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- :INTRO
-
- This is a general spellbook for our Varient Fantasy Campaign,
- partly based on traditional sources and partially based on some
- new material. ALL Spells, unless otherwise noted, use the standard
- RANGE, TARGETS and DURATION.
-
- Damage Spells, unless otherwise noted, are described with their BASE
- damage dice. If more damage is wished to be inflicted by the spell then
- it must be bought at an additional RANK, compounding the damage it does.
-
- Note that this collection does NOT represent all available spells in the
- game, just those that are more comonly encountered by players. Since new
- spells may be discovered or old ones recovered over time in the game
- from ruins, it cannot be an absolute. It is suggested that this list be
- used as that available to begining characters in the game.
-
- :GUILDS
-
- Magic is divided into the spells taught by various organizations and
- groups. These groups, these sources of learning, are referred to as
- guild, and a mage must purchase each Guilds position as a seperate skill
- set. Additionally to belong to a GUILD a Mage must give up one point of
- their begining WEALTH to cover the training costs inferred. Thus
- belonging to many guilds becomes expensive.
-
- Guilds are identified by their colors in this list of spells:
-
- Blue - ChangeMages
- Ebon - Necromancy
- Green - Lifemages
- Orange - Summoners & Illusionists
- Purple - Peacekeepers & Warmages
- Red - Mages of Blood & Bone (healers)
- Silver - Divination
- Yellow - Mages of Fire
-
- :Accurate_Arrow
-
- COST : 4
- GUILDS : B
-
- When cast, Accurate Arrow minorly creates one missile
- weapon (i.e. sling stone, arrow, quarrel, etc.) to automatically hit
- any target normally within the weapon's range. Effective with "called
- shots", and situations of that nature. The missile's enchantment does
- normal damage as it were an unaided hit of the same nature. The
- enchantment instantly wears off upon the arrival at the missile's
- destination, even if the spell duration is not yet ended.
-
- :Acid_Hands
-
- COST : 2
- GUILDS : P
-
- This spell causes the casters hands to excrete a corrosive acid as sweat
- for the duration bought, which on any touch does 2d10 of damage. This
- spell CANNOT be cast with additional RANGE or TARGETS.
-
- :Acid_Water
-
- COST : 2
- GUILDS : B
-
- This spell turns water into an acidic substance. If a creature touches
- this stuff, it takes 1d10 damage. If the acid is drunk, it will take
- 2d10 damage. The caster can do anything in or to the substance without
- taking any damage. Affects a maximum of 1 quart per RANK of the spell.
-
- Additional TARGETS not takable with this spell.
-
- :Affect_Normal_Fires
-
- COST : 1
- GUILDS : Y
-
- This spell enables the wizard to cause non-magical fires--from as small as
- a torch or lantern to as large as a 10' radius ---to reduce in size and
- brightness to become mere coals or increase in light to become as bright as
- full daylight and increase the illumination to double the normal radius. Note
- that this does not affect either fuel consumption or damage caused by the
- fire. The caster can affect any or all fires in the spell's area. He can
- alter their intensities with a single gesture as long as the spell is in
- effect. The spell lasts until the caster cancels it, all fuel is burned, or
- the duration expires. The caster can also extinguish all flames in the area,
- which expends the spell immediately. The spell does not affect fire
- elementals or similar creatures.
-
- :Age_Alchol
-
- COST : 1
- GUILDS : B,G
-
- This spell magically ages Alchol. The standard durations are not used
- for this spell. Each point put into Duration adds 6 months to the age
- (and thus fermentation level). Upto 1 gallon can be aged per RANK of
- this spell.
-
- :Amphibious_Ability
-
- COST : 2
- GUILDS : B,G
-
- This makes the caster or the target being(s) able to breathe
- underwater as easily as they do air. Range is NOT used with this spell.
-
- :Anvil Fall
-
- COST : 2
- GUILDS : B,P
-
- When this spell is cast, the creature(s) or object(s) affected
- immediately assume the mass of solid lead. A falling or flying object
- or creature affected starts to plummet, and damage taken from falling
- is doubled, i.e., 2d10 per 10 feet fallen, to a maximum of 20d10 from
- a height of 100 feet. The anvil fall affects one or more objects
- in a 10-foot cube, or one creature, as long as the maximum original weigh
- of the creatures or objects does not exceed a combined total of 200
- pounds per rank bought of the spell.
- A feather fall cast upon a creature or object under the influence
- of an anvil fall will only negate the latter, and the creature then
- receives only normal falling damage. An additional feather fall would
- then be needed to achieve the normal effect of that spell, and two
- such spells could probably not be cast in time by a single caster.
- Like a feather fall, an anvil fall works only upon free-falling,
- flying, or propelled objects, and cannot affect a sword blow or a
- charging creature.
-
- :Armour
-
- COST : 5
- GUILDS : P
-
- 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 4 RANKS can be bought, for the duration.
- Unlike normal armour the armour spell cannot be reduced with wear,
- has no encumberance affects upon Prowness and it can be worn with
- other forms of Non-Metal armour (Wearing metal armour will negate
- the armour spell).
-
- :Association
-
- COST : 1
- GUILDS : S
-
- When casting this spell, the forensic wizard must brings two surfaces
- into contact with one another. Possibilities include the surface of a
- jewel and that of a safe, or the surface of an arrow and that of a
- bow. If the two surfaces were ever before adjacent, the spell so
- indicates, and if the surfaces were ever directly connected as a single
- item, an even stronger reading results. This is often used in the
- determination of guilt in a crime.
-
- Additional RANGE or DURATION are not useful with this spell.
-
- :Audible_Glamer
-
- COST : 1
- GUILD : O
-
- When the audible glamer spell is cast, the wizard causes a volume of sound
- to arise, at whatever distance he desires (within range), and seem to recede,
- approach, or remain a fixed place as desired. The volume of sound created,
- however, is directly related to the level of the spellcaster. The volume is
- that of about four men, maximum.
-
- Thus, talking, singing, shouting, walking, marching, or running sounds can be
- created. The auditory illusion created by an audible glamer spell can be
- virtally any type of sound, but the relative volume must be commensurate.
-
- A horde of rats running and squeaking is about is about the same volume of
- eight men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon
- is equal to the noise volume of no fewer than 24 men.
-
- :Awaken
-
- COST : 1
- GUILDS : B,G,R
-
- 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.
-
- :Bane_Weapon
-
- COST :1
- GUILDS :B
-
- This spell is cast upon a weapon. It adds 3 points to the damage the
- weapon will do when hitting a particular category of being or creature.
- Acceptable categories include:
-
- DemonKind Canines (including Wolfen)
- Dragonkind Felines (including shapeshifted)
- Dwarves Magical Creatures (including mages)
- Elementals Gods (and goddesses)
- Elves (including 1/2 bloods) Amphibians
- FaeFolk (all!) FireBased Creatures
- Gnomes ColdBased Creatures
- Goblins
- Humans (including 1/2 bloods)
- Orcs
- Plantlife (including TreEnts)
- Shapeshifters
- Stone (including Trolls/Golems)
- Undead
-
- :Bigby's_Groping_Fingers
-
- COST : 1
- GUILDS : O
-
- This spell allows the caster "grope" his/her target. This spell is
- usually used by mischievous apprentices in bars and such... have fun!
- RANGE is vital to make this spell useful!
-
- :Bigby's_Interposing_Hand
-
- COST : 5
- GUILDS : O
-
- This creates a HUGE-sized magic hand which appears between the caster
- and an opponent. This disembodied hand then remain between the two,
- regardless of what the spellcaster does or how the opponent tries to get
- around it. The hand is about the size of the caster. It may be harmed
- by spells and normal weapons, but can absorb all damage until it hits its
- limit, which is 100 points per RANK of the spell.
- RANGE and TARGETS are not used with this spell as options.
-
- :BladeSharp
-
- COST : 1
- GUILDS : B,P
-
- This makes a bladed weapon +1 to Damage for the duration.
-
- :Bloat
-
- COST : 3
- GUILDS : G
-
- This causes a single target being (multiple NOT possible) to
- swell up to nearly twice their normal size from a horendous magical
- bloating of their body, reducing Prowness to 1/2 Normal, for the
- duration of the spell, and affecting ALL Prowness based skills.
- [This is a Dream-Lands Spell that Has Leaked Over]
-
- :Block_Teleport
-
- COST : 5
- GUILDS : B,O
-
- This spell prevents anyone from teleporting into or out of the area of
- effect while the spell is in effect. It will not effect homing teleport
- spells (e. g. word of recall). It will also not effect gates.
- It covers an area of 100 Cubic Feet per RANK of the spell. RANGE and
- TARGET are not used with this spell, DURATION is very important.
-
- :Bloodfire
-
- COST : 3
- GUILDS : Y
-
- This spell engulfs a creature with blue fire that burns for 1d10 damage
- per round. The flames do not ignite flammable objects, they just hurt
- living creatures. Additional RANKS cannot be bought on this spell,
- nor additional TARGETS.
-
- :Blur
-
- COST : 2
- GUILDS : O
-
- This causes the casters (or target being's) outline to become blurred,
- shifting and wavery. 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.
-
- :Boneset
-
- COST : 1
- GUILDS : R
-
- Cast on broken bone or multiply broken bone, 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.
-
- DURATION is not needed since the healing does NOT fade.
-
- :Brand's_Elixir
-
- COST : 3
- GUILDS : B
-
- This spell converts water or any alcholic drink, upto 1 quart, into a
- magical healing Elixir temporarily. The Elixir will only work if
- used within the duration of the spell - after that it returns to its
- normal state. Each dose (1 Cup, 4 cups to a quart) will heal upto 2
- points of damage, no matter the source, when drank or applied to an
- open wound. The healing is final, the potion of course can expire.
-
- :Breeze_Call
-
- COST : 1
- GUILDS : Y
-
- Causes a swirling breeze to arise from around the person of the
- caster which will blow in a set direction. It drives away gases
- and minuses 5% from chances to hit by missile weapons while active.
- Range is how far out from the cast that the breeze's effects will occur.
-
- :Burning_Hands
-
- COST : 1
- GUILDS : P,Y
-
- 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 five-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 Prowness to avoid the damage. Flamable 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.
-
- The TARGETS option is not used since this is AREA based.
-
- :Calm_Animals
-
- COST : 1
- GUILDS : G
-
-
- This causes animals in a radius out to the range of the spell, to be
- calmed and placid. This can stop a stampede, prevent an attack or simply
- prevent easily startled or 'watch' animals from reacting to the
- prescence of the caster and/or others in the area for the duration.
- This area of calm moves with the caster, and animals outside the area
- will return to normal reactions.
- Multiple TARGETS are not used as an option on this spell since it
- is an area affect.
-
-
- :Camoflauge
-
- COST :3
- GUILDS :G
-
- The caster (or target being) while this is under effect, becomes
- invisible in natural surroundings such as a forest, Field, Snow covered
- mountains, Ice plain or Desert. They can move without leaving a physical
- trackable trail, but CAN be heard on occasion and become visible if they
- make an attack against someone. While Camoflauged in this way they are
- +75% prowness defensively and will have surprise when making an attack
- (but cannot return to invisibility after an attack until all opponents
- are out of sight range).
-
- :Cat_Spirit
-
- COST : 2
- GUILDS : B
-
- 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 prowness,
- 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+3 damage.
- Extra TARGETS cannot be bought on this spell.
-
- :Change_Self
-
- COST : 1
- GUILDS : O
-
- 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; human, humanoid, or any other generally man-shaped
- bipedal creature. The caster cannot duplicate a specific individual.
- The DM may allow a saving throw for disbelief under certain circumstances:
- for example, if the caster acts in a manner obviously inconsistant 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.
-
- :Charm_Animal
-
- COST : 2
- GUILDS : G
-
- This spell allows the caster to charm a target animal to become a
- faithful and fairly obedient pet. It will follow SIMPLE commands (Sit,
- STay, Attack, Follow, Heel) but does not share a telepathic link or full
- understanding of everything the caster may say. Lasts till duration ends
- and then will wander away.
-
- :Charm_Person
-
- COST : 2
- GUILDS : B,G
-
- This spell affects any single person it is cast upon. The term person
- includes bipedal human, demihuman, 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, a charmed 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 his commands).
-
- :Charm_Undead
-
- COST : 2
- GUILD : E
-
- 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 udner orders knowingly (you can't
- for instance order a Vampire to run themselves thru on a stake, but
- culd 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....
-
- :Chime
-
- COST : 1
- GUILDS : O,S
-
- This spell enchants an object such that, when a condition is met
- a reasonably loud chime/bong/ring will sound from the item. This chime
- is loud enough to wake a nearby sleeper or be heard from a nearby room.
- This behavior will continue functioning for the duration.
- RANGE & TARGET Enhancements are not used with this spell.
-
- :Cloud_Kill
-
- COST : O,P
- GUILDS : 10
-
- This spell generates a billowing cloud of ghastly yellowish green vapors
- which is a magically toxic substance. Anyone caught in the cloud will
- need to make a roll vs Hardiness or collapse and die instantly from the
- poison. Because the cloud is both magical and posionous, only creatures
- who are both immune to poison and completely resistant to magic can
- avoid having to save. Those who do save when encountering the cloud will
- receive 2d10 damage from the cloud each rouns they are in the cloud.
-
- The cloud will move based on prevailing winds, if any, otherwise in a
- single direction chosen by the caster. it will slowly sink to the
- ground, killing all plantlife it encounters. It will seep down into
- holes and passages in the ground, thus making it useful for
- extermination of dangerous underground creatures.
-
- If a strong wind is present it will disipate in 1-2 rounds, otherwise
- it will last till durations end.
-
- Increased Ranks adds 1d10 to the damage done to beings who save inside
- the cloud.
-
-
- :Cloud_Walk
-
- COST : 2
- GUILDS : B,Y
-
- This spell allows the recipient to walk on any form of fog, cloud, or
- smoke as if it were solid. The recipient may move at normal movement
- rate, plus the movement rate of the smoke.
- The smoke must be reasonably thick, reducing visibility
- significantly... This spell will not allow walking on fine mist.
-
- :Color_Change
-
- COST : 1
- GUILDS : B
-
- Cast upon a target being or object it changes its external color
- to one specified by the caster for the duration. This is primarily an
- annoyoing spell but can also be useful in some situations.
-
- :Color_Spray
-
- COST : 3
- GUILDS : B,O
-
- 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 creatures
- are entitled to a saving throw vs. Intuition. Blind or unseeing creatures
- are not affected by this spell.
-
- Creatures failing saving are struck unconscience for 1d10 rounds.
-
- Duration and Target options are not used with this spell. Range will
- determine the maximum range from Caster that creatures can be to be
- afffected.
-
- :Comprehend_Langauges
-
- COST : 1
- GUILDS : B,S
-
- When this spell is cast, the wizard is able to understand the spoken words
- of a creature or read an otherwise incomprehensible written message (such as
- writing in another language).
- Note that the ability to read does not does not necessarily impart
- understanding of the material, nor does the spell enable the caster to speak
- or write an unknown language. Written material can be read at the rate of
- one page or equivalent per round. Magical writing cannot be read, other than
- to know it is magical, but the spell is often useful when deciphering
- treasure maps. This spell can be foiled by certain warding magics
- and it does not reveal messages concealed in otherwise normal text.
- The reverse of this spell, confuse languages, cancels a comprehend
- languages spell or renders a writing or a creature's speach incomprehensible,
- for the same duration.
-
- :Control_Elemental
-
- COST : 3
- GUILDS : G,O,Y
-
- Allows the caster to control an elemental within range for the duration,
- forcing it to completely and unquestionably obey any order it is given.
-
- :Corpse_Visage
-
- COST : 1
- GUILDS : E,O
-
- This spell transforms the caster's face or the face of any creature touched
- by the caster into the horrifying visage of a rotting corpse. The effect of
- this illusion is so startling that when it is viewed by opponents, the
- wizard's party adds to their surprise roll.
- Corpse visage does not distinguish between friend and foe, and all who view
- it are subject to its effects. If the spell is cast upon an unwilling victim,
- the victim is allowed defenses to avoid the effect.
-
- :Create_Ghast
-
- COST : 7
- GUILD : E
-
- This spell creates one ghast and this ghast will follow the commands
- of its creator to the best of their ability. Each ghast is formed from
- the corpse of a human slain by a ghoul or ghast who has not yet risen
- as a ghoul itself.
-
- :Create_Undead
-
- COST : 10
- GUILD : E
-
- This takes a human corpse (killed within 3 days previous)
- This spell forces back the soul of the corpse, and turns it into either
- a wight, a spectre, or a wraith.Roll on the following table:
-
- 1-60 wight
- 61-90 wraith
- 91-00 spectre
-
- The caster will control the undead for the duration.
-
- :Cure_Disease
-
- COST : 3
- GUILDS : R
-
- This will eliminate most normal and magical diseases and infections and
- their symptoms from a living body. It does not cure poisons or produce
- other effects. If duration is bought it acts as a protection from future
- infections of any disease for the duration.
-
- :Cure_Frostbite
-
- COST : 1
- GUILDS : R
-
- This heals Frostbite damage from Cold based attacks. It heals 1d10
- per round applied. It does not heal other forms of damage. If multiple
- ranks are possesed of this spell it adds 1d10 of effect for each rank
- upto 5 dice total.
-
- :Deadthought
-
- COST : 7
- GUILDS : E,S
-
- This is essentially telepathy with a corpse, as the forensic wizard
- probes the brain of the deceased for specific data.
-
- Type of Chance of
- Information Finding Examples
- ----------- --------- --------------------
- Basic 96% Name and profession
- Well Known 70% Relating to current
- mission
- Known 30% Relating to previous
- missions
- Forgotten 2% Overheard once
-
- :Death_Armour
-
- COST :2
- GUILD :E
-
- While this spell is in effect, any creature who touches the caster with
- exposed flesh (to cast a spell, for example) will suffer 1d10 points of
- damage. The spell will not protect the necromancer from damage, nor
- does it have any effect on an armed opponent, but it will affect
- undead, and the death master adds one point to damage inflicted with
- his bare hands.
-
- :Death_Walk
-
- COST : 5
- GUILD : E
-
- This is cast on the caster as a contingency for a possible situation or
- upon another who is doomed. It basically will cause the Target to rise
- up immedately as an Undead when brought to 0 Hit Points or less, to
- continue on the mission/quest/action they were doing just before the
- fatal result. Such Dead are SPECIALS as they exist only for a short
- time (The Duration of the original casting or until destroyed again). If
- They were a mage in life they have whatever spells and energy and
- ability they had then, but cannot gain more energy (unless they posses
- items to drain or a vampire spell or commit a murder).
-
- Hardiness is 1/2 that of when in Life, as is Prowness and
- Apperance.
-
-
- :Demon_Summons
-
- COST : 50
- GUILDS : O
-
- This spell enables the caster to summon a random demon. It does NOT
- grant any form of control of the demon, mearly gates it into the
- material world where the caster is, but the demon WILL know who gated it
- in.
- After such has occured the demon's reaction to the Character will be
- based on a percentile roll. Add the players Appearance to the roll and
- consult the following :
-
- -100 to 20 : The Demon Attacks the summoner in anger, and
- will vanish when the summoner is slain.
- 21 to 30 : The Demon grabs the summoner and gates back to
- its own plane, where it will strip the character
- of all possesions instantly and teleport it back
- in one round minus all the items.
- 31 to 40 : The Demon will appear and then teleport away so
- it can perform some mischief elsewhere, totally
- ignoring the summoner.
- 41 to 75 : The Demon will appear and thank the summoner and
- will offer to perform one task in gratitude.
- 76 onward: The Demon will make the character an "offer it
- can't refuse" , usually exchange of power or a
- magical device if the player will perform some
- deed, action or servitude to the Demon's wishes.
-
- REMEMBER! Demons are NOT the Christian concept of such! They are a
- very powerful race that lives in another dimension but wishes influence
- on this one for reasons of their own. They are NOT hated by all
- religions, nor are the necessarily 'all powerful' and they have no
- interest in collecting 'souls'. Devils are another similar group of
- races in another dimension with similar goals.
- Duration, Range and Targets are all unused options with this spell.
-
- :Demon_Tailor
-
- COST : 15
- GUILDS : O
-
- This summons a tiny winged red demon the size of a mouse that is an
- expert in the art of sewing and magical clothing alterations. The
- demon can alter an existing set of clothes to fit the caster in one
- round if so ordered, even if there is insufficient material. It can
- also be ordered to turn raw materials into a set of clothes the caster
- has in mind for their own wearing in a full minute (10 rounds). If
- neither raw materials nor existing clothes exist but the caster wishes
- it and has placed enough duration into the spell, the Mage can ask the
- demon to craft a set of clothes to the mages specifications entirely
- from magic (Takes a full hour). The clothes will have the property,
- if formed this way, to neither wrinkle nor stain and will adjust to fit
- the wearer no matter how their body shape may change, so long as it
- remains humanoid.
-
- Range is NOT used with this spell. Duration definately is. Multiple
- Targets are bought ONLY if the mage is having clothes made for someone
- else. The Demon cannot produce armour of any kind.
-
- :Detect_Charm
-
- COST : 1
- GUILDS : S
-
- This spell will reveal whether or not a recipient is under the effect
- of a charm spell. Duration is Unnecessary with this spell.
-
- :Detect_Curse
-
- COST : 2
- GUILDS : S
-
- This spell will tell if a person or object is Cursed and will, with
- an INTUITION roll, give the caster the details on the nature of the
- curse itself. Curses are extremely powerful magic that can last for
- generations, usually cast by someone in the throes of death or extreme
- anger/depression. The only other known source of a curse are the
- denizens of the demonic planes, seeking to torment humanity.
-
- :Detect_Disease
-
- COST : 1
- GUILDS : R,S
-
- Detect disease reveals to the wizard whether a subject creature or object
- carries a disease, whether normal or magical, and with a successful
- Intuition roll can identify the exact disease.
-
- :Detect_Illusions
-
- COST : 5
- GUILDS : O,S
-
- Allows the caster to see thru ALL Illusions encountered while the
- spell duration is in effect, wether caused by magical spell or magic
- abilities of specific creatures. RANGE and TARGETS are unused options.
-
- :Detect_Lie
-
- COST :1
- GUILDS :G,S
-
- This allows the caster to perceive any SPOKEN lies said in their
- prescence if they understand the language being spoken. Range is not
- necessary as an element in this spell. Target is only needed if casting
- the spell on someone else.
-
- :Detect_Magic
-
- COST : 1
- GUILDS : S
-
- This spell causes all magic on the target being/object to be shown
- in that it will glow with the color of its Guildtype(s). Duration
- is not needed to be purchased, and it is cast at the suspect target.
-
- :Detect_Poison
-
- COST : 2
- GUILDS : E,R,S
-
- With this spell, the forensic wizard can determine if a corpse has been
- poisoned. One corpse can be checked each round. The wizard can
- determine the means by which the poison was administered and the place
- at which it entered the body, and a chance of determining the exact
- poison involved equal to the caster's Intuition.
-
- It can also be used on a living target in hope of discovering if a
- cure poison may cure a condition.
-
- :Detect_Spirit
-
- COST : 2
- GUILDS : E,S
-
- 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.
-
- :Detect_Traps
-
- COST :1
- GUILDS :G,S
-
- 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 :1
- GUILDS :E,S
-
- 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 : 6
- GUILDS : B
-
- 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, aproximately
- 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 theives. You cannot
- place a living creature or being within the space as a prolongeded stay
- of more than a round would result in death.
- RANGE and TARGET are unused factors with this spell.
-
- :Dispel_Magic
-
- COST : 3
- GUILDS : B,E,G,O,P,R,S,Y
-
- 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.
-
- :Dispel_Silence
-
- COST : 2
- GUILDS : B
-
- When cast, this spell automatically dispels any magical silence within
- its area of effect. Furthermore, no silence spell will have effect
- within the area of effect for the duration of the spell.
-
- Area is a 15' Globe at the target point. This can be increased by buying
- more RANKS of the spell.
-
- :Disposal
-
- Cost : 2
- GUILDS : B,O
-
- The casting of this spell evokes a hole, 12" in diameter, in the
- caster's hand. The hole may be placed on any surface; anything
- subsequently dropped into it (an item must be smaller than the hole's
- diameter; since this is neither an extra-dimensional space nor a
- sphere of annihilation, items larger than that are not "sucked" into
- it) vanishes and is teleported to the bottom of the nearest sewage
- system (moat, sewer, large body of water, etc.). It is especially
- effective for disposing of garbage, kitchen waste, body wastes, etc.,
- and may be used in the garderobe of an area otherwise devoid of
- plumbing. Magical and living items (of at least animal intelligence;
- normal insects and non-sentient plant life are therefore not
- considered "living" for this purpose) are not effected.
- (There was no plumbing in Kestrel's tower, hence this spell saves on
- traipsing up and down all those stairs with a chamberpot).
-
- :Disrupt_Undead
-
- COST : 7
- GUILDS : E,P
-
- When cast the spell strikes out with a cone from the caster out
- to its maximum range at a 60 degree angle. Skeletons, Zombies, Ghouls,
- and Shadows are blasted into dust instantly if within the cone. All
- other undead receive 1d10 damage for each round they are within the
- cone. The Caster may move the field each round additional round to
- increase the area being covered by it if needed.
-
- :Dragon's_Breathe
-
- COST : 6
- GUILDS : B,Y
-
- 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 Prowness rolls to
- avoid the attack, those who fail will take 3d10 of damage with NO
- armour absorbtion. 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.
-
- 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.
-
- :Drain
-
- COST : 10
- GUILDS : E
-
- This spell is only castable on a living being. The victim gets a
- roll vs their Intuition, and if they fail they lose 1 point each of
- Intuition, Hardiness, Prowness and Appearance which are then added
- to the casters statistics, permanently.
- DURATION and TARGETS are unused options on this spell.
-
- :Electric_Arc
-
- COST : 1
- GUILDS : O,P
-
- This spell causes an arc of electricity to leap from the caster's
- extended fingertip. This electricity unerringly strikes one target of
- the caster's choice, inflicting 1d10 damage with NO armour absorbtion,
- per rank of the spell.
-
- DURATION and TARGETS cannot be extended on this spell beyond base.
-
- :Electric_Blade
-
- COST : 1
- GUILDS : B,P
-
- This spell must be cast on a metal blade of some sort in Range.
- The blade then acquires a flickering blue glow.
- This increases the damage the blade will inflict on striking its
- target by 5 points for the duration of the spell.
-
- :Energy_Vampire
-
- COST : 7
- GUILDS : P
-
- This spell is NOT usable in magically barren places. It allows the
- mage to drain the magical essence out of a magical creature (it does NOT
- work against sentients) and into their own battery, killing the creature
- and charging their 'battery'. The amount of energy received is 1 per Hit
- point of the creature - it is best to use this only on fairly large
- magical creatures.
-
- :Enlarge/Reduce
-
- COST : 1
- GUILDS : B
-
- This spell causes instant growth of a creature or object, increasing both
- size and weight. It can be cast only upon a single creature (or a symbiotic
- or community entity) or upon a single object that does not exceed ten cubic
- feet in volume per caster level. The object or creature must be seen to be
- affected. It grows by up to 10% per rank of the spell, increasing this
- amount in height, width, and weight.
- All equipment worn or carried by a creature is enlarged by the spell.
- Unwilling victims are entitled to a saving throw vs. spell. A successful
- saving throw means the spell fails. If insufficient room is available for the
- desired growth, the creature or object attains the maximum possible size,
- bursting weak enclosures in the process, but it is constrained without harm by
- stronger materials--the spell cannot be used to crush a creature by growth.
- Magical properties are not increased by this spell--a huge sword +1 is
- still only +1, a staff-sized wand is still only capable of its normal
- functions, a giant-sized potion merely requires a greater fluid intake to make
- its magical effects operate, etc. Weight, mass, and strength are affected,
- though. Thus, a table blocking a door would be heavier and more effective, a
- hurled stone would have more mass (and cause more damage), chains would be
- more massive, doors thicker, a thin line turned to a sizeable, longer rope,
- and so on.
- The reverse spell, reduce, negates the enlarge spell or makes creatures or
- objects smaller. The creature or object loses 10% of its original size for
- every rank of the spell, to a minimum of 10% of the original size.
- Thereafter, the size shrinks by one foot increments to less than a foot, by
- one-inch increments to one inch, and by 1/10 increments to 1/10 of an
- inch--the recipient cannot dwindle away to nothingness.
-
- :Erase
-
- COST : 2
- GUILDS : B,S
-
- 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 or symbols (see these
- spells). Nonmagical writings are automatically erased.
-
- DURATION and TARGET extensions are unnecessary with this spell.
-
- :Ethereal Sight
-
- COST : 1
- GUILDS : E,S
-
- 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!
-
- :Evil_Eye
-
- COST : 3
- GUILDS : B
-
- This is a minor curse spell, inflictable only on one Target who MUST
- be able to make eye contact with the caster, within the range it is
- cast at.
-
- The evil eye affects an individuals luck, that is, it affects their
- die rolls. It causes ALL misses in combat and all spell casting
- failures to be considered KLUTZes with the detrimental affects of that
- result.
-
- Usage of this spell in many countries is considered Evil, or bad for
- buisness, and may be a punishable offense.
-
- :Explosive_Runes
-
- COST : 4
- GUILDS : E,P,Y
-
- By tracing these mystic runes upon a book, map, scoll, wall etc the
- caster prevents unauthorized reading of such. They are normally
- disguised so that they are not detected with a mere 'Detect Magic'
- spell.
- When read the runes detonate, delivering 1d10+5 damage to the
- reader. The Mage who casts it is immune and will not trigger the
- explosion. Likewise the mage may remove the runes at will.
- Explosive runes last until triggered (normal extended DURATION is
- not used as an option with this spell). The object they are written on
- will be destroyed in the explosion.
- A functional variation that is allowed is one where the casting mage
- spends an extra round beyond normal in the casting, adding an extra
- option to the runes, so that if the mage reads them aloud they triger
- but instead of harming the mage simply destroy/damage the item they
- are written on. This is occasionally used as a means of demolition.
- A NASTY usage of this variation is that used by Ebony mages only,
- where they inscribe said runes on the forehead of a person in blood, and
- then step away and activate them, causing severe head injury (Does
- 2d10+5 damage instead of the normal).
- DURATION and TARGETS and RANGE are NOT used as extensions of this
- spell. Additional RANKS add 1d10 to the damage the spell does.
-
- :Extinguish_Fire
-
- COST : 1
- GUILDS : Y
-
- This will extinguish any fire within range. Duration is not needed
- with this spell as the effect is final.
-
- :Feather_Fall
-
- COST : 1
- GUILDS : B
-
- When this spell is cast, the creature(s) or object(s) affected immediately
- assumes 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 the spell is in effect. However, when the spell duration
- ceases, normal rate of fall occurs. The spell can be cast upon the wizard or
- some other creature or object up to the maximum range and lasts for one round
- for each level of the wizard. The feather fall affects one or more objects or
- creatures in a 10-foot cube.
-
- :Fertility
-
- COST : 1
- GUILDS : G,R
-
- This spell will bring a subject being into peak fertility, and will
- override all known herbs, magics and medicinal means to block fertility
- (but not Barrier-form prophylactics) allowing conception to take place
- if a mating occurs within the duration of the spell.
-
- :Find_Familiar
-
- COST : 5
- GUILDS : ALL
-
- This spell enables the caster to attempt to summon a familiar to act as his
- aide and companion. Familiars are typically small creatures, such as cats,
- frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even
- mice. A creature acting as a familiar can benefit a wizard, conveying its
- sensory powers to its master, conversing with him, and serving as a
- guard/scout/spy as well. A wizard can have only one familiar at a time,
- however, and he has no control over what sort of creature answers the
- summoning, if any at all come.
- The creature is always magically intelligent and its bond with the wizard
- confers upon it an exceptionally long life. The wizard receives the
- heightened senses of the familiar, which grants the wizard a bonus to
- all surprise die rolls.
- The wizard has an empathic link with the familiar and can issue it mental
- commands at a distance of up to one mile. Note that empathic responses from
- the familiar are fairly basic--which able to communicate simple thoughts,
- these are often overwhelmed by instinctual responses. Thus a ferret familiar
- spying on a band of orcs in the woods might lose its train of thought upon
- sighting a mouse. Certainly its communications to its master would be tinged
- with fear of the "big ones" it was spying on! The caster can see through
- the familiar's eyes.
- When the familiar is in physical contact with the wizard, it gets the
- wizards saving throws against special attacks.
- If the familiar dies, the wizard must successfully roll an immediate
- Hardiness check or die. Even if he survives this check, the wizard loses 1
- point from his Hardiness when the familiar dies.
- Unlike most spells, the finding of the familiar is actually a Ritual,
- When the wizard decides to find a familiar, s/he must load a brass
- braizer with charcoal. When this is burning well,s/he adds incense and
- herbs. The spell incantation is then begun and must be continued
- until the familiar comes or the casting time is finished. The GM secretly
- determines all results. Note that familiars are not inherently magical,
- nor does a dispell magic spell send them away,
- The mage is able to state One qualification for a familiar, in
- general terms, like 'Flight' or 'Keen Eyesight' or 'Strong' or 'Fast'.
- Deliberate mistreatment, failure to feed and care for the familiar, or
- continuous unreasonable demands have adverse effects on the familiars
- relationship with its master. Purposely arranging the death of one's own
- familiar incurs great disfavor from certain powerful entities, with dire
- results.
-
- D100 Roll Familiar * Sensory Powers
-
- 01-19 Cat, black Excellent night vision and superior hearing
- 20-29 Crow/Raven Excellent vision
- 30-39 Hawk Very superior distance vision
- 40-45 Owl Night vision equals human daylight vision,
- seperior vision
- 46-49 Toad Wide-angle vision
- 50-59 Weasel Superior hearing & very superior olfactory power
- 60-64 Fox Night Vision
- 65-69 Mongoose +1 Prowness
- 70-76 garter snake none
- 77-78 wolf Night Vision
- 79-80 Pseudo-Dragon Special
- 81-82 Para Special
- 83-88 Imp Special
- 89-94 Quasit Special
- 95 Flamecat Special
- 96-00 SPECIAL
-
- NOTE : Range, Duration, Target and Rank increases are not used with this
- spell due to its special nature.
-
-
- :Find_Water
-
- COST : 1
- GUILDS : S
-
- When casting this spell, to reduce costs, a tool is often used,
- the diviner grasps two ends of a Y-shaped stick. The remaining end
- twists around to point in the direction of the nearest source of fresh
- water within the spell range. The branch can twist but twenty degrees,
- and then the diviner will feel a tug in the direction of the water.
- The diviner can specify a minimum amount of water to seek (greater than
- the amount in a human body, for example).
-
- Increased TARGETS is not possible on this spell.
-
- :Fire_Ball
-
- COST : 5
- GUILDS : O,P,Y
-
- 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.
-
- The mechanics of the Fireball : The target(s) are surrounded by a
- cloud of natural gas which is then sparked into ignition.
-
- :Fire_Bomb
-
- COST :7
- GUILDS :Y
-
- This spell is an arsonist special. Basically it creates a small
- red gem (about 1 Karat), which will explode into a fireball when
- it reaches the end of its duration. Until that it is inert and
- perfectly safe for anyone to handle. The gem is consumed in the
- explosion. The bomb does 2d10 damage (+5 damage per additional RANK)
-
- RANGE and TARGETs are not options used with this spell.
-
- :Fire_Gernade
-
- COST :10
- GUILDS :Y
-
- This spell is another arsonist tool - it creates a golf-ball sized
- yellow crystal. This crystal can be thrown and upon striking a
- surface it explodes into a bright yellow fireball that does 1d10
- damage per RANK of the spell. RANGE, DURATION and TARGETS are not
- used as options with this spell. The initial blast area is a 5'
- radius per RANK of the spell.
-
- :Fire_Trap
-
- COST : 1
- GUILDS : S,Y
-
- This is cast on any closable item (book, box, bottle, chest, door,
- backpack etc). When the container is opened by anyone EXCEPT the
- caster it activates the trap, causing a 5' radius explosion of flame
- that will do 1d10 Damage per RANK of the Spell. The item is NOT
- harmed by this explosion.
-
- RANGE and TARGETS are not normally used on this spell so that only
- DURATION of the spell is needed as an additional factor. Once it
- has been triggered the spell ends.
-
- :Fishing_Net
-
- COST : 1
- GUILDS : O
-
- This summons and causes to drop on the target area a 10' square fishing
- net that entangles anything inside it. The Net can be cut away in
- another r6und of activity, if no cutting tools are available anything
- caught in it gets a roll vs Prowness each round afterwards to try to
- untangle themselves and escape.
-
- :Flame_Friend
-
- COST : 5
- GUILDS : O,Y
-
- This basically summons a small minor fire elemental which can be
- commanded to guard something, create light, help in combat etc.
- While the duration of the spell lasts. When the spell ends it must
- return to its native plane.
-
- The Fire Elemental has 20 Hardiness 15 Prowness 10 Intuition
- is about a 3' sphere in size. It is unharmed by normal weapons,
- gains a hardiness point for each point of damage a normal being would
- receive from a fire-based normal attack. Cold and water do DOUBLE
- normal damage to it. A gallon of water does 1d10 damage hitting it.
-
- :Flare
-
- COST :2
- GUILDS :O,R,Y
-
- This causes a bright flare to occur at the designated site, giving off
- daylight intensity light for the next round. This throws off infravision
- for the next 3 rounds, and causes 1d10 damage to Undead within a 60'
- radius of the flare. It will not harm normal creatures, but if directed
- on or at one, will blind them for the next round.
-
- :Flash
-
- COST : 2
- GUILDS : O,Y
-
- Victims failing their saving throw are blinded due to a flash of light
- that appears in their eyes.
- Unless skilled at Blind Fighting they will be considered to be at
- prowness 1 for all actions for the duration.
-
- :Flesh_To_Stone
-
- COST : 15
- GUILDS : B,P
-
- Target being gets a roll vs INTUITION 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.
-
- :Fly_on_the_Wall
-
- COST : 2
- GUILD : S
-
- This spell creates a spying device out of an ordinary flying insect.
- Upon casting the spell upon an insect, living or dead, the spell grants
- the abilities of limited clairaudience and clairvoyance, centered on
- the insect. The mage, while concentrating on the insect, can hear any
- noise within 15' of the insect.
-
- If concentration is broken before the end of the spell duration, the
- fly drops to the ground, and there is a 75% chance that, if the mage
- resumes concentration, it will be too damaged to fly again, although
- the clairaudience and clairvoyance will still work for the remainder of
- the duration. If the fly takes any damage during the spell, such as
- being swatted or stepped on, the insect will no longer fly, but,
- provided that at least half of the fly remains, the clairaudience and
- clairvoyance will still work.
-
- Range is the maximum range from the caster that the inesct can be
- from the caster and the caster still in cointrol of the insect.
-
- :Fog_Phantom
-
- COST : 2
- Guilds : B,O,Y
-
- This spell creates a vaguely human shaped pillar of fog. The fog
- phantom can do no damage, however it can be controlled remotely by the
- caster. The Phantom moves at 2/rnd. The magic user can "see" and
- "hear" through the Fog Phantom. This spell requires complete
- concentration, disturbances will cause the termination of the spell
- before the end of its duration. The Fog Phantom cannot pass through
- cracks or the like; also strong winds, intense heat or cold will cause
- the Fog Phantom to disintegrate.
-
- :Fog_Warrior
-
- COST : 4
- GUILD : B,O
-
- This spell creates a creature much the same in appearance of the
- spell "Fog Phantom". This creature can, however, do damage (ranging
- from 1d10 per rank of spell. It can has hardiness equal to the
- Intuition of the caster; it can only by hit by magic weapons
- and spells.
-
- :Friends
-
- COST : 1
- GUILDS : B,G,O
-
- A friends spell causes the wizard to temporarily gain 2d10 points of
- Appearance. Intelligent creatures around the caster and meeting him/her
- must make immediate reaction checks based on the character's new
- Appearance.Those with favorable reactions tend to be very impressed with the
- spellcaster and make an effort to be his friends and help him, as appropriate
- to the situation. Officious bureaucrats might decide to become helpful;
- surely gate guards might wax informative; attacking orcs might spare the
- caster's life, taking him captive instead. When the spell wears off, the
- creatures realize that they have been influenced, and their reactions are
- determined by the GM.
-
- :Frost_Hands
-
- COST : 3
- GUILDS : E,P
-
- 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.
-
- Spell TARGET and RANGE cannot be modified.
-
- :Full_Heal
-
- COST : 30
- GUILDS : R
-
- This will heal a body of ALL wounds and damage, but does not remove
- diseases and poisons present in the body. Target will awake and be
- fully functional. This cannot be cast on someone who is dead, if a
- being has dropped below 0 Hardiness they are dead and cannot be brought
- back this way.
-
- :Gaseous_Form
-
- COST :5
- GUILDS :B
-
- 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 a 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.
-
- :Gathering_The_Sheeves
-
- COST : 1
- GUILDS : E,R
-
- This will take a badly splattered/scattered body and gather all the
- parts together in one place. Duration is necessary to preserve the
- corpse from rotting. Used both in the making of the Undead and attempts
- to bring the recent dead back to life.
-
- It does NOT heal in any way the remains, simply joins the parts
- together in a neat package.
-
- :Globe_Of_Invulturability
-
- COST : 10
- GUILDS : P,R,Y
-
- This creates around the caster a sphere of magical energy which will
- prevent spells cast by vultures from affecting the caster. The globe does
- NOT protect against physical attacks, nor does it prevent the caster
- from casting magical spells OUT from the shell. It lasts for the
- duration and is even immune to Dispell Magic spells.
-
- :Glow
-
- COST : 1
- GUILDS : B,O
-
- This spell causes the object or person affected to emit an eery
- glow. The color ranges from blue to green. It cannot be dispelled
- but it can be negated by a darkness spell. The glow is not bright
- enough to read with but is easy to spot in the dark. The material
- component is a silver firefly figurine.
-
- :Goblin_Servant
-
- COST : 1
- GUILDS : E
-
- This is a hybrid spell, requiring the tooth of a goblin to function,
- as it takes the inate magic within a goblin's remains and exploits it.
- It grows a full adult goblin from the tooth in a single round, to act
- as a servant to the caster for the duration. The caster controls the
- goblins actions entirely, and once the duration is over it collapses
- into dust, tooth and all. No equipment is generated for the goblin in
- the process of this spell, so if it is wanted as a warrior it must be
- handed weapons or will fight only hand-to-hand.
- TARGET and RANGE are not used with this spell.
-
- :Grease
-
- COST : 1
- GUILDS : B,O
-
- A grease spell covers a material surface with a slippery layer of a fatty,
- greasy nature. Any creature entering the area or caught in it when the spell
- is cast must save vs. prowness or slip, skid, and fall.Those who successfully
- save can reach the nearest nongreased 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. The caster can end
- the effect with a single utterance.
-
- :Guilda's_Sneakabout_Light
-
- COST :2
- GUILD :B,O
-
- Creates a dim, floating light of variable intensity that follows the
- caster. At its brightest, it is enough to read with good eyesight, and
- it can be extinguished and restored at will during the duration. No
- light produced by the spell escapes the 5' radius, preventing the caster
- from being given away by his light--so this spell is ideal for
- thieves. Note that background light penetrates the area of effect
- freely, so the caster is in no way concealed by this spell.
-
- :Hallucinatory_Forest
-
- COST : 3
- GUILDS : G,O
-
- Cast outdoors, this creates a hallucinatory Forest to appear. Centaurs,
- dryads, dragons, nymphs, satyrs, and treants will recognize it as an
- illusion but all others will perceive it as real. It will fill an area
- from the caster to the maximum range and an equal distance at an angle
- specified by the caster (so it may be triangular or even square at
- most).
-
- Trees in such a forest will appear to have substance and form and will
- not disipate if touched like a Phantasmal force would. The forest WILL
- act as cover for a camoflage spell or for someone dodging archery
- attacks. Movement rates will be as if thru a real forest.
-
- :Heal_Burns
-
- COST : 1
- GUILDS : R,Y
-
- This spell heals 1d10 of burn damage (no DURATION addition needed).
- But does not close wounds, remove infections or set bones.
-
- :Healing_Sleep
-
- COST : 3
- GUILDS : 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 recommened!
- Duration and Targets are unused options with this spell.
-
- :Heat_Object
-
- COST :3
- GUILDS :Y
-
- This will cause a targeted object to become red hot, making water boil
- or metal become too hot to handle. If cast on armour it will cause the
- wearer 1d10 damage from the metal parts heating (except to leather).
- If duration is bought the water would boil away on the second round,
- flammable goods will burst into flames and metal will go to white hot
- and cause more damage. After three Rounds Metal melts, crystal shatters
- (as does glass) etc. Heat Object beyond the 4th round will cease to
- function since the target object will no longer exist.
-
- :Hey_Bartender
-
- COST :1
- GUILDS :O
-
- This summons a magical demonic bartender with a cabinet of all sorts of
- alcholic 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.
-
- Range, Duration and Targets are NOT used with this spell.
-
- :History
-
- COST : 1
- GUILDS : S
- Area of Effect: one object or place
-
- This spell allows the caster to "tune in" to the psychic
- impressions left on an object or small area. The power gives the
- wizard the ability to divine special purposes, famous owners, and
- powerful alignment bends.
- The spell will not identify a magic item per se, but would
- identify the signet ring of a long deceased noble house as such.
- Furthermore, history doubles the chance of a rare or unknown items
- value being determined.
- This spell is most commonly used on nonmagical plunder, books,
- and items sold at auctions. Only a single touch is needed to make the
- spell work.
-
- :Hold_Portal
-
- COST : 1
- GUILDS : B
-
- This spell magically bars a door, gate, or valve of wood, metal, or stone.
- The magical closure holds the portal fast, just as if it were securly closed
- and locked. Any extra-planar creature (djinn, elemental, etc.) can shatter
- the spell and burst open the portal at will. A knock spell or a successful
- dispel magic spell can negate the hold portal. Held portals can be broken
- physically or battered down.
-
- :Hold_Undead
-
- COST : 1
- GUILDS : E
-
- This spell paralyzes any form of undead (though Vampires and other
- intelligent forms get their Intuition in resistance) for the duration
- of the spell, wether they are corpreal or not. Attacking successfully
- such a held Undead will negate the Hold.
-
- :Hoops_Of_Fire
-
- COST : 2
- GUILDS : Y
-
- This surrounds a target being with a tight hoop of flame, in the
- case of a humanoid binding the arms to the sides, it also does 1d10
- damage on the first round (but no further damage afterwards). It can
- withstand attempts to break free from it by Hardiness 20, more than that
- and a save vs Hardiness will shatter the ring and dispell it. Each
- additional rank of the spell adds 20 to the strength it can oppose
- without a save. The hoop only lasts for the duration. Multiple Targets
- are not possible. Water will extinguish the ring and dispell it. A mage
- with bound arms is -20% to cast and a warrior cannot act until broken
- free at all! The ring cannot be harmed by ordinary weapons.
-
- :Hornung's_Guess
-
- COST : 1
- GUILDS : S
-
- Hornung, one of the leading wizards in the field of wild magic (before his
- untimely disappearance while experimenting with wildwind), developed this
- spell to improve the accuracy of his estimates. The spell provides a wizard
- with an instant and highly accurate estimate of the number of persons or
- objects in a group.
- The spell's area of effect is one group of a general class of objects. All
- objects. All objects of the group must be within spell range and the group
- must as a whole must be visible to the caster. The wizard need not see every
- individual in the group, merely the general limits of the groups's size and
- area. For example, a wizard on a hill could look down on a forest and
- estimate the number of trees in all or part of it. He could not get an
- estimate of the number of goblins within the forest, however, since the group
- as a whole (the goblins) is concealed from sight.
- The estimate generated is accurate to the largest factor of ten (rounded
- up). For example, if Hornung's guess were cast on a group of 439 horsemen,
- the estimate would be 400. If there were 2670 horsemen, the spell would
- estimate 3000. If there were 37 horsemen, the answer would be 40. Clearly,
- using the spell on small groups (especially those with fewer than 10 members)
- is pointless.
- Hornung's guess can be used to quickly estimate the size of treasure hoards
- and army units. It is particularly popular with moneylenders and generals.
-
- TARGET and DURATION are unneccessary factors to add to the spell.
-
- :Human_Torch
-
- COST : 3
- GUILDS : Y
-
- This spell causes the caster and all his clothing to become engulfed in
- flames. These flames do not harm the caster or his equipment but cause
- 1d10+6 points of damage to anyone within 5' and an additional 1d10 to
- anyone who actually touches him. The flames themselves are only about
- as hot as a torch but the surrounding area will feel like a blast
- furnace.
-
- Additional TARGETS and RANGE are not possible with this spell.
-
- :Hunting_Hound
-
- COST : 3
- GUILDS : O
-
- 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 HARDINESS 15 PROWNESS 15 and its bit does 1d10+3 damage.
-
- :Identify
-
- COST : 1
- GUILDS : S
-
- When an identify spell is cast, magical items subsequently touched by the
- wizard can be identified. The eight hours immediately preceding the casting
- of the spell must be spent purifying the items and removing influences that
- would corrupt and blur their magical auras. If this period is interrupted, it
- must be begun again. When the spell is cast, each item must be handled in
- turn by the wizard. Any consequences of this handling fall fully upon the
- wizard is allowed any applicable saving throw.
- The chance of learning a piece of information about an item is equal
- to 50% rolled by the GM. Any roll of 96-00 indicates a false reading (91-95
- indicates nothing). If any attempt at reading fails, the caster cannot learn
- any more about that item . Note that some items, such as special magical
- tomes, cannot be identified with this spell.
- The item never reveals its exact attack or damage bonuses, although the
- fact that it has few or many bonuses can be determined. If it has charges,
- only a general indication of how many charges remaining is learned: powerful
- (81%-100% of the total possible charges), strong (60%-80%), moderate
- (41%-60%), weak (6%-40%), or faint (five charges or left). The faint result
- takes precedence.
-
- :Illusionary_Script
-
- COST : 3
- GUILDS : O
-
- This spell enables the caster to write instructions or other
- information. The Illusionary script appears to be some form of foreign
- or magical writing. Only the person(s) who the caster desires to read
- the writing will be able to do so, although it can be recognized by
- another Orange Mage. Others attempting to read it will become confused
- for 1d10 rounds (save vs Intuition), unable to act or think straight and
- likely to wander aimlessly or simply sit down where they stand.
- The script does NOT vanish after being read.
- DURATION, RANGE and TARGET are not used with this spell. Additional
- Ranks of the spell increase the confusion by another d10.
-
- :Inaudibility
-
- COST : 1
- GUILDS : B,E,G,O
-
- 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.
-
- :InFertility
-
- COST : 1
- GUILDS : G,R
-
- Causes the subject to become infertile for the duration, useful for
- means of preventing contraception. This spell will NOT cancel out a
- Fertility* spell! Nor does it cause Impotence - only lack of conception.
-
- :Inscribe_Scroll
-
- COST : 2
- GUILDS : ALL
-
- This is used to inscribe a spell into a scroll or magical book for
- later usage. The materials must be at hand and the caster MUST take
- the time for this ritual spell (1 hour) to be performed.
-
- An inscribing allows a mage to place a spell into the scroll. Such
- spells are useful tools, as they take but 1 round to use (unlike a
- standard spell) but do so at the percentage of success rolled by
- the caster and at the caster's skill level with magic. Thus the
- spell may use the spell as if they were that mage, so long as they
- can read the language on the scroll.
-
- Additionally, by making a scroll, a mage reduces the cost of the spell.
- The reader has to put NO energy into activating the scroll, it is placed
- in the scroll itself.
-
- When a scroll is created the caster must state the RANGE and DURATION of
- the spell, as well as the casting roll of it. The COST of the spell is
- halved from the normal total (minimum of 1 point) for the caster to
- perform.
-
- When Casting inscribe, the mage uses no options, this spell ONLY costs
- the 2 points stated above, but takes much longer then a regular spell.
-
- :Invisibility
-
- COST : 5
- GUILDS : B,O,P
-
- Caster, subject being or subject object becomes invisible to normal
- sight. This adds 50% to their prowness for defensive and offensive
- purposes. This is NOT perfect invisibility, the eyes on a person will
- be visible while open and may be noticed. Also if an invisible being
- is wounded their blood will become visible when it strikes the ground.
- 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 prescence. Caster can turn off the spell at will. An
- invisible person can be partially discovered thru infravision (instead
- of 50% prowness modifier it becomes only a 25% modifier). Once turned
- off the spell MUST be recast in full.
-
- :Jamye's_Flesh_to_Toast
-
- COST : 25
- GUILDS : B
-
- This spell turns the flesh of any creature affected into a golden-brown
- piece of hot yummy toast. Only the victim is affected; anything the
- victim may be wearing (or non-organic items ingested) will not be
- turned into toast. The resultant toast is subject to any forces normal
- toast is subject to (slicing, buttering, eating, whatever). One cubic
- foot of toast will satisfy the appetites of four humans, although they
- may get tired of toast way before then.
-
- Of course, being turned into toast is Fatal to the victim.
-
- DURATION & additional TARGETS are not possible with this spell.
-
- :IronMind
-
- COST : 3
- GUILDS : B,E,G,O,P,R,S,Y
-
- This spell permits the caster to concentrate powerfully, despite any
- normal things that would distract him/her from their actions in casting
- any other spell - even the receipt of actual physical damage, as long
- as the duration of this spell continues. This allows a mage to overcome
- one of the normal causes of spell failure.
-
- :Justin's_Mental_Map
-
- COST : 5
- GUILDS : S
-
- Outdoors only, this spell gives the caster an aerial view of the
- countryside within 1 mile of the caster. Only large features visible
- from above are noted, like rivers, woods, fields, large buildings, and
- clearings. Range and Target are unusable options on this
- Spell. Additional RANKS increase the area by a mile each.
-
- :Kestrels_Skill_Eraser
-
- Level : 25
- GUILD : E
-
- This spell completely removes a single weapon or non-weapon
- proficiency slot from a character. The character thus affected
- forgets any knowledge about and loses any abilities granted by that
- particular proficiency, and may elect either to relearn that
- proficiency or to learn a new one.
- A restoration spell can restore the lost proficiency immediately.
-
- :Kiss_Of_life
-
- COST : 35
- GUILDS : R
-
- Only castable at TOUCH range, this spell can breathe life back into
- a dead body. Duration determines how recent the body had to have been
- slain for it to be breathed life back into. In order to function the
- majority of the body should be present (Say thru a Gathering the Sheeves
- Spell). It makes the at Hardiness 0 until they can be healed magically
- or naturally.
-
- :Knock
-
- COST : 1
- GUILDS : B,S
-
- This will open a sealed door of object, sealed by magic or by mundane
- means, instantly. It does NOT remove traps or spells. Duration is not
- a needed expansion with this spell.
-
-
- :Last_Image
-
- COST : 3
- GUILDS : E,S
-
- When the forensic wizard casts this spell, he sees whatever the
- recipient corpse saw at the very instant of death, with the intent of
- learning the identity of the murderer, or at least the location of
- death.
-
- DURATION and additional TARGETS are not used with this spell
-
- :Lavender_Spheres
-
- COST : 1
- GUILDS : O,P
-
- This creates (For each RANK) a single purplish-pink globe of energy
- inside a thin layer of hypersensative matter that is about the size
- of a basketball and drifts like a balloon in the direction set by the
- caster at start (but may drift off course by breezes etc). They appear
- harmless, bit when struck by ANY object they explode, doing 1d10
- explosive magical damage in a 10' radius (Anyone within that range
- may make a roll vs Prowness and if successful only take 1/2 damage).
- [This is another Dream-Plane spell that has fallen thru into usage]
- RANGE is used to determine where the Sphere will appear.
-
- :Leap
-
- COST : 2
- GUILDS : B
-
- When this spell is cast the individual is empowered with the
- ability to leap. The distance the individual is able to leap is 20'
- per RANK bought of the spell, forward, backward or straight up. One
- Jump per round of the spells duration can be made.
- Also at the end of the leap the individual will always land without
- falling damage.
-
- :Light
-
- COST : 2
- GUILDS : B
-
- This spell creates a luminous glow, equal to torchlight, within a fixed
- radius of the spell's center. Objects in darkness beyond this sphere can be
- seen, at best, as vague and shadowy shapes. The spell is centered on a point
- selected by the caster, and he must have a line of sight and unobstructed path
- for the spell when it is cast. Light can spring from air, rock, metal, wood,
- or almost any similar substance.
- The effect is immobile unless it is specifically centered on a moveable
- object or mobile creature. If this spell is cast upon a creature, the
- applicable resistance must be made. Light taken into an area of
- magical darkness does not function, but if cast directly against magical
- darkness negates it (but only for the duration of the light spell, if the
- darkness effect is longer).
- Light centered on the visual organs of a creature blinds it, reducing its
- prowness to 1 Unless it has Blind fighting skills. The caster can end the
- spell at any time by uttering a single word.
-
- :Lightservant
-
- COST : 3
- GUILDS : O
-
- This spell is a variation of the spell Unseen Servant. The servant
- created by this spell is visible as a vaguely manlike form of glowing
- light, and is slightly stronger, being able to lift 100 Lbs weight and
- taking 8 hardiness. The light provided by the servant is enough to
- allow normal vision in a 5' radius around the servant.
- The servant can lift and tote (but NOT attack or throw) items for
- the mage. And cannot move outside the range or it disipates.
-
- :Limb_Growth
-
- COST : 5
- GUILDS : R
-
- This spell will restore a severed/destroyed. If the wound is recent
- and still counts as present lost Hardiness, it will restore another
- 1d10 of the lost points in the process.
- DURATION is not necessary on this spell.
-
- :Little_Death
-
- COST : 2
- GUILDS : E
-
- This spell may be cast on any living (not golem, undead, etc.) creature
- native to the Prime Material plane. The victim falls paralysed for
- the duration, unable to move but conscious and with all involuntary
- body functions active (breathing etc).
-
- :Living_X
-
- COST : 1
- GUILDS : B
-
- A glistening pink crystaline looking energy shaft is shot towards a
- living targte, who is instantly immobilized in an upright spread
- eagled position, until the target can break the spell by makling a
- Hardiness roll on one of the following rounds or by the expiration
- of the duration.
-
- :Locate_Object
-
- COST : 3
- GUILDS : S
-
- This spell allows the caster to find the location of a lost or stolen
- item which they are familiar with (that is, they have held it in their
- hands at some point in the past). The spell will give them a direction
- and will lead them along that direction, with mental statements of
- 'warmer'/'Colder' until they reach it or until the spell expires.
- If the item is beyond the casting range then they will NOT perceive
- it at all except a vague direction and then the spell will expire
- prematurely. If the object has been broken, changed or damaged in any
- way it will not ne detected at all.
-
-
- :Luggage
-
- COST : 3
- GUILDS : B,O
-
- This spell is cast on a container of some sort - a Suitcase,
- Backpack, Chest, Wardrobe, or chest of Drawers. The item is usually
- individualized, sometimes excessively. It causes it to become magical -
- it is placed upon the ethereal plane and can be recalled by the caster
- by means of a command word (or anyone else who knows the word) so that
- it will appear within a few feet of its maker on the material plane
- when called. Oftentimes mages will add various protections and traps
- on the container to preserve it from possible tampering by ethereal
- travelers and creatures when it is away. While on the ethereal plane
- the container will travel along under its own magical power, on
- little tiny legs, so that it is always near its owner. The mage can
- also make one of these for someone else, using the TARGET option of
- casting. RANGE is not used with this spell, but DURATION is.
- This allows a mage to travel light without large amounts of excess
- equipment bogging down his/her.
- While on the material plane the container will continue to follow
- the mage around in a similar fashion until the mage gives the word of
- command again.
-
- :Mage_Staff
-
- COST : 1
- GUILDS : O,P
-
- This spell creates a wooden staff from energy, which is magical in its
- nature, and does +1 damage on hitting over a normal staff per RANK of
- the spell. The staff will last for the duration.
-
- :Magic_Eye
-
- COST : 2
- GUILDS : S
-
- By means of this spell the caster, creates a "third eye" much
- like the spell wizard eye except that it remains in a specific
- location once cast. It can be triggered in two ways, one is a
- "predefined" event occurring, such as some creature passing in front
- of it. The second can be done from anywhere on the same plane, by
- willing it to activate. Once activated the eye lasts its duration
- The "eye" sees as well as the caster, if caster can see normally
- invisible so can the eye, magic enhancements do not work through
- the Magic Eye, such as spectacles or detect invisible. The mage,
- while concentrating will see thru the eye clearly, when not, it
- becomes a ghostly mental image... If the caster has more than one
- eye only one may be active - activating a second one will end the
- first ones usage.
-
- :Magic_Missile
-
- COST : 3
- GUILD : P
-
- This is sphere of magical energy and proto-matter which is sent at a
- single target by the caster and which does 3d10 damage to the
- target, cannot be diverted from target and will not miss. If the target
- is sentient its INTUITION score is subtracted from the damage the
- missile does to Hardiness, being the only way to absorb the attack.
- Target MUST be in sight for the caster to use this spell, as well as
- within the range. Multiple TARGETS and DURATION are not possible with
- the spell. Multiple RANKS cannot be bought of this spell.
-
- :Magic_Mouth
-
- COST : 1
- GUILDS : O
-
- This is cast on an object or a surface (like a Wall). It will cause a
- mouth to appear on the item and repeat a statement specified by the
- caster in the voice the caster uses when casting it, upto 25 words in
- lenth, in a language known to the caster. The speaking will occur when
- a specific event occurs in a 30; radius of the mouth. Ex: Speak when
- anyone passes within range of you. Speak when a winged creature passes
- you. (It cannot detect Invisible, ethereal or astral creatures). Until
- the command can be completed the spell remains dormant and in effect.
- If it is wished for the spell to continue AFTER it has accomplished its
- function then you must learn multiple ranks of the spell (Each RANK
- adds another usage to the spell).
- Duration and Targets are not used on this spell.
-
- :Maws_Of_Pandemonium
-
- COST : 1
- GUILDS : B,O
-
- Cast at a target being only, this causes a variation of magic mouth
- to appear somewhere on the victim's body which begins a constant and
- annoying gibbering and moaning, which in the process feeds off the
- victim's own magical energy, draining away 1 point of energy each
- round until none remains. (Duration is NOT used on this spell). The
- mouth prevents stealthy movement and unless the victim has an IronMind*
- spell active, will add a -5% to their casting rolls due to distraction
- of the mouth.
-
- Note that such a mouth does NOT affect HUNG spells or currently
- active spells.
-
- :Melodramatic_Music
-
- COST : 3
- GUILDS : O
-
- The spell causes the music to be played whenever the victim performs
- certain actions; such as entering a room, charging into battle, or
- making an announcement.
-
- It makes it nearly impossible to perform any stealth-oriented function.
-
- :Mending
-
- COST : 2
- GUILDS : B
-
- This spell repairs small breaks or tears in objects. It will weld a broken
- ring, chain link, medallion,or dagger. Ceramic or wooden objects with multiple
- breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is
- completely healed over by a mending spell. This spell does not, by itself,
- repair magical items of any type.
- If cast on damaged armour it restores upto 1d10 of lost absorbtion
- capability.
-
- Multiple TARGETS are not possible with this spell. If extra DURATION
- is bought it will restore damage to larger items at the 1d10 Hardiness
- rate, each round... in this way a broken wagon or even a house could be
- returned to its original state, so long as there had been no magic in
- its original state.
-
- :Metamorphose_Liquids
-
- COST :1
- GUILDS :B
-
- This spell transmutes one type of liquid into an equal amount of a
- different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The
- caster must torch the fluid itself (not simply its container) for the spell to
- take effect.
- Fluids can be transmuted only into nonmagical liquids; it is not possible
- to change a magical liquid into another type of magical liquid. Poisons may
- be rendered harmless through the use of this spell, but the spell has no
- effect on poisons already consumed.
- Living creatures are unaffected by the spell, excluding those from the
- elemental plane of water. Such creatures are allowed a saving throw vs.
- spell. Failure results in 3d10 damage per rank of the spell, while
- success indicates no damage. Only one creature can be affected by a single
- casting of this spell, regardless of the creature's size.
- TARGET and DURATION are unused options with this spell.
-
- :Mind_Speech
-
- COST : 1
- GUILDS : G,R,S
-
- 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.
-
- :Minute_Ball_of_Fire
-
- COST : 2
- GUILDS : O,P,Y
-
- When a wizard casts this spell, a flaming bead launches from a pointed
- finger, speeds straight out to the stated range and explodes into a 10-foot
- diameter sphere of normal fire. Anyone caught within the spell's effect must
- take 1d10 points of damage, unless they make a successful Prowness roll.
- Multiple RANKS cannot be bought of this spell, unlike a conventional
- fireball* spell, and TARGETS is not a usable option.
- Since the fire is non-magical anything that normally protects against
- such DO apply.
-
- :Mirror_Image
-
- COST : 2
- GUILDS : O
-
- 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.
-
- :Molten_Ground
-
- COST : 10
- GUILDS : Y
-
- This spell causes an area of the earth to bubble up molten lava in its
- area of effect. After the caster casts the spell begins.
- A minimum of 3 Rounds Duration are necessary to work the spell!
- In the first round the ground tremors slightly, and those not wearing
- heavy feet covering such as metal boots can feel a slight warmth.
-
- The area of effect involved is a 20' radius per RANK bought of the
- spell - additional ranks ONLY affect this and not damage factors etc.
-
- In the second round of the spell the heat becomes very pronounced, and
- will ignite paper, cloth, and dry vegetation touching the ground. If
- the people in the area of effect did not announce that they were moving
- in this round, they are going to be injured.
-
- In the third round the ground becomes molten lava, wooden furniture
- bursts into flames, and metals with low melting points start to soften.
- Anyone in the area of effect takes 3d10 damage, 2d10 this round only if
- wearing thick shoes. In each additional round spent in the area of
- effect a person takes 3d10 damage, and any items carried by the person
- must safe vs. fire or be destroyed.
-
- The intense heat of the lava may cause structural damage to walls that
- are near or in the area of effect. Wooden walls will be destroyed by
- fire just like wooden furniture.
-
- :Mount
-
- COST : 2
- GUILDS : G,O
- By means of this spell, the caster conjures a normal animal to serve him as
- a mount. The animal serves willingly and well, but at the expiration of the
- spell duration it disappears, returning to its own place. The type of mount
- gained by this spell is random. Available mounts include the following:
-
- ROLL Mount
- ---- -----
- 01-05 Griffon w/saddle
- 06-10 Pegasus
- 11-15 Elephant w/Howdah
- 16-20 Camel
- 21-25 War Horse
- 26-50 Draft Horse
- 51-95 Light Riding Horse
- 96-00 Mule
-
- The mount does come with riding gear. The statistics of the animal gained
- are typical of all creatures of the same class. The mount disappears when
- slain.
-
- :Murder_Weapon
-
- COST : 3
- GUILDS : E,S
-
- The caster of this spell can check one weapon per round to determine if
- it was used to kill a specific corpse, of whom he has a blood sample. A
- "murder weapon" is one which reduced the victim to zero hit points, or
- delivered the poison which did so.
-
- :Murdock's_Feathery_Flyer
-
- COST : 1
- GUILDS : B
-
- Upon casting this spell, a feathery membrane grows under the wizard's arms,
- extending along his sides all the way to his feet. The membrane appears to
- merge with the caster's skin and clothing.
- If the caster spreads his arms and jumps from a height, he may glide
- through the air. For each foot of elevation, the wizard can glide five feet
- horizontally. Thus, a wizard jumping from a 10-foot wall could glide up to 50
- feet.
-
- :Mystic_Marbles
-
- COST : 1
- GUILDS : O
-
- This spell causes to create one 1" diameter hard glass marble per
- square inch over an area ten feet by ten feet (a total of 14,400 glass
- marbles neatly filling the area), making an area of highly likely
- slipping and falling for anyone passing thru it. Duration and targets
- are not used in this spell, but range is. If instead of aiming the spell
- at a floor/stairs etc it is cast in the area above a being the marbles
- will rain down like a small hail storm doing 1d10 normal damage (armour
- absorbs etc)but ending with a very difficult area to travel thru.
-
- :Mystic_Shield
-
- COST : 5
- GUILDS : P
-
- When this spell is cast, an invisible barrier comes into being in front of
- the wizard. This shield totally negates magic missile attacks. It provides
- the equivalent protection of +30% against hand-hurled missiles (axes, darts,
- javelins, spears, against small device-propelled missiles (arrows,
- bolts, bullets, manticore spikes, sling stones, etc.). The shield also adds
- a +10 Intuition bonus against spell attacks that are basically frontal. Note
- that these benefits only apply if the attacks originate from in front of the
- wizard, where the shield can move to interpose itself.
- TARGETS and RANGE are unused options on this spell.
-
- :Neutralize_Poison
-
- COST :3
- GUILDS :R
-
- This will remove all poison in a body or the poison in food or water
- (upto 5 Gallons volume) instantly. Duration is unneeded since the effect
- remains permanent.
-
- :Nude_Mood
-
- COST : 6
- GUILDS : G,R
-
- Cast at a single being this forces them into a compulsive behavior to
- immediately strip off all clothes and armour to stand naked (it does NOT
- cause the removal of jewelry). Once they have completed this they will
- return to their senses and have to deal with the situation.
-
- DURATION is not Used with this spell. TARGETS is only used if the
- targets involved are within 10' of each other.
-
- :Nystul's_Magic_Aura
-
- COST : 1
- GUILDS : B
-
- By means of this spell, any one item of no more than five pounds weight
- can be given an aura that is noticed by someone using magical detection.
- Furthermore, the caster can specify the type of magical aura that is detected
- (Blue, Green etc.) and this effectively masks the item's actual aura, if any,
- unless the item's own aura is exceptionally powerful (if it is an artifact,
- for instance). If the object bearing Nystul's magic aura has an identify
- spell cast on it or is similarly examined, the examiner has a 50% chance of
- recognizing that the aura has been placed to mislead the unwary. Otherwise,
- the aura is believed and no amount of testing reveals what the true magic is.
-
- :Painting
-
- COST : 1
- GUILDS : O
-
- By the means of this spell the caster can create an illusion of
- whatever s/he wants visually. It is usually easy to recognise what the
- illusion is supposed to be of, but any creature that can do so can also
- recognise that it is an illusion, as the picture is two dimensional.
-
- Additional TARGETS and RANKS are not possible with this spell.
-
- :Passwall
-
- COST : 2
- GUILDS : B,E,G
-
- 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. The passage vanishes when the duration ends. Range and Targets
- are unused options on this spell.
-
- :Patternweave
-
- COST : 2
- GUILDS : S
-
- Patternweave allows the caster to make sense of apparent chaos. The caster
- can see such things as pottery shards reformed into a whole pot, shreds of
- paper formed into a page, scattered parts as a working machine, or specific
- trails appearing out of overlapping footprints.
- After casting the spell, the mage studies seemingly random events--broken
- bits of glass, shreds of paper, intermingled trails, etc. The items to be
- studied must be tangible--coded flashing lights, garbled speech, or thoughts
- of any kind cannot be studied.
- The caster sees in his mind the pattern these objects form. If the items
- studied are truly random, no information is gained.
- After the caster has visualized the pattern, he can attempt to reassemble
- the parts into their original form. The amount of time required and the
- quality of restoration vary according to the complexity of the pattern.
- Reassembling a shredded map may be easy; reassembling a clock is
- significantly more difficult; rebuilding a shattered mosaic is extreemly
- difficult. In any case, the wizard can make only a reasonable copy of the
- item.
- If a mending spell is cast on the work its chance of totally restoring
- the item is greatly increased (GM's judgement).
- TARGET and DURATION are unnecessary modifiers to this spell.
-
- :Phantasmal_Force
-
- COST : 1
- GUILDS : O
-
- This spell creates the illusion of any object, creature, or force, as long
- as it is within the boudaries 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.
- TARGETS are an unused option with this spell since its an area
- effect.
-
- :PhotoCopy
-
- COST : 2
- GUILDS : S
-
- This spell allows the caster to create a permanent image, on a
- piece of parchment, canvas, or the like, of whatever s/he sees and
- concentrates upon at the time of casting, to the range bought.
- Detail in the final picture depends on distance and field of vision.
- Material components are a piece of parchment, paper or canvas --
- which is not expended and upon which the image appears. If a tool
- is used for casting a quill pen with silver tip is the most likely
- device to use.
- Duration and Target are not bought up on this spell.
-
- :Piper
-
- COST : 1
- GUILDS : O
-
- 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 thur him harmlessly).
- 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 : 1
- GUILDS : G
-
- 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.
-
- :Plant_Animation
-
- COST : 1
- GUILDS : G
-
- Allows the animation of any plant (including trees) and command of them
- to act as the caster wishes. It does NOT allow plants to uproot their
- bodies (except on tumbleweeds) but allows them to be used to grasp,
- attack, etc. Lasts for the Duration.
-
- :Plant_Growth
-
- COST :1
- GUILDS :G
-
- When cast on any plant, sprout or seeds it will cause such to grow
- to full size instantly. If the plant is full grown already then it
- will DOUBLE the size of plant, but only for the duration. It cannot
- be cast upon dead plants, only living ones.
-
- :Poison
-
- COST : 4
- GUILDS : E
-
- This inflicts the target instantly with poison in their veins (fails
- vs those creatures immune to poison). The poison does 1d10 points
- of damage each round for the duration of the spell unless neutralized
- or a dispell magic is cast on the victim. This is a magical poison
- and will detect as such. Multiple RANKS of this spell increase its
- intensity by 1d10 each.
-
- :Polymorph
-
- COST : 12
- GUILDS : B
-
- This is the greates and most powerful of the Blue Spells in many ways.
- It enables the caster to transform themself or another being or creature
- into a different form. That is it can change their shape, race and
- appearance entirely, into an equal, greater or lesser species, for the
- duration of the spell. Thus one might change from a human into a
- Panther, or a mouse into an elephant. The cost for transformations like
- this are high, as you are altering some of the standard rules of reality
- in dealing with conservation of mass and such. When such a
- transformation occurs the being recieves all the abilties of their new
- form entire - a human become a dragon has dragons breathe, a human
- turned panther has the stealth and prowness of the body. Two things
- DON'T change - INTUITION and HARDINESS. This is important as it also
- means that wounds do not vanish by changing form, but they are simply
- not visible in the new form. Also if one changes a mouse into an
- Elephant you will end up with a Hardiness 1 Elephant, an elephant that
- could be killed easily by accident. A mage transformed into a
- non-humanoid form would retain ALL their magic abilities, but unless the
- form had enough limbs to perform spells, would have to improvise and
- thus reducing their chance to cast spells in the new form by 20% - still
- being able to escape as an owl from a crowded room can be VERY useful...
- TARGETS, RANGE and DURATION ALL apply.
-
- :Pop
-
- COST : 1
- GUILDS : O,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.
-
- :Possesion
-
- COST : 15
- GUILDS : E,O
-
- Caster's mind takes over the target beings body for the duration, their
- own body collapses into a coma. If the caster's own body is destroyed
- they permanently become resident in the new body and the old being fades
- away. While in possesion the caster has the new body's stats except for
- Intuition. The caster CANNOT use the skills of the other being, only the
- body - they can use their own skills.
-
- :Preserve_Food
-
- COST : 1
- GUILDS : B,G
-
- This prevents food from decaying at its normal rate until after the
- spell duration ends. RANGE and TARGETS are unused with this spell, as it
- is only used touch. One Rank of this spell will preserve upto 20 lbvs
- of food.
-
- :Protection_From_Friendly_Missiles
-
- COST : 1
- GUILDS : R,S
-
- This prevents the recipient from being accidentally struck by any
- missile or stray weapon not intended originally for them. This is very
- useful if you have 'clumbsy' companions.
-
- :Protection_From_Hunger_and_Thirst
-
- COST : 3
- GUILDS : G,R
-
- 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. The
- recipient can be the caster or anyone he touches. Each day the caster (or the
- subject of the caster's choice) is under the effect of the spell, he is fully
- nourished as if he had eaten and drunk normally. At the end of the spell's
- duration, the subject is no more hungry or thirsty than he was when the spell
- was originally cast.
- A person with this spell on them will NOT gain magical energy as they
- would normally for consuming food and will NOT be able to eat more than
- 1 pound additional food/water for that purpose (and will gain 1/2 pound
- of weight if eating is done for this purpose since the nourishment is an
- excess!)
-
- :Puff_Of_Magic
-
- COST : 1
- GUILDS : B,O,Y
-
- Unlike Nearly every spell available this one takes but a single round,
- going off in the same round cast. It causes a puff of smoke at the
- target area, as small as a baseball or sufficient to cover the target
- for a round. It is a fast, flashy obscurement (the smoke can be any
- color the caster specifies). It is often used to startle a foe to get
- time to draw a weapon or device to move quickly a step or two aside or
- to draw attention to the spot where the smoke occurs (the puff is
- accompanied by a poping sound). It is often used by Showmen to be flashy
- and impressive.
-
- :Purify_Food_&_Drink
-
- COST : 1
- GUILDS : G
-
- This cleanses food and drink of impurities, including poisons, and
- affects upto 10 lbs of food per RANK of the spell. No Duration is
- bought normally on this spell. NOTE that this spell when cast on
- alchol makes it free of those factors that create hangovers, but it
- will still intoxicate.
-
- :Pygmalion
-
- COST : 20
- GUILDS : B
-
- 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 Hardiness of 50 per RANK and a Prowness of 10
- Per Rank. While under this spell it is if Pseduo-Flesh, not its original
- material, and can be harmed by normal weapons etc.
-
- If the spell is cast with a VERY long duration (year or more) it is
- considered for all game purposes an intelligent magic item and can even
- learn skills etc as time goes on.
-
- There are those that say the Gargoyles were originally developed by a
- mage using this spell and a few others and a LOT of energy, to the point
- where they became living breathing cvreatures, but which retained their
- stone skins thru a variation. No one has known a spell to create
- Gargoyles for centuries, yet they still exist and it is assumed breed.
-
- :Quantas_Target_Bow
-
- COST : 5
- GUILDS : B
-
- While this spell is in effect, any arrows fired from this magic bow
- (which may be of any type EXCEPT 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.
-
- :Quest_Summons
-
- COST : 75
- GUILDS : O
-
- One of the most power spells available to an Orange Mage, this is
- a combination of spell and Ritual. The mage creates a magic circle
- on a flat surface (ground, floor etc) and performs the spell. The
- spell will summon Beings and Adventurers into the circle. The Mage
- must offer them a reward in return for fulfilling a quest, a reward
- which is of reasonable fair value, dependent on the quests.
-
- A quest will usually involve : Recovery of an item of value or
- rescue/capture of a being of value to the caster; OR the slaying of
- a being or creature. The duration of a Quest Summons is until the
- Quest is completed. The Quest MUST be possible with the resources
- available to the questors (the Mage MAY choose before the spell
- begins to give them tools to assist the Quest, placed within the
- circle before its casting). If an impossible quest or one the group
- does not have the resources to complete it with is stated then the
- Mage's magic circle fails to hold the questors within and binds them
- with NO loyalty to the mage - usually a fatal result! The Questors
- may also choose to challenge the Summoner's power if they feel the
- quest too dangerous or for some other reason not to their liking.
- If this occurs the Mage has a battle of wills with the summoned
- questors as individuals, with each making a save vs Intuition until
- the mage or the questor fails. If the mage fails then the questor is
- no longer bound to the circle, and has freewill. If the mage wins the
- challenger is bound to the quest.
-
- Questors do NOT return to their starting points at a quests end -
- they are left where it ended, period. If a quest ends prematurely
- (ex: by the destruction of the item or death of the person/being
- involved) then they are also left where it ended and regain freewill.
-
- The mage cannot attack the persons within the circle to enforce his
- will, nor can they do so to him. Once the quest is sealed the circle
- is no longer necessary and ends - the mage cannot be attacked by
- the individuals or harmed by them until the quest ends.
-
- DURATION, TARGETS and RANGE are NOT used with this spell. At rank
- 1 the spell will summon 3 beings, and each additional Rank adds 1
- being to the summons.
-
- :Quicksand
-
- COST : 5
- GUILDS : G,P
-
- This creates a 5' radius pool of quicksand at the targeted point if cast
- on earth, sand or natural stone (But cannot be cast on wood or other
- man-designed surfaces). This lasts only for the duration, at which time
- it returns to its natural state. If a being was caught in the quicksand
- and has not yet sunk below the surface then when the spell expires they
- will be trapped in the material (But NOT killed in the process).
-
- :Reconstruct
-
- COST : 2
- GUILD : S
-
- This spell temporarily resurrects an item that was shattered, burnt, or
- disintegrated, so that the forensic wizard may study it. He must gather
- as much of the debris as possible, for otherwise the object can be but
- partially reassembled, in which case it may be illegible or
- unidentifiable. The object will be very fragile, but it may be the
- subject of various divination spells such as identify or reveal owner.
-
- :Regeneration
-
- COST :10
- GUILDS : R
-
- Cast on a living being only, this causes them to heal at an accelerated
- rate, getting back one lost hardiness 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 Hardiness.
- It will also grow back any lost body parts in the process (limbs etc).
-
- :Rejuvenation
-
- COST : 5
- GUILDS : E,G,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,
- unless canceled by a dispell magic or upon entering a Barren Magic
- Zone.
-
- :Remove_Fear
-
- COST : 1
- GUILDS : P,R
-
- This removes the effects of ALL Fear spells and powers affecting a
- being. DURATION is unneeded when casting since it simply cancels a
- spell effect.
-
- :Replay
-
- COST : 5
- GUILD : S
-
- This spell causes past events to be re-enacted in a 400 sq foot area
- The replay will consist of a three-dimensional, transparent image
- superimposed over the area of effect. The wizard can freeze the action,
- reverse it, scan rapidly for a desired event, or skip to any time
- within range of the spell.
-
- The speed of the search is determined by the DM and limited by the
- magnitude of the event in question. It would be easy to spot the
- passage of an army, for example, but spotting a pick-pocket would
- require a real-time search.
-
- :Resist_Acid
-
- COST : 5
- GUILDS : B
-
- This spell is similar to the mage spell resist electricity
- (q.v.), except this spell provides some protection from acid and acid
- based attacks. It lasts for its duration or until a total of 100
- points of acid damage have been absorbed.
-
- :Resist_Electricity
-
- COST : 5
- GUILDS : B
-
- 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.
-
- :Resist_Elements
-
- COST : 1
- GUILDS : G
-
- 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.
- Range is NOT used with this spell.
-
- :Resist_Fire
-
- COST : 5
- GUILDS : B,Y
-
- This absorbs upto 100 points of damage from fire and heat that the
- target would have received... then ends or ends at the end of the
- duration, whichever comes first.
-
- :Resist_Paralysis
-
- COST : 3
- GUILDS : G,R
-
- For the duration of this spell, the recipient is immune to all forms of
- paralysis, including gaze attacks, paralytic poison, and Hold spells,
- but it does not negate paralysis already in effect.
-
- :Restore_Sight
-
- COST : 5
- GUILDS : R
-
- This restores eyesight from ANY cause. DURATION is not necessary
- with this spell.
-
-
- :Reveal_Owner
-
- COST : 4
- GUILDS : S
-
- The caster of this spell receives a mental impression of the most
- recent owner or owners of the recipient object. An "owner" is defined
- as an intelligent entity who was in direct physical contact with the
- object one hour, or who had the object upon his person for 24 hours.
-
- The information gained is sufficient that the wizard will recognise the
- owner on sight, and he can uniquely specify the owner for the purpose
- of such spells as legend lore.
-
- RANGE, DURATION and TARGET are not useful enhancements on this spell.
-
- :Room_of_Seclusion
-
- COST : 5
- GUILDS : B
-
- 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.
-
- :Rope_Trick
-
- COST : 3
- GUILDS : O
-
- 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.
-
- :Sandrunning
-
- COST : 1
- GUILDS : G,P
-
- Allows the caster to travel along loose sand or Dust as if they were
- on a paved road for the duration, able to move without any problems
- with sinking or floundering.
-
- :See_Invisible
-
- COST : 1
- GUILDS : G,S
-
- Allows the caster to see any invisible creatures, including persons
- under and invisibility spell or camoflauged, 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.
-
- :Sex_Change
-
- COST : 5
- GUILDS : O
-
- This is a simplex polymorph, it does not change the race or mass of a
- being, but mearly alters it from male to female or female to male with
- the available materials. It does not change the inate 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 frivilous 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 simplythe uniform due to physical
- attributes).
-
- The spell will utilize whats 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.
-
- :Shadowbolt
-
- COST : 1
- GUILDS : E,P
-
- 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 absorbtion working. Duration and
- additional TARGETS cannot be added to this spell.
-
- :Shadow_Guardian
-
- COST : 5
- GUILDS : E,O
-
- 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 possesed by a being at a time.
-
- :Shield
-
- COST : 1
- GUILDS : P
-
- This spell creates an invisible barrier in a hemisphere around the
- target. This barrier provides the equivalent protection of 10%
- Shielding from Thrown or fired missiles per RANK of the spell.
-
- It does NOT help against magical weapons.
-
- :Silence_Sphere
-
- COST : 1
- GUILDS : B,S
-
- This spell is normally cast on a being or object and causes a sphere
- of complete silence to surround the target for a 15' radius per RANK
- the spell is known at. ALL sound in the area is stopped, and the
- sphere moves with the target. It can be canceled by the caster, by
- a Dispell_Magic* or a Dispell_Silence* spell. Unwilling beings do get
- their resistance modifier. If a mage is caught inside such a sphere
- they become -10% from their normal chance to cast spells due to the
- interference of this spell.
-
- :Silver_Death
-
- COST : 1
- GUILDS : O,P
-
- This is a combat spell that hurtles dozens of tiny razor sharp
- needles of silver at the target, shredding it. The damage is only
- 1d10 per rank of the spell, but its real value is against Lycanthropes
- and other beings with an allergy to silver, where it does triple damage.
- The needles are deflectable with magic spells like Shield, and must
- cut thru armour to harm armoured foes. The value of the needles is
- about three Silver Marks if they are melted down afterwards at best.
-
- :Skeleton
-
- COST : 1
- GUILDS : E
-
- This animates a skeleton magically, which can then be controlled by
- the caster and which cannot act without commands. Commands may be
- standing orders 'Kill anyone except me who enters this room' or simple
- changing ones 'Follow Me and carry my luggage'.
-
- :Sleep
-
- COST : 1
- GUILDS : G
-
- When a wizard casts a sleep spell, he causes a comatose slumber to come
- upon one or more creatures (other than undead and certain other creatures
- specifically excluded from the spell's effects). All creatures to be affected
- by the sleep spell must be within 30 feet of each other.
- The center of the area of effect is determined by the spellcaster.
- Slapping or woulding awakens affected creatures but normal noise does not.
- Awakening requires one entire round. Magically sleeping opponents can be
- attacked with substantial bonuses (Prowness 1)
-
- :Speak_With_Animals
-
- COST : 1
- GUILDS : G
-
- Allows the caster or targeted being to speak with creatures of animal
- intelligence. This is NOT Charm Animals, it simply allows the asking of
- basic information, though while in effect the animals will not attack
- the being speaking with them unless attacked.
-
- :Speed
-
- COST : 1
- GUILDS : B,G
-
- Allows the caster or subject beings to move consistantly at maximum
- speed. This means they will ALWAYS have top initiative in combat and
- action.
-
- :Spell_Shield
-
- COST :5
- GUILDS :P,R
-
- Places an aurua around the caster or a target being that protects
- against ALL damage causing spells aimed directly at them (DOes not
- block non-damaging spells or AREA EFFECTS), reducing their damage
- to MINIMAL - so if a damage spell does 1d10 normally, it will only
- do 1 point of damage on hitting.
-
- :Spell_Reflection
-
- COST : 10
- GUILDS : P
-
- This places an aurua around the caster or a target being that
- protects from ALL spells cast directly at them that is single targeted
- by reflecting the spell back to its source if an Intuition saving roll
- is made successfully. If the source also has a Spell Reflection up
- it may also bounce the same spell back again until one of the two
- fails its save and is struck.
-
- :Spell_Trace
-
- COST : 1
- GUILDS : S
-
- Cast on an object or on a target of a recently discharged spell, this
- will give the mage an image of the caster who originally cast the spell.
- DURATION is NOT used on this spell.
-
- :Spider_Climb
-
- COST : 2
- GUILDS : B,G
-
- By this spell, the creature can walk on any surface and not slip. The
- creature can walk on walls, ceilings, ice, etc. and not slip or slide
- (feet are like suction cups to the surface).
-
- :Spirit_Ship
-
- COST : 1
- GUILDS : O
-
- This creates a sailboat (capacity 4 persons) at the specified range that
- will last for the duration and includes all needed equipment. It
- vanishes when the spell expires.
-
- :Spook
-
- COST : 1
- GUILDS : O
-
- A spook spell enables the wizard to play upon natural fears to cause the
- target creature to perceive the spellcaster as someone or something inimical.
- Without actually knowing what this is, the wizard merely advances
- threateningly upon the creature. If a successful saving throw vs. INT is
- not made, the creature turns and flees at maximum speed as far from the wizard
- as possible, though items carried are not dropped.
- Although the caster does not actually pursue the fleeing creature, a
- phantasm from its own mind does. Each round after the initial casting, the
- creature receives another saving throw, without penalty, until it
- successfully saves and the spell is broken, or until the duration of
- the spell concludes it. Undead are not affected at all, nor are
- elementals, Golems and extra-planer creatures.
-
- :Stability
-
- COST : 2
- GUILDS : P,R,Y
-
- Thin lines of energy are thrown off the caster's body, anchoring
- him/her in place. This spell keeps the caster's position in space
- ridigidly unchanged, no matter what the surroudings. This acts as a
- defense against Living_X, Teleports, Telekinesis-like effects, and
- will even prevent caster from falling, suspending the mage in space
- until the duration of the spell ended. The caster can end the spell
- at will. Even on a slippery surface or in a high wind or if the mage
- is forcibly grabbed the position remains unchanged. Unfortunately
- this spell does act as a -50 to any movement based Prowness skills
- and defending against physical attacks.
-
- :Starlight
-
- COST : 1
- GUILDS : O
-
- This spell illuminates an area as a cloudless outdoor night sky filled
- with stars. This light is pale and wan, and dilutes vision mostly to
- black and white. Full visual acuity is possible only out to a range of
- 10 yards, but general identification can be made out to 20 yards.
-
- Stationary figures can be made out at 40 yards, and movement detected
- out to 80 yards. Intervening cover will, of course, reduce sighting
- distances accordingly. This light does not interfere with infravision,
- and there are ample shadows within the area of effect to hide in. The
- illusionary component of the spell creates the appearance of an actual
- starry night sky.
-
- Extra RANGE or TARGETS cannot be purchased on this spell, nor can its
- RANK be increased.
-
- :StealSpell
-
- COST : 5
- GUILDS : B,S
-
- This spell is often called the 'Incantrix_Revenge' as it was favorite
- of a secret Sisterhood for many years in a represive kingdom. The spell
- is still fairly rare and is not taught normally in Guildhouses to just
- anyone. It allows the caster to randomly steal one of an opponent
- mage's 'HUNG' spells and immediately use it themselves, or add it to
- their own 'Hung' collection for later use. If the spell is of a
- different category (color) of magic then their own they must assign
- one color they have as the casting factor - a hung spell like this is
- lost after the casting and the mage will have no memory of how it
- actually worked since it was stolen merchandise.
- Stealing from Multiple TARGETS Simo is not possible.
-
- :Stinking_Cloud
-
- COST : 3
- GUILDS : P
-
- When a stinking cloud is cast the mage causes a billowing mass of
- nauseous vapors to come into being in a 10' radius circle at the point
- of targeting (additional 10'/Rank of spell). Any creature within the
- cloud (except those who cannot smell or breathe) are helpless as long as
- they remain inside the cloud, retching and coughing. Once outside the
- cloud it takes a full round before the victim of such to be able to act
- other than movement.
-
- The cloud remains for the duration, unless blowin away by breezes etc
-
- :Stupefying_Blast
-
- COST : 5
- GUILDS : G
-
- A chaotic blast of green and blue energy is sent out at a target being
- who gets a saving roll vs INTUITION. If failed the target becomes struck
- Mute and blind for the duration. This would render a mage unable to
- cast a spell on anyone except themself (since they cannot target the
- spell). It would make physical combat be at Prowness 1 for a base.
-
- :Summon_Aide
-
- COST : 3
- GUILDS : O
-
- This is the most well-known of the Orange Mage effects. It is the
- quick summoning of creatures or beings that will serve the caster
- in any capacity he/she can think of - the problem is that the spell
- is NOT particular about what kind of aide it calls. That is it will
- summon the best available aide available to the character for the
- expended amount of energy. The resulting aide is RANDOM. This means
- it may not be the best for the situation. Summoned creatures obey
- the casters basic commands, but cannot carry out complex ideas
- unless the caster speaks the same language. Ordering a wolf to attack
- works, ordering a wolf to scout ahead and come back and tell whats
- around the next bend in the road isn't possible. If sentients are
- summoned they will remember the incident and will probably hold a
- grudge if they survive (Folks don't like to be puppets).
-
- Additional RANKS of this spell will improve the quality of the
- resulting aide summoned by the spell.
-
- :Summon_Elemental
-
- COST : 7
- GUILDS : O,Y
-
- This will summon an elemental to the area. It is NOT under the control
- of the caster but may be persuaded or controled by means of other
- spells. If it reacts badly to the caster or if an attempt to control it
- is made and fails it will attack the caster and then leave. It will only
- stay as long as the duration in any event. The Elemental will be
- Hardiness 80 Prowness 15 Attack does 2d10 Dmg magically
- Unharmed by non-magical attacks except by an opposing element
- (IE Fire by water, etc).
- Elementals may be of Earth, Air, Fire or Water basis.
-
-
- :Summon_Undead
-
- COST : 5
- GUILDS : E,O
-
- The spell causes random Undead to appear within range. They will obey
- his/her commands until slain, dispelled, or the spell ends. The wizard
-
- ROLL RESULT
- ---- ------
- 01-35 Skeleton
- 36-60 Zombie
- 61-75 Wraith
- 76-95 Spectre
- 96-00 GM's Special
-
- :Taunt
-
- COST : 1
- GUILDS : G,O
-
- 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. INTUITION 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.
- Seperation of the caster from the victim by an impenetrable or uncrossable
- boundry (a wall of fire, a deep chasm, a formation of set pikemen) causes the
- spell to break. If the caster taunts a mixed group, he must choose the type
- of creature to be affected.
- If used in conjunction with a ventriloquism spell, the creatures may attack
- the apparent source, depending upon their Intelligence, a leader's presence,
- and so on.
-
- :Teleport_Object
-
- COST :1
- GUILDS :O
-
- Allows the caster to move an object within range to any locale that
- the caster chooses that has been visited and memmorized by the caster,
- or into the possesion of the caster immediately. Range is used for the
- actual range to the target object. DUration and Targets are unused
- options. If the object is a container its contents will move with it.
- Additionally there is a cost of 1 spell point per 5 lbs of the objects
- weight at rank 1. This is doubled for each rank (Rank 2 for example for
- the same 1 point can affect 10 lbs, Rank 3 can affect 20 lbs for 1 point
- etc).
-
- :Teleport_Others
-
- COST : 12
- GUILDS : O
-
- Alows the caster to move 1 being per rank of the spell to any locale
- that the caster chooses that has been visited and memorized by the
- caster. Range is used simply for range to the beings being teleported.
- Duration and Targets are unused options with this spell.
-
- :Teleport_Self
-
- COST : 10
- GUILDS : B,O,P,R
-
- Moves the caster and upto 100 lbs of gear etc to any locale that the
- caster chooses that has been visited and memorized by the caster.
- Range, Duration and Targets are unused options with this spell.
- Additional Ranks add 100 lbs to the capacity.
-
- :Teleport_Trace
-
- COST : 3
- GUILDS : S
-
- The wizard casts this spell on a character or creature who is likely to
- teleport or employ similar magic in the near future. If the recipient
- does cast teleport (or dimension door, word of recall, etc.), then
- wizard who placed the teleport trace will receive a mental image of the
- target location. The caster of the trace will then know his location
- relative to that of the teleporter, and he will be able to use his own
- teleportation or scrying magic with maximum accuracy.
-
- :Teleport_Trap
-
- COST : 8
- GUILDS : B
-
- All people or things teleporting in the area of effect are, upon
- materialising, effected as if a paralysis spell had been cast upon them.
- Thus a mage wishing to leave sneak into a place decides to teleport there.
- He doesn't realise that a Teleport Trap has been cast however around the
- spot he wishes to appear. Upon arriving he must make a roll vs INTUITION
- or be paralysed until released by the caster of the trap, its duration
- ends or a dispell is cast on the victim.
-
- Area affected by the trap is a 20' radius of the target point.
-
- :Tenser's_Floating_Disc
-
- COST : 2
- GUILDS : O,R
-
- With this spell, the caster creates the slightly concave, circular plane of
- force known as Tenser's floating disc (after the famed wizard whose greed and
- ability to locate treasure are well known). The disc is three feet in
- diameter and holds 300 pounds of weight per rank of the spell. The disc
- floats at approximately three feet above the ground at all times and remains
- level. It floats along horizontally within its range of 20 yards at the
- command of the caster, and will accompany him at a movement rate
- of no more than a walking pace. If unguided, it remains a constant interval
- of 6 feet between itself and the wizard. If the spellcaster moves beyond
- range (by moving faster, or by such means as a teleport spell, or by trying
- to take it more than three feet from the surface beneath it), or if the spell duration
- expires, the floating disc winks out of existence and whatever it was
- supporting crashes to the surface beneath it.
- The spell is used by the Red Mages as a portable stretcher for
- injured who cannot be moved otherwise,since the disk can be made to
- appear under a prone body and then raised to its 3' level.
- In an emergency a mage may use the disk as a platform from which to
- pass over a dangerous surface (like spilled burning oil) or as a step
- stool style lift to get objects from a shelf (so long as not pasing the
- 3' height limit).
-
- :Time_of_Death
-
- COST : 1
- GUILDS : E,S
-
- This spell allows the forensic wizard to estimate the time of death of
- the recipient corpse in reference to the time of casting.
-
- :Tissue_Mold
-
- COST : 1
- GUILDS : R
-
- This spell is normally cast only on willing recipients. It allows the
- caster to mold the subjects tissue with their hands as if it was clay
- (thus RANGE is NEVER used as an option with this spell, nor is multiple
- TARGETS) to modify features, remove scars and better define structure.
- Players sometimes call this the Plastic Surgeon Spell... if used on
- a subject who is less than APPERANCE 20 it can raise their apperance
- upto a 20 as imperfections are removed etc. Note that the effect only
- lasts as long as the duration put into the spell, and then the person
- will return to their original form when it expires, thus despite the
- low cost of the spell it can be a high cost to accomplish quality and
- lasting results. On the other hand it can create a PERFECT disguise
- of a person, and even produce an exact duplicate of a known subject
- within the bounds of the duration.
-
- :Tomelore
-
- COST : 3
- GUILDS : S
-
- With tomelore, the caster knows whether a text is cursed, magical,
- which language it is in, its author, and other general information about
- its contents. Nothing specific about its safeguards, contents, or history
- will be revealed, though.
-
- :Transmute_Rock_To_Sand
-
- COST : 5
- GUILDS : B,G
-
- This transmutes stone of any kind into sand instantly, affecting an
- area of 10' square per RANK of the spell. DURATION and TARGET are not
- used with this spell (though range may be).
-
- :Transparency
-
- COST : 2
- GUILDS : B
-
- By means of this spell the mage may make a section of metal, stone, or
- wood as transparent as glass to be viewed thru. The spell does NOT work
- on Lead, platinum or gold. The glass is of a form of a one-way mirror,
- upto 3' square in size. It does not change the intrinsic strength of the
- material. It lasts until the duration ends....
-
- :Treacherous_Tripwire
-
- COST : 2
- GUILDS : O
-
- One wire (up to 10' long) can be stretched across a hall, or such. The
- wire becomes camouflaged -- undetectable w/o find traps. The first
- creature to attempt to pass must save vs. Prowness or be caught when the
- wire springs free. The magical wire will twine tightly about the ankles
- of its victim, tripping him. If the victim saves then the trap remains
- set until triggered or until its duration expires.
-
- It must then be tediously untangled (or sawed loose) which will take at
- least 3-6 rounds under ideal conditions. If hacked loose in combat, it
- will take 3 rounds.
-
- Once untangled/broken the wire will fade away into nothingness.
-
- Extra VICTIMS and RANGE are not possible on this spell.
-
- :Tree_Swipe
-
- COST : 1
- GUILDS : G
-
- By use of this spell, the caster will control a tree branch for the
- duration of the spell. The caster can make the branch wave, attack,
- fan a small breeze, etc. If the branch attacks, it does so with a
- prowness of 75% and will do 1d10+2 damage. This spell works only on
- full size trees.
-
- If multiple TARGETS are purchased they can only be applied to other
- branches on the same tree.
-
- :UnParalyze
-
- COST : 2
- GUILDS : G,R
-
- Restores movement to a person, no matter the cause of the Paralysis.
- DURATION and TARGET additions are NOT used with this spell.
-
- :Unseen_Servant
-
- COST : 1
- GUILDS : O
-
- The unseen servant is a non-visible, mindless, and shapeless force, used to
- step and fetch, open unstuck doors, and hold chairs, as well as to clean and
- mend. It is not strong, but unfailingly obeys the command of the wizard. It
- can carry out only one activity at a time and can move only light-wight
- items--carry a maximum of 20 pounds or push or pull 40 pounds across a smooth
- surface. It can open only normal doors, drawers, lids, etc. The unseen
- sevant cannot fight, nor can it be killed, as it is a force rather than a
- creature. It can be magically dispelled, or eliminated after receiving 6
- points of damage from area-effect spells, breath weapons, or similar attacks.
- If the caster attempts to send it beyond the allowed range, the spell ends
- immediately.
-
- :Vacuum_Bottle
-
- COST : 15
- GUILDS : B
-
- This is cast on an ordinary bottle or glass vial, upto a quart in size
- at the most, which has a stopper, cork or seal of some kind. The bottle
- becomes an interdimensional opening into a pocket universe. When the
- bottle is opened it will suck into it any non-living matter or energy it
- is pointed at, upto 20'cubed in size, and then reseals itself. It is held
- in stasis until the bottle is opened again or until it is broken
- (Duration has NO application in this spell). Besides a lightweight means
- to carry large heavy objects for distances this spell can also be used
- as a defense - if ready for it a mage might place an incoming fireball
- effect into the bottle before it can explode, or utilize the bottle as a
- weapon, since it will release its contents with pressure about 5' from
- the opener (Filling one in the sea can produce a 1 round firehose) or it
- could conceivably be used to disarm an opponent (sucking swords and
- other hand weapons into the bottle if the opponent failed a save vs
- Hardiness). DURATION, RANGE and TARGETS are unused options. The item(s)
- to be pulled into the bottle must be within 5' of the holder.
-
- :Vander's_Librarian
-
- COST : 5
- GUILDS : O,S
-
- This spell conjures a minor knowledge spirit to search for books and
- references for the wizard. It can search for titles, specific
- references, or general subject matter, finding books in the time it
- would take a reasonably skilled librarian (depends on case). The
- wizard is freed to concentrate on more interesting matters, so this
- spell roughly doubles a wizard's research efficiency. It only works
- with available resources in the area it was conjured up in, and
- results vary based on the Duration placed into the spell. RANGE and
- TARGETS are unnecessary spell factors with this spell, DURATION is
- its most important factor.
-
- :Ventriloquism
-
- COST : 1
- GUILDS : O,Y
-
- This spell enables the wizard to make his voice--or someone else's
- voice--or a similar sound seem to issue from someplace else, such as from
- another creature, a statue, from behind a door, down a passage, etc. The
- spellcaster can speak in any language that he knows, or make any sound he
- can normally make. With respect to such voices and sounds, anyone rolling
- a successful saving throw vs. INTUITION with a -5% penalty detects the ruse.
- If cast in conjunction with other illusions, the GM may rule greater
- penalties or disallow an independant saving throw against this spell in
- consideration of its contribution to the total effect of the combined
- illusion.
-
- :Voice_of_the_Bat
-
- COST : 2
- GUILDS : B,E
-
- 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.
- Targets & RANGE is not bought on this spell.
-
- :Vortex_Of_Far_Travel
-
- COST : 1
- GUILDS : E,P
-
- A black vortes appears before the caster (RANGE is Not used with this
- spell) and a dismal voice asks the caster whither he/she wishes to be
- brought. Upon receiving the answer it ruishes the caster and then
- collapses to nothingness, taking the caster with it. The vortex can
- carry the caster to anywhere on the planet, in about 5 rounds of time.
- It must be stated as a SPECIFIC locale. It will NOT take more than the
- one caster.
- Once within the vortex the caster must make a save vs INTUITION
- a failure means the caster is lost forever in the void, consumed by
- it and never to return. Otherwise the cast arrives in the expected
- destination.
-
- :Wall_of_Darkness
-
- COST : 2
- GUILDS : E,O
-
- 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.
-
- :Wall_of_Fog
-
- COST :1
- GUILDS :G,O
-
- By casting this spell, the wizard creates a billowing wall of misty vapors
- is any area within the spell range. The wall of fog obscures all sight,
- normal and infravision, beyond two feet. The caster may create less vapor if
- he wishes. The wall must be a roughly cubic or rectangular mass, at least
- ten feet wide in its smallest dimension.
- Their duration can be halved by a moderate wind, and they can be blown
- away by a strong wind.
- TARGETS is not Used with this spell.
-
- :Wall_Of_Ice
-
- COST : 3
- GUILDS : O
-
- This spell creates a sheet of strong, flkexible ice. This wall is
- primarily defensivce, stopping pursers and the like. The Wall is one
- inch thick per RANK of the spell, and covers a 10' Square area per
- RANK as well. Anything breaking thru the ice will take 1d10 damage
- per inch thickness, with fire-based creatures taking 2d10 per inch.
- If this spell is cast to form a horizontal sheet to fall on opponents,
- it has the same effect as a heavy hail storm, doing 3d10 damage to
- those hit (they get a saving throw vs prowness for 1/2 damage).
-
- :Waterproof
-
- COST : 2
- GUILDS : G,O
-
- This spell creates an invisibly thin membrane around the
- recipient and any objects in his/her possession, through which water
- may not pass, except at the mouth (water breathing, for example, is
- not hindered if it is in effect, but it is not otherwise provided by
- this spell). Its purpose is to protect and keep dry objects that could
- otherwise be damaged or destroyed by water (e.g., spellbooks, torches,
- tinderboxes, etc.), since precipitation merely beads and rolls off the
- recipient and bodies of water do not penetrate the barrier. The spell
- does not confer any special abilities to survive or breathe
- underwater, but it will keep the caster and his/her possessions dry
- while there.
-
- :Waterwalking
-
- COST : 1
- GUILDS : B,G
-
- This spell allows the caster or target beings to be able to walk
- upon the surface of liquids (except acid) as if walking on a solid
- surface. Thie does NOT work on fog, mist or clouds.
-
- :Whirligig
-
- COST : 3
- GUILDS : P,Y
-
- A gyrating whirlwind of black threads sweeps up the target, sending
- him/her spinning into the air. Height is raised 10' per rnd until
- the spell ends or an immobile object prevents further height. At
- duration's end it drops the victim the full footage. While active and
- for 1 round afterwards, the victim will be too dizzy and nautious to
- act in any way.
-
- Stability* spells prevent the Whirligig from functioning, as does
- a Hardiness of 30 or more.
-
-
- :Wings
-
- COST : 5
- GUILDS : B
-
- By this spell, the caster creates "wings" to appear out of the effected
- creature's 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 creature.
- The spell has no effect on creatures that already have wings. If there
- is no room for the wings to grow, the spell is lost.
-
- The wings allow the target to fly, even though the wings are not
- necessarily aeroidinamically large enough to do so, at the same speed
- as if the target was running at full speed. Maneuvering is based on
- the target's Prowness, and the target controls the wings not the
- caster.
-
- :Wither_Limb
-
- COST : 7
- GUILDS : E
-
- Caster specifies arm or leg on target being, which withers and shrivels
- into non-existance instantlly, causing an immediate loss of 10% of
- the targets Hardiness and Prowness instantly. Duration is NOT used with
- this spell. A Withered Limb can be restored by Limb_Growth* .
-
- :Wither_Plantlife
-
- COST : 5
- GUILDS : E
-
- This spell kills all normal vegetation within an area of 100 square
- feet per Rank, in a circle from the targeted spot. Trees receive a
- 25% chance of surviving. Treants suffer 1d10 points of damage per
- RANK of the spell.
-
- :Wizard_Glue
-
- COST : 3
- GUILDS : B
-
- Wizard Glue will hold one relatively flat surface to another, a mirror
- to a wall for example. The strength of the bond is 20 pounds per RANK
- of the spell, upto 120 pounds. Dispel Magic will end the spell, and a
- Hardiness of 10 or greater can break a 20-pound bond. A Hardiness of 12
- can break a 40-pound bond, a Hardiness of 14 can break a 60-pound bond,
- and so forth. If the item held by the glue is brittle, it may be
- shattered in the separation. Surface area is a maximum of 5' square
- per RANK of the spell.
-
- The two surfaces MUST be touching when the spell goes off. additional
- Targets cannot be purchased, but RANGE and DURATION can.
-
- :Wizard_Mark
-
- COST : 1
- GUILDS : B
-
- When this spell is cast, the wizard is able to inscribe, visibly or
- invisibly, his personal rune or mark, as well as up to six additional
- characters of smaller size. A wizard mark spell enables the caster to etch
- the rune upon stone, metal, or any softer substance without harm to the
- material upon which the mark is beign placed. If an invisible mark is made,
- a detect magic spell will cause it to glow and be visible (though not
- necessarily understandable). Detect invisibility, true seeing, a gem of
- seeing, or a robe of eyes will likewise expose an invisible wizard mark.
- The mark cannot be dispelled, but it can be removed by the caster or by an
- erase spell. If cast on a living being, normal wear gradually causes the
- mark to fade.
- DURATION and TARGET AND RANGE are not extended on this spell, as it
- can ONLY be touch and effects are final.
-
- :Woeful_Itch
-
- COST : 3
- GUILDS : G,O
-
- A cloud of glittering motes flutter to the target, who falls into a
- frenzy of scratching and tearing at their own fletch to stop the
- maddening itch. Target will do 1d10 damage to themselves in the process
- and drop all held items. Target will be incapacitated until the spell
- ends. If the Target is submerged in water the itching will stop and
- the spell will prematurely end.
-
- :Wound_Closure
-
- COST : 5
- GUILD : R
-
-
- This spell closes the wounds of the recipient to prevent bleeding and
- infection, incidentally curing 1d10 of hardiness damage. All of the
- victim's wounds will be closed by a single casting.Further application
- isn't possible to increase the healing effect.
-
- Duration is unnessecary with this spell, as once the wound is sealed
- it will not reopen unless cut/attacked again. TARGET is also not
- a Possible modifier, but RANGE can be.
-
- :Zandare's_Twist
-
- COST : 25
- GUILDS : E
-
- By means of this spell the caster changes the target creature,
- effectively, inside out. The organs are outside the body and the skin
- is inside. GM's insert your own really graphic descriptions here... The
- spell caster must have a small leather pouch for the casting. At the
- end of the seven segments the caster thrusts his hand into the bag and
- violently pulls the bag inside out. Now the target is either painfully
- turned inside out, or the caster looks like a total fool.
- Creatures Larger than Human size are an additional -25% to affect.
-
- Note that clothing, armour, etc. are in the inside also.
- And that the victim will be VERY dead....
-
- :Zombie
-
- COST : 5
- GUILD : E
-
- This spell is identical to Skeleton in most respects. Instead of
- creating a skeleton, it creates a zombie. The caster controls the
- actions of the zombie. A corpse not more than 1 week old is needed
- for the spell to take effect.
-
- Multiple Targets are not possible on this spell.
-
-