Green Knights
:Green_Knights
The Green Knights are a non-religious nature-oriented Tradition
that grew from the 'Green Movement' in Europe and the Americas, devoted
to the preservation of the natural species and Habitats. Although their
skills and spells reflect this, it also reflects their ability to act as
Eco-guerilla's against the enroachment of mankind into nature.
To be a Green Knight one MUST take the disadvantage of Fanaticism
as part of the character design. Green Knights MAY be found working with
other traditions with similar goals (like the various Nature Shamans),
but are frowned on by other Traditions because they tend to be sloppy
and expose themselves at times to publicity that can lead to anti-mage
reactions from the mundanes.
Vegetarianism is suggested, and they may also take other related
factors (Chronic Recycler, special disadvantage for them, 3 pts),
possibly Longwinded (making lots of speeches about their devotions) etc.
Remember they will NOT use their spells against an animal or to do
harm to an natural environment! Setting forest fires etc is NOT
acceptable behavior to them.
Required Skills:
Alertness
Animal Handling
Concealment
Suggested Skills:
First Aide
Herbology
Vehicle Skill (any)
Casting Rules & Restrictions:
Cannot be a Technomage, Mechamage, Shaman (Any), BloodMage,
Draconian, Druid, Wiccan or Voodon.
-10% to cast in Urban Environments
-10% if Not using their magic for their groups cause of
Green Awareness/Restoration/Protection!
-10% if trying to use their magic purely for personal profit
-1% for each Mundane with a 90' radius
:Affect_Normal_Fires
COST : 1
MODS : D,R
This spell enables the Knight 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.
: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_Healing
COST : 3
MODS : N
This spell will heal any animal (including Mammals, Reptiles, Avians
and all Were-creatures) 1 point of damage per RANK the spell is known
at, including broken bones. It can be cast as many times as needed on
the subject.
: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.
:Armour
COST : 5
MODS : D,R,T
This gives the target temporary invisible and intangible magical
armour against all normal attacks that absorbs 5 points of damage per
rank upto a maximum of 4 RANKS can be bought, for the duration. Unlike
normal armour, the armour spell cannot be reduced with wear, has no
encumbrance affects upon Prowness and it can be worn with other forms of
Non-Metal armour (Wearing metal armour will negate the armour spell).
It can be cast on any living being or creature.
:Audible_Glamour
COST : 1
MODS : D,R
When the audible glamour spell is cast, the Knight 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, each rank can produce the volume of ordinary
speech (Thus shouting takes rank 2 etc).
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.
:BladeSharp
COST : 5
MODS : D
This makes a bladed weapon +1 to Damage for the duration. It cannot
be combined with any other damage enhancing spell. Each Additional Rank
adds +1.
:Breeze_Call
COST : 3
MODS : D,R
Causes a swirling breeze to arise from around the person of the
caster which will blow in a set direction. It drives away gases and
minuses 5% from chances to hit by missile weapons while active. Range is
how far out from the cast that the breeze's effects will occur.
:Calm_Animals
COST : 3
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 : 5
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
+75% Coordination defensively 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 +25% while camouflaged).
:Cat_Spirit
COST : 5
MODS : D,R
The cat form spell grants many of the abilities traditionally
associated with cats, though it does not significantly alter the
features of the recipient. The spell grants a +10% bonus to
Coordination, and all skills that use that as a base, the recipient's
tread will be absolutely quiet for the duration. The spell also halves
all damage taken from falls and allows the recipient to land on his or
her feet. Finally, it grants the ability to grow claws, allowing each
hand to do 1d10+3 damage.
:Cloud_Of_Slumber
COST : 12
MODS : D,R
This spell creates a cloud of yellowish gas in 10 cubic area/rank.
Any Living creatures within the Cloud must save each round while in it
or collapse asleep for 60 rounds.
:Concealed_Pit
COST : 15
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.
The pit will be concealed, to match the general area around it, until
something falls into it.
:Concrete_To_Mud
COST : 10
MODS : R
This transforms 10 sq feet of concrete surface to mud per RANK. It
can only be applied to horizontal surfaces, so it can be used to destroy
a road or sidewalk, but NOT a building.
:Crushing_Hands_Of_Rhea
COST : 10
MODS : D,R
This spell creates a HUGE disembodied hand that attempts to crush the
target. It cannot be used on any living thing. The hand does 1d10+5
damage each round it is successful.
Each additional RANK of the spell adds 1d10 to the damage occuring.
:Cure_Nausea
COST : 3
MODS : R
This spell will remove all the effects of Nausea, wether its natural,
caused by a stomache flu, virus or spell. It does NOT remove any
diseases. But it makes the subject functional and ends also retching and
vomiting that may accompany Nausea.
:Dancing_Lights
COST : 2
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_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 : 5
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 : 3
MODS : R
This spell causes all magic on the target being/object to be shown in
that it will glow with the color of its Traditions(s). Duration is not
needed to be purchased, and it is cast at the suspect target.
:Detect_Traps
COST : 3
MODS : D
Allows the caster to determine if anything in sight is a Trap. Range
is not used with this spell, nor is target, as it simply notifies the
caster of traps. If the caster wishes to determine what the trap is an
Intuition save is needed, and if successful can state what the trap is
and may be able to disarm it.
:Dispel_Magic
COST : 5
MODS : D,R
This will cancel a specific ongoing spell effect. If cast on an ITEM
it will prevent the items magic from functioning for the duration of the
spell being canceled, but then the item will turn back on until its
duration is up. It will NOT send away a summoned creature, undo a
healing spell or cause harm to a magical creature directly. Unwilling
targets get a Save vs magic against Dispel
:Dust_Devil
COST : 15
MODS : D,R
This spell summons up a dust devil, a minor air elemental creature,
to assist the caster in some way. The Dust devil will be fully obedient
under the effects of the spell, and will return to its native elemental
plane upon its completion. The dust devil can follow simple orders and
acts accordingly. It stats:
Health 25 Combat 60% Flight Speed = 3 times speed of running man
ABS 5 Attack Damage 1d10+4
The dust devil appears to be a small whirlwind, one foot in diameter at
its base, five feet tall, and three to four feet across at the top. The
winds are sufficient to put out torches, candles, campfires and exposed
lanterns. The dust devil can hold a gas cloud or a creature in gaseous
form at bay or push it away (though it cannot damage or disperse such a
cloud). If skimming along the ground in an area of loose dust, sand,
pebbles or ash, it can pick up these particles and disperse them in a
10' diameter cloud centered in itself. The cloud obscures normal vision
and creatures caught in it will be blinded for one round after they
emerge, and its causes a need for spellcasters to save to maintain
concentration of active effects. Any creature from the elemental plane
of air can disperse the dust devil immediately. Dust devils can be hurt
by normal weapons but fired missiles will fail to strike as they will be
blown off course.
:Dust_Spray
COST : 3
MODS : R
This causes to spray out from the casters hand a stream of Fine Dust
and ash at a target. If this is fired at a being then they get a save
vs Coordination to avoid being blinded by the effect for 1d10 Rounds. It
can also be used to enhance a Dust_Devil or Similar Air Elemental, to
cover a trail with dust and ash to avoid detection, or to dirty a
persons clothes or a surface like a floor. The dust remains after the
spell ends.
:Elemental_Burst_Of_Wood
COST : 5
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.
:Elemental_Burst_Of_Metals
COST : 10
MODS : R
This causes any metal device to suddenly explode into shrapnel,
doing 2d10 + Rank in damage to all within 30' of the object. It will
only work on objects of 5 lbs in weight per RANK in the spell. Armour is
applied against this non-magical damage.
: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.
:Evil_Eye_(Curse)
COST : 3
MODS : D
This is a minor curse spell, inflictable only on one Target who MUST
be able to make eye contact with the caster, within the range it is cast
at.
The evil eye affects an individuals luck, that is, it affects their
die rolls. It causes ALL misses in combat and all spell casting failures
to be considered KLUTZes with the detrimental affects of that result. It
cannot be dispelled by a normal dispell magic.
Usage of this spell in many countries is considered Evil, or bad for
business, and may be a punishable offense.
: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_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).
: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 INT). 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.
: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.
:Gentle_Rains
COST : 3
MODS : D
This spell is cast with a non-standard RANGE and NO TARGETS option.
Once cast it causes, outside a gentle rain to fall from the sky
(creating clouds if needed on the first round) in an area of 1 mile
radius per RANK of the spell. This continues for the duration. It will
negate a DROUGHT* spell instantly in the process.
:Gravity_Mat
COST : 20
MODS : D
This spell is cast as an area affect of 10 cubic feet per RANK upon a
surface (if the surface is LESS than that in size then it limits to the
bottom surface's area).
It increases the affect of gravity in that area drastically so that
it takes a 30 Body to be able to move - anyone entering the field of
less Body will be pinned to the floor and unable to move until the
duration ends. Anything flying over the surface will be pulled down as
if under an ANVIL_FALL* spell and then pinned if not strong enough.
Anything of 30-40 Body can move across the surface upright, but at
1/2 their normal speed and at a -20% to perform actions within the field
(like fighting). Anyone of greater than 40 Body is unaffected by the
field at all. Body Building Rolls may be made to save against the effect
as well.
The caster CAN be affected by their own spell with this, so caution
is advised on locating the mat.
:Grease
COST : 1
MODS : D,R
A grease spell covers a material surface with a slippery layer of a
greasy nature. Any creature entering the area or caught in it when the
spell is cast must save vs Coordination or slip, skid, and fall. Those
who save can reach the nearest non greased area by the end of the round.
Those who remain in the area are allowed a saving throw each round until
they escape the area. The GM should adjust saving throws by
circumstance; for example, a creature charging down an incline that is
suddenly greased has little chance to avoid the effect, but its ability
to exit the affected area is almost assured! The spell can also be used
to create a greasy coating on an item--a rope ladder rungs, weapon
handle etc. Material objects not in use are always affected by this
spell, while creatures wielding or employing items receive a saving
throw vs. spell to avoid the effect. If the initial saving throw is
failed, the creature immediately drops the item. A saving throw must be
made each round the creature attempts to use the greased item.
Grease affects as little as a square foot and a maximum equal to The
Casters known RANK * 5 Square feet (usual maximum of 10 ranks applies)
:Grounding
COST : 7
MODS : D
This spell helps protector the caster on several levels. First it
will prevent ALL Electrical damage for the duration of the spell; second
it gives the caster a +10% save for INT saves vs incoming spells and
effects for the duration. Note that long duration groundings are
possible but that grounding does NOT work while a character is
unconscious or asleep in some way as it takes thought to perform.
:Guilda's_Sneakabout_Light
COST : 5
MODS : D
Creates a dim, floating light of variable intensity that follows the
caster. At its brightest, it is enough to read with good eyesight, and
it can be extinguished and restored at will during the duration. No
light produced by the spell escapes the 5' radius, preventing the caster
from being given away by his light--so this spell is ideal for thieves.
Note that background light penetrates the area of effect freely, so the
caster is in no way concealed by this spell.
:Heat_Object
COST : 3
MODS : D,R
This will cause a targeted object to become red hot, making water
boil or metal become too hot to handle. If cast on armour it will cause
the wearer 1d10 damage from the metal parts heating (except to leather).
If duration is bought the water would boil away on the second round,
flammable goods will burst into flames and metal will go to white hot
and cause more damage. After three Rounds Metal melts, crystal shatters
(as does glass) etc. Heat Object beyond the 4th round will cease to
function since the target object will no longer exist.
:Herb_Enhancement
COST : 25
MODS : N
This spell is only useful if the knight 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.
:Hold_Portal
COST : 1
MODS : D,R
This spell magically bars a door, gate, or valve of wood, metal, or
stone. The magical closure holds the portal fast, just as if it were
securely closed and locked. Any extra-planar creature (dijinni,
elemental, etc.) can shatter the spell and burst open the portal at
will. A knock spell or a successful dispel magic spell can negate the
hold portal. Held portals can be broken physically or battered down.
:Inaudibility
COST : 3
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.
:Insect_Plague
COST : 20
MODE : D,R,T
This spell is cast and causes a horde of creeping, hopping and flying
insects to gather around and swarm upon the target in a thick cloud. The
insects obscure vision limiting it to 10'. Spellcasting inside of the
cloud is at a -50% due to the distractions and complications. Creatures
within the cloud receive 1d10 damage each round inside the cloud due to
numerous bites and stings, with NO armour assistance (normal OR magical)
and the insects count as +1 vs magical creatures that can only be hit by
magic weapons. Invisiblility is nullified by this effect as well.
Heavy smoke or fire can drive away the insects prematurely and the
victim gets a saving throw vs Coordination each round after the 1st to have
wandered out of the Plague of insects.
:Invisibility_to_Machines
COST : 20
MODS : D,R,T
Caster, subject being or subject object becomes invisible to
electronic or mechanical means of detection. While under the effects of
this spell, they cannot be photographed or recorded. They will not set
off alarms which would react directly to their presence. (They may
still set off alarms which react to doors being opened or other actions
which involve objects not covered by the spell.)
If an invisible being is wounded their blood will become visible
when it strikes the ground. If a person their equipment will be
included in the effect, BUT if they fire a missile weapon or throw such
it will become visible after leaving their presence. Caster can turn off
the spell at will. Once turned off the spell MUST be recast in full.
:Justin's_Mental_Map
COST : 5
MODS : D
Outdoors only, this spell gives the caster an aerial view of the
countryside within 1 mile of the caster. Only large features visible
from above are noted, like rivers, woods, fields, large buildings, and
clearings. Additional RANKS increase the area by a mile each.
:Knock
COST : 1
MODS : R
This will open a sealed door or object, sealed by magic or by mundane
means, instantly. It does NOT remove traps or spells.
:Lavender_Spheres
COST : 5
MODS : D,R
This creates (For each RANK) a single purplish-pink globe of energy
inside a thin layer of hypersensitive matter that is about the size of a
basketball and drifts like a balloon in the direction set by the caster
at start (but may drift off course by breezes etc). They appear
harmless, bit when struck by ANY object they explode, doing 1d10
explosive magical damage in a 10' radius (Anyone within that range may
make a roll vs Coordination and if successful only take 1/2 damage).
: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_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.
:Lose_Mundane_Object
COST : 7
MODS : R
This causes a visible or recently visible object of a mundane nature
to disappear, randomly transporting it someplace far from the current
locale. A Lost item is normally unrecoverable. If the item is in contact
with a sentient being then that being gets a save vs spell to retain it,
else it is lost. 1 lb of object can be Lost per Rank.
:Melodramatic_Music
COST : 3
MODS : D,R
The spell causes the music to be played whenever the victim performs
certain actions; such as entering a room, charging into battle, or
making an announcement.
It makes it nearly impossible to perform any stealth-oriented
function.
: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_Speech
COST : 1
MODS : D,R,T
Allows the caster to communicate mentally with one or more beings.
Must be able to see the being when the spell is first cast, but does not
have to maintain visual contact. The mindspeech is just like normal
conversation, except that NONE of those involved can 'think' a lie thru
the link at the others, so honesty is the rule - any attempt to lie
directly will cause the link to severe. Once enacted, Mindspeech is NOT
affected by the distance - RANGE is only used for the initial casting of
the spell, thus the spell can be bought relatively cheaply if all
involved are in touching range at start, only duration and possibly
targets are needed.
:Minor_Involuntary_Actions
COST : 1
MODS : D,R
This spell, if cast without extended duration can be cast in a single
round - if duration is added then it takes the full standard three
rounds to cast since it complicates the casting process.
The spell allows the caster to affect the body controls of a single
sentient being (save vs INT only against the EXTENDED Version, no save
vs the one round version). Which means it can create simple physical
reactions from the following list:
Belch, Blink (eyes), Cough, Giggle, Nod, Scratch, Sneeze, Twitch
(Minor muscle contraction), Wink and Yawn.
If the victim is a mage who is involved in a spell casting they must
make a save to maintain concentration on the spell they are working on
(Iron_Mind* prevents the need for such a save) or they will lose the
effect and have to start again. If the spell is cast on the victim with
duration then it gives them a -10% to cast for the duration of the
spell.
If cast on a non-mage involved in combat, specifically TWITCH,
Sneeze and Blink or Wink will throw off their combat pattern slightly
reducing their next attack (if on that round or the next) by 5%. If cast
on a non-mage with duration it will reduce their effect by 5% for the
duration on all combat skills.
:Monkey_Wrench
COST : 10
MODS : R
Cast at any large mechanical device, equipment or vehicle, it causes
an old fashioned monkey wrench to materialize within the device's
interior and do appropriate damage to such. It is rumored that these
wrenchs are made from products recycled at the secret Green Knight
Recycling plant in South America from scrap metals sent there with the
Recycle Spell.
This spell is often used in shutting down factories and power plants
that pollute the air, water etc.
:Mystic_Marbles
COST : 1
MODS : R
This spell causes to create one 1" diameter Body glass marble per
square inch over an area ten feet by ten feet (a total of 14,400 glass
marbles neatly filling the area), making an area of highly likely
slipping and falling for anyone passing thru it. Duration and targets
are not used in this spell, but range is. If instead of aiming the spell
at a floor/stairs etc it is cast in the area above a being the marbles
will rain down like a small hail storm doing 1d10 normal damage (armour
absorbs etc) but ending with a very difficult area to travel thru.
:Nature's_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.
:Night_Sight
COST : 3
MODS : D,R,T
This allows the caster and targets to see as well at night as in day.
It does NOT help against magical darkness....
: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.
:Passwall
COST : 10
MODS : D
A passwall spell enables the caster to open a passage through wooden,
plaster or stone walls or surfaces, and thus allowing himself and
companions etc to simply walk thru. The spell creates a 5' high by 10'
high by 10' deep opening. Additional ranks increase the depth of the
passage. The passage vanishes when the duration ends.
:PhotoCopy
COST : 7
MODS : R
This spell allows the caster to create a permanent image, on a piece
of parchment, canvas, or the like, of whatever s/he sees and
concentrates upon at the time of casting, to the range bought. Detail in
the final picture depends on distance and field of vision.
Material components are a piece of parchment, paper or canvas --
which is not expended and upon which the image appears. If a tool is
used for casting a quill pen with silver tip is the most likely device
to use.
: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 : 3
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 : 3
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.
:Protection_From_Elements
COST : 25
MODS : D,R,T
This spell is one of the best defensive ones, and is also one that is
difficult to find a teacher for. It protects the target being from ALL
elemental based attacks - that is any magical attack that uses FIRE,
WATER, ICE, COLD, HEAT, STONE, WOOD, STEAM, ELECTRICITY, LAVA, WIND, AIR
or changes one into such (including flesh to stone). It will also
protect from normal fire damage, weather effects and natural elementals.
It does not stop mundane attacks of wood or metals.
: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!)
:Quicksand
COST : 15
MODS : D,R
This creates a 5' radius pool of quicksand at the targeted point if
cast on earth, sand or natural stone (But cannot be cast on wood or
other man-designed surfaces). This lasts only for the duration, at which
time it returns to its natural state. If a being was caught in the
quicksand and has not yet sunk below the surface then when the spell
expires they will be trapped in the material (But NOT killed in the
process).
: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.
:Recycle
COST : 3
MODS : R
This rather unusual spell is cast on any small, broken up pieces of
plastic, glass, metal (especially Aluminum), or paper, affecting upto 1
LB of such per RANK in a casting. It will vanish and reappears at the
secret Green Knight recycling center in South America to be turned into
useful goods again to be resold for their cause.
:Silence_Sphere
COST : 10
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.
:Slow_Fall
COST : 5
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.
:Speak_With_Animals
COST : 10
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.
:Spike_Stones
COST : 20
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.
:Stinking_Cloud
COST : 10
MODS : D,R
When a stinking cloud is cast the Knight 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
:Taunt
COST : 3
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.
:Transfer_Energy
COST : 1
MODS : D,R,T
This allows Knights 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 : 15
MODS : R
This transmutes stone of any kind into sand instantly, affecting an
area of 10' square per RANK of the spell.
:Transparency
COST : 5
MODS : D,R
By means of this spell the Knight may make a section of metal, stone,
or wood as transparent as glass to be viewed thru. The spell does NOT
work on Lead, platinum or gold. The glass is of a form of a one-way
mirror, upto 3' square in size. It does not change the intrinsic
strength of the material. It lasts until the duration ends....
:Treacherous_Tripwire
COST : 5
MODS : N
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.
The trap remains until sprung and escaped from....
:Tree_Shield
COST : 5
MODS : R
This is cast on any living tree and gives the tree protection from
cutting tools and construction equipment from bulldozers, strengthening
the bark and roots of the tree against attacks. For each RANK of the
spell it will reduce the damage done by attacks by 10 points.
Unlike other spells Duration is not necessary as long as the tree
lives it will be able to replenish the spell itself thru its own
energies (the spell ends when the tree dies).
:Wall_Of_Thorns
COST : 12
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.
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