacs are -25% to cast Spells of this Tradition.

            MUST be of Aboriginal Descent to belong to this tradition

                 (but MAY be a werecreature, no other non-humans!)

            Cannot be a Shaman of another type, Charismatic, Voodon,

                 Bloodmage, Draconian, Mentalist, Darkovian, Tarotist,

                 Atlantian, Astrologist, Druid, Gypsy, Technomage,

                 Mechamage, Mystery Master, Shadow Master, Wiccan

                 or any other Shaman tradition.

            +20% to Cast if in Australia/New Zealand when casting

                 on the Mystic Earth.


            Normal casting times do not apply to spells that call

            for passing into or thru the Dreamtime. They take a

            roll on the DreamTime Roll table.


            +10% to Cast if playing musical Instrument to cast

            -20% to cast if not in a 'quiet' situation if casting while

                 on the Mystic Earth.

            -5%  for each mundane within 30' radius when casting on

                 the Mystic Earth

            -10% to Cast on a non-believer in The DreamTime (Does NOT

                 apply when casting on a Shaman of another belief 

                 system, a Mystery Master or Voodon Trad member).

            -25% to Cast on a Mundane of any type.

            Any damage taken in the DreamTime applies to the Mystic 

                 Earth as well and if killed in the DreamTime one

                 is also dead on Earth.

            Do not use tokens as part of their magic system.

            Spells cannot be learned by Rogue Mages.


   DreamTime Roll:


   This is necessary when dealing with ANY spell that brings the caster

into the Dreamtime as part of its effect. It decides the passage of time

on the Mystic Earth while they are in Dreamtime, wether there in

Material form (like Dreamport) or in Dreamform. This is usually made

AFTER they have cast and is for GM's reference only.


                ROLL        TIME SPENT

                ----        ----------

                01-05         5 rounds

                06-10        10 rounds (1 minute)

                11-25        5 minutes

                26-35        10 minutes

                36-40        20 minutes

                41-50        30 minutes

                51-60        40 minutes

                61-75        60 minutes

                76-80        90 minutes

                81-85        2  hours

                86-90        5  hours

                91-95        8  hours

                96-00        12 hours

   

:Affect_Normal_Fires_(DreamForm)


    COST   : 1

    MODS   : D,R


This spell enables the shaman 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.


:Amphibious_Ability_(DreamForm)


    COST   : 2

    MODS   : D,R,T


This makes the caster or the target being(s) able to breathe underwater

as easily as they do air.  This also will negate any spells of DROWNING*

or BLOAT* cast upon the target.


:Animal_Tracks_(DreamForm)


   COST   : 1

   MODS   : D,R,T


This spell causes the caster to leave tracks & scents as as the animal

specified during casting.  The tracks have traces of magic for 3 hours

per RANK after which they are indistinguishable from normal tracks.


:Animate_Object_(DreamForm)


    COST   : 7

    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.


:Awaken_(Advanced)

 

    COST   : 5

    MODS   : R,T


This spell will wake a character (or characters) to full alertness

instantaneously.  It is set to trigger on a specific action such as a

word to be spoken. Each being that may be awakened must be named in the

spell when cast.


This is usually cast before taking a Walkabout as a means of allowing

the caster an easier escape then finding a nexus in the DreamTime. The

caster sets up a contingency word that when spoken will instantly return

them and all those the initial Walkabout was cast on with them to where

they started.


It can ALSO be used in Mystic Earth to awaken someone in DreamForm and

bring them back prematurely to the waking world, canceling their

original effect. To do so the caster MUST touch their physical body.


:Bone_Breaker_(DreamForm)


    COST    : 10

    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.


:Boneset_(DreamForm)


    COST   : 3

    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.


:Breeze_Call_(DreamForm)


     COST   : 3

     MODS   : D,R


Causes a swirling breeze to arise from around the person of the caster

which will blow in a set direction. It drives away gases and minuses 5%

from chances to hit by missile weapons while active. Range is how far

out from the cast that the breeze's effects will occur.


:CarryForth_(DreamForm)


     COST : 10

     MODS : N


This spell allows a Shaman in Dream_Form* to take an object they are

holding with them from the DreamTime to the Mystic Earth as they leave.

It is cast upon the object and only works if they retain possession of

the object. It fails against any sentient living thing. Beyond the base

cost above the caster MUST spend an additional 1 Point per pound of

weight (round up) the object would have on the Mystic Earth.


:Chromatic_Orb_(DreamForm)


   COST   : 10

   MODS   : D


Causes a sphere to appear in the casters hands of one of a variety of

colors, which when thrown at a target will inflict different kinds of

effects on said target if it hits (caster must throw the orb with a

chance of hitting equal to their Coordination * 2 + 10% per RANK of the

Spell with a 60' range. The orb on hitting does 1d10+2 plus 2 points per

RANK the spell is know at, but the effective damage type varies based on

the color of the sphere. A caster can create ANY color orb upto that of

their rank in knowing the spell:


   RANK    COLOR      TYPE OF DAMAGE

   ----    -----      -------------- 

    1      White      Bright Flash of Light which Blinds for 1 Rnd as well

    2      Red        Does Heat Damage which reduces Coordination

                      Skills/saves by 5% for one round.

    3      Orange     Does Fire damage and ignites combustables with 5' 

                      of the target.

    4      Yellow     Light Blinds the target for the duration.

                      This does not blind undead but triples its damage.

    5      Green      Creates a Stinking Cloud as well as doing the

                      listed damage from noxious gases (does not affect 

                      unbreathing targets), and all with 5' are affected

                      by the stink affect (but not the damage). Lasts

                      for the duration. Anyone within the effect gets a

                      HARD save to escape the area of effect.

    6      Turquoise  This magnetizes all iron and steel on the subject

                      to become magnetized and to stick to all metals

                      of an attractable nature within 5' for the duration.

    7      Blue       This also paralyzes the target for the duration.

                      (victim does get a save vs HARD from the effect

                      will half the duration)

    8      Violet     The victim takes no damage, but if they fail a save

                      vs magic they are turned to stone for the duration.

                      If they save then they are slowed for the duration

                      (only gets the last action in each round). Hasted

                      or naturally fast creatures are reduced to normal

                      speeds and initiative rolls and only one action each

                      round for the duration.

    9      Ebon       If the victim fails a save vs Magic then they die

                      instantly from a complete neural disruption, else

                      if they do save then they are paralyzed for the 

                      duration. It does NOT do normal damage.


If the orb misses its intended target it vanishes. If its intended

target makes a save then the orb does NOTHING on striking them. Duration

is only used for the effects that need duration as described above.


:Cloudburst_(DreamForm)


     COST   : 10 

     MODS   : D,R


This causes rain to fall in a radius of the RANGE of the spell at a rate

of 1 inch per minute, soaking everything within the area, extinguishing

fires, preventing most fire spells, etc.


:Control_Elemental_(DreamForm)


   COST   : 3

   MODS   : D,R


Allows the caster to control an elemental within range for the duration,

forcing it to completely and unquestionably obey any order it is given.


:Create_Object_(DreamForm)


     COST    : 5

     MODS    : N


This spell can be used to create any sort of simple object with which

the caster is familiar, such as a Sword, a rope, a robe, etc. It cannot

form any living creature, plant, mechanical item or magical item. Size

is limited to 5 lbs per RANK of the spell. Information cannot be created

by the spell, nor would, for example, a work of art - such a work would

be no better than the caster could create by hand. The created item has

all the usual properties of such an item.


:Cure_Disease_(DreamForm)


   COST   : 5

   MODS   : D,R,T


This will eliminate most normal and magical diseases and infections and

their symptoms from a living body. It does not cure poisons or produce

other effects. If duration is bought it acts as a protection from future

infections of any disease for the duration. It fails against Cancer and

HIV+ based diseases.


:Dancing_Lights_(DreamForm)


     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.


:Death_Alarm


   COST   : 25

   MODS   : N


This spell is cast on a single target being. It notifies the caster when

that being actually dies and gives them a momentary view of their demise

(1 round of events per RANK) and its occurrence.


      Not Castable when upon the DreamTime.


:Deflect_(DreamForm)


     COST   : 1

     MODS   : D


This spell is cast on a shield, and temporarily increases its bearers

chance to prevent a missile attack from reaching target by 10% per RANK.


:Detect_Lie_(Dreamform)


    COST   : 1

    MODS   : D,T


This allows the caster to perceive any SPOKEN lies said in their

presence if they understand the language being spoken. Range is not

necessary as an element in this spell. Target is only needed if casting

the spell on someone else. It does not detect omissions, only

falsehoods.


:Detect_Magic


   COST   : 1

   MODS   : D


This spell causes all magic on any being/object in LOS to be shown in

that it will glow with colors in the eyes of the caster. This spell

works on both Mystic Earth and in the DreamTime.


:Detect_Nexus


   COST   : 3

   MODS   : D


A Nexus is an opening from one material reality into another. Nexus

Points are found naturally but can also be created by certain spells.

This spell works LOS for the caster only.


This spell works on both the Mystic Earth AND the DreamTime.


: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 3 it allows the

caster to know the true appearance of the beings that are shapechanged.

This spell works both in the Mystic Earth and on the DreamTime.


:Detect_Spirit


   COST   : 5

   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.


This spell works both on the Mystic Earth and the DreamTime.


:Dispel_Magic


   COST   : 5

   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. It affects spells cast at equal or lesser rank than

that known by the caster of the Dispel.


This spell works on both the Mystic Earth and the DreamTime.


:Distance_Distortion


      COST  : 15

      MODS  : D,R


This can be cast on any area completely surrounded or enclosed by earth,

rock, sand, water, snow, mud or tall vegitation (Tall grass, corn,

trees, shrubs etc). It doubles or halves the area's dimensions for those

traveling on it. Thus a 10' x 100' corridor could seem to be either 5'

wide and 50' long or 20' wide and 200' long.


The true nature of the area affected is undetected to travellers, but it

will detect as magic and can be dispelled by a Dispell Magic or Dispell

Illusion of equal or greater rank.


Additional ranks let the caster manipulate it so only one dimension is

affected at rank two on (Thus the above corridor could look 10' x 200'

long or 10' x 50' long as well). They also enhance the effect - triple

it at rank 3, quadruple at rank 4 etc.


There is NO SAVES for the effect and True Sight does NOT see thru the

effect.  The effect is created by a leakage of the DreamTime into the

Mystic Earth, allowing the DreamTime's distorted space and time effects

affect the area.


The spell cannot be cast while on the DreamTime.


:Dream_Form


     COST : 1

     MODS : N


This spell allows the Shaman to send their spirit self (akin to ones

Astral Body for mechanics purposes) into the DreamTime, leaving their

body behind. The spell requires Twenty minutes of preparation in

entering into the proper mental state for its casting, but the cast

itself is minimal in cost.


The time to be spent in Dream form is rolled for secretly by the GM on

the DreamTime table after casting. The caster has no control of where

they arrive in the DreamTime, that is controlled by the GM. They may,

before entering, state a goal to achieve while on the DreamTime, be it

to know something, to learn something or to acquire something

(acquisition is the hardest and will need the DreamTime spell

'Carryforth*') of a physical nature.


The GM may present a series of challenges, events, encounters etc to the

Shaman while upon their search. An Astralist could also conceivably

travel WITH a Shaman who is entering into the DreamTime if they are

present when the spell is cast and in Astral Form. Traveling in Dream

Form may cause a seperate adventure all by itself, depending on the GM's

perogative. Note that it is also possible that a caster may be injured

or killed in the process of using the spell, so don't let its low

casting cost fool you.... If the body of the caster is killed while they

are in Dream Form they will remain and become part of the DreamTime.


:Dreamport


   COST : 25

   MODS : N


This allows the Shaman to utilize the Dreamtime to travel a great

distance in the Mystic Earth. The Shaman and their equipment and

possibly willing companions (Shaman gets own weight +50 lbs per rank to

bring with them) fade from the Mystic Earth into the Dreamtime's edges

to traverse to a locale known to the caster. Unlike a teleporter this

does not have to be a memorized place, but can be a generalization that

they have a familiarity skill with. Ex: Familiarity with New York would

bring them to some memorable place in the city, such as Grand Central

Station or The Statue of Liberty etc. The more well known a locale is

the easier it is to arrive on target for the caster. A Dreamtime time

passage roll is needed to see how long the trip took in Mystic Earth

Terms.


:Dream_Supression


    COST    : 5

    MODS    : D,R


This spell allows the caster or the subject to be free from dreams when

sleeping for the duration of the spell, including all the effects of a

Death_Dream.


The spell will prevent the caster and/or subjects from entering the

DreamForm, Dreamporting or going on a Walkabout against their will for

the duration.


:Dream_Teacher


    COST    : 20

    MODS    : R


This spell allows the caster to teach the subject while they are asleep

in a skill or spell that they are experienced in, as if they were

spending the allotted time usually required for such (and spending the

proper experience points for such) but rolling on the DreamTime table

for actual duration spent in learning. While learning this way neither

the caster nor the subject will be conscious to the events and things

going on in the Mystic Earth.


If either is awakened prematurely then the effect ends and no advantage

or training is gained. The caster gains experience by teaching the skill

in this way. NOTE that the caster MUST be a teacher or have the skill at

teacher level or, in the case of a spell, be of the same tradition as

the subject.


:Dust_Devil_(DreamForm)


    COST   : 5

    MODS   : D,R


This spell summons up a dust devil, a minor air elemental creature, to

assist the caster in some way. The Dust devil will be fully obedient

under the effects of the spell, and will return to its native elemental

plane upon its completion. The dust devil can follow simple orders and

acts accordingly. It stats:


   Health  25     Combat 60% Flight Speed = 3 times speed of running man

   ABS   5        Attack Damage  1d10+4


The dust devil appears to be a small whirlwind, one foot in diameter at

its base, five feet tall, and three to four feet across at the top. The

winds are sufficient to put out torches, candles, campfires and exposed

lanterns. The dust devil can hold a gas cloud or a creature in gaseous

form at bay or push it away (though it cannot damage or disperse such a

cloud). If skimming along the ground in an area of loose dust, sand,

pebbles or ash, it can pick up these particles and disperse them in a

10' diameter cloud centered in itself. The cloud obscures normal vision

and creatures caught in it will be blinded for one round after they

emerge, and its causes a need for spellcasters to save to maintain

concentration of active effects. Any creature from the elemental plane

of air can disperse the dust devil immediately. Dust devils can be hurt

by normal weapons but fired missiles will fail to strike as they will be

blown off course.

 

:Ease_Childbirth_(DreamForm)


   COST   : 3

   MODS   : N


This spell is cast when a female (human or otherwise) enters into the

labors of childbirth, reducing the pain to a minimum and speeding the

process in general. Normally the process takes 3d10 hours minus one hour

for each previous child the woman has had in years past (But never less

than a full hour) in natural childbirth. This spell further reduces the

time by one hour per rank it is known at, again not reducing below the

hour mark, and makes it minimally painless IF there are no complications

involved in the birth. It increases the survival rate of both the mother

and the child by 5% per rank it is known at (but never better than the

maximum of 95% survival).


Normal Childbirth survival rate = BODY + Health


        Add +10 if the woman is attended by a midwife, EMT or

                otherwise skilled person for delivery

            +20 if the Woman is attended by a Physician

            +10 if the woman is in a clinical/hospital environment

             +2 per year under the age of 45 

             +5 for every child the woman has given birth to previously

             

         (NOTE that for long lived non-humans the age calculation is

               +1 for every year under the age of 200).

                                    

:Elemental_Burst_Of_Wood_(DreamForm)


   COST   : 3

   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.


:Everburning_(DreamForm)


    COST   : 1

    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.


:Fertility_(DreamForm)


    COST   : 1

    MODS   : D,R


This spell will bring a subject being into peak fertility, and will

override all known herbs, magics and medicinal means to block fertility

(but not Barrier-form prophylactics) allowing conception to take place

if a mating occurs within the duration of the spell.


:Find_Mundane_Object


    COST   : 15

    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 1 lbs per rank and cost no more

than $5 per rank. The item cannot be mechanical or electronic in nature.

In actuality the item is drawn from the DreamTime to the caster's

vicinity by the spell. Unique items cannot be gotten from the DreamTime

this way.


   Not castable while in the DreamTime.


:Find_Plant_(DreamForm)

    

    COST   : 1

    MODS   : N


This spell allows the caster to state a particular kind of plant for the

spell to set him into the right direction to find and an estimated

distance to the nearest such creature at the time of casting. For

example to find Oak Trees, Basil, or strawberries are all viable. The

range that the spell can pick creatures within is a mile per RANK of the

spell.


:Find_Water_(DreamForm)


    COST   : 1

    MODS   : D,R


When casting this spell, to reduce costs, a tool is often used, the

diviner grasps two ends of a Y-shaped stick. The remaining end twists

around to point in the direction of the nearest source of fresh water

within the spell range. The branch can twist but twenty degrees, and

then the diviner will feel a tug in the direction of the water. The

diviner can specify a minimum amount of water to seek (greater than the

amount in a human body, for example).


:Flame_Friend_(DreamForm)


    COST   : 5

    MODS   : D,R

    

This basically summons a small minor fire elemental which can be

commanded to guard something, create light, help in combat etc. While

the duration of the spell lasts. When the spell ends it must return to

its native plane.


The Fire Elemental has 20 Health 20 Coordination 5 MIND is about a 3'

sphere in size. It is unharmed by normal weapons, gains a BODY point for

each point of damage a normal being would receive from a fire-based

normal attack. Cold and water do DOUBLE normal damage to it. A gallon of

water does 1d10 damage hitting it.


Additional Ranks adds 10 to its Health over the base 20 and 5 to its

Coordination.  It attacks for 1d10 damage + 1/rank.


:Free_Action_(DreamForm)


      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.


:Healing_Sleep


   COST   : 25

   MODS   : R


This spell is cast on a willing, wounded recipient only and causes them

to fall into a coma-like sleep which will last for 10 hours. During this

time the recipient's body is working at an accelerated rate to heal

itself and it will heal 3d10 of wounds. There is NO way to bring the

subject out of the sleep, so unless you are in a safe place this spell

is NOT recommended! Additional ranks reduce the time of slumber by an

hour each, but never less than an hour.


   This spell will NOT function on the DreamTime


:Herb_Enhancement


    COST   : 15

    MODS   : N


This spell is only useful if the Shaman has Herbology. It allows them to

take any natural herb and multiply its normal affects a hundred fold.

Thus an herb that is used to stop bleeding will actually partially heal

an open wound (for 1d10 effect); an herb that helps with upset stomaches

will cure nausea entirely (even from Stinking Cloud); an herb that is

poisonous becomes VERY poisonous and requires a save to avoid fatality

if consumed/injected, and so forth.


Once enhanced the herb will remain enhanced. This spell cannot be cast

while in Dreamform as all herbs in the DreamTime are at maximum

potential already.


:Living_X_(DreamForm)


    COST   : 1

    MODS   : D,R


A glistening pink crystalline looking energy shaft is shot towards a

living target, who is instantly immobilized in an upright spread eagled

position, until the target can break the spell by making a BODY roll on

one of the following rounds or by the expiration of the duration.


:Magic_Missile


    COST  : 3

    MODS  : R


This is sphere of magical energy and proto-matter which is sent at a

single target by the caster and which does 3d10 damage + 1/rank to the

target, cannot be diverted from target and will not miss. If the target

is sentient its MIND score is subtracted from the damage the missile

does to BODY, being the only way to absorb the attack. Target MUST be in

sight for the caster to use this spell, as well as within the range.


This spell is primarily cast upon the DreamTime BUT can be cast in

Mystic Earth if the character brings back from the DreamTime a bone wand

they craft while there on a DreamForm or Walkabout trip.


:Mind_Guard


    COST   : 5

    MODS   : D


This spell protects the caster or subject target being (must be

sentient) from the effects of a mental nature as well as natural

abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,

Hypnotism*, Charm Person, Curse of Senility, Detect Spirit, Nude Mood,

Possession, Quantum Leap, Spook, Steal Spell, and even Taunt. This spell

works both in the DreamTime and on Mystic Earth.


:Mind_Speech


    COST   : 1

    MODS   : D,R,T


Allows the caster to communicate mentally with one or more beings. Must

be able to see the being when the spell is first cast, but does not have

to maintain visual contact. The mindspeech is just like normal

conversation, except that NONE of those involved can 'think' a lie thru

the link at the others, so honesty is the rule - any attempt to lie

directly will cause the link to severe. Once enacted, Mindspeech is NOT

affected by the distance - RANGE is only used for the initial casting of

the spell, thus the spell can be bought relatively cheaply if all

involved are in touching range at start, only duration and possibly

targets are needed.


Usable on both the DreamTime AND Mystic Earth, but requires those being

spoken with to be on the same plane of existance.


:Mystic_Shield


    COST   : 5

    MODS   : D


When this spell is cast, an invisible barrier comes into being in front

of the wizard.  This shield totally negates magic missile attacks. It

provides the equivalent protection of +30% against hand-hurled missiles

(axes, darts, spears, against small device-propelled missiles (arrows,

bolts, bullets, manticore spikes, sling stones, etc.). The shield also

adds a +10 bonus against spell attacks that are basically frontal. Note

that these benefits only apply if the attacks originate from in front of

the wizard, where the shield can move to interpose itself.


:Neutralize_Poison_(DreamForm)


   COST   : 3

   MODS   : R


This will remove all poison in a body or the poison in food or water

(upto 5 Gallons volume) instantly. Duration is unneeded since the effect

remains permanent. Increased ranks increase the number of gallons

affected.


:Night_Sight


    COST   : 3

    MODS   : D,R,T


This allows the caster and targets to see as well at night as in day. It

does NOT help against magical darkness.... It works both in the

DreamTime and on Mystic Earth.


:Pit_(DreamForm)


    COST   : 20

    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.


:Rainbow_Bridge_(DreamForm)

  

    COST   : 10

    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.


:Sex_Change_(DreamForm)


    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.


:Slow_Fall_(DreamForm)


    COST   : 1

    MODS   : D,R


When this spell is cast, the target(s) affected immediately assumes a

rate of falling is instantly changed to a mere two feet per second (120

feet per round), and no damage is incurred upon landing while in effect.

When the spell duration ceases, normal rate of fall occurs.  The Slow

Fall affects one or more objects or creatures in a 10-foot cube per

rank.


:Speed_(DreamForm)


    COST   : 5

    MODS   : D,R,T


Allows the caster or subject beings to move consistently at maximum

speed. This means they get a +20 to all initiative rolls.


:Speed_(Dayform)


    COST   : 15

    MODS   : D,R,T


Allows the caster or subject beings to move consistently at maximum

speed. This means they get a +20 to all initiative rolls.


:Spider_Climb_(DreamForm)


    COST   : 2

    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).


:Spike_Stones_(DreamForm)


    COST   : 15

    MODS   : R


This spell transforms 1d10/rank ordinary rocks of baseball size or

smaller into dangerous traps that activate when stepped on. DURATION is

not used with this spell. Each of the affected stones will, when a

weight of 20 lbs or greater presses upon them, have nasty spikes

protrude from their surface like caltrops of a larger size. These will

do 2d10 damage each when stepped on. The spikes are stone in nature,

extensions of the rock, and remain outward after being sprung. They

cannot be reused.


:Transparency_(DreamForm)


    COST   : 2

    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....


:Treacherous_Tripwire_(DreamForm)


    COST   : 2

    MODS   : D

 

One wire (up to 10' long) can be stretched across a hall, or such.  The

wire becomes camouflaged -- undetectable w/o find traps.  The first

creature to attempt to pass must save vs. Coordination or be caught when

the wire springs free.  The magical wire will twine tightly about the

ankles of its victim, tripping him. If the victim saves then the trap

remains set until triggered or until its duration expires.


It must then be tediously untangled (or sawed loose) which will take at

least 3-6 rounds under ideal conditions.  If hacked loose in combat, it

will take 3 rounds.


Once untangled/broken the wire will fade away into nothingness.


:Wall_Of_Bones_(DreamForm)


      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.


:Walkabout


     COST  : 25

     MODS  : R,T


This is a more advanced means of dealing with the DreamTime, as it

allows the caster and targets to enter into the DreamTime Physically

instead of in DreamForm*. A standard DreamTime Time roll is also made

for the effect in regards to time passage on the Mystic Earth.


Unlike a DreamPort they are not just traversal the edges of the

DreamTime but will be deeply enmeshed into it as if in a DreamForm

effect. All spells they possess for DreamForm WILL apply while on the

DreamTime. If the targets brought are NOT Shamans of this type their

power capabilities may vary in regards to what they can do in the

DreamTime. An Astralist could, for example, use spells they normally

could only use in Astral Form but NOT those usable in that tradition

only in Material form. Religious based magics that are not based in

Australian mythology will fail entirely herein. Illusions, such as those

of the Entertainer, become real and solid things in many cases.


Mechanical and electronic devices cannot be transported into the

DreamTime, only archaic things. Thus a horse might be brought thru, but

not an automobile. A technomage or a mechamage would be nearly powerless

here, except for those things that are part of their own brain (like

mental accounts).


Unlike the DreamForm, no stated goal is needed at casting BUT departing

is more complex. To exit one must seek a passage between the worlds, a

Nexus, within the DreamTime, and use it to pass thru to the Mystic

Earth.

   

:Web_Of_Entrapment_(DreamForm)


     COST   : 10

     MODS   : D,R


This spell is an area effect, and will cover a 10' x 10' area per rank

it is cast at. All beings within the area who fail to dodge the effect

by a Coordination Roll are trapped in the Web and caught in its sticky

confines for the duration. The web can be burned, but those within will

take equal damage as that used to destroy the web (Normal fire does

work). Those within cannot employ HTH attacks, Missile weapons and

spellcasters who try to cast from within it are -25% their normal

success due to lack of ability to move. Normal weapons cannot cut the

web, but magical ones can, but doing only their magical pluses to the

web. The Web can take upto 20 points of damage /rank on any one being it

is holding before it will snap and allow them to struggle free.


:Whirligig_(DreamForm)


    COST   : 20

    MODS   : D,R 


A gyrating whirlwind of black threads sweeps up the target, sending

him/her spinning into the air. Height is raised 10' per rnd until the

spell ends or an immobile object prevents further height. At duration's

end it drops the victim the full footage. While active and for 1 round

afterwards, the victim will be too dizzy and nauseous to act in any way.


Free_Action* spells prevent the Whirligig from functioning, as does a

BODY of 30 or more. Slow Fall prevents a target from being damaged from

the effect on falling.


:Wound_Closure_(DreamForm)


    COST  : 10

    MODS  : R,T


This spell closes the wounds of the recipient to prevent bleeding and

infection, incidentally curing 1d10 of BODY damage. All of the victim's

wounds will be closed by a single casting. Further application isn't

possible to increase the healing effect.


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