Astral Mage Tradition

:Astral_Mage_Tradition

   The astralist is a mage who does their best work when work when they
appear to be asleep to those around them.  In actuality the astralist is
able to seperate their spirit from their body and into the Astral plane.

   While in the Astral Plane they can maneuver about, cast spells that
affect the material world, pass thru physical barriers (being entirely
energy) and be unaffected by physical spells and effects. An astral body
CAN be affected by psychic spells, those that affect the will or the
emotions of the person. It can travel anywhere upon the Mystic Earth,
and the mage can see astrally while in this form. To travel beyond this
into other dimensions takes fairly long sojourn time and a knowledge of
such dimensions.

   If the physical body of the mage is injured while they are astral
they will be snapped back to it instantly unless they attempt to resist
(needs an INT save). If the Astral Body is harmed by a psychic or energy
attack then the damage is also inflicted upon their physical body.

   If their physical body is killed while they are outside it than the
Astralist becomes a Ghost spirit, bound to the rules of such (explained
elsewhere).    ~<GHOST.#01>~

   Astralists, while outside their body, can communicate at will to
anyone within a 30' radius thru an odd form of mindspeech. Their spells,
unless otherwise noted, are PURELY for use while they are in this astral
form. Astralists are NOT able to communicate with Mundane's at all while
in astral form (unless they use a possession spell of some sort or have
spells from another tradition) and cannot be seen by mundanes. Even
non-mundanes need special spells or abilities to see an astral body.

   The process of leaving the body is complex and takes a varient period
of time based upon the skill level of the mage:

              Rank 10  takes 10 minutes
                    9        15
                    8        20
                    7        25
                    6        30
                    5        35
                    4        40
                    3        45
                    2        50
                    1        60

  While out of their body the mage must sustain their astral self,
expending one point of energy from their stored capacity per HOUR that
they are away from their body. If they remain outside their body for
more than 24 hours their physical body will begin to deteriorate from
lack of substanance and care, taking 1d10 of damage after the 24 hour
limit is passed and an additional 1d10 for every 6 hours that passes
after that which they remain astral for.

An exception is someone who has gone astral while on a life support
machine or on hospitalized I.V. tubes or has had a mage of some other
type placed substaining spells on their body. Someone in such a state
only takes 1 point of damage to their body at the 24 hour mark, and 1
additional point per 6 hours gone. Healing spells cast upon the body
while the mage is astral will not help with this kind of damage, and
healing spells cannot affect an astral form either.

Note that this damage sustained from long-time astral travel does not
count as the type that will snap them back to their body, nor does it
hinder the astralist. BUT an astralist whoose Health drops below 1 while
they are outside their body becomes a ghost spirit and the body dies.
[Information regarding Ghosts is in a seperate file : ~<GHOST.#01>~ ]

     Required Skills:

              Meditation

     Suggested Skills:
       
              Alertness
              Body Development

     Restrictions & Requirements:

              Only specially marked spells work when NOT in Astral form
              Returns to Body when astral if runs out of Stored Energy
              Cannot cast on others TOUCH range while Astral
              Cannot be seen while Astral normally
              Cannot be a Token Mage in this tradition
              Cannot Use Rituals in their Astral Tradition Castings
              Cannot use tools in their Astral Tradition Castings


:Animal_Possession

    COST   : 10
    MODS   : D,R

This spell allows a mage to possess the body of any animal intelligence
creature, and control it thusly. 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 take 1 point of Health damage per 10 points done to the
animal. A mage whoose body is slain while they are so possessing a
creature becomes trapped mentally within it for 24 hours, and then can
leave the body to become a ghost spirit.

Mages so possessing a creature can cast from the body, using their
stored pool of energy. The mage may severe the Possession at will.

:Animate_Object

    COST   : 15
    MODS   : D,R

By means of this spell an inanimate object becomes animate and under the
control of the caster. The object will move at about 5' per round unless
it is something designed for movement (ex: A wagon, wheelbarrow etc).
Objects animated in this way cannot fight, but may block an attack by
interceding. One of the common ways of using this is to cast it on a
scarecrow or other such humanoid appearing form so that a wider range of
movements are possible. The animated object cannot perform a task that
the caster has no knowledge of or cannot perform themselves - ex: an
animated mannequin making dinner could cook no better than the mage that
controls it. Object size is limited to 25 lbs per RANK of the spell. The
caster can perform no other action while manipulating the object, beyond
basic movement to stay in LOS of it. Losing LOS ends the spell
prematurely. Range is simply for the initial casting.

:Astral_Club

   COST   : 10
   MODS   : D,R

This spell creates a magical club that exists on the astral plane and
which is weilded by the caster. The club can be used to attack astral
beings, or it may be used to attack a being on the material plane (they
will be unable to see it unless they have astral sight and have no
Coordination modifier against the attack) an astral being or one who can
see it gets its prowness). The Astral Club does 1d10+6 with +1 damage
per rank, but non-magical armour offers NO defense to it at all!

:Astral_Sight

    COST : 1
    MODS : D

Allows the caster to see into the Astral plane and beings therein for
the duration, in standard LOS range. This spell CAN be cast while the
astralist is in their own body.

:Astral_Visibility

    COST : 5
    MODS : D, R

This allows the caster, while astral, to make their astral form visible
to others with NORMAL eyesight. At Rank One this is simply to Persons
with Magical Aptitude; at Rank Two this includes anyone that is not
totally Mundane (Awakened, Sentinels, Non-humans); at Rank Three it
includes mundanes as well; At rank four the caster can affect another
astral being in the area (using the range option, no saving throw); at
Rank Five it allows the caster to change the appearance of their own
astral form, making it look differently then that of their normal body
(thus a non-dispellable illusion on their projection).


: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 saving throw. Fails
against creatures native to the plane. This could be used against an
Astralist to force them back to their own body.

:Bigby's_Groping_Fingers

   COST   : 5
   MODS   : D,R

This spell allows the caster "grope" his/her target. This spell is
usually used by mischievous apprentices in bars and such... have fun!
RANGE is vital to make this spell useful!

:Binding_Aura

   COST   : 25
   MODS   : R

   This spell is cast AFTER another spell or enchantment has been
performed, it prevents the previous spell(s) from being dispelled by
Magical Dispells. If this is cast on a destructive effect, or one that
the target would be opposed to they DO receive a saving throw against
the Binding. It does NOT extend the duration of the effect.

: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.

:Comprehend_Languages

   COST   : 1
   MODS   : D,R,T

   When this spell is cast, the wizard is able to understand the spoken
words of a creature or read an otherwise incomprehensible written
message (such as writing in another language).

   Note that the ability to read does not does not necessarily impart
understanding of the material, nor does the spell enable one to speak or
write an unknown language.  Written material can be read at a rate of
one page or equivalent per round.  Magical writing cannot be read, other
than to know it is magical, but the spell is often useful when
deciphering treasure maps.  This spell can be foiled by certain warding
magics and it does not reveal messages concealed in otherwise normal
text.

   The reverse of this spell, confuse languages, cancels a comprehend
languages spell or renders a writing or a creature's speech
incomprehensible, for the same duration.

:Cure_Disease

   COST   : 25
   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.

:Curse_Of_Pomparj

     COST   : 15
     MODS   : D,R

This nasty spell has been the bane of many a mage. The Curse of Pomparj
is cast upon a mage who gets a save vs magic. If they fail then from
that point on thru the duration of the curse they must whenever casting
a spell successfully roll on the following Table:

      ROLL    RESULT
      ----    ------
      01-25   Spell Works as intended
      26-35   Spell produces a Klutz affect ANYWAY despite success!
      36-95   Spell produces a TYPOED version of the spell.
      96-00   Spell does nothing but wastes the energy.

:Curse_Of_Senility

     COST   : 15
     MODS   : D,R

This spell will ONLY work on a mage. The Target must save or they will
suffer SENILITY for the duration. While under the effect of this the
Mage must make a saving throw vs Magic every time they wish to cast a
spell - a failed throw means they cannot remember the spell AND must
spend the rest of that round in puzzlement over their memory loss. The
effect does NOT apply to HUNG spells.

:Dancing_Lights

     COST   : 5
     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.

:Depression

      COST    : 10
      MODS    : D,R

This inflicts upon the victim knowledge making them realize that death
is inevitable no matter how much they struggle and that everything they
do will not really matter in the long term. This depression will reduce
all their skills by 20% to succeed while active.

This spell fails against Taoists, Draconians and Astralists.

: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   : 2
   MODS   : R

This spell will tell if a person or object is Cursed and will, with a
successful Mind 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. The only other known source of a
curse are the denizens of the demonic planes, seeking to torment
humanity.

:Detect_Disease

     COST   : 1
     MODS   : R

Detect disease reveals to the wizard 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_Illusions

    COST   : 5
    MODS   : D

Allows the caster to see thru ALL Illusions encountered while the spell
duration is in effect, wether caused by magical spell or magic abilities
of specific creatures.
       
:Detect_Life

    COST   : 1
    MODS   : R

By use of this spell the caster can determine if a creature is alive,
including creatures in a coma, trance, little death etc. It fails
against Mind Shielded targets (they will detect as dead) and will also
expose Undead for what they are.

:Detect_Lie

    COST   : 1
    MODS   : D,T

This allows the caster to perceive any SPOKEN lies said in their
presence if they understand the language being spoken. Range is not
necessary as an element in this spell. Target is only needed if casting
the spell on someone else. It does not detect omissions, only
falsehoods.

:Detect_Magic

   COST   : 1
   MODS   : R

This spell causes all magic on the target being/object to be shown in
that it will glow in the eyes of the caster. Duration is not needed to
be purchased, and it is cast at the suspect target. This spell CAN be
cast while an Astralist is in their own body.

:Detect_Shapechanger

      COST   : 5
      MODS   : D

This allows the caster to detect any natural or magically held
shapechanges on persons and creatures in LOS. At Rank 2 it allows the
caster to know the true appearance of the beings that are shapechanged.

:Detect_Spirit

   COST   : 2
   MODS   : D,T

Detects the presence of a soul spirit or mentality in any body or object
(enchanted swords, etc.), and whether or not the mind controlling the
body is its "native". Thus, it will not detect charming or hypnosis but
will detect possession. Only the fact of a mind is detected, not its
nature. If it is cast on a normally invisible spirit (such as an
Invisible Stalker or Unseen Servant), the caster can see the creature as
a visible force for the duration. The reverse, Obscure Spirit, has a
range of touch and conceals a single mind or spirit from detection by
this spell, and can be cast by anyone who knows Detect Spirit.
Astralists are considered Spirits when outside their bodies. This spell
CAN be cast by an astralist while in their body.

: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 Dispell.

:Dispelling_Curtain

    COST   : 20
    MODS   : D,R

This spell is used to set up a shimmering violet energy screen in a
curtain form that the caster desires (Can be a maximum of 10' x 10' per
RANK of the spell, but NO lower limit). Any creature passing thru it
will have active spells on them affected by a Dispell Magic that is
slightly more powerful than an ordinary one - this one CAN affect the
results of spell klutzs 50% of the time, and CAN shut down any Globe of
Invulnerability or Globe of Minor Invulnerability, but cannot shut off
curse affects or any spell that was at rank 5 or greater.

The Dispelling Curtain will NOT work against items, only beings. It will
not affect hung spells, unused tokens etc.

:Disruption

     COST   : 15
     MODS   : R

This is cast ONLY on a single target. The Target must be a mage. If the
Target fails to save then they will immediately lose ALL their HUNG
spells and the energy held in them.

:Drain

   COST   : 20
   MODS   : R

This spell is only castable on a living being. The victim gets a roll vs
each stat and if they fail they lose 1 point of each they failed the
save roll against on Body, Mind, Coordination, and Spirit which are then
added to the casters statistics, permanently.

:Energy_Discharge

   COST   : 1
   MODS   : R

This allows an astralist to make an energy based attack on a corporeal
or non-corporeal being. Since astralists energy is at varying
frequencies, it is rare for two to have exactly the same frequency, so
that the energy used by an astralist can be disruptive to another when
discharged at them.

Equally an astralist can harm a normal corporeal being by means of this
attack.

The astralist must expend the base point, plus 1 point per point of
damage they want to do to a non-corporeal being. Against a corporeal
being they must expend the base plus 5 points per point of damage they
wish to do.

Spell Reflection, Spell Shields and Globes of Invulnerability will not
prevent the Energy Discharge from affecting a target and will be ended
prematurely if it hits target. Non-Magical armour offers NO protection
against the effect (but magical armour forms do).

An astralist can, in an emergency, cast this spell while in their body.

:Ethereal Sight

   COST   : 1
   MODS   : D

Allows the caster to see into the nearby Ethereal Plane and perceive any
Objects or beings therein. Range is Line Of Sight. This spell does NOT
perceive invisible or astral! This spell, unlike most of the Astralist,
CAN be cast while in their body.

: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 a save to oppose it. Additional
Ranks minus one each from the possessor's save against the spell. This
Spell CAN be cast by the Astralist while in their own body!

:Ghostlight

     COST  : 10
     MODS  : D

This surrounds the caster's astral body with a pocket of light that is
bright as normal daylight for the caster. It is non-existent to any that
cannot see astral though.

:Haunting_Sounds

   COST   : 1
   MODS   : D

The spell causes a strange haunting sound (see list that follows) within
30' of the caster (no extended range available), like those associated
with haunted places.

   List : Creak, Footfall, Groan, Moan, Rattle, Tap, Thump, Whistle.

   If duration is cast with the spell then the sound will remain in the
area it is originally cast and NOT follow the caster as he/she moves
about.

:Heat_Object

   COST   : 5
   MODS   : D,R

This will cause a targeted object to become red hot, making water boil
or metal become too hot to handle. If cast on armour it will cause the
wearer 1d10 damage from the metal parts heating (except to leather). If
duration is bought the water would boil away on the second round,
flammable goods will burst into flames and metal will go to white hot
and cause more damage. After three Rounds Metal melts, crystal shatters
(as does glass) etc. Heat Object beyond the 4th round will cease to
function since the target object will no longer exist.

:Hold_Person

     COST    : 25
     MODS    : D, R

It is cast on an individual and paralyzes them, if they fail to save,
where they stand. They stay such for the duration and cannot act, unless
a mage who doesn't require movement to cast.

:Hold_Portal

    COST   : 5
    MODS   : D,R

This spell magically bars a door, gate, or valve of wood, metal, or
stone. The magical closure holds the portal fast, just as if it were
securely closed and locked.  Any extra-planar creature (dijinni,
elemental, etc.) can shatter the spell and burst open the portal at
will.  A knock spell or a successful dispel magic spell can negate the
hold portal.  Held portals can be broken physically or battered down.

:Hold_Undead

    COST   : 10
    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.

:Magic_Aura

    COST   : 3
    MODS   : D,R

By means of this spell, any one item of no more than five pounds weight
can be given an aura that is noticed by someone using magical detection.
Furthermore, the caster can specify the type of magical aura that is
detected (Blue, Green etc.) and this effectively masks the item's actual
aura, if any, unless the item's own aura is exceptionally powerful (if
it is an artifact, for instance).  If the object bearing the magic aura
has an identify spell cast on it or is similarly examined, the examiner
has a 50% chance of recognizing that the aura has been placed to mislead
the unwary.  Otherwise, the aura is believed and no amount of testing
reveals what the true magic is.

:Mind_Guard

    COST   : 5
    MODS   : D,R

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. This spell
CAN be cast by the astralist while they are in their own body.

: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.

: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.

:Painting

    COST   : 5
    MODS   : D,R

By the means of this spell the caster can create an illusion of whatever
s/he wants visually. It is usually easy to recognize what the illusion
is supposed to be of, but any creature that can do so can also recognize
that it is an illusion, as the picture is two dimensional.

:Phase_Out

    COST   : 25
    MODS   : D

This is one of the few Astralist spells that does not occur in astral
form. This is because it shifts the physical body of the Astralist
slightly out of phase with the material world and not quite into the
Astral plane. In this form they can move thru solid objects physically,
and travel distances, but cannot otherwise affect the world or astral
beings. They cannot cast while Out of Phase, nor speak, nor go fully
astral in any way. At the end of the duration or when they turn the
spell off they phase back in to the material plane. If they materialize
inside a solid object then they will take 3d10 damage (NO armour or
magical defense against the damage!) as they are squeezed out. They may
carry 25 lbs of weight with them per rank of the spell, but cannot carry
ANY living thing with them this way. If they drop or cease to be in
contact with an object while out of phase then the object will
immediately phase in. An object that phases INTO a solid object will
damage itself and that which it phased into.

:Plant_Animation

    COST   : 3
    MODS   : D,R

Allows the animation of any plant (including trees) and command of them
to act as the caster wishes. It does NOT allow plants to uproot their
bodies (except on tumbleweeds) but allows them to be used to grasp,
attack, etc. Lasts for the Duration.

:Projectional_Travel

    COST   : 10
    MODS   : N

This allows the Astralist to travel rapidly to a known locale or to the
presence of a known person while they are in Astral Form. It is
sometimes referred to jokingly as 'The Astral Express' as it does not
require the usual effort that travel in Astral Form takes, sort of a
teleport while in Astral Form.

:Possession

    COST   : 25
    MODS   : D,R

Caster's mind takes over the target beings body for the duration, but
leaves the target's spirit trapped in a holding position within the
brain, able to speak with the possessing astralist and to observe and
feel all that occurs but unable to act or in any way control the body.

If the caster's own body is destroyed they permanently become resident
and the old resident will be forced out into the astral plane - if not
an astralist they will be either drawn to their particular divinity's
godhead, remain and astral ghost or fade out to a new reincarnation.
While in possession the caster has the new body's stats except for Mind
and Spirit and Magical Capacity which remain their own. The caster
CANNOT use the skills of the other being, only the body - they can use
their own skills.

Possessing another against their will is not considered ethical by
many mages....

:Protection_From_Spirits

      COST   : 5
      MODS   : D,R,T

This spell will protect the caster or subject target from all damage and
draining effects inflicted by a non-corporeal being, including wraiths,
ghosts, spectres, astrally projecting mages and the like for the
duration. Even spell effects used by any such creatures will fail to
work against the protected. This spell is castable and only effective
when the astralist is in their body.

:Quantum_Leap

   COST   : 30
   MODS   : D,R

This is an unusual form of possession*. It allows the caster to transfer
their mind into the body of a being within the target range (with Save)
and places their mind into the casters body. They both retain their
MIND, SPIRIT, Magical Capacity and memories, as well as spell energy and
hung spells and have full control over the new body, and keep ALL their
original skills and NOT those of the new body. In the event one of the
bodies is killed the remaining one will become the property of the
current possessor and the occupant of the other is slain with the death.
All active spells stay on the BODIES not the intellects in the switch.
Unsuspecting victims are stunned for 1d10 rounds after being switched
and cannot act. Unlike Possession, a Quantum_Leap is ONLY cast when the
Caster is occupying a body (their own or another held by a possession).

:Remove_Fear

    COST   : 10
    MODS   : R,T

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

:Reveal_Owner

    COST   : 5
    MODS   : N

The caster of this spell receives a mental impression of the most recent
owner or owners of the recipient object. An "owner" is defined as an
intelligent entity who was in direct physical contact with the object
one hour, or who had the object upon his person for 24 hours.

The information gained is sufficient that the wizard will recognize the
owner on sight, and he can uniquely specify the owner for the purpose of
such spells as legend lore.

:See_Invisible

    COST   : 1
    MODS   : D,T

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.

:Sleep

    COST   : 5
    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.

:Slow_Fall

    COST   : 5
    MODS   : D,R

When this spell is cast, the target(s) affected immediately assumes a
Rate of falling of mere two feet per second (120 feet per round), and no
damage is incurred upon landing while in effect.  When the spell
duration ceases, normal rate of fall occurs.  The Slow_Fall affects one
or more objects or creatures in a 10-foot cube per rank. Astralists do
not need this spell themselves while in Astral form since they are NOT
affected by the normal rules of gravity while astral.

:Spell_Reflection

    COST   : 10
    MODS   : D,T

This places an aura around the caster or a target being that protects
from ALL spells cast directly at them that is single targeted by
reflecting the spell back to its source if an Intuition saving roll is
made successfully. If the source also has a Spell Reflection up it may
also bounce the same spell back again until one of the two fails its
save and is struck. It fails vs Energy_Discharge* .

: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.

:Wound_Closure

    COST  : 15
    MODS  : R

This spell closes the wounds of the recipient to prevent bleeding and
infection, incidentally curing 1d10 of hardiness damage. All of the
victim's wounds will be closed by a single casting. Further application
isn't possible to increase the healing effect. Additional Ranks add +1
to the damage cured. The astralist cannot cast this on themself.


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