Faustian Magic

 :Faustian_Magic


  The Faustian tradition of magic is rarely practiced and frowned upon

as destructive, unpredictable and disruptive by many mages of modern

magic. It origins are said to go back to the Middle Ages, when magick

was a tricky thing to learn or get learning in.


  All Faustian magic has a drawback, a price, beyond that of the normal

risks of being a mage. Unlike a Draconian, whoose prices are primarily

mental in nature, the Faustian pays their price in side effects in the

spells. The energy costs of Faustian magic are often much less than

those of normal spells...


  Faustian Magic is rare, of the original version of the work only three

copies were known to exist until recently. One of these was locked away

in the Vatican Library, a second is said is to be in the possession of

the Diogenes Club (San Francisco Site) and a third was in the possession

of a renegade Elven Warrior. An unknown number of computer copies were

leaked out of a modified version from the Elven Warrior, and their

whereabouts are unknown.


    Required Skills:


         Meditation

         Read/Write

         Spellcasting


    Suggested Skills:


         Latin


    Restrictions & Modifiers:

 

         Cannot be Blood Mages, Draconians, Enchanters or Shamans.

         -20% to cast if unable to speak aloud

         -20% to cast if unable to make hand gestures in casting



:Acid_Sweat


    COST   : 1

    MODS   : D


This spell causes the casters body to excrete a corrosive acid as sweat

for the duration bought, which on any touch does 2d10 of damage to

people. It eats away normal clothing, one layer a round, and will damage

armour worn by the caster by 10 points per round.


    Additional RANKS add + 1 to the Damage inflicted on beings touched.


:Amphibious_Ability


    COST   : 1

    MODS   : D,R,T


This makes the caster or the target being(s) able to breathe underwater

as easily as they did air. BUT they will NOT be able to breathe in the

air! Unless trained as a swimmer they will be able to hold their breathe

a maximum of 10 rounds, and then will take 5 Health suffocation each

round after that. The caster can negate the spell and there is, of

course, a saving throw.


:Animal_Possession


    COST   : 5

    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 prematurely only if

they return to contact with their body, otherwise they are trapped in

the animal body until the duration passes.


If a mage is trapped in a body after the death of his own then the

duration of the spell no longer will apply, and they need to save each

day to avoid losing mental abilities and becoming more bestial (one save

vs magic for MIND and one for SPIRIT and a loss of a point for each one

failed until at 0. If MIND drops below 3 they have only animal

sentience.


:Apprentice_Link


    COST   : 25

    MODS   : N


This spell is used to link a spellcaster with an apprentice or trusted

companion or follower over a long period of time. It creates a linking

so that they can speak (as under a Mind_Speech* spell), and so they can

transfer energy at will (The CASTER of the Apprenticeship spell controls

the flow and can take energy from the apprentice at will or bestow such

to them at will) over any distance. The spell effects work THRU a

Pentagram unhindered as well, despite its lack of ranks. The caster can

also cast Spells upon the Apprentice at any time despite the distance as

if they were in TOUCH range.


   This spell cannot be cast on an unwilling target.


Unlike a normal Spell, the duration on this one is always exactly one

year and a day.


Price : The price in this spell is that damage received is split among

BOTH parties... if the apprentice is wounded they take half the damage

and the caster takes the other half. The spell cannot be turned off

until the duration ends, save thru a dispell of Rank 10 or greater.


:Awaken 

 

    COST   : 1

    MODS   : R,T


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

instantaneously.  It can be set to trigger on a specific action such as

a word or action. Each being that may be awakened must be named in the

spell when cast. The Awakening does 1 point of damage (no save and no

armour absorbtion, but fails if they are DEAF) to their eardrums!


:Barkskin


    COST   : 5

    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.


The Price in this case is that the spell effect makes the character

subject to double damage from any Fire, flame or heat based attack (and

negates any normal or magical protections from fire/heat that they

possess).


:BladeSharp


   COST   : 1

   MODS   : D


This makes a bladed weapon +3 to Damage for the duration. It cannot be

combined with any other damage enhancing spell.  Each Additional Rank

adds +1. Upon the spells ending the blade will be absolutely and

entirely dull and must be sharpened from scratch as if it had just been

forged.


:Blur


   COST   : 1

   MODS   : D,R


This causes the casters (or target being's) outline to become blurred,

shifting and waivers. This distortion causes all missile and melee

combats to be -20% normal chance to hit as well as for all magic attacks

directed at the target exactly. It also causes the same minus factor for

the subject to cast, shoot, fire missiles or do combat themselves as

everything is blurry to their own sight too!


:Bone_Breaker


    COST    : 1

    MODS    : R


This is cast on a single target being and will break a particular bone

in their body (roll):


         01-15  Left leg

         16-30  Right Leg

         31-50  Right Arm

         51-70  Left Arm

         71-00  Rib        (-10% all skills while broken)


Broken limbs are not usable. Broken ribs only restrict action. Lasts

until healed/repaired. Duration is NOT bought on this spell. 1d10 of

damage is done in the process to the target.


If the spell is saved against the caster is subject to the damage!


:Boneset


    COST   : 1

    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.


The Price of this spell is that the target, after the healing, becomes

ravenously hungry and needs to eat a pound of food for every point of

damage healed. They will be at -25% to perform all skills until this

hunger is fed in full.


:Burning_Hands


     COST   : 1

     MODS   : D,R


When the wizard casts this spell, a jet of searing flame shoots from his

fingertips.  His hands must be held so as to send forth a fan-like sheet

of flames: the wizard's thumbs must touch each other and fingers must be

spread. The burning hands send out flame jets of 5 foot length in a

horizontal arc of about 120 degrees in front of the wizard.  Any

creature in the area of the flames suffers 1d10+3 hit points of damage,


Beings in range must make a roll vs Coordination to avoid the damage.

Flammable material touched by the fire burn (e.g., cloth, paper,

parchment, thin wood, etc.).  Such materials can be extinguished in the

next round if no other action is taken. Additional RANKS add +1 to

damage done. RANGE is added to the base 5' length of the flames.


Part of the price is that this spell cannot be stopped prematurely by

the caster and that they cannot cast ANY other spell while it is in

effect. Only the mage's fingertips are fireproof from the spell, the

rest may be burned if the flames are reflected back or the clothes of

the mage are ignited.


:Cat_Spirit


   COST   : 3

   MODS   : D,R


The cat form spell grants many of the abilities traditionally associated

with cats, though it does not significantly alter the features of the

recipient. The spell grants a +10 bonus to Coordination, and all skills

that use that as a base, the recipient's tread will be absolutely quiet

for the duration. The spell also halves all damage taken from falls and

allows the recipient to land on his or her feet. They also gain a cat's

nightsight ability so long as there is SOME light in an area. Finally,

it grants the ability to grow claws, allowing each hand and foot do 10+3

damage.


The Price of this spell is that it is NOT subtle. The caster's eyes

become like those of a cat in coloring, Their Ears become cat shaped and

the body becomes covered with fine fur. A non-manipulatable tail grows,

and the hands become cat like and unable to do fine detail work and the

opposable thumbs vanish while in the effects of the spell.


:Change_Self


    COST   : 1

    MODS   : D


This spell enables the wizard to alter the appearance of his

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.

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. The price here is

that while the spell is in effect the caster cannot cast another spell

or they temporarily lose control of this one and revert to their normal

self while casting the second spell.


:Charm_Person


   COST   : 2

   MODS   : D,R


This spell affects any single person it is cast upon. The spell

recipient regards the caster as a trusted friend and ally to be heeded

and protected.  The spell does not enable the caster to control the

charmed creature as if it were an automaton, but any word or action of

the caster is viewed in the most favorable way.  Thus,  person would not

obey a suicide command, but he might believe the caster if assured that

the only chance to save the caster is to hold back an on-rushing dragon

"just for a round or two".  Note also that the spell does not endow the

caster with linguistic capabilities beyond those he normally possesses

(i.e., he must speak the victim's language to communicate ).


They get a save vs magic when it is initially cast. Additional Ranks

lower their saving throw by 1 Point.


The Price of the spell is that it lowers (while in effect) the MIND of

the subject by 10 points, making them susceptable to magic and generally

less intelligent (The term 'friendly morons' may come to mind in some

cases). They also won't remember anything about their life before the

casting so they can't help their 'friend' by providing information, but

can perform and remember all spells and skills they may have.


:Chronoport


   COST   : 15

   MODS   : R


This spell can be cast on the caster or on a target being or object, and

is limited to a maximum of effectiveness equal to the caster's own

weight plus an additional 25 lbs per RANK of the spell.


Unlike a teleport, a Chronoport moves the target forward in TIME instead

of in space. Thus they disappear from sight and reappear in the future

at the actual Duration's end. Once cast there is NO way to cancel the

spell or dispell it. The target does not age in the interim period of

time so they arrive only 1 round after their departure as far as they

are concerned but could in actuality have spent hours, days or even

years being away while the spell progressed.


If the space they had occupied on departure has been filled with another

object they will arrive randomly in a nearby open space.


Unlike other versions of this spell, the Faustian version has a random

result as to when in time the port was to:


                 Roll    Result

                 ----    ------

                 01-10   1d10 rounds

                 11-40   30 rounds

                 41-60   60 rounds

                 61-70   1d100 rounds

                 71-80   1d100 minutes 

                 81-90   1d100 Hours

                 91-95   1d10 days

                 96-00   1d10 weeks


:Cloudburst


    COST   : 10

    MODS   : R


This causes rain to fall in a radius of the RANGE of the spell at a rate

of 1/2 inch per round, soaking everything within the area, extinguishing

fires, preventing most fire spells, etc.


Unlike other versions of this spell the Faustian has no Duration setting

and can be cast ANYWHERE..... Roll 1d100 rounds for duration. Caster

cannot stop the spell prematurely.


:Color_Spray


   COST   : 3

   MODS   : R


Upon casting this spell, the wizard causes a vivid, fan-shaped spray of

clashing colors to spring forth from his hand. Creatures within the area

are affected in order of increasing distance from the wizard.  All are

entitled to a saving throw vs. magic.  Blind or unseeing creatures are

not affected by this spell.


Creatures failing saving are struck unconscious for 1d10 +1/rank rnds.


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

to be affected.


The Drawback is the caster must close their own eyes for the entire

casting (and give up all combat saves against weapons or Coordination

during the casting) and for 1 full round afterwards, or be affected by

their own spell!


:Create_Spectre


     COST   : 25

     MODS   : N


This creates a semi-material semi-astral construct that can affect both

planes at will. The Spectre is a vaguely man-shaped energy creation that

survives by drawing energy from other beings (Material or Astral). It

has only limited intelligence and cannot pass thru a barrier that would

prevent and astral being. In combat it has a 75% +1%/Caster rank chance

to hit (opponents get a chance to dodge vs Coordination) and on hitting

it drains 1d10 +1/rank magical energy from the target or, if the target

has insufficient magic energy or is a mundane, it will drain Health

(damage without any kind of absorbtion) with each hit. The Spectre can

exist as long as it has energy. It begins with 15 Health from its

creation and this Energy/Health expands with each drain it succeeds at.

Spectres CAN be harmed by astral weapons, and can be seen as ghostly

forms on both the physical and astral planes. They exist mearly to

increase their energy and will strike randomly. The caster has NO

control of the creation!


:Create_Spring


     COST   : 5

     MODS   : N


This spell is cast upon natural rock or earth and causes a spring of

fresh water to bubble forth from it, putting out about one gallon of

water per minute. It is a great means of bringing water to a desert,

irrigating crops etc. Unfortunately the spell has no duration - the

effect will last as long as the target locale exists. The caster cannot

turn the spell off by normal means (but it could be dispelled by a

Dispell of equal or greater rank).


:Crushing_Hands


   COST   : 12

   MODS   : D,R


This spell creates a HUGE disembodied hand that attempts to crush the

target. It needs NO roll to hit, but the victim gets a HARD save each

round to avoid taking ANY damage that round. Two successful saves in a

row frees them from the grasp of the hand. The hand does 1d10+5 damage

each round it is successful, and metal armour gives NO assistance

against the damage.


Each additional RANK of the spell adds 1d10 to the damage occuring. The

hand is NOT affective against non-corporal forms.


The Hand can be dealt damage, thru normal cutting weapon attacks and

similar type spells, and each point done to the hand is done to the

caster!


:Demonic_Barber


    COST    : 5

    MODS    : R


This spell creates a physical manifestation that appears to be a demon

with humanoid form but goat-like legs and small horns with barbed tail

wearing a long leather apron with pockets. The target being will find

themselves in a Barber chair and the demon will then give them a proper

haircut and styling over the next 3 rounds. The target cannot leave the

chair but may act otherwise in any way they wish but cannot physically

or magically harm the demon (except dispell it). They will have a

perfect haircut and suffer no harm from the demon (but they may be

attacked by others while the coiffeur is occurring).


A resistant target gets a save vs Coordination to avoid the chair when

the spell is first cast. If the target dodges the Barber will continue

to try to grab targets until it gets someone into the chair - and it can

grab the caster!


:Demon_Printer


    COST   : 10

    MODS   : D


This spell is another representational type that appears to be a 'demon'

in this case a 5' tall creature with 4 arms and two legs green in color.

It will take any book handed it and in 1 rounds will hand back a

complete duplicate of it (except for any active spells or scroll-like

spells on it). If the book is trapped then the trap goes off and will

end the demon printer spell instantly. The demon can also be handed a

single page of written material and it will produce 100 copies of that

page instantly. The Duration is for the demon and NOT the copies

lifetime.


Books (not pages) will be randomly trapped by the demon with an effect

that will go off on opening:


          01-05  A cream pie smacks the opener in the face!    

          06-25  Explosive Runes that do 3d10 +1/rank explosive damage

          26-50  Paralysis on opener for 3d10 rounds

          51-75  Metal Teeth BITE the opener and close it for

                 2d10 damage and roll for new trap next time!

          76-00  Paradox affect occurs!


:Detect_Fae


     COST    : 3

     MODS    : D


This allows the caster to recognize on LOS any Fae-Folks. It will also

allow the caster to see thru Fae-FOlk invisibility powers (not spells)

as if they were not there. It Alerts the Fae to the fact that the caster

knows they are though in this version!


: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 the color of its tradition(s). Duration is not

needed to be purchased, and it is cast at the suspect target.


If a spell being seen is rank 5 or greater the caster will be blind for

the next round when using this spell.


: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.


The target WILL know they have been detected!


:Detect_Spirit


   COST   : 2

   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. The

Target will know they have been detected.


:Dragon's_Breathe

 

   COST   : 7

   MODS   : D,R,T


This allows the caster to produce authentic Dragons fire from his/her

breathe, extending out to the range of the spell. This is a flame in a

60 degree Arc. All within the range must make Coordination rolls to

avoid the attack, those who fail will take 3d10+1/rank of damage with NO

armour absorption. Those who succeed take only 1d10 of damage. With

Duration the caster can use the breathe weapon every other round until

it expires (or the mage does). If, while using this spell, an extinguish

Fire is cast on the mage it cuts the spell short. A direct hit on the

caster while using this spell by oil will cause the caster double normal

damage. If the caster cannot open their mouth they take the damage on

the next round! The spell cannot be turned off prematurely. It CAN be

cast on another individual, using the TARGET option cost.


All wood, paper, leather and cloth items carried by a being hit by

Dragonfire that didn't save will be utterly destroyed unless magical in

nature.


:Enchanted_Cauldron_Ritual


    COST   : 20

    MODS   : N


This spell is considered one of the more disgusting and dangerous

methods of gaining new spells and knowledge in the mystic arts. It

requires a small iron cauldron, 6 pints human blood, a gallon of water

and an owls feather. Casting time is one hour and NO additional beings

can be involved beyond the caster. NO RANGE, TARGETS or DURATION are

used.


A failure at casting this spell ALWAYS results in the immediate death of

the caster, without chance of resurrection or restoration. All that will

be found are some ashes left behind.


        Successfully cast the spell produces RANDOM results:


             01-05 Caster improves 1 rank in a spell already known

             06-20 Caster learns one new random spell from a class they

                   belong to.

             21-30 Caster learns 2 new random spells from a class they

                   belong to.

             31-40 Caster Learns 3 new random spells from a class they

                   belong to.

             41-50 Nothing Happens

             51-60 Caster Forgets a Spell they already know and cannot

                   learn it from ANY source ever again.

             61-70 Caster Loses 1d10 Health permanently

             71-95 Caster Must roll on the insanity table

             96-00 Caster is visited by a random demon/devil creature

                   as if they had tried to summon such!


:Ethereal Sight


   COST   : 1

   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! Those seen KNOW the caster has seen

them!



:Fire_Ball


    COST   : 5

    MODS   : R,T


This is a normal Fireball spell (the caster chooses the target and the

Fireball expands until the target is engulfed), damage is 1d10 per spell

Rank Purchased upto 5 ranks. Additional Targets bought must be adjacent

to the prime target. Only Magic & Non-Metal Armour will absorb damage

from this attack.


The mechanics of the Fireball : The target(s) are surrounded by a cloud

of natural gas which is then sparked into ignition. Target gets a

Coordination save to avoid the flames. It may ignite other flammables in

the area. Caster takes 1 point of Health damage to cast this spell!


:Flesh_To_Stone


   COST   : 10

   MODS   : D,R


Target being gets a roll vs Magic and if failed is instantly turned to

stone for the duration of the spell. A stoned being is unable to move,

act or think. If damaged or destroyed in this state it will reflect on

them when they return to normal at spells end. If the target saved then

the caster must save to avoid the effect!


:Gaseous_Form


   COST   : 5

   MODS   : D,R,T


This spell allows the caster to turn the creature touched into a colored

cloud of gas, for the duration of the spell. If the creature touched is

an unwilling recipient of the spell, he gets Intuition Defenses.


The spells effects are identical to that of the Potion of gaseous form,

with regards to movement rates, and the effects of a Gust of Wind spell,

though the caster, if he casts the spell on himself, can turn

non-gaseous at any time.


While in gas form, strong winds will do damage to the gaseous being.


:Guardian_Demon


    COST   : 20

    MODS   : D


This spell does NOT summon a demon. It instead creates from its own

energies a creature that physically appears to be a demon of about

half-human size (about 3' tall) with bright red skin , horns and a

pointed tail. Its armed with a small trident (1d10+4 magical damage).

The caster instructs the demon to guard one being, object or location

and it will do so to the death. The Demon has 20 Health and cannot be

harmed by non-magical weapons. Spells cast at the demon have a 50%

chance of volleying back at their target as do all missile weapons, with

the exception of DISPELL MAGIC. The caster must give the demon a

password that when spoken will end the spell and the demon will then

fade away. TARGET and RANGE are not used with this spell, but Duration

adds are mandatory to be effective. The demon, in combat, attacks at

100% skill with its trident. It can also throw a minute fireball that

does 2d10 normal fire damage to the target. The demon cannot be used for

anything except to guard and protect.


Additional Ranks add 5 Health to the demon, +1 to its trident damage and

an additional +1 to the fireballs effect.


If the Demon is dispelled or destroyed a Paradox affect will ALWAYS take

place!


:Hey_Bartender


   COST   : 5

   MODS   : N


This summons a magical demonic bartender with a cabinet of all sorts of

alcoholic drinks. He/she will request of the caster's preference and

will fill the order within a round and then both he and the cabinet will

vanish.


The Bartender's drinks are VERY potent alcohol and and each one drank

makes one -10% to all skills for an hour, and cause a hangover

afterwards.


:Limb_Replacement


   COST   : 25

   MODS   : N


This spell requires usage of only one limb, which is used to touch the

target, so that the caster can replace a lost or missing limb with one

from the target. The Target does get a saving throw, and if failed will

find their limb removed and now attached to the caster in place of their

lost one (If the limb was damaged the target gets the damaged one in

replacement). The caster loses 1 BODY and HEALTH each time this spell is

cast, even if it is unsuccessful.


:Nude_Mood_Area


   COST   : 15

   MODS   : N


All beings (within 30'/level radius) 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.


The Caster cannot cast any destructive (causing damage) spell into the

same area again for 5 rounds after casting this spell successfully.


:Passwall


    COST   : 12

    MODS   : N


A passwall spell enables the caster to open a passage through wooden,

plaster or stone walls or surfaces, and thus allowing himself and

companions etc to simply walk thru. The spell creates a 5' high by 10'

high by 10' deep opening. Additional ranks increase the depth of the

passage. Passage Doesn't vanish!


:Pit


    COST   : 3

    MODS   : R


Creates a 5' radius pit 15' deep in dirt, sand or stone at the location

within the range. Duration is NOT used with this spell, the pit does NOT

vanish. Successive ranks of this spell makes the pit another 15' in

depth for each rank. If a pit is created UNDER a sentient then the being

gets a Coordination save to avoid falling into the pit. Pits don't

vanish. Pits are randomly lined on the bottom:


                 01-25  A foot of fluffy feathers

                 26-50  Three Feet of Muddy Water

                 51-75  A trampoline! (bounce out!)

                 76-00  Dirt Bottom....


:Pygmalion


    COST   : 25

    MODS   : D,R


This spell animates and brings to life a statue, placing it under the

control of the caster as if it was a charmed person. Statue may be

humanoid or of other shape, but no more than 10 in height per rank of

the spell.  It will have a Health of 50 per RANK and a Coordination of

10 Per Rank. While under this spell it is if Pseudo-Flesh, not its

original material, and can be harmed by normal weapons etc.


The duration is only the duration of the caster's control and after that

the statue becomes vaguely sentient and in control of its own actions!


:Radial_Teleport


    COST : 10

    MODS : N         


This spell allows the caster to teleport everything in a 30' radius

hemisphere from the point they are standing, including about 3 inches

below their feet. Everything within the area will arrive in the

memorized locale, and in the process change it enough that it will no

longer be a memorized locale (and the place left from will also be

radically different). Useful for moving a number of persons or equipment

quickly, the drawback is that it cuts things shearly - anything more

than two feet taller than the caster or outside the radius will be cut

shearly in the process! If cast on a street, you bring three inches of

pavement with you! The uses and disadvantages can be obvious.


:Regeneration


    COST   : 5

    MODS   : D,R,T


Cast on a living being only, this causes them to heal at an accelerated

rate, getting back one lost Health point from wounds per round until at

full (and the spell will continue to work afterwards until its duration

ends for additional wounds that might occur) normal Health. It will also

grow back any lost body parts in the process (limbs etc).


Each additional point healed costs another energy point while healing,

and the spell ends if there is a point healed without any energy to

cover it.


:Rejuvenation


    COST   : 15

    MODS   : R


This spell reduces the age of a living creature by 1d10 years of age.

DURATION is not used with this spell, its affects work long afterwards.

If the target is NOT the caster then it ages the caster that many years.

If the target is the caster to be reduced, then it ages anyone near the

caster (within 30') to cover the age cost. It cannot be cast without

someone within 30' of the caster to receive the aging. It does not age

ageless beings.


:Resist_Electricity


    COST   : 5

    MODS   : D,R


This lasts for the duration or until a total of 100 points of damage

have been absorbed by the spell to protect the target from harm. While

up the target will take damage from rain, snow, immersion in water!


:Resist_Elements


    COST   : 1

    MODS   : D,T


This protects the caster (or target being) from the affects of Winter

Cold or unusual Heat, so that they are unaffected by them. Thus they

could conceivably be naked in the snow and not get frostbite or wearing

heavy armour in the heat of summer and be perfectly comfortable.

Although temperature extremes do not affect them, they become more

vulnerable to actual fire or ice damage, taking +1 per 10 points

inflicted.


:Rope_Trick


    COST   : 3

    MODS   : D


When this spell is cast on a piece of rope from 5' to 30' in length. One

end of the rope rises into the air until the whole is hanging

perpendicular, as if affixed at the upper end. The upper end is, in

fact, fastened in an extra-dimensional space, and the spell caster and

upto 5 others can climb up the rope and disappear into this place of

safety where no creature can find them. The rope can be pulled up behind

them, otherwise it hangs down from the space. At spells durations end

the contents of the space fall back into normal space, so getting out

before it expires may be best to avoid falling damage.


Drawback - while within the space they cannot hear or see what is going

on outside and must stick their head out to perceive anything.


:Seeker_Of_Doom


   COST    : 30

   MODS    : D


This spell needs a lock of hair, blood sample, bodily fluid, tissue

sample, or a personal possession of a particular being to work. This

being is the target (there can be only one) and RANGE is not used in

this spell. The spell 'Gates' to the target beings presence immediately

a creature to attack them. The creature will have no idea who gated them

but will know they are to slay the victim being. After they have

accomplished this it frees the creature to do as it wishes on the

material plane, usually choosing to hunt down the caster! If the

duration ends the creature vanishes. Seekers cannot be seen except by

persons with SPIRIT >9.


             Seeker         Health              : 85

                            INIT ROLL        : 30+1d10

                            HEIGHT           : 10'

                            Claw Attack      : 2d10+6 DMG

                            Chance to HIT    : 90%

                            Magic Save       : 50%

                            Coordination     : 25

                            Natural Armour   : 10 ABS/hit no SDC limit               


             Powers : HOLD PERSON (30'rng, magic save, Lasts 10 rnds)

                      Passwall (takes 1 Rnd / 5' thickness)

                      JUMP 30' in one hop

                      GATE in Another Seeker (40% chance, 4 times/day)

                      Can Comprehend all Spoken Languages


             Notes  : The Creatures are frog-like bi-pedal creatures.

                      They are generally low-intelligence, but can use

                      simple magic items like wands, rings, staffs, etc.

                      They prefer damage causing things.


A spell klutz of this spell ALWAYS results in the creature appearing

right beside the caster and free of any control or concepts of such and

able to do as it pleases (usually kill, rob, maim and otherwise harm).


Multiple Ranks send an additional Seeker after the target each.


:Sex_Change


    COST   : 5

    MODS   : D,R


This is a simplex polymorph, it does not change the race or mass of a

being, but merely alters it from male to female or female to male with

the available materials. It does not change the innate

nature,personality or intelligence of the being or even alter their

concepts of sexuality directly, it is PURELY biological. The spell lasts

for the duration paid for by the caster and it can be cast on another or

on the mage themselves. This spell main seem frivolous to some, but it

has its uses. for example there is one tale of a Princess of an invaded

country having escaped by such a spell and the stealing of the uniform

of one of her captors (a disguise not possible by simply the uniform due

to physical attributes).


The spell will utilize what's available, so for example in

transformation from male to female the overall body hair is reduced

while the body hair upon the head is increased in length to appear more

feminine.


At spells end the target must save vs MAGIC. If the save is failed then

they remain the new sex permanently and cannot be affected by this spell

again!


:Slow_Fall


    COST   : 1

    MODS   : D,R


When this spell is cast, the target(s) affected immediately assumes a

Rate of falling of a mere two feet per second (120 feet per round), and

no damage is incurred upon landing while in effect.  When the spell

duration ceases, normal rate of fall occurs.  The Slow fall affects one

or more objects or creatures in a 10-foot cube per rank.


The price is that the slightest breeze or wind can blow the

being around, possibly causing more damage...


:Snake_Sigil


    COST   : 15

    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

Coordination or be hit. On being hit they must save vs magic or it

places the target into a shimmering amber 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 amber 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. It stays until triggered.


:Snow_Squall


     COST   : 10 

     MODS   : R


This causes snow to fall in a radius of the RANGE of the spell at a rate

of 1/2 inch per round, within the area, extinguishing fires, preventing

most fire spells, etc.


Unlike other versions of this spell the Faustian has no Duration setting

and can be cast ANYWHERE..... Roll 1d100 rounds for duration. Actual

temperature has no effect on the snow while falling, but snow will melt

after the spell is ended if the temperature is too warm..... and the

caster cannot stop the spell prematurely.


:Taunt


    COST   : 1

    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.


Note that an attacker that has been taunted that CATCHES the caster will

get double damage on all attacks that they actually land on them with

weapons and hand to hand attacks.


:Wall_Of_Bones


    COST   : 10

    MODS   : R,T


This causes a wall of spiky bones to burst up from the ground in a

straight line 20' long per RANK of the spell maximum and about 3' wide

and 10' high max. This wall of bones acts as partial cover, but missiles

and spells can be cast thru the openings. Small creatures might wiggle

thru the openings with efforts. It counts as 50% cover for combat. The

wall can be broken thru with weapons and strength, it takes 25 points of

damage to clear a 3' wide opening in the wall, and takes no damage from

fire or ice based attacks. The bones are much like the components used

to make skeletons and zombies, but are NOT animate.


The wall can also be cast at a SINGLE TARGET BEING. This will surround

the target with such a wall encircled format around a 5' square,

trapping them until they can break thru.


Attempts to climb over the wall will possibly inflict damage (Save vs

climbing skill or Coordination - failure does 1d10+2 damage) as does

anyone running INTO the wall.

   


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