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.


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