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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