Bardic tradition

:Bardic_Tradition

   The Bardic tradition is seemed in the ancient European concepts of
musicians and performing poets who weave magics thru song, music, dance
and couplet. Their magics are often subtle, manipulating emotions and
thoughts more than the physical world.

   Prerequisite Skills:

            At least One Musical Instrument
            Reading/Writing
            Singing
 
   Suggested Optional Skills:

            Dancing
            Juggling
            Streetwise
            Voice Mimicry
            Ventriloquism
            Ancient Language
            Modern Language

   Casting Rules & Restrictions:

            -20% if not able to sing vocally in casting
            -10% if not able to play musical instrument in casting
            -10% if caster cannot hear
            -10% if target is alive and cannot hear song/music
            +10% if other musician playing instrument in accompaniment
                 (this compounds with additional musicians)
            +20% if able to dance while casting (Dance adds 2 rnds 
                 to the casting time on all spells though).
            When performing and NOT casting the bard recovers 
                 energy as if from two hours of sleep per hour of
                 playing their instrument. (Special Recovery).
            CANNOT HANG SPELLS in this tradition
            CANNOT BE A TOKEN MAGE in this tradition
            Cannot Learn Draconian Tradition

:Age_Alcohol

    COST   : 5
    MODS   : R

This spell magically ages Alcohol. The standard durations are not used
for this spell. Each point put into Duration adds 6 months to the age
(and thus fermentation level). Upto 4 gallons +1/Rank can be aged with
this spell.

:Animate_Object

    COST   : 7
    MODS   : D,R,T

By means of this spell an inanimate object becomes animate and under the
command 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. They are imbued only with enough intelligence to obey the
instruction by the caster (ex: an animated broom can sweep the floor,
but knows nothing about making tea). 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 commands are possible. The animated beings
cannot perform a task that the caster has no knowledge of or cannot
perform themselves - ex: an animated mannequin instructed to make dinner
by the caster could cook no better than the person that created it. They
cannot hold or manipulate magical energy in any way.

:Apprentice_Link_Ritual

    COST   : 20
    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.

:Awaken 
 
    COST   : 3
    MODS   : R,T

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

This spell is cast upon a being of sentience only. It enhanced their
Cosmetic Base magically for the duration by 10 points. 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.

: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.

:Bubbles_Of_Euphoria

    COST   : 15
    MODS   : D,R

This spell summons or generates some giant 'soap bubbles' that will
float around the area where they were ranged to. Those within the area
must save vs Coordination each round of the effect to avoid touching and
bursting one of the bubbles. If they fail and touch one it bursts, and
releases a strange gas effect on them - because of its nature it WILL
bypass a minor globe of invulnerability and it will work on a being with
magic resistance. The gas causes a feeling of Euphoria in the being,
which will make them smile and laugh at foolish things. This will
distract mages who are spellcasting, even those with IRONMIND spells
active, reducing their chance to cast by 25%, and it will reduce any
resistances to sleep, charm or non-damaging spells by this same amount.
The effect of the Euphoria lasts for the duration.

   Area of effect is a 20' radius from the range point, and the caster
CAN be affected by their own spell in this case if they cast it in too
confined an area! Each additional rank adds 10' to the radius.

:Calm_Animals

      COST   : 3
      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.

:Cause_Fear

      COST   : 10
      MODS   : D,R

This causes all beings (humanoid and animal) in a radius from the caster
at range to have to save vs Magic on a fear effect. If they fail they
will flee (if possible) or cower unoffensively for the duration of the
effect.

:Charm_Animal

    COST   : 5
    MODS   : D,R,T

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   : 10
   MODS   : D,R,T

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, 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.

:Charm_Undead

   COST  :  7
   MODS  :  D,R,T

This spell will automatically CHARM any normal form of Undead (Ghost,
Spectre, Wraith 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....

:Cleanliness

   COST   : 3
   MODS   : D,R,T

This spell is cast upon cloth, either uncut or finished clothing. It
enhances the natural properties of the cloth, making it wrinkle-proof,
stain-proof and unable to become dirty or soiled in any way (Such will
roll or fall off). It dries in minutes and is in every way superior.

: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. It only works outside.

:Cloud_Of_Slumber

   COST   : 10
   MODS   : D,R

This spell creates a cloud of invisible gas in 10 cubic area/rank. Any
Living creatures within the Cloud must save each round while in it or
collapse asleep for an hour. The caster is NOT affected.

:Color_Spray

   COST   : 5
   MODS   : R

Upon casting this spell, the bard causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand. Creatures within the area
are affected in order of increasing distance from the wizard.  All are
entitled to a saving throw vs. Intuition.  Blind or unseeing creatures
are not affected by this spell.

   Creatures failing saving are struck unconscious for 1d10 rounds.

Range will determine the maximum range from Caster that creatures can be
to be affected.

:Complex_Illusion

     COST   : 15
     MODS   : D,R

This spell is the most advanced of the Phantasmal Force style illusions.
This illusion will affect EVERY sense of those experiencing it and will
appear to even inflict damage if it is a damage causing thing that is
being projected - but a being that things its been killed/destroyed will
merely fall unconscious for 1d10 + Rank rounds and then will revive with
no damage from the illusion. A being who has been so knocked out will
NOT be affected by the illusion a second time.

Complex illusions will move as ordered by the caster within range, and
will otherwise stay put unmoving until dispelled or destroyed. Thus an
illusion of a brick wall will last until the duration is ended...

Casters are NOT affected by their own illusion.

:Control_Elemental

   COST   : 5
   MODS   : D,R

Allows the caster to control an elemental within range for the duration,
forcing it to completely and unquestionably obey any order it is given.

:Control_Winds

    COST   : 10
    MODS   : D,R

This allows the caster to manipulate the existing winds in the area
(radius effect equal to the purchased range), changing their direction
or lowering or increasing intensity by 10 MPH/Rank. Winds of 50 MPH or
greater require Coordination rolls to remain standing in for others (but
not the caster). Winds of 70 MPH or higher begin to cause structural
damage. Winds of 100 MPH or greater can collapse buildings and other
structures of wood.

:Cure_Disease

   COST   : 15
   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 does NOT work against
AIDS or Cancer.

:Dancing_Lights

     COST   : 7
     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 a dismal philosophy upon the targets, making them all
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.

:Detect_Emotions

      COST   : 1
      MODS   : R

This allows the caster to know the general emotional state of all the
individuals within the radius range area effect.

:Detect_Magic

      COST   : 3
      MODS   : D,R

This spell causes all magic in a radius of the caster out to the range
it is cast at to glow with a blue glow. Duration will make them to
continue glowing after the song is done.

:Dirge

   COST   : 15
   MODS   : D

Similar to Depression, but aimed at the hearts of those within hearing
distance that are not playing with the caster. Dirge lowers the ability
of others to save against spells and all other attacks, reducing
everyone's saving throws by 5% per rank of the caster (Max of 10 ranks).

:Discord

   COST   : 5
   MODS   : R

Cast upon a single target, the discord has no effect upon a mundane.
Upon a Mage who is NOT a bard it does 1d10 of damage (They do get a
chance to save against the effect and if successful receive no damage).
Upon another Bard though this spell has a very different effect : They
take, unless saved against 1d10 + 1/rank damage from the effect (No
armour ABS except magical) and if presently casting or playing they must
make a save again vs Mind alone or the spell will cause their playing to
go astray (in the case of casting this means they were interrupted and
must start again).

:Dispel_Illusion

   COST   : 5
   MODS   : R

This will cancel ANY illusionary effect instantly and finally.

:Dispel_Magic

   COST   : 7
   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

Note that in many cases you need several ranks of dispell to affect
a spell that was itself cast at a higher rank.

:Dispel_Silence

    COST   : 5
    MODS   : D,R

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.


This spell takes NO mods to be cast from the chaster not being able to
sing or play their instrument.

Stealth FAILS inside a Dispell Silence Field.

:Disruption

     COST   : 15
     MODS   : R

This is cast ONLY on a single target. The Target must be a mage. If the
Target fails a save vs Magic then they will immediately lose ALL their
HUNG spells and the energy held in them.  Multiple Ranks may be bought
PURELY so that the spell can penetrate a Pentagram.

:Disrupt_Undead

    COST   : 10
    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.

:Drain

   COST   : 25
   MODS   : R

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

:Drain_Audience

   COST   : 15
   MODS   : R

This slightly unethical spell allows the Bard to draw upon the energy of
their audience in the radius range area of effect. The audience will
feel emotionally drained after the casting, but the caster will gain a
special factor so that all their spells are +1 rank per 10 persons in
the audience and anyone they cast on who was in the audience is -10/rank
of the caster to all their saves against any spells cast by the Bard
afterwards. These effects last for 1 hour per rank of this spell after
the casting.

In its process it NEGATES all emotion control or manipulating spells
that were active before the casting on members of the audience.

:Dry

   COST   : 3
   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).

:Elemental_Burst_Of_Glass

        COST   : 5
        MODS   : R

This causes a glass or crystal object to suddenly explode in a spray of
sharp 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   : 20
    MODS   : D

When the target this spell is cast upon is attacked in any way the
attacker receives back half damage (only Health damage applies) as that
the target had received from them AFTER armour etc, as internal damage.

:Enhance_Emotions

     COST   : 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 contentment without action, etc.

:Enhanced_Phantasmal_Force

     COST   : 7
     MODS   : D,R 

This spell is a Phantasmal force with Sight and Sound and (optionally)
smell, but not substance. The enhanced Phantasmal Force can cover a 10'
x 10' x 10' area at the stated range per RANK and can move anywhere from
that range to the caster as the caster chooses. While working this spell
the caster cannot cast another spell (but may prepare one) or engage in
HTH combat except defensively. If the caster moves the Force will remain
always within range of the caster. Upon casting another spell the Force
will cease to move by the will of the caster, but will simply freeze
frame where it is until the duration ends. It will continue the last
ordered sound and smell output.

:Exorcise

      COST   : 20
      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 Magic save to oppose it.

:Extinguish_Fire

    COST    : 7
    MODS    : R

    This will extinguish any fire within range radius.

:Find_Fae_Gate

   COST   : 15
   MODS   : D,R

This makes the caster sensitive to the weaknesses between the Earth and
the Lands of the Fae, so that those passages between the two lie hidden.
It allows the finding of such a spot within the radius of effect while
active, if they exist.

Note that not all Fae gates are stable constructs, some shift about
based on the season or the year while others might exist but for a
single day.

:Flash 

    COST   : 5
    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.

: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.

:Friends

   COST   : 3
   MODS   : D

A friends spell causes the wizard to temporarily gain 2d10 points of
Cosmetics Base.  Intelligent creatures around the caster and meeting
him/her must make immediate reaction checks based on the character's new
Appearance.   Those with favorable reactions tend to be very impressed
with the spellcaster and make an effort to be his friends and help him,
as appropriate to the situation.  Officious bureaucrats might decide to
become helpful; surely gate guards might wax informative; attacking orcs
might spare the caster's life, taking him captive instead.  When the
spell wears off, the creatures realize that they have been influenced,
and their reactions are determined by the GM.

:Gossamer_Axe

   COST   : 7
   MODS   : D

Cast upon a guitar or any other stringed instrument, it enhances the
effectiveness of the instrument for a tool of magic. Any Bard using the
instrument to cast with for the duration is +5% per RANK to succeed at
casting spells with it (Maximum of 10 ranks) and the Bard also gets a
+5% to all magical saving throws against others spells per RANK while
playing it.

:Healing_Sleep_(Lullabye)

   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) and add 1 to the healing total.

:Hold_People

     COST    : 15
     MODS    : D, R

It is cast on sentient individuals and paralyzes them if they fail an
Magic save where they stand. They stay such for the duration and cannot
act, unless a mage. If a mage they may attempt to cast a spell without
hand gestures or speech, merely by thought. The affect is on ALL
humanoids not involved in the casting within the Range Radius of the
caster.

:Hypnotism

   COST   : 5
   MODS   : D,R,T

The target creature(s) become susceptable to suggestions from the caster
that are delivered vocally in a language that they understand. The
caster must give the SAME suggestion to all targets immediately after
the casting of the spell.

: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.

:Interposing_Hand

   COST   : 10
   MODS   : D

This creates a HUGE-sized magic hand which appears between the caster
and an opponent. This disembodied hand then remain between the two,
regardless of what the spellcaster does or how the opponent tries to get
around it. The hand is about the size of the caster. It may be harmed by
spells and normal weapons, but can absorb all damage until it hits its
limit, which is 100 points per RANK of the spell.

:Leprechaun's_Luck

    COST   : 5
    MODS   : D,R,T

Cast on the caster or another, this instills magically enforced luck
upon them. Thus the character gets a +5% per RANK added to ALL their
saving throws made vs a stat for the duration.

:Light

    COST   : 5
    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 Magic 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.

:Mage_Road

   COST   : 30
   MODS   : N

This spell can ONLY be cast upon an existing road or path and will
affect 1 mile per rank of the caster OR until the end of the path,
whichever comes first.

It magically paves the road and will keep it clear of plant life that
might otherwise grow upon it. It will also set up a field along the
road, extending about 10' to either side of the roads boundary, which
will drive away non-sentient creatures unless they are brought to the
road by a sentient.

The road will not be affected by weather, and any participation upon it
will run off to the sides magically (Snow melts and runs off instantly,
rain just runs off etc).  The road will allow travelers on vehicles to
move three times their normal distance upon its surface.

The road cannot be dispelled and it is immune to most magical attack
forms (Fire, electricity, acid, and Polymorphs like PIT* ).

:Melodramatic_Music 

    COST   : 5
    MODS   : D,R

The spell causes the music to be played whenever the victim performs
certain actions; such as entering a room, charging into battle, or
making an announcement.

It makes it nearly impossible to perform any stealth-oriented function.

:Mind_Fog

   COST   : 20
   MODS   : D,R

This spell fills up a radius around the caster equal to the range, and
will reduce all Magic saves by others within that area by 10%. It
appears to be a light wispy fog. Additional RANKS reduce an additional
10% each. Some races are not affected by it at all including Dwarves,
Gypsies, and Elves. It cannot penetrate a minor globe of invulnerability
or any pentagram (no matter its strength).

:Morale_Boost

    COST   : 5
    MODS   : D,R,T

This spell gives the recipients a +5% per RANK to save vs FEAR attacks,
and will also give them a +5% chance per rank to succeed at all attack
rolls for the duration of the spell.

:Nude_Mood_Dance

   COST   : 25
   MODS   : D,R

Cast at all beings in a radius range this forces them into a compulsive
behavior to immediately strip off all clothes and armour to dance naked
(it does NOT cause the removal of jewelry). Once they have completed
undressing they get a save vs Magic again to return to their senses and
have to deal with the situation, otherwise they will dance naked for the
duration without conscious thought.

:Nullify_Magic

   COST   : 25
   MODS   ; D,R

This song is played to prevent all other magic spells in a radius out to
the RANGE around the caster for the duration. This way a Bard may
prevent any magic casting, item, device or active spell from
functioning. It works against nearly everything (save for spells being
cast at a GREATER rank then the rank he knows this spell at, and for
Alchemy based effects).

:Phantasmal_Force

    COST   : 3
    MODS   : D,R

This spell creates the illusion of any object, creature, or force, as
long as it is within the boundaries of the spell's area of effect, being
upto a 40 cubic feet in size per RANK of the Spell.

The illusion is visual and affects all believing creatures (undead are
immune) that view it. It does not create sound, smell, or temperature.
Effects that depend of these senses usually fail.  The illusion lasts
until struck by an opponent--unless the spellcaster causes the illusion
to react appropriately--or until the wizard ceases concentration upon
the spell (due to desire, moving, or a successful attack that causes
damage) or due to its duration ending.  Creatures that disbelieve the
illusion see it for what it is.  Creatures believing the illusion are
subject to its effects.

   The illusionary effect can be moved by the caster within the limits
of the area of effect. The GM has to rule on the effectiveness of this
spell.

: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.

: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.

: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 10' long (adding an optional
10' long per RANK the spell is known at) that can hold any weight upto
1000 LBS /RANK upon it to cross it as a normal bridge.

    The bridge fades away when the spell duration ends.

:Remove_Curse

    COST   : 20
    MODS   : D,R

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

:Remove_Fear

    COST   : 3
    MODS   : R,T

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

:Resist_Paralysis

    COST   : 3
    MODS   : D,R,T

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.

:Reveal_Fae_Gate

   COST   : 25
   MODS   : D,R

This makes visible to all who look upon it any Fae Gate within Range of
the caster. It also opens such a gate wide for access by those on either
side and allows safe passage for them thru it.

Note that not all Fae gates are stable constructs, some shift about
based on the season or the year while others might exist but for a
single day.

:Safeguard

     COST   : 15
     MODS   : D,R

This spell is cast on a radial area from the caster and will remain in
that area after the caster has left it. All damage inflicting spells
cast or striking in that area will only have minimal effects, that is 1
point of damage per Die rolled.

:Sanctuary

    COST   : 7
    MODS   : D

This spell will allow the caster some level of protection in return for
non-hostile action. The caster cannot in any way, after casting this,
attack, perform hostile act upon or cast harmful magic upon anyone or
they cancel the spell.

While Sanctuary is in effect the caster is protected - anyone wishing to
take a hostile action against the caster must make a saving throw vs
Magic to target on the caster. The effect does NOT apply if the spell
being used is an area effect.

:Slaying_Song

    COST   : 30
    MODS   : R

This affect goes out in a radius of RANGE and affects ALL within that
range who fail to save. It does 2d10 + 1 point per rank damage with NO
armour absorbtion (magical or otherwise). It is a sound based attack
entirely and has NO SAVING THROW. Magic resistance will work though. It
can not reflected, absorbed, shielded or otherwise stopped.

:Sleepy_Song

    COST   : 3
    MODS   : D,R,T

When a wizard casts a sleep spell, he causes a comatose slumber to come
upon one or more creatures (other than undead and certain other
creatures specifically excluded from the spell's effects).  All
creatures to be affected by the sleep spell must be within 30 feet of
each other. The center of the area of effect is determined by the
spellcaster.

   Slapping or wounding awakens affected creatures but normal noise does
not. Awakening requires one entire round.  Magically sleeping opponents
can be attacked with substantial bonuses (Coordination 1)

:Speed

    COST   : 3
    MODS   : D,R,T

Allows the caster or subject beings to move consistently at maximum
speed. This means they will ALWAYS have top initiative in combat and
action.

:Spell_Shield

    COST   : 5
    MODS   : D,R,T

Places an auras around the caster or a target being that protects
against ALL damage causing spells aimed directly at them (Does not block
non-damaging spells or AREA EFFECTS), reducing their damage to MINIMAL -
so if a damage spell does 1d10 normally, it will only do 1 point of
damage on hitting.

:Spell_Singing
   
    COST   : 25
    MODS   : D

This spell takes much creativity and thought to use properly. It allows
the bard to tap their greatest potential. By choosing a normal song the
mage can produce an effect based on the song. PLAYER must state the song
and the GM must either be familiar with it or the player must be able to
recite, play or otherwise present the song to the GM.

Usage Example : Michael Row The Boat Ashore

This will, when used in a rowboat or near one, cause an Unseen servant
to row the boat towards the nearest shore.

Usage Example : The Gambler

This will instill on a chosen target being precognitive ability with
games of chance involving cards so that they will know when to bet, how
well and when to cease playing "Know when to Hold them, Know when to
fold them, know when to walk away, no when to run".

Again, creativity and versitility go together with this spell.

:Spell_Reflection

    COST   : 10
    MODS   : D,T

This places an auras 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.

:Spirit_Ship

    COST   : 10
    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_Aide

    COST   : 25
    MODS   : D

This is the quick summoning of creatures or beings that will serve the
caster in any capacity he/she can think of - the problem is that the
spell is NOT particular about what kind of aide it calls. That is it
will summon the best available aide available to the character for the
expended amount of energy. The resulting aide is RANDOM. This means it
may not be the best for the situation. Summoned creatures obey the
casters basic commands, but cannot carry out complex ideas unless the
caster speaks the same language. Ordering a wolf to attack works,
ordering a wolf to scout ahead and come back and tell what's around the
next bend in the road isn't possible. If sentients are summoned they
will remember the incident and will probably hold a grudge if they
survive (Folks don't like to be puppets), unless they are treated fairly
and reasonably.

Additional RANKS of this spell will improve the quality of the resulting
aide summoned by the spell.

:Summon_Soapbubbles

    COST   : 3
    MODS   : D,R

This spell will summon a large number of soapbubbles at any point within
range.  The soapbubbles may be mildly distracting, but they cause no
actual damage.  Someone who has heard of Bubbles_of_Euphoria*, but not
seen them, may mistake this spell for that one.  Conversely, someone
with experience with this spell may assume Bubbles_of_Euphoria* is a
varient of this one, the first time they see it.

:Taunt

    COST   : 5
    MODS   : D,R

A taunt spell enables the caster to jape and jeer effectively at a
single type of creature with Intelligence. The caster need not speak the
language of the creatures.  His words and sounds have real meaning for
the subject creature or creatures: challenging, insulting, and generally
irritating and angering the listeners.  Those failing to save vs. Magic
rush forth in fury to do battle with the spellcaster.  All affected
creatures attack the spellcaster in melee if physically capable of doing
so, seeking to use body or hand-held weapons rather than missile weapons
or spells. Separation of the caster from the victim by an impenetrable
or uncrossable boundary (a wall of fire, a deep chasm, a formation of
set pikemen) causes the spell to break.  If the caster taunts a mixed
group, he must choose the type of creature to be affected. If used in
conjunction with a ventriloquism spell, the creatures may attack the
apparent source, depending upon their Intelligence, a leader's presence,
and so on.

: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   : 3
    MODS   : R,T

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

:Ventriloquism

    COST   : 1
    MODS   : D,R

This spell enables the wizard to make his voice--or someone else's
voice--or a similar sound seem to issue from someplace else, such as
from another creature, a statue, from behind a door, down a passage,
etc.  The spellcaster can speak in any language that he knows, or make
any sound he can normally make.  With respect to such voices and sounds,
anyone rolling a successful saving throw vs. Magic with a -5 penalty
detects the ruse.

If cast in conjunction with other illusions, the GM may rule greater
penalties or disallow an independent saving throw against this spell in
consideration of its contribution to the total effect of the combined
illusion.

   The Bard does NOT have minuses or pluses for music or dance with this
spell.

:Wall_of_Fog

    COST   : 5
    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.

:Wall_Of_Sound

    COST   : 25
    MODS   : R

This wall is built of sonic force and will prevent passage thru it by
any physical being or attack. The wall is invisible but very audible and
can be heard easily. It will reduce any spells effect trying to pass
thru it by one rank per rank of the wall spell. It can be upto a 30' x
30' + 10'x10'/rank wall, but the creator cannot move out of range of it
or it will fade away.

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