Enchanter Tradition

:Enchanter_Tradition

    Enchanters are the masters and mistresses of magical design,
the only tradition capable of making a magical item that lasts for
many uses (Alchemists and token mages only make single use items,
and although a Taroist makes a long lasting item its unusable by
others).

     Enchanter creations will not work in the hands of a mundane,
     but will work in the hands of a non-mage that isn't a mundane
     (ex: A werecreature that isn't a mage). It takes a minimum of
     10 Spirit to be able to activate an Enchanted Item.
     
Required Skills :

     Spell Analysis
     One Language in either Racial or Ancient categories
     Read/Write
     At Least ONE (preferably several) Craft skills:
       
              Blacksmithing
              Bowyer/Fletcher
              Candlemaking
              Cobbling
              Drawing & Painting
              Familiarity : Lathe
              Gemcraft
              Glassblowing
              Knitting
              Leatherworking
              Sculpting
              Seamstress/Tailor
              Soapmaking
              Woodcarving
   
Suggested Skills :
  
     Drafting, Mechanical
     Magical History
     Spell Analysis

Restrictions & Special Capabilities :

      Cannot be token mages (since they already make something)
      Cannot be Alchemists
      Cannot place Astralist, Mentalist or Darkovian effects into
            an item
      -10% to succeed for each minute attempted to fast cast
      Unable to cast if unable to work with hands on casting
      Must MAKE the item that is to be enchanted themselves using
           their craft skills!

      Creating a magical device requires the appropriate spell to
be known to be placed on the item (or spells). Besides the energy
costs associated with the spell base and RANGE the caster must
imbed additional energy and experience points into the item. Items
are either ALWAYS ON or have USES PER DAY and require a command
control (CC) spell to be also cast on them at making (see below) such
as a ~Word_of_Activation*~.

      For Each Spell that the item will perform the character spends
250 eps (equivalent to 1 point of magic capacity). Command Control 
Spells (Marked as such in the list) do NOT cost in eps. The exception
is if the item is intended as single use non-recharging device (equiv
to a token) in which case experience expenditure is unneeded.

      The maximum duration of item Usage in a USE based item costs
the same as a normal tradition's duration costs in energy to the
item maker at the time of casting. If a USE based item is turned
off then the charge has been used, even if its prematurely.

      If an item is to be an always on affect (such as a bladesharp
on a dagger) then they must pay 500 eps for the finalizing of the
effect.

      If an enchanter has MORE than the one tradition they CAN also
use spells of their other tradition(s) in the making of an item. (With
the exceptions noted above). They cannot put a spell from another
tradition into an item that their tradition already has though in
some form to get a cheaper cost or varient effect.

      A starting Player Character enchanter can have predesigned items,
by spending a construction point per 250 eps that would have been spent
as if the item was built in play. They cannot have prepared any spells
that specifically do not use experience or which they could cast without
experience - such should be done in game time.

     In an emergency an Enchanter(ess) can utilize their own Capacity
Points if they lack sufficient Experience points, in the making of an
item IN PLAY. The points ARE spent permanently and are no longer part
of the character when this is done.

     The making of an item takes the Time for the physical creation,
and a casting time equal in MINUTES to all the spells being cast in
Energy, including those that are purely for Command Control. This is
much longer than a normal spellcast, obviously. There is no speeding
up of the process.

     If a klutz occurs in the casting of the spells in the making of
an item then the item will have klutzed abilities. A klutz always
occurs when designing an item if the mage is interrupted, unless an
ironmind spell is active on them in some way.

:Accurate_Arrow

    COST   : 5
    MODS   : N

     When cast, Accurate Arrow minorly enchants one missile weapon
(i.e. sling stone, arrow, quarrel, etc. but NOT a bullet) to
automatically hit any target normally within the range when fired.

     The missile's enchantment does normal damage as it were an
unaided hit of the same nature.  The enchantment instantly wears off
upon the arrival at the missile's destination. There is no saving throw
from the attack and no roll to hit made. Reverse Missiles will reflect
the arrow back at the user though.

  Additional Ranks add +1 to the damage and make the missile count as
a magic weapon.

  If made final with experience then the arrow will be reusable and
will not break thru normal usage (but must be retrieved).

  Only castable as an always on with no activation controls.

:Animate_Object

    COST   : 15
    MODS   : D

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.

An animated object will have 3 HEALTH per RANK of the spell, but not more
than 1 HEALTH per pound of weight.

This spell cannot be used to make a dancing weapon for combat purposes.

    It CAN be used with either charges or as an always on.

:Arrow_Of_Smiting

    COST   : 15
    MODS   : N

This spell is considered the most dangerous of the Arrow based spells.
Cast on a single arrow it make it capable of also acting as a critical
hit if it strikes target. The effect lasts until the arrow has been 
used, thus duration is not used. 

   It can be used in combination with other arrow spells.

   It can be only used as an always on, but CAN be used to make a
one-shot device. If Experience is used its affects will allow it to
be used over and over again, assuming it is retrieved, and it will
not break thru normal usage.

:Astral_Effectiveness

   COST   : 10
   MODS   : D

This spell is cast on a weapon so that it also exists on the astral
plane and can be used to attack astral beings, or it may be used to
attack a being on the material plane from the astral. It does its normal
damage and effects on both planes.

If experience is used it becomes an always on (no CC used) and duration
is unused.
 
:Bane_Weapon

    COST   : 10
    MODS   : N

This spell is cast upon a weapon. It adds 3 points to the damage the 
weapon will do when hitting a particular category of being or creature.
It can be cast on ANY non-energy based weapon, including guns, bows,
swords etc.

The damage is only for the first strike against the category, unless
experience is invested. Additional Ranks add +1 to the additional
damage inflicted. At rank 5 and up the weapon will notify the weilder
of the presence of their category target within a 60' range by
impressing on them a mental feeling of uneasiness.

  Acceptable categories include:

    Against One Particular Being Whoose name is known (gets another +5 base)
    Against Members of One Particular Family (Gets another +3 to base)
    Against Members of One Particular Religion (Gets another +3 to base)
    Against One Human Race Division (ex: Caucasians, French Descendant,
                                     Spanish Descendant etc; +1 to Base)
    Amphibians (Including Merefolk)
    Astral (including mages, spirits etc)
    Avians (Including Weres)
    Canines (any including Weres)
    Demons (any and all varieties)
    Dwarves
    Elementals (any)
    Elves (any, including 1/2 bloods)
    FaeFolk
    Felines (any including Weres)
    Magical Creatures (including Mages with active spells)
    Plant Life (including sentient)
    Rodents (Including Weres)
    Undead (Corporal & non-corporal)
    Ursine (including weres)
    WereCreatures (All Types)

    Always On is the only control option on this spell.

:Blade_Of_Draining

   COST   : 25
   MODS   : N

Cast upon a dagger, sword or other cutting weapon, the spell makes the 
weapon into a draining one. When it successfully strikes target it will 
not only do its normal damage but will drain away life force from the
victim. What is drained is determined on hitting:

                ROLL    DRAINED
                ----    -------
                01-05   Damage inflicted is lost permanently AND
                            is received by the wielder of the blade.
                06-15   Damage inflicted is lost permanently.
                16-29   As much magical energy as the victim had as 
                            was inflicted in damage from the blade.
                            Transferred to the wielder!
                30-64   As much magical energy as the victim had as
                            was inflicted in damage from the blade.
                65-79   1 point BODY /RANK  perm.
                70-74   1 point Coordination /RANK perm.
                75-79   1 point MIND /Rank perm.
                80-84   1 point SPIRIT /RANK perm.
                85-95   No drain but does an extra 1d10 damage
                96-00   No drain and no extra damage.

The effect is only good for the first time the weapon strikes, unless
experience is used to make it permanent. Weapon is always on and cannot
use a (CC) for activating its ability .

:BladeSharp

   COST   : 3
   MODS   : N

This makes a bladed weapon +1 to Damage for its next hitting usage.
It cannot be combined with any other damage enhancing spell.  Each
Additional Rank adds +1. Maximum of 10 ranks possible.

   If cast with experience it can only be cast as an Always on CC.

:Broomstick_Enchantments

     COST   : 25
     MODS   : D

This spell is cast upon an ordinary broomstick and causes it to become
capable of performing several functions upon the need of the caster:

     First it can animate the broom to sweep an area clean of debris 
for the duration of the spell. This is its simplest function.
     Second the broomstick can be ordered to act as a servant, and it
will sprout small arms with 3 fingered hands that can manipulate objects
and animate and move about fetching or carrying for the caster at any
task it is order to do. (Shades of Mickey Mouse here). This requires
Rank 3 or better to perform.
     Third it can be made to levitate and to take flight, moving at a
speed twice that of a running man, while ridden (it can carry about 200
lbs total weight) and at command of the rider. This is its most complex
function. This requires rank 5 or better to perform.

     If bought with experience at the enchanting the caster may choose
either always on or a (CC) option. If using a (CC) and more than one
of the above are available then they can specify a different word for
each option.

:Cleanliness

   COST   : 3
   MODS   : N

This spell is cast upon cloth, either uncut or finished clothing. It
enhances the natural properties of the cloth, making it wrinkleproof,
unstained and if bought with experience, unable to become dirty or
soiled or wrinkled in any way. It dries in minutes and is in every
way superior. One piece of clothing can be affected at a time.

:Conceal_Magic_(CC)

     COST   : 10
     MODS   : 5

This is placed on any enchanted item, and will make the item 
undetectable by a detect magic spell of less or equal ranks as
the rank of the conceal magic spell.

Conceal Magic will NOT block an Enchanter's Identify_Magic* spell.

:Contingency_Link_(CC)

     COST    : 15
     MODS    : N

This spell control makes the spell it is linked to NOT activate unless
the contingency stated occurs. It will work only once if cast onto a
non-experience invested spell set up. Note that a Dispell Magic will
temporarily turn off a contingency Link of equal or lesser rank.

The events that must occur to set off the link have to be within
10'/rank and must be something that does not require additional
detection spells to activate. Thus a Contingency could be that the spell
activates when an intruder comes within range that is not the caster,
BUT that contingency would not detect an invisible, astral or otherwise
unseen/detectable intruder that the caster could not have detected
themselves without additional spells (If this sort of ability is wanted
then the caster must include such a detection spell in the contingency
link).

Contingencies are useful to create burglar alarms, emergency healing
devices (ex: Cast Wound Heal if blood is shed within range on the
wounded party), or odd controls to prevent problems -
Object_Invisibility* set to activate ONLY when the object is being worn,
so you can hang your cloak up and know where it was until you put it
on), and the setting of traps (ex: cast hold person on an intruder
within range that is not the caster).

Multiple contingencies, one per spell, may be linked into an item.
Additionally a sequence could be designed with contingencies:

Contingency One activates on an intruder within range that is not
the caster, setting off a Hold Person.

Contingency Two activates when a Hold Person is cast/triggered by
the item and itself activates a Loud Audible Glamour Alarm.

Contingency Three Activates When Contingency Two has activated its
spell and casts a disruption an intruder within range.

Contingency Four Activates and casts a Dispell Magic on all magic
items within range (its linked with a detect magic to find them)
when Contingency Three has activated, except itself.

Thus an effective trap of stacked contingencies (though with a HIGH
energy cost!).

:Dancing_Weapon

     COST   : 20
     MODS   : D

Cast on any hand-held weapon it will cause it to move about and fight
for the caster/owner within a 30' radius, as if it was wielded by the
owner, allowing them to perform other tasks while it fights. Attacks
on a Dancing weapon are -30% due to size and speed, and if it is hit
the hit will simply end the duration of the spell, not damage the weapon.
If its owner is knocked unconscious/dead the weapon ceases to fight as
well. Additional ranks add 10' to the radius of movement from caster.

A dancing weapon if made with experience, cannot be made 'always on'.

:Deflect

     COST   : 1
     MODS   : D

This spell is cast on a shield, and temporarily increases its bearers
chance to prevent a missile attack from reaching target by 10% per RANK.

If made with experience duration is unnecessary, instead it is bought
as always on without a (CC)

: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 as a link with one that is
activated by a (CC) and then it affects that spell, setting a timer on
the spells effect before it takes place. The Caster sets the number of
rounds before the linked effect goes off, not less than a round, and
not more than a day/rank of DELAY. Thus one may produce a time-bomb
like effect with a variety of spells and concepts. This works both
with experience and non-experience paid for items.

:Dimensional_Depth

   COST   : 7
   MODS   : D

  This spell is cast on a container, a pocket, purse, sack, Pouch,
Suitcase, Chest, trunk, crate, etc. What it does is expand the interior
dimensions of the container into another pocket dimension, approximately
5'x 5' x 5' per RANK of the spell. Objects placed inside are held in
stasis, unaging, while within the container. It is a spell often used by
mages needing more space then they have available (objects within have
no weight perceivable in the outside world) or by thieves. You cannot
place a living creature or being within the space.

   At Third Rank this spell becomes impossible to DISPELL before its
duration ends.

   This can be cast with always on or a (CC) option.

:Electric_Arrow

     COST   : 3
     MODS   : N

This spell is cast only on an arrow or bolt, giving it a special effect
if it strikes its target. It cannot be cast in combination with ANY of
the other arrow damage modifying spells.

The arrow does normal damage PLUS 1d10 of electrical damage on striking
its target. Duration is NOT used on this spell - it lasts until the
arrow is fired and hits something (intended target or not).

Additional RANKS add +1 damage. Item must be bought as always on, not
with (CC). If bought with eps it can reused after being retrieved.

:Electric_Blade

   COST   : 7
   MODS   : N

This spell must be cast on a metal blade of some sort The blade then
acquires a flickering blue glow when active.

This increases the damage the blade will inflict on striking its
target by 5 points per rank of electrical damage. Additional ranks
do not increase the damage.

    It can be made to be always on or with a (CC) option. 

:Enchanter's_Mark_(CC)

    COST   : 15
    MODS   : N

   When this spell is cast, the wizard is able to inscribe visibly
his/her personal rune or mark, as well as up to six additional
characters of smaller size.  An enchanters mark spell enables the caster
to etch the rune upon stone, metal, or any softer substance without harm
to the material upon which the mark is begin placed.

The mark cannot be dispelled, but it can be removed by the caster or an
erase spell.

The enchanter's Mark can be used as a (CC) so that the other (CC) or the
usage of the item's powers are restricted only to the Enchanter (This is
the creators choice). Thus a Word of Activation could be restricted as
ONLY working when spoken by the enchanter.

:Ethereal_Effectiveness

     COST  : 10
     MODS  : D

This means that the device exists both within the ethereal and material
planes and can affect beings/things on both of them.

:Everburning

    COST   : 1
    MODS   : D

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

   If experience is used then duration is unneeded, the item will never
burn out, but can be lit and extinguished as much as wanted.

:Explosive_Runes

    COST   : 25
    MODS   : N

By tracing these mystic runes upon a book, map, scroll, wall etc the
caster prevents unauthorized reading of such.

   When read the runes detonate, delivering 1d10+5 damage to the reader.
The Mage who casts it is immune and will not trigger the explosion.

   Explosive runes last until triggered.  The object they are written on
will be destroyed in the explosion. They act as if a grenade area affect
with a 10' + 10/rank radius.

   A functional variation that is allowed is one where the casting mage
adds a (CC) option to the runes, so that if the mage reads them aloud (A
word of activation) they trigger but will not harm the mage, and will
destroy/damage the item they are written on and things in the radius.
This is occasionally used as a means of demolition.

   Additional RANKS add +1d10 to the damage the spell does.

   If experience is used the item will not be destroyed and the runes
will explode with damage each time they are activated!

:Fireproof

    COST   : 15
    MODS   : D

This is place on an item to prevent it from taking damage from any flame
or heat based effect.

:Flame_Blade

    COST   : 10
    MODS   : D

This is cast upon a blade, so that whenever it strikes a target, after
its initial damage, it does additionally 1d10 points of damage, +1 for
each rank after the first to the target it strikes, from magical fiery
flames.

Buying this always on is not functional because you cannot put the blade
down on any surface without harming it, thus is is only bought with a
(CC) option and duration.

:Flaming_Arrow

     COST   : 7
     MODS   : N

This spell is cast only on an arrow or bolt, duration is NOT used in the
casting as the effect doesn't occur until the arrow is launched and then
strikes a target. The arrow on striking does 1d10 additional fire damage
over its original to the target. Additional RANKS adds +1 to the damage
it does. Leather and Magical armour protects against the fire damage,
normal metal armour does not. Shield Usage against it does apply.

Flaming arrows cannot be bought with Experience or (CC) options.

:Fly_on_the_Wall

   COST  : 12
   MODS  : D

This spell creates a spying device out of an ordinary flying insect.
Upon casting the spell upon an insect, living or dead, the spell grants
the abilities of limited clairaudience and clairvoyance, centered on the
insect.  The mage, while concentrating on the insect, can hear any noise
within 30' of the insect.

If concentration is broken before the end of the spell duration, the fly
drops to the ground, and there is a 75% chance that, if the mage resumes
concentration, it will be too damaged to fly again, although the
clairaudience and clairvoyance will still work for the remainder of the
duration. If the fly takes any damage during the spell, such as being
swatted or stepped on, the insect will no longer fly, but, provided that
at least half of the fly remains, the clairaudience and clairvoyance
will still work.

There is no maximum range from the caster that the insect can be from
the caster and the caster still in control of the insect.

If experience is used then the fly cannot be damaged thru falling when
concentration is removed, nor will it decay or otherwise be damaged thru
normal use (but it has only 1 HEALTH per rank of the caster and can be
destroyed). No (cc) is used, the caster may tune into the item at any
time.

:Fortify_Armour

      COST    : 5
      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.  Fortified Armour cannot be dispelled.

If cast with eps no duration is needed, the effect will last until the
enhanced item is destroyed. No (CC) is needed.

:Goblin_Servant

    COST   : 15
    MODS   : D

   This is a hybrid spell, requiring the tooth of a person to function,
as it takes the innate magic within a person's remains and exploits it.

It grows a full adult goblin from the tooth in a single round, to act as
a servant to the activator for the duration. The caster controls the
goblins actions entirely, and once the duration is over it collapses
into dust, tooth and all. No equipment is generated for the goblin in
the process of this spell, so if it is wanted as a warrior it must be
handed weapons or will fight only hand-to-hand.

   The spell can be done with a (CC), and if experience is used on
a casting then the tooth will remain after the goblin becomes dust.

   A Goblin created by this means is about 4' tall, green skinned,
humanoid, with BODY 10 +RANK HEALTH = BODY*2 COORDINATION 10+RANK
SPIRIT 1 and MIND 1+RANK.

:Identify_Magic

    COST   : 20
    MODS   : N

   When an identify spell is cast, magical items subsequently touched by
the mage can be identified. When the spell is cast, each item must be
handled in turn by the enchanter.  Any consequences of this handling
fall fully upon the mage is allowed any applicable saving throw.

   The caster WILL learn everything there is about the item, its makeup,
spells and history, with no chance of failure if the spell was cast
correctly. They will even get the Activation words associated with it if
any.

   Unlike the other spells of the Enchanter, this one is not used in the
creation of magical items.

   With a successful spell analysis skill usage the Enchanter can from
this spell, know exactly what to do to reproduce the item step by step,
even if they do not know the component spells (note though that they
cannot break it down into the components to learn them) and can
reproduce the item if they make NO changes to the composition. If they
know all the spells involved then they do not need this option.

:Invisible_Item

    COST   : 25
    MODS   : D

  Subject object becomes invisible to normal sight thru this spell. the
object still has form and substance, it just can't be seen for the
duration. A (CC) can be used on the item as well as an always on option.
If experience is used the usual rules apply.

This can be used to make a Cloak of Invisibility, or a Sheet of such
(but not a ring, since the ring and not the wearer would be what became
invisible). If something like a cloak it grants a +50% to Defensive
Coordination against attacks.

:Lighten

      COST   : 3
      MODS   : D

Only castable on non-living targets, this spell reduces their weight by
90% without reducing their structural capacities or capabilities. It is
often cast on Armour to make it more flexible (If so cast it will negate
all but one of the losses of Prowness from the armour). When the
duration runs out the item returns to its normal weight. Upto 500lbs of
original weight per RANK can be affected.

:Luggage

    COST   : 5
    MODS   : D

   This spell is cast on a container of some sort - a Suitcase,
Backpack, Chest, Wardrobe, or chest of Drawers. The item is usually
individualized, sometimes excessively. It causes it to become magical it
is placed upon the ethereal plane and can be recalled by the caster by
means of a (CC) (or anyone else who knows the word and is in the area)
so that it will appear within a few feet of its caller on the material
plane when called. Oftentimes mages will add various protections and
traps on the container to preserve it from possible tampering by
ethereal travelers and creatures when it is away. While on the ethereal
plane the container will travel along under its own magical power, on
little tiny legs, so that it is always near its owner. The mage can also
make one of these for someone else. This allows a mage to travel light
without large amounts of excess equipment bogging down his/her. While on
the material plane the container will continue to follow the mage around
in a similar fashion until the mage gives the word of command again.
When Duration ends the Item returns to the material plane. If the item
is built with eps then duration is not needed.

:Mage_Key

       COST   :  5
       MODS   :  N

  This spell is cast upon a key carved from wax, wood, soap or similar
carvable substance. The key can be used to open ANY lock, sealed door,
magically closed container etc with a command word from the caster, when
the key is touched to it. The key is used up in the usage, unless
multiple ranks are used with it (gets 1 additional use per rank).

   If experience is used then the key always works and is never used up
in usage. No (CC) is used with this spell.

:Mage_Road

   COST   : 35
   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 precipitation 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 Horse or
wagon type 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* ).

This spell can ONLY be cast with experience, and must be an always on.

:Magic_Mouth

    COST   : 3
    MODS   : R

This is cast on an object or a surface (like a Wall). It will cause a
mouth to appear on the item and repeat a statement specified by the
caster in the voice the caster uses when casting it, upto 25 words in
length, in a language known to the caster. The speaking will occur when
a specific event occurs in a 30; radius of the mouth. Ex: Speak when
anyone passes within range of you. Speak when a winged creature passes
you. (It cannot detect Invisible, ethereal or astral creatures). Until
the command can be completed the spell remains dormant and in effect.

:Magical_Repair

      COST    : 10
      MODS    : N

This spell mends any magical item, such as a weapon or armour, that has
become broken and is still mostly intact (it won't reform ashes or dust
back into an item) and rebind the spells and energies that were still
found within it.

Unlike most Enchanter spells, no experience is spent in this spell, nor
is it combined with other spells.

:Mason's_Words_Of_Preservation

     COST   : 25
     MODS   : N

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

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

If experience is not used then the effect lasts for one month/rank. If
experience is used it is an always on effect and permanent.

:Message_Scroll_Tubes

      COST   :  25

This spell is cast on a pair of scroll tubes. It links the two tubes so
that anything placed in one will instantly and perfectly teleport to the
other one, and vice versa, allowing private communication between the
holders of the two tubes for scrolls and small items. It works across
planes if necessary.

The scrolls work but once, unless experience is put on them in the
casting, in which case they will always work.

:Octarine_Armour

    COST   : 20
    MODS   : D

   This spell allows the caster to protect an item (and its wearer if
the item is clothing/jewelry etc) from the direct spell castings of a
particular tradition of magic for the duration, giving a +10% per RANK
of addition to saving throws against that kind of magic. Only 1 trad can
be protected from at a time and only one casting of Octarine Armour can
be on an item at a time.

Maximum of 3 RANKS possible. It fails to help against token mages,
enchantment and Trump Mages. If Eps are used the item becomes always on
instead of charged and no (CC) is used.

:Password_(CC)

    COST   : 3
    MODS   : D

This is the reverse of a Word_Of_Activation*, as it is used on an always
on device, turning off its ability for the duration if the password is
spoken. OR it can be placed on an item with normal charges etc and will
deactivate the item and prevent the Word of Activation from working for
the duration after the Password has been spoken.

The password must be spoken within 10'/rank. 

:Protective_Cloak

    COST    : 15
    MODS    : D

This is cast on a cloak or coat. The effects will exist for the duration
(always on) unless dispelled, but can be removed at will.

The Cloak is as light as lace, but actually gives warmth from cold -
protecting from cold based attacks, absorbing up to 10 points of each
such attack (with no limit on how many it can sustain). It will also
protect against fire based attacks (magical and non) equally.

The cloak also acts as a defense against all DRAINING Spells and Powers
while worn and will act as a permanent protection against falling damage
while worn. The cloak can be destroyed if struck by an electrical based
attack or an acid based one before its duration ends. It offers NO
protection from normal weapons, unless fire or cold based.

If eps are used then the cloak or coat is not affected by electrical
attacks (but the wearer would be) and duration is unnecessary.

:Quick_Draw

     COST    : 3
     MODS    : N

Primarily cast on a weapon (And ALWAYS on a non-living thing) this spell
will enable the caster or the person the spell is being cast for, to
instantly have said weapon in their hand when it is needed, if the item
is within 100 feet/rank of the caster/person. Normally a (CC) is used
with this and it works once. If eps are used then you do not have to buy
charges of quick Draw - it will always work when the (CC) occurs.

:Sealant

        COST  : 10
        MODS  : N

Cast upon any two non-living surfaces this will seal them with a glue
like effect. Sealed things like doors etc can be very useful if a
Password_(CC)* is used with them.

:Sigil_Of_Stasis

        COST   : 30
        MODS   : D

This sigil must be inscribed upon a book or scroll or similar surface.
On being read or touched it activates forming a cobra-like apparition
that will attack its reader (unless such is its caster) who must save vs
Magic or be hit. On being hit it places the target into an invisible
field of force that holds them in suspended animation for the
duration put into the spell. If it misses the target it will try to
strike any who come near it for 3 rounds afterwards and if not scoring a
hit will fade away.

The force field can be dispelled or it can be shut down by usage of the
proper word of command. This spell is usually used to protect private
books and papers.

If eps are used then the sigil will activate each time its read or
touched (or if a (CC) is used each time that is used). It does NOT make
the resulting amber force field last longer than the duration.

:Spike_Stones

     COST   : 15
     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.

Experience and (CC)s are not used with this spell.

:Spirit_Bind

     COST   : 30
     MODS   : N

This spell is used to bind a spirit/astral sentience into a magic item
(the item MUST use EPS in construction, including for this spell). This
is how one develops a device with sentience and intelligence. A spirit
bound to an item MUST obey the commands of the user/activator of the
item, to the letter, if it is possible. If the spirit is that of a mage
then the knowledge and power of that mage is bound into the item,
placing their MIND and SPIRIT and CAPACITY into it. A spirit so bound is
trapped within the item until it is destroyed. The Spirit can
communicate telepathically with anyone touching the item (more if they
have a telepath spell etc).

Spirits so bound get 1 point of recharge per hour, no other recharge
systems work while bound inside a device. They may cast spells with the
normal restrictions for their tradition (thus a token spirit trapped
cannot cast!) but only at the will of the owner/weilder/maker.

A spirit MUST be present at the casting of this to work. Once the
binding is started (it works in a 10'/rank area) all spirits in range
cannot leave the area of effect. The caster must have a name or other
proper identifier for the spirit to actually bind it within the item. A
spirit being bound DOES get a chance to save against the effect, but
otherwise cannot act while the binding is taking place.

It is said that occasionally an enchanter has used this spell as a means
of personal immortality, as they can bind themselves to the device by
slaying themselves at the end of the casting of the spell instead of
applying to a spirit in range (others say this was caused by an
enchanter getting killed by someone just as they tried to complete the
spell or klutzing badly on the casting).

Spirit Binding is considered unethical among occult practitioners.

:Staff_Of_Power

     COST   : 30
     MODS   : N

This ritual is used to design a personal tool for an enchanter mage. The
Staff must be made from one of the woods known for their power :
Rowanwood, Oak, Ash or Willow. It must be carved by the mage themselves
before the casting. When complete the staff is a permanent device,
without duration, that only can be used by the ritualist themselves.
Imbedded at the top of it must be a gemstone of at least 3 k. size,
Amethyst, Sapphire, Opal, Topaz, or Emerald (thus a cost of $300 to
$3000 in materials) and requires the usage of 5,000 eps. This spell
cannot be bought at starting point by a player character.

The staff will protect the bearer from the spells of others, and not,
giving the mage a +25% save vs spells cast at them directly, except
those of a magical device or religious basis (thus fails vs Charismatic,
Voodon, Shamans, Discordians, Wiccans). If they save against the spell
then the staff will ABSORB its power, taking 1/2 of its original casted
energy into it and storing it for the Mage to use later as part of their
own rituals. The staff can retain up to 100 energy points per Karat of
the stone set upon its tip.

Once the staff is full, or has absorbed its quota, it will not act as an
aid in saving against spells cast at the owner. The staffs energy must
be released as part of the casting of a spell, or can be released on a
hit by the weilder in combat against someone with the staff - in the
case of such a hit only 10 points can be discharged per hit and the
points do a +10 to the damage of the attack, of pure magical energy
(magic resistance of a target hit will prevent damage from the energy,
but there is otherwise no save from the added damage). The staff itself
does 1d10+4 damage otherwise.

A Mage Staff can be damaged thru mundane means, such as a fireball, an
axe chop etc, but gets a saving throw against such equal to its creators
HARDINESS to prevent being destroyed. If its owner does there is a 75%
chance of it being destroyed in the process thru its linkage.

A mage can ALWAYS feel the presence of their staff within a 5 mile
radius, and can call it to their hands at will by a mental command if
within a 1 mile radius. A mage cannot have more than one staff existing
at a time, but if they choose to disconnect their linkage with a lost
staff to build a new one then they may NEVER relink themselves to the
lost staff.

A staff that has been disconnected from its original owner by choice or
death can be used by others defensively, but they must learn the words
of control for to release the energy within it or to bind themselves to
it thru an identify spell of some sort.

No other spells or bindings can be placed upon an Enchanters Staff by
the enchanter.

:Stainproof

    COST   : 1
    MODS   : D

Cast upon any cloth it prevents it from becoming stained by any
substance or otherwise soiled.

:Umbrella_Of_Enchantment

    COST   : 10
    MODS   : D

   This spell is cast on an umbrella. The umbrella will prevent any RAIN
based spell from affecting the caster while open, and also any falling
object more than 1 lbs in weight will bounce off it (unlike a normal
mundane umbrella). Thus things like a falling Wall of Ice would fail to
harm the possessor of the Umbrella, or even an opponent jumping from a
height above to attack.

   If cast with experience then no (CC) is used and the umbrella will
protect whenever it is open over the weilder as always on.
 
:Vacuum_Bottle

    COST   : 30
    MODS   : N

This is cast on an ordinary bottle or glass vial, upto a quart in size
at the most, which has a stopper, cork or seal of some kind. The bottle
becomes an interdimensional opening into a pocket universe. When the
bottle is opened it will suck into it any non-living matter or energy it
is pointed at, upto 5'cubed in size, and then reseals itself. It is held
in stasis until the bottle is opened again or until it is broken
(Duration has NO application in this spell). Besides a lightweight means
to carry large heavy objects for distances this spell can also be used
as a defense - if ready for it a mage might place an incoming fireball
effect into the bottle before it can explode, or utilize the bottle as a
weapon, since it will release its contents with pressure about 5' from
the opener (Filling one in the sea can produce a 1 round firehose) or it
could conceivably be used to disarm an opponent (sucking swords and
other hand weapons into the bottle if the opponent failed a save vs
Hardiness).

The item(s) to be pulled into the bottle must be within 5' of the holder.

Experience is not used with this spell.

:Vorpal_Blade

     COST    : 35
     MODS    : N

This is cast on any bladed weapon and enhances its ability to cut thru
most substances. It causes any successful hit on a limb or Neck to
remove said part - the damage MUST penetrate armour etc to produce this
effect. A vorpal blade will cut thru flesh, metal, light stone, cloth
and paper equally BUT cannot cut thru Lead or Gold or heavier metals.

It works but for the one damage attack, and cannot be combined with
other damage enhancing or modifying weapon spells on the blade.

If eps are used then the blade is ALWAYS ON, and cannot be sheathed
easily (a lead lined sheath may be needed).

:Word_Of_Activation_(CC)

     COST : 3
     MODS : N

  This assigns a single word to the setting off of a spell charge from a
created item. If multiple spells are possible by an item, a seperate
word could be placed on the activation of each one.

   The word must be said within 10'/rank in order for the device to
activate, but can be spoken by anyone within that range to activate it.

   This is a Command Control (CC) spell which means that no experience
is spent in linking it into the construction of an item.

:Words_Of_Activation_(CC)

    COST : 10
    MODS : N

   This works the same way and with the same restrictions of a simple
Word_Of_Activation* Spell, except that a series of words (two plus upto
one per rank of casting this) is used to activate the spell charge in
the item. All the rest applies the same, including the 10'/rank range,
and the lack of experience cost.

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