Atlantian Tradition

:Atlantian_Tradition

   The Atlantian system of magic is as ancient as the continental
Kingdom it was founded in (now sadly beneath the waves) and as new as
yesterday. It has grown and changed as the nature of the world has
changed, but its adherents are few and hidden, their tradition handed
down for centuries thru secret descendants of the old mage houses and
priests of that fallen Island realm.

   Atlantian magic rose from the very oceans that destroyed their
Kingdom in the end, and the remaining spells (for many have been lost)
still reflect this heavily. That and the fact that the merefolk retain
the system as well...

REQUIRED SKILLS :

   Atlantian Language (NL)
   Magical History
   Meditation
   Navigation
   Read/Write

SUGGESTED SKILLS :

   Alertness
   History, Ancient
   Rowing (NL)
   Sailing
   Teacher (NL)
   Surfing
   Swords, lightweight
 

RESTRICTIONS & ADVANTAGES :
 
   Cannot Cast if Hands are bound or otherwise unusable
   Cannot Cast if Unable to Speak aloud in Atlantian Tongue
   +10% within 10 miles of an Ocean, Sea or Major River
   -20% Within a Desert or polar region
   +10% While Underwater 

:Acid_Water

   COST   : 2
   MODS   : D,R

This spell turns water into an acidic substance. If a creature touches
this stuff, it takes 1d10 +1/rank damage. If the acid is drunk, it will
take 2d10 damage. The caster can do anything in or to the substance
without taking any damage.

    Affects a maximum of 1 pint per RANK of the spell.

:Air_Hole

    COST   : 1
    MODS   : D,R

This opens a tiny opening into the elemental plane of air, causing a
constant flow of air thru it into the locale. It has many odd uses,
including keep from suffocation if trapped in an airtight container. It
can, at will, be reversed by the caster, to draw air and small bits of
matter into the plane (The hole is approx 1/4" across) as if a modern
day vacuum cleaner. The hole can be moved around, but cannot be moved
thru or inside a living creature.

:Amphibious_Ability

    COST   : 5
    MODS   : D,R,T

This makes the caster or the target being(s) able to breathe underwater
as easily as they do air.  This also will negate any spells of DROWNING*
or BLOAT* cast upon the target.

:Anchor

    COST    : 1
    MODS    : D

This can be cast on any boat, ship, or floating object upon the surface
of a liquid. It will cause such to hold fast to their present locale,
despite all outside attempts to move it, for the duration, magically
anchoring it to the bottom of the body of water.

There is no physical representation of the spell or means to end it
except a dispell or the caster choosing to cancel it.

:Apprentice_Link

    COST   : 25
    MODS   : N

This spell is used to link a spellcaster with an apprentice or trusted
companion or follower over a long period of time. It creates a linking
so that they can speak (as under a Mind_Speech* spell), and so they can
transfer energy at will (The CASTER of the Apprenticeship spell controls
the flow and can take energy from the apprentice at will or bestow such
to them at will) over any distance. The spell effects work THRU a
Pentagram unhindered as well, despite its lack of ranks. The caster can
also cast Spells upon the Apprentice at any time despite the distance as
if they were in TOUCH range.

   This spell cannot be cast on an unwilling target.

Unlike a normal Spell, the duration on this one is always exactly one
year and a day.

:Armour

    COST   : 1
    MODS   : D

This gives the caster temporary invisible and intangible magical armour
against all normal attacks that absorbs 1 points of damage per rank.

Unlike normal armour, the armour spell cannot be reduced with wear, has
no encumbrance affects upon coordination 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_Blade

   COST   : 15
   MODS   : D

This spell creates a magical sword that exists on the astral plane and
which is weilded by the will of the caster. The sword can be used to
attack astral beings, or it may be used to attack a being on the
material plane.

The Astral Sword does the damage of a sword of the same type if weilded
by the caster with a +1/rank damage add, but non-magical armour offers
NO defense to it at all (though martial arts mods will).

:Astral_Sight

    COST : 1
    MODS : D

Allows the caster to see into the Astral plane and beings therein for
the duration, in standard LOS range.

:Banishment

    COST   : 20
    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.

:BladeSharp

   COST   : 1
   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.

:Bloat

   COST   : 5
   MODS   : D,R

This causes a single target being (multiple NOT possible) to swell up to
nearly twice their normal size from a horrific magical bloating of their
body, reducing coordination to 1/2 Normal, for the duration of the
spell, and affecting ALL coordination based skills. Target DOES get a
saving throw.

:Breeze_Call

     COST   : 3
     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.

:Calm_Sea_Creatures

      COST   : 1
      MODS   : D,R

This causes creatures 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' creatures 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 Creatures 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.

   It works on Sea Birds, Seals, Sea Lions, Manitou, Dolphins, Porpoise,
Whales, Sharks, Lobsters, Rays, Octopi, Sea Turtles, Squid, Nar-whales,
and similar beasts, crustaceans and fish.

:Cause_Sea_Sickness

       COST   : 3
       MODS   : R

This inflicts seasickness on anyone currently on a body of water, except
to those who are native to the water (Creature or sentient). The target
must save or they become extremely ill, vomiting for one round per rank
of the caster (dry heaves once system is empty). And taking 1
Health/rank of the caster in damage overall, and remaining at -25% to
perform any action after this has occured for an hour.

     (Cure Sea Sickness will eliminate the Health damage and the
      percentage minus).

:Charm_Sea_Creatures

    COST   : 5
    MODS   : D,R

This spell allows the caster to charm a target creature 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.

:Clean_Fish

     COST   : 1
     MODS   : R

This will clean 1 fish per rank of the caster in preparation for
cooking, descaling it and causing all bones and unedible parts to vanish
instantly.

It can only be cast on a dead fish, and does NOT work on shellfish.

:Compass

     COST   : 3
     MODS   : D

Creates in the caster's hand a magical equivalent of a compass that will
point to magnetic North just like a regular compass etc. The compass
cannot be touched, seen or used by anyone except the caster.

:Cure_Sea_Sickness

     COST   : 1
     MODS   : R

This allows the caster to cure their own or another's seasickness and
will prevent a reoccurrence in the next 24 hours.

:Dehydrate

     COST   : 10
     MODS   : R,T

This spell removes the water from the target's tissues, causing damage
and possibly death to living creatures. If cast on a body of water or
non-living thing it removes 1 gallon per RANK of the spell. If cast on a
living being it does 1d10 damage (+1/per RANK) on the target. It CAN be
cast with multiple targets in mind.

:Detect_Magic

   COST   : 1
   MODS   : R

This spell causes all magic on the target being/object to be shown in
that it will glow.  Duration is not needed to be purchased, and it is
cast at the suspect target.

:Detect_Metal

     COST   : 1
     MODS   : D,R

The caster specifies one metal type and this spell will detect any of
such within a 50' radius.

:Detect_Nexus

     COST   : 3
     MODS   : D

A Nexus is an opening from one material reality into another. Nexus
Points are found naturally but can also be created by certain spells.
This spell works LOS for the caster only.

:Detect_Reefs_Shoals_&_Shallows

   COST   : 5
   MODS   : D,R

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 : 5
       MODS : D,R

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_Tide

   COST   : 1
   MODS   : N

From a small quantity of water from the shore the mage will be able to
know when the next High and low tides will occur by the clock.

:Dispel_Magic

   COST   : 5
   MODS   : D,R

This will cancel a specific ongoing spell effect. If cast on an ITEM it
will prevent the items magic from functioning for the duration of the
spell being canceled, but then the item will turn back on until its
duration is up. It will NOT send away a summoned creature, undo a
healing spell or cause harm to a magical creature directly. Unwilling
targets get a Save vs Dispel. Multiple ranks allow the dispelling of
effects greater than rank 1.

:Dispelling_Curtain

    COST   : 10
    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.

: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 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.

:Dry

   COST   : 1
   MODS   : R

Dry will dry any one garment or piece of clothing that is damp, wet or
soaked, upto 3 square yards per RANK. It can also be used to dry out
other objects that can become wet or damp, such as paper. If cast on a
container or pool of liquid it will dry such out to some extent (upto
one PINT of such).

: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_Sea_Creature
   
    COST   : 3
    MODS   : N

This spell allows the caster to state a particular kind of creature 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 a seagull, a dolphin or a lobster are all viable. The
range that the spell can pick creatures within is a mile per RANK of the
spell.

:Find_Water

    COST   : 3
    MODS   : D,R

When casting this spell, to reduce costs, a tool is often used, the
diviner grasps two ends of a Y-shaped stick. The remaining end twists
around to point in the direction of the nearest source of fresh water
within the spell range. The branch can twist but twenty degrees, and
then the diviner will feel a tug in the direction of the water. The
diviner can specify a minimum amount of water to seek (greater than the
amount in a human body, for example).

:Fishing_Net

    COST   : 5
    MODS   : R

This summons and causes to drop on the target area a 10' square fishing
net that entangles anything inside it. The Net can be cut away in
another round of activity, if no cutting tools are available anything
caught in it gets a roll vs coordination each round afterwards to try to
untangle themselves and escape. The net is non-magical.

:Flare

    COST   : 5
    MODS   : R

This causes a bright flare to occur at the designated site, giving off
daylight intensity light for one round/rank. 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   : 2
    MODS   : D,R,T

Victims failing their saving throw are blinded due to a flash of light
that appears in their eyes. 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.

:Flavor_Food_&_Drink

   COST   : 3
   MODS   : R

This allows the caster to change the flavor of any food or drinking
substance, so that it may be more or less edible to those to consume it.
The flavoring can be as simple as the addition of a single spice to the
taste (ex: pepper) or as complex as a major change (Milk that tastes
chocolate, Beer that tastes like buttermilk, Wine that tastes like
blood). The effect does NOT change the nature of the Food or drink,
merely the flavor, so this spell cannot be used to smoke fresh fish or
to salt it (but can make such TASTE as such).

The taste effect becomes permanent unless countered by another casting
of the spell to change it again.

:Float

    COST   : 3
    MODS   : D,R

This gives an object boyancy so that it will not sink despite its actual
area and volume of displacement, with this spell you can literally make
a brick float in liquid!

It affects an object of upto 100 lbs/rank.

:Freezing_Sphere

    COST   : 5
    MODS   : D

This places around the caster a personal sphere of energy that draws
heat and warmth from anything passing near the caster, freezes water and
other liquids in that range of temperature etc. Beings coming within 5'
of the caster will encounter this sphere and take 1d10 (+2 per RANK) of
cold based damage (unless they have some sort of protection from cold,
natural or magical) and if in physical contact with the caster take an
additional 1d10 of cold based damage for each round of contact. The
caster MUST be careful to NOT have anything (Such as a potion or water)
on their person as this too will be affected by the sphere and become
frozen and/or shatter.

:Hold_Portal

    COST   : 1
    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.

: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.

:Invisibility_To_Mundanes

    COST   : 5
    MODS   : D,R,T

This spell causes a being, object or locale to become invisible to those
who do not believe in magic and lack magical aptitude. It cannot be cast
on a Mundane and Mundanes get NO save against the effect. It has NO
effect on Mages and the like who view the invisible.

It will affect 200 lbs of matter plus 25 lbs per rank. If cast on a
locale instead of a being or object, it can cover 10 cubic feet per rank
of the caster and all within that area (but such cannot be mobile).

It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete invisibility
to all their senses.

:IronMind

    COST   : 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.

:Lavender_Spheres

    COST   : 5
    MODS   : D,R

This creates (For each RANK) a single purplish-pink globe of energy
inside a thin layer of hypersensitive matter that is about the size of a
basketball and drifts like a balloon in the direction set by the caster
at start (but may drift off course by breezes etc). They appear
harmless, bit when struck by ANY object they explode, doing 1d10
explosive magical damage in a 10' radius (Anyone within that range may
make a roll vs coordination and if successful only take 1/2 damage).

This spell is primarily used underwater, where the spheres will rise
upward towards the surface...

:Mage_Blade

    COST   : 5
    MODS   : D

This spell creates any lightweight sword from energy, which is magical
in its nature, and does +1 damage on hitting over that done by a normal
sword, per RANK of the spell.

:Mage_Rope

    COST   : 3
    MODS   : D

This spell creates magical rope, with the thickness of a clothesline,
50'/rank in length that cannot be cut or burnt by non-magical means. It
will not break apart from too much tension, fray or rot and thus is a
perfect tool for usage.

:Magic_Eye

    COST   : 10
    MODS   : D

By means of this spell the caster, creates a "third eye" much like the
spell wizard eye except that it remains in a specific location once
cast.  It can be triggered in two ways, one is a "pre defined" event
occurring, such as some creature passing in front of it.  The second can
be done from anywhere on the same plane, by willing it to activate.
Once activated the eye lasts its duration The "eye" sees as well as the
caster, if caster can see normally invisible so can the eye, magic
enhancements do not work through the Magic Eye, such as spectacles or
detect invisible. The mage, while concentrating will see thru the eye
clearly, when not, it becomes a ghostly mental image... If the caster
has more than one eye only one may be active - activating a second one
will end the first ones usage.

:Magic_Missile

    COST  : 15
    MODS  : R

This is sphere of magical energy and proto-matter which is sent at a
single target by the caster and which does 3d10 damage to the target,
cannot be diverted from target and will not miss. If the target is
sentient its MIND score is subtracted from the damage the missile does
to Health, being the only way to absorb the attack. Additional Ranks
add +1 to the damage.

It cannot be reflected away, absorbed, dispelled, or shielded from.

Target MUST be in sight for the caster to use this spell, as well as
within the range.

:Mason's_Words_Of_Preservation

     COST   : 25
     MODS   : N

This is a complex spell that is used upon a building to preserve and
protect it over along period of time. It reduces all damaging spell
effects cast upon the building (such as fireballs etc) so that only 1
point per 10 points inflicted will affect the building. It prevents All
wear and damage from natural weather and wear. It also gives the
building complete protection from the Mason's_Word_Of_Unmaking* and from
dispells being cast upon it in any way. The building cannot be harmed by
natural fire, and takes only 25% of the damage inflicted by siege
engines, earthquakes and the like.

The walls of the building cannot be climbed, even with a Spider_Climb*
spell, and it is kept magically clean throughout the lasting of the
protection. Spells that affect directly the building integrity (Stone to
Sand, Pit etc) fail to function upon its surfaces, as do Warp_Wood* and
other distorting effects.

The duration of the spell is based on its rank, and lasts 1 year per
RANK the spell is known at.

:Message_Shell

      COST   : 5
      MODS   : N

Cast upon a seashell it will then allow the caster to record an audio
message of 25 words (plus 5 words per additional rank) into the shell
and then transport it to the being named as its intended target
instantly, no matter what plane they are on. It cannot be used to send a
spell affect at them, and the shell becomes ordinary after the casting
and delivery. They must listen to the shell to receive the message.

:Metamorphose_Liquids

    COST   : 10
    MODS   : R

This spell transmutes one type of liquid into an equal amount of a
different, nonmagical fluid (water, wine, blood, oil, etc.). The caster
must torch the fluid itself (not simply its container) for the spell to
take effect.

   Fluids can be transmuted only into nonmagical liquids; it is not
possible to change a magical liquid into another type of magical liquid.
Poisons may be rendered harmless through the use of this spell, but the
spell has no effect on poisons already consumed.

   Living creatures are unaffected by the spell, excluding those from
the elemental plane of water.  Such creatures are allowed a saving throw
vs. spell.  Failure results in 3d10 damage per rank of the spell, while
success indicates no damage.  Only one creature can be affected by a
single casting of this spell, regardless of the creature's size.

:Mind_Guard

    COST   : 5
    MODS   : D

This spell protects the caster or subject target being (must be
sentient) from the effects of a mental nature as well as natural
abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Spirit, Nude Mood,
Possession, Quantum Leap, Spook, Steal Spell, and even Taunt.

:Mind_Speech

    COST   : 3
    MODS   : D,R,T

Allows the caster to communicate mentally with one or more beings. Must
be able to see the being when the spell is first cast, but does not have
to maintain visual contact. The mindspeech is just like normal
conversation, except that NONE of those involved can 'think' a lie thru
the link at the others, so honesty is the rule - any attempt to lie
directly will cause the link to severe. Once enacted, Mindspeech is NOT
affected by the distance - RANGE is only used for the initial casting of
the spell, thus the spell can be bought relatively cheaply if all
involved are in touching range at start, only duration and possibly
targets are needed.

:Pentagram

      COST   : 20
      MODS   : D

The Pentagram is drawn out on the ground or floor and then it is charged
with the spell energy. This star within a circle is usually stood in by
the caster and will reduce or prevent hostile creatures and spells from
entering its confines. No Entirely magical creature (Zombie, Ghost,
Skeleton, Elemental, demon, golem, fae-folk, devil, wraith, or spectre)
can cross this boundary, while non-magical or partially magical ones can
cross at will.

Spells trying to enter it have their effect reduced one rank per rank of
the caster of the Pentagram - if the incoming spell is thus reduced
below one rank it ceases to function, else it is reduced in strength
accordingly.

The Pentagram cannot be broken or erased except by the caster or by
mundane means by a non-magical being, EXCEPT if it is struck by an ERASE
spell. Dispell Magic Does not work on a Pentagram.

:Protection_from_Constriction

   COST    : 1
   MODS    : D

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, Bigby's Crushing Hand, or any
similar gradual compression.

:Protection_From_Pressure

    COST   : 1
    MODS   : D,R,T

This will protect the caster or subject being from the effects of deep
water pressures and prevent getting 'the bends' (but does NOT allow the
caster to breathe underwater).

It can also be used, presumably, in atmospheric conditions with thicker
then one normal atmosphere (Earth-like) when water isn't present.

:Quicksand

    COST   : 10
    MODS   : D,R

This creates a 5' radius pool of quicksand at the targeted point if cast
on earth, sand or natural stone (But cannot be cast on wood or other
man-designed surfaces). This lasts only for the duration, at which time
it returns to its natural state. If a being was caught in the quicksand
and has not yet sunk below the surface then when the spell expires they
will be trapped in the material (But NOT killed in the process).

:Rainbow_Bridge
 
    COST   : 10
    MODS   : D,R

The caster creates with this a very visible rainbow to form a seven-hued
bridge up to 3' wide per RANK and at least 20' long (adding an optional
20' long per RANK the spell is known at) that can hold any weight upto
2000 LBS /RANK upon it to cross it as a normal bridge.

:Rejuvenation

    COST   : 15
    MODS   : R

This spell reduces the age of a living creature by 1d10 years of age.
DURATION is not used with this spell, its affects work long afterwards,
unless canceled by a dispell magic or upon entering a Barren Magic Zone.

:Remove_Fear

    COST   : 1
    MODS   : R,T

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

:Repell_Sharks

   COST   : 1
   MODS   : D

This creates a 30' + 10'/rank globe around the caster that sharks will
not enter by choice and will flee if already within at the casting.

:Resist_Acid

   COST   : 5
   MODS   : D,R,T

This spell is similar to the mage spell resist electricity (q.v.),
except this spell provides some protection from acid and acid based
attacks. It lasts for its duration or until a total of 100 points of
acid damage have been absorbed.

:Resist_Cold

    COST   : 5
    MODS   : D,R,T

This spell lasts for the duration or until the spell has absorbed 100
points of cold damage to protect the target from harm.

:Room_of_Seclusion

    COST   : 5
    MODS   : D

With this spell, the caster can create an extra-dimensional room (10'
cube per RANK) with one side adjacent to an unbroken 10' x 10' area
(i.e. one that has no doors, windows, or other such openings).  The
surface area (which must be touched) now acts as a phase door into the
secluded room. The room can be of any shape and size up to the limit of
the spell but at least one side must be at least a 10' x 10' area. Thus,
the room could be rectangular, pyramidal, hemispherical, etc. The room
lasts for the duration, or until dispelled.

The caster may bring any item, materials, etc. as he or she desires into
the room, so long as the object can fit through the phase door and is
touched by the caster (and only by the caster).

At the end of the spell's duration, anyone or anything still within the
room is now trapped in that extradimensional space. escape is only
possible through other extraplanar travel. This also occurs when a
dispel magic or similar magic is cast against the phase door area.

The phase door itself is detectable by any means available that can
detect magical auras, but the room itself can only be contacted through
extraplanar means. Spells such as clairvoyance and clairaudience would
not detect the events on the other side of the phase door surface.

:Sailing_Winds

    COST   : 5
    MODS   : D

This is cast upon a sailing vessel. It causes a magical wind to spring
up to fill the sail(s) and propel the ship at a rate of about 5 mph/rank
even if the rest of the area is in a dead calm. The direction can be
controlled by the caster for easy control of the vessel.

:SeaFood_Banquet

    COST   : 20
    MODS   : N

This creates from any body of living water, instantly, a full meal for
four people (plus 2 people/rank) including all utensils and serving
ware. The serving supplies vanish when the last of the food has been
eaten or when a full hour has passed.

:Sea_Polymorph

    COST   : 25
    MODS   : D

It enables the caster to transform themself or another willing being
into a different form that is suitable to water environments Salt or
Freshwater). That is it can change their shape, race and appearance
entirely, into an equal, greater or lesser species, for the duration of
the spell. Thus one might change from a human into a dolphin. The cost
for transformations like this are high, as you are altering some of the
standard rules of reality in dealing with conservation of mass and such.

    When such a transformation occurs the being receives all the
abilities of their new form entire - a human become a trout has the
ability to breathe underwater, a human turned merefolk is amphibious and
has the webbed feet and hands etc of that race.

    What doesn't change is - SPIRIT, MIND, Magic Capacity and Health.
This is important as it also means that wounds do not vanish by changing
form, but they are simply not visible in the new form.

    Besides fish, mammals (whale, dolphin, sea otter, sea lion,
merefolk) and sea bird forms may be taken with this spell.

Only the CASTER of the spell can control the shapes taken. Multiple
forms are NOT possible while under the duration of the spell.

: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.

:Sink_It

    COST   : 25
    MODS   : D,R

This causes any object to instantly become non-boyant and to sink to the
bottom when in water despite its normal nature. It remains non-boyant
for the duration (though in many cases something that has sunk won't
resurface if sunk anyway).

: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 (coordination 1)

:Slow_Fall

    COST   : 5
    MODS   : D,R

When this spell is cast, the target(s) affected immediately assumes a
rate of falling is instantly changed to a mere two feet per second (120
feet per round), and no damage is incurred upon landing while in effect.
When the spell duration ceases, normal rate of fall occurs.  The Slow
Fall affects one or more objects or creatures in a 10-foot cube per
rank.

:Speak_With_Sea_Creatures

    COST   : 1
    MODS   : D

Allows the caster or targeted being to speak with creatures of animal
intelligence. This is NOT Charm Animals, it simply allows the asking of
basic information, though while in effect the animals will not attack
the being speaking with them unless attacked.

:Spirit_Ship

    COST   : 1
    MODS   : D,R

This creates a sailboat (capacity 4 persons) at the specified range that
will last for the duration and includes all needed equipment. It
vanishes when the spell expires.

The Spirit Ship cannot be used as a weapon.

:Summon_Water

    COST   : 5
    MODS   : R

This summons from the Elemental Plane of Water 5 gallons per RANK of
pure drinking water into a touched container or at a ranged distance
from the caster. It cannot be summoned into a living thing and if more
is summoned then the container will hold (in the case of a container)
the excess will NOT appear. If summoned in an area where there is no
container then the full maximum amount will arrive. Water weighs about
8.5 pounds per gallon.

:Surfboard_Of_Speedy_Travel

     COST   : 5
     MODS   : D

This creates a magic Surfboard for the caster to ride upon the waves. To
use it the caster MUST have surfboarding skill! The surfboard will be
propelled on a wave of its own making (even on a still body of water
like a lake) and can travel at speeds of equivalent to 10 mph/rank
across the surface. Note the board will not move unless occupied and
will act as if anchored if such, nor will it move unless commanded to do
so by the caster.

:Tentacles_Of_The_Deep

      COST   : 15
      MODS   : D,R

This causes an area affect of 5'x5'x5' per rank (thus at rank two its
10'x10'x10', at rank three 15'x15'x15' etc). Within that area numerous
suctioned tentacles appear and constrict around beings and objects with
great strength. These will hold them tightly, preventing much movement
(there is a Coordination save to escape the area if its at rank 4 or
less at start, after rank 4 this is not possible). The tentacles will do
2d10 +1/rank constriction damage each round to whatever is within their
grasp.

To free oneself from the tentacles one must do 30 Health damage to them
with bladed weapon or fire-based attack (electricity, gunfire or blunt
weapons do no significant damage to them, explosive damage will do only
1/2 damage to them). Tentacles are affected by a standard dispell.

If cast out of the water the tentacles only need 10 Health to be broken
free of.

: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.

:Transmute_Rock_To_Salt_Water

    COST   : 5
    MODS   : R

This transmutes stone of any kind into water instantly, affecting an
area of 5' square per RANK of the spell. It cannot be reversed or
dispelled.

:Transparency

    COST   : 5
    MODS   : D,R

By means of this spell the mage may make a section of metal, stone, or
wood as transparent as glass to be viewed thru. The spell does NOT work
on Lead, platinum or gold. The glass is of a form of a one-way mirror,
upto 3' square in size. It does not change the intrinsic strength of the
material. It lasts until the duration ends....

:UnParalyze

    COST   : 3
    MODS   : R

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

:Unseen_Servant

    COST   : 5
    MODS   : D

The unseen servant is a non-visible, mindless, and shapeless force, used
to step and fetch, open unstuck doors, as well as to clean and mend.  It
is not strong, but unfailingly obeys the command of the wizard.  It can
carry out only one activity at a time and can move only light-wight
items--carry a maximum of 20 pounds or push or pull 40 pounds across a
smooth surface.  It can open only normal doors, drawers, lids, etc.  The
unseen servant cannot fight, nor can it be killed, as it is a force
rather than a creature.  It can be magically dispelled, or eliminated
after receiving 6 points of damage from area-effect spells, breath
weapons, or similar attacks. Additional Ranks add 10 lbs to its carrying
ability, and 1 Health to its survival ability.

:Wall_Of_Ice

    COST   : 10
    MODS   : D,R

This spell creates a sheet of strong, flexible ice. This wall is
primarily defensive, stopping pursuers and the like. The Wall is one
inch thick per RANK of the spell, and covers a 10' Square area per RANK
as well. Anything breaking thru the ice will take 1d10 damage per inch
thickness, with fire-based creatures taking 2d10 per inch.

If this spell is cast to form a horizontal sheet to fall on opponents,
it has the same effect as a heavy hail storm, doing 3d10 damage to those
hit (they get a saving throw vs coordination for 1/2 damage).

:Warp_Wood

    COST   : 3
    MODS   : R

This spell allows the caster to warp wood as if under extreme humidity
and pressure. It can be used to bend arrows so they will not fire true,
make a wooden hulled boat leak, weaken an axe handle so that its head
may fall off or even bend or buckle a door.

    Each RANK of the spell allows the warping of upto 2 cubic feet of
wood. The warping is permanent unless the wood is reshaped in some way.

:Waterproof

    COST   : 1
    MODS   : D,R,T

This spell creates an invisibly thin membrane around the recipient and
any objects in his/her possession, through which water may not pass,
except at the mouth (water breathing, for example, is not hindered if it
is in effect, but it is not otherwise provided by this spell). Its
purpose is to protect and keep dry objects that could otherwise be
damaged or destroyed by water (e.g., spellbooks, torches, tinderboxes,
etc.), since precipitation merely beads and rolls off the recipient and
bodies of water do not penetrate the barrier. The spell does not confer
any special abilities to survive or breathe underwater, but it will keep
the caster and his/her possessions dry.

:Waterspout_Of_Far_Travel

    COST   : 20
    MODS   : N

This is cast on a body of water, be it a pond, river, ocean, lake or sea
(it must be at least as large as a full size olympic swimming pool). It
creates a swirling waterspout from the water about 6' high. Into this
the caster may step while visualizing a locale to arrive in. The locale
MUST be a body of water. The second body will also form a similar
waterspout and the caster will vanish from one to the other and then
both will return to normalcy.

The caster can take 200 lbs of equipment/passengers thru the spout with
them per rank.

:Waterwalking

    COST   : 1
    MODS   : D,R,T

This spell allows the caster or target beings to be able to walk upon
the surface of liquids (except acid) as if walking on a solid surface.
The does NOT work on fog, mist or clouds.

Comments

Popular posts from this blog

BOTTOM LIVE script

Fawlty Towers script for "A Touch of Class"