Tantrology Tradition

 :Tantrology_Tradition


    Tantrology is a combination of psychic and sexual magics, based on

the ancient cult of Tantra. It is based on the power of human sexuality

and orgasm to perform great feats beyond that conceived in the mind.


    In Tantrology the energy of magic is called Kundalini. It is raised

and stored with the Chakra points of the body. Because a Tantrologist or

'Tantric Mage' is specially trained in the nature of their body's

storage system they can accomplish feats some other mages cannot.


    When a Tantrology is the PRIMARY Tradition of a character they get

triple their Aptitude in Capacity instead of mearly Double at start.

They also gain 2 Capacity points per 250 eps spent to raise Capacity

instead of the 1 gained normally by any other mage (this increase for

EPS is used if the Tradition is their primary or Secondary but does not

apply if it is their third, fourth etc.)


    Tantric Mage's do not regain energy as quickly from Rest, they

calculate recovery from sleep as if their Spirit was 1/2 its actual

number.


    Meditation allows them to regain energy at the normal rate any other

mage would recover under sleep instead of the rate that is recovered

normally from meditation using their actual Spirit for the calculation.


     The recharge advantage of the Tantric mage is in Sexual Activity.

Unlike the few other mages that can utilize Tantrics to recharge at a

rate mearly equal to that of sleep, the Tantric Mage can take FULL

advantage of the potential power of tantrics.


     An hour of tantrics is equal to two hours of sleep recovery for a

normal mage with one untrained partner. With a person trained in

tantrics (and both making tantrics rolls successfully) the recharge is

equal to three hours normal sleep per hour of activity. If the partner

fails their skill usage then they count as if untrained (IF the tantric

mage fails then they only get 1 point of recovery and it doesn't matter

the roll, if any, of the partner). If a second partner is brought in

they add one hour's worth to the calculation (two if trained and

successful).


REQUIRED  SKILLS:


          Meditation

          Philosophy

          Read/Write

          Tantrics

          Yoga


SUGGESTED SKILLS:


          Alertness

          Contortionist

          First Aide

          Masseur


RESTRICTIONS :


          -10% if unable to move freely

          -20% if in an area difficult to breathe in (smoke, etc)

          - 5% for every day since they last were sexually active

          +20% if was sexually active in the past hour


:Amphibious_Ability


    COST   : 15

    MODS   : D


    This makes the caster or the target being(s) able to breathe

underwater as easily as they do air.  This also will negate any spells

of DROWNING* or BLOAT* cast upon the target.


:Apprentice_Link


    COST   : 25

    MODS   : N


    This spell is used to link a spellcaster with an apprentice or

trusted companion or follower over a long period of time. It creates 

a linking so that they can speak (as under a Mind_Speech* spell), and

so they can transfer energy at will (The CASTER of the Apprenticeship

spell controls the flow and can take energy from the apprentice at

will or bestow such to them at will) over any distance. The spell

effects work THRU a Pentagram unhindered as well, despite its lack

of ranks. The caster can also cast Spells upon the Apprentice at any

time despite the distance as if they were in TOUCH range.


   If a tantric mage has sexual activity with someone linked in this way

to them it enhances the effect, adding one hour to the calculation of

how many hours equivalent sleep for each hour of activity.


   This spell cannot be cast on an unwilling target.


Unlike a normal Spell, the duration on this one is always exactly one

year and a day.


:Armour_Of_Kundalini


    COST   : 3

    MODS   : D


    This takes the Kundalini energy stored within the caster and uses it

to enhance the protective nature of their body's natural aura. Thus

their aura will absorb ALL kinds of damage from physical, energy and

magical damage attacks thrown upon the caster or which the caster is in

the area of effect of. It cannot be used with ANY kind of armour or

similar spells. It will absorb 1 point of damage per RANK the spell is

known at. It ONLY protects the caster, not others (Unless they are in

sexual union) and not any form of equipment.


:Astral_Sight


    COST : 5

    MODS : D


    Allows the caster to see into the Astral plane and beings therein

for the duration, in standard LOS range.


:Awaken 

 

    COST   : 1

    MODS   : N


    This spell will wake a character (or characters) to full alertness

instantaneously. It is usually accomplished with a kiss.


:Boneset


    COST   : 5

    MODS   : N


    Cast on broken bone or multiple broken bones, this will place the

bones into proper place to begin to heal. In the process it does 1d10 of

repair to the damage mending the break. It does NOT close open wounds,

cure infections or repair organ damage.


:Change_Outer_Self


    COST   : 10

    MODS   : D


   This spell enables the caster to alter the appearance of his/her

form--Not including clothing and equipment--to appear one foot shorter

or taller; thin, fat, or in between; humanoid, or any other generally

bipedal creature.


   The GM may allow a saving throw for disbelief under certain

circumstances: for example, if the caster acts in a manner obviously

inconsistent with his chosen role.  The spell does alter the perceived

tactile (i.e., touch) properties of the caster. or his equipment, and

the ruse may be discovered in this way.


:Channel_Kundalini


    COST   : 1+

    MODS   : N


    This allows the tantrist to channel part of their stored energy into

what they are doing - if they are attacking with a weapon or by hand it

adds +1 to the damage that weapon does on hitting target per point

channeled into the attack (misses lose the energy). If they are

performing a save against a magical attack, or making a generic save (no

skill involved) against any statistic they can increase their chance of

success by 1% per point channeled. If they are performing a skill they

can enhance their chance of success by 5% per point, if the skill is one

they can perform in a single round of action (Channeling does NOT count

as a seperate action from that which it is enhancing and does NOT

require a roll to cast unlike other spell effects since it is not a true

spell).


    Extra ranks are not necessary with this, but the channeling and the

amount of energy being channeled for that round MUST be announced before

making the roll it is to affect....


:Charm_Person


    COST   : 15

    MODS   : D


    This spell affects any single person it is cast upon. The term

person includes bipedal human, demi human, or humanoid of man-size or

smaller.


    The spell recipient regards the caster as a trusted friend and ally

to be heeded and protected.  The spell does not enable the caster to

control the charmed creature as if it were an automaton, but any word or

action of the caster is viewed in the most favorable way.  Thus,  person

would not obey a suicide command, but he might believe the caster if

assured that the only chance to save the caster is to hold back an

on-rushing dragon "just for a round or two".  Note also that the spell

does not endow the caster with linguistic capabilities beyond those he

normally possesses (i.e., he must speak the victim's language to

communicate ).


    They get a save vs magic when it is initially cast. Additional Ranks

lower their saving throw by 1 Point. Note that MAGIC RESISTANCE does

apply against this spell if they possess such!


:Cleanliness


    COST   : 5

    MODS   : N


    This spell is cast upon cloth, either uncut or finished clothing. It

enhances the natural properties of the cloth, making it unwrinkled,

unstain, untorn/ripped.


:Cloud_Walk


    COST   : 10

    MODS   : D


    This spell allows the recipient to walk on any form of fog, cloud,

or smoke as if it were solid. The recipient may move at normal movement

rate, plus the movement rate of the smoke.


    The smoke must be reasonably thick, reducing visibility

significantly... This spell will not allow walking on fine mist.


:Combat_Precognition


    COST   : 15

    MODS   : D


    This spell will assist the caster when fighting against any

opponents, allowing the mage an advantage by being able to predict some

of their combat actions before they occur.


    For each RANK of the spell the caster gets a +10% to all rolls to

attack the opponent and a +10% to SAVE against all attacks by said

opponent (including an additional 10% to their defense).


:Cure_Disease


    COST   : 25

    MODS   : D


    This will eliminate most normal and magical diseases and infections

and their symptoms from a living body. It does not cure poisons or

produce other effects. If duration is bought it acts as a protection

from future infections of any disease for the duration. It works against

most diseases at Rank One, save those that degenerate the muscles of the

body or are auto-immune involved. At Rank 5 those that degenerate the

muscles can be over come, and at rank 10 it will overcome cancer. It is

said that at rank 20 it even will cure AIDS.


:Cure_Hangover


    COST   : 5

    MODS   : R,T


    This spell removes all the symptoms of a hangover in the target

beings. There is no saving throw vs this effect.


:Cure_Nausea


    COST   : 5

    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.


:Detect_Disease


    COST   : 1

    MODS   : R


    Detect disease reveals to the mage whether a subject creature or

object carries a disease, whether normal or magical, and with a

successful roll vs Physician skill can identify the exact disease.


:Detect_Emotions


    COST   : 1

    MODS   : R


    This allows the caster to know the general emotional state of all

the individuals within the radius range area effect.


:Detect_Kundalini


    COST   : 1

    MODS   : N


    This has two effects, first it allows the caster to determine the

amount of energy left of a target's Magical Capacity. Second it allows

the caster to know if the person is a Tantrologist. The effect works

entirely LOS.


: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_Magic


    COST   : 1

    MODS   : R


    This spell causes all magic on the target being/object to be shown

in that it will glow.


:Detect_Shapechanger


    COST   : 5

    MODS   : D


    This allows the caster to detect any natural or magically held

shapechanges on persons and creatures in LOS.


    At Rank 5 it allows the caster to know the true appearance of the

beings that are shapechanged.


:Detect_Spirit


    COST   : 5

    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   : 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 INT against Dispel


:Draining_Kiss


    COST   : 10

    MODS   : N


    This spell is only castable on a living being. The victim gets a

save vs magic, and if they fail they lose 1 point of Magical Capacity

per RANK, which are added to the casters own. It fails against anyone

without Capacity.


: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.


:Enhance_Emotions


    COST   : 5

    MODS   : D,R


    While active this spell will enhance the existing emotions of anyone

within the radius area affect and reduce inhibitors that normally keep

such emotions from being expressed or carried out by those within it.

Thus sadness may become actual crying and tears, Lust may result in

actual seduction or sexual encounters, Anger may result in violent

attack or action, Greed may lead to actual theft, happiness may result

in a feeling of contentment without action, etc.


:Ethereal Sight


    COST   : 5

    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!


:Feign_Death


    COST   : 15

    MODS   : D


    This places the caster into a state of suspended animation, which

will make them appear to all that they are dead. No bodily functions

will occur, no brain activity or perceivable magic. They need not

breathe, eat, secrete, or in any other way change.


:Fertility_Control


    COST   : 5

    MODS   : N


    This spell will allow the caster to control their own state of

fertility (whether they are male or female) and thus prevent unwanted

possibilities of conception or optimize potential for such. The effects

last for a full day after they adjust their actual fertility state.


:Fists_Of_Steel


    COST   : 5

    MODS   : D


    This gives the caster's hands the strength of hardened steel and

beyond in combat, so that all HTH Punches are at +3 Normal (as if the

character was wearing mailed gloves). It will not increase damage done

by martial artists since their skills already emulate such.


:Fog_Vision


    COST   : 1

    MODS   : D


   Allows the caster to see clearly thru any smoke or fog as if it

wasn't there so it has no obscurement value.


:Free_Action


    COST   : 5

    MODS   : D


    This spell enables the caster 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.


:Grounding


    COST   : 10

    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% for saves vs incoming spells per rank 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.


:Hair_Color


    COST   : 5

    MODS   : N


    This will change the color of the body hair of the caster and the

effect will last until the hair grows out or is colored again by a

spell. This effect cannot be dispelled.


:Hair_Growth


    COST   : 1

    MODS   : D


    This spell will allow the caster to control the rate of growth of

their hair, either excellerating it or slowing it on any part or all of

their body. If excellerated it grows a full Inch per round of Duration.

If slowed it can prevent growth for the duration (for example to prevent

problems of 5 o'clock shadow on a man).


:Healing_Sleep


    COST   : 15

    MODS   : N


    This spell causes the caster, if wounded, to fall into a coma-like

sleep which will last for 10 hours. During this time the recipient's

body is working at an accelerated rate to heal itself and it will heal

3d10 of wounds. There is NO way to bring them out of the sleep, so

unless you are in a safe place this spell is NOT recommended! Additional

ranks reduce the time of slumber by an hour each (Max of 5 ranks). The

caster does NOT gain energy for sleeping while under the effects of this

spell.


:Invisibility_To_Mundanes


    COST   : 10

    MODS   : D,R,T


    This spell causes a being, object or locale to become invisible to

those who do not believe in magic and lack magical aptitude. It cannot

be cast on a Mundane and Mundanes get NO save against the effect. It has

NO effect on Mages and the like who view the invisible.


    It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a

locale instead of a being or object, it can cover 10 cubic feet per rank

of the caster and all within that area (but such cannot be mobile).


    It will NOT work against technological detection devices, including

cameras and the like. BUT to mundane persons it is complete invisibility

to all their senses.


:IronMind


    COST   : 5

    MODS   : D


    This spell permits the caster to concentrate powerfully, despite any

normal things that would distract him/her from their actions in casting

any other spell - even the receipt of actual physical damage, as long as

the duration of this spell continues. This allows a mage to overcome one

of the normal causes of spell failure.


:Kiss_Of_Enslavement


    COST   : 25

    MODS   : N


    This a complex Spell, only delivered at TOUCH range. The target must

save vs magic or become subject to every whim of the caster. They will

act ONLY in order to please the wishes of the caster and to protect

him/her and to receive his/her affections. Unlike a normal charm person

this spell can only be removed by the will of the caster or by a remove

curse spell cast on the subject. It cannot be removed if it stays in

effect for more than a full year. It requires no maintenance on the part

of the caster. The spell is considered HIGHLY unethical.


:Kiss_Of_life


    COST   : 30

    MODS   : D


    Only castable at TOUCH range, this spell can breathe life back into

a dead body. Duration determines how recent the body had to have been

slain for it to be breathed life back into. In order to function the

majority of the body should be present (Say thru a Gathering the Sheeves

Spell). It makes them at Body 1 until they can be healed magically or

naturally. Beyond the above cost, it also costs the caster one of their

current Magical Capacity Points to perform.


:Leap


    COST   : 5

    MODS   : D


    When this spell is cast the caster 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, max. 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_Growth


    COST   : 25

    MODS   : N


    This spell will restore a severed/destroyed Limb. If the wound is

recent and still counts as present lost Body, it will restore another

1d10 of the lost points in the process. It may be cast on the caster or

on a being at touch range.


:Merging_Of_Kundalini


    COST   : 25

    MODS   : N


    This spell can only be cast as part of sexual activity with someone.

It establishes a permanent linkage between the caster and that someone,

which neither distance or time may affect and which cannot be dispelled

or canceled by a remove curse (The caster CAN break the linkage though).


   While so linked the two beings involved will share stats, that is

their Health and Magic Capacities merge into a single number that

includes both's value. Thus harm to one is harm to both, but both become

the stronger in the process. If either dies then BOTH die.


   Additionally they are emotionally linked and can sense each other's

emotions and physical pains and pleasures. If they perform sexual

activity with each other after such a link exists then they will ALWAYS

need not roll vs Tantrics as it is an automatic success between them

(rolls are needed if non-linked persons are involved with them though).


   Additionally their Magical Aptitudes are merged, becoming one, taking

the higher of the two and adding to it the value of the other divided by

five (thus if two people have a 25 each, they become a joint 30 strength

Aptitude in merging). Recovery occurs to their shared capacity bank

based on this new Aptitude.


   Spells cast on each other become at tough range. When physically

within 30' of each other they amplify their spellcasting, add 1 rank's

strength to the spells they cast.


   If either has an apprentice link with someone then BOTH have that

link with them. If either establishes Mind Speech or Telepathy with a

target then BOTH of them have that effect.


   Spells that normally can only be cast on the caster can ALSO be cast

on the Person they have merged with.


   This spell has no saving throws, but DOES require both caster and

subject to be willing without any magical coercion.


:Mind_Guard


    COST   : 10

    MODS   : D


    This spell protects the caster or subject target being (must be

sentient) from the effects of a mental nature as well as natural

abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,

Hypnotism*, Charm Person, Curse of Senility, Detect Spirit, Nude Mood,

Possession, Quantum Leap, Spook, Steal Spell, and even Taunt.


:Mind_Speech


    COST   : 5

    MODS   : D,R


    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.


:Neutralize_Poisons


    COST   : 10

    MODS   : N


    This will remove all poisons in their body instantly. Duration is

unneeded.


:Night_Sight


    COST   : 1

    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....


:Nude_Mood


    COST   : 5

    MODS   : R


    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.


:Perfume


    COST   : 1

    MODS   : D


    This spell makes the caster take on a scent as specified, or

eliminates ALL scent from them. This proves useful if trying to avoid

leaving a trail or to throw off trackers (like dogs) that depend on

smell. It will also prevent (with the no scent option) certain creatures

from detecting the invisible. It also allows the caster to simply make

themself smell nice or different for esthetic purposes.


:Pleasure_Touch


    COST   : 15

    MODS   : D


    This spell is cast on the caster primarily and gives his/her exposed

skin an added special property that affects others that come in contact

for the duration. Anyone touching the caster will feel EXTREME pleasure,

as if in orgasm, simply from the contact. The effect is mental

primarily, but if they fail a save vs Body they also receive a Physical

orgasm at the same time.


    After such a contact they react in the usual ways from such and are

basically stunned and unable to act aggressively or to think too

coherently (about -75% to perform anything but basic movements, with the

exception of usage of tantrics skills), for about 1d10 + 1d10/RANK RNDS.


    If a physical reaction occured and the person touching was male then

no further effect will occur on them by direct contact for at least 15

minutes. If the person in contact was female the touch will continue to

produce reactions, but after the first touch effect they must save vs

INT after each Physical reaction to remain conscious. Unconsciousness

will last about an hour after being achieved.


:Pop


    COST   : 5

    MODS   : R


    This spell is primarily named for the sound made when it is cast.

The caster is teleported a short distance (based on RANGE) within their

Line of Sight instantly with their equipment (upto 50 lbs). They cannot

appear within a solid object. Each additional RANK adds 5 lbs to the

carriable weight.


:Protection_From_Disease


    COST    : 2

    MODS    : D


    This spell is often used to protect the caster from a contagious

person. It basically prevents any disease from affecting the mage while

the duration is in effect.


:Rejuvenation


    COST   : 20

    MODS   : N


    This spell reduces the age of the caster by 1 years of age/rank.

DURATION is not used with this spell, its affects work long afterwards,

unless canceled by a powerful dispell magic or upon entering a Barren

Magic Zone. It can be cast at most once per day.


:Remove_Fear


    COST   : 1

    MODS   : R,T


    This removes the effects of ALL Fear spells and powers affecting a

being.


:Remove_Pain


    COST   : 1

    MODS   : D


    Cast on the caster or by touch to another, this causes all normal

pain sensory ability to end for the duration. This means that someone

could walk on a broken leg (though they would do so slowed), overcome a

headache/migraine, or ignore wounds (and thus even be able to remain

conscious until reaching -10 Health).


:Remove_Scars


    COST   : 1

    MODS   : R


    On casting this spell, the caster is empowered to remove scars or

other similar marks (burn marks, birth marks, etc.).  This will enable

the recipient of the spell to restore lost charisma caused by such

marks.


:Resist_Cold


    COST   : 1

    MODS   : D


    This spell lasts for the duration or until the spell has absorbed

100 points of cold damage to protect the caster from harm. It also

protects from normal temperatures as low as 0 degrees Fahrenheit without

any of its absorbtion being used (Temperatures below this cause 1 point

of cold damage for each degree below zero per round of exposure to the

spells points). This allows the caster to move about with as little

clothing as they may wish!


:Resist_Paralysis


    COST   : 3

    MODS   : D


    For the duration of this spell, the caster is immune to all forms of

paralysis, including gaze attacks, paralytic poison, and Hold spells,

but it does not totally negate paralysis already in effect, but gives

and extra saving throw against them.


:Sandrunning


    COST   : 1

    MODS   : D


    Allows the caster to travel along loose sand or Dust as if they were

on a paved road for the duration, able to move without any problems with

sinking or floundering.


:Scream_Of_Power


    COST   : 25

    MODS   : R


    This attack is only usable upon non-living objects. It affects upto

10 lbs of matter (or a surface of 5 square feet, whichever is less) per

RANK of the spell. It is a sonic based attack that causes such things to

crack, shatter or splinter into shards.


          Rank    1         Glass

                  2         Crystal

                  3         Wood, plaster, Ceramics

                  4-5       Plastic, Clay, Bricks

                  6-7       Steel, Stone, other ordinary metals

                  8-9       Starlite and all complex metals/alloys

                  10        Area affect option, 90' around caster.


    Objects damaged this way may cause damage to those near them or whom

they fall on.


:Seductive_Beauty


    COST   : 10

    MODS   : N


    This unique spell calls for the caster to disrobe. All those within

sight must make a save at start of the casting.


    Those who fail will be mesmerized into watching the caster complete

the disrobing and casting. At the end of this they get a second save

(with the same minus) and if they fail they will be madly in lust wit

the caster and unable to do anything but try to go to them and engage in

sexual activity (once they have orgasmed the effect on them ends, also

if the caster moves outside their LOS).


Note that in EITHER case the spell ceases to affect them if they take

any form of damage from an attack or spell.


A subject who is lusted but cannot act on it will fail to save against

any non-violent spell the caster may use on them afterwards.


The spell affects both males AND females.


:See_Invisible


    COST   : 3

    MODS   : D


    Allows the caster to see any invisible creatures, including persons

under and invisibility spell or camouflaged, and similarly invisible

objects. It will NOT detect Astral or Ethereal Plane travelers. It will

also see thru Phantasmal Force Spells.


   RANGE is unnecessary with this spell, as it is set at LOS only.


:Sex_Change


    COST   : 10

    MODS   : D


    This is just on the caster, it does not change the race or mass of a

being, but merely alters it from male to female or female to male with

the available materials. It does not change the innate

nature,personality or intelligence of the being or even alter their

concepts of sexuality directly, it is PURELY biological. The spell lasts

for the duration paid for by the caster.


    The spell will utilize what's available, so for example in

transformation from male to female the overall body hair is reduced

while the body hair upon the head is increased in length to appear more

feminine.


:Sleep


    COST   : 3

    MODS   : D,R,T


    When a wizard casts a sleep spell, he causes a comatose slumber to

come upon one or more creatures (other than undead and certain other

creatures specifically excluded from the spell's effects).  All

creatures to be affected by the sleep spell must be within 30 feet of

each other. The center of the area of effect is determined by the

spellcaster.


    Slapping or wounding awakens affected creatures but normal noise

does not. Awakening requires one entire round.  Magically sleeping

opponents can be attacked with substantial bonuses (Coordination 1)


:Slow_Fall


    COST   : 1

    MODS   : D


    When this spell is cast, the caster immediately assumes the mass of

a piece of down.  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.


:Speed_Of_Kundalini


    COST   : 15

    MODS   : D


    Allows the caster to move and react with a faster metabolisim. This

means they get a +10/rank to all initiative rolls.


:Stability


    COST   : 5

    MODS   : D


    Thin lines of energy are thrown off the caster's body, anchoring

him/her in place. This spell keeps the caster's position in space

ridgidly unchanged, no matter what the surroundings. This acts as a

defense against Living_X, Teleports, Telekinesis-like effects, and will

even prevent caster from falling, suspending the mage in space until the

duration of the spell ended. The caster can end the spell at will. Even

on a slippery surface or in a high wind or if the mage is forcibly

grabbed the position remains unchanged. Unfortunately this spell does

act as a -50 to any movement based Coordination skills and defending

against physical attacks.


:StunScream


   COST    : 5

   MODS    : R


    This is cast at a single target and requires the caster to emit a

curdling scream with sonic affects on the subject being. Target must

save or will be stunned and unable to act for 1 round per rank of the

spell.


:SunScreen


    COST   : 5

    MODS   : D


    This spell prevents the hinderance to eyesight caused by extremely

bright sun by partially polarizing the subjects eyes when in extreme

light (It also protects against all FLASH type effects that blind

momentarily by bright light) and also prevents skin burning problems

from extreme sun. It has also proved useful to mages in the Desert or

Wastelands areas where the sun is VERY direct and it helps against snow

blindness too.


:Telepathy


    COST   : 15

    MODS   : D


    This spell has a varying effect based on the RANK it is known at. It

allows the caster to read a target being's mind (Magic save) or to

communicate with them on some level:


            RANK 1 - Communicate (as per Mindspeech* only)

                 2 - Communicate OR read Surface thoughts of target

                 3 - above and read Memories of target

                 4 - above and can place suggestions in target mind

                 5 - above and can place memories in target mind

                 6 - above and can change memories in target mind

                 7 - above and can transfer HUNG spells to target mind

                 8 - above and can use INT based skills of target

                 9 - above and can share own memories, INT skills.


    Unlike Mind Speech, Telepathy can be cast on either a LOS being or

on one who is well known to the caster.


:Teleport_Self


    COST   : 10

    MODS   : N


    Moves the caster and upto 5 lbs of gear etc to any locale that the

caster chooses that has been visited and memorized by the caster.


   Additional Ranks add 5 lbs to the capacity.


: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.


:UnParalyze


    COST   : 2

    MODS   : R


    Restores movement to a person, no matter the cause of the Paralysis.


:Unsprain_Limb


    COST   : 5

    MODS   : N


    This will remove the swelling, pain and detrimental effects of a

sprained ankle or wrist on the caster or touched being.


:Vision_Quest_Ritual


    COST   : 10

    MODS   : N


    This spell allows a mage another means of learning new spells or

knowing a particular piece of wanted information. The spell can also be

cast on another, who is willing, for the same purposes. When on a Vision

quest the character it is cast on drifts off into a dream filled sleep

upon the plane of dreams. It guides them towards their goal there, but

may include great dangers or hazards that could affect their body and

mind back on the real world. The ritual takes about 2 hours. If klutzed

the character involved comes back with a roll on the insanity table and

does NOT gain what was wanted. Otherwise they roll as follows:


           01-05 Character easily finds out what they went in

                 search for with no detrimental effects and

                 no real memory of what occurred.

           06-25 Character returns with the wanted information,

                 but has expended half their Magical Energy points

                 stored up in the process. Quest involved fighting

                 dream beasts magically.

           26-50 Character returns with the wanted information,

                 but has expended ALL their magical energy points

                 stored up in the process. Quest was long and 

                 laborious.

           51-75 Character returned with the information, but has

                 used up ALL magical energy points and hung spells

                 in the process. 

           76-80 Character returned with the information, but has

                 used up all magical energy and hung spells AND

                 taken 1d10 Health damage from the encounters.

           81-85 Character returned with the information but now

                 owes a greater power a debt that will be collected

                 shortly in the material world in some way. (GM

                 will privately tell to whom the debt is owed).

           86-90 Character returns with the information but must 

                 roll on the insanity table upon waking due to the

                 horrible dreams survived.

           91-95 Character returns without the information, having

                 failed the quest. They cannot go in quest of that

                 information again.

           96-00 Character dies in their sleep from trauma. If brought

                 back magically they will roll on the insanity table

                 once for each day they were dead from continual

                 exposure to the nightmares of the dreamplane.


:Voice_of_the_Bat

           

    COST   : 2  

    MODS   : D 


    This spell grants the caster the ability to use sonar to "see" and

move safely at a normal rate in the dark, even in magical darkness.  The

caster can tell size and general shape of objects up to 10 yards away in

any direction s/he faces.  The caster must actively concentrate to "see"

her/his surroundings, but merely ceasing concentration does not end the

spell, and the caster may resume the sonar again within the spell's

duration.


:Waterwalking


    COST   : 5

    MODS   : D


    This spell allows the caster to be able to walk upon the surface of

liquids (except acid) as if walking on a solid surface. The does NOT

work on fog, mist or clouds.


:Withered_Manhood


    COST   : 1

    MODS   : D


    This spell can only be cast upon a male. It prevents the male from

gaining an erection for the duration, but is in all other ways

functional.


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