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- :INTRO
-
- This is the THIRD collection of spells to round out the OERTH Rule
- set. Format and rules are the same as the other.... By using the concept
- of simply adding a new file instead of merging things into a single file
- it makes the modular design of the game more useful for people who have
- to retrieve the updates from my bbs. This way then can take only those
- files that they need.
-
- :Acid_Rains
-
- COST : 15
- GUILDS : E,P
-
- This forms a cloud over the Target(s) and rains down on them a acidic
- rainfall. This rainfall will do 1d10 damage per round, eating away the
- armour it hits so that it cannot be repaired and then doing bodily harm
- to those within once the armour is gone. Additional ranks add 2 to the
- damage roll each round.
-
- :Air_Hole
-
- COST : 1
- GUILDS : O,Y
-
- This opens a tiny opening into the elemental plane of air, causing a
- constant flow of air thru it into the locale. It has many odd uses,
- including keep from suffocation if trapped in an airtight container.
- It can, at will, be reversed by the caster, to draw air and small bits
- of matter into the plane (The hole is aprox 1/4" across) as if a modern
- day vaccuume cleaner. The hole can be moved around, but cannot be moved
- thru or inside a living creature.
-
- :Animal_Possesion
-
- COST : 5
- GUILDS : G,S
-
- This spell allows a mage to posses the body of any animal intelligence
- creature, and control it thusly. The Mages own body slips into a deep
- sleep while inhabiting this creature mentally. The Mage controls ALL
- the actions of that body and will feel ALL and see and HEAR what the
- creature normally would. If the creature is harmed or killed while the
- mage so controls it the mage will awake to find their body has suffered
- HTK damage internally equal to that done to the creature. A mage whoose
- body is slain while they are so possesing a creature becomes trapped
- mentally within it.
-
- Mages so possesing a creature can cast from the body, using their stored
- pool of energy and may even gain energy thru the link in some
- circumstances. The mage may severe the Possesion at will, snapping
- back to their own if it still exists. If a mage is trapped in a body
- after the death of his own then the duration of the spell no longer will
- apply.
-
- :Animate_Dead_Creature
-
- COST : 20
- GUILDS : E
-
- This spell is intended to be sued on the corpse of any dead non-humanoid
- creature, from as small as a rabbit to as large as a roc. It does not
- work on humanoid or demihuman corpses. The animated creature will be
- 1/2 of its original HTK and will have all the normal attacks they did
- in life. It is controlled much like a zombie. They are NOT classified as
- lesser undead unless they have less than 25 HTK. Duration is necessary
- to maintain such an undead.
-
- :Animate_Object
-
- COST : 7
- GUILDS : B
-
- By means of this spell an inanimate object becomes animate and under
- the command of the caster. The object will move at about 5' per round
- unless it is something designed for movement (ex: A wagon, wheelbarrel
- etc). Objects animated in this way cannot fight, but may block an attack
- by interceding. They are imbeded only with enough intelligence to obey
- the instruction by the caster (ex: an animated broom can sweep the
- floor, but knows nothing about making tea). One of the common ways of
- using this is to cast it on a scarecrow or other such humanoid appearing
- form so that a wider range of commands are possible. The animated beings
- cannot perform a task that the caster has no knowledge of or cannot
- perform themselves - ex: an animated manequin instructed to make dinner
- by the caster could cook no better than the person that created it.
- They cannot hold or manipulate magical energy in any way.
-
- :Arrow_Of_Smitting
-
- COST : 9
- GUILDS : B, P
-
- This spell is considered the most dangerous of the Arrow based spells.
- Cast on a single arrow it make it capable of also acting as a critical
- hit if it strikes target. The effect lasts until the arrow has been used
- once, thus duration is not used.
-
- :Blade_Of_Draining
-
- COST : 25
- GUILDS : E
-
- Cast upon a dagger, sword or other cutting weapon, the spell makes the
- weapon into a draining one. When it successfully strikes target it will
- not only do its normal damage but will drain away life force from the
- victim. What is drained is determined on each hit:
-
- ROLL DRAINED
- ---- -------
- 01-05 HTK damage inflicted is lost permanently AND
- is received by the weilder of the blade.
- 06-15 HTK damage inflicted is lost permanently.
- 16-29 As much magical energy as the victim had as
- was inflicted in damage from the blade.
- Transferred to the weilder!
- 30-64 As much magical energy as the victim had as
- was inflicted in damage from the blade.
- 65-79 1 point Hardiness /RANK perm.
- 70-74 1 point APPEARANCE /RANK perm.
- 75-79 1 point Prowness /Rank perm.
- 80-84 1 point INT /RANK perm.
- 85-95 No drain but does an extra 1d10 damage
- 96-00 No drain and no extra damage.
-
- :Changestaff
-
- COST : 30
- GUILDS : B,G
-
- This transforms a wooden staff into a full sized Treant that is totally
- obedient to the caster. It starts with 96 HTK , Armour ABS 10 (Not counted
- vs FIRE) and can attack with its branches to grapple, hold, and bash (bash
- does 3d10 dmg). It moves at half the speed of a man running. It lasts till
- destroyed, dispelled or the duration ends.
-
- :Cleanliness
-
- COST : 2
- GUILDS : B
-
- This spell is cast upon cloth, either uncut or finished clothing. It
- enhances the natural properties of the cloth, making it wrinkle-proof,
- stain-proof and unable to become dirty or soiled in any way (Such will
- roll or fall off). It dries in minutes and is in everyway superior.
- Duration is Necessary for this spell to be valuable.
-
- :Cloudburst
-
- COST :10
- GUILDS : G
-
- This causes rain to fall in a radius of the RANGE of the spell at a heavy
- rate of 1 inch per minute, soaking everything within the area, extinguishing
- fires, preventing most fire-based spells and turning the soil into mud.
-
- :Common_Tongue
-
- COST : 7
- GUILDS : S
-
- This spell is an area effect, extending 50' around the caster. ALL
- beings within this raidius can speak and understand each other even
- if they normally cannot as it gives them a common magical language
- they all can do so with while in the area of effect. RANGE and TARGETS
- is not used under this spell.
-
- :Complex_Illusion
-
- COST : 7
- GUILDS : O
-
- This spell is the most advanced of the Phantasmal Force style illusions.
- This illusion will affect EVERY sense of those experiencing it and will
- appear to even inflict damage if it is a damage causing thing that is
- being projected - but a being that things its been killed/destroyed will
- mearly fall unconscious for 1d10 + Rank rounds and then will revive with
- no damage from the illusion. A being who has been so knocked out will
- NOT be affected by the illusion a second time.
-
- Complex illusions will move as ordered by the caster within range, and
- will otherwise stay put unmoving until dispelled or destroyed. Thus an
- illusion of a brick wall will last until the duration is ended...
-
- Casters are NOT affected by their own illusion.
-
- :Create_Object
-
- COST : 10
- GUILDS : O
-
- This spell can be used to create any sort of simple object with which
- the caster is familair, such as a Sword, a rope, a robe, etc. It cannot
- form any living creature, plant, mechanical item or magical item. Size
- is limited to 5 lbs per RANK of the spell. Information cannot be created
- by the spell, nor would, for example, a work of art - such a work would be
- no better than the caster could create by hand. The created item lasts for
- the duration of the spell and has all the usual properties of such an item.
- TARGETS is never used with this spell, but range can be.
-
- :Create_Spring
-
- COST : 1
- GUILDS : G
-
- This spell is cast upon natural rock or earth and causes a spring of
- fresh water to bubble forth from it, putting out about one gallon of
- water per hour. It is a great means of bringing water to a desert,
- irrigating crops etc. TARGET and RANGE are not normally used with this
- spell, but duration IS necessary.
-
- :Dancing_Weapon
-
- COST : 3
- GUILDS : B, P
-
- Cast on any hand-held weapon it will cause it to move about and fight
- for the caster/owner within a 50' radius, as if it was wielded by the
- owner, allowing them to perform other tasks while it fights. Attacks
- on a Dancing weapon are -30% due to size and speed, and if it is hit
- the hit will simply end the duration of the spell, not damage the weapon.
- If its owner is knocked unconscious/dead the weapon ceases to fight as
- well.
-
- :Deflect
-
- COST : 1
- GUILDS : B
-
- This spell is cast on a shield, and temporarily increases its bearers
- chance to prevent a missile attack from reaching target by 10% per RANK.
-
- :Dehydrate
-
- COST : 12
- GUILDS : Y
-
- This spell removes the water from the target's tisues, causing damage
- and possibly death to living creatures. If cast on a body of water or
- non-living thing it removes 1 gallon per RANK of the spell. If cast on
- a living being it does 1d10 damage per RANK on the target. It CAN be
- cast with multiple targets in mind, but NO duration can be added to the
- spell.
-
- :Demonic_Traveler
-
- COST : 25
- GUILDS : O,S
-
- This spell is another with a representational result that appears to
- be a demon, but which is mearly the apperance of the spells interfaec.
- It looks like a 2' tall bright blue demon with horns and a forked tail.
- Given a description of what to find it will randomly teleport itself
- about searching for the subject of its search and upon finding it
- report back to its caster the whereabouts of such. It will ONLY search
- on the single material realm of Oerth. Duration doesn't apply, BUT it
- may take days, weeks or even years to find what its searching for.
- At higher ranks additional demons are created, reducing the time needed
- for the task, one per rank.
-
- :Detect_Counterfeit
-
- COST : 1
- GUILDS : S
-
- This spell is the boon of all merchants, as it allows the mage to
- determine which coins are true to their weight and value and which
- ones are false. It will work on 100 coins per RANK of the spell and
- Duration is NOT used with this spell nor TARGETS. ALL False coins
- will show a flashing black aurua to the caster and will either be
- shaved (Underweight) or be false trade coins that haven't been
- authorized by the minter or which have a lesser gem then initially
- set with.
-
- :Detect_Metal
-
- COST : 1
- GUILDS : S
-
- The caster specifies one metal type and this spell will detect any of
- such within a 50' radius. TARGETS is not used with this spell.
-
- :Detect_Nexus
-
- COST : 3
- GUILDS : S
-
- A Nexus is an opening from one material reality into another.
- Nexus Points are found naturally but can also be created by certain
- spells, especially those of the Orange Magic Guild in regards to
- summoning. This spell works LOS for the caster only.
-
- :Detect_Shapechanger
-
- COST : 5
- GUILDS : B,S
-
- This allows the caster to detect any natural or magically held
- shapechanges on persons and creatures in LOS. Range and Target options
- are not used with this spell. AT Rank 2 it allows the caster to know
- the true appearance of the beings that are shapechanged.
-
- :Drought
-
- COST : 50
- GUILDS : Y
-
- This devistating spell doesn't use the standard RANGE chart, nor TARGETS,
- but DOES use Duration extensively. Each RANK the spell is known at affects
- a 1 mile radius from the casting point instead of standard range. It raises
- the daily temperature by 20 degrees a day until reaching 120 F and cools
- at night down by 20 degrees. Fields become hard and cracked after 4 days,
- small streams dry up after six days. All but the deepest wells go dry after
- 10 days, small rivers are reduced to a trickle in 14 days and go dry after
- 20/ Large rivers drop a foot depth a day. If kept up for 25 days even the
- deepest wells will dry up. Plants are affected based on their hardiness,
- as do people within this environment.
-
- :Electic_Arrow
-
- COST : 3
- GUILDS : B
-
- This spell is cast only on an arrow or bolt, giving it a special effect
- if it strikes its target. It cannot be cast in combination with ANY of
- the other arrow modifying spells.
-
- The arrow does normal damage PLUS 1d10 of electrical damage on striking
- its target. Duration is NOT used on this spell - it lasts until the arrow
- is fired and hits something (intended target or not).
-
- :Elemental_Burst_Of_Air
-
- COST : 1
- GUILDS : Y
-
- This causes at the target point a sudden burst of high pressured air,
- causing a concussive wave. All within 5' of the burst must save vs
- INTUITION or be stunned for 1 round per RANK of the spell. It otherwise
- causes no damage.
-
- :Elemental_Burst_Of_Wood
-
- COST : 2
- GUILDS : G
-
- This causes a wooden object to suddenly explode in a spray of splinters,
- doing 1d10 + 2 + RANK in damage to all within 5' of the object. It will
- only work on objects less than 20 lbs in weight. Armour IS applied
- against this non-magical damage.
-
- :Entombment
-
- COST : 20
- GUILDS : E
-
- Castable only at a target that is on stone, earth or natural rock.
- The target gets a save vs Prowness or will be swallowed up by the earth;
- aprox 50' underground, in a tiny circular chamber, until rescued or
- escapes. The subject remains alive and conscious. At the end of the
- spells duration they are again released on the surface (if still alive
- and not suffocated or died of lack of food or water).
-
- :Ethereal_Travel
-
- COST : 15
- GUILDS : O
-
- This allows the caster and/or target being(s) to fade into the
- Ethereal Plane. At Rank One the Mage can only move their own weight
- plus 50 lbs into the ethereal Plane - each additional rank adds another
- poundage equal to the casters weight in beings and equipment. As long
- as they remain within the border ethereal all rules of such apply (see
- seperate file on the Ethereal Plane). DURATION is NOT used with this
- spell nor TARGETS because of the ranking system. Beings being transported
- against their will get a save vs INT and MUSt be within range of the spell.
- (Range in this case is a radius around the caster).
-
- :Exorcise
-
- COST : 10
- GUILDS : R
-
- This is cast on a body possesed by a spellcaster or creature of some
- sort. It drives the offending possesor out of the body back to their
- own (if possible).
-
- :Fire_Dart
-
- COST : 1
- GUILDS : Y
-
- This creates a physical dart that is thrown with the Dart throwing
- weapons skill. Upon leaving the casters hand it becomes afire and
- if it strikes the target does 1d10 magical fire damage to the target.
- Each RANK that the spell is known at adds one to the damage done.
- DURATION cannot be used on this spell, nor is TARGETS.
-
- :Flaming_Arrow
-
- COST : 2
- GUILDS : B,Y
-
- This spell is cast only on an arrow or bolt, duration is NOT used in the
- casting as the effect doesn't occur until the arrow is launched and then
- strikes a target. The arrow on striking does 1d10 additional fire damage
- over its original to the target.
-
- :Fortify_Armour
-
- COST : 5
- GUILDS : B
-
- This spell is cast on armour or clothing to enhance its ability to
- absorb and withstand damage from physical attacks. It can ONLY be
- cast once on each item - when it expires in duration the item itself
- will decay into dust. It adds 1d10 Absorbtion and that times 10 in
- structural damage capacity. Additional ranks increase the SDC by
- another 10 (at rank 3 its SDC = Roll * 30).
-
- :Gentle_Rains
-
- COST : 3
- GUILDS : G
-
- This spell is cast with a non-standard RANGE and NO TARGETS option.
- Once cast it causes, outside a gentle rain to fall from the sky (creating
- clouds if needed on the first round) in an area of 1 mile radius per
- RANK of the spell. This continues for the duration. It will negate a
- DROUGHT* instantly in the process.
-
- :Guardian_Demon
-
- COST : 20
- GUILDS : O,Y
-
- This spell does NOT summon a demon. It instead creates from its own
- energies a creature that physically appears to be a demon of about
- half-human size (about 3' tall) with bright red skin , horns and a
- pointed tail. Its armed with a small trident (1d10+4 magical damage).
- The caster instructs the demon to guard one being, object or location
- and it will do so to the death. The Demon has 20 HTK and cannot be
- harmed by non-magical weapons. Spells cast at the demon have a 50%
- chance of volleying back at their target as do all missile weapons,
- with the exception of DISPELL MAGIC. The caster must give the demon
- a password that when spoken will end the spell and the demon will then
- fade away. TARGET and RANGE are not used with this spell, but Duration
- adds are manditory to be effective. The demon, in combat, attacks at
- 100% skill with its trident. It can also throw a minute fireball that
- does 2d10 normal fire damage to the target. The demon cannot be used
- for anything except to guard and protect.
-
- :Hog_Tie
-
- COST : 20
- GUILDS : B,G
-
- This spell requires a rope of some sort to cast. It causes the rope to
- vanish from where it is and appear around the target, which is then
- hogtied instantly with hands and feet bound behind its back. Beings of
- Hardiness 25 or greater can break free in one round from the binding.
- Mages bound who cannot break free can cast, but at a -25% due to the
- binding. Quicklings and hasted/speeded up beings that get two actions a
- round can roll vs prowness to avoid being tied in the first place, but
- will get no other actions that round. DURATION and TARGETS is not
- used with this spell.
-
- :Internal_Fire
-
- COST : 30
- GUILDS : Y
-
- This is a subtle, nasty spell. It is cast upon a target and places
- within the stomache of the creature a magical fire which burns and
- does damage from within, doing 1d10 damage per round of the duration.
- There is a save vs Hardiness each round and if successful negates the
- damage for that round, but the spell will continue for its full
- duration.
-
- :Know_Alignment
-
- COST : 5
- GUILDS : S
-
- This allows the caster to know the target beings true alignment.
-
- :Lighten
-
- COST : 2
- GUILDS : B,R
-
- Only castable on non-living targets, this spell reduces their weight
- by 90% without reducting their structural capacities or capabilities.
- It is often cast on Armour to make it more flexable (If so cast it
- will negate half the losses of Prowness from the armour). When the
- duration runs out the item returns to its normal weight. Upto 500lbs
- of original weight per RANK can be affected.
-
- :Lightning_Bolt
-
- COST : 10
- GUILDS : G,Y
-
- This spell generates a quick bolt of electricity that fires out at
- a target like a lightning bolt. If there is any quantity of metal between
- the caster and the target it will strike the metal instead and ground out
- the charge.
-
- If it strikes a metal surface or a wet surface then all in contact with
- said surface will be affected by the electrical damage. It can ALSO not
- be fired uphill.
-
- The attack does 1d10 per RANK the spell is known at. If a target is
- wearing metal armour then an additional 1d10 is done (no increase for
- rank). If the target is flying or in no way touching any surface, then
- they receive only 1/2 damage. Characters get an INT save as well, which
- will reduce the total by half (if a character is BOTH INT saving and not
- grounded then there is NO damage at all!).
-
- :Mage_Mint_Ritual
-
- COST : 15
- GUILDS : B
-
- This spell requires a full hour to cast, and needs a kettle or cauldron
- to work the contents. Basically it melts down bronze, silver or gold
- coins, ore, bars or jewelry/goods into their component level and creates
- coinage from such based upon the weight of the metals involved, placing
- on the coinage the mint mark the mage has chosen as their own and all
- necessary addings to make the coinage legal tender. Coins made by this
- spell are NOT counterfeit. The limit of the spell is the amount of volume
- that can be fit in the container being used for the melting.
-
- :Magical_Repair
-
- COST : 4
- GUILDS : B,S
-
- This spell mends any magical item, such as a weapon or armour, that has
- become broken and is still mostly intact (it won't reform ashes or dust
- back into an item) and rebind the spells and energies that were still
- found within it. The problem with a Magical repair is that it requires
- DURATION (unlike a standard mending spell) to maintain the result on the
- item. A failed magical repair also will destroy the item. A criticaled
- magical repair (01-05 natural casting) will repair the item for good and
- the duration no longer matters. Magical repair can only be cast on one
- item - thus a full set of magical chainmail could be restored to its full
- damage capacity - at a casting. (TARGETs is NOT functional).
-
- :Mental_Music
-
- COST : 3
- GUILDS : O
-
- This mildly annoying spell is cast on a target being and inflicts on
- them an illusion of a melody, chosen by the caster, to be constantly
- running thru their head for the duration. Only one such spell may be
- in effect on a target and there is no saving throw. The spell effect
- is mildly distracting, making the character it is inflicted on to be
- -5% from all skills for the duration, but this effect on a singer or
- musician causes a -25% from using such music skills while it is in
- effect unless they are playing the exact same melody.
-
- :Message_Scroll
-
- COST : 9
- GUILDS : O,S
-
- This spell will transport a scroll to the named being it is intended
- for instantly, no matter which plane they are on (except for the Astral
- and dream planes). The name of the target being is the vital factor.
- RANGE, TARGETs and DURATION are not used with this spell.
-
- :Pentagram_Ritual
-
- COST : 20
- GUILDS : E,O,S
-
- This Ritual takes a full hour to cast and is NOT reduced by the
- fact it is a ritual (but can be made into a tool focused casting to
- reduce cost). The Pentagram is drawn out on the ground and then is
- charged with the spell energy. This star within a circle is usually
- stood in by the caster and will reduce or prevent hostile creatures
- and spells from entering its confines. No Entirely magical creature
- (Zombie, Ghost, Skeleton, Elemental, demon, golem, fae-folk, devil,
- wraith, or spectre) can cross this boundry, while non-magical or
- partially magical ones can cross at will.
-
- Spells trying to enter it have their effect reduced one rank per
- rank of the caster of the Pentagram - if the incoming spell is thus
- reduced below one rank it ceases to function, else it is reduced in
- strength accordingly.
-
- The Pentagram cannot be broken or erased except by the caster or by
- mundane means by a non-magical being, EXCEPT if it is struck by an
- ERASE spell of higher rank than that of the Pentagram. Targets and
- RANGE are not usually used with this spell, unless the caster is
- using the pentagram to entrap a magical creature inside its confines.
- DURATION is vital to the casting.
-
- :Preservation
-
- COST : 1
- GUILDS : G,S
-
- This is cast upon a container holding food, a potion, a liquid of some
- sort or herbs and spices and will prevent their decaying from their current
- state for the duration the spell is cast at. It will handle upto 5 gallons
- of said material per RANK, and can be used on multiple containers upto
- that size factor. Its a popular spell with merchants.
-
- :Programmed_Illusion
-
- COST : 12
- GUILDS : O
-
- This is a Complex_Illusion* that is preprogrammed by the caster for
- what movements, sounds and actions it will take, upto a 15 minute
- sequence per rank of the Spellcasting can be programmed.
-
- :Protection_From_Disease
-
- COST : 2
- GUILDS : R
-
- This spell is often used to protect the Red Mage from a contageous
- patient. It basically prevents any disease from affecting the mage
- while the duration is in effect. It can also be cast one someone who
- is NOT infected who may be exposed to a disease.
-
- :Protection_From_Elements
-
- COST : 25
- GUILDS : G,R
-
- This spell is one of the best defensive ones, and is also one that
- is difficult to find a teacher for. It protects the target being
- from ALL elemental based attacks - that is any magical attack that
- uses FIRE, WATER, ICE, COLD, HEAT, STONE, WOOD, STEAM, ELECTRICITY,
- LAVA, WIND, AIR or changes one into such (including flesh to stone).
- It will also protect from normal fire damage, weather effects and
- natural elementals. It does not stop mundane attacks of wood or metals.
-
- :Protection_From_Spirits
-
- COST : 5
- GUILDS : E,R,S
-
- This spell will protect the caster or subject target from all damage
- and draining effects inflicted by a non-corpreal being, including
- wraiths, ghosts, spectres, astrally projecting mages and the like
- for the duration. Even spell effects used by any such creatures will
- fail to work against the protected.
-
- :Quick_Draw
-
- COST : 1
- GUILDS : B,O
-
- Primarily cast on a weapon (And ALWAYS on a non-living thing) this spell
- will enable the caster or the person the spell is being cast for, to
- instantly have said weapon in their hand when it is needed, if the item
- is within 100 feet/rank of the caster/person.
-
- Duration is MANDITORY on this spell. Multiple TARGETS is not possible.
-
- :Remove_Curse
-
- COST : 20
- GUILDS : S
-
- This removes ANY curse type spell on a being or item permanently.
- DURATION is not used in this effect.
-
- :Reverse_Missiles
-
- COST : 12
- GUILDS : P,R,S
-
- This is a nasty little defensive spell. It works against all
- Missiles, including magical, for the duration, that are fired
- or thrown at the Target being. These missiles will fly back and
- hit the original source that launched them if they 'hit target'
- and do damage against it. The way to prevent this is for the
- source to have Protection From Friendly Missiles on....
-
- :Rune_Of_Blinding
-
- COST : 25
- GUILDS : E
-
- This ancient magic is one of the few of the great runes that have
- passed down thru the generations. It is primarily drawn in the air
- by the caster (And NEEDS free arms to be cast but not vocal ability)
- and forms a glowing blue symbol in the air. All, save the caster, who
- view this symbol must save vs Intuition or become blinded for the
- duration it is cast for.
-
- :Rune_Of_The_Deathmaster
-
- COST : 75
- GUILDS : E
-
- Another of the ancient rune spell, this symbol is also cast in the air
- by hand motions, but has verbal components and cannot function without
- them nor without hand movements. It is drawn in the air and affects ALL
- who see the caster (TARGETS, RANGE and DURATION are NOT used). All must
- save vs INTUITION and those who fail suffer a heart attack instantly,
- which does 3d10 Damage and stuns those who took damage for a full
- half hour afterwards.
-
- :Sepia_Snake_Sigil
-
- COST : 15
- GUILDS : E,S
-
- This sigil must be inscribed upon a book or scroll. On being read or
- touched it activates forming a cobra-like apparition that will attack
- its reader (unless such is its caster) who must save vs Prowness or be
- hit. On being hit it places the target into a shimmering amber field of
- force that holds them in suspended animation for the duration put into
- the spell. If it misses the target it will try to strike any who come
- near it for 3 rounds afterwards and if not scoring a hit will fade away.
- The amber force field can be dispelled or it can be shut down by usage of
- the proper word of command. This spell is usually used to protect private
- books and papers.
-
- :Servant_Horde
-
- COST : 20
- GUILDS : O,S
-
- This creates a hoarde of unseen servants to serve the caster. They are
- subject to the limitation of that spell individually, but have the
- advantage of being usable for overlaying tasks - such as rowing a large
- ship, picking crops in a field, serving as staff at a babquet etc.
-
- :Snow_Ball
-
- COST : 1
- GUILDS : O
-
- This creates in the casters hand a normal snowball which can be thrown
- at a target. It melts at the end of its duration, unless it has hit
- target (when it melts a round later). The snowball does no damage, and
- can be avoided with a prowness roll or shield usage, but if it strikes
- a mage it counts as a distraction which they must make an INT roll
- against losing spell concentration on.
-
- :Spike_Stones
-
- COST : 15
- GUILDS : B,G
-
- This spell transforms 1d10/rank ordinary rocks of baseball size or smaller
- into dangerous traps that activate when stepped on. DURATION is not used
- with this spell. Each of the affected stones will, when a weight of 20
- lbs or greater presses upon them, have nasty spikes protrude from their
- surface like caltrops of a larger size. These will do 2d10 damage each
- when stepped on. The spikes are stone in nature, extensions of the rock,
- and remain outward after being sprung. They cannot be reused.
-
- :Spray_Of_Stones
-
- COST : 1
- GUILDS : G,O
-
- This spell creates and throws at the target a spray of small rocks and
- stones from the elemental plane of Earth. The attack does 1d10 (+2 /Rank
- the spell is known at) but is a mundane attack otherwise (Shield, armour
- both can be applied).
-
- :Steam_Breathe
-
- COST : 15
- GUILDS : G,P,Y
-
- This gives the caster or the target being the ability to produce a
- steam breath weapon attack like that of a Dragon Turtle. Each round
- the steamer can blow out such a cloud of steam, doing 2d10 damage
- (no armour save) to all within a 30' cone area in front of the steamer.
- A save vs Prowness avoids the effects of the Steam. Any protection from
- HEAT, FIRE or Non-magical attacks (the steam is not magical itself)
- will prevent or reduce damage accordingly. Fire based creatures are not
- harmed by it.
-
- The power is stopped by killing its source, the steamer, by sealing its
- mouth, surrounding it with ice etc. While breathing it can take no other
- action and losses all defensive modifiers vs physical attacks.
-
- Targets is NOT a usable option with this spell. Range and Duration are.
-
- :Tasha's_Uncontrollable_Hideous_Daughter
-
- COST : 15
- GUILDS : O
-
- This is a special combination of illusion and summoning, creating a
- creature that will have the goal of nothing more than being near to
- the target being, holding them, drooling on them, kissing them and
- groping them endlessly while the spell lasts (It may even appear to
- try to have sexual encounters with them but such will produce NO
- magical energy unlike a real such encounter). The Creature is the
- ugliest female that the caster can think of, with warts, black stringy
- hair that has all the softness of steel wool, a flabby trunk but great
- powerful arms and legs (Hardiness 30). It cannot be harmed by non-magical
- weapons, and has HTK 30 vs magical ones. Duration is absolutely necessary
- with this spell, but TARGETS is not usable with it.
-
- :Transfer_Energy
-
- COST : 1
- GUILDS : B,E,G,O,P,R,S,Y
-
- This allows mages to transfer energy to each other by choice. Those
- involved MUST be willing. The being losing the energy decides how much
- they transfer and to who. Energy cannot be transfered to a non-mage trained
- being unless they are magical in nature. Only RAW energy *not HUNG spells*
- can be transfered this way.
-
- :Vision_Quest_Ritual
-
- COST : 10
- GUILDS : G
-
- This spell allows a mage another means of learning new spells or
- knowing a particular piece of wanted information. The spell can also
- be cast on another, who is willing, for the same purposes. When on
- a Vision quest the character it is cast on drifts off into a dream
- filled sleep upon the plane of dreams. It guides them towards their
- goal there, but may include great dangers or hazards that could affect
- their body and mind back on the real world. The ritual takes about
- 2 hours. If klutzed the character involved comes back with a roll on
- the insanity table and does NOT gain what was wanted. Otherwise they
- roll as follows:
-
- 01-05 Character easily finds out what they went in
- search for with no detrimental effects and
- no real memory of what occured.
- 06-25 Character returns with the wanted information,
- but has expended half their Magical Energy points
- stored up in the process. Quest involved fighting
- dream beasts magically.
- 26-50 Character returns with the wanted information,
- but has expended ALL their magical energy points
- stored up in the process. Quest was long and
- laborous.
- 51-75 Character returned with the information, but has
- used up ALL magical energy points and hungs spells
- in the process.
- 76-80 Character returned with the information, but has
- used up all magical energy and hung spells AND
- taken 1d10 HTK damage from the encounters.
- 81-85 Character returned with the information but now
- owes a greater power a debt that will be collected
- shortly in the material world in some way. (GM
- will privately tell to whom the debt is owed).
- 86-90 Character returns with the information but must
- roll on the insanity table upon waking due to the
- horrible dreams survived.
- 91-95 Character returns without the information, having
- failed the quest. They cannot go in quest of that
- information again.
- 96-00 Character dies in their sleep from trauma. If brought
- back magically they will roll on the insanity table
- once for each day they were dead from continual
- exposure to the nightmares of the dreamplane.
-
- :Wall_Of_Bones
-
- COST : 10
- GUILDS : E
-
- This causes a wall of spiky bones to burst up from the ground in a
- straight line 20' long per RANK of the spell maximum and about 3' wide
- and 10' high max. This wall of bones acts as partial cover, but missiles
- and spells can be cast thru the openings. Small creatures might wiggle
- thru the openings with efforts. It counts as 50% cover for combat. The
- wall can be broken thru with weapons and strength, it takes 25 points of
- damage to clear a 3' wide opening in the wall, and takes no damage from
- fire or ice based attacks. The bones are much like the components used
- to make skeletons and zombies, but are NOT animate.
-
- The wall can also be cast at a SINGLE TARGET BEING. This will surround
- the target with such a wall incircular format around a 5' square,
- trapping them until they can break thru.
-
- Attempts to climb over the wall will possibly inflict damage (Save vs
- climbing skill or prowness - failure does 1d10+2 damage.
-
-