Shamanism - Spirit
Level One
Astral Projection
Range: Self
Duration: 15 minutes per level of experience on
the physical plane, infinite on the astral plane
Saving Throw: None
M.P.: 10
The physical body lapses into a coma-like trance state as the
astral body leaves it's physical shell. In this state the body is
completely helpless, it can not walk, move or think; it's
completely catatonic.
The hazards are threefold. First, if the physical body is killed,
the astral body is trapped without a body to return to, making it
nearly impossible to ever interact with the physical plane again,
which is just about the same as death. Second, if the astral body
gets lost or captured while on the astral plane, the body will
waste away slowly. (Note: One minute of time in the physical
world is equal to one day on the astral plane). Third, the astral
body is vulernable to certain psychic and magical attacks, and
attacks from ghosts, entities, and creatures on the astral plane.
There are two levels of astral projection, projecting one's
spirit onto the physical plane, or onto the astral plane itself.
Astral projection on the material plane creates a ghostly specter
of the astral self which can be seen only by psychics, Spirit
Shamans, children under 13 years old, animals, and most
supernatural creatures. While on the physical plane in spirit,
the character automatically gains the ability to float, fly at
the speed of sound (Mach 1), see the invisible, pass through
solid objects, is impervious to physical harm, and can see and
hear as usual. The astral body cannot communicate with the
physical world except through telepathy or empathy, nor speak to,
smell, or touch anything on the material plane. The astral self
is little more than a mute, ghostly observer. Of course, this a
great way to spy on people or search the physical plane.
Psychics traveling on the physical plane in their astral bodies
can only attack physical beings with psychic powers or magic
spells that do spirit damage. However another purely astral body
on the physical plane can be attacked as if it were physical. The
astral traveler is able to do 1d6 spirit damage with astral HTH
strikes (gaining +1 to damage at levels 3, 5, 7, 9, 11, 13, and
15) Because movement is purely performed with the mind in the
astral form, HTH Combat Skills do apply and so do bonuses from
physical skills (they are engrained into the persons mind and
hone reflexes), however instead of normal PP bonuses, use the
characters M.E. attribute and calculate P.P. bonuses from it.
For details on the Astral Plane & Astral Travel, see Ash's Astral Plane.
Exorcism
Range: 10m (33ft)
Duration: The spell casting takes three minutes,
but the results last six months or longer.
Saving Throw: Standard, or 16+ by ritual
M.P.: 30
Exorcism is a powerful spell that forces a possessing
supernatural being to relinquish control over the enslaved
person, animal or object. Forced out of its host, the evil entity
will try to possess any other human or animal within the
immediate area. The horrid thing gets two attempts at possession.
Fortunately, the incantation protects the original victim with a
bonus of +12 to save vs. possession and the mage conducting the
exorcism has a bonus of +6 to save vs. possession. Anyone else
nearby has no extra bonus (unless certain precautions are taken
ahead of time). If the evil force fails in both of its attempts
to take possession, roll percentile on the following:
01-52 The evil is instantly returned to its own dimension
53-00 The being can continue to exist in our world, but must
immediately flee the area and cannot return for at least six
months.
Note: Ritual exorcism always has a greater
chance for success, but takes two hours to perform.
Shadow Meld
Range: Self
Duration: 2 minutes per level of experience
Saving Throw: None
M.P.: 10
This unique magic enables the mage to step into the shadows and
become totally invisibile, even to those who can normally 'see
the invisible'. The shadow must be atleast five feet long to be
an effective hiding place. The shadow servers as a superior means
of hiding or moving unseen. The mage can move, walk, or run
through the length of the shadow or from shadow to shadow. While
in shadow/darkness, the mage prowls at 60% proficiency (or at
+15% to normal prowl skill, whichever is higher).
Intense light can dispel the shadow, leaving the mage revealed.
While hidden in the shadow, the character is still susceptible to
attack, although attackers are -5 to strike him. Area affect
magic doesn't suffer any such penalty.
Level Two
Elmekia Lance
Range: 30m (100ft)
Duration: Instant
Damage: Special (see below)
Saving Throw: Dodge 15 or higher
Penetration: Automatic (passes through anything
that does not have a spirit)
M.P.: 8
A spell which creates and fires a lance of light, which damages a
target's spirit. This spell deals no physical damage, and even a
direct hit only causes mortal targets to fall unconscious for a
period of time. A useful spell against spirit beings such as
Mazoku, daemons, etc, doing 2d8 damage. Against creatures with no links to the physical plane, this spell does 1.5x damage.
Divine/Search
Range: Technically infinite
Duration: Instant
Saving Throw: None
M.P.: 15
Spell used to divine the location of an object (general direction
(north, south, east, west), and general distance (very close,
near, far)). However, in order to do this, it is necessary to
know the pattern of magic which the object possesses. In other
words, this spell can only be used to search for magical items
which the caster owned, or items which the caster marked. It
isn't a perfect spell, but it prevents important items from
getting misplaced or lost.
Shadow Snap
Range: Affects weapon by touch
Duration: The weapon is enchanted for 1 melee
per level of experience
Saving Throw: None
M.P.: 15
Spell which holds a target by manipulating the Astral Plane
through enchanting any sort of bladed weapon and striking it into
the targets shadow. A target affected by this spell can do
nothing except cast spells. However, in a place where there are
no shadows or when for some reason the target's shadow
temporarily disappears, the effects of the spell ends. So, by
using spells such as Globe of Daylight, Blinding Flash, Fireball,
etc., to temporarily erase your shadow, the effects of the spell
can be negated.
Telepathy
Range: 5m (16.5ft) per level of experience
Duration: 1 minute per level of experience
Saving Throw: None
M.P.: 8
Basically enchants the caster with the gift of mental gab, being
able to speak to others with their mind and hear their surface
thoughts. However, unlike the psychic power, this ability does
not enable the sorcerer to probe into the mind, it is simply a
communication skill. Unlike most spells, this requires no
incantation and little concentration to cast, simply keen focus
and proper channeling.
Level Three
Bram Blazer
Range: 30m (100ft)
Duration: Instant
Damage: 3d8 physical damage and 2d6 spirit
damage
Saving Throw: Dodge 16 or higher
Penetration: Automatic (passes through anything
that does not have a spirit)
M.P.: 15
This spell shoots out a shock wave of red light directly at a
target. This is a valuable spell which can deal damage both to a
target's spirit and body. However, this spell is not practical
when trying to capture a target for interrogation, since both the
target's spirit and body would have to be healed. Against creatures with no links to the physical plane, this spell does 1.5x damage.
Ecto Weapon
Range:Self
Duration: One minute per level of experience
M.P.: 10
This spell enables a traveler on the Astral Plane to form ectoplasm into a solid melee weapon of the casters choosing. This weapon is of fine quality (+1 to strike, damage, and parry if applicable), and can be taken from the character or handed to others until it expires.
Gestalt Circle
Range: Touch
Duration: See below.
M.P.: 5 M.P. per Sorcerer in the Circle.
The Gestalt Circle is a ritual spell which enables several Sorcerers to come together and pool their channeling abilities, thus enabling many to work even stronger than the sum of their parts. In order to cast the spell all the sorcerers most hold hands, and then the sorcerer casting this spell will link them together. One Sorcerer can link no more than thirteen sorcerers at once, any more requires another Sorcerer with knowledge of this spell. When all the Sorcerers have linked, they must pick the center of their flow, one Sorcerer who for the duration of the spell will gather all the magic energy the others channel. At each melee before casting any spells, each Sorcerer in the circle must use 5 M.P. to maintain the link, otherwise the entire circle is broken. In a Gestalt Circle there is a buffer attached which prevents any sorcerer from channeling past their CA.
Heal Spirit
Range: Touch.
Duration: Instant
Saving Throw: None.
M.P.: 24
A damaged spirit is not an easily repaired one. This power enables the Sorcerer to mend a spirit, which has come under attack, healing 2d6 Spirit Points. As opposed to the psychic power, this spell is instant in effect because the magic energy takes a life of it's own in repairing the spirit.
Shadow Web
Range: 20m (66ft)
Duration: The person is held for 1 melee per
level of experience or until the spell is negated.
Saving Throw: Dodge 16 or higher
M.P.: 20
The caster's shadow stretches out and shatters into several
(1d4+1 per level) shards, which can pierce the shadows of
multiple targets. Can be negated the same way as Shadow Snap.
Silver to Steel
Range: By touch
Duration: 1 melee per level of experience
Saving Throw: None
M.P.: 20
This spell enchants any kind of silver with magical durability
and strength, equivalent of average steel, while still
maintaining the properties of silver (able to hurt lyncanthropes,
mazoku, spirits, vampires, etc., or channel magic effectively),
thus making it very useful in situations where such properties
are necessary. This can be used on silver weapons or silver
armour.
Vision
Range: 1km (0.6m) per level of experience
Duration: 1 minute per level of experience
Saving Throw: None
M.P.: 20 for instant transmission, 80 for the
ritual circle
A spell which allows an illusion of the spell caster to be
projected over far distances and makes it possible to converse
normally. A very useful spell, but there must be a mage who can
receive the vision (and is known to the casting mage), or a
special area where a ritual has been performed is needed.
Normally used to communicate between mage guilds.
Level Four
Astral Portal
Range: 6m (20ft); creates a 3m (10ft) wide and
tall opening.
Duration: 1 minute per level of experience
Saving Throw: Special
M.P.: 50
This spell creates a dimensional doorway between the Astral Plane
and the physical world (can lead to an alternate dimension from
the Astral Plane). The exact location to which the portal leads
(whether it is astral or physical) must be known and familiar to
the spell caster. There is normally no savng throw, but if the
spell is used to try to flee an astral domain, the creator or
creators of the domain, if aware of the attempt, may try to
prevent it. This works like a normal save versus magic. Also,
some astral domains will have some restrictions on the use of
magic or dimensional portals.
Elmekia
Flame
Range: 30m (100ft)
Duration: Instant
Damage: 3d8+1 Spirit Damage
Saving Throw: Dodge of 18 or higher
Penetration: Automatic (passes through anything
that does not have a spirit)
M.P.: 20
Stronger version of Elmekia Lance. Instead of a lance, a pillar
about as wide as a man's chest is shot out. It deals no physical
damage, but since it attacks from the Astral Plane, it can easily
destroy the spirit of a man. Against creatures with no links to the physical plane, this spell does 1.5x damage.
Goz
Vu Rou
Range: 30m (100ft)
Duration: The shadow will seek out it's target
for 1 melee then disappear if it fails to strike
Damage: The shadow will strike once for 3d6
Spirit Damage and 4d8 physical damage then disappear
Saving Throw: The shadow has a +3 to strike and
4 attacks per melee
Penetration: Automatic (passes through anything
that does not have a spirit)
M.P.: 40
A spell which summons a "shadow" which first deals
damage to a target's spirit and then to the target's body. The
shadow which appears on the ground heads for the target in a
straight line and, upon contact, deals damage to the target's
spirit from the Astral Plane. Since the shadow is
"alive," (with 15 Spirit Points) it can not be
dispelled by Lighting or other forms of light. Against creatures with no links to the physical plane, this spell does 1.5x damage.
Protect
Range: By Touch
Duration: 1 week per level of experience
Saving Throw: None
M.P.: 30
A spell which prevents detection of an object from the Astral
Plane. For this spell to be used, a clear understanding of the
nature of the magic within the object is necessary.
Summon & Control Astral Being
(Minor)
Range: Not applicable
Duration: 12 hours per level of experience
Saving Throw: None
M.P.: 80, ritual
This ritual plucks an astral beng of any specific species the
caster indicates, from the Astral Plane and brings it to their
location. This can only be a minor or common astral entity; the
more powerful beings require a stronger ritual. The astral being
is automatically under the control of the summoner and will obey
them without question throughout the duration period. Afterward,
it will regain control over its own actions and may do as it
pleases.
Visfarank
Range: Self
Duration: Special
Damage: Special
Saving Throw: None
Penetration: None
M.P.: 30
A spell which enchants the user's fists with magic. By striking
with fists, it's possible to deal damage directly with the
magical energy (+1d8+2 per level to punch damage). It is also
possible to deflect up to Level 3 spells (natural roll with no
bonuses). Caution is necessary because the magical energy weakens
with each swing (-1 to damage for each punch, -1 damage for each
level of the spell deflected), and the spell ends when the damage
is negated completely (1d8-8).
Level Five
Assha Dist
Range: 10m (33ft)
Duration: Instant
Damage: Special (see below)
Saving Throw: Standard
Penetration: Automatic
M.P.: 30
A spell designed to attack undead. Most undead creatures such as
wild & secondary vampires will disintegrate on contact if
they fail their saving throw. Master vampires who fail to save
are knocked down by 25% of their maximum hit points.
Fehlzareid
Range: 30m (100ft)
Duration: Instant
Damage: 4d8+3 spirit damage
Saving Throw: Dodge 18 or higher
M.P.: 50
A spiralling ray of light deals damage to a target. Since the
spell doesn't travel in a straight path, it is harder to avoid
than spells like Bram Blazer which travel in a straight line. Can
deal enough damage to destroy a Brass Demon with a single hit. Against creatures with no links to the physical plane, this spell does 1.5x damage.
Astral Hole
Range: Self
Duration: One melee round per level of
experience
Saving Throw: None
M.P.: 120
Astral Hole creates an invisible (only the caster and those who
can see spirits, the Astral Plane, or dimensional anomalies can
see it), mobile, mentally controlled portal that effectively
follows the spell caster wherever he goes. This portal can be
used by the spell caster (and only the spell caster) in a number
of ways. Ultimately, the Astral Hole makes the mage almost
impossible to pin down. This spell is very similiar to the
Mazoku's dimensional manipulation ability.
First of all, the mage can 'jump' or teleport a short distance by
stepping in and willing themselves to another location that is
visible from their current one. Each such teleport counts as two
melee actions. This use is limited by line of sight (600m/1980ft
maximum, double at sea or on open plains). The mage cannot
teleport to someplace he cannot see clearly.
Another use involves dodging. When attacked, the caster simply
sidesteps into the hole, and disappears, then steps back out.
Because of the speed and ease with which this is done, it only
uses up one melee action. Furthermore, the caster gets a bonus of
+2 to dodge when doing this. He or she can dodge and teleport out
of practically any sort of attack almost endlessly. The mage
cannot stay inside the Astral Hole for more than few seconds. It
is a passageway, not a pocket dimension.
The Astral Hole can also be used to instantly hope into the
Astral Plane. If this is done, the caster can automatically find
their way back to the physical world, using the Astral Hole as a
beacon and doorway home. Note that every 15 seconds spent in the
physical world is equal to 6 hours on the astral plane.
Note that the Astral Hole can be cut open, specifically by the
Laguna Blade, popping the caster out and destroying the hole.
Level Six
Astral Vine
Range: By touch
Duration: 1 melee, plus one additional melee at
levels 5, 10, and 15.
Damage: +2d4x10 to normal weapon damage
Saving Throw: None
Penetration: Automatic
M.P.: 80
A spell which enchants a sword, axe, or other weapon with magic.
A weapon enchanted in this way makes it possible to deal damage
to Mazoku and becomes as powerful as the Sword of Light. However,
this enchantment is only temporary.
Puppet
Range: 10m (30ft), by sight
Duration: 5 minutes per level of experience, or
indefinite (see below)
Saving Throw: vs. Possession, or none.
M.P.: 50 for temporary, 100 for long-term
control
Also known as the Imperio Curse, a spell which allows anything
with a spirit to be controlled just like a zombie. In the case of
the zombie-like control, only simple commands will be understood.
However, a powerful enchantment can be cast upon an object
(generally a pedant of precious metal or precious stone) which is
placed on the head of the person to be brought under control, in
this case the person retains all of their capabilities and
responds as quick as normal, but is compelled to obey the mage
that has brought them under control, and in this case the only
saving throw is not letting the enchanted object gain contact.
Destroying the enchanted object will free the victim.
Level Seven
Banishment
Range: 30m (100ft)
Duration: Two weeks per level of experience
Saving Throw: Standard
M.P.: 65
A powerful invocation against the supernatural, which forces one
lesser supernatural being, including daemons, deevils, entities,
brass daemons, and maju, per level of experience, to leave the
immediate area (100m/330ft radius). The creature(s) cannot return
for at least two weeks per level of experience; most will
completely leave the area unless there is something that entices
them to stay. Each being gets to roll to save vs. magical. A
successful save means that they are not banished. As always, a
ritual has a greater chance of success (area & duration
increased by 50%, 16 or higher is needed to save) than a spell
Guumueon
Range: Self
Duration: 1 melee every three levels of
experience (that's 1 melee at level 1, 2 melees at level 4, 3
melees at level 7, etc.)
Saving Throw: None
M.P.: 100
Manipulating the Astral Plane, this spell surrounds the caster
with a shield that completely shuts out all other spells, except
for spells of legend. Since this spell is effective against all
magical attacks (save afforementioned spells of legend), it is
very powerful, but caution is necessary since objects like
throwing daggers will easily pass through.
Level Eight
Gu Lu Douger
Range: Appears within 10m (33ft) of the caster
Duration: Undefinied, the dragon may not remain
under control for very long
Saving Throw: None
M.P.: 150
Naga's original spell, this summons a Dimos Dragon, said
to be only found in the Katart Mountain Ranges where the Demon
King of the North lives. This dragon can only be damaged by
powerful spirit-shamanist attacks or black magic. The dragon
summoned in this way will not always obey the spell caster so
caution is necessary.
Guy la Douger
Range: Must be within 10m (33ft) of a large body
of water
Duration: Undefinied, though the dragon may not
remain under control for very long
Saving Throw: None
M.P.: 150
Naga's original spell which summons a Plasma Dragon, known for
its powerful electric breath. Since a Plasma Dragon is similar to
a Water Dragon, this spell can only be cast near large bodies of
water. Just like with all of Naga's other spells, the summoned
dragon usually goes out of control.
Rah
Tilt
Range: 100m (330ft)
Duration: Instant
Damage: Special
Saving Throw: Standard -3 (+3 for mortals)
M.P.: 200
The strongest spirit magic spell which envelops a target in
blue-white light. This spell can only be used against a single
target -- and only those that have spirits -- but its effect is
absolute. Mortals struck by this spell who fail their saving
throw fall to the ground dead with their spirits destroyed
(however this is very hard to do, as it is like trying to swat a
fly with a howizter). Supernatural beings however are at -3 to
save, as their spirits are very easy to target, and take 3d6x10
damage from this spell. Astral or pure spirit beigns (Banshee,
Labassu, Torturians) take double damage from this spell.
"Source of all souls which dwell in eternal and
infinite. Everlasting flame of blue, let the power hidden in my
soul be called forth from the Infinite...RA-TILT!"
Spells of Legend
Astral Split
Range: 30m (100ft); by sight
Duration: Instant
Damage: Absolute ouchies!
Saving Throw: Dodge of 18 or higher
M.P.: 300
This is a very cruel spell designed to cause horrific kinds of
damage to a target. Basically this spell creates 1d4
proportionally mid-sized astral portals INSIDE the target in a
very invasive way, then disappear, it's like if several huge
razor blades appeared inside you at once, then were pulled out to
let you fall apart like a bunch of sliced deli meat! This spell
is incredibly damaging to any sort of physical being no matter
what their size (I said PROPORTIONALLY mid-sized portals, meaning
if you use this on a dragon or giant it's gonna make some big
holes). The damage is absolute, nothing could really survive this
sort of devastation, however in the case of higher beings, such
as gods, this spell does damage in the area of 1d4x100, no
kidding. Note that this spell will have no affect on things like
ghosts, spirits, Mazoku, or other things that have no real
materiality to them.
Plane Bend
Area of Affect: 100m (330ft) radius plus 10m
(33ft) per level of experience
Duration: 30 minutes per level of experience
Saving Throw: None
M.P.: 300
This spell is an insane folding of space, causing a section of
the Astral Plane and Physical Plane to meet and meld. This is a
very interesting spell for the purposes of creating confusion, as
the laws of the two worlds can clash and conflict, with some
staying in place, while others meet halfway and compensate.
Apperances can change, or go in crazy ways like a Salvador Dali
painting. This spell is perfect for disorientation, aswell as
perhaps large scale transportation (many Astral Kingdoms have
been known to invade the physical plane using this spell).
When Plane Bend is used, roll on the following table to determine
exactly what occurs.
Apperance
01-30 Complete Switch! The area in the target
plane is completely switched for the area within the plane the
Shaman casts this spell from.
31-70 Half & Half: The properties of both
areas swap in a 50:50 ratio
71-00 Bad Dream: Everything is chaotic and makes
very little sense, the floor appears both above and below, things
are at odd and apparently impossible angles. All within the area
at -3 to all perceptions based on sight.
Laws
01-30 Complete Switch! The laws of the
target plane switch with that of the plane the Shaman casts this
spell from.
31-70 Half & Half: When folding the Astral
Plane ontop of the Physical Plane, it becomes possible to pass
through normally 'solid' objects, and both the spiritual and
physical can hurt each other as if they all were physical. When
folding the Physical Plane on top of the Astral, everyone seems
to become misty and incapable of harming each other through any
means besides attacks that do Spirit Damage.
71-00 Bad Dream: Nothing makes sense, everything
is jumbled up in such a way that all within the area are at half
their usual capabilities, the nature of the reality jumble is the
GM's call.