Shadow Master Tradition

 :Shadow_Master_Tradition


   Shadow Mastery is the ancient tradition of the Shadoe, rarely taught

to people not of that race, but definitely a distinct and different

tradition. Like the Shadoe themselves, the Shadow Master tradition is

indeed quite DIFFERENT then those of humanity.


       Required Skills :

 

           Meditation                         


       Suggested Skills:

   

           Magical History

           Mathematics

           Spell Analysis


       Requirements, Restrictions & Advantages :


           -20% when standing in Broad Daylight or very bright light

           -10% when standing in artificial light greater than a 40w bulb

           +20% when standing within a natural shadow

           +10% During Evening and night

           +20% During the hour of Twilight

           Cannot be a token mage

           Cannot be a Shaman, Voodon, Wiccan or Draconian Tradition.


:Apprentice_Link


    COST   : 30

    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.


:Armour


    COST   : 10

    MODS   : D,R,T


This gives the target temporary invisible and intangible magical

armour against all normal attacks that absorbs 5 points of damage

per rank upto a maximum of 5 RANKS can be bought, for the duration.

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 armour will negate

the armour spell, except for leather).


: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.  The primary component is a horn

(which can be reused).  Each being that may be awakened must be named

in the spell when cast.


:Beauty


    COST   : 3

    MODS   : D,R


This spell is cast upon a being of sentience only. It enhanced their

Cosmetic Skill base by 10 points magically for the duration. It is often

used by Female Mages to enhance their natural 'talents'.


Unlike 'Friends' it does NOT directly influence others and thus has

no detrimental effects, or concepts of deception.


Additional RANKS add 1 to the gained points.


:BladeSharp


   COST   : 1

   MODS   : D


This makes a bladed weapon +1 to Damage for the duration. It cannot be

combined with any other damage enhancing spell.  Each Additional Rank

adds +1.


:Cat_Spirit


      COST   : 5

      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. Finally, it grants the ability to grow claws, allowing each

hand to do 1d10+4 damage.


:Charm_Person


   COST   : 25

   MODS   : D,R


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

includes bipedal human, demi human, or humanoid of man-size or smaller,

such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins,

half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard

men, nixies, orcs, pixies, sprites, troglodytes, and others.


   The spell recipient regards the caster as a trusted friend and ally to

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

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

of the caster is viewed in the most favorable way.  Thus,  person would

not obey a suicide command, but he might believe the caster if assured

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

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

endow the caster with linguistic capabilities beyond those he normally

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


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

lower their saving throw by 1 Point. Note that MAGIC RESISTANCE does

apply against this spell!


:Charm_Undead


   COST  :  10

   MODS  :  D,R,T


This spell will automatically CHARM any normal form of Undead (Zombie,

Spectre, Wraith, Skeleton etc) and place it under the casters control

for the duration - It reverts to original controller when spell ends.

It can also work on intelligent undead, like Ghosts and even Vampires,

But they get their Intuition to defend with at casting and will not

do anything FATAL to themselves while under orders knowingly (you can't

for instance order a Vampire to run themselves thru on a stake, but

could order them not to bite you and your companions). Note a Vampire

or Ghost who has been Charmed and is released is likely to look for

revenge....


:Chilling_Shadow_Touch


   COST   : 5

   MODS   : D


This is cast upon the caster's hands. The caster's touch will then cause

1d10 cold damage and reduce the victim's Body temporarily by 5 points

for all saves and strength based actions (recovers at a rate of 5 points

per hour unless they have a RESTORE cast upon them). Each additional rank

adds 1 point to the damage inflicted by the spell (Note that normal 

non-magical armour does NOT subtract from the damage but magical armour

and armour spell will). The subject creature hit does get a save 

to avoid ALL damage from the effect. If this effect is used against any

form of undead the undead will take no damage but will need to save vs

magic or flee from the caster for the duration.


:Cloud_Of_Slumber


   COST   : 15

   MODS   : D,R


This spell creates a cloud of yellowish gas in 10 cubic area/rank. Any

Living creatures within the Cloud must save each round while in it or

collapse asleep for 60 rounds. 


:Create_Shadow_Object


     COST    : 15

     MODS    : D


This spell can be used to create from shadow a solid and real seeming 

simple object with which the caster is familiar, such as a Sword, a rope,

a robe, etc. It cannot form any living creature, plant, mechanical item

or magical item. Size is limited to 5 lbs per RANK of the spell.

Information cannot be created by the spell, nor would, for example, a

work of art - such a work would be no better than the caster could create

by hand. The created item lasts for the duration of the spell and has all

the usual properties of such an item.


:Darkness_Field


   COST   : 2

   MODS   : D,R


This creates an area of darkness at a chosen area that is impossible for 

NORMAL sight to see thru. The darkness field is 10' cube per RANK the 

spell is known at. The field can be dispelled by ANY light spell cast

within its area, unless the spell is known at RANK 3 or better.


: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 Intent(s). Duration

is not needed to be purchased, and it is cast at the suspect target.


:Detect_Nexus


     COST   : 10

     MODS   : D


A Nexus is an opening from one material reality into another. 

Nexus Points are found naturally but can also be created by certain

spells, especially those in regards to summoning. This spell works 

in a radial area of 1/4 mile per rank and gives the caster an

impression of distance and direction when the Nexus is beyond LOS

capability.


:Detect_Scrying


       COST : 10

       MODS : D,R


   This spell notifies the caster of any scrying by magical or mundane

means occuring within the Range radius of the caster. Thus ANY

clairvoyance, Clairaudience, detection or analysis spell active in 

that area or cast at them will be reported. It will also report

security cameras and active microphones and state their locale. It

does NOT detect invisible persons or devices present that might be

listening/viewing nor will it detect a sentient that might be hidden,

invisible or on the Astral plane. Only the caster hears and knows of

the scrying report. It fails vs Boom microphones outside radius that

might be able to receive them or cameras outside the range with

telescopic lenses etc.


:Detect_Shapechanger


      COST   : 5

      MODS   : D


This allows the caster to detect any natural or magically held

shapechanges on persons and creatures in LOS.


At Rank 3 it allows the caster to know the true appearance of the

beings that are shapechanged.


:Detect_Spirit


   COST   : 5

   MODS   : D,T


Detects the presence of a soul spirit or mentality in any body or

object (enchanted swords, etc.), and whether or not the mind

controlling the body is its "native". Thus, it will not detect charming

or hypnosis but will detect possession. Only the fact of a mind is

detected, not its nature. If it is cast on a normally invisible spirit

(such as an Invisible Stalker or Unseen Servant), the caster can see

the creature as a visible force for the duration. The reverse,

Obscure Spirit, has a range of touch and conceals a single mind or

spirit from detection by this spell, and can be cast by anyone who

knows Detect Spirit.


:Detect_Traps


   COST   : 5

   MODS   : D


Allows the caster to determine if anything in sight is a Trap. Range

is not used with this spell, nor is target, as it simply notifies the

caster of traps. If the caster wishes to determine what the trap is

an Intuition save is needed, and if successful can state what the trap

is and may be able to disarm it.


:Detect_Undead


   COST   : 10 

   MODS   : D


   This spell enables the caster to detect all undead creatures out to

the range of the spell.  The area of effect extends in a path 10 feet

wide and 60 feet long (plus 10 feet longer per level of the wizard), in

the direction the caster is facing.  Scanning a direction requires one

round, and the caster must be motionless.  While the spell indicates

direction, it does not give specific location or distance.  It detects

undead through walls and obstacles but is blocked by one foot of solid

stone, one yard of wood or loose earth, or a thin coating of metal.

The spell does not indicate the type of undead detected, only that

undead are present.


:Dimensional_Depth


   COST   : 25

   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 as a prolonged stay 

of more than a round would result in death.


   At Third Rank this spell becomes impossible to DISPELL before its

duration ends.


:Dispel_Magic


   COST   : 3

   MODS   : D,R


This will cancel a specific ongoing spell effect. If cast on an ITEM it

will prevent the items magic from functioning for the duration of the

spell being canceled, but then the item will turn back on until its 

duration is up. It will NOT send away a summoned creature, undo a 

healing spell or cause harm to a magical creature directly. Unwilling

targets get a Save vs magic against Dispel


:Drain


   COST   : 15

   MODS   : R


  This spell is only castable on a living being. The victim gets a roll

vs their magic save, and if they fail they lose 1 point each of Mind,

Body and Coordination which are then added to the casters statistics,

permanently.


:Dream_Bead_Ritual


     COST   : 25

     MODS   : N


   This ritual is cast using a small bead of glass or similar substance 

which takes on the properties of the intent of the spell. A Dream bead 

can be used to record and replay a dream thru use of itself and other 

dream based spells. Without the other spells it is used to record a 

single dream which once it has done such the dream will remain within 

and will be replayed for whoever sleeps with the bead upon their person 

or under their pillow.


   Dream beads are non-duration based magic items and are good until

destroyed or dispelled.


:Dream_Death


     COST    : 35

     MODS    : R


  This spell is cast upon someone and becomes active when they enter

into a dream state. It fails to work against someone who is experiencing

a dream-bead recorded dream or who has Dream Manipulation cast upon

themselves. Once the target is asleep they must make a save against

magic as they will experience a horrific dream that will cause them to

die within their sleep upon failure to save (someone killed this way

does NOT receive Divine Intervention as their Spirit is trapped upon the

Dream Plane and they become a member of that plane's inhabitants unless

rescued and brought out physically).


A Dream Death can ALSO be cast upon a Dream Bead, making it so that 

whoever utilizes the Bead will experience the effects of the spell. A 

bead containing a Dream Death can be used but once as it will crumble 

into dust after being used.


:Dream_Manipulation


     COST    : 5

     MODS    : D,R


This allows the caster to perform three of several functions upon the 

casting, and they MUST state their intent at the casting. If cast upon a 

Dream Bead it allows them to craft a new dream upon a bead (A duration 

of at an hour minimum is needed to do this). If cast upon a sleeping 

being it acts as an advanced version of Dream_Sharing* , where the 

caster is not only able to observe the dream of the sleeper but can 

manipulate the elements of it and affect the dream and the sleeper thru 

it. Third they may cast the spell upon themselves before going to sleep 

as a defense of Dream attack spells such as Dream_Death*.


:Dreams_Of_Chaos


    COST   : 30

    MODS   : R


This spell is cast upon someone and becomes active upon their falling

asleep. It can also function as being placed within a Dream Bead, but

will destroy the bead upon its completion.


The Dreams of Chaos are a horrific collection of images and emotion

that are afflicted upon the sleeper. The Sleeper must save upon waking

vs magic (and a Photographic Memory gets NO SAVE!) to forget the dream,

otherwise they must roll upon the Insanity tables upon waking and have

this permanent affect upon them from the dream.


:Dream_Sharing


    COST   : 1

    MODS   : D,R


This allows the mage to share the dreams of the target being, so that 

they may observe all that occurs within their dream. If the mage ALSO 

has a blank dream bead they can record the dream of the target being at 

the same time. This spell can be cast upon the being as they go to sleep 

or before they do so - but the caster will slip into slumber themselves 

as soon as the target being goes into the dream state. The duration does 

NOT begin until the target becomes asleep.


:Dream_Supression


    COST    : 7

    MODS    : D,R


This spell allows the caster or the subject to be free from dreams when 

sleeping for the duration of the spell, including all the effects of a 

Death_Dream* . The disadvantage is that they cannot gain the benefits of 

dreaming also, including things such as the effects of Dream_Teacher* 

spells.


:Dream_Teacher


    COST    : 25

    MODS    : R


A more advanced version of Dream Sharing or Manipulation, this spell 

allows someone to teach the subject while they are asleep in a skill 

they are experienced in. The subject STILL pays the experience costs of 

the skill or spell, but learns it in the scope of a single dream, thus 

speeding the learning process. The caster MUST have the skill to be 

taught at least at 5 levels of training, and the caster gains NO 

experience by teaching the skill in this way.


Dream Teacher can ALSO be cast upon an existing Dream Bead and allows 

that bead to contain the knowledge of a skill or spell to be taught to 

whoever uses that bead.


:Erase


   COST   : 3

   MODS   : R


The erase spell removes writings of either magical or mundane nature

from a scroll or from one or two pages of paper, parchment, or similar

surfaces.  It removes explosive runes, glyphs of warding, sepia snake

sigils, and wizard marks, but it does not remove illusionary script 

Nonmagical writings are automatically erased.


:Ethereal Sight


   COST   : 5

   MODS   : D


Allows the caster to see into the nearby Ethereal Plane and perceive any

Objects or beings therein. Range is unnecessary with this spell, unless

casting it on another, as is Target. Sight range is Line Of Sight. This

spell does NOT perceive invisible!


:Ethereal_Travel


     COST    : 30

     MODS    : R


This allows the caster and/or target being(s) to fade into the

Ethereal Plane. At Rank One the Mage can only move their own weight

plus 50 lbs into the ethereal Plane - each additional rank adds another

poundage equal to the casters weight in beings and equipment. As long

as they remain within the border ethereal all rules of such apply (see

separate file on the Ethereal Plane). DURATION is NOT used with this

spell nor TARGETS because of the ranking system. Beings being transported

against their will get a save vs magic and Must be within range of the

spell. (Range in this case is a radius around the caster).


:Free_Action


      COST   : 5

      MODS   : D,R


This spell enables the target to move and attack and otherwise act 

normally for the duration of the spell, negating effects like Paralysis, 

little death, hold person, web, hog tie and similar binding effects.


:Freezing_Sphere


    COST   : 10

    MODS   : D


This places around the caster a personal sphere of energy that draws 

heat and warmth from anything passing near the caster, freezes water and 

other liquids in that range of temperature etc. Beings coming within 5' 

of the caster will encounter this sphere and take 1d10 per RANK of cold 

based damage (unless they have some sort of protection from cold, 

natural or magical) and if in physical contact with the caster take an 

additional 1d10 of cold based damage for each round of contact. The 

caster MUST be careful to NOT have anything (Such as a potion of water) 

on their person as this too will be affected by the sphere and become 

frozen and/or shatter.  


:Frost_Hands


   COST   : 3

   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 damage.


:Grease


    COST   : 5

    MODS   : D,R


   A grease spell covers a material surface with a slippery layer of a

greasy nature. Any creature entering the area or caught in it when the

spell is cast must save vs coordination or slip, skid, and fall. Those who

save can reach the nearest non greased area by the end of the round.

Those who remain in the area are allowed a saving throw each round until

they escape the area.  The GM should adjust saving throws by

circumstance; for example, a creature charging down an incline that is

suddenly greased has little chance to avoid the effect, but its ability

to exit the affected area is almost assured!  The spell can also be used

to create a greasy coating on an item--a rope ladder rungs, weapon

handle etc.  Material objects not in use are always affected by this

spell, while creatures wielding or employing items receive a saving

throw vs. spell to avoid the effect.  If the initial saving throw is

failed, the creature immediately drops the item.  A saving throw must

be made each round the creature attempts to use the greased item.


: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 magic 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.


:Healing_Sleep


   COST   : 25

   MODS   : R


This spell is cast on a willing, wounded recipient only and causes them 

to fall into a coma-like sleep which will last for 10 hours. During this 

time the recipient's body is working at an accelerated rate to heal 

itself and it will heal 3d10 of wounds. There is NO way to bring the

subject out of the sleep, so unless you are in a safe place this spell 

is NOT recommended! Additional ranks reduce the time of slumber by an

hour each.


:Hold_Person


     COST    : 15

     MODS    : D, R


  It is cast on an individual and paralyzes them if they fail a magic

save where they stand. They stay such for the duration and cannot act,

unless a mage who doesn't require movement to cast.


:Hunting_Hound


    COST   : 10

    MODS   : D


This spell calls a canine creature to be a helper and boon companion to

the spell caster for the duration of the spell.  The hound is magical

beast, which understands verbal commands given it of 6 words or less.

It is also capable of tracking by scent (75% accuracy), and can hunt

sufficiently well to feed the spell-caster for one day, provided there

is game extant in the caster's area, and a hunting command is given.


The hound has Health 20 Coordination 15 and its bite does 1d10+3 damage.

(It gets a +1 on each of these for each additional rank in the spell).

The hound is made entirely of shadow, and cannot be harmed by any

non-magical weapons except SILVER and Devices whoose attacks are based

on Light (like a laser).


:Inaudibility 


    COST   : 10 

    MODS   : D,R


     By means of this spell, all sounds made by the recipient become

inaudible -- breathing, talking, walking, and the like.  Items on the

caster's person are likewise silenced, but thrown or dropped items may

make noise once released. Unlike a silence spell, inaudibility masks

only the sounds made by the recipient or items in his/her possession,

so it provides no defense against sound-based attacks such as harpy

singing, a horn of blasting, etc.  The spell remains in effect until

it is magically dispelled, until the caster or the recipient cancels it,

or until its duration has passed; it is not dispelled by the recipient

attacking another creature.  


:Inner_Sanctum_Ritual


    COST   : 30

    MODS   : N


This spell is cast by a mage to establish a place of power where they 

can be assured of relative safety and capability to practice their art. 

Once created the mage cannot create another such Sanctum while it 

exists. 


An inner sanctum offers MANY benefits to a mage, and should be 

established in a building, grove, or sufficiently secluded locale to 

assist in its magics.


Within their Sanctum a mage will be instantly alerted to ANY intrusion 

into it by anyone or anything, and will know if they have come with 

hostile intent. Anyone performing an attack, theft or casting against a 

mage within their inner sanctum is -20% to do such, while the mage is at 

+20% to perform any castings.


Meditation within ones own sanctum adds +1 power point per hour; 

The Sanctum itself acts as an enhancement to magic in other ways,

almost a tool, so that any casting within it costs 3 points from the

BASE cost of the spell (not added features) with a minimum cost of 1.


To enter an Inner Sanctum without permission of the owner must be done 

as if trying to face against a sanctuary spell, that is one must save vs 

magic to cross its barriers and wards. Note that a mage will ALWAYS know

if there is currently an intruder inside their sanctum, no matter the 

distance to them.


Inner Sanctums cease to exist when the caster dies. The Sanctum can be a

maximum of 100 cubic yards per RANK of the spell. Spells cast from

outside into an Inner Sanctum have a 25% chance of reflecting back at

the source - EVEN in the case of ritual spells. Undead cannot cross the

barriers of a Sanctum without permission of the owner AT ALL.  While

inside their Sanctum a mage is also considered +10 to their Cosmetic

Skill Base for Presence sake. Sanctums are kept magically CLEAN and an

Unseen Servant will exist within its barriers at the command of the

caster at all times.


Inner Sanctums CANNOT be dispelled thru normal means. If they are inside 

a building all windows and doors will be wizard Locked to the uninvited 

(this effect CAN be dispelled though thru normal means).


Light based spells cannot harm shadow creations within the Sanctum.


:Invisibility_In_Shadow


    COST   : 10

    MODS   : D,R,T


Caster, subject being or subject object becomes invisible to sight

while in shadow. This adds 50% to their coordination for defensive and

offensive purposes. This is perfect invisibility, only intentional

sounds and scent can be detected from without.


If a person their equipment will be included in the effect, BUT if

they fire a missile weapon or throw such it will become visible after 

leaving their presence. Caster can turn off the spell at will.

Once turned off the spell MUST be recast in full. If the subject

leaves the shadows it becomes visible, but will return to invisibility

in another shadow if the duration is still active.


:Knock


    COST   : 5

    MODS   : R


This will open a sealed door or object, sealed by magic or by mundane

means, instantly. It does NOT remove traps or spells.


:Life_Battery


     COST   : 5

     MODS   : D,R,T


This gives the recipient phantom hit points for the duration that are

subtracted from before any damage is received on the normal Health. Cost

is for 1d10 such points per RANK the spell is known at.


:Mage_Staff


    COST   : 1

    MODS   : D


   This spell creates a wooden staff from shadow , which is magical in

its nature, and does +1 damage on hitting over a normal staff per RANK

of the spell.


:Mind_Guard


    COST   : 10

    MODS   : D


   This spell protects the caster or subject target being (must be

sentient) from the effects of a mental nature as well as natural

abilities like ESP, Telepathy (but not mind speech), Well_Of_Blackness*,

Hypnotism*, Charm Person, Curse of Senility, Detect Deryni, Detect

Spirit, Nude Mood, Possession, Quantum Leap, Spook, Steal Spell, and

even Taunt.


:Mind_Speech


    COST   : 3

    MODS   : D,R,T


Allows the caster to communicate mentally with one or more beings. Must

be able to see the being when the spell is first cast, but does not

have to maintain visual contact. The mindspeech is just like normal 

conversation, except that NONE of those involved can 'think' a lie

thru the link at the others, so honesty is the rule - any attempt to

lie directly will cause the link to severe. Once enacted, Mindspeech

is NOT affected by the distance - RANGE is only used for the initial

casting of the spell, thus the spell can be bought relatively cheaply

if all involved are in touching range at start, only duration and

possibly targets are needed.


:Make_Change


      COST : 5

      MODS : N


This spell is cast upon normal paper currency in the caster's hand

into metal currency (coins) equalling the same total value. One

paper bill can be affected per RANK of the spell.


:Mount_Of_Shadows


    COST   : 15

    MODS   : D


By means of this spell, the caster creates from shadow an animal to

serve as a mount.  The animal serves willingly and well, but at the

expiration of the spell duration it disappears, returning to the

shadow it was formed from.


The Animal is a light riding horse, with full gear. It has coordination 10,

moves at 12 mph +1 mph/rank, can run across water or other bodies of liquid

unhindered, cannot be harmed by mundane physical objects except those

made from silver or which produce light based attacks (lasers),

has 20 Health +1/Rank. If slain it fades away into nothingness. Its kick

does 1d10 damage +1/rank.


:Phantasmal_Force


    COST   : 10

    MODS   : D,R


This spell creates the illusion of any object, creature, or force, as

long as it is within the boundaries of the spell's area of effect, being

upto a 40 cubic feet in size per RANK of the Spell.


The illusion is visual and affects all believing creatures (undead are

immune) that view it. It does not create sound, smell, or temperature.

Effects that depend of these senses usually fail.  The illusion lasts

until struck by an opponent--unless the spellcaster causes the illusion

to react appropriately--or until the wizard ceases concentration upon the

spell (due to desire, moving, or a successful attack that causes damage)

or due to its duration ending.  Creatures that disbelieve the illusion

see it for what it is.  Creatures believing the illusion are subject to

its effects.


   The illusionary effect can be moved by the caster within the limits

of the area of effect. The GM has to rule on the effectiveness of this 

spell.


   A light based attack will dispell the effect.


:Piper


    COST   : 5

    MODS   : D


This summons a magical bagpipe player who will play any tune of the

caster's choosing and which cannot be harmed by any known attack form.

A Dispell Magic or Banishment will vanish him, but it is immune to ALL

magical and physical attacks (such will pass thru him harmlessly).

Except those that are LIGHT based or involve silver, which dispell

the effect instantly.


The piper will travel in any direction ordered, or stand where he is,

by casters command. The Piper cannot act as a scout (he cannot speak)

and if not commanded will still continue to play randomly. A silence

spell will prevent him from being heard.


:Pit


    COST   : 10

    MODS   : D,R


  Creates a 5' radius pit 10' deep in dirt, sand or stone at the

location within the range into shadow. Successive ranks of this spell

makes the pit another 10' 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. Inside the pit is absolute darkness. Damage

sustained from falling into the pit is ONLY 1 point per 10 feet fallen.

When the spell expires it vanishes, leaving its contents on top of the

original surface.


: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 50 lbs).

They cannot appear within a solid object. Each additional RANK adds

50 lbs to the carriable weight.


Pop for the Shadow Master requires them to be popping into or from

a place in shadow for the spell to work.


:Protective_Cloak_Of_Sutar


    COST    : 25

    MODS    : D,T


This brings into existance a physical magical cloak upon the caster or the

target being which has several properties. The Cloak will exist for the

duration unless dispelled, but can be removed at will and will continue to

exist unless dispelled. 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 Feather-fall while worn. The cloak

can be destroyed if struck by an electrical based attack or an acid based

one before its duration ends. It is black in color and has a metal

appearing chain fastener. It offers NO protection from normal weapons,

unless fire or cold based.


:Quantas_Target_Shadow_Bow


    COST   : 5

    MODS   : D


While this spell is in effect, any arrows fired from this magic bow

(which may be of any type including a crossbow) are +20% to hit a

target. The caster must be able to see the target, and call his/her shot.


Note that the arrow fired from the target bow is in no way magical.

Since the spell ONLY generates the Bow.


:Room_of_Seclusion


    COST   : 25

    MODS   : D


With this spell, the caster can create an extra-dimensional room (10'

cube per RANK) with one side adjacent to an unbroken 10' x 10' area

(i.e. one that has no doors, windows, or other such openings).  The

surface area (which must be touched) now acts as a phase door into the

secluded room. The room can be of any shape and size up to the limit of

the spell but at least one side must be at least a 10' x 10' area.

Thus, the room could be rectangular, pyramidal, hemispherical, etc. The

room lasts for the duration, or until dispelled.


The caster may bring any item, materials, etc. as he or she desires

into the room, so long as the object can fit through the phase door and

is touched by the caster (and only by the caster).


At the end of the spell's duration, anyone or anything still within the

room is now trapped in that extradimensional space. escape is only

possible through other extraplanar travel. This also occurs when a

dispel magic or similar magic is cast against the phase door area.


The phase door itself is detectable by any means available that can

detect magical auras, but the room itself can only be contacted through

extraplanar means. Spells such as clairvoyance and clairaudience would

not detect the events on the other side of the phase door surface.


:See_Invisible


    COST   : 5

    MODS   : D,T


Allows the caster to see any invisible creatures, including persons 

under and invisibility spell or camouflaged, and similarly invisible 

objects. It will NOT detect Astral or Ethereal Plane travelers. It will 

also see thru Phantasmal Force Spells.


   RANGE is unnecessary with this spell, as it is set at LOS only.


:Seeker_Of_Doom


     COST    : 30

     MODS    : N


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 Shadow Slaad to

attack them. The Slaad will have no idea who gated them but will know they

are to slay the victim being. A being killed by a Slaad will appear to

have died of a heart attack. A being wounded by a Slaad will appear to

have sustained knife injuries. The Seeker of Doom is ONLY visible to

the caster, the intended target and to non-Mundanes (to a mundane the

target will appear to be having some sort of convulsions).


             Shadow Slaad   Health           : 85

                            MAGIC RESISTANCE : 50%   

                            HEIGHT           : 8' 

                            Claw Attack      : 2d10+6 DMG

                            Coordination     : 25

                            Natural Armour   : 10 ABS/hit no SDC limit               

         

             Powers : HOLD PERSON (30', save, Lasts 1d10 rnds)

                      Passwall (takes 1 Rnd / 5' thickness)

                      JUMP 30' in one hop

                      Tracking Skill 100% - will search for victim until

                      one of them is dead!

                      Unharmed by non-magical weapons except silver/light.


             Notes  : Slaad are frog-like creatures. The shadow Slaad is

                      generally human 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 Slaad 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 Slaad after the target each, one

arriving every 10 rounds.


:Shadowbolt


    COST   : 1

    MODS   : R


The spell Shadowbolt allows the mage to mold a bolt of shadow from the

Plane of Shadow, and fire it up to the range. The Shadowbolt does damage

by impact: 1d10+8 with armour absorption working. +1 damage per rank.


:Shadow_Demon


     COST   : 25

     MODS   : D


   This spell is a varient on that of Shadow Guardian. It creates from

the caster's shadow a magical demonic form that will do his/her bidding.

This shadow creature remains two dimensional, but may move away from the

caster, can lift upto 100 lbs of weight, can pass under the cracks of 

doors etc. It can detect ANY creature that has a shadow (including those

invisible). Additionally the shadow demon can attack and harm beings only

affected by magical weapons and attacks, its touch as an attack doing 1d10

damage. Shadow Demons can be struck by magical weapons, but cannot be

harmed by fire, cold, ice, lightning/electricity, draining attacks, dispell

magic spells, or wind based attacks. It cannot be charmed, slept,

blinded, deafened, mentally manipulated or fooled by illusions.


   A Shadow Demon cannot be webbed, bound, tied, or prevented from moving.

It takes no damage from falling, and does not need to breathe. A shadow

demon cannot be teleported, but will move WITH the caster if they are

passed thru a trump.


   The caster of the spell may choose to look thru the demon's eyes or

hear thru its ears no matter the range. They may also speak or

cast thru it when doing so.


   Damage done to a Shadow Demon is inflicted on the CASTER. The Shadow

demon has the same stat saves as the caster. The Shadow Demon will vanish

if the caster is slain. If a would-be-fatal attack is made on the caster

while the Demon is within 30' of the caster then the demon will be

destroyed instead.


   Normal light will not affect the demon, nor will non-damaging light

spells, but a laser can cause it harm and thus harm unto its creator.


:Shadow_Guardian


    COST   : 10

    MODS   : D,R,T


This magically enchants the caster's (or target being's) Shadow into

a guardian spirit of sorts. The Shadow guardian remains two-dimensional, 

but can be commanded (like an unseen Servant) to fetch and tote objects

(Max weight 100 lbs) thru mental commands, and will die for the 

caster/target if a fatal attack is made on the caster. The Shadow 

Guardian is a magical creature, and thus simply becomes dormant in a

magically barren area and cannot be dispelled by a dispell magic spell.

Only one Guardian can be possessed by a being at a time.


:Sleep_Of_The_Shadows


    COST   : 5

    MODS   : D,R


When cast this causes a comatose slumber to come upon one or more

creatures (other than undead and certain other creatures specifically

excluded from the spell's effects).  All creatures to be affected by

the sleep spell must be within 30 feet of each other. The center of

the area of effect is determined by the spellcaster, and within the

range the caster chooses. Unlike an ordinary Sleep spell it is a

true area effect (an additional 30 feet can be added to the area of

effect for each additional 5 points spent at casting).


   Creatures/beings slept this way will appear to have a shadow over

their features, and cannot be awakened by slapping them or wounding them,

but CAN be awakened by means of an awaken spell or the casting of a light

spell of any type on the being (which negates both the light and the

sleep).


:SunScreen


    COST   : 10

    MODS   : D,R,T


It prevents the hinderance to eyesight caused by extremely bright light

by partially polarizing the subject's eyes when in extreme light (It

also protects against all FLASH type effects that blind momentarily by

bright light, including light cast on the eyes specifically) and also

prevents skin burning problems from extreme sun. It has also proved

useful to mages in the Desert or Wastelands areas where the sun is VERY

direct and it helps against snow blindness too.


:Transfer_Energy


      COST   : 1

      MODS   : D,R,T


This allows mages to transfer energy to each other by choice. Those

involved MUST be willing. The being losing the energy decides how much

they transfer and to who. Energy cannot be transferred to a non-mage

being unless they are magical in nature. Only RAW energy *not HUNG

spells* can be transferred this way.


:Voice_of_the_Bat

           

    COST   : 5  

    MODS   : D 


This spell grants the caster the ability to use sonar to "see" and move

safely at a normal rate in the dark, even in magical darkness.  The

caster can tell size and general shape of objects up to 10 yards away in

any direction s/he faces.  The caster must actively concentrate to "see"

her/his surroundings, but merely ceasing concentration does not end the

spell, and the caster may resume the sonar again within the spell's

duration.


:Wall_of_Darkness


    COST   : 5

    MODS   : D,R


   This spell brings into being a wall of blackness which cannot

be seen through, even with infravision or ultravision.  It is dispelled

instantly by a light or continual light (q.v.) spell.  It has no

physical existence, and does not hinder nor harm those passing through

it.  It does, however, block the passage of sound from one side to the

other, assuming that the spell is not cast in such a way (such as in a

field of grass) which would otherwise allow sound to move around the

edges of the wall. The Wall is 10' high maximum and 20' long per Rank

purchased.


:Web_Of_Shadowy_Entrapment


     COST   : 5

     MODS   : D,R


This spell is an area effect, and will cover a 10' x 10' area per rank

it is cast at, maximum. All beings within the area who fail to dodge the

effect by a coordination save in the Web and caught in its sticky

confines for the duration. The web cannot be burned, harmed by

lightning, cold, gunfire, normal weapons or shadow-based damage spells.

It can be caused damage by light-based spells cast on it, taking 1 point

per base point value of the spell cast at it. The Web can take 20 points

of damage from such sources per RANK.


Those within cannot employ HTH attacks or Missile weapons. Firearms use

is restricted by 25% by lack of much movement and weapons cannot be

drawn while in the web (they must have been in hand at casting).


Magical weapons can damage the web, but doing only their magical pluses

to the web. 


A Body greater than 25 can break free of the webs effect after one

full round of being trapped within it.


:Wings_Of_Shadow


    COST   : 25

    MODS   : D


By this spell, the caster creates "wings" to appear out of their back.

The wings are magically attached to the back area, but are not attached

in the sense that the person can be wearing clothing or armour.  They

are not part of the caster.


If there is no room for the wings to grow, the spell is lost.


The wings allow them to fly, even though the wings are not necessarily

aerodynamically large enough to do so, at the same speed as if they were

running at full speed. Maneuvering is based on coordination.


Shadow wings are unaffected by a molt spell or an anvil fall. The caster

can carry upto 50 lbs/rank of the spell with them. The wings can be

negated by a dispell magic or a light spell cast directly on them.


:Word_Of_Recall


    COST  : 10

    MODS  : N


The word of recall is ONLY usable by a mage who has an Inner_Sanctum* 

already set up. It takes the caster BACK to the Inner Sanctum instantly 

the word is uttered. It can transport the caster and 50 lbs /RANK of 

cargo/passengers with the caster back to the Sanctum instantly with a 

perfect teleport.


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