Casting of Spells ::
The Mage must utter the words of the Spell, and
typically perform hand motions in order to invoke a spell
Item Enchantment ::
An object can only have a single enchantment
(some rare rune weapons have more)
Activation of Enchanted Items:
Activation Word: can be spoken by anybody
knowing it to activate it.
Astological Time Reference: set to activate
based on solar events.
Trigger: set to activate in response to
stimulus (ie. a trap)
The Ten Disciplines::
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Spells indicated by an asterix * can be chosen
as initial spells. (10 out of 30 the available)
Other spells require much study, and instruction
from a master and cannot be chosen as beginning spells.
Spell learning should be carried out in-game,
and at the discretion of the gOD.
Learning new spells::
In order to learn a new spell,
the mage must find a greater mage whom is willing to instruct to take them
under their tutelage. Frequently, Mage's are found in pairs, one
the student, and one the master. Magic is a difficult vocation, and
is a lifelong pursuit
Learning New Spells::
To learn a new spell in-game, The
mage must find another mage willing to teach them what they know.
| Knowledge of simpler spells makes learning the more complex spells easier. | ||||||
|
Earth |
Duration | pts | |
| *One with the Earth | While
not moving |
Mage can blend in with surrounding rocks and
earth if standing completely still. (80% Concealment) If mage
moves, they break the spell.
(sufficient backdrop must be available) |
|
| *Mold Stone | 2 Actions | Stone, Ore, Crystal, etc... becomes like putty in mages hands | |
| Hard as Stone | 2 Actions | Makes Inanimate Objects hard (Special). Typically doubling Points. | |
| Mend the Broken | Special | Repairs Broken pieces of Wood, Earth, Ore, etc... Crystal |
Wind |
Duration | pts | |
| *Shift Air Currents | 2 Actions | Causes changes in the speed and direction of air flow.
Can be used to blow mages in Air form |
|
| Gust of Wind | Instant | Creates directed gust of wind that can knock over targets.
Odds of knocking over :: Human sized :: 70% // Giant Sized :: 50% |
|
| Fingers of Wind | 2 Actions | Manipulates air enabling mage to lift or move objects (no size limit) | |
| *Whispers on the Wind | A message can be sent great distances through the air. While travelling, the words sound like wind through branches. Messages can be sent 100 miles/lvl | ||
| *Thunder | Instant | Causes from a Rolling Thunder to a deafening Crash
Thunder Crash causes disorientation for 2 Actions (no bonuses) |
|
| *Shock | 4 Actions | Runs a jolt of Electricity through target by skin contact (stun gun
style)
Odds of Paralysis :: Human Sized :: 50% // Giant Sized, 30% |
|
| *Lightning Bolt | Instant | 1D6 | Fires Bolts of Lightning from hands |
| Call Lightning | Instant | 1D8 | Draws Lightning form the sky to strike target |
| Call Rain | 2 Actions | Raises Barometric Pressure to create rain clouds and pleasant light
rain
(If moisture is present -not valid for desert climates) |
|
| Call Tornado | 3 Actions | 2D8 | Manipulates Air Pressure to create a Tornado the mage can direct.
Odds of knocking over :: Human sized :: 90% // Giant Sized :: 70% |
| Winged Flight | 2 Actions | Creates whipsy wings on the target's back that enable flight as a bird |
Fire |
Duration | pts | |
| *Warm | 2 Actions | Warms Inanimate Object to temperature still Comfortable to Hold | |
| *Heat | 2 Actions | Heats Inanimate Object instantly to Red Hot | |
| *Ignite Flame | Instant | Instantly ignites flame on a combustible material | |
| *Extinguish Flame | Instant | Instantly extinguishes flames (up to10sq' / lvl) | |
| Manipulate Flame | 2 Actions | Mage can control path and shape of normal flame (fire must be present) | |
| Resist Fire | 2 Actions | Half damage from fire (round down)
Not affected by extremely hot temperatures |
|
| Fire Ball | Instant | 1D6 | Mage expels balls of fire from hands
Instant damage, does not linger long enough to ignite combustabels |
| Breathe Fire | Instant | 1D8 | Mage can Breath fire from mouth |
Water |
Duration | pts | |
| *Cool | 2 Actions | Cools Inanimate Object to temperature still Comfortable to Hold | |
| *Chill | 2 Actions | Chills Inanimate Object instantly to Freezing Cold | |
| Create Fog/Mist | 10 actions | Mage can cause a near-ground drop intemperature resulting in the formation of anything from a mist to a dense fog (depending on presence and amount of water vapor present) | |
| *Melt Ice | Special | Melts Ice on Contact (up to 5cu' / lvl) | |
| *Create Ice | Special | Creates Ice from source of Water (up to 5cu' / lvl) | |
| *Purify Water | Special | Eliminates poisons, toxins and impurities from Water (up to 5 gallons / lvl) | |
| Resist Cold | 2 Actions | Half damage from Cold Attacks
Not affected by cold temperatures |
|
| Water Blast | Instant | ... | Mage expels a fountain of fresh water from hands. Able to extinguish fires, and does 2D4 to fire beings |
| Ice Blast | Instant | 1D6 | Mage expels ice crystals from hands
Instant damage, does not linger long enough to have any other effects |
| Encase in Ice | 2 Actions | 1D6 | Entombs target in ice sheath. Takes 2 Actions for target to free itself |
| *Snowball | Instant | Mage creates softball sized snowball in hand. No damage, just fun. |
Light |
Duration | pts | |
| *Globe of Daylight | 3 Actions | Creates a globe of natural Daylight that floats and can
be maneuvered.
Lights 30' area. Keeps orcs at bay -approx 10' away from globe |
|
| *Haze of Night | 3 Actions | The Antithesis of Globe of daylight, this globe of darkness neutralizes light in an area of 30' | |
| Blinding Flash | 3 Actions | Creates a instantaneous flash of light that blinds like a flashbulb
Victims are blinded completely for 2 Actions (-10 to hit) 3rd Action of Duration, Victims see spots (no bonuses to hit) Closing eyes is an effective block against this spell -but they gotta know it's coming... Mage yells "Close your eyes!" allies will know what's coming, enemies won't. |
|
| Radiant Presence | 5 Actions | Mage's body becomes illuminated to the point where onlookers 5' away must avert their eyes, and those beyond cannot discern any details of the mage's form. |
Plant |
Duration | pts | |
| *One with the Woods | While
not moving |
Mage can blend in with surrounding trees and
foliage if standing completely still. (80% Concealment) If
mage moves, they break the spell.
(sufficient backdrop must be available) |
|
| Mold Plants | Special | Mage can cause plants (living) to take on any desired shape, to achieve living space, stairs, walls, etc... | |
| *Heal Plants | Pts / Actn
(contact) |
+5 | Mage can heal plants, returning them to their recent past forms by touch, repairing damage by accelerated growth in specific locations (not overall) |
| *Accelerate Growth | Pts / Actn
(contact) |
5 yrs | Mage can cause a living plant to instantaneously grow. |
| Reverse Growth | Pts / Actn
(contact) |
5 yrs | Mage can cause a living plant to reverse it's growth, in essence, turning back time for that plant |
| Disentangle | Special | Fiberous materials (plants, ropes) seem to come alive and straighten themselves out... untie knots, untangle... | |
| Entangle | Special | Fiberous materials (plants, ropes) seem to come alive and ensnare target designated by Mage | |
| *Commune With Plants | 2 Actions | On contact, Mage can get a 360° mental impressions
of recent occurrances around a plant.
ie. "I see an image of a wagon passing on this road by this tree..." |
|
| *Whispering pines. | Special | A message can be delivered via trees across great distances -As far as there are trees to carry it. The sound of the message to those not intended to receive it is like wind through the branches. |
Animal |
Duration | pts | |
| *Summon & Command
Simple Animals |
3 Actions | Mage can summon up to 5 specific Simple Creatures/lvl (assuming creatures
are present) (same kind of creature, not a mix)
Simple Commands can then be spoken, and creatures will obey to their best ability. (Complex commands are beyond simple creatures.) |
|
| Command Intelligent Animals | 2 Actions | Mage can summon 1 specific Non-Sentient, Intelligent Creature/lvl (assuming
creatures are present) (same kind of creature, not a mix)
More Complex commands can be given, and creature(s) will obey to the best of their ability. Intelligent Creatures get to roll to save vs Mental Magic |
|
| Warding | Special | Mage generates an aura that repels animals from approaching a 50' radius | |
| Communion | 1 Action | Mage can ask an animal 1 question/lvl and recieve a mental image of the response to the question. Similar to a Familiar Link, but less potent and strictly visiual, no senses are shared. |
Mind |
Duration | pts | |
| Presence | 1 Action | Makes mage/target seem more powerful, and imposing than they really are, commands attention, and induces temporary fear/respect in those within 20' | |
| *Make Sleepy | Special | Makes target Sleepy -Sedative for sleep, Tire out an opponent (no bonuses) | |
| *Make Alert | Special | Wakes target up -Instantly readies for battle, doubles endurance (double bonuses) Makes target jittery, jumpy. | |
| *Speak/Read Lang. | 2 Actions | Magically and Temporarily instills the ability to Speak and Read all languages | |
| *Trance | 2 Actions | Basically, Hypnotize. Victim stops dead in his tracks
(+10 Magic Attack for Hypnotic Suggestion if used together) |
|
| Hypnotic Sugg. | Special | Hypnotizes Target and allows Mage to Instill a Post-Hypnotic Suggestion
Nothing that goes against the characters morals or abilities |
|
| Agony | 1 Action | 0 | Causes temporary mental Agony in target (no action can be made) |
| *Familiar Link | Special | Creates a Permanent attachment between Mage and One Animal.
Mage can command animal, and share its Thoughts, Vision, Hearing and Smelling abilities If familiar Dies, Mage suffers from temporary mental Agony, and Confusion for 1D10 days, and ALL Mental Magic Block Bonuses Are reduced to zero and can only be rebuilt through the usual means |
Body |
Duration | pts | |
| *Throw Voice | Special | Mage can make his voice issue from any object within his sight. | |
| *Reduce Pain | Special | Mage can reduce pain, returning bonuses in combat, or blocking pain during a surgery. | |
| *Induce Pain | Special | Mage can induce pain, causing target to lose combat bonuses | |
| *Heal Wounds | Special | Mage can heal minor wounds (1D10) 4 times within a 24 hour period for same person. Scar removal is considered a separate incantation. | |
| Mute | 2 Actions | Mage can mute a target, temporarily stealing their ability to verbalize any noises. | |
| Deafen | 2 Actions | Mage can deafen a target, temporarily preventing their ability to hear any noises. | |
| Blind | 2 Actions | Mage can blind a target, temporarily preventing their ability to see. (-20 Attack) | |
| *Numb Body Part | 3 Actions | Like when a limb "falls asleep", the victim's target limb will lose all feeling for 2 Actions (Still usable, but -5 to Attack) and for the 3rd Action, it begins to "wake up" -The almost painful Tingling sensation. | |
| Paralyze | 2 Actions | Victim's target limb will instantly lose all feeling and control, and will hang limply and useless from the body. | |
| A note on Animal Transformations:: Contrary to all the
Disney cartoons... Animals Do Not Speak. Yes, they communicate. Wether
it be through body language or pheremones or whatever... science don't
know for sure.
SO, being the human(like) creatures that we are, even when in the form of the animal, we did not inherit the instincts of the creature, so we don't know how to communicate in the natural ways. Therefore, becoming a rat won't automatically allow you to "communicate" with other rats. Dragons are the only animal creatures considered to be sentient and who have a language of their own, so they verbally communicate in a way that human(like) creatures can comprehend. Likewise, changing into a human(like) form does not grant knowledge of that races language or culture. If you don't speak Dwarf, but you can become a Dwarf, you will be a Dwarf who can't speak it's own language... alittle suspicious... ;) |
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| Form of Earth | Special | Mage becomes an animated Stone Statue of himself.
Temporarily adds 4D6 Health points, 2D6 to strength |
|
| Form of Air | Special | Mage becomes an invisible whisp of air. Mage is subject to wind, and movement is very slow without assistance from air currents. | |
| Form of Fire | Special | Mage becomes an animated Flame with a roughly human shape. Combustables
coming into contact with the Mage will ignite.
Touch does 1D4 damage. Ice/cold attacks to double damage (water does 2D4) to the Mage in this form. |
|
| Form of Water | Special | Mage becomes an animated Fountain of Water with a roughly human shape.
Touched items will get wet, and hiding in a lake is perfect camouflage. Fire attacks do Double Damage to the Mage in this form. |
|
| Form of Mist | Special | Mage becomes a visible mist that floats along the ground (mage is at the mercy of air currents) | |
| Form of Insect | Special | Mage becomes any Insect with all attributes of that creature becoming his own. | |
| Form of Rodent | Special | Mage becomes any Rodent with all attributes of that creature becoming his own. | |
| Form of Feline | Special | Mage becomes any Feline with all attributes of that creature becoming his own. | |
| Form of Canine | Special | Mage becomes any Canine with all attributes of that creature becoming his own. | |
| Form of Raptor | Special | Mage becomes any Bird with all attributes of that creature becoming his own. | |
| Form of Elf
(Lt/Dk) |
Special | Mage's appearance changes to look like an Elf (if not normally Elf)
-no Bonuses, merely appearance. (cannot control final appearance-no magical impersonations) |
|
| Form of Human | Special | Mage's appearance changes to look like a Human (if not normally human)
-no Bonuses, merely appearance. (cannot control final appearance-no magical impersonations) |
|
| Form of Dwarf | Special | Mage's appearance changes to look like a Dwarf(if not normally Dwarf)
-no Bonuses, merely appearance. (cannot control final appearance-no magical impersonations) |
|
| Form of Dragon | Special | Mage becomes a Dragon in appearance.
Temporarily adds 5D6 Health points, 3D6 Strength No magical properties of Dragons are gained, only appearance, health, Strength, and the ability to fly by flapping wings. |
|
Soul |
Duration | pts | |
| Commune W Spirits | 2 Actions | Mage can speak with the souls of the recently dead (24 hours -after
death, Souls will pass on after 24 hours).
Souls tend to hang out around their bodies until passing on, otherwise they may get lost and not pass on, then are stuck between realms |
|
| Resurrect | within 24 hours | Recently deceased beings (24 hours -after death, Souls will pass on after 24 hours) can be brought back to life, their souls returned to their bodies, and any Lethal wounds healed instantly. | |
| Animate Dead | 5 Actions | Long dead corpses (more than 24 hours dead) can be raised to walk again, and perform simple tasks (like; combat, serve tea, etc...) |