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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