Elven Shaman Tradition
:Elven_Shaman_Tradition
The Elves, being elder folk, have their own Shamanic Tradition. This
is primarily taught only to High Elves and 1/2 Elves, though an
occasional Dark Elf, Gypsy or human may gain the skills in life.
Elves have Totem Trees to which they are bound to protect. If they
are a token mage their tokens should be crafted from the dropped (not
cut!) wood of such a tree. The elves believe that the trees are
representations of the influence of their gods and goddesses upon the
Earth, and that thru a tree their divine influence may flow thru to
their shamans and people.
Elves believe that a shaman must act to preserve the trees and the
plantlife of the world in general. They oppose things that pollute in
general but do not oppose true hunters and craftsmen that share their
wooded lands. They do not oppose violent action if it is needed, but do
not believe in senseless violence. They do not believe in the land
rights that humans claim and travel freely where they would.
Because they are so few in number, Elves will avoid killing their kin
even to the point of letting non-Elves die instead. They also will avoid
imprisonment at all costs and would rather die fighting or fleeing then
be jailed or otherwise imprisoned by non-elves.
On the lighter side Elves enjoy music, dance, sex, gambling, good
food and good drink, but avoid excesses of any. They will even venture
into cities for short time to find companionship, pleasure and
divulgences.
Elves do not hate man for what he is, and hope that they may one day
live together peacefully without destroying all the Elves hold dear in
the world. They will act covertly and even violently as needed, but try
to remain hidden among mankind as much as possible since they are badly
outnumbered.
The Elves have a connectiveness with the Fae, but are not Fae
themselves. There is some level of racial friction between the High
Elves and the Drow, and some elitism regarding their half-human
offspring, but no more than between the various races of man.
Required Skills :
Herbalism
Meditation
Religions
Survival, Forest
Tracking
Woodcarving
Suggested Skills :
Agriculture
Alertness
Animal Handling
Animal Lore
Animal Noise
Animal Training
Climbing
Foraging
Philosophy
Psychology
Rope Use
Stealth
Restrictions & Modifiers :
-10% Inside an Urban environment
-10% Inside a structure made with unnatural substances
(refined metals in larger quantities than just nails)
-20% In Areas with high levels of toxic wastes
-10% In Deserts, Polar Regions or farmland
+10% In any forested area (even parks)
+5% For each Elf Kin with 30' while casting
+30% When within 120' of their totem tree type
Cannot be TechnoMage, Bloodmage, Other Shaman, Voodon
Discordian, Mechamage, Taoist, Atlantian or Draconian.
:Accurate_Arrow
COST : 4
MODS : D,R
When cast, Accurate Arrow minorly creates one missile weapon (i.e. sling
stone, arrow, quarrel, etc.) to automatically hit any target normally
within the range. Effective with "called shots", and situations of that
nature. The missile's enchantment does normal damage as it were an
unaided hit of the same nature. The enchantment instantly wears off
upon the arrival at the missile's destination, even if the spell
duration is not yet ended. Missile cannot be aimed for a particular body
part. There is no saving throw from the attack.
Additional Ranks add +1 to the damage and make the missile count as a
magic weapon.
:Affect_Normal_Fires
COST : 1
MODS : D,R
This spell enables the wizard to cause non-magical fires--from a torch
or lantern to as large as a 10' radius to reduce in size and brightness
to become mere coals or increase in light to become as full daylight and
increase the illumination to double the normal radius. This does not
affect either fuel consumption or damage caused by the fire. The caster
can affect any or all fires in the spell's area. He can alter their
intensities with a gesture as long as the spell is in effect. The spell
lasts until the caster cancels it, all fuel is burned, or the duration
ends. The caster can also extinguish all flames in the area, which
expends the spell immediately. The spell does not affect fire elementals
or similar creatures.
:Age_Alcohol
COST : 1
MODS : R
This spell magically ages Alcohol. The standard durations are not used
for this spell. Each point put into Duration adds 6 months to the age
(and thus fermentation level). Upto 1 gallon can be aged per RANK of
this spell.
:Animal_Enmity
COST : 3
MODS : D,R
This spell simply causes the victim to be offensive to animals for the
duration. Horses will shy or buck, dogs will bark, bulls will charge,
birds will aim at them, etc. Note that animals with a close association
to the victim won't do anything to hurt the victim, they'll just treat
him or her like you would treat a friend who, for some reason, smelled
horrible.
:Animal_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 at will, snapping back
to their own if it still exists. If a mage is trapped in a body after
the death of his own then the duration of the spell no longer will
apply.
:Animal_Tracks
COST : 1
MODS : D,R,T
This spell causes the caster to leave tracks & scents as as the animal
specified during casting. The tracks have traces of magic for 3 hours
per RANK after which they are indistinguishable from normal tracks.
:Animate_Wooden_Object
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.
The object MUST be a maximum of 5 lbs/rank and at least 50% made of
wood. If made of the caster's totem tree's wood then it can be 10
lbs/rank.
:Anvil Fall
COST : 2
MODS : D,R,T
When this spell is cast, the creature(s) or object(s) affected
immediately assume the mass of solid lead. A falling or flying object
or creature affected starts to plummet, and damage taken from falling is
doubled, i.e., 2d10 per 10 feet fallen, to a maximum of 20d10 from a
height of 100 feet. The anvil fall affects one or more objects in a
10-foot cube, or one creature, as long as the maximum original weight of
the creatures or objects does not exceed a combined total of 200 pounds
per rank bought of the spell.
A Slow fall cast upon a creature or object under the influence
of an anvil fall will only negate the latter, and the creature then
receives only normal falling damage. An additional Slow Fall would
then be needed to achieve the normal effect of that spell, and two
such spells could probably not be cast in time by a single caster.
An anvil fall works only upon free-falling, flying, or propelled
objects, and cannot affect a sword blow or a charging creature.
:Apprentice_Link
COST : 30
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.
:Arrow_Of_Smiting
COST : 15
MODS : D
This spell is considered the most dangerous of the Arrow based spells.
Cast on a single arrow it make it capable of also acting as a critical
hit if it strikes target. The effect lasts until the arrow has been
used, thus duration is not used.
Each additional RANK allows another arrow to be included in the effect.
:Assasin's_Invisibility
COST : 25
MODS : D,R,T
This is complete invisibility to sight, infravision, sound and scent.
The subject CANNOT create intentional sounds while it is in effect.
:Audible_Glamour
COST : 1
MODS : D,R
When the audible glamour spell is cast, the shaman causes a volume of
sound to arise, and seem to recede, approach, or remain a fixed place as
desired. The volume of sound created, however, is directly related to
the rank of the spell. The volume is that of four men plus 1 per rank.
Thus, talking, singing, shouting, walking, marching, or running sounds
can be created. The auditory illusion created by the spell can be
virtually any type of sound, but relative volume must be commensurate.
A horde of rats running and squeaking is about is about the same as
eight men running and shouting. A roaring lion is equal to 16 men, while
a roaring dragon is equal to the noise volume of no fewer than 24 men.
:Awaken
COST : 1
MODS : R,T
This spell will wake a character (or characters) to full alertness
instantaneously. It can be set to trigger on a specific action such as
a word or action. The primary component is a horn (which can be
reused). Each being that may be awakened must be named in the spell
when cast.
: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.
:Beauty
COST : 3
MODS : D,R
This spell is cast upon a being of sentience only. It enhanced their
Appearance magically for the duration by 10 points. It is often used by
Female Mages to enhance their natural 'talents'.
Unlike 'Friends' it does NOT directly influence others and thus has no
detrimental effects, or concepts of deception.
Additional RANKS add 1 to the gained points.
:Binding_Aura
COST : 25
MODS : R
This spell is cast AFTER another spell or enchantment has been
performed, it prevents the previous spell(s) from being dispelled by
Magical Dispells. If this is cast on a destructive effect, or one that
the target would be opposed to they DO receive a saving throw against
the Binding. It does NOT extend the duration of the effect.
:Boneset
COST : 5
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.
:Brand's_Elixir
COST : 5
MODS : R
This spell converts water or any alcoholic drink, upto 1 quart, into a
magical healing Elixir temporarily. The Elixir will only work if used
within the duration of the spell - after that it returns to its normal
state. Each dose (1 Cup, 4 cups to a quart) will heal upto 2 points of
damage, no matter the source, when drank or applied to an open wound.
The healing is final, the potion of course can expire. Additional RANKS
add +1 to the healing effect of a dose.
:Breeze_Call
COST : 5
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.
:Broomstick_Enchantments
COST : 25
MODS : D
This spell is cast upon an ordinary broomstick and causes it to become
capable of performing several functions upon the need of the caster:
First it can animate the broom to sweep an area clean of debris for the
duration of the spell. This is its simplest function.
Second the broomstick can be ordered to act as a servant, and it will
sprout small arms with 3 fingered hands that can manipulate objects and
animate and move about fetching or carrying for the caster at any task
it is order to do. (Shades of Mickey Mouse here)
Third it can be made to levitate and to take flight, moving at a speed
twice that of a running man, while ridden (it can carry about 200 lbs
total weight) and at command of the rider. This is its most complex
function.
:Bubbles_Of_Euphoria
COST : 10
MODS : D,R
This spell summons or generates some giant 'soap bubbles' that will
float around the area where they were ranged to. Those within the area
must save vs Coordination each round of the effect to avoid touching and
bursting one of the bubbles. If they fail and touch one it bursts, and
releases a strange gas effect on them - because of its nature it WILL
bypass a minor globe of invulnerability and it will work on a being with
magic resistance. The gas causes a feeling of Euphoria in the being,
which will make them smile and laugh at foolish things. This will
distract mages who are spellcasting, even those with IRONMIND spells
active, reducing their chance to cast by 25%, and it will reduce any
resistances to sleep, charm or non-damaging spells by this same amount.
The effect of the Euphoria lasts for the duration.
Area of effect is a 20' radius from the range point, and the caster CAN
be affected by their own spell in this case if they cast it in too
confined an area! Each additional rank adds 10' to the radius.
:Calm_Animals
COST : 5
MODS : D,R
This causes animals in a radius out to the range of the spell, to be
calmed and placid. This can stop a stampede, prevent an attack or simply
prevent easily startled or 'watch' animals from reacting to the presence
of the caster and/or others in the area for the duration. This area of
calm moves with the caster, and animals outside the area will return to
normal reactions.
Multiple TARGETS are not used as an option on this spell since it is an
area affect.
:Camouflage
COST : 7
MODS : D,R,T
The caster (or target being) while this is under effect, becomes
invisible in natural surroundings such as a forest, Field, Snow covered
mountains, Ice plain or Desert. They can move without leaving a physical
trackable trail, but CAN be heard on occasion and become visible if they
make an attack against someone. While Camouflaged in this way they are
+10% Coordination defensively per rank and will have surprise when
making an attack (but cannot return to invisibility after an attack
until all opponents are out of sight range). (Infravision or tracking
scent reduce the modifier down to a 1/2 above while camouflaged).
:Change_Staff
COST : 30
MODS : D,R
This transforms a wooden staff into a full sized Treant that is totally
obedient to the caster. It starts with 96 Health , Armour ABS 10 (Not
counted vs FIRE) and can attack with its branches to grapple, hold, and
bash (bash does 3d10 dmg) Attack skill 85%. It moves at half the speed
of a man running. It lasts till destroyed, dispelled or the duration
ends.
The staff must be of wood from their totem tree type.
:Chime
COST : 3
MODS : D
This spell enchants an object such that, when a condition is met a
reasonably loud chime/bong/ring will sound from the item. This chime is
loud enough to wake a nearby sleeper or be heard from a nearby room.
This behavior will continue functioning for the duration.
:Chromatic_Orb
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
BODY 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 BODY 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). Quicklings and other hasted/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 Magic save then the orb does NOTHING on striking them.
Duration is only used for the effects that need duration as described
above.
:Cleanse_Lungs
COST : 10
MODS : R
This is cast upon a living being. It will remove any cancerous growths
and recently received poisonous gas damage (recent being with past hour)
that the subjects lungs have suffered. It will also empty lungs filled
with water to prevent drowning, or fluids, as in pneumonia (but does NOT
cure disease! In the case of cancer it simply puts it in temporary
remission).
:Create_Campsite
COST : 15
MODS : N
With this spell the caster generates a squadron of tiny invisible
servants who create a campsite for the caster and his/her companions.
The caster stands in the desired area for the campsite (a 60' radius
area maximum per RANK) and the number of individuals the site is to
accommodate.
The servants clear the area of debris, set up tents if present, set up
bedrolls, start a campfire, fetch water if available, tether horses and
mules, and dig a nearby latrine. The campsite will be so skillfully
prepared as to be only noticeable 50% of the time from outside of it due
to the blending with the surrounding terrain.
The entire process takes about 10 rounds to be accomplished.
The servants use the gear available to them and any improvised gear they
can create from the working area - if no tents exist they will create
lean-to's of branches and leaves and grass if available.
These servants cannot fight for the party, deliver messages, or take any
other actions other than creating the campsite.
The spell CAN be cast in reverse easily, as a BREAK CAMP, which makes
servants to strike a campsite and repack the gear, extinguish the fire,
and return the site to its original state as much as possible.
:Create_Spring
COST : 5
MODS : D
This spell is cast upon natural rock or earth and causes a spring of
fresh water to bubble forth from it, putting out about one gallon of
water per hour. It is a great means of bringing water to a desert,
irrigating crops etc.
:Cure_Disease
COST : 15
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.
:Cure_Frostbite
COST : 1
MODS : R,T
This heals Frostbite damage from Cold based attacks. It heals 1d10. It
does not heal other forms of damage. If multiple ranks are possessed of
this spell it adds +1 of effect for each rank.
:Dancing_Lights
COST : 3
MODS : D,R,T
This causes 1d10 of small glowing lights to appear that resemble candles
and produce that amount of light that move as the caster desires. The
spell winks out if they are moved beyond the range. If targeted they can
be made to follow around a target being to provide light, so long as
within range. Additional Ranks add 1 additional light to the rolled
amount.
:Detect_Charm
COST : 5
MODS : R
This spell will reveal whether or not a recipient is under the effect of
a charm spell.
:Detect_Disease
COST : 1
MODS : R
Detect disease reveals to the shaman whether a subject creature or
object carries a disease, whether normal or magical, and with a
successful MIND roll can identify the exact disease.
:Detect_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.
:Detect_Illusions
COST : 5
MODS : D
Allows the caster to see thru ALL Illusions encountered while the spell
duration is in effect, wether caused by magical spell or magic abilities
of specific creatures.
:Detect_Life
COST : 1
MODS : R
By use of this spell the caster can determine if a creature is alive,
including creatures in a coma, trance, little death etc. It fails
against Mind Shielded targets (they will detect as dead) and will also
expose Undead for what they are.
:Detect_Lie
COST : 7
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 : R
This spell causes all magic on the target being/object to be shown in
that it will glow. Duration is not needed to be purchased, and it is
cast at the suspect target.
: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.
:Dimensional_Depth
COST : 10
MODS : D
This spell is cast on a container, a pocket, purse, sack, Pouch,
Suitcase, Chest, trunk, crate, etc. What it does is expand the interior
dimensions of the container into another pocket dimension, approximately
5'x 5' x 5' per RANK of the spell. Objects placed inside are held in
stasis, unaging, while within the container. It is a spell often used by
mages needing more space then they have available (objects within have
no weight perceived in the outside world) or by thieves. You cannot
place a living creature or being within the space as a prolonged stay of
more than a round would result in death. At Third Rank this spell
becomes impossible to DISPELL before its duration ends.
:Dispel_Illusion
COST : 3
MODS : R
This will cancel ANY illusionary effect instantly and finally.
:Dispel_Magic
COST : 3
MODS : D,R
This will cancel a specific ongoing spell effect. If cast on an ITEM it
will prevent the items magic from functioning for the duration of the
spell being canceled, but then the item will turn back on until its
duration is up. It will NOT send away a summoned creature, undo a
healing spell or cause harm to a magical creature directly. Unwilling
targets get a Save vs Magic against Dispel
:Dispelling_Curtain
COST : 10
MODS : D,R
This spell is used to set up a shimmering violet energy screen in a
curtain form that the caster desires (Can be a maximum of 10' x 10' per
RANK of the spell, but NO lower limit). Any creature passing thru it
will have active spells on them affected by a Dispell Magic that is
slightly more powerful than an ordinary one - this one CAN affect the
results of spell klutzs 50% of the time, and CAN shut down any Globe of
Invulnerability or Globe of Minor Invulnerability, but cannot shut off
curse affects or any spell that was at rank 5 or greater.
The Dispelling Curtain will NOT work against items, only beings.
:Dispel_Silence
COST : 2
MODS : D,R
When cast, this spell automatically dispels any magical silence within
its area of effect. Furthermore, no silence spell will have effect
within the area of effect for the duration of the spell.
Area is a 15' Globe at the target point. This can be increased by buying
more RANKS of the spell.
Stealth FAILS inside a Dispell Silence Field.
: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.
:Electric_Arrow
COST : 3
MODS : N
This spell is cast only on an arrow or bolt, giving it a special effect
if it strikes its target. It cannot be cast in combination with ANY of
the other arrow modifying spells.
The arrow does normal damage PLUS 1d10 of electrical damage on striking
its target. Duration is NOT used on this spell - it lasts until the
arrow is fired and hits something (intended target or not).
Additional RANKS cannot be bought of this spell.
:Elemental_Burst_Of_Wood
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.
:Elf_Call
COST : 7
MODS : N
This effect allows an Elven Shaman to send forth a call to all Elves
within a 1 mile radius/rank. The Elves will know that one of their Kin
is in need (this is NOT a spell used lightly), and have an impression in
their mind where and how to get to them. It is the tradition of the
People's for one and all to come who hears the call. They will also get
an impression of the Elf who is sending forth the call and of the shaman
is at least Rank 3 with the spell an impression of the nature of the
need (usually this is used in life threatening situations).
:Elf_Life_Link
COST : 30
MODS : N
This spell is used to link a spellcaster with a Trusted companion, blood
relative or bedmate. It creates a linking so that they can speak (as
under a Mind_Speech* spell), and so they can transfer energy at will
(both controls the flow and can take energy at will or bestow such to
them at will) over any distance. They can perceive the others general
health condition (Health vs Wounds) and Energy Level. The spell effects
work THRU a Pentagram unhindered as well, despite its lack of ranks.
They can also cast Spells upon each other 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 for the life of the
receipients, so it is NEVER cast without huge amounts of caution.
:Empathic_Revenge
COST : 15
MODS : D
When the target this spell is cast upon is attacked in any way the
attacker receives back half damage (only Health damage applies) as that
the target had received from them AFTER armour etc, as internal damage.
:Enlarge/Reduce
COST : 15
MODS : D,R
This spell causes instant growth of a creature or object, increasing
size and weight. It can be cast only upon a single creature or upon a
single object that does not exceed ten cubic feet in volume per caster
level. The object or creature must be seen to be affected. It grows by
up to 10% per rank of the spell, increasing this amount in height,
width, and weight.
All equipment worn or carried by a creature is enlarged by the spell.
Unwilling victims are entitled to a saving throw vs. spell. A
successful saving throw means the spell fails. If insufficient room is
available for desired growth, the creature or object attains the maximum
possible size, bursting weak enclosures in the process, but it is
constrained without harm by stronger materials--the spell cannot be used
to crush a creature by growth.
Magical properties are not increased by this spell--a huge sword +1 is
still only +1, a staff-sized wand is still only capable of its normal
functions, a giant-sized potion merely requires a greater fluid intake
to make its magical effects operate, etc. Weight, mass, and strength
are affected. Thus, a table blocking a door would be heavier and more
effective, a hurled stone would have more mass (and cause more damage),
chains would be more massive, doors thicker, a thin line turned to a
sizeable, longer rope, and so on.
The reverse spell, reduce, negates the enlarge spell or makes creatures
or objects smaller. The creature or object loses 10% of its original
size for every rank of the spell, to a minimum of 10% of the original
size. Thereafter, the size shrinks by one foot increments to less than a
foot, by one-inch increments to one inch, and by 1/10 increments to 1/10
of an inch--the recipient cannot dwindle away to nothingness.
:Extinguish_Fire
COST : 1
MODS : R
This will extinguish any fire within range radius.
:Fertility
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_Animals
COST : 1
MODS : N
This spell allows the caster to state a particular kind of animal 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 a Dog, a cat or a horse are all viable. The range that
the spell can pick creatures within is a mile per RANK of the spell.
:Find_Fae_Gate
COST : 15
MODS : D,R
This makes the caster sensitive to the weaknesses between the Earth and
the Lands of the Fae, so that those passages between the two lie hidden.
It allows the finding of such a spot within the radius of effect while
active, if they exist.
Note that not all Fae gates are stable constructs, some shift about
based on the season or the year while others might exist but for a
single day.
:Find_Familiar
COST : 5
MODS : N
This spell enables the caster to summon a familiar to act as his aide
and companion. Familiars are typically small creatures, such as cats,
frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or
even mice. A creature acting as a familiar can benefit a shaman,
conveying its sensory powers to its master, conversing with him, and
serving as a guard/scout/spy as well. A shaman can have only one at a
time, and he has no control over what sort of creature answers the
summoning, if any at all come.
The creature is always magically intelligent and its bond with the
shaman confers upon it an exceptionally long life. The shaman receives
the heightened senses of the familiar, which grants the shaman a bonus
to all surprise die rolls.
The shaman has an empathic link with the familiar and can issue mental
commands at a distance of up to one mile. Note that responses from the
familiar are fairly basic--which able to communicate simple thoughts,
these are often overwhelmed by instinctual responses. Thus a ferret
spying on a band of orcs might lose its train of thought upon sighting a
mouse. Certainly its communications to its master would be tinged with
fear of the "big ones" it was spying on! The caster can see through the
familiar's eyes.
When the familiar is in physical contact with the shaman, it gets the
shamans saving throws against special attacks.
If the familiar dies, the shaman must successfully roll an immediate
Body check. If the familiar is an animal type then they lose 1 Health in
damage from the loss.
The mage is able to state One qualification for a familiar, in general
terms, like 'Flight' or 'Keen Eyesight' or 'Strong' or 'Fast'. The GM
modifies the roll to the creature that best fits the qualifier (up or
down the chart from the actual roll).
Deliberate mistreatment, failure to feed and care for the familiar, or
continuous unreasonable demands have adverse effects on the familiars
relationship with its master. Purposely arranging the death of one's
own familiar incurs great disfavor from certain powerful entities, with
dire results.
D100 Roll Familiar * Sensory Powers
01-10 Cat, black Excellent night vision and superior hearing
11-25 Crow/Raven Excellent vision
26-30 Hawk Very superior distance vision
31-35 Owl Night vision equals human daylight vision,
superior vision
41-50 Weasel Superior hearing & very superior olfactory
51-60 Fox Night Vision
61-65 Ferret +1 Coordination
67-70 wolf Night Vision
71-79 Coyote
80-83 Skunk ???
84 Blink Dog ???
85-90 Wolverine Resistance to Fear +25%
91-95 Flying Squirrel
96-99 Squirrel
00 bat Sonar
:Find_Plant
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
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).
:Flaming_Arrow
COST : 3
MODS : N
This spell is cast only on an arrow or bolt, duration is NOT used in the
casting as the effect doesn't occur until the arrow is launched and then
strikes a target. The arrow on striking does 1d10 additional fire damage
over its original to the target. Additional RANKS adds 1d10 to the
damage it does. Leather and Magical armour protects against the fire
damage, normal metal armour does not. Shield Usage against it does
apply.
:Flash
COST : 2
MODS : D,R,T
Victims failing their saving throw are blinded due to a flash of light
that appears in their eyes. (Save is vs Magic). Targets chosen on this
spell do NOT have to be next to each other.
Unless skilled at Blind Fighting they will be considered to be at
Coordination 1 for all actions for the duration.
:Flavor_Food_&_Drink
COST : 1
MODS : R
This allows the caster to change the flavor of any food or drinking
substance, so that it may be more or less edible to those to consume it.
The flavoring can be as simple as the addition of a single spice to the
taste (ex: pepper) or as complex as a major change (Milk that tastes
chocolate, Beer that tastes like buttermilk, Wine that tastes like
blood). The effect does NOT change the nature of the Food or drink,
merely the flavor, so this spell cannot be used to smoke fresh fish or
to salt it (but can make such TASTE as such).
The taste effect becomes permanent unless countered by another casting
of the spell to change it again.
:Flesh_To_Wood
COST : 25
MODS : D,R
Target being gets a roll vs Magic and if failed is instantly turned to
wood for the duration of the spell. A wooden being is unable to move,
act or think faster then 1 action every hour. If damaged or destroyed in
this state it will reflect on them when they return to normal at spells
end.
:Fog_Vision
COST : 1
MODS : D
Allows the caster to see clearly thru any smoke or fog as if it wasn't
there so it has no obscurement value.
:Free_Action
COST : 5
MODS : D,R
This spell enables the target to move and attack and otherwise act
normally for the duration of the spell, negating effects like Paralysis,
little death, hold person, web, hog tie and similar binding effects.
:Friends
COST : 3
MODS : D
A friends spell causes the shaman to temporarily gain 2d10 points of
Appearance. Intelligent creatures around the caster and meeting him/her
must make immediate reaction checks based on the character's new
Appearance. Those with favorable reactions tend to be very impressed
with the spellcaster and make an effort to be his friends and help him,
as appropriate to the situation. Officious bureaucrats might decide to
become helpful; surely gate guards might wax informative; attacking orcs
might spare the caster's life, taking him captive instead. When the
spell wears off, the creatures realize that they have been influenced,
and their reactions are determined by the GM.
:Glow
COST : 1
MODS : D,R
This spell causes the object or person affected to emit an eerie glow.
The color ranges from blue to green. It cannot be dispelled but it can
be negated by a darkness spell. The glow is not bright enough to read
with but is easy to spot in the dark. The material component is a
silver firefly figurine. If cast on an invisibility
:Green_Tongued_Curse
COST : 20
MODS : R
This spell can ONLY be cast on a non-Elf Kin. It is designed to teach a
despoiler a lesson by linking them within the food chain of the plants
of the world. It makes the being a forced vegetarian. Meat and meat
by-products will taste terrible, and will upset their stomache making it
vomit violently after eating any. They will on the other hand find the
true wonders of eating green leafy plants. (Fish, Milk, eggs do not
affect them one way or another, but animal fats and oils Will result in
negative effects).
The curse lasts until a Remove Curse is cast upon them of at least the
rank of the curse spell placed on them.
:Groping_Fingers
COST : 1
MODS : D,R,T
This spell allows the caster "grope" his/her target. This spell is
usually used by mischievous apprentices in bars and such... have fun!
RANGE is vital to make this spell useful!
:Hair_Color
COST : 2
MODS : R
This will change the color of the body hair of a being or creature, and
the effect will last until the hair grows out or is colored again by a
spell. This effect cannot be dispelled.
:Hairy
COST : 1
MODS : D,R
This spell will cause a target to begin to grow hair. If the target
already HAS hair it will simply excellerate the growth process. If the
target normally doesn't have hair then it will cause it to grow hair
(yes, with this you CAN grow hair on a billiard ball!). The rate of
growth is 1 inch per ROUND of duration. Long durations are NOT suggested
with this spell.
:Hallucinatory_Forest
COST : 3
MODS : D,R
Cast outdoors, this creates a hallucinatory Forest to appear. Centaurs,
dryads, dragons, nymphs, satyrs, and treants will recognize it as an
illusion but all others will perceive it as real. It will fill an area
from the caster to the maximum range and an equal distance at an angle
specified by the caster (so it may be triangular or even square at
most).
Trees in such a forest will appear to have substance and form and will
not dissipate if touched like a Phantasmal force would. The forest WILL
act as cover for a camouflage spell or for someone dodging archery
attacks. Movement rates will be as if thru a real forest.
:Healing_Berries
COST : 5
MODS : R
This spell is cast on ANY berries and will convert them into a healing
fruit from damage if consumed, healing 1 Health each when eaten. The
berries are good for about a week after being made unless magically
preserved in some way. 10 berries per RANK can be enchanted this way.
:Heal_Burns
COST : 1
MODS : R,T
This spell heals 1d10 of burn damage (no DURATION addition needed). But
does not close wounds, remove infections or set bones.
Additional ranks add +1 to the effect of the heal.
:Healing_Sleep
COST : 3
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 (Max of 5 ranks).
:Herb_Enhancement
COST : 10
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.
:Inaudibility
COST : 1
MODS : D,R
By means of this spell, all sounds made by the recipient become
inaudible -- breathing, talking, walking, and the like. Items on the
caster's person are likewise silenced, but thrown or dropped items may
make noise once released. Unlike a silence spell, inaudibility masks
only the sounds made by the recipient or items in his/her possession, so
it provides no defense against sound-based attacks such as harpy
singing, a horn of blasting, etc. The spell remains in effect until it
is magically dispelled, until the caster or the recipient cancels it, or
until its duration has passed; it is not dispelled by the recipient
attacking another creature.
:Increase_Weight
COST : 5
MODS : D,R
This can ONLY be cast on an object. It causes the object (for the
duration) to become tremendously heavy to lift for anyone except the
caster. It adds +30 to the minimum strength needed to lift the item.
This is an EASY way to foil thieves - you can't steal what you can't
move easily!
:Interposing_Hand
COST : 5
MODS : D
This creates a HUGE-sized magic hand which appears between the caster
and an opponent. This disembodied hand then remain between the two,
regardless of what the spellcaster does or how the opponent tries to get
around it. The hand is about the size of the caster. It may be harmed by
spells and normal weapons, but can absorb all damage until it hits its
limit, which is 100 points per RANK of the spell.
:IronMind
COST : 3
MODS : D
This spell permits the caster to concentrate powerfully, despite any
normal things that would distract him/her from their actions in casting
any other spell - even the receipt of actual physical damage, as long as
the duration of this spell continues. This allows a mage to overcome one
of the normal causes of spell failure.
:Invisibility_To_Mundanes
COST : 5
MODS : D,R,T
This spell causes a being, object or locale to become invisible to those
who do not believe in magic and lack magical aptitude. It cannot be cast
on a Mundane and Mundanes get NO save against the effect. It has NO
effect on Mages and the like who view the invisible.
It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a
locale instead of a being or object, it can cover 10 cubic feet per rank
of the caster and all within that area (but such cannot be mobile).
It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete invisibility
to all their senses.
:Know_Spellcaster
COST : 10
MODS : N
This spell is cast upon a magical object or ANY ongoing spell effect (It
can ALSO be cast during a REPLAY spell and will count what is being
viewed as an ongoing effect even though it is an image) whereupon it
will notify the caster of the the Name of the original caster.
:Leprechaun's_Luck
COST : 5
MODS : D,R
Cast on the caster or another, this instills magically enforced luck
upon them. Thus the character gets a +5% per RANK added to ALL their
saving throws made vs a stat for the duration.
:Leap
COST : 2
MODS : D,R
When this spell is cast the individual is empowered with the ability to
leap. The distance the individual is able to leap is 20' per RANK
bought of the spell, forward, backward or straight up. One Jump per
round of the spells duration can be made.
Also at the end of the leap the individual will always land without
falling damage.
:Limb_Joining
COST : 20
MODS : R
This spell will allow the re-attachment of a recently severed limb or
digit to a body, doing 1d10 of healing in the process. It will NOT work
on a dead body or on a limb that has been severed for more than an hour
(unless the limb and the stump have been packed in ice or otherwise
preserved in some practical way.
:Limb_Running
COST : 1
MODS : D
This allows the caster to travel across any wooden surface safely, upto
a 90 degree angle, as if on normal ground. They can move at full speed
and need make no Coordination rolls against the terrain while doing so.
:Mending
COST : 5
MODS : D,R
This spell repairs small breaks or tears in objects. It will weld a
broken ring, chain links, medallion, or dagger. Ceramic or wooden
objects with multiple breaks can be invisibly rejoined to be as strong
as new. A hole in a leather sack or wineskin is completely healed over
by a mending spell. This spell does not, by itself, repair magical
items of any type.
If cast on damaged armour it restores upto 1d10 of lost absorption
capability.
Multiple TARGETS are not possible with this spell. If extra DURATION is
bought it will restore damage to larger items at the 1d10 Body rate,
each round... in this way a broken wagon or even a house could be
returned to its original state, so long as there had been no magic in
its original state.
:Message_Scroll
COST : 12
MODS : N
This spell will transport a scroll to the named being it is intended for
instantly, no matter which plane they are on (except for the Astral and
dream planes). The name of the target being is the vital factor.
:Mind_Guard
COST : 5
MODS : D
This spell protects the caster or subject target being (must be
sentient) from the effects of a mental nature as well as natural
abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Spirit, Nude Mood,
Possession, Quantum Leap, Spook, Steal Spell, and even Taunt.
:Mind_Speech
COST : 5
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.
:Mirror_Image
COST : 10
MODS : D,R,T
When invoked, this causes 4 duplicates to appear of the target. These
are illusions. They move about with the caster (or target) making it
nearly impossible to tell which is the real one. This means that if a
spell or attack is aimed at the target there is a saving throw made to
see if they hit the being or an image. If they hit an image that image
will disappear and the target takes no damage.... saving roll for the
target/images from such attacks: 4 images present 80% 3 images
present 75% 2 images present 66% 1 image present 50% Once all
images are gone the spell ends, otherwise they last until the duration
ends or the caster commands it to end.
:Mislead
COST : 30
MODS : D,R
This spell places Assasin's_Invisibility* on the caster and at the same
time creates an illusionary double where he/she was. The mage may then
go about doing as they wish while controlling the illusion and having it
move, speak, smell and even feel real for the duration. True Seeing will
reveal what has occured. The Double cannot actually pick up or otherwise
move matter on its own. If the caster moves outside the range from the
double then the double disappears with a popping sound like that of a
teleport.
:Non-Combustion_Field
COST : 5
MODS : D
This creates a 10' cubed area field where NO form of combustion works,
including normal fire, magical fire, Heat increases to combustion temp.
(which will NOT surpass 90 degrees F) etc. This is often bought LONG
TERM DURATION in order that a library may be thus protected by random
occurrences. Increased RANK increases the field size accordingly.
:Nude_Mood
COST : 10
MODS : R,T
Cast at a single being this forces them into a compulsive behavior to
immediately strip off all clothes and armour to stand naked (it does NOT
cause the removal of jewelry). Once they have completed this they will
return to their senses and have to deal with the situation.
TARGETS is only used if the targets involved are within 10' of each other.
:Phantasmal_Force
COST : 5
MODS : D,R
This spell creates the illusion of any object, creature, or force, as
long as it is within the boundaries of the spell's area of effect, being
upto a 40 cubic feet in size per RANK of the Spell.
The illusion is visual and affects all believing creatures (undead are
immune) that view it. It does not create sound, smell, or temperature.
Effects that depend of these senses usually fail. The illusion lasts
until struck by an opponent--unless the spellcaster causes the illusion
to react appropriately--or until the shaman ceases concentration upon
the spell (due to desire, moving, or a successful attack that causes
damage) or due to its duration ending. Creatures that disbelieve the
illusion see it for what it is. Creatures believing the illusion are
subject to its effects.
The illusionary effect can be moved by the caster within the limits of
the area of effect. The GM has to rule on the effectiveness of this
spell.
:Pit
COST : 10
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.
:Plant_Animation
COST : 1
MODS : D,R
Allows the animation of any plant (including trees) and command of them
to act as the caster wishes. It does NOT allow plants to uproot their
bodies (except on tumbleweeds) but allows them to be used to grasp,
attack, etc. Lasts for the Duration.
:Plant_Growth
COST : 1
MODS : D,R
When cast on any plant, sprout or seeds it will cause such to grow to
full size instantly. If the plant is full grown already then it will
DOUBLE the size of plant, but only for the duration. It cannot be cast
upon dead plants, only living ones.
:Pleasure_Touch
COST : 15
MODS : D
This spell is cast on the caster primarily and gives his/her exposed
skin an added special property that affects others that come in contact
for the duration. Anyone touching the caster will feel EXTREME pleasure,
as if in orgasm, simply from the contact. The effect is mental
primarily, but if they fail a save vs BODY they also receive a Physical
orgasm at the same time.
After such a contact they react in the usual ways from such and are
basically stunned and unable to act aggressively or to think too
coherently (about -75% to perform anything but basic movements, with the
exception of usage of tantrics skills), for about 1d10 + 1d10/RANK RNDS.
If a physical reaction occured and the person touching was male then no
further effect will occur on them by direct contact for at least 15
minutes. If the person in contact was female the touch will continue to
produce reactions, but after the first touch effect they must save vs
Magic after each Physical reaction to remain conscious. Unconsciousness
will last about an hour after being achieved.
:Poison_Thorns
COST : 7
MODS : R
This creates a spray of poisonous plant thorns at the target. 1d10 such
thorns are created per RANK of the spell. A Coordination roll is made by
the target against EACH thorn. A Failed roll means they were scratched
by the thorn and receive 1d10 poison damage (Dwarves and similarly
poison resistant creatures are unaffected by this attack in that they
will ONLY receive 1 point damage per thorn, period). ARMOUR does not
help vs this attack, but a SHIELD may be used to deflect the entire
attack if successful otherwise rule applies as above. Thorns are NOT
reusable.
:Pop
COST : 10
MODS : R
This spell is primarily named for the sound made when it is cast. The
caster is teleported a short distance (based on RANGE) within their Line
of Sight instantly with their equipment (upto 50 lbs). They cannot
appear within a solid object. Each additional RANK adds 50 lbs to the
carriable weight.
:Preservation
COST : 1
MODS : D,R
This is cast upon a container holding food, a potion, a liquid of some
sort or herbs and spices and will prevent their decaying from their
current state for the duration the spell is cast at. It will handle upto
5 gallons of said material per RANK, and can be used on multiple
containers upto that size factor. Its a popular spell with merchants.
:Protective_Cloak_Of_Sutar
COST : 15
MODS : D,T
This brings into existance a physical magical cloak upon the caster or
the target being which has several properties. The Cloak will exist for
the duration unless dispelled, but can be removed at will and will
continue to exist unless dispelled. The Cloak is as light as lace, but
actually gives warmth from cold - protecting from cold based attacks,
absorbing up to 10 points of each such attack (with no limit on how many
it can sustain). It will also protect against fire based attacks
(magical and non) equally. The cloak also acts as a defense against all
DRAINING Spells and Powers while worn and will act as a permanent
Feather-fall while worn. The cloak can be destroyed if struck by an
electrical based attack or an acid based one before its duration ends.
It is a dark blue in color and has a metal appearing chain fastener. It
offers NO protection from normal weapons, unless fire or cold based.
:Protection_from_Constriction
COST : 1
MODS : D
When cast, a Protection from Constriction spell will mitigate crushing
damage taken each round from a single attack form. Up to five points
per rank of the spell is deducted from crushing damage. Note that this
does not mitigate damage from crushing weapons or falling; it will
protect against constriction, bear hugs, Bigby's Crushing Hand, or any
similar gradual compression.
:Protection_From_Disease
COST : 3
MODS : D,T
This spell is often used to protect the caster from a contagious
patient. It basically prevents any disease from affecting the mage while
the duration is in effect. It can also be cast on someone who is NOT
infected who may be exposed to a disease.
:Protection_From_Friendly_Missiles
COST : 1
MODS : D,T
This prevents the recipient from being accidentally struck by any
missile or stray weapon not intended originally for them. This is very
useful if you have 'clumbsy' companions.
:Protection_From_Hunger_and_Thirst
COST : 3
MODS : D,R,T
When protection from hunger and thirst is cast, the recipient requires
no food, water, or nourishment of any kind for the duration of the
spell. The recipient can be the caster or anyone he touches. Each day
the caster (or the subject of the caster's choice) is under the effect
of the spell, he is fully nourished as if he had eaten and drunk
normally. At the end of the spell's duration, the subject is no more
hungry or thirsty than he was when the spell was originally cast. A
person with this spell on them will NOT gain magical energy as they
would normally for consuming food and will NOT be able to eat more than
1 pound additional food/water for that purpose (and will gain 1/2 pound
of weight if eating is done for this purpose since the nourishment is an
excess!)
:Quantas_Target_Bow
COST : 5
MODS : D
While this spell is in effect, any arrows fired from this magic bow
(which may be of any type EXCEPT a crossbow) are +20% to hit a target.
The caster must be able to see the target, and call his/her shot.
Note that the arrow fired from the target bow is in no way magical.
Since the spell ONLY generates the Bow.
:Radius_Dampen_Technology
COST : 20
MODS : D,R
This projects from the point of casting out to a radius of the paid for
RNG in a field that reduces the current in electronic equipment. While
in this area all electronic equipment will simply fail to function. It
does not affect chemical or mechanically based devices or anything
magically enhanced or magical of nature (thus a technomage would not be
affected by this).
:Rainbow_Bridge
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.
:Remove_Curse
COST : 20
MODS : D,R
This removes ANY curse type spell on a being or item permanently.
:Remove_Fear
COST : 1
MODS : R,T
This removes the effects of ALL Fear spells and powers affecting a
being.
:Remove_Scars
COST : 1
MODS : R
On casting this spell, the caster is empowered to remove scars or other
similar marks (burn marks, birth marks, etc.). This will enable the
recipient of the spell to restore lost charisma caused by such marks.
:Resist_Cold
COST : 5
MODS : D,R,T
This spell lasts for the duration or until the spell has absorbed 100
points of cold damage to protect the target from harm.
:Resist_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.
:Resist_Paralysis
COST : 3
MODS : D,R,T
For the duration of this spell, the recipient is immune to all forms of
paralysis, including gaze attacks, paralytic poison, and Hold spells,
but it does not negate paralysis already in effect.
:Restoration_Ritual
COST : 30
MODS : N
This ritual is used to restore to a being that which it has lost from
drains, spell effects that erase memories and skills, and Serious
Disease effects that drop stats permanently. It must be cast within one
month of the actual loss of such to be effective. It will restore the
lost points in the process, the loss skills and lost memories. It will
also regrow any lost body part and make functional any body part that
was seriously injured previously.
:Rock-Jump
COST : 1
MODS : R
With this spell, the caster can cause a rock to find its way into the
shoe of the victim. If the victim has no shoes, the spell causes a thorn
or something to stick into the foot of the victim.
Such will cause a reduction of running/walking/hiking speed by 1/2 until
removed but causes no real damage but is VERY annoying.
:Room_of_Seclusion
COST : 5
MODS : D
With this spell, the caster can create an extra-dimensional room (10'
cube per RANK) with one side adjacent to an unbroken 5' x 3' area (i.e.
one that has no doors, windows, or other such openings). The surface
area (which must be touched) now acts as a phase door into the secluded
room. The room can be of any shape and size up to the limit of the spell
but at least one side must be at least a 10' x 10' area. Thus, the room
could be rectangular, pyramidal, hemispherical, etc. The room lasts for
the duration, or until dispelled. This can only be cast on wood, a
living tree, or on natural earth and stone.
The caster may bring any item, materials, etc. as he or she desires into
the room, so long as the object can fit through the phase door and is
touched by the caster (and only by the caster).
At the end of the spell's duration, anyone or anything still within the
room is now trapped in that extradimensional space. escape is only
possible through other extraplanar travel. This also occurs when a
dispel magic or similar magic is cast against the phase door area.
The phase door itself is detectable by any means available that can
detect magical auras, but the room itself can only be contacted through
extraplanar means. Spells such as clairvoyance and clairaudience would
not detect the events on the other side of the phase door surface.
: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.
:Safeguard
COST : 15
MODS : D,R
This spell is cast on a radial area from the caster and will remain in
that area after the caster has left it. All damage inflicting spells
cast or striking in that area will only have minimal effects, that is 1
point of damage per Die rolled.
:Sanctuary
COST : 7
MODS : D
This spell will allow the caster some level of protection in return for
non-hostile action. The caster cannot in any way, after casting this,
attack, perform hostile act upon or cast harmful magic upon anyone or
they cancel the spell.
While Sanctuary is in effect the caster is protected - anyone wishing to
take a hostile action against the caster must make a saving throw vs
MIND to target on the caster. The effect does NOT apply if the spell
being used is an area effect.
:Sandrunning
COST : 1
MODS : D
Allows the caster to travel along loose sand or Dust as if they were on
a paved road for the duration, able to move without any problems with
sinking or floundering.
:See_Invisible
COST : 1
MODS : D,T
Allows the caster to see any invisible creatures, including persons
under and invisibility spell or camouflaged, and similarly invisible
objects. It will NOT detect Astral or Ethereal Plane travelers. It will
also see thru Phantasmal Force Spells.
RANGE is unnecessary with this spell, as it is set at LOS only.
:Selective_Invisibility
COST : 15
MODS : D,R,T
This is a varient on normal invisibility. It causes the subject to be
invisible to others but NOT to the caster or other subjects affected by
the spell. In other words if multiple targets is used and a group of
people have this cast on them, they will be able to see each other fine
but others will not be able to.
The effect is otherwise identical to a normal invisibility spell, except
that Undead and Mind Shielded people can ALWAYS see the invisble
target(s).
:Sex_Change
COST : 15
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.
:Shape_Wood
COST : 10
MODS : R
This spell allows the caster to shape an existing quantity of wood to
suit their own desires and needs. The wood can be reformed, but its mass
cannot be increased in the process of the spell (it can be REDUCED
though). Thus a crossbow might be shaped and its wooden parts turned
into a large bowl (the metal parts would fall off in the process), a
plank might be made into a quarterstaff, a table could be made into a
chair or a chair into a wooden shield. Once affected the results remain
for good. The spell does NOT change the quality of the wood or its type
in the process. This spell can also NEGATE the effects of WARP_WOOD*
:Silence_Sphere
COST : 1
MODS : D,R
This spell is normally cast on a being or object and causes a sphere of
complete silence to surround the target for a 15' radius per RANK the
spell is known at. ALL sound in the area is stopped, and the sphere
moves with the target. It can be canceled by the caster, by a
Dispell_Magic* or a Dispell_Silence* spell. Unwilling beings do get
their resistance modifier. If a mage is caught inside such a sphere they
become -10% from their normal chance to cast spells due to the
interference of this spell.
:Sky_Ship
COST : 30
MODS : D
This spell forms a special form of transportation for the mage, a
magical vessel that flies upon the winds. This Ship is 10' in length
from Bow to Stern per RANK of the spell and moves within the air on the
casters command at a speed twice that covered by a land based vehicle on
a clear plain (60 miles a day can be covered). The ship is unhindered by
terrain, except by mountains. It cannot be dispelled, and is itself
invulnerable to attack by non-magical means. The sky ship can carry 500
lbs of cargo for each RANK, including passengers. It has 100 Health per
RANK and is unharmed by electricity in any way. It can hover, move
vertically or horizontally easily, all at the casters will. If the
caster sleeps they can choose for it to hover or to continue on in a
single direction unstopping.
It cannot be detected by Radar.
:Sleep
COST : 5
MODS : D,R,T
When a shaman casts a sleep spell, he causes a comatose slumber to come
upon one or more creatures (other than undead and certain other
creatures specifically excluded from the spell's effects). All
creatures to be affected by the sleep spell must be within 30 feet of
each other. The center of the area of effect is determined by the
spellcaster.
Slapping or wounding awakens affected creatures but normal noise does
not. Awakening requires one entire round. Magically sleeping opponents
can be attacked with substantial bonuses (Coordination 1)
:Slow_Fall
COST : 1
MODS : D,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.
:Snow_Ball
COST : 1
MODS : D,R
This creates in the casters hand a normal snowball which can be thrown
at a target. It melts at the end of its duration, unless it has hit
target (when it melts a round later). The snowball does no damage, and
can be avoided with a Coordination roll or shield usage, but if it
strikes a mage it counts as a distraction which they must make an MIND
roll against losing spell concentration on.
:Speak_With_Animals
COST : 5
MODS : D
Allows the caster or targeted being to speak with creatures of animal
intelligence. This is NOT Charm Animals, it simply allows the asking of
basic information, though while in effect the animals will not attack
the being speaking with them unless attacked.
:Speed
COST : 10
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.
:Spell_Reflection
COST : 10
MODS : D,T
This places an aura around the caster or a target being that protects
from ALL spells cast directly at them that is single targeted by
reflecting the spell back to its source if a Magic saving roll is made
successfully. If the source also has a Spell Reflection up it may also
bounce the same spell back again until one of the two fails its save and
is struck.
:Spell_Trace
COST : 5
MODS : R,T
Cast on an object or on a target of a recently discharged spell, this
will give the mage an image of the caster who originally cast the spell.
It also works on an ACTIVE spell ongoing.
:Spider_Climb
COST : 5
MODS : D,R,T
By this spell, the creature can walk on any surface and not slip. The
creature can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface).
:Spike_Stones
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.
:Spirit_Ship
COST : 10
MODS : D,R
This creates a sailboat (capacity 4 persons) at the specified range that
will last for the duration and includes all needed equipment. It
vanishes when the spell expires.
The Spirit Ship cannot be used as a weapon.
:Spray_Of_Stones
COST : 1
MODS : R
This spell creates and throws at the target a spray of small rocks and
stones from the elemental plane of Earth. The attack does 1d10 (+2 /Rank
the spell is known at) but is a mundane attack otherwise (Shield, armour
both can be applied).
:Spying_Ear
COST : 10
MODS : D,R
This spell allows the caster to hear anything said within the area in
which the spell is cast (A sphere the size of the range), just as if the
caster was standing there, for the entire length of the duration, no
matter where the caster goes to.
:Stinking_Cloud
COST : 10
MODS : D,R
When a stinking cloud is cast the mage causes a billowing mass of
nauseous vapors to come into being in a 10' radius circle at the point
of targeting (additional 10'/Rank of spell). Any creature within the
cloud (except those who cannot smell or breathe) are helpless as long as
they remain inside the cloud, retching and coughing. Once outside the
cloud it takes a full round before the victim of such to be able to act
other than movement.
The cloud remains for the duration, unless blowing away by breezes etc
:Summon_Minor_Insect
COST : 1
MODS : R
This spell, unlike most, works within a single round of casting instead
of the usual three.
This spell summons to the target a single specimen (per rank) of an
ordinary natural insect. Thus the spell could be used to summon a Fly, a
spider, a bee, a gnat, a grasshopper etc. Once summoned the insect
remains as long as it chooses unless killed etc.
:SunScreen
COST : 10
MODS : D,R,T
This spell was, it is believed, developed by a Drow mage to protect
against the effects of the daytime sun. It prevents the hinderance to
eyesight caused by extremely bright sun by partially polarizing the
subjects eyes when in extreme light (It also protects against all FLASH
type effects that blind momentarily by bright light) and also prevents
skin burning problems from extreme sun. Besides it uses for Drow it has
also proved useful to mages in the Desert or Wastelands areas where the
sun is VERY direct and it helps against snow blindness too.
: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.
If used in conjunction with a ventriloquism spell, the creatures may
attack the apparent source, depending upon their Intelligence, a
leader's presence, and so on.
:Trackless
COST : 1
MODS : D,R,T
This spell prevents the caster or target from leaving footprints of any
kind, including the heat traces visible by infravision, as their
appendages do not quite touch the surface they are passing over, and
thus leave no prints or residue.
:Transfer_Energy
COST : 1
MODS : D,R,T
This allows mages to transfer energy to each other by choice. Those
involved MUST be willing. The being losing the energy decides how much
they transfer and to who. Energy cannot be transferred to a non-mage
being unless they are magical in nature. Only RAW energy *not HUNG
spells* can be transferred this way.
:Transmute_Rock_To_Sand
COST : 5
MODS : R
This transmutes stone of any kind into sand instantly, affecting an area
of 10' square per RANK of the spell.
:Transport_Via_Plants
COST : 10
MODS : N
This spell will enable the caster to enter a tree or other large plant,
and pass any distance to another plant of the same type instantly. Both
the entry and the destination plant MUST be alive. The caster may
travel to a memorized plant without trouble. If the caster does not
have a memorized plant near his destination, he may specify the location
he wishes to go to and will go to the plant of that type nearest to the
location if he makes an MIND roll. If he fails the MIND roll, he will
go to a random plant within 100 miles of the desired plant. The caster
may take 100 pounds per RANK worth of equipment with him.
:Treacherous_Tripwire
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.
:Tree_Speech
COST : 10
MODS : D
This allows the caster to establish a mental conversational link with a
Tree to request of it information or to provide information to it. Thus
a mage might learn of all who passed by such a tree, who caused it harm,
how long since an event occured etc.
The tree can either speak in words or in images to the caster, dependent
on its own inclination. The spell works on anything from a seedling to a
full grown tree but fails against dead wood.
:Tree_Swipe
COST : 1
MODS : D,R,T
By use of this spell, the caster will control a tree branch for the
duration of the spell. The caster can make the branch wave, attack, fan
a small breeze, etc. If the branch attacks, it does so with a
Coordination of 75% and will do 1d10+2 damage. This spell works only on
full size trees.
If multiple TARGETS are purchased they can only be applied to other
branches on the same tree.
:UnParalyze
COST : 2
MODS : R
Restores movement to a person, no matter the cause of the Paralysis.
:Ventriloquism
COST : 1
MODS : D,R
This spell enables the shaman to make his voice--or someone else's
voice--or a similar sound seem to issue from someplace else, such as
from another creature, a statue, from behind a door, down a passage,
etc. The spellcaster can speak in any language that he knows, or make
any sound he can normally make. With respect to such voices and sounds,
anyone rolling a successful saving throw vs. Magic detects the ruse.
If cast in conjunction with other illusions, the GM may rule greater
penalties or disallow an independent saving throw against this spell in
consideration of its contribution to the total effect of the combined
illusion.
:Vision_Quest_Ritual
COST : 10
MODS : N
This spell allows a mage another means of learning new spells or knowing
a particular piece of wanted information. The spell can also be cast on
another, who is willing, for the same purposes. When on a Vision quest
the character it is cast on drifts off into a dream filled sleep upon
the plane of dreams. It guides them towards their goal there, but may
include great dangers or hazards that could affect their body and mind
back on the real world. The ritual takes about 2 hours. If klutzed the
character involved comes back with a roll on the insanity table and does
NOT gain what was wanted. Otherwise they roll as follows:
01-05 Character easily finds out what they went in
search for with no detrimental effects and
no real memory of what occurred.
06-25 Character returns with the wanted information,
but has expended half their Magical Energy points
stored up in the process. Quest involved fighting
dream beasts magically.
26-50 Character returns with the wanted information,
but has expended ALL their magical energy points
stored up in the process. Quest was long and
laborious.
51-75 Character returned with the information, but has
used up ALL magical energy points and hung spells
in the process.
76-80 Character returned with the information, but has
used up all magical energy and hung spells AND
taken 1d10 Health damage from the encounters.
81-85 Character returned with the information but now
owes a greater power a debt that will be collected
shortly in the material world in some way. (GM
will privately tell to whom the debt is owed).
86-90 Character returns with the information but must
roll on the insanity table upon waking due to the
horrible dreams survived.
91-95 Character returns without the information, having
failed the quest. They cannot go in quest of that
information again.
96-00 Character dies in their sleep from trauma. If brought
back magically they will roll on the insanity table
once for each day they were dead from continual
exposure to the nightmares of the dreamplane.
If used to learn new spells the caster MUST spend the appropriate amount
of experience points upon completion and receipt of the spell.
:Voice_of_the_Bat
COST : 2
MODS : D
This spell grants the caster the ability to use sonar to "see" and move
safely at a normal rate in the dark, even in magical darkness. The
caster can tell size and general shape of objects up to 10 yards away in
any direction s/he faces. The caster must actively concentrate to "see"
her/his surroundings, but merely ceasing concentration does not end the
spell, and the caster may resume the sonar again within the spell's
duration.
:Volley
COST : 10
MODS : D,R,T
Target gains special resistance to spells cast directly AT it. Any spell
cast at it has a chance to reflect back to its source instantly on a
01-25 (otherwise the Volley does nothing).
:Wall_Of_Thorns
COST : 10
MODS : R
Castable only outdoors on open dirt or natural stone, or indoors on a
surface of Wood (floor) this spell causes huge thorny plants to rise up
in a circle 10' radius per RANK and 5' tall (+1 foot per rank) Maximum
(casters choice) around the selected target point on the surface.
This surrounds the area. Anything trying to pass through must do 25
points of damage with spell, fire, or cutting/chopping weapons to a
section of it to break thru. Anything trying to climb over it or being
thrown against it in some way or otherwise coming into contact with the
thorns will receive 2d10 damage and have to save vs Body or take another
1d10 of poison damage from them.
The wall lasts until destroyed and is otherwise non-magical in nature.
If grown on a wooden surface removing it will damage the wood of the
floor as they have grown FROM it.
:Warp_Wood
COST : 3
MODS : R
This spell allows the caster to warp wood as if under extreme humidity
and pressure. It can be used to bend arrows so they will not fire true,
weaken an axe handle so that its head may fall off or even bend or
buckle a door.
Each RANK of the spell allows the warping of upto 2 cubic feet of wood.
The warping is permanent unless the wood is reshaped in some way.
:Waterproof
COST : 2
MODS : D,R,T
This spell creates an invisibly thin membrane around the recipient and
any objects in his/her possession, through which water may not pass,
except at the mouth (water breathing, for example, is not hindered if it
is in effect, but it is not otherwise provided by this spell). Its
purpose is to protect and keep dry objects that could otherwise be
damaged or destroyed by water (e.g., spellbooks, torches, tinderboxes,
etc.), since precipitation merely beads and rolls off the recipient and
bodies of water do not penetrate the barrier. The spell does not confer
any special abilities to survive or breathe underwater, but it will keep
the caster and his/her possessions dry.
:Waterwalking
COST : 1
MODS : D,R,T
This spell allows the caster or target beings to be able to walk upon
the surface of liquids (except acid) as if walking on a solid surface.
The does NOT work on fog, mist or clouds.
:Weakness_Understanding
COST : 5
MODS : D
This spell grants the caster the ability to perceive the weakest points
of construction on an object or structure or person. While it is active
they can apply the knowledge to their attacks on such with any physical
attack, causing +1 damage per attack per rank they know the spell at.
:Web_Of_Entrapment
COST : 5
MODS : D,R
This spell is an area effect, and will cover a 10' x 10' area per rank
it is cast at. All beings within the area who fail to dodge the effect
by a Coordination Roll are trapped in the Web and caught in its sticky
confines for the duration. The web can be burned, but those within will
take equal damage as that used to destroy the web (Normal fire does
work). Those within cannot employ HTH attacks, Missile weapons and
spellcasters who try to cast from within it are -25% their normal
success due to lack of ability to move. Normal weapons cannot cut the
web, but magical ones can, but doing only their magical pluses to the
web. The Web can take upto 20 points of damage on any one being it is
holding before it will snap and allow them to struggle free.
:Whispering_winds
COST : 10
MODS : None
This spell is only castable when accessible to the outside, it lets the
caster set forth a zephyr breeze that will bear a message to a specific
locale that is known or LOS to the caster, or to a specific individual
known to the caster, within a range of 1 mile per RANK the spell is
known at.
The wind does nothing until reaching the target (and there Must be a
means for open air to easily reach the target area/being), but upon
arriving will deliver the stated message or sound(s). The duration or
number of words is 6 seconds per rank (1 combat round) or a total of 20
words per rank.
Delivery time is one round per mile plus the duration of the contents.
:Wild_Deer_Speed
COST : 1
MODS : D,R
This spell confers the speed of a deer upon the spell caster. It allows
the caster or target being to increase his or her running rate to twice
their normal running rate. Also, while under this spell's effect, the
caster/target does not become fatigued or winded by running at such a
fast pace. Furthermore, they can leap forward for 10' + 2' per rank
when running.
:Wound_Closure
COST : 5
MODS : R,T
This spell closes the wounds of the recipient to prevent bleeding and
infection, incidentally curing 1d10 of damage. All of the victim's
wounds will be closed by a single casting. Further application isn't
possible to increase the healing effect. Additional ranks add +1 to the
healing effect.
:Wrap
COST : 1
MODS : R
It can only be cast on Non-living targets, and wraps the target in a
magical transparent coating (similar to modern concepts of Saran Wrap)
that will protect and preserve the contents from spoilage for long
periods of time. Wrap will NOT work on liquids or gases, only solids. It
will affect upto 1 square foot of material per RANK. Wrapped items are
preserved usually about 1 week per rank of the spell.
Comments
Post a Comment