Druids

:Druids

   Druids in Mystic are not the descendants of an ancient magic
tradition, they are the creation of Neopagan Revivalists who have taken
the few known myths, writings and accounts of the original druids and
added large amounts of romanticism crossed with modern sciences to form
a new, slightly confusing (to the novice) and very different system of
understanding.

   Among themselves Druids INSIST that their members be certified within
their religion to be a Leader of a group. Their groups work rituals with
a large bonfire in the center of a diamond that they insist on calling a
circle. They wear formal robes or tabards in ritual work and gather in
groups as small as three and as large as 300. Despite their claims of
equality they tend to have male led groups.

   Although they are ecologically aware and concerned, they are not
afraid and encourage the use of technology (each group has at least one
member who has as their second tradition that of a technomage).

   Unlike many pagan groups they ACTIVELY solicit funds and seek to gain
new members thru discussion groups. They hold public rituals and make
general public nuisances of themselves as far as the hidden spellcasters
of the world are concerned. They consider it a RIGHT for all
spellcasters to practice their arts legally and as recognized religions
under the Constitution of the USA and usually charter their groves and
Homes as church property to avoid taxation. (They also get a large
number of 'silent partners' who become druid laymen so they can hide
their assets from the IRS etc.)

   Despite all this, it is estimated that all the various druid groups
in the USA make up about 1200 people in all that are actively trained in
the magical tradition and another 5000-7500 who are lay members
(non-casting) or simply 'silent partners'.

REQUIRED SKILLS:

         Computer Operation
         Fire Building
         Herbalism
         Meditation
         Read/Write
         Religions

Suggested Skills :

         Alertness             Gaelic
         Anthropology          Greek
         Biology               Middle English
         Blacksmithing         Philosophy
         Bowyer/Fletcher       Politics (Theory)
         First Aide            Roleplaying Games
         Hand-To-Hand-combat   Singing
         History, Ancient      Staffs & Polearms

Restrictions & Advantages:

         -10% to cast in Urban Environment
         -20% to cast in Polluted area or Heavy Toxics zone
         -10% to cast inside a building
         Among themselves they refer to each Rank of training
                in a spell or in the religion as a Circle
                ("I am Fifth Circle in that spell")
         Rank 10 in Religion AND Spellcasting makes one a 'High Druid'
         -5% for each mundane viewing the casting
         +5% for each Druid or Druid Laymember viewing the casting
         -10% if not casting in official Robe/Tabard
         Casting a RITUAL always causes an annoying light rain to
            fall for a 1/4 mile radius around the casting circle
            for the duration of the ritual.
         Must argue Religion with any Christian Proselytizer who
             approaches them as a morale imperative.
         Cannot be TOKEN Mages
         Cannot be Blood Mage, Draconian, Voodon or Shaman Traditions

:Age_Alcohol

    COST   : 5
    MODS   : R  (special D)

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 1 gallon can be aged per RANK of
this spell.

:Animal_Enmity

   COST    : 3
   MODS    : D,R

This spell simply causes the victim to be offensive to animals for the
duration. Horses will shy or buck, dogs will bark, bulls will charge,
birds will aim at them, etc. Note that animals with a close association
to the victim won't do anything to hurt the victim, they'll just treat
him or her like you would treat a friend who, for some reason, smelled
horrible.

:Animal_Possession

    COST   : 25
    MODS   : D,R

This spell allows a mage to possess the body of any animal intelligence
creature, and control it thusly. The Mages own body slips into a deep
sleep while inhabiting this creature mentally. The Mage controls ALL the
actions of that body and will feel ALL and see and HEAR what the
creature normally would. If the creature is harmed or killed while the
mage so controls it the mage will awake to find their body has suffered
health damage internally equal to that done to the creature. A mage
whoose body is slain while they are so possessing a creature becomes
trapped mentally within it.

Mages so possessing a creature can cast from the body, using their stored
pool of energy and may even gain energy thru the link in some
circumstances. The mage may severe the Possession at will, snapping
back to their own if it still exists. If a mage is trapped in a body
after the death of his own then the duration of the spell no longer will
apply.

:Animal_Tracks

   COST   : 1
   MODS   : D,R,T

This spell causes the caster to leave tracks & scents as as the animal
specified during casting.  The tracks have traces of magic for 3 hours
per RANK after which they are indistinguishable from normal tracks.

:ArchDruid's_Groping_Fingers

   COST   : 10
   MODS   : D,R,T

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!

:Association

    COST   : 10
    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_Sight

    COST : 5
    MODS : D

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

: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 an INT saving throw.
Fails against creatures native to the plane.

:Barkskin

    COST   : 15
    MODS   : D,R,T

This spell toughens the skin like bark, making it absorb 5 points of
damage per RANK, upto a maximum of 4 ranks. The protection is applied
AFTER normal armor absorption, and does not protect the subjects
clothing. It cannot be combined with metal armour.

: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.

:BladeSharp

   COST   : 10
   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.

:Block_Teleport

   COST   : 15
   MODS   : D

This spell prevents anyone from teleporting into or out of the area of
effect while the spell is in effect. It will not effect homing teleport
spells (e. g. word of recall). It will also not effect gates. It covers
an area of 100 Cubic Feet per RANK of the spell.

:Blood_Finding

    COST    : 15
    MODS    : D,R

This spell requires a blood sample and a sewing needle. It works on the
principle of like attracting like and will cause the needle to point to
the nearest source of similar blood EXCEPT that of the caster or the
original source of the blood. Thus it creates a miniature compass that
will draw one to the nearest similar, which almost always means unto a
blood relative (if no blood relative is within range then it will point
to the nearest closest in blood type or species).

:Boneset

    COST   : 5
    MODS   : R,T

Cast on broken bone or multiple broken bones, this will place the bones
into proper place to begin to heal. In the process it does 1d10 of
repair to the damage mending the break. It does NOT close open wounds,
cure infections or repair organ damage.

:Brand's_Elixir

      COST   : 12
      MODS   : R

This spell converts any alcoholic drink, upto 1 quart, into a magical
healing Elixir temporarily. The Elixir will only work if used within the
duration of the spell - after that it returns to its normal state. Each
dose (1 Cup, 4 cups to a quart) will heal upto 2 points of damage, no
matter the source, when drank or applied to an open wound. The healing
is final, the potion of course can expire. Additional RANKS add +1 to
the healing effect of a dose.

:Breeze_Call

     COST   : 5
     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_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.

:Camouflage

    COST   : 15
    MODS   : D,R,T

The caster (or target being) while this is under effect, becomes
invisible in natural surroundings such as a forest, Field, Snow covered
mountains, Ice plain or Desert. They can move without leaving a physical
trackable trail, but CAN be heard on occasion and become visible if they
make an attack against someone. While Camouflaged in this way they are
+50% coordination defensively and will have surprise when making an
attack (but cannot return to invisibility after an attack until all
opponents are out of sight range). (Infravision or tracking scent reduce
the modifier down to a +25% while camouflaged).

:Change_Staff

     COST   : 30
     MODS   : D,R

This transforms a wooden staff into a full sized Treant that is totally
obedient to the caster. It starts with 96 health , Armour ABS 10 (Not
counted vs FIRE) and can attack with its branches to grapple, hold, and
bash (bash does 3d10 dmg) Attack skill 85%. It moves at half the speed
of a man running. It lasts till destroyed, dispelled or the duration
ends.

The treant cannot be created nor function within 90' of mundanes.

:Charm_Animal

    COST   : 12
    MODS   : D,R

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.

: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.

:Combat_Precognition

     COST   : 10
     MODS   : D

This spell will assist the caster when fighting against a single
opponent, who must be visible at the casting, allowing the mage an
advantage by being able to predict some of their combat actions before
they occur. For each RANK of the spell the caster gets a +10% to all
rolls to attack the opponent and a +10% to SAVE against all attacks by
said opponent (including an additional 10% to their defense). The
spell also will END if the opponent is slain.

:Control_Elemental

   COST   : 15
   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_Temperature

   COST   : 15
   MODS   : D,R

This spell extends in a radius around the caster equal to the Range that
is purchased. It allows the caster to manipulate the natural temperature
to one between 0 and 100 degrees fahrenheit at will while it is
operating (It defaults to a comfort zone unless instructed otherwise,
based on the characters usual preferred temperature). This will protect
against potential temperature extremes, exposure and overheating. It
does NOT assist against fire or ice based attacks, but will melt ice
within its realm (thus limiting and ice dart to 1 round of
effectiveness) if set properly or reduce HEAT damage by half from a
purely heat based attack. Others within the range will also be effected.

:Control_Winds

    COST   : 20
    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.

:Create_Campsite

   COST   : 15
   MODS   :  N

With this spell the caster generates a squadron of tiny invisible
servants who create a campsite for the caster and his/her companions.
The caster stands in the desired area for the campsite (a 60' radius
area maximum per RANK) and the number of individuals the site is to
accommodate.

   The servants clear the area of debris, set up tents if present, set
up bedrolls, start a campfire, fetch water if available, tether horses
and mules, and dig a nearby latrine. The campsite will be so skillfully
prepared as to be only noticeable 50% of the time from outside of it due
to the blending with the surrounding terrain.

   The entire process takes about 10 rounds to be accomplished.

   The servants use the gear available to them and any improvised gear
they can create from the working area - if no tents exist they will
create lean-to's of branches and leaves and grass if available.

   These servants cannot fight for the party, deliver messages, or take
any other actions other than creating the campsite.

   The spell CAN be cast in reverse easily, as a BREAK CAMP, which makes
servants to strike a campsite and repack the gear, extinguish the fire,
and return the site to its original state as much as possible.

: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.

:Cure_Hangover

   COST   : 5
   MODS   : R,T

This spell removes all the symptoms of a hangover in the target beings.
There is no saving throw vs this effect.

:Cure_Nausea

   COST   : 7
   MODS   : R

This spell will remove all the effects of Nausea, wether its natural,
caused by a stomache flu, virus or spell. It does NOT remove any
diseases. But it makes the subject functional and ends also retching and
vomiting that may accompany Nausea.

:Delay_Spell

     COST    : 10
     MODS    : D

This is yet another form of Metamagic, spells designed only to affect
other spells. The caster casts this spell and then it affects the NEXT
spell they cast successfully, setting a timer on the spells effect
before it takes place based on the duration of the DELAY. Thus one may
produce a time-bomb like effect with a variety of spells and concepts.

:Detect_Charm

   COST   : 3
   MODS   : R

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

:Detect_Curse

   COST   : 5
   MODS   : R

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

: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 MIND roll can identify the exact disease.

:Detect_Illusions

    COST   : 10
    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   : 3
    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_Magic

   COST   : 1
   MODS   : R

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

:Detect_Metal

     COST   : 5
     MODS   : D,R

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

:Detect_Nexus

     COST   : 10
     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_Poison

   COST   : 5
   MODS   : R

With this spell, the forensic wizard can determine if a corpse has been
poisoned. One corpse can be checked each round. The wizard can determine
the means by which the poison was administered and the place at which it
entered the body, and a chance of determining the exact poison involved
equal to the caster's MIND.

It can also be used on a living target in hope of discovering if a cure
poison may cure a condition, or can be cast on a substance to see if it
is poisonous.

:Detect_Scrying

    COST : 10
    MODS : D,R

This spell notifies the caster of any scrying by magical or mundane
means occurring within the Range radius of the caster. Thus ANY
clairvoyance, Clairaudience, detection or analysis spell active in that
area or cast at them will be reported. It will also report security
cameras and active microphones and state their locale. It does NOT
detect invisible persons or devices present that might be
listening/viewing nor will it detect a sentient that might be hidden,
invisible or on the Astral plane. Only the caster hears and knows of the
scrying report. It fails vs Boom microphones outside radius that might
be able to receive them or cameras outside the range with telescopic
lenses etc.

:Detect_Shapechanger

    COST   : 5
    MODS   : D

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   : 5
   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.

:Detect_Traps

   COST   : 10
   MODS   : D

Allows the caster to determine if anything in sight is a Trap. Range is
not used with this spell, nor is target, as it simply notifies the
caster of traps. If the caster wishes to determine what the trap is a
Magic save is needed, and if successful can state what the trap is and
may be able to disarm it.

:Dispel_Magic

   COST   : 10
   MODS   : D,R

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

:Dispel_Silence

    COST   : 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.

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
so that the spell can penetrate a Pentagram.

:Dry

   COST   : 5
   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_Air

   COST   : 1
   MODS   : R

This causes at the target point a sudden burst of high pressured air,
causing a concussive wave. All within 5' of the burst must save vs Magic
or be stunned for 1 round per RANK of the spell. It otherwise causes no
damage. Air elementals are unaffected by this spell.

:Elemental_Burst_Of_Wood

   COST   : 10
   MODS   : R

This causes a wooden object to suddenly explode in a spray of splinters,
doing 1d10 + 2 + RANK in damage to all within 5' of the object. It will
only work on objects less than 20 lbs in weight. Armour IS applied
against this non-magical damage.

:Empathic_Revenge

    COST   : 15
    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.

:Ethereal Sight

    COST   : 5
    MODS   : D

Allows the caster to see into the nearby Ethereal Plane and perceive any
Objects or beings therein. Range is unnecessary with this spell, unless
casting it on another, as is Target. Sight range is Line Of Sight. This
spell does NOT perceive invisible!

:Everburning

    COST   : 3
    MODS   : D,R

This spell is cast on a currently burning log, candle or other natural
(non-magical) flame source and will allow it to continue burning for the
duration of the spell without consuming any of its material components
in the process until the end of the spell.

:Extinguish_Fire

    COST    : 1
    MODS    : R

This will extinguish any fire within range radius.

: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_Animals
   
    COST   : 1
    MODS   : N

This spell allows the caster to state a particular kind of animal 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 Dog, a cat or a horse are all viable. The range that
the spell can pick creatures within is a mile per RANK of the spell.

:Find_Familiar

   COST   : 20
   MODS   : N

This spell enables the caster to summon a familiar to act as his aide
and companion.  Familiars are typically small creatures, such as cats,
frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or
even mice.  A creature acting as a familiar can benefit a wizard,
conveying its sensory powers to its master, conversing with him, and
serving as a guard/scout/spy as well.  A wizard can have only one at a
time, and he has no control over what sort of creature answers the
summoning, if any at all come.

The creature is always magically intelligent and its bond with the
wizard confers upon it an exceptionally long life.  The wizard receives
the heightened senses of the familiar, which grants the wizard a bonus
to all surprise die rolls.

The druid has an empathic link with the familiar and can issue mental
commands at a distance of up to one mile.  Note that responses from
the familiar are fairly basic--which able to communicate simple thoughts,
these are often overwhelmed by instinctual responses.  Thus a ferret
spying on a band of orcs might lose its train of thought upon
sighting a mouse.  Certainly its communications to its master would be
tinged with fear of the "big ones" it was spying on!  The caster can see
through the familiar's eyes.

When the familiar is in physical contact with the druid, it gets the
wizards saving throws against special attacks.

   If the familiar dies, the druid must successfully roll an immediate
body check. If the familiar is an animal type then they lose 1 health
in damage from the loss.

   Unlike most spells, the finding of the familiar is actually a Rite,
When the druid decides to find a familiar, s/he must load a brass
brazier with charcoal.  When this is burning well,s/he adds incense and
herbs.  The spell incantation is then begun and must be continued until
the familiar comes or the casting time is finished.  The GM secretly
determines all results.  Note that familiars are not inherently magical,
nor does a dispell magic spell send them away,

   Deliberate mistreatment, failure to feed and care for the familiar, or
continuous unreasonable demands have adverse effects on the familiars
relationship with its master.  Purposely arranging the death of one's own
familiar incurs great disfavor from certain powerful entities, with dire
results.

   D100 Roll    Familiar *   Sensory Powers

    01-25       House Cat    Excellent night vision and superior hearing
    26-29       Crow         Excellent vision
    30-39       Raven         "
    40-44       Rook          "
    45-47       Magpie        "
    48-49       Catbird       "  & +10% voice & animal mimicry
    50-54       Hawk         Very superior distance vision
    55-61       Owl          Night vision, superior hearing
    62-64       Toad         Wide-angle vision
    65-69       Weasel       Superior hearing & very superior olfactory
    70-74       Fox          Night Vision
    75-79       Ferret       Superior Olfactory, +1 Initiative rolls
    80-83       Mongoose     +1 coordination
    84          garter snake olfactory
    85-89       wolf         Night Vision
    90-92       Snake, constrictor  Superior olfactory
    93          Skunk        Night Vision
    94          Wolverine    +3 to all Initiative rolls
    95          bat          Voice of the bat ability
    96-00       Dog          Superior olfactory (+5% tracking)               

:Find_Plant
   
    COST   : 3
    MODS   : N

This spell allows the caster to state a particular kind of plant for the
spell to set him into the right direction to find and an estimated
distance to the nearest such creature at the time of casting. For
example to find Oak Trees, Basil, or strawberries are all viable. The
range that the spell can pick creatures within is a mile per RANK of the
spell.

: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).

:Fire_Grenade

    COST   : 25
    MODS   : N

This spell is another arsonist tool - it creates a golf-ball sized
yellow crystal. This crystal can be thrown and upon striking a surface
it explodes into a bright yellow fireball that does 1d10 damage +1 per
RANK of the spell. The initial blast area is a 5' radius +1 per RANK of
the spell.

:Fire_Trap

    COST   : 15
    MODS   : N

This is cast on any closeable item (book, box, bottle, chest, door,
backpack etc). When the container is opened by anyone EXCEPT the caster
it activates the trap, causing a 5' radius explosion of flame that will
do 1d10 Damage +1 per RANK of the Spell. The item is NOT harmed by this
explosion.

Once it has been triggered the spell ends.

:Fire_Visions

     COST   : 25
     MODS   : N

This is cast upon a bonfire or other large fire source. The caster will
enter into a trance-like state watching the flames. They will then see
visions of their Celtic Gods and Goddesses and be told something of
importance to them. If they, at the start of the spell, state an
intended need from the visions, and make a roll vs Religion skill - if
successful they will find out what they need. Else they receive a random
vision or piece of information from their gods. Among other things this
is a means for a Druid to learn a new spell, expended experience when
knowledge is implanted upon them from their divinities....

:Flare

    COST   : 5
    MODS   : R

This causes a bright flare to occur at the designated site, giving off
daylight intensity light for the next round. This throws off infravision
for the next 3 rounds, and causes 1d10 damage to Undead within a 60'
radius of the flare. It will not harm normal creatures, but if directed
on or at one, will blind them for the next round. If Fired Directly at
an Undead and striking it it will do 3d10 damage.

:Flash

    COST   : 3
    MODS   : D,R,T

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

:Fog_Vision

   COST   : 3
   MODS   : D

Allows the caster to see clearly thru any smoke or fog as if it wasn't
there so it has no obscurement value.

:Force_Shapechange

   COST    : 15
   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 INT 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.

:Fortify_Armour

   COST    : 15
   MODS    : D

This spell is cast on armour or clothing to enhance its ability to
absorb and withstand damage from physical attacks. It can ONLY be cast
once on each item - when it expires in duration the item itself will
decay into dust. It adds 2 Absorption/rank and that times 10 in
structural damage capacity. Additional ranks increase the SDC by another
10.  Fortified Armour cannot be dispelled.

:Free_Action

   COST   : 10
   MODS   : D,R

This spell enables the target to move and attack and otherwise act
normally for the duration of the spell, negating effects like Paralysis,
little death, hold person, web, hog tie and similar binding effects.

:Gentle_Rains

   COST   : 3
   MODS   : D

This spell is cast with a non-standard RANGE and NO TARGETS option. Once
cast it causes, outside a gentle rain to fall from the sky (creating
clouds if needed on the first round) in an area of 1 mile radius per
RANK of the spell. This continues for the duration. It will negate a
DROUGHT* spell instantly in the process.

:Grounding

    COST   : 10
    MODS   : D

This spell helps protector the caster on several levels. First it will
prevent ALL Electrical damage for the duration of the spell; second it
gives the caster a +10% save vs incoming spells and effects for the
duration. Note that long duration groundings are possible but that
grounding does NOT work while a character is unconscious or asleep in
some way as it takes thought to perform.

:Grove_Sanctuary_Rite

    COST   : 25
    MODS   : N

This spell is cast by a mage to establish a place of power where they
can be assured of relative safety and capability to practice their art.
Once created the mage cannot create another such Sanctum while it
exists.

A Grove offers MANY benefits to a mage, and should be established in
secluded secluded locale to assist in its magics.

Within their grove a mage will be instantly alerted to ANY intrusion
into it by anyone or anything, and will know if they have come with
hostile intent. Anyone performing an attack, theft or casting against a
mage within their grove is -25% to do such, while the mage is at +25% to
perform any castings against them.

Meditation within ones own grove adds +1 power point per hour; All
spellcastings are at +25% to succeed (compounds with any other modifiers
to improve success).

To enter a grove without permission of the owner must be done as if
trying to face against a sanctuary spell, that is one must save vs INT
to cross its barriers and wards. Note that a mage will ALWAYS know if
there is currently an intruder inside their grove, no matter the
distance to them.

The Sanctum can be a maximum of 100 cubic yards per RANK of the spell.
Spells cast from outside into a Grove have a 25% chance of reflecting
back at the source - EVEN in the case of ritual spells. Undead cannot
cross the barriers of a grove without permission of the owner AT ALL.

Groves CANNOT be dispelled thru normal means. The rite must be performed
in reverse and of equal or greater rank to the original casting.

:Heal_Animals_Fully

    COST   : 20
    MODS   : R

This will heal an animal body of ALL wounds and damage, but does not
remove diseases and poisons present in the body. Target will awake and
be fully functional. This cannot be cast on something that is dead, if
dropped below -10 health they are dead and cannot be brought back this
way.

To the above cost it additionally costs 1 point per point healed.

:Healing_Sleep

   COST   : 25
   MODS   : R

This spell is cast on a willing, wounded recipient only and causes them
to fall into a coma-like sleep which will last for 10 hours. During this
time the recipient's body is working at an accelerated rate to heal
itself and it will heal 3d10 of wounds. There is NO way to bring the
subject out of the sleep, so unless you are in a safe place this spell
is NOT recommended! Additional ranks reduce the time of slumber by an
hour each (Max of 5 ranks).

:Herb_Enhancement

    COST   : 10
    MODS   : N

This spell is only useful if the Shaman has Herbology. It allows them to
take any natural herb and multiply its normal affects a hundred fold.
Thus an herb that is used to stop bleeding will actually partially heal
an open wound (for 1d10 effect); an herb that helps with upset stomaches
will cure nausea entirely (even from Stinking Cloud); an herb that is
poisonous becomes VERY poisonous and requires a save to avoid fatality
if consumed/injected, and so forth.

   Once enhanced the herb will remain enhanced.

:Hold_Portal

    COST   : 25
    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.

:IronMind

    COST   : 5
    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.

:Leap

    COST   : 12
    MODS   : D,R

When this spell is cast the individual is empowered with the ability to
leap.  The distance the individual is able to leap is 20' per RANK
bought of the spell, forward, backward or straight up. One Jump per
round of the spells duration can be made.

   Also at the end of the leap the individual will always land without
falling damage.

:Limb_Running

     COST  : 3
     MODS  : D

This allows the caster to travel across any wooden surface safely, upto
a 90 degree angle, as if on normal ground. They can move at full speed
and need make no PROW rolls against the terrain while doing so.

:Locate_Object

    COST   : 5
    MODS   : D,R

This spell allows the caster to find the location of a lost or stolen
item which they are familiar with (that is, they have held it in their
hands at some point in the past). The spell will give them a direction
and will lead them along that direction, with mental statements of
'warmer'/'Colder' until they reach it or until the spell expires. If the
item is beyond the casting range then they will NOT perceive it at all
except a vague direction and then the spell will expire prematurely. If
the object has been broken, changed or damaged in any way it will not ne
detected at all.

:Magic_Eye

    COST   : 15
    MODS   : D

By means of this spell the caster, creates a "third eye" much like the
spell druid 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.

:Mason's_Words_Of_Magic_Deconstruction

    COST   : 25
    MODS   : N

This is a complex series of sounds that MUST be uttered vocally by the
caster to be effective at a target MAGICAL OBJECT. It will deconstruct
the item, unweaving the magics that make it functional, turning it into
a non-charged item. This spell fails within a silence field.

:Message_Scroll

    COST   : 20
    MODS   : N

This spell will transport a scroll to the named being it is intended for
instantly, no matter which plane they are on (except for the Astral and
dream planes). The name of the target being is the vital factor.

:Mind_Guard

    COST   : 15
    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.

:Morale_Boost

    COST   : 7
    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.

:Night_Sight

    COST   : 3
    MODS   : D,R,T

This allows the caster and targets to see as well at night as in day.
It does NOT help against magical darkness....

:No_Tresspassing

    COST   : 5
    MODS   : N

When this informational spell is cast the mage is immediately told if
he/she is tresspassing on private property and if so exactly who owns the
property.

:Nude_Mood

   COST   : 25
   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.

:Phantasmal_Force

    COST   : 25
    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 druid 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_Growth

    COST   : 25
    MODS   : D,R

When cast on any plant, sprout or seeds it will cause such to grow to
full size instantly. If the plant is full grown already then it will
DOUBLE the size of plant, but only for the duration. It cannot be cast
upon dead plants, only living ones.

:Poison_Thorns

     COST    : 20
     MODS    : R

This creates a spray of poisonous plant thorns at the target. 1d10 such
thorns are created per RANK of the spell. A coordination roll is made by
the target against EACH thorn. A Failed roll means they were scratched
by the thorn and receive 1d10 poison damage (Dwarves and similarly
poison resistant creatures are unaffected by this attack in that they
will ONLY receive 1 point damage per thorn, period). ARMOUR does not
help vs this attack, but a SHIELD may be used to deflect the entire
attack if successful otherwise rule applies as above. Thorns are NOT
reusable.

:Pooka

    COST   : 25
    MODS   : N

A Pooka is a created spirit, in the shape of an animal or mythical
creature, which takes on an animal-like intelligence and obeys the
commands of its creator. Besides the initial energy cost to create it
the Caster also must spend permanently 1 Magic Capacity Point (or the
250 eps equiv) so that it will be self-sustaining.

The Pooka can be used as a guardian of a grove, of the creators home or
some such. It is primarily useful against Non-mundanes, But does affect
mundanes slightly by its presence. Non-Mundanes will become nervous in
its presence and may be 'spooked' into leaving the area (saves vs INT
being needed by them) from a mild fear effect.

Non-Mundanes may perceive the creature as it sits upon the Astral Plane.
It can reach out and affect a non-mundane on the material plane or
affect Astral travellers.

      health             20/Rank
      Magic Resistance   5%/Rank
      Initiative Base    25
      Damage Attack      1d10 vs Material Non-Mundanes
                         1d10 + 1/Rank Vs Astral

The attack may appear different based on the form: A Panther would claw
attack, a Dragon would breathe fire, a Spider would Bite, etc.

While the caster is present the pooka can also act as an Unseen servant
of sorts for them.

Pookas can ONLY be harmed by Astral harming spells. They cannot be
charmed, held or entrapped. The Druid MUST sacrifice to them on the FULL
MOON each month a Quantity of alcoholic beverage to help sustain their
existance (spirits for the spirit!).

A Pooka can produce poltergeist like effects if that is the instruction
left it instead of actual combat, annoying beings.

:Preservation

    COST   : 5
    MODS   : N

This is cast upon a container holding food, a potion, a liquid of some
sort or herbs and spices and will prevent their decaying from their
current state for one week plus one day per rank. It will handle upto 1
gallons of said material per RANK, and can be used on multiple
containers upto that size factor.

:Protection_from_Constriction

   COST    : 3
   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_Spirits

   COST   : 15
   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.

:Remove_Curse

    COST   : 25
    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_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.

:Sandrunning

    COST   : 1
    MODS   : D

Allows the caster to travel along loose sand or Dust as if they were on
a paved road for the duration, able to move without any problems with
sinking or floundering.

:Sedate_Animal

    COST    : 7
    MODS    : D,R,T

This allows the caster to cause ANY animal intelligence creature to
collapse asleep for the duration (subject gets a HARD save vs the
effect). Additional RANKS minus 10% from the save of the target animal.

: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.

:Shape_Wood

    COST   : 20
    MODS   : R

This spell allows the caster to shape an existing quantity of wood to
suit their own desires and needs. The wood can be reformed, but its mass
cannot be increased in the process of the spell (it can be REDUCED
though). Thus a crossbow might be shaped and its wooden parts turned
into a large bowl (the metal parts would fall off in the process), a
plank might be made into a quarterstaff, a table could be made into a
chair or a chair into a wooden shield. Once affected the results remain
for good. The spell does NOT change the quality of the wood or its type
in the process. This spell can also NEGATE the effects of WARP_WOOD*

:Sleep

    COST   : 10
    MODS   : D,R,T

When a druid 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   : 5
    MODS   : D,R,T

Allows the caster or subject beings to move consistently at maximum
speed. This means they get a +20 to all initiative rolls.

:Spell_Shield

    COST   : 25
    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_Trace

    COST   : 10
    MODS   : R,T

Cast on an object or on a target of a recently discharged spell, this
will give the mage an image of the caster who originally cast the spell.

:Spike_Stones

    COST   : 25
    MODS   : R

This spell transforms 1d10/rank ordinary rocks of baseball size or
smaller into dangerous traps that activate when stepped on. DURATION is
not used with this spell. Each of the affected stones will, when a
weight of 20 lbs or greater presses upon them, have nasty spikes
protrude from their surface like caltrops of a larger size. These will
do 2d10 damage each when stepped on. The spikes are stone in nature,
extensions of the rock, and remain outward after being sprung. They
cannot be reused.

:Starlight

    COST   : 3
    MODS   : D

This spell illuminates an area as a cloudless outdoor night sky filled
with stars.  This light is pale and weak, and dilutes vision mostly to
black and white.  Full visual acuity is possible only out to a range of
10 yards, but general identification can be made out to 20 yards.

Stationary figures can be made out at 40 yards, and movement detected
out to 80 yards.  Intervening cover will, of course, reduce sighting
distances accordingly.  This light does not interfere with infravision,
and there are ample shadows within the area of effect to hide in.  The
illusionary component of the spell creates the appearance of an actual
starry night sky.

:Sterilize

   COST   : 5
   MODS   : R

This spell, only recently developed, is used to deal not with beings but
with objects. It allows the quick killing of any germs or disease
oriented spells and effects on an object, preventing them from spreading
diseases, plagues etc. It is often used on medical tools, clothing and
the like used with a diseased patient. Each additional RANK allows
another object to be affected by the casting.

:Stinking_Cloud

    COST   : 12
    MODS   : D,R

When a stinking cloud is cast the mage causes a billowing mass of
nauseous vapors to come into being in a 10' radius circle at the point
of targeting (additional 10'/Rank of spell). Any creature within the
cloud (except those who cannot smell or breathe) are helpless as long as
they remain inside the cloud, retching and coughing. Once outside the
cloud it takes a full round before the victim of such to be able to act
other than movement.

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

:SunScreen

    COST   : 10
    MODS   : D,R,T

It prevents the hindrance to eyesight caused by extremely bright sun by
partially polarizing the subjects eyes when in extreme light (It also
protects against all FLASH type effects that blind momentarily by bright
light) and also prevents skin burning problems from extreme sun. It has
also proved useful to mages in the Desert or Wastelands areas where the
sun is VERY direct and it helps against snow blindness too.

:Taunt

    COST   : 15
    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.

:Trackless

    COST   : 1
    MODS   : D,R,T

This spell prevents the caster or target from leaving footprints of any
kind, including the heat traces visible by infravision, as their
appendages do not quite touch the surface they are passing over, and
thus leave no prints or residue.

: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.

:Treacherous_Tripwire

    COST   : 10
    MODS   : D

One wire (up to 10' long) can be stretched across a hall, or such.  The
wire becomes camouflaged -- undetectable w/o find traps.  The first
creature to attempt to pass must save vs. coordination or be caught when
the wire springs free.  The magical wire will twine tightly about the
ankles of its victim, tripping him. If the victim saves then the trap
remains set until triggered or until its duration expires.

It must then be tediously untangled (or sawed loose) which will take at
least 3-6 rounds under ideal conditions.  If hacked loose in combat, it
will take 3 rounds.

Once untangled/broken the wire will fade away into nothingness.

:Tree_Speech

    COST   : 25
    MODS   : D

This allows the caster to establish a mental conversational link with a
Tree to request of it information or to provide information to it. Thus
a mage might learn of all who passed by such a tree, who caused it harm,
how long since an event occurred etc.

The tree can either speak in words or in images to the caster, dependent
on its own inclination. The spell works on anything from a seedling to a
full grown tree but fails against dead wood.

:Tree_Swipe

    COST   : 5
    MODS   : D,R,T

By use of this spell, the caster will control a tree branch for the
duration of the spell.  The caster can make the branch wave, attack, fan
a small breeze, etc.  If the branch attacks, it does so with a
coordination of 75% and will do 1d10+2 damage. This spell works only on
full size trees.

If multiple TARGETS are purchased they can only be applied to other
branches on the same tree.

:Unsprain_Limb

    COST   : 15
    MODS   : N

This will remove the swelling, pain and detrimental effects of a
sprained ankle or wrist on the caster or touched being.

:Voice_of_the_Bat
         
    COST   : 12 
    MODS   : D

This spell grants the caster the ability to use sonar to "see" and move
safely at a normal rate in the dark, even in magical darkness.  The
caster can tell size and general shape of objects up to 10 yards away in
any direction s/he faces.  The caster must actively concentrate to "see"
her/his surroundings, but merely ceasing concentration does not end the
spell, and the caster may resume the sonar again within the spell's
duration.

:Wall_Of_Thorns

     COST   : 25
     MODS   : R

Castable only outdoors on open dirt or natural stone, or indoors on a
surface of Wood (floor) this spell causes huge thorny plants to rise up
in a circle 10' radius per RANK and 5' tall (+1 foot per rank) Maximum
(casters choice) around the selected target point on the surface.

This surrounds the area. Anything trying to pass through must do 25
points of damage with spell, fire, or cutting/chopping weapons to a
section of it to break thru. Anything trying to climb over it or being
thrown against it in some way or otherwise coming into contact with the
thorns will receive 2d10 damage and have to save vs body or take another
1d10 of poison damage from them.

The wall lasts until destroyed and is otherwise non-magical in nature.
If grown on a wooden surface removing it will damage the wood of the
floor as they have grown FROM it.

:Weakness_Understanding

    COST    : 15
    MODS    : D

This spell grants the caster the ability to perceive the weakest points
of construction on an object or structure or person. While it is active
they can apply the knowledge to their attacks on such with any physical
attack, causing +1 damage per attack per rank they know the spell at.

:Wild_Deer_Speed

   COST   : 1
   MODS   : D,R

This spell confers the speed of a deer upon the spell caster.  It allows
the caster or target being to increase his or her running rate to twice
their normal running rate. Also, while under this spell's effect, the
caster/target does not become fatigued or winded by running at such a
fast pace.  Furthermore, they can leap forward for 10' + 2' per rank
when running.

:Wither_Plantlife

    COST   : 15
    MODS   : N

This spell kills all normal vegitation within an area of 100 square feet
per Rank, in a circle from the targeted spot. Trees receive a 25% chance
of surviving. Treants suffer 1d10 points of damage per RANK of the
spell.

:Wound_Closure

    COST  : 15
    MODS  : R,T

This spell closes the wounds of the recipient to prevent bleeding and
infection, incidentally curing 1d10 of body damage. All of the victim's
wounds will be closed by a single casting. Further application isn't
possible to increase the healing effect.


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