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.
Comments
Post a Comment