Medium Tradition
:Medium_Tradition
Mediums are communicators with other worlds and other dimensions,
primarily known for their ability to communicate and share their bodies
with the spirits of the dead.
Although the spell list of the medium is fairly limited, their
unusual nature makes them of high demand.
Required Skills:
Meditation
Suggested Skills:
History (any)
Restrictions & Specials:
-5% to success for every mundane within 60'
+10% when casting for willing targets/spirits
+10% If has personal item of target/spirit
+10% when casting in a graveyard
Cannot be a Draconian
:Animate_Dead_Creature
COST : 25
MODS : D,R,T
This spell is intended to be used on the corpse of any dead non-humanoid
creature, from as small as a rabbit to as large as a roc. It does not
work on humanoid or demi human corpses. The animated creature will be
1/2 of its original HTK and will have all the normal attacks they did in
life. It is controlled much like a zombie. They are NOT classified as
lesser undead unless they have less than 25 HTK. Duration is necessary
to maintain such an undead.
:Association
COST : 1
MODS : N
When casting this spell, the forensic wizard must brings two surfaces
into contact with one another. Possibilities include the surface of a
jewel and that of a safe, or the surface of an arrow and that of a bow.
If the two surfaces were ever before adjacent, the spell so indicates,
and if the surfaces were ever directly connected as a single item, an
even stronger reading results. This is often used in the determination
of guilt in a crime.
Additional RANGE or DURATION are not useful with this spell.
:Astral_Club
COST : 10
MODS : D,R
This spell creates a magical club that exists on the astral plane and
which moves according to the will of the caster. The club can be used to
attack astral beings, or it may be used to attack a being on the
material plane (they will be unable to see it unless they have astral
sight, thus it's at twice the casters SPIRIT in chance to hit - against
an astral being or one who can see it its chance to hits is that less
the target's prowness). The Astral Club does 1d10+6 with +1 damage per
rank, but non-magical armour offers NO defense to it at all!
:Astral_Glueboard
COST : 10
MODS : D
This allows the caster to create an area (30'/rank) which will act as
astral glueboard, preventing any astral being or a spirit that enters
the area from leaving the confines of the area. It is often used in
preparation of casting Summon_Spirit*. A Spirit held thusly cannot be
summoned away.
:Astral_Sight
COST : 1
MODS : D
Allows the caster to see into the Astral plane and beings therein for
the duration, in standard LOS range.
:Banishment
COST : 25
MODS : R
Cast at a being from another plane, this spell forces them to return
instantly to their plane and the subject cannot return to this one
without being summoned back. The Target DOES get a magic saving throw.
Fails against creatures native to the plane.
:Channel_Mundane
COST : 10
MODS : D
This allows the medium to channel the spirit of a mundane thru their
body. While doing such the medium maintains full control of their body
and simply speaks in two voices, their own and that of the mundane. They
retain full consciousness and can question the mundane themselves. While
being channeled the mundane will speak in their native tongue (so
Comprehend languages may be needed) and MUST answer anything they know
from their life to the caster (no saves).
The base cost drops by 1/2 if the medium has a personal possession that
was close to the spirit, something they used regularly in life.
Examples: Benjamin Franklin's Glasses, Abe Lincoln's Stovepipe Hat,etc.
Note that the longer a mundane spirit has been dead the less likely they
are to remain accessible. Using channeling it is not necessary to cast a
Summon Spirit, unless the spirit is unwilling to be channeled.
:Channel_Mystic_Spirit
COST : 20
MODS : D
More complex than the channeling of a Mundane spirit, this spell allows
the caster to channel the spirit of a mage or other magically touched
personage.
The caster MUST have a personal possession of the spirit from life OR
the spirit must have been summoned by name into the area of the caster.
Unlike the channeling of a Mundane, the caster does NOT retain full
control of their body. They become co-inhabitors and have co-control. If
the spirit and the caster become at dispute over an action then a battle
of wills occur (NOTE the caster cannot cancel the spell prematurely BUT
if cast using a personal possession then the removal of said item from
contact with them will end the spell prematurely). Under this battle of
wills each must make a save vs INT at the same time until one fails when
the other succeeds (if the spirit fails at the same time as the caster
then the caster wins, if the spirit succeeds and the caster fails then
the spirit wins). The spirit, if they know certain spells (like sleep)
might overcome the caster and take full control! This is obvious a
dangerous spell!
The advantage is that combined they can use both the caster's and the
spirit's knowledge while in effect, using skills and spells. The greater
INT and MA of each is taken into usage while so linked.
:Charm_Undead
COST : 20
MODS : D,R,T
This spell will automatically CHARM any normal form of Undead (Zombie,
Spectre, Wraith, Skeleton etc) and place it under the casters control
for the duration - It reverts to original controller when spell ends. It
can also work on intelligent undead, like Ghosts and even Vampires, But
they get their Intuition to defend with at casting and will not do
anything FATAL to themselves while under orders knowingly (you can't for
instance order a Vampire to run themselves thru on a stake, but could
order them not to bite you and your companions). Note a Vampire or Ghost
who has been Charmed and is released is likely to look for revenge....
:Comprehend_Spoken_Languages
COST : 1
MODS : D,R,T
When this spell is cast, the medium is able to understand the spoken
words of a creature. It achieves this by a mild form of telepathy
enhancing the words of the speaker. It fails against the mentally
shielded or blocked.
:Deadthought
COST : 3
MODS : D,R
This is essentially telepathy with the dead brain of a corpse. It is the
simplest form of medium ship since it does not require actual spirits to
be present and does not need comprehension of languages etc..
Type of Chance of
Information Finding Examples
----------- --------- --------------------
Basic 96% Name and profession
Well Known 70% Relating to current mission
Known 30% Relating to previous missions
Forgotten 2% Overheard once
:Death_Alarm
COST : 15
MODS : N
This spell is cast on a single target being. It notifies the caster when
that being actually dies and gives them a momentary view of their demise
(1 round of events per RANK) and its occurrence.
:Death_Vision
COST : 10
MODS : R
This shows to the target being a scene of their own possible death
within their mind in an explicit and mentally painful way. It is not
necessarily a true vision but it will have definite reactions to them,
stunning them for 1d10 rnds if they fail to save and afterwards needing
to save again against the spell a second time or gaining an insanity
from a traumatic experience.
Fear Competent and Mind SHielded persons will be unaffected by the
spells effects.
: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 : 1
MODS : D,T
This allows the caster to perceive any SPOKEN lies said in their
presence if they understand the language being spoken. Range is not
necessary as an element in this spell. Target is only needed if casting
the spell on someone else. It does not detect omissions, only
falsehoods.
:Detect_Magic
COST : 1
MODS : R
This spell causes all magic on the target being/object to be shown in
that it will glow with colors. Duration is not needed to be purchased,
and it is cast at the suspect target.
:Detect_Spirit
COST : 1
MODS : D,T
Detects the presence of a soul spirit or mentality in any body or object
(enchanted swords, etc.), and whether or not the mind controlling the
body is its "native". Thus, it will not detect charming or hypnosis but
will detect possession. Only the fact of a mind is detected, not its
nature. If it is cast on a normally invisible spirit (such as an
Invisible Stalker or Unseen Servant), the caster can see the creature as
a visible force for the duration. The reverse, Obscure Spirit, has a
range of touch and conceals a single mind or spirit from detection by
this spell, and can be cast by anyone who knows Detect Spirit.
: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
:Disrupt_Undead
COST : 25
MODS : D,R
When cast the spell strikes out with a cone from the caster out to its
maximum range at a 60 degree angle. Skeletons, Zombies, Ghouls, and
ghosts are blasted into nothing instantly if within the cone. All other
undead receive 1d10 damage for each round they are within the cone. The
Caster may move the field each round additional round to increase the
area being covered by it if needed.
:Ethereal Sight
COST : 1
MODS : D
Allows the caster to see into the nearby Ethereal Plane and perceive any
Objects or beings therein. Range is unnecessary with this spell, unless
casting it on another, as is Target. Sight range is Line Of Sight. This
spell does NOT perceive invisible!
:Ethereal_Trap
COST : 20
MODS : D
This spell is cast on the Material plane, and covers a 10'x10'x10' area
per rank. ANY ethereal creature passing on the ethereal plane into this
area will be dragged thru into the material plane and will be unable to
leave the confines of the Trap while it has duration left. This also
will apply to ethereally traveling mages etc! Only the being is
affected, they can choose to cast spells out of the trap or equipment on
them, and any non-ethereal creature may enter the trap area without
being effected.
:Ethereal_Travel
COST : 30
MODS : R
This allows the caster and/or target being(s) to fade into the Ethereal
Plane. At Rank One the Mage can only move their own weight plus 50 lbs
into the ethereal Plane - each additional rank adds another poundage
equal to the casters weight in beings and equipment. As long as they
remain within the border ethereal all rules of such apply (see separate
file on the Ethereal Plane). DURATION is NOT used with this spell nor
TARGETS because of the ranking system. Beings being transported against
their will get a save vs magic and Must be within range of the spell.
(Range in this case is a radius around the caster).
:Exorcise
COST : 15
MODS : R
This is cast on a body possessed by a spellcaster or creature of some
sort. It drives the offending possessor out of the body back to their
own (if possible), though they do get an INT save to oppose it.
:Gathering_The_Sheeves
COST : 1
MODS : D,R
This will take a badly splattered/scattered body and gather all the
parts together in one place. Duration is necessary to preserve the
corpse from rotting. Used both in the making of the Undead and attempts
to bring the recent dead back to life.
It does NOT heal in any way the remains, simply joins the parts together
in a neat package. It does make deadthought possible if enough of the
brain remains in the area (and its not burned etc).
:Groping_Spirit_Fingers
COST : 1
MODS : D,R,T
This spell allows the caster "grope" his/her target. This spell is
usually used by mischievous mediums in bars and such... have fun! RANGE
is vital to make this spell useful!
:Haunting_Sounds
COST : 1
MODS : D
The spell causes a strange haunting sound (see list that follows) within
30' of the caster (no extended range available), like those associated
with haunted places.
List : Creak, Footfall, Groan, Moan, Rattle, Tap, Thump, Whistle.
If duration is cast with the spell then the sound will remain in the
area it is originally cast and NOT follow the caster as he/she moves
about.
This spell was developed by mediums who wanted to be more theatrical in
their presentations.
:Hear_The_Dead
COST : 1
MODS : D
This spell will allow the caster to HEAR astrally, ethereally and
psychically. It has the side effect of letting them hear any mental
communications occuring in a 60' range of the caster thru telepathy &
mind speech spells.
:History
COST : 1
MODS : N
This spell allows the caster to "tune in" to the psychic impressions
left on an object or small area. The power gives the medium the ability
to divine special purposes, famous owners, and powerful alignment bends.
The spell will not identify a magic item per se, but would identify the
signet ring of a long deceased noble house as such. Furthermore, history
doubles the chance of a rare or unknown items value being determined.
This spell is most commonly used on nonmagical plunder, books, and items
sold at auctions. Only a single touch is needed to make the spell work.
:Hold_Undead
COST : 5
MODS : D,R
This spell paralyzes any form of undead (though Vampires and other
intelligent forms get their Intuition in resistance) for the duration of
the spell, wether they are corporeal or not. Attacking successfully such
a held Undead will negate the Hold.
:Manifest_Spirit
COST : 25
MODS : D
This is cast on a non-corporeal spirit and gives them a magical
temporary solid form. Their stats will be as they were in life, except
that they are a magical creation and their Health is 10% what they were
in life per rank of the caster (thus 10 ranks would make them equal to
their full life Health!). The spirit MUST be present for this spell to
work. It gives the caster NO control over the subject and they will be
considered non-corporeal undead for the duration. Their MC is also but
10% of its normal per rank of the caster, and the energy therein cannot
be transfered to the caster or anyone else that is LIVING.
If they suffer their full Health in damage then they return to spirit
form and nothing will remain of the manifested body.
:Past_Life
COST : 3
MODS : N
This spell is cast upon the remains of a dead being or creature. It
shows to the caster an image of the deceased's former appearance in
life, so that the corpse may be identified. Any amount of remains can be
used, a bone, lock of hair etc. If cast on a part of someone still alive
the spell can be used to identify the living as well.
:Protection_From_Spirits
COST : 5
MODS : D,R,T
This spell will protect the caster or subject target from all damage and
draining effects inflicted by a non-corporeal being, including wraiths,
ghosts, spectres, astrally projecting mages and the like for the
duration. Even spell effects used by any such creatures will fail to
work against the protected.
:Reveal_Owner
COST : 1
MODS : N
The caster of this spell receives a mental impression of the most recent
owner or owners of the recipient object. An "owner" is defined as an
intelligent entity who was in direct physical contact with the object
one hour, or who had the object upon his person for 24 hours.
The information gained is sufficient that the wizard will recognize the
owner on sight, and he can uniquely specify the owner for the purpose of
such spells as legend lore.
:Spirit_Guide
COST : 15
MODS : D
This is cast with an intended AREA in mind. It summons the memories of
previous visitors to said area into spirit form so that the caster may
ask basic information from such as they travel thru it. Its not a true
channeling since its not made from one person but a collective of those
who had passed thru it. Thus one could get help and advice on an area.
Area of effectiveness is:
Rank 1 = single Building
Rank 2 = collection of buildings
(ex: college campus)
Rank 3 = Neighborhood of a city
or a 1 mile radius
rank 5 = A City or a 5 mile radius
rank 7 = A metropolitan area (ex: metro
boston, from boston out to rte. 128)
rank 10 = an entire state
:Spirit_Summons
COST : 10
MODS : N
This will draw the spirit of a dead person to within 30' of the caster
if they are still without a body and have not been absorbed into their
divinity etc. It will also work on the spirits of living Astralists,
even if they are occupying their body at the time. Range does NOT apply.
Sentients DO receive a saving throw vs magic.
:Spirit_Teacher
COST : 25
MODS : N
Cast by a caster after having achieved a CHANNELING, this allows them to
learn one skill or one spell from the spirit's memory (if willing) in an
extremely fast period of time. The caster DOES have to spend the
experience for the new skill, but gets the training instantly, instead
of thru a time expending effort. Which skill or spell is to be learned
must be specified.
:Spirit_Wall
COST : 1
MODS : D
This allows the caster to make a wall impassable to any form of astral
or ethereal creatures/beings, an area upto 20 cubic feet/rank can be
affected, and it can be bent around to cover several surfaces as needed
by the caster. The wall will be solid to these beings and unpassable
thru normal means.
:Spook
COST : 1
MODS : R,T
A spook spell enables the medium to play upon natural fears to cause the
target to perceive the spellcaster as someone or something inimical.
Without actually knowing what this is, the medium merely advances
threateningly upon the creature. If a successful saving throw vs. INT
isn't made, the creature turns and flees at maximum speed as far from
the caster as possible, though items carried are not dropped.
Although the caster does not actually pursue the fleeing creature, a
phantasm from its own mind does. Each round after the initial casting,
the creature receives another saving throw, without penalty, until it
successfully saves and the spell is broken, or until the duration of the
spell concludes it. Undead are not affected at all, nor are elementals,
Golems and extra-planar creatures.
: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.
:Unseen_Servant
COST : 1
MODS : D
The unseen servant is a non-visible, mindless, and shapeless force, used
to step and fetch, open unstuck doors, as well as to clean and mend. It
is not strong, but unfailingly obeys the command of the wizard. It can
carry out only one activity at a time and can move only light-wight
items--carry a maximum of 5 pounds or push/pull 20 pounds across a
smooth surface. It can open only normal doors, drawers, lids, etc. The
unseen servant cannot fight, nor can it be killed, as it is a force
rather than a creature. It can be magically dispelled, or eliminated
after receiving 6 points of damage from area-effect spells, breath
weapons, or similar attacks. Additional Ranks add 5 lbs to its carrying
ability, and 1 Health to its survival ability. The Unseen Servant of a
medium IS a spirit of sorts, but one without personality or sentience.
:Vander's_Librarian
COST : 5
MODS : D
This spell conjures a minor knowledge spirit to search for books and
references for the wizard. It can search for titles, specific
references, or general subject matter, finding books in the time it
would take a reasonably skilled librarian (depends on case). The wizard
is freed to concentrate on more interesting matters, so this spell
roughly doubles a wizard's research efficiency. It only works with
available resources in the area it was conjured up in, and results vary
based on the Duration placed into the spell.
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