Taoist Tradition
:Taoist_Tradition
The Taoist is the combination of all the Eastern traditions in a
simplex package for ease of system design. It includes concepts of many
religions and beliefs, but all interconnects to the concept of the
balance of Yin/Yang, the principles of Zen and the like.
Prerequisite Skills :
Alertness
Meditation
Physical Fitness
Suggested Skills :
Blind Fighting
Body Development
Climbing
Contortionist
Dancing
Exotic Weapons
Martial Arts
Staffs & Polearms
Casting Rules & Restrictions:
-20% if unable to use hand gestures/body movements
Unable to follow Draconian, Hermetic, Shaman (any),
Bloodmage, Tantrologist, Discordian, Charismatic
or Voodon traditions.
Cannot be Token Mages
-10% to cast if wearing any form of physical armour
:Armour
COST : 3
MODS : D
This gives the caster temporary invisible and intangible magical armour
against all normal attacks that absorbs 1 points of damage per rank for
the duration. No more than 20 ranks may be bought.
Unlike normal armour, the armour spell cannot be reduced with wear, has
no encumbrance affects upon coordination and it can be worn with other
forms of Non-Metal armour (Wearing metal armour will negate the armour
spell).
:Assasin's_Invisibility
COST : 25
MODS : D
This is complete invisibility to sight, infravision, sound and scent.
The subject CANNOT create intentional sounds while it is in effect.
: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.
:Bio-Electric_Punch
COST : 3
MODS : D
The caster's hands acquire a flickering blue glow.
This increases the damage they will inflict (with electricity) on
striking targets by 1 point per rank for the duration of the spell.
This CAN be combined with Weakness Understanding for devistating
effects but CANNOT be used with Combat Teleport active.
:Body_Equilibrium
COST : 5
MODS : D
This allows the caster to adjust the weight of their body to
correspond with the surface they are standing on. Thus they can walk on
ice, water, quicksand or even a cloud.
Because of their lightness the character must be wary of wind gusts
which can easily blow them away.
This will also act as a Slow fall effect if they are falling...
:Change_Self
COST : 1
MODS : D
This spell enables the taoist to alter the appearance of his/her
form--including clothing and equipment--to appear one foot shorter or
taller; thin, fat, or in between; humanoid, or any other generally
bipedal creature. The caster cannot duplicate a specific individual,
unless they have disguise skill with which they would then roll.
The GM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his
equipment, and the ruse may be discovered in this way.
:Cleanse_Lungs
COST : 10
MODS : R
This spell will remove any cancerous growths and recently received
poisonous gas damage (recent being with past hour) that the caster's
lungs have suffered. It will also empty lungs filled with water to
prevent drowning, or fluids, as in pneumonia (but does NOT cure disease!
In the case of cancer it simply puts it in temporary remission).
:Combat_Teleport
COST : 15
MODS : D
This spell makes the caster +10% harder to hit via all HTH, Hand
weapon, Missile and gunfire combat attacks as they teleport themselves
instantly a few inches to avoid attacks when they occur. It does NOT
work against energy weapons, spells without physical form or area affect
spells and weapons (like a grenade). While active the caster CANNOT
physically be touched by anyone. Combat Teleport cannot be active at the
same time as Globe of Invulnerability since it is an aura affect.
Additional Ranks add +10%, upto 100% maximum. Combat Teleport IS
cumulative with coordination modifiers but not with BLUR*.
:Cure_Hangover
COST : 1
MODS : N
This spell removes all the symptoms of a hangover in the caster.
:Cure_Nausea
COST : 1
MODS : N
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 caster functional and ends also retching and
vomiting that may accompany Nausea.
:Deflect
COST : 1
MODS : D
This allows the taoist to act with their arms as if they had a
shield, and temporarily gives them a chance to prevent a missile attack
from reaching target by 10% per RANK.
This CANNOT be used with Combat Teleport Active!
:Fog_Vision
COST : 1
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.
:Free_Action
COST : 5
MODS : D
This spell enables the caster 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.
:Frost_Hands
COST : 10
MODS : D
This spell is causes the caster's hands to become freezing cold (some
say the cold of the grave) so that when an opponent is touched they will
do 2d10 cold damage (this can also enhance punches).
: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 for saves 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. Additional ranks add + 5% to
the save add.
:Hyper_Speed
COST : 5
MODS : D
This spell confers speed and movement upon the spell caster. It
allows the caster 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. It adds to them in combat situations a +20 to their
initiative for the duration.
It cannot be combined with ADVANTAGES of Hypermetabolism or other
effects that increase speed/initiative.
:Invisibility_To_Mundanes
COST : 10
MODS : D
This spell causes the caster to become invisible to those who do not
believe in magic and lack magical aptitude. It has NO effect on Mages
and the like who view the invisible.
It will affect plus 25 lbs per rank.
It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete invisibility
to all their senses.
:Keep_Awake
COST : 5
MODS : D
This spell prevents the caster from falling asleep or unconscious for
the duration, whether due to magical or natural causes. The caster will
not feel tired for the duration, but will feel the full effects of being
up for the entire duration as soon as the spell wears off. The caster
may get physically weary and need rest.
If the caster is reduced to negative Health, he will be in intense pain.
It does not prevent him from bleeding to death. He must make an INT
roll to avoid canceling the spell. Physical actions range from
difficult to impossible, depending on the action and the type of injury.
The caster may not meditate while under the effect of this spell.
:Leap
COST : 5
MODS : D
When this spell is cast the individual is empowered with the ability
to leap. The distance the caster is able to leap is 20' plus 5'per RANK
bought of the spell, forward, backward or straight up. One Jump per
round of the spell's duration can be made.
Also at the end of the leap the individual will always land without
falling damage. If LEAP is done with a Kick attack on a target that hits
successfully then the damage done by the kick is Tripled (note that if
this is done and the target is missed or somehow deflects the taoist
then they will be knocked prone!)
:Levitation
COST : 15
MODS : D
This spell allows the caster to rise up thru the air in a mentally
assisted movement, or equally move downward or hover. Levitation is at a
speed of 5' maximum per round per rank and the caster controls the speed
of ascent/descent entirely.
Levitation is NOT flight.
:Life_Support
COST : 20
MODS : D
This allows the mentalist to prevent their body from needing outside
influences to survive. Specifically they need not breathe (and will be
protected from all gas based attacks) outside air, intake food or water,
dispose of bodily wastes or sleep and dream.
:Limb_Running
COST : 1
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 coordination rolls against the terrain while
doing so.
:Long_Breathe
COST : 3
MODS : D
At casting the caster takes in a Large intake of air, and then will
be able to hold that breathe safely for the duration without needing
to breathe again. They cannot speak while this is in effect or the
spell ends prematurely.
:Mind_Guard
COST : 5
MODS : D
This spell protects the caster from the effects of a mental nature as
well as natural abilities like ESP, Telepathy , Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Spirit, Nude Mood,
Possession, Quantum Leap, Spook, Steal Spell, and even Taunt.
:Mirror_Image
COST : 15
MODS : D,R,T
When invoked, this causes 4 duplicates to appear of the target. These
are illusions. They move about with the caster (or target) making it
nearly impossible to tell which is the real one. This means that if a
spell or attack is aimed at the target there is a saving throw made to
see if they hit the being or an image. If they hit an image that image
will disappear and the target takes no damage.... saving roll for the
target/images from such attacks:
4 images present 80%
3 images present 75%
2 images present 66%
1 image present 50%
Once all images are gone the spell ends, otherwise they last until the
duration ends or the caster commands it to end.
:Night_Sight
COST : 3
MODS : D
This allows the caster to see as well at night as in day. It does NOT
help against magical darkness....
:Personal_Healing
COST : 10
MODS : N
This allows the caster to heal injuries they may have sustained, when
they are conscious, by spending the above cost plus 1 point per point of
damage to be healed. No other modifiers are used and it works on
internal wounds, open wounds and broken bones. It does not assist
against diseases, withering or permanent damage.
:Pop
COST : 5
MODS : R
This spell is primarily named for the sound made when it is cast. The
caster is teleported a short distance (based on RANGE) within their Line
of Sight instantly with their equipment (upto 20 lbs).
They cannot appear within a solid object. Each additional RANK adds 20
lbs to the carriable weight.
:Protection_from_Constriction
COST : 1
MODS : D
When cast, a Protection from Constriction spell will mitigate
crushing damage taken each round from a single attack form. Up to five
points per rank of the spell is deducted from crushing damage. Note
that this does not mitigate damage from crushing weapons or falling; it
will protect against constriction, bear hugs, Crushing Hand, or any
similar gradual compression.
:Protection_From_Hunger_and_Thirst
COST : 3
MODS : D
When protection from hunger and thirst is cast, the recipient
requires no food, water, or nourishment of any kind for the duration of
the spell. Each day the caster is under the effect of the spell, he is
fully nourished as if having had eaten and drunk normally. At the end
of the spell's duration, the subject is no more hungry or thirsty than
when the spell was originally cast.
:Quick_Draw
COST : 1
MODS : D
This spell will enable the caster to instantly have their weapon in
their hand when it is needed, if the item is within 30 feet/rank of the
caster/person.
:Remove_Scars
COST : 1
MODS : N
On casting this spell, the caster is empowered to remove scars or
other similar marks (burn marks, birth marks, etc.). This will enable
the recipient of the spell to restore lost charisma caused by such
marks.
:Resist_Cold
COST : 1
MODS : D
This spell lasts for the duration or until the spell has absorbed 10
points of cold damage per rank to protect the caster from harm.
:Resist_Fire
COST : 1
MODS : D
This absorbs upto 10 points of damage per rank from fire and heat
that the caster would have received... then ends or ends at the end of
the duration, or whichever comes first.
:Slow_Fall
COST : 1
MODS : D
When this spell is cast, the caster is affected immediately assuming the
mass of a piece of down. Rate of falling is instantly changed to a mere
two feet per second (120 feet per round), and no damage is incurred upon
landing while in effect. When the spell duration ceases, normal rate of
fall occurs.
:Spider_Climb
COST : 5
MODS : D
By this spell, the caster can walk on any surface and not slip. The
caster can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface) and move at their normal
speed.
:Strength
COST : 3
MODS : D
This allows the caster to boost their own BODY for all purposes
(combat and Health/constitutional saves), by 5 pts plus 1 per RANK.
:SunScreen
COST : 5
MODS : D
It prevents the hinderance 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. Besides
it uses for Drow 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.
:Trackless
COST : 1
MODS : D
This spell prevents the caster 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.
:Weakness_Understanding
COST : 5
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.
:Zen
COST : 20
MODS : D
This is cast before begining any skill based task. It allows the
caster to fully become one with the tools of the task at hand, entering
into a form of trance until the completion of the task. While performing
the task in this manner they are unable to perform any action not
associated with the task - to try to do so will break the spell.
Zen gives the caster +10% to the skill success for every rank the
character has in the Zen spell.
The Taoist is the combination of all the Eastern traditions in a
simplex package for ease of system design. It includes concepts of many
religions and beliefs, but all interconnects to the concept of the
balance of Yin/Yang, the principles of Zen and the like.
Prerequisite Skills :
Alertness
Meditation
Physical Fitness
Suggested Skills :
Blind Fighting
Body Development
Climbing
Contortionist
Dancing
Exotic Weapons
Martial Arts
Staffs & Polearms
Casting Rules & Restrictions:
-20% if unable to use hand gestures/body movements
Unable to follow Draconian, Hermetic, Shaman (any),
Bloodmage, Tantrologist, Discordian, Charismatic
or Voodon traditions.
Cannot be Token Mages
-10% to cast if wearing any form of physical armour
:Armour
COST : 3
MODS : D
This gives the caster temporary invisible and intangible magical armour
against all normal attacks that absorbs 1 points of damage per rank for
the duration. No more than 20 ranks may be bought.
Unlike normal armour, the armour spell cannot be reduced with wear, has
no encumbrance affects upon coordination and it can be worn with other
forms of Non-Metal armour (Wearing metal armour will negate the armour
spell).
:Assasin's_Invisibility
COST : 25
MODS : D
This is complete invisibility to sight, infravision, sound and scent.
The subject CANNOT create intentional sounds while it is in effect.
: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.
:Bio-Electric_Punch
COST : 3
MODS : D
The caster's hands acquire a flickering blue glow.
This increases the damage they will inflict (with electricity) on
striking targets by 1 point per rank for the duration of the spell.
This CAN be combined with Weakness Understanding for devistating
effects but CANNOT be used with Combat Teleport active.
:Body_Equilibrium
COST : 5
MODS : D
This allows the caster to adjust the weight of their body to
correspond with the surface they are standing on. Thus they can walk on
ice, water, quicksand or even a cloud.
Because of their lightness the character must be wary of wind gusts
which can easily blow them away.
This will also act as a Slow fall effect if they are falling...
:Change_Self
COST : 1
MODS : D
This spell enables the taoist to alter the appearance of his/her
form--including clothing and equipment--to appear one foot shorter or
taller; thin, fat, or in between; humanoid, or any other generally
bipedal creature. The caster cannot duplicate a specific individual,
unless they have disguise skill with which they would then roll.
The GM may allow a saving throw for disbelief under certain
circumstances: for example, if the caster acts in a manner obviously
inconsistent with his chosen role. The spell does not alter the
perceived tactile (i.e., touch) properties of the caster or his
equipment, and the ruse may be discovered in this way.
:Cleanse_Lungs
COST : 10
MODS : R
This spell will remove any cancerous growths and recently received
poisonous gas damage (recent being with past hour) that the caster's
lungs have suffered. It will also empty lungs filled with water to
prevent drowning, or fluids, as in pneumonia (but does NOT cure disease!
In the case of cancer it simply puts it in temporary remission).
:Combat_Teleport
COST : 15
MODS : D
This spell makes the caster +10% harder to hit via all HTH, Hand
weapon, Missile and gunfire combat attacks as they teleport themselves
instantly a few inches to avoid attacks when they occur. It does NOT
work against energy weapons, spells without physical form or area affect
spells and weapons (like a grenade). While active the caster CANNOT
physically be touched by anyone. Combat Teleport cannot be active at the
same time as Globe of Invulnerability since it is an aura affect.
Additional Ranks add +10%, upto 100% maximum. Combat Teleport IS
cumulative with coordination modifiers but not with BLUR*.
:Cure_Hangover
COST : 1
MODS : N
This spell removes all the symptoms of a hangover in the caster.
:Cure_Nausea
COST : 1
MODS : N
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 caster functional and ends also retching and
vomiting that may accompany Nausea.
:Deflect
COST : 1
MODS : D
This allows the taoist to act with their arms as if they had a
shield, and temporarily gives them a chance to prevent a missile attack
from reaching target by 10% per RANK.
This CANNOT be used with Combat Teleport Active!
:Fog_Vision
COST : 1
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.
:Free_Action
COST : 5
MODS : D
This spell enables the caster 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.
:Frost_Hands
COST : 10
MODS : D
This spell is causes the caster's hands to become freezing cold (some
say the cold of the grave) so that when an opponent is touched they will
do 2d10 cold damage (this can also enhance punches).
: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 for saves 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. Additional ranks add + 5% to
the save add.
:Hyper_Speed
COST : 5
MODS : D
This spell confers speed and movement upon the spell caster. It
allows the caster 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. It adds to them in combat situations a +20 to their
initiative for the duration.
It cannot be combined with ADVANTAGES of Hypermetabolism or other
effects that increase speed/initiative.
:Invisibility_To_Mundanes
COST : 10
MODS : D
This spell causes the caster to become invisible to those who do not
believe in magic and lack magical aptitude. It has NO effect on Mages
and the like who view the invisible.
It will affect plus 25 lbs per rank.
It will NOT work against technological detection devices, including
cameras and the like. BUT to mundane persons it is complete invisibility
to all their senses.
:Keep_Awake
COST : 5
MODS : D
This spell prevents the caster from falling asleep or unconscious for
the duration, whether due to magical or natural causes. The caster will
not feel tired for the duration, but will feel the full effects of being
up for the entire duration as soon as the spell wears off. The caster
may get physically weary and need rest.
If the caster is reduced to negative Health, he will be in intense pain.
It does not prevent him from bleeding to death. He must make an INT
roll to avoid canceling the spell. Physical actions range from
difficult to impossible, depending on the action and the type of injury.
The caster may not meditate while under the effect of this spell.
:Leap
COST : 5
MODS : D
When this spell is cast the individual is empowered with the ability
to leap. The distance the caster is able to leap is 20' plus 5'per RANK
bought of the spell, forward, backward or straight up. One Jump per
round of the spell's duration can be made.
Also at the end of the leap the individual will always land without
falling damage. If LEAP is done with a Kick attack on a target that hits
successfully then the damage done by the kick is Tripled (note that if
this is done and the target is missed or somehow deflects the taoist
then they will be knocked prone!)
:Levitation
COST : 15
MODS : D
This spell allows the caster to rise up thru the air in a mentally
assisted movement, or equally move downward or hover. Levitation is at a
speed of 5' maximum per round per rank and the caster controls the speed
of ascent/descent entirely.
Levitation is NOT flight.
:Life_Support
COST : 20
MODS : D
This allows the mentalist to prevent their body from needing outside
influences to survive. Specifically they need not breathe (and will be
protected from all gas based attacks) outside air, intake food or water,
dispose of bodily wastes or sleep and dream.
:Limb_Running
COST : 1
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 coordination rolls against the terrain while
doing so.
:Long_Breathe
COST : 3
MODS : D
At casting the caster takes in a Large intake of air, and then will
be able to hold that breathe safely for the duration without needing
to breathe again. They cannot speak while this is in effect or the
spell ends prematurely.
:Mind_Guard
COST : 5
MODS : D
This spell protects the caster from the effects of a mental nature as
well as natural abilities like ESP, Telepathy , Well_Of_Blackness*,
Hypnotism*, Charm Person, Curse of Senility, Detect Spirit, Nude Mood,
Possession, Quantum Leap, Spook, Steal Spell, and even Taunt.
:Mirror_Image
COST : 15
MODS : D,R,T
When invoked, this causes 4 duplicates to appear of the target. These
are illusions. They move about with the caster (or target) making it
nearly impossible to tell which is the real one. This means that if a
spell or attack is aimed at the target there is a saving throw made to
see if they hit the being or an image. If they hit an image that image
will disappear and the target takes no damage.... saving roll for the
target/images from such attacks:
4 images present 80%
3 images present 75%
2 images present 66%
1 image present 50%
Once all images are gone the spell ends, otherwise they last until the
duration ends or the caster commands it to end.
:Night_Sight
COST : 3
MODS : D
This allows the caster to see as well at night as in day. It does NOT
help against magical darkness....
:Personal_Healing
COST : 10
MODS : N
This allows the caster to heal injuries they may have sustained, when
they are conscious, by spending the above cost plus 1 point per point of
damage to be healed. No other modifiers are used and it works on
internal wounds, open wounds and broken bones. It does not assist
against diseases, withering or permanent damage.
:Pop
COST : 5
MODS : R
This spell is primarily named for the sound made when it is cast. The
caster is teleported a short distance (based on RANGE) within their Line
of Sight instantly with their equipment (upto 20 lbs).
They cannot appear within a solid object. Each additional RANK adds 20
lbs to the carriable weight.
:Protection_from_Constriction
COST : 1
MODS : D
When cast, a Protection from Constriction spell will mitigate
crushing damage taken each round from a single attack form. Up to five
points per rank of the spell is deducted from crushing damage. Note
that this does not mitigate damage from crushing weapons or falling; it
will protect against constriction, bear hugs, Crushing Hand, or any
similar gradual compression.
:Protection_From_Hunger_and_Thirst
COST : 3
MODS : D
When protection from hunger and thirst is cast, the recipient
requires no food, water, or nourishment of any kind for the duration of
the spell. Each day the caster is under the effect of the spell, he is
fully nourished as if having had eaten and drunk normally. At the end
of the spell's duration, the subject is no more hungry or thirsty than
when the spell was originally cast.
:Quick_Draw
COST : 1
MODS : D
This spell will enable the caster to instantly have their weapon in
their hand when it is needed, if the item is within 30 feet/rank of the
caster/person.
:Remove_Scars
COST : 1
MODS : N
On casting this spell, the caster is empowered to remove scars or
other similar marks (burn marks, birth marks, etc.). This will enable
the recipient of the spell to restore lost charisma caused by such
marks.
:Resist_Cold
COST : 1
MODS : D
This spell lasts for the duration or until the spell has absorbed 10
points of cold damage per rank to protect the caster from harm.
:Resist_Fire
COST : 1
MODS : D
This absorbs upto 10 points of damage per rank from fire and heat
that the caster would have received... then ends or ends at the end of
the duration, or whichever comes first.
:Slow_Fall
COST : 1
MODS : D
When this spell is cast, the caster is affected immediately assuming the
mass of a piece of down. Rate of falling is instantly changed to a mere
two feet per second (120 feet per round), and no damage is incurred upon
landing while in effect. When the spell duration ceases, normal rate of
fall occurs.
:Spider_Climb
COST : 5
MODS : D
By this spell, the caster can walk on any surface and not slip. The
caster can walk on walls, ceilings, ice, etc. and not slip or slide
(feet are like suction cups to the surface) and move at their normal
speed.
:Strength
COST : 3
MODS : D
This allows the caster to boost their own BODY for all purposes
(combat and Health/constitutional saves), by 5 pts plus 1 per RANK.
:SunScreen
COST : 5
MODS : D
It prevents the hinderance 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. Besides
it uses for Drow 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.
:Trackless
COST : 1
MODS : D
This spell prevents the caster 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.
:Weakness_Understanding
COST : 5
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.
:Zen
COST : 20
MODS : D
This is cast before begining any skill based task. It allows the
caster to fully become one with the tools of the task at hand, entering
into a form of trance until the completion of the task. While performing
the task in this manner they are unable to perform any action not
associated with the task - to try to do so will break the spell.
Zen gives the caster +10% to the skill success for every rank the
character has in the Zen spell.
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