Voodon Tradition

 :Voodon_Tradition


                         DISCLAIMER:


    Please remember that this is a fictionalizing of Voodon religion

    and practices with the intent of presenting a playable system and

    NOT on properly presenting the practices and beliefs of Voodon.


    It draws from FICTIONAL sources of Voodon, not reference manuals

    on the subject and is intended to present such genre, not to

    malign or insult true practitioners of that belief.

  ----------------------------------------------------------------------


    Voodon, also known as Vaudon or Vodun is a magic system that grew

    from roots of African beliefs transplanted to the Isles of the

    Caribbean during the slave years and which can now be found from

    all over that region, plus parts of the USA and South America.


    Its practitioners are required to be of that heritage in some way

    (and any characters as such would have the minority disadvantage

    within the USA for their heritage).


    The powers of the Voodon practitioner come from their deities and

    from the Loa, elemental and ancestorial spirits, according to their

    Hungan (Male) or Mambo (female) religious leaders. A practitioner

    follows ALL the pantheon, but often will choose a patron. Their

    Patron enhances their magic within a certain realm of the belief,

    and a PC should choose their Patron carefully:


    Buluku - The 'all father' is patron to none. He has left the

             world under the control of his children and theirs.


    Luca - Male Twin to the goddess Mahu, he is the Sun God.

           Gives +10% to cast in the Daytime. +1 Rank to any

           spell that creates Light.


    Mahu - Moon Goddess and Twin to Luca. +10% to cast on any

           night the moon is in the sky (all except New Moons)

         

    Avlekete - Twin to Ezili, she is the Goddess of the Seas.

           +1 rank to cast spells that involve the sea.


    Ezili - Twin to Avlekete, she is Goddess of Passions.

           +1 rank to cast any charm, Lust or emotion affecting spell.

 

    Xevioso - Twin to Ogun, He is the God of the Storm and Thunder.

           +3 to rank of any spell cast in a natural storm!


    Ogun - Twin to Xevioso, he is the God of Iron and Metalcrafts.

           Takes 1/2 damage from attacks by weapons of Iron/Steel

           (includes knives, swords, axes, Bullets etc)


    Damballah - Twin to Sagbata, he is the God of Serpents

           Immune to all natural poisons.


    Sagbata - Twin of Damballah, he is the God of Disease and Death.

           +10% to cast any death or disease inflicting spell.


    Legba - The God of the Loa. +10% to cast any spell regarding

            or effecting Loa. Twin to Maga.


    Maga - The Goddess of Knowing. +10% to cast any information

           based spell. Twin to Legba.


  Note that if the Practitioner has another tradition that MUST be

  their secondary, as VOODON MUST be their primary! Any modifiers

  from their patron will also affect their other traditions spells

  accordingly!


  REQUIRED SKILLS:


      Daggers & Knives

      Firebuilding

      Herbalism

      Language : Creole French

      Meditation

      Religion : Voodon


  SUGGESTED SKILLS:


      Alertness

      Dancing

      Lang : Swahili

      Survival : Swamplands 

      Swimming

     

  RESTRICTIONS/ADVANTAGES (Beyond Above):


      +25% to cast on A member of the Voodon Religion

      -10% to the saving throw of a target that believes in Voodon 

           but isn't a member of the religion

      Cannot Follow Any of The Following Traditions:

           Atlantian, Charismatic, Darkovian, Discordian, Druid,

           Gypsy, Hermetic, Mechamage, Mentalist, Shaman (any),

           Shadow Master, taroist, technomage, Wiccan.

      Cannot Learn a spell in a lesser tradition that they have

           in their main tradition!

      Can Sacrifice the Life force of others to their Divinities or

           Loa to consume. Usually most do this with a small domestic

           or food animal, such as a chicken or pig. The sacrifice

           must be slain by hand with either a dagger/knife or by

           strangulation. By doing this as part of a spell casting

           they can extend the duration of their spells considerably

           based on the HEALTH of the sacrifice (note its been said by

           some that there are some Voodon that sacrifice humanoids

           this way to, but so far that has been unsubstantiated).

              Each HEALTH will add as much energy to the spell as the

           original donation being paid for. So a 1 HEALTH animal (say

           a Guinea Pig) and a spell cast with a days duration makes

           the spell last for two days. A 3 HEALTH creature (a chicken)

           would make a days duration good for 4 days. A 25 HEALTH

           creature (A Cow) would make a good 26 days worth of duration.

              Some spells this is NOT possible for, and there is a

           ritual involved for the sacrifice with the casting - check

           with the GM regarding time details etc. An 'S' under mods

           means it can be prolonged by a ritual sacrifice in this way. 

       

:Acid_Hands


    COST   : 5

    MODS   : D


This spell causes the casters hands to excrete a corrosive acid as sweat

for the duration bought, which on any touch does 2d10 of damage.


      Additional RANKS add + 1 to the Damage inflicted.


:Affect_Normal_Fires


    COST   : 3

    MODS   : D,R,S


   This spell enables the wizard to cause non-magical fires--from a

torch or lantern to as large as a 10' radius ---to reduce in size and

brightness to become mere coals or increase in light to become as full

daylight and increase the illumination to double the normal radius. This

does not affect either fuel consumption or damage caused by the fire.

The caster can affect any or all fires in the spell's area.  He can

alter their intensities with a gesture as long as the spell is in

effect.  The spell lasts until the caster cancels it, all fuel is

burned, or the duration ends.  The caster can also extinguish all flames

in the area, which expends the spell immediately. The spell does not

affect fire elementals or similar creatures.


   Under Voodon they can also do such effects as to have the fire change

color at will (blue, Green, Yellow, Red, Orange, Deep purple) or to

change its shape to outline a form (even humanoid).


:Animal_Enmity


   COST    : 3

   MODS    : D,R,S


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.


If a personal possession (hair, teeth, nail clippings, etc) is owned

then this spell can be cast on a victim without the use of range, by

making a poppet.


:Animal_Tracks


   COST   : 1

   MODS   : D,R,S


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.


:Animal_Possession


    COST   : 10

    MODS   : D,R,S


This spell allows a mage to possess the body of any animal intelligence

creature, and control it thusly. The Mages own body slips into a deep

sleep while inhabiting this creature mentally. The Mage controls ALL the

actions of that body and will feel ALL and see and HEAR what the

creature normally would. If the creature is harmed or killed while the

mage so controls it the mage will awake to find their body has suffered

HEALTH damage internally equal to that done to the creature. A mage

whoose body is slain while they are so possessing a creature becomes

trapped mentally within it.


Mages so possessing a creature can cast from the body, using their

stored pool of energy and may even gain energy thru the link in some

circumstances. The mage may severe the Possession at will, snapping back

to their own if it still exists. If a mage is trapped in a body after

the death of his own then the duration of the spell no longer will

apply.


:Armour


    COST   : 5

    MODS   : D,R,T,S


This gives the target temporary invisible and intangible magical armour

against all normal attacks that absorbs 1 points of damage per rank upto

a maximum of 25 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).


: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_Knife


   COST   : 10

   MODS   : D,R


This spell creates a magical knife that exists on the astral plane and

which moves according to the will of the caster. The knife 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 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+3 with +1 damage per rank,

but non-magical armour offers NO defense to it at all! Creatures with

magic resistance do NOT get a special save against it, since it is a

magical weapon.


:Audible_Glamour


    COST  : 3

    MODS  : D,R


When the audible glamour spell is cast, the wizard causes a volume of

sound to arise, and seem to recede, approach, or remain a fixed place as

desired.  The volume of sound created, however, is directly related to

the rank of the spell.  The volume is that of four men, maximum.


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.


: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.


:Beauty


    COST   : 3

    MODS   : D,R,S


This spell is cast upon a being of sentience only. It enhanced their

Appearance magically for the duration by a +10% Cosmetics Skill Base. It

is often used by Female Mages to enhance their natural 'talents'.


Unlike 'Friends' it does NOT directly influence others and thus has

no detrimental effects, or concepts of deception.


Additional RANKS add 1 to the gained points.


:BladeSharp


   COST   : 3

   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. 


:Blood_Finding


    COST    : 15

    MODS    : D


This spell requires a blood sample and a sewing needle. It works on the

principle of like attracting like and will cause the needle to point to

the nearest source of similar blood EXCEPT that of the caster or the

original source of the blood. Thus it creates a miniature compass that

will draw one to the nearest similar, which almost always means unto a

blood relative (if no blood relative is within 1 mile/rank then it will

point to the nearest closest in blood type or species).


:Bone_Breaker


    COST    : 3

    MODS    : R


This is cast on a single target being and will break a particular bone

in their body (roll):


         01-15  Left leg

         16-30  Right Leg

         31-50  Right Arm

         51-70  Left Arm

         71-00  Rib        (-10% all skills while broken)


Broken limbs are not usable. Broken ribs only restrict action. Lasts

until healed/repaired. Duration is NOT bought on this spell. 1d10 of

damage is done in the process to the target.


:Boneset


       COST   : 1

       MODS   : R,T


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

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

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

cure infections or repair organ damage.


:Brand's_Elixir


      COST   : 3

      MODS   : R 


This spell converts water or any alcoholic drink, upto 1 quart, into a

magical healing Elixir temporarily. The Elixir will only work if used

within the duration of the spell - after that it returns to its normal

state. Each dose (1 Cup, 4 cups to a quart) will heal upto 2 points of

damage, no matter the source, when drank or applied to an open wound.

The healing is final, the potion of course can expire. Additional RANKS

add +1 to the healing effect of a dose.


:Breeze_Call


     COST   : 1

     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.


:Burning_Hands


     COST   : 7

     MODS   : D,R


When the wizard casts this spell, a jet of searing flame shoots from his

fingertips.  His hands must be held so as to send forth a fan-like sheet

of flames: the wizard's thumbs must touch each other and fingers must be

spread. The burning hands send out flame jets of 5 foot length in a

horizontal arc of about 120 degrees in front of the wizard.  Any

creature in the area of the flames suffers 1d10+3 hit points of damage,

Beings in range must make a roll vs Prowness to avoid the damage.

Flammable material touched by the fire burn (e.g., cloth, paper,

parchment, thin wood, etc.).  Such materials can be extinguished in the

next round if no other action is taken. Additional RANKS add +1 to

damage done. RANGE is added to the base 5' length of the flames.


        The TARGETS option is not used since this is AREA based.


:Calm_Animals


      COST   : 1

      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.


:Charm_Animal


    COST   : 10

    MODS   : D,R,S


This spell allows the caster to charm a target animal to become a

faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,

Stay, Attack, Follow, Heel) but does not share a telepathic link or full

understanding of everything the caster may say. Lasts till duration ends

and then will wander away.


:Charm_Person


   COST   : 20

   MODS   : D,R,S


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,

such as dwarves, elves, gnomes, half-elves, humans, and others.


   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!


   This spell can be cast without range if the caster has a poppet and a

personal possession of the subject being cast on.


:Charm_Undead


   COST  :  10

   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....


:Choking_Grasp


   COST   : 15

   MODS   : D,R


This causes a pair of ghostly skeletal hands to appear around the throat

of the target. The target must be human, demihuman or humanoid. The

hands will choke and strangle the affected victim for the duration of

the spell; each round the victim suffers 1d10 +4 (+1/RANK) of damage

from the hands.


The victim gets a save vs BODY each round, and if successful takes NO

damage. The Magic ARMOR spell will work to absorb the damage, but

regular physical armor will not. Dispell can end the effect. There is NO

save at the original casting.


If the victim is a mage and tries to cast there is a -30% chance to do

so because of the lack of vocal ability and the distraction from the

hands combined.


The hands are ethereal in nature and cannot be affected by weapons or

spells (except dispell) on the material plane. Someone on the Ethereal

May attempt to destroy them, in which case they can take a mere 5 HEALTH

damage from magical attacks before fading away.


:Cleansing_Flames


     COST   : 20

     MODS   : R,T


These yellow flames engulf the target, destroying all diseases, negating

any active spells, and driving out any beings possessing the body

illicitly. Target gets save vs INT.


:Cloudburst


     COST   : 10 

     MODS   : D,R


This causes rain to fall in a radius of the RANGE of the spell at a rate

of 1 inch per minute, soaking everything within the area, extinguishing

fires, preventing most fire spells, etc.


:Cloud_Of_Slumber


   COST   : 10

   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.


:Control_Loa


   COST   : 3

   MODS   : D,R,S


Allows the caster to control any Loa within range for the duration,

forcing it to completely and unquestionably obey any order it is given.


:Corpse_Visage


   COST   : 3

   MODS   : D,R


This spell transforms the caster's face or the face of any creature

touched by the caster into the horrifying visage of a rotting corpse.

The effect of this illusion is so startling that when it is viewed by

opponents, the caster's party adds to their surprise roll.


   Corpse visage does not distinguish between friend and foe, and all

who view it are subject to its effects.  If the spell is cast upon an

unwilling victim, the victim is allowed defenses to avoid the effect.


:Create_Undead 


   COST  : 25

   MODS  : D,S


This takes a human corpse (killed within 3 days previous) This spell

forces back the soul of the corpse, and turns it into either Zombie, a

wight, a spectre, or a wraith. Roll on the following table:


          1-50   True Zombie

         51-60   wight

         61-90   wraith

         91-00   spectre


The caster will control the undead for the duration, then the undead will

continue as a mindless attacker on any life.


:Cure_Disease


   COST   : 20

   MODS   : D,R,T


This will eliminate most normal and magical diseases and infections and

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

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

infections of any disease for the duration. It fails against Cancer and

HIV+ based diseases.


:Cure_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.


:Darkness_Field


   COST   : 5

   MODS   : D,R


This creates an area of darkness at a chosen area that is impossible for

NORMAL sight to see thru. The darkness field is 10' cube per RANK the

spell is known at. The field can be dispelled by ANY light spell cast

within its area, unless the spell is known at RANK 3 or better.


:Deadthought


   COST   : 10

   MODS   : D,R


This is essentially telepathy with a corpse, as the caster probes the

brain of the deceased for specific data.


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   : 20

   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.


This spell can be cast without the presence of the target by use of a

poppet and a personal possession of the target.


:Death_Armour


   COST  : 5 

   MODS  : D


While this spell is in effect, any creature who touches the caster with

exposed flesh (to cast a spell, for example) will suffer 1d10 points of

damage. The spell will not protect the necromancer from damage, nor does

it have any effect on an armed opponent, but it will affect undead, and

the death master adds one point to damage inflicted with his bare hands.

Each additional rank adds +1 to the damage rolled.


: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.  This spell can be cast without range by use of a poppet

and a personal possession of the target.


:Death_Walk


   COST  : 5

   MODS  : D,T


This is cast on the caster as a contingency for a possible situation or

upon another who is doomed. It basically will cause the Target to rise

up immediately as an Undead when brought to 0 Hit Points or less, to

continue on the mission/quest/action they were doing just before the

fatal result. Such Dead are SPECIALS as they exist only for a short time

(The Duration of the original casting or until destroyed again). If They

were a mage in life they have whatever spells and energy and ability

they had then, but cannot gain more energy (unless they possess items to

drain or a vampire spell or commit a murder).


      HEALTH is 1/2 that of when in Life, as is Prowness and Appearance.


:Detect_Charm


   COST   : 1

   MODS   : R


This spell will reveal whether or not a recipient is under the effect

of a charm spell.


:Detect_Curse


   COST   : 1

   MODS   : R


This spell will tell if a person or object is Cursed and will, with a

Spirit roll, give the caster the details on the nature of the curse

itself. Minor Curses are specific spells that cannot be dispelled by

normal means (Dispell Magic) ;Curses are extremely powerful magic that

can last for generations, usually cast by someone in the throes of death

or extreme anger/depression.


: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

Intuition roll can identify the exact disease.


:Detect_Emotions


      COST   : 1

      MODS   : R,S


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

individuals within the radius range area effect.


:Detect_Loa


     COST   : 1

     MODS   : D,S


This allows the caster to recognize disguised Loa or Loas possessing a

humanoid body for what they are - does NOT help to see Loa that are

astral or ethereal.


: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   : 3

    MODS   : D,T,S


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 to the casters eyes. Duration is not

needed to be purchased, and it is cast at the suspect target.


:Detect_Magic_Constantly


   COST   : 5

   MODS   : D,S


This gives the caster the second sight, able to see the magic that hides

to normal sight from anything they view. The result is much the same as

Detect Magic except its ANYTHING that is LOS to them.


:Detect_Poison


   COST   : 3

   MODS   : R


With this spell, the forensic wizard can determine if a corpse has been

poisoned. One corpse can be checked each round. The wizard can determine

the means by which the poison was administered and the place at which it

entered the body, and a chance of determining the exact poison involved

equal to the caster's Intuition.


It can also be used on a living target in hope of discovering if a cure

poison may cure a condition, or can be cast on a substance to see if it

is poisonous.


:Detect_Reefs_Shoals_&_Shallows


   COST   : 5

   MODS   : D,R,S


This allows the caster to detect all underwater reefs, shoals and

shallows within the radius range of effect and their depth from the

surface.


:Detect_Scrying


       COST : 10

       MODS : D,R,S


This spell notifies the caster of any scrying by magical or mundane

means occuring within the Range radius of the caster. Thus ANY

clairvoyance, Clairaudience, detection or analysis spell active in that

area or cast at them will be reported. It will also report security

cameras and active microphones and state their locale. It does NOT

detect invisible persons or devices present that might be

listening/viewing nor will it detect a sentient that might be hidden,

invisible or on the Astral plane. Only the caster hears and knows of the

scrying report. It fails vs Boom microphones outside radius that might

be able to receive them or cameras outside the range with telescopic

lenses etc.


:Detect_Shapechanger


      COST   : 5

      MODS   : D,S


This allows the caster to detect any natural or magically held

shapechanges on persons and creatures in LOS.


At Rank 2 it allows the caster to know the true appearance of the beings

that are shapechanged.


:Detect_Spirit


   COST   : 3

   MODS   : D,T,S


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. Loa Can

be detected thru this spell.


:Dispel_Inner_Sanctum


   COST   : 15

   MODS   : R

 

This spell will turn off the Inner sanctum of any mage, and is NOT

affected by the usual modifiers against casting in such if it is cast

from within. The Sanctum it is dispelling MUST be of Equal or Lesser

rank than the Dispel itself.


: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


:Dispel_Silence


    COST   : 2

    MODS   : D,R,S


When cast, this spell automatically dispels any magical silence within

its area of effect. Furthermore, no silence spell will have effect

within the area of effect for the duration of the spell.


Area is a 15' Globe at the target point. This can be increased by buying

more RANKS of the spell.


Stealth FAILS inside a Dispell Silence Field.


:Disrupt_Undead


    COST   : 15

    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 dust 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.


:Dream_Bead_Ritual


     COST   : 25

     MODS   : N


This ritual is cast using a small bead of glass or similar substance

which takes on the properties of the intent of the spell. A Dream bead

can be used to record and replay a dream thru use of itself and other

dream based spells. Without the other spells it is used to record a

single dream which once it has done such the dream will remain within

and will be replayed for whoever sleeps with the bead upon their person

or under their pillow.


   Dream beads are non-duration based magic items and are good until

destroyed or dispelled.


:Dream_Death


     COST    : 30

     MODS    : R


This spell is cast upon someone and becomes active when they enter into

a dream state. It fails to work against someone who is experiencing a

dream-bead recorded dream or who has Dream Manipulation cast upon

themselves. Once the target is asleep they must make a save against

their INT as they will experience a horrific dream that will cause them

to die within their sleep upon failure to save (someone killed this way

does NOT receive Divine Intervention as their Spirit is trapped upon the

Dream Plane and they become a member of that plane's inhabitants unless

rescued and brought out physically).


A Dream Death can ALSO be cast upon a Dream Bead, making it so that

whoever utilizes the Bead will experience the effects of the spell. A

bead containing a Dream Death can be used but once as it will crumble

into dust after being used.


:Dream_Manipulation


     COST    : 10

     MODS    : D,R


This allows the caster to perform three of several functions upon the

casting, and they MUST state their intent at the casting. If cast upon a

Dream Bead it allows them to craft a new dream upon a bead (A duration

of at an hour minimum is needed to do this). If cast upon a sleeping

being it acts as an advanced version of Dream_Sharing* , where the

caster is not only able to observe the dream of the sleeper but can

manipulate the elements of it and affect the dream and the sleeper thru

it. Third they may cast the spell upon themselves before going to sleep

as a defense of Dream attack spells such as Dream_Death*.


:Dreams_Of_Chaos


    COST   : 25

    MODS   : R


This spell is cast upon someone and becomes active upon their falling

asleep. It can also function as being placed within a Dream Bead, but

will destroy the bead upon its completion.


The Dreams of Chaos are a horrific collection of images and emotion that

are afflicted upon the sleeper. The Sleeper must save upon waking vs

MIND (and a Photographic Memory gets NO SAVE!) to forget the dream,

otherwise they must roll upon the Insanity tables upon waking and have

this permanent affect upon them from the dream.


:Dream_Sharing


    COST   : 5

    MODS   : D,R


This allows the mage to share the dreams of the target being, so that

they may observe all that occurs within their dream. If the mage ALSO

has a blank dream bead they can record the dream of the target being at

the same time. This spell can be cast upon the being as they go to sleep

or before they do so - but the caster will slip into slumber themselves

as soon as the target being goes into the dream state. The duration does

NOT begin until the target becomes asleep.


:Dream_Supression


    COST    : 7

    MODS    : D,R


This spell allows the caster or the subject to be free from dreams when

sleeping for the duration of the spell, including all the effects of a

Death_Dream* . The disadvantage is that they cannot gain the benefits of

dreaming also, including things such as the effects of Dream_Teacher*

spells.


:Dream_Teacher


    COST    : 25

    MODS    : R


A more advanced version of Dream Sharing or Manipulation, this spell

allows someone to teach the subject while they are asleep in a skill

they are experienced in. The subject STILL pays the experience costs of

the skill or spell, but learns it in the scope of a single dream, thus

speeding the learning process. The caster MUST have the skill to be

taught at least at 5 levels of training, and the caster gains NO

experience by teaching the skill in this way.


Dream Teacher can ALSO be cast upon an existing Dream Bead and allows

that bead to contain the knowledge of a skill or spell to be taught to

whoever uses that bead.


:Drowning_Death


    COST    : 25

    MODS    : R


This spell is a nasty one, usable only on a single target. The target

receives a save vs Magic to avoid the effect. If the victim fails their

lungs suddenly become filled with Sea water and they begin to drown.

Victim will collapse instantly unconscious. Unless some means can be

applied to remove the water within 3 rounds they are VERY dead.


   Dispell Magic does NOT help.... Amphibious Ability negates the

effect. It will not succeed on a voodon whoose patron is the sea goddess

or the lord of death.


:Dust_Spray


    COST   : 5

    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.


:Ease_Childbirth


   COST   : 3

   MODS   : N


This spell is cast when a female (human or otherwise) enters into the

labors of childbirth, reducing the pain to a minimum and speeding the

process in general. Normally the process takes 3d10 hours minus one hour

for each previous child the woman has had in years past (But never less

than a full hour) in natural childbirth. This spell further reduces the

time by one hour per rank it is known at, again not reducing below the

hour mark, and makes it minimally painless IF there are no complications

involved in the birth. It increases the survival rate of both the mother

and the child by 5% per rank it is known at (but never better than the

maximum of 95% survival).


Normal Childbirth survival rate = BODY + HEALTH


        Add +10 if the woman is attended by a midwife, EMT or

                otherwise skilled person for delivery

            +20 if the Woman is attended by a Physician

            +10 if the woman is in a clinical/hospital environment

             +2 per year under the age of 45 

             +5 for every child the woman has given birth to previously

             

         (NOTE that for long lived non-humans the age calculation is

               +1 for every year under the age of 200).

                                    

:Elemental_Burst_Of_Wood


        COST   : 10

        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.


:Empathic_Revenge


    COST   : 10

    MODS   : D,S


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   : 3

     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 contention without action, etc.


This may also be cast on a single individual by the making of a poppet

and the possession of a personal possession, and then no range is

needed.


:Ethereal Sight


   COST   : 1

   MODS   : D,S


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 or detect a Loa that is inside a human

body!


:Ethereal_Travel


     COST    : 30

     MODS    : R


This allows the caster to be drawn thru by a loa into the Ethereal

Plane. At Rank One the loa will 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.


(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.


:Eyes_Of_Sickness


    COST    : 25

    MODS    : D,S


This spell can ONLY be cast on the caster, and while under its effective

duration the caster's gaze has the ability, when meeting that of another

living being or creature to cause the infliction of instant and painful

sickness effects on the victim. In this case it causes internal pain (as

from severe cramping of the digestive system) and fever to sweep over

their body. Such a target being's skills are ALL reduced to 50% of

normal success, all physical attacks they do will be at 1/2 normal

damage (After totalling scores) and their movement rate is reduced by

half. The victim is so effected while their eyes meet the casters and

lasts for 10 rounds afterward contact is broken. The effect cannot be

negated by a cure disease or healing spell of any kind, or a dispell

magic, but a REMOVE_CURSE* will remove its effects prematurely. The save

against the effect is vs BODY instead of Magic as the body is fighting

off the spell effects, not the mind.


:Fertility


    COST   : 1

    MODS   : D,R


This spell will bring a subject being into peak fertility, and will

override all known herbs, magics and medicinal means to block fertility

(but not Barrier-form prophylactics) allowing conception to take place

if a mating occurs within the duration of the spell.


:Find_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.


:Fire_Trap


    COST   : 10

    MODS   : N


This is cast on any closeable item (book, box, bottle, chest, door,

backpack etc). When the container is opened by anyone EXCEPT the caster

it activates the trap, causing a 5' radius explosion of flame that will

do 1d10 Damage per RANK of the Spell. The item is NOT harmed by this

explosion.


Once it has been triggered the spell ends. Duration does not apply,

the trap remains in place until triggered.


:Flare


    COST   : 5

    MODS   : R


This causes a bright flare to occur at the designated site, giving off

daylight intensity light for the next round. This throws off infravision

for the next 3 rounds, and causes 1d10 damage to Undead within a 60'

radius of the flare. It will not harm normal creatures, but if directed

on or at one, will blind them for the next round. If Fired Directly at

an Undead and striking it it will do 3d10 damage.


:Flash 


    COST   : 3

    MODS   : D,R,T


Victims failing their saving throw are blinded due to a flash of light

that appears in their eyes. (Save is vs Magic). Targets chosen on this

spell do NOT have to be next to each other.


   Unless skilled at Blind Fighting they will be considered to be at

COORDINATION 1 for all actions for the duration.


:Fog_Phantom

           

   COST   : 2 

   MODS   : D,R


This spell creates a vaguely human shaped pillar of fog.  The fog

phantom can do no damage, however it can be controlled remotely by the

caster.  The Phantom moves at 10'/rnd.  The magic user can "see" and

"hear" through the Fog Phantom.  This spell requires complete

concentration, disturbances will cause the termination of the spell

before the end of its duration. The Fog Phantom cannot pass through

cracks or the like; also strong winds, intense heat or cold will cause

the Fog Phantom to disintegrate.


:Fog_Vision


   COST   : 1

   MODS   : D,S


Allows the caster to see clearly thru any smoke or fog as if it wasn't

there so it has no obscurement value.


:Follower_Link


      COST    : 5

      MODS    : R


This spell establishes a magic link between the caster and a willing

follower (or mundane person). It gives the caster +10% to cast spells on

the follower who will ALWAYS be at touch range thru the link. It also

costs the follower 1 MIND point and raises the Caster's Magical Capacity

and HEALTH by 1 point each accordingly while the link remains intact.

The link can only be removed by a Remove Curse or similarly powerful

affect (A simple dispell magic will fail against it). The follower will

be oblivious to the bad side affects.


This effect is often disguised as part of a 'laying on of hands' or a

'personal prayer' for the subject, who is asked by the mage to lower

their defenses by 'Letting the power of the loa' into their lives.


:Force_Shapechange


      COST    : 20

      MODS    : R


With this spell the caster can force any shapechanger (even a

changeling) or polymorphed creature to instantly revert to their true

form (or most commonly used form). If the target is a natural

shapechanger then they DO get a save vs magic to avoid the effect -

there is no Save vs those who are polymorphed. The target cannot change

form again for 1d10 + 1/Rank Rnds even if they saved against the spell.


: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.


: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.


:Glow 


    COST   : 1  

    MODS   : D,R


This spell causes the object or person affected to emit an eerie glow.

The color ranges from blue to green.  It cannot be dispelled but it can

be negated by a darkness spell. The glow is not bright enough to read

with but is easy to spot in the dark.  The material component is a

silver firefly figurine.


:Healing_Sleep


   COST   : 25

   MODS   : R


This spell is cast on a willing, wounded recipient only and causes them

to fall into a coma-like sleep which will last for 10 hours. During this

time the recipient's body is working at an accelerated rate to heal

itself and it will heal 3d10 of wounds. There is NO way to bring the

subject out of the sleep, so unless you are in a safe place this spell

is NOT recommended! Additional ranks reduce the time of slumber by an

hour each (Max of 5 ranks).


:Help_Of_The_Loa


    COST   : 20

    MODS   : D,S


This is a rather flexible spell where the caster asks for aide from the

Loa in a form that they feel would help. Wether they choose to aide the

cause of the caster is their choice and is dependent upon their power

and the faith of the caster, but the caster may attempt to ask for

something like:


          Strength : adds +5 BODY for strength based feats/rank

          Speed    : adds +5 COORDINATION /rank

          Health   : restores 5 points/rank of wounds OR if the caster

                     is unwounded gives them for the duration 5pts/rank

                     of phantom HEALTH.

          Power    : Makes all spells cast by them for the duration

                     to be +1 Rank in intensity (but not moding cast speed)

          Wisdom   : Will grant them the ability to ask one question

                     answerable with one word for the duration.


Other possibilities may be found.... the loa move in unusual ways...


:Herb_Enhancement


    COST   : 15

    MODS   : N


This spell is only useful if the Voodon 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_Person


     COST    : 20

     MODS    : D, R


It is cast on an individual and paralyzes them if they fail a magic save

where they stand. They stay such for the duration and cannot act, unless

a mage who doesn't require movement to cast.


:Hold_Undead


    COST   : 1

    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.


:InFertility


    COST   : 1

    MODS   : D,R


Causes the subject to become infertile for the duration, useful for

means of preventing contraception. This spell will NOT cancel out a

Fertility* spell! Nor does it cause Impotence - only lack of conception.


:Inner_Sanctum_Ritual


    COST   : 25

    MODS   : N


This spell is cast by a mage to establish a place of power where they

can be assured of relative safety and capability to practice their art.

Once created the mage cannot create another such Sanctum while it

exists.


An inner sanctum offers MANY benefits to a mage, and should be

established in a building, grove, or sufficiently secluded locale to

assist in its magics.


Within their Sanctum a mage will be instantly alerted to ANY intrusion

into it by anyone or anything, and will know if they have come with

hostile intent. Anyone performing an attack, theft or casting against a

mage within their inner sanctum is -10%/rank to do such, while the mage

is at +10%/rank to perform any castings against them. It does NOT help

against combat or magics not directed at the caster.


  Meditation within ones own sanctum adds +1 power point per hour; 


  All spellcastings are at +25% to succeed (compounds with any other

modifiers to improve success). The Sanctum itself acts as an enhancement

to magic in other ways, almost a tool, so that any casting within it

costs 1/2 the normal BASE cost of the spell (not added features) with a

minimum cost of 1.


To enter an Inner Sanctum without permission of the owner must be done

as if trying to face against a sanctuary spell, that is one must save vs

magic to cross its barriers and wards. Note that a mage will ALWAYS know

if there is currently an intruder inside their sanctum, no matter the

distance to them.


Inner Sanctums cease to exist when the caster dies. The Sanctum can be a

maximum of 100 cubic yards per RANK of the spell. Spells cast from

outside into an Inner Sanctum have a 25% chance of reflecting back at

the source - EVEN in the case of ritual spells. Undead cannot cross the

barriers of a Sanctum without permission of the owner AT ALL.  While

inside their Sanctum a mage is also considered +10 to their Cosmetics

Base for Presence sake. Sanctums are kept magically CLEAN and an Unseen

Servant will exist within its barriers at the command of the caster at

all times.


Inner Sanctums CANNOT be dispelled thru normal means. If they are inside

a building all windows and doors will be wizard Locked to the uninvited

(this effect CAN be dispelled though thru normal means).


: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   : 12

    MODS   : D,R,T,S


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.


:Invisibility_To_Mundanes


    COST   : 10

    MODS   : D,R,T,S


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   : 3

    MODS   : D


This spell permits the caster to concentrate powerfully, despite any

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

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

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

of the normal causes of spell failure.


:Know_Spellcaster


   COST   : 10

   MODS   : N


This spell is cast upon a magical object or ANY ongoing spell effect (It

can ALSO be cast during a REPLAY spell and will count what is being

viewed as an ongoing effect even though it is an image) whereupon it

will notify the caster of the the Name of the original caster.


:Light


    COST   : 10

    MODS   : D,R


This spell creates a luminous glow, equal to torchlight, within a radius

of the spell's center.  Objects in darkness beyond this sphere can be

seen, at best, as vague and shadowy shapes.  The spell is centered on a

point selected by the caster, and he must have a line of sight and

unobstructed path for the spell when it is cast.  Light can spring from

air, rock, metal, wood, or almost any similar substance.


   The effect is immobile unless it is specifically centered on a

movable object or mobile creature.  If this spell is cast upon a

creature, an INT save roll is made.  Light taken into an area of magical

darkness does not function, but if cast directly against magical

darkness negates it (but only for the duration of the light spell, if

the darkness effect is longer).


   Light centered on the visual organs of a creature blinds it, reducing

its COORDINATION to 1 Unless it has Blind fighting skills. The caster

can end the spell at any time by uttering a single word.


:Lightservant


    COST   : 7

    MODS   : D,R


This spell is a variation of the spell Unseen Servant. The servant

created by this spell is visible as a vaguely manlike form of glowing

light, and is slightly stronger, being able to lift 100 Lbs weight and

taking 10 hardiness. The light provided by the servant is enough to

allow normal vision in a 5' radius around the servant. The servant can

lift and tote (but NOT attack or throw) items for the mage. And cannot

move outside the range or it dissipates.


:Little_Death


    COST   : 20

    MODS   : D,R


This spell may be cast on any living (not golem, undead, etc.) creature

native to the Prime Material plane. The victim falls paralyzed for the

duration, unable to move but conscious and with all involuntary body

functions active (breathing etc).


:Living_Zombie


     COST   : 25

     MODS   : D,S


This spell is considered a Subtle magic for the target, but a Mage who

is having it cast upon them gets a save equal to SPIRIT * 2 instead of

their usual save. (Thus Mundanes are MORE likely to be affected).


It requires a special herbal mix, finely ground over many hours, which

will cost the caster $500+ per usage (dependent on availability, the

colder the climate the more expensive they are). These herbs are

delivered in a small quantity into the face of the target to activate

the spell (an almost token-like effect). They will not work unless they

reach the skin and are also breathed in.


A Living Zombie must obey the instructions of the caster, no matter

what, for the duration, and cannot protest them in any way. They WILL

take orders literally though, and if given an impossible order they will

become catatonic for 1d10 minutes.


:Loa_Searcher


     COST   : 25

     MODS   : N


This calls forth an immaterial Air Loa to perform a worldwide search for

the caster to find a person, creature or object that the caster

specifies with a one word adjective (ex: Closest, Furthest, strongest,

biggest, etc - not used if looking for a VERY specific item, like a

person by name). It will move about randomly to search for it and report

back to its caster the whereabouts of such. It will ONLY search on the

single material realm of Mystic Earth. Duration doesn't apply, BUT it

may take days, weeks or even years to find what its searching for. At

higher ranks additional Loas are called, reducing the time needed for

the task, minusing 5 from the roll for each per rank. The GM's Result

roll is made on the following Table:


              Roll                  Result

              ----                  ------

            01-15 (or less)         3d10 rounds

            16-25                   1 hour

            26-30                   2 hours

            31-40                   3 hours

            41-50                   4 hours

            51-60                   5 hours             

            61-70                   6 hours

            71-80                   1 Day

            81-90                   3 days

            91-92                   1 Week

            93-94                   2 Weeks

            95                      1 Month

            96                      3 Months

            97                      6 months

            98-99                   1 Year

            00                      Loa was banished/dispelled/lost

            

     Loas can be seen by astral or ethereal sight.


:Mask_Of_Death


   COST   : 3

   MODS   : R


This spell allows the caster to change a corpse or undead creature's

features to make it appear to be someone else. The caster must have a

clear mental image of how they wish the corpse to appear.


    DURATION is not necessary with this spell, but RANGE may be. The

effect lasts as long as the body does....


:Mind_Guard


    COST   : 5

    MODS   : D,S


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.


It will block out an apprentice linkage, but NOT a follower linkage. It

can be cast on a non-present being by use of a poppet if a personal

possession of the target is present.


: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.

    

:Minute_Ball_of_Fire


   COST   : 5

   MODS   : R

 

   When a wizard casts this spell, a flaming bead launches from a

pointed finger, speeds straight out to the stated range and explodes

into a 10-foot diameter sphere of normal fire.  Anyone caught within the

spell's effect must take 1d10 points of damage, unless they make a

successful COORDINATION roll.


   Since the fire is non-magical anything that normally protects against

such DO apply.


:Neutralize_Poison


    COST   : 10

    MODS   : R


This will remove all poison in a body or the poison in food or water

(upto 5 Gallons volume) instantly. Duration is unneeded since the effect

remains permanent. Increased ranks increase the number of gallons

affected.


:Night_Sight


    COST   : 3

    MODS   : D,R,T,S


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   : 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.


:Perfume


    COST   : 1

    MODS   : D,R,T,S


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

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

things smell nice or different for esthetic purposes.


:Poison_Thorns


     COST    : 15

     MODS    : R


This creates a spray of poisonous plant thorns at the target. 1d10 such

thorns are created +1 per RANK of the spell. A COORDINATION roll is made

by the target against EACH thorn. A Failed roll means they were

scratched by the thorn and receive 1d10 poison damage (Dwarves and

similarly poison resistant creatures are unaffected by this attack in

that they will ONLY receive 1 point damage per thorn, period). ARMOUR

does not help vs this attack, but a SHIELD may be used to deflect the

entire attack if successful otherwise rule applies as above. Thorns are

NOT reusable.


:Possession


    COST   : 15

    MODS   : D,R,S


Caster's mind takes over the target beings body for the duration, their

own body collapses into a coma. If the caster's own body is destroyed

they permanently become resident in the new body and the old being fades

away. While in possession the caster has the new body's stats except for

Intuition. The caster CANNOT use the skills of the other being, only the

body - they can use their own skills.


:Protection_from_Constriction


   COST    : 1

   MODS    : D,S


When cast, a Protection from Constriction spell will mitigate crushing

damage taken each round from a single attack form.  Up to five points

per rank of the spell is deducted from crushing damage.  Note that this

does not mitigate damage from crushing weapons or falling; it will

protect against constriction, bear hugs, Crushing Hands, or any similar

gradual compression.


  This spell is the FIRST one taught to followers of the Serpent God.


:Protection_From_Spirits


      COST   : 5

      MODS   : D,R,T,S


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.


:Psychic_Surgery


    COST   : 25

    MODS   : N


This spell can only be used on a WILLING target and allows the caster to

remove any damaged organ they wish from the body by passing their hand

into the body - only the planned on organ will actually be solid to

their touch.


:Remove_Curse


    COST   : 20

    MODS   : R


This removes ANY curse type spell on a being or item permanently.


:Remove_Fear


    COST   : 1

    MODS   : R,T


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

being.


:Resist_Paralysis


    COST   : 3

    MODS   : D,R,T,S


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

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

but it does not negate paralysis already in effect.


:See_Invisible


    COST   : 1

    MODS   : D,T,S


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   : 5

    MODS   : D,R,S


This is a simplex polymorph, it does not change the race or mass of a

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

the available materials. It does not change the innate

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

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

for the duration paid for by the caster and it can be cast on another or

on the mage themselves. This spell main seem frivolous to some, but it

has its uses. for example there is one tale of a Princess of an invaded

country having escaped by such a spell and the stealing of the uniform

of one of her captors (a disguise not possible by simply the uniform due

to physical attributes).


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

transformation from male to female the overall body hair is reduced

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

feminine.


:Silver_Death


    COST   : 5

    MODS   : R,T


This is a combat spell that hurtles dozens of tiny razor sharp needles

of silver at the target, shredding it. The damage is only 1d10 +1 per

rank of the spell, but its real value is against Lycanthropes and other

beings with an allergy to silver, where it does triple damage. The

needles are deflectable with magic spells like Shield, and must cut thru

armour to harm armoured foes. The value of the needles is about three

Silver Marks if they are melted down afterwards at best.


:Sleep


    COST   : 1

    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)


:Steam_Breathe


         COST   : 20

         MODS   : D,R


This gives the caster or the target being the ability to produce a steam

breath weapon attack. Each round the steamer can blow out such a cloud

of steam, doing 2d10 damage (no armour save) to all within a 30' cone

area in front of the steamer. A save vs COORDINATION avoids the effects

of the Steam. Any protection from HEAT, FIRE or Non-magical attacks (the

steam is not magical itself) will prevent or reduce damage accordingly.

Fire based creatures are not harmed by it.


The power is stopped by killing its source, the steamer, by sealing its

mouth, surrounding it with ice etc. While breathing it can take no other

action and losses all defensive modifiers vs physical attacks.


:Stinking_Cloud


    COST   : 15

    MODS   : D,R


When a stinking cloud is cast the mage causes a billowing mass of

nauseous vapors to come into being in a 10' radius circle at the point

of targeting (additional 10'/Rank of spell). Any creature within the

cloud (except those who cannot smell or breathe) are helpless as long as

they remain inside the cloud, retching and coughing. Once outside the

cloud it takes a full round before the victim of such to be able to act

other than movement.


The cloud remains for the duration, unless blowing away by breezes etc


: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.


:Voice_of_the_Bat

           

    COST   : 3  

    MODS   : D,S 


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.


:Wall_of_Darkness


    COST   : 12

    MODS   : D,R


This spell brings into being a wall of blackness which cannot be seen

through, even with infravision or ultravision.  It is dispelled

instantly by a light or continual light (q.v.) spell.  It has no

physical existence, and does not hinder nor harm those passing through

it.  It does, however, block the passage of sound from one side to the

other, assuming that the spell is not cast in such a way (such as in a

field of grass) which would otherwise allow sound to move around the

edges of the wall. The Wall is 10' high maximum and 20' long per Rank

purchased.


:Wall_of_Fog


    COST   : 3

    MODS   : D,R


By casting this spell, the wizard creates a billowing wall of vapors in

any area within the spell range.  The wall of fog obscures all sight,

normal and infravision, beyond two feet.  The caster may create less

vapor if he wishes.  The wall must be a roughly cubic or rectangular

mass, at least ten feet wide in its smallest dimension.


   Their duration can be halved by a moderate wind, and they can be

blown away by a strong wind.


:Well_Of_Blackness


   COST   : 30

   MODS   : D,R,S


This spell is a mental illusion upon a target being. IT leaves them

believing they are Blind, Deaf and without any sensation of feeling for

the duration. This means the mage is at a -40 to cast hung spells, and a

-60% to cast otherwise. A tool mage is unable to cast at all under these

circumstances. Target does get a magic save. It will NOT affect a

non-mage!


The spell CAN be cast at a distance without range if a personal

possession of the target is possessed and a poppet is used.


:Word_Of_Recall


    COST  : 15

    MODS  : N


The word of recall is ONLY usable by a mage who has an Inner_Sanctum*

already set up. It takes the caster BACK to the Inner Sanctum instantly

the word is uttered. It can transport the caster and 50 lbs /RANK of

cargo/passengers with the caster back to the Sanctum instantly with a

perfect teleport.


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