Wizard Magic
Level One
Blinding Flash
Range: 3m radius (10ft), up to 20m (66ft) away.
Duration: Instant
Saving Throw: Standard
M.P.: 1
This is the most basic of spells, which creates a sudden burst of
intense, white light, temporarily blinding everyone in the
radius. Victims are blinded for 1d4 melees, with a penalty for -5
to strike, and -10 to parry and dodge. The chance of falling is
1-50% for every 3m traveled. The saving throw is standard, so
those who successfully save vs. magic are not blinded. Note:
Does not affect bionic or cybernetic eyes.
Cloud of Smoke
Range: 30m (100ft)
Duration: 1 minute per level
Saving Throw: None
M.P.: 2
This enables the sorcerer to create a cloud of dense, black smoke
up to 10mx10mx10m maximum in size, up to 30m away. Victims caught
in the cloud will be unable to see anything beyond it, and their
vision is impaired; they can see no more than 1m infront of them.
While in the cloud, victims will be -5 to strike, and -9 to parry
and dodge.
Death Trance
Range: Self
Duration: 3 minutes per level of experience
Saving Throw: None
M.P.: 1
A magically induced trance with makes the sorcerer appear to be
dead. There is no breathing, pulse, heartbeat, or any other signs
of life. While in the trance, the character is quite helpless
(for obvious reasons). Only minor physical sensations can be
felt, such as being jostled, carried or hearing voices, but no
specific identification or memories can be recalled. The magic
can be cancelled at will at any time. Also note that if the mage
has the Sixth Sense psychic ability, then the spell well rouse
them from the trance if they are threatened.
Dechipher Magic
Range: Self
Duration: 2 minutes per level of experience
Saving Throw: None
M.P.: 4
This spell enables the spell caster to read (decipher) any magic
scroll and inscription, text, or book that uses magic symbols or
runes at 94% proficiency. The ability lasts only for the duration
of the spell and the spell casterw ill not be able to read those
same inscriptions once the spell has elapsed. This spell does not
interpret other languages and their alphabets, nor does it
identify/decipher magic circles, only the symbols used in it.
Likewise, this spell does not identify or decipher wards.
Globe of Daylight
Range: Near self or up to 10m (33ft) away
Duration: 3 minutes per level of experience
Saving Throw: None
M.P.: 2
A small globe or sphere of true daylight is magically created.
The light is bright enough to illuminate a 4m (14ft) area per
level of experience. Since it is daylight, it can keep
vampires at bay just beyond the edge of the light and may
frighten subterranean or nocturnal creatures. The creator of the
globe can mentally move it along with himself, or send it up to
10m ahead. The maximum speed at which the glove can travel is
equal to Spd. 12.
Increase Weight
Range: Self or others up to 20m (66ft) away
Duration: 1 minute per level of experience
Saving Throw: Standard. Those who successfully
saev are not affect. However, objects have no saving throw and
are affected automatically.
M.P.: 4
The spell caster is able to increase the weight of any one
specific living creature or object 45kg (100lbs) per level of
experience. A character who is made to weigh twice or more than
their normal weight will see their Speed attribute reduced by
half or even more (GM's call). Note that appearance does not
change, only mass density.
See Aura
Range: Self, by sight
Duration: 1 minute per level of experience
Saving Throw: None; but a mind block will mask
the presence of psionic abilities, magical power, and possession.
M.P.: 6
All things, organic and inorganic, have a discernable aura. The
aura has many distinctions, and can be used to see or sense
things invisible to the eye.
Estimate general level of experience, low, medium, high.
Presence of magic talent (but no indications of level or type).
Presence of psychic abilities (will discern the general nature,
healing, physical, or sensitive).
If the target is currently channeling magic energy, and how much.
Low (1-10 M.P.), Medium (11-49), or High (50+).
The presence of possession.
The presence of serious illness.
The presence of an unusual aberration which will indicate extreme
mutation, superpowers, or an inhuman, alien or supernatural
nature, but does specify which.
See the Invisible
Range: Self, by sight
Duration: One minute per level of experience
Saving Throw: None
M.P.: 4
The characters can see forces, objects and creatures which can
turn invisible or are naturally invisible. Even if the creature
has no form per se, the mystic will be able to discern the
vaporous image or energy sphere which is the being. This includes
ghosts, entities, some elementals, and the astral body. Note that
this spell does NOT pierce Mental Invisibility, as it works by
tricking the mind, not bending light.
Sense Evil
Range: 25m (82.5ft) radius
Duration: Two minutes per level of experience
Saving Throw: None, however, a psychic mind
block anything designed to protect from magic (like a circle of
protection) will prevent this spell from working on those under
the protect.
M.P.: 2
This spell will enable the caster to feel or sense the presence
of supernatural evil. It will indicate approximately how many
supernatural evil presences are within the radius, one, a few,
several, or many. It can also register the intensity of the evil
and pinpoint the general location of the source to a particular
room, object, or person, or an approximate distance (close, near,
far etc.)
Evil emanations from human and most mortal beigns are much less
distinct and cannot be sensed unless the source/person has an
immediate and intense evil intention.
Sense Magic
Range: 40m (132m)
Duratin: 2 minutes per level of experience
Saving Throw: None
M.P.: 4
This spell enables teh character to sense or feel the presence of
magic. Like a geiger counter, the individual can tell if it is
near, or far. The ability can also indicate whether a person or
object is enchanted/under a magic spell, is in the process of
channeling magic energy, or if magic is being used in the range
area. Note: To praciticioners of magic, most
supernatural beings do not register as magic except when actually
casting a spell/using magic. Psychic powers and manipulation
cannot be detected with this.
Level Two
Climb
Range: Self or others by touch
Duration: 5 minutes per level of experience
Saving Throw: None
M.P.: 3
A spell that enables the enchanted to climp with exceptional,
almost inhuman speed, skill, and agility. Skill level is 98% for
normal, rough, climbable surfaces; speed is equal to speed
attribute. Smooth, presumably unclimable or extremely difficult
surfaces to climb can be scaled with a skill level of 60% and at
80% of one's normal speed.
Detect Concealment
Range: 10m (33ft)
Area of Affect: 10m (33ft) diameter
Saving Throw: None
M.P.: 6
A spell that will instantly negate any concealment spell and
reveal any object which may have been mystically concealed. Can
be directed at a specific area or individual, or made ot affect
an entire diameter of 10m (33ft).
Weightlessness
Range: 20m (66ft)
Duration: 1 minute per level of experience
Saving Throw: Standard
M.P.: 4
Weightlessness is the exact opposite of Increase Weight. The
spell caster is able to reduce the weight of any one target by
45kg (100lbs) per level of experience, down to a maximum of one
half of an ounce.
Characters whose weight is reduced to nearly nothing will see
their speed reduced by 75% and may be forced to hold down on to
rope or objects to prevent themselves from being carried away on
the wind. A wind of one mile pe
Level Three
Armour of Ithan
Range: Self or others by touch
Duration: One minute per level of experience
Saving Throw: None
M.P.: 10
This spell instantly creates an invisibile suit of mystic armour
on the spell caster. This armour has an A.R. of 18 and 25 S.D.C.
per level of experience. Furthermore, magic fire, lightning, and
cold do half damage.
Energy Bolt
Range: 15m (49.5ft)
Duration: Instant
Damage: 4d6 S.D.C.
Saving Throw: Dodge of 14 or higher
Penetration: +2
M.P.: 5
Conjures up a standard magical energy bolt. Damage can be
regulated in increments of 1d6, or the attack can simply be made
to cause knockdowni with no damage.
Faerie Speak
Range: Self or others
Duration: 5 minutes per level of experience
Saving Throw: None
M.P.: 5
This spell enables the spell caster (or two others by touch) to
understand and speak the language of the faerie folk.
Light Target
Range: One target up to 3m (10ft) away or two by
touch
Duration: Two minutes per level of experience
Saving Throw: Standard
M.P.: 6
This spell may seem quite harmless but is designed for ill
intent. The sorcerer can create a rather bright glow of light
around any one victim (two by touch). The glow is intended to
mark the character and make him stand out in a crowd - it is
especially effective at night. Covering oneself with clothes or
armour to attempt to obscure the light is impossible, for it is
the person, not his possessions that are affected and the aura
will appear around him no matter what he wears (this magic does
not affect inanimate objects). Hiding behind closed doors, in a
closet or trunk, or inside a vehicle may conceal the
character, providing the radiating light can't be seen through
crack, keyholes, windows, or other opening through which light
can be seen. A simple yet potentially nasty spell.
Magic Shield
Range: Self
Duration: Two minutes per level of experience
Saving Throw: None
M.P.: 6
This spell creates a pale white field of energy in the shape of a
large, round shield with 60 S.D.C. The shield can be used by the
spell caster or given to someone else. It functions as a normal
shield to parry, with a bonus of +1 to parry. The shield is
impenetrable until it's S.D.C. is depleted or the duration
elapses. The shield wielder can also attempt to parry blasts and
projectiles, but the user has no bonuses and is -3 to parry. The
shield takes one quarter damage from all attacks it parries.
Mystic Fulcrum
Range: Self or two others by touch
Duration: 10 minutes per level of experience
Saving Throw: None
M.P.: 5
This spell defies or tweaks the laws of physics.Those enchanted
by the magica can pick up and move objects that they would
otherwise not have the leverage and ability to do so without a
lever or support. In addition, those enchanted b the magic can
lift 50% more weight and carry 10% more.
See Wards
Range: By sight
Duration: 4 minutes per level of experience
Saving Throw: None
M.P.: 8
This enables the mage to see the normally invisible magic
energies that radiate from wards. In this way he can tell if a
ward is real or not. He can also see the magic energy that covers
an area when a protection or area affect ward is used, and
whether a ward is active or not.
Sense Traps
Range: Self
Duration: One minute per level of experience
Saving Throw: None
M.P.: 7
This spell endows the spell caster with a sixth sense which
enables them to sense traps. This is done by simply looking over
an object or area no further than 2m (6.6ft) away. Unfortunately,
while the spell detects and locates traps, it does not identify
the specific danger or deactivate them. Nor does this spell
locacte secret compartments, doors, or passageways.
Level Four
Carpet of Adhesion
Range: 10m (33ft) plus 3m (10ft) per level of
experience
Area of Affect: 18 square meters.
Duration: 2.5 minutes per level of experience
Saving Throw: Special. If a save vs. magic is
made, the player rolls 2d6 to see how many melee rounds it will
take to pull free. Those failing to make the saving throw are
stuck for the entire duration. Effective even against giants, and
supernatural beings, and robots.
M.P.: 10
The spell caster creates a sticky carpet, up to 3m wide by 6m
long, that will adhere firmly to anyone who touches it. The
victim will stay stuck to the carpet until the duration elapses
or the spell is canceled. Can be cast upon any flat surface, the
size and shape of the the spell can be altered as long as it does
not exceed 18 square meters, but it is always flat and
two-dimensional. Note that this spell has
absolutely no adhesive affect on iron.
Deflect
Range: Self
Duration: One action per level of experience.
The spell will last until all deflections have been used, or one
melee per level level of experience, has passes.
Saving Throw: None
M.P.: 10
This spell allows the spell caster to attempt to magically parry
and deflect incoming ranged weapons attacks such as arrows,
bullets, lasers, beams, fireballs, lightning, etc. The caster
gets a normal d20 +4, for his or her parry (plus any P.P.
attributes bonus, other parry bonuses do not apply). If
successful, the attack is deflected by a small energy field, and
hits the ground 1d4x10 meters away. Such a deflection may
hit an ally or innoceont by standard if used in a crowded or
heavily occupied area.
When powerful blasts (those that inflict 1d4x10 or more damage)
are deflected, the character must roll a d20 again, but without
the benefit of a bonus, to see whether or not the attack is
deflected away without harm to others, or whether it strikes an
innocent bystandard. 1-4 means the attack is deflected into the ally
nearest the mage! 5-8 means it hits an innocent bystander. A roll
of 9 or higher means the attack is deflected without harm to
others, unless the area is densely populated, then innocents are
almost certain to be injured. Area affect attacks like explosions
may strike and injure or kill dozens of people; G.M.s should
use their discrection in such determintations. No, the spell
caster cannot accuractely deflect the attack into a specific
enemy target or location.
Energy Field
Range: Self or others up to 20m (66ft) away
Area of Affect: 2m (6.6ft) radius
Duration: One minute per level of experience
Saving Throw: None
M.P.: 10
Creates a protective energy field. The radius of the field is 2m
(6.6ft), enabling it to protect a small roomful of people (about
6-10 individuals). The energy field appears as a semi-transparent
wall or bubble that shimmers with a blue white-light. The field
provides 15 S.D.C. protection per level of experience and is
impenetrable until the S.D.C. is depleted.
Magic Net
Range: 6m (20ft) per level of experience
Duration: 30 seconds per level of experience
Saving Throw: Dodge 16 or higher
M.P.: 7
This spell creates a net composed of magic fibers which will
insnare 1-6 human sized victims within a 3m (10ft) diameter.
Normal weapons cannot cut through the net, only magic
weapons and spells can affect it. In this case, the net counts as
having an S.D.C. of 40 and a natural A.R. of 15. The dispel magic
barriers spell will instantly destroy the net. Anyone caught in
the magic net is helpess and unable to attack or defend.
themselves. The spell caster can cancel it at any time.
Ricochet Strike
Range: Varies with the type of weapon, must be a
physical melee weapon
Damage: Normal for the weapon uses
Duration: One action
Saving Throw: Dodge vs. caster's strike roll
M.P.: 12
This spell places a temporary enchantment on any melee weapon
that could conceivably be thrown.
When the weapon is thrown it can strike multiple targets by
ricocheting off the first to hit the second, and bounce again to
hit a third. The weapon can strike three targets in a single
action. It can strike the initial target twice, but only if it
ricochets off someone (or someone) else as it's second strike.
The spell caster rolls to strike as normal, and if the weapon
hits, it inflicts damage, then skips off the initial target and
streaks towards the next. The same strike roll is used for each
hit, and if it hits again, it does damage and goes to the third
target. The weapon can be parried or dodged as appropriate, and
yes, if a 20 is orlled, all intended targets are hit for double
damage. However, if it should, at any time, miss, or be dodged
(not parried, a parry will still cause ricochet), the spell ends.
In any case, it ends after the maximum number of targets (three)
have been hit or parried.
Level Five
Energy Disruption
Range: 20m (66ft) away
Area of Affect: 5m (16.5ft) radius
Duration: 3 minutes per level of experience
Saving Throw: None
M.P.: 15
This spell knocks out, stops, or immobilizes any electrical
device it is aimed at. This includes normal automobiles,
computers, radios, surveillance cameras, sensors, appliances,
entire fuse boxes, batteries, electrical alarm systems, etc. The
apparatus is not harmed it any way, it simply ceases to function
for the duration of the spell.
In low-tech worlds, the spell will cause candles, lanterns and
camp fires to sputter and go out (erupting back to full life the
moment the spell ends, until then they can not be relit by any
means). It can also be used to dimish the strength/damage of
magic fire and energy structures, like circle/wall of fire,
armour of ithan, energy field, energy based wards, etc., by half!
However, this disruption only affects magic already put into
place (it is not proactive so to speak), and will not dimish the
damage caused by energy bolts, fire balls, lightning, dragons
breath, wind, cold, kinetic force, and similiar magic attacks.
Nor can it affect spells of legend or magic weapons, potions,
circles, scrolls, or enchanted items.
Escape
Range: Self, touch, or 1.5m (5ft)
Duration: Instant
Saving Throw: None
M.P.: 8
The escape spell enables the mage to magically escape any normal
bonds or open any locking mechanism that bars his way. This
includes being tied with rope, handcuffs, prison cells, doors,
trunks, locks, straightjackets, etc. One restraint or lock can be
undone per each invocation. Only gagging the mage will prevent
the use of this magic, and only magic restraints and locks are
unaffected by this spell.
Eyes of Thoth
Range: Self
Duration: 10 minutes per level of experience
Saving Throw: None
M.P.: 8
This invocation enables the character to read and understand all
written languages, modern and ancient, including runes and magic
symbols. However, spoken languages are incomprehensible .
Level Six
Animate Object
Range: 20m (66ft); line of vision
Duration: 30 seconds per level of experience
Saving Throw: None
M.P.: 15
This incantation allows the spell caster to anime and control any
object or objects under a total of 25kg (55lbs). The spell caster
is able to mentally direct the object(s) to do just about
anything: a table to wal, a broom to sweep, make a chair dance,
etc. The spell caster can cause the object to hover up to 2m
(6.6ft) off the ground and move in any direction. If the
object(s) is used to attack, the total number of attacks possible
per melee is equal to the spell casters. So if four brrom are
animated and the mage has four attacks per melee round, one broom
can strike four times, all four strike one each, or any
combination. Roll to strike for each attacking object. Any parry
or dodge by the object counts as an action. No combat bonuses
apply other than +1 on initiative.
The animation of objects requires the spell caster's full
attention and concentration until level 5, at which time they can
be given basic orders and act on their own with 3 attacks per
melee.
Barrage
Range: 30m (100ft)+10m (33ft) per level of
experience
Duration: 7 seconds
Damage: 3 damage per strike - 3 hammering force
blasts + 1 per level of experience
Saving Throw: Dodge or parry against caster's
strike roll (+3 to strike)
Penetration: +3
M.P.: 15
This spell unleashes a succession of force blasts to batter its
intended target like a swarm of tiny comets striking one after
the other. Each blast is visible, about the size of a softball
with a vapor trail, and fast moving. Once unleashed against the
target, the barrage continues until all blasts are used up. Even
if the victim runs, flies up, or dives for cover, the barrage
will follow him like tiny guided missilses. However the blast
pulses are reasonably large and visible, the character can try to
dodge or parry then with an appropriate weapon or shield. A
successful dodge means the magical blast misses and dispels. A
successful parry means it is batted away and dispels on impact.
Of course, the downside is that the barrage of magic force will
either strike, injure, and distract the victim, or will cause him
to spend his time and actions trying to defend against the
attack! Either way, the character is distracted and injured.
In addition to taking damage, the victim is distracted from
events and activity around him (focused on the pounding attack)
and is -3 to defend against any other attack(s) leveled at him
during the barrage. Worse, even if the character stands his place
and takes the pummeling of force, hge loses two melee actions,
because he cannot take any offensive while being hammered by the
barrage.
Detect Poison
Range: 5m (16.5ft)
Duration: Instant
Saving Throw: None
M.P.: 10
The spell caster is able to direct his sight and concentration on
a particular object, powder, liquid, plant, drink, or food, and
detect whether or not it is poisonous or laced with poison.
Poison includes harmful or mind, mood, and physically altering
drugs.
Energize Spell
M.P.: 12+the ammount of the original spell
Basically pumps energy into the spell, so that it's duration is
doubled. If they wish to triple the duration, they have to pay
24+the original ammount, if they wish to quadruple, 48+the
original ammount, and so on.
Power Bolt
Range: 500m (1650ft)+30m (100ft) per level of
experience
Duration: Instant
Damage: 5d6+2 per level of experience
Saving Throw: Dodge 20 or higher
Penetration: +5
M.P.: 30
Power Bolt is a long-ranger magical attack that creates a blue
beam of energy. This attack is incredibly accurate, and delivers
mean damage over a massive range. The spell caster may regulate
damage by increments of 1d6.
Targeted Deflection
Range: Effective targeting deflection is 30m
(100ft)+10m(33ft) per level of experience. This spell only can be
cast on the sorcerer.
Duration: One action per level of experience
Saving Throw: Dodge
Limitation: Energy or magical attacks only
M.P.: 25
A more advanced form of the Deflect spell. After invoking this
magic, the mage can magically parry energy and magical
blasts/attacks witrh his arms and hands (a small field of energy
mommentarily appears around the hands and forearms). Best of all,
he can deflect them in such a way that the attack is directed
back at it's source! Unless the attacker dodges, he takes full
damage from his own attack and the mage takes none! To
successfully return the attack the mage rolls to parry +3 (in
addition to P.P. bonuses and/or Targeting skill bonuses). A
successful parry will block and deflect the attack harmlessly
away. A roll of 13 or higher will bounce the blast back at the
attacker. The attacker can try to dodge the bounce-back energy
blast, but does so without bonuses and must match or beat the
mages parry roll. A roll of 5-13 simply deflects the attack out
of harm's way, and a natural roll of 1-4 means a fumbled
deflection and the blast hits the mage without it being
deflected.
Teleport: Lesser
Range: 8km (5 miles) per level of experience
Duration: Instant
Saving Throw: None
M.P.: 15
This spell magically transmits non-living matter from one place
to another. Up to 25kg (55lbs) can be instantly transported from
the location of the caster to any location miles away. the only
requirements are that the mage touches the object to be
teleported and that the location of where it is being sent is
known to him. Success Ratio: 80+2% per level of experience. An
unsuccessful role means that the object never arrived where it
was supposed to, and could be anywhere within the mage's range
(he has no idea where).
Time Slip
Range: Self
Duration: 7 seconds
Saving Throw: None
M.P.: 20
This powerful temporal spell momentarily suspends time, enabling
the spell caster to technically slip seven seconds into the
future. The magic is such that the character cannot do any kind
of physical alteration, but he can move, open doors, grab an
item, run away, etc. To others, it will appear as if the mage
disappear for a few seconds and suddenly reappear at a different
location. All around him lose two attacks in the melee round in
which he reappears, but the mage retains all of his.
Tongues
Range: Self or others by touch
Duration: 5 minutes per level of experience
Saving Throw: None
M.P.: 12
This magic enables the character to perfectly understand and
speak all spoken languages at 98% proficiency, including
elemental and alien tongues.
Words of Truth
Range: 1.5m (5ft)
Duration: One minute per level of experience
Saving Throw: Standard, but the enchanted person
makes a saving throw for each question asked. A successful saving
throw means he doesn't have to answer. Questions can be repeated.
M.P.: 15
A person affected by this enchantment is compelled to answer any
and all questions truthfully. The spell caster must be within
range and he can aks two brief questions per melee. It is wise to
keep questions simple and to avoid confusion. The victim is
compelled to answer only the spell caster.
Level Seven
Globe of Silence
Range: Can be cast and moved anywhere within 30m
(100ft) of the caster.
Area of Affect: 3m (10ft) diameter
Duration: 1.5 minutes per level of experience
Saving Throw: None; there's no saving throw
because it is actually the physical space around the person that
is being altered. A negate magic spell can dispel/cancel the
globe.
M.P.: 20
Thsi spell immediately creates an invisible globe. No sound can
be heard by the people inside the globe, nor can the noise made
by them be heard by those outside of it. The globe absorbs
everything, so while it can prevent those from within the globe
from making noise, it also prevents sound from outside to enter.
Those within the globe can't hear anything. The globe itself can
be fixated in a stationary posistion or metally moved by the
spell caster. However, the spell caster cannot cast another spell
while manipulating the globe, and once fixed to one spot, that is
where it eramins until the spell duration time elapses or it is
cancelled. The globe can be cast up to 30m (100ft) away.
Immobilize
Range: 20m (66ft)
Area of Affect: 6mx12m cone (20ftx40ft)
Duration: 30 seconds per level of experience
Saving Throw: Special; if a successful save is
made, the player rolls 1d4 to determine how many melee rounds his
character is immobilized. After that time he is able to move
freely out of the cone, but cannot move to affect anything inside
of it.
M.P.: 25
This spell creates a glittering, transparent cone 6m in diameter
and 12m tall. The cone halts all motion within it's scope.
Missile weapons, speech, movement, flight, everything is
momentarily frozen in time. Anyone entering or touching the
glittering cone of light is also instantly immobilized. When the
spell time elapses, any missile weapons or creatures in flight
will drop to the ground (their inertia spent) while speech and
movement will continue.
Second Sight
Range: Self; 8km (5 miles) per level of
experience
Duration: 30 seconds
Saving Throw: Mind block will temporarily
prevent the use of second sight.
M.P.: 25
A unique magic that enables the mage to see and hear what another
person is doing at that very moment. The mage just has to think
about that person and he will get a clairvoyant-like vision of
what that person is doing and say, and who he/she is with. The
vision is what one might expect to see in a crystal ball except
that the mage sees it only in his mind. The vision lasts 30
seconds each time it is invoked. To use second sight, the
character must have previously encountered/met the individual for
more than a few seconds, or have a personal belonging of the
person, or a lock of hair.
A mage can also use seocnd sight to transmit their present
activity to another person. This is a great way to show somebody
that you are in trouble. Note: The vision cannot
be altered in any way from the truth.
Spinning Blades
Range: Varies
Duration: One melee round per level of
experience or until used up in offensive attacks.
Damage: 2d6 S.D.C. per blade
Saving Throw: Parry (when applicable) and dodge
Penetration: +2 for each blade
M.P.: 20
This spell temporarily transforms an ordinary knife or short
sword into a magical weapon. The enchanted weapon floats in the
air and one new, additional blade, appears for every odd level of
experience, creating a circular fan of blades. The blades then
spin in place near the mage, waiting for use.
Used for defense, the blades will move to parry all
physical attacks, including attacks from other blades, arrows,
bullets, and energy blasts, +6 to parry most attacks, but only +2
to parry energy blasts and projectiles.
When used as an offensive weapon, the fan of blades can be
sent hurling like a single buzz-saw blade at a single target. The
attack is impossible to parry by any normal waepons, and inflicts
an ammount of damage equal to 2d6 times the number of blades!
Maximum range is 10m (33ft). The magic blades disappear after
they strike, which means if the buzz-saw attack misses , the mage
can mentally direct it to strike again. Each attempt counts as
one of the caster's attacks. A pair of sorcerers sending this
attack against each other will cause a clash of blades that
negates it eachother.
An alternative attack is to fire each of the blades like rocketed
projectiles, one at a time or in pairs (pairs count as a melee
attack). Each firing of the blades counts as one melee attack,
but has an impressive range of 30m (100ft). Once the magical
blade is fired, it disappears after it has hit or missed, +3 to
strike (no other bonuses), but can be dodged or parried.
Wink-Out
Range: Self
Duration: Varies
Saving Throw: None
Limitations: THe spell only affects the spell
caster until he is fifth level or greater. Experienced mages can
take two people with them but must be touching both at the moment
the spell is cast. The exact spot that the character warped from
is the exact location where he reappears.
M.P.: 20 for one minute, +10 for each additional
minute to a maximum of 5 minutes (60 M.P.)
The character seems to disappear and then reappear an
undetermined amount of time later. In reality, the spell caster
has created and stepped into a very temporary time hole in
another dimension.
Time inside the wink-out time hole passes at the rate of 1 minute
real time to 15 seconds in the hole. During the wink out phase,
the character cannot be located by most means (those who can
sense temporal disturbances or anamolies will notice one right
around where the caster disappeared); they have literally
disappeared off the physical plane. While winked out, the
character can use their itme to perform any necessary actions.
Note, nothing can be left behind in the temporary time pocket.
X-Ray Vision
Range: Self
Duration: 30 seconds per level of experience
Saving Throw: None
M.P.: 25
This spell empowers the mage with the ability to see through
solid matter. However, it takes varying amounts of time to see
throuh various substances. They cannot see through structures
thicker than listed below, or through lead or containers
magically "sealed". The following time is needed to see
through these materials.
15 seconds: 1m (3.3ft) of wood, cloth, or leather, 0.5m (1.65ft)
of dirt, clay, or stone, 0.25m (0.825ft) of metal.
30 seconds: 2m (6.6ft) of wood or cloth, 1m (3.3ft) of dirt,
clay, or stone, 0.5m (1.65ft) of metal.
Level Eight
Eyes of the Wolf
Range: Self
Duration: Eight minutes per level of experience
Saving Throw: None
M.P.: 25
This spell bestows the following basic abilities.
Keen, 20/20 vision, but sees in black and white.
Nightvision: 30m (100ft)
See the invisible: 1-75% likelihood
Identify Tracks: 85% skill
Track (by sight): 50%
Forcebonds
Range: Touch
Duration: 30 minutes per level of experience
Saving Throw: Special
M.P.: 25
This spell, transforms ordinary materials (chains, leather
strips, rope, or even strips of cloth, string, yarn, or rubber
bands) into magical restraints that glow with mystic force. The
captive must already be subdued, or has surrendered and been tied
with some ordinary material. A single captive can be bound at the
wrists and/or ankles, or at the wrists with two bands around the
arms and upper torso.
Forcebonds requires a combined supernatural P.S. of 45 to pull
free or break the bonds (takes 2d4 minutes of trying to do song),
or 200 S.D.C. to destroy the them. Dispel Magic barries and
negate magic can be used to make them disappear, but the
forcebonds get a +2 to save. Characters with the escape skill
will find the Forcebonds to be very difficult to escape from,
reduced skill by half, and takes three times as long. When bound
by this magic, the Escape spell functions as the escape skill at
50% maximum proficiency. An escape can be tried once every five
minutes. Teleporting away, while still bound, will take the
victim to a new location, but he will still be bound.
Metamorphosis into a mist works wonderfully, metamorphing into
any animal or insect with legs and a body is futile, as the
animal will remain tied up by the Forcebonds.
Locate
Range: 25km (19m) per level of experience
Duration: Instant
Saving Throw: None
M.P.: 30
This invocation enables the spell caster to sense the general
location of a friend or foe. The location is limited to a general
area or environment , like a specific building, house, shop,
church, park, a carriage headed for the Timiro Kingdom, wherever.
To located a particular person, the character must either know
the person or know them by reputation and have seen a painting or
drawing or photograph of them. The success ratio is 41%, 88% for
ritual. However, the latter also requires an object owned by the
person, a lock of hair, fingernail clippings, or dried blood from
that person.
Oracle
Range: Self
Duration: One minute
Saving Throw: None
M.P.: 30
The equivalent of clairvoyance. The spell caster recieves one
dream-like vision of a possible future. The focus of the vision
will depend on what, when, or whom the mage is thinking about.
The same basic rules apply to clairvoyance apply to the
"oracle" invocation.
Power Weapon
Range: One weapon by touch
Duration: 30 seconds per level of experience
Saving Throw: None
M.P.: 35
This spell temporarily infuses a normal weapon with magical
energy, doubling it's damage and making it count as a magical
weapon. Energy blasts or spells can be parried with the weapon,
but with no bonuses and at -3. Note that this spell will not work
on magic, rune, or holy weapons, or anything else of the sort.
Sense Dimensional Anomaly
Range: Self
Duration: Two minutes per level of experience
Saving Throw: None
M.P.: 30
This spell enables the wizard to feel ripples in the space-time
continuum and often sense the general location of such anomalies.
Senses the following
The opening, closing, and general location of dimensional Rifts
and doorways within an 80km (50 mile) area.
The opening and closing of mystic portals, dimensional
teleportation, ley line storms, and time holes within 2km (1.2
miles).
The opening, closing, and general location of dimensional
envelopes within 30m (100ft
The opening, closing, and general location of dimensional pockets
withn 3m (10ft), can see into the pocket if they find it.
Sense when a space warp, wink-out, or time warp is occuring
within a 30m (100ft) radius
Sense the presence/essence of astral beigns, two and
fourth-dimensional beigns, entities and alien intelligences
within a 30m (100ft) radius, but cannot pinpoint their location.
Time Capsule
Range: Touch
Duration: Varies, up to 50 years per level of
experience
Saving Throw: None
Limitations: Can encapsule 25kg (55lbs) per
level of experience. Effective only on picked plants and
non-living materials, including, herbs, fruit, vegetables,
grains, other foods, water, alcohol, potions, books, clothing,
weapons, machines, etc. Humanoids, animals, and insects cannot be
placed in the time capsule.
M.P.: 30
Everything placed in the time capsule is perfectly preserved. The
equivalent of one minute passes for every year inside the
capsule. To create a time capsule, the spell caster must place
the items to be preserved into a container of some kind. The
container can be a wooden crate, metal trunk, cardboard box,
knapsack, bag, or just about anything as long as it can be
completely closed. When the container is closed the spell can be
cast. The magic creates an energy field that takes the container
and everything inside it out of the normal time continuum. As
long as the container remains unopened the magic remains in
effect. The instant it is opened the time capsule spell ends. The
time capsule can be hidden, buried or just placed on a shelf. How
easy it is to open the capsule depends entirely on the strength
of the container. The seal spell can be used in conjunction with
this spell.
Level Nine
Age
Range: 10m (66ft)
Duration: 1.5 minutes per level of experience
Saving Throw: Standard
M.P.: 50
This spell magically transforms its victim, humanoid or animal,
to the limit of their natural age! Only supernatural beings and
creatures of magic are unaffected by this spell. The aged person
will suffer the following: -4 to initiative, -5 to strike, -5 to
dodge/parry, -4 to damage, Reduce P.S., P.P., P.E., P.B., and
Spd. by half! Reduce attacks per melee round and combat bonuses
by half (before subtraction).
Beat Insurmountable Odds
Range: Self or one other, can be cast up to 300m
(1000ft) away
Duration: One specific action, a few seconds
Limitation Note: This cannot be used in
combination with other magic spells.
Saving Throw: Not applicable
M.P.: 70
This spell warps the powers of probability of one specific
event/action in the favor of the caster or one individual who has
been enchanted by this magic.The action of which the probability
is being "tweaked" must have some real chance of
success, even if it's a one in a million chance (ideally, one in
a thousand or less).
One in a thousand (or less): Example: If a
character or his riding animal can leap approximately 5-7m
(16.5-23.1ft) high or lengthwise, using this spell will guarantee
successs. If the leaping distance was longer, but if lucky, the
character or his animal "might" be able to do it, this
spell will make the attempt a success if the character rolls 8 or
higher on an unmodified d20 roll. Any roll under 8 means it was
close, but fails.
The same produce applies to rolls involing lunging or grabbing
hold of an object, person, or vehicle, maintaining balance,
swing, or dodging out of harms way, leaping through a door or
hatching before it closes, making a diving catch, hiding unseen,
rolling to save vs. impact/fall, using a skill successfully and
quickly (50-100% faster than usual, applies to one skill action
or deed). This roll can also be used to save against mind
controll, illusions, possession, poison, and disease (but not to
save vs. magic or magic potions).
Coma & Death: Can be cast on a character who has
collapsed from serious injuries and needs to make a save vs.
coma. In this case, the character rolls to save as usual, but is
+40% to save. Failure to save vs. coma & death means death.
Combat Note: Except for dodging, leaps, actions to grab,
this roll does not apply to combat actions. To strike, parry,
disarm, get initiative, or to make an aimed shot, the character
rolls as normal, but gets a +4 applies to half his total melee
actions for one melee round, dodges are automatic and he can
engage as many as three opponents simultaneously. Long range
attacks can be done at 50% greater distance than is typically
considered maximum effective range.
One in a Million Odds: If the character is
attempting something outlandish, but still withing the realm of
probability, he must roll a 15 or higher on an unmodified d20
roll. Any roll under 15 means it was close, but fails.
A roll of natural 20 means not only is the deed a success, but
perfect and spectactular in it's performance/execution. Witnesses
will be stunned with amazement (lose initiative and one melee
action) and may be intimidated or frightened by the character.
Coma & Death: This spell enables a character, near
death, to make a conventional attempt to save vs. coma &
death when he is as much as 20 points below the number usually
necessary tos ave. For example, a character with a P.E. of 12 can
see his hit points reudced to as much as 32 below zero before he
is beyond saving. Failure to save vs. coma & death means
death.
Combat Note: Accept for dodging, leaps, actions to grab,
this roll does not apply to combat actions. To strike, parry,
disarm, get initiative, or to make an aimed shot, the character
rolls as normal, but gets a +1 applies to half his total melee
actions for one melee round. Long range attacks can be done at
50% greater distance than is typically considered maximum
effective range.
This spell cannot affect anything non-living.
Familiar Link
Range: Self and animal; 200m (660ft)
Duration: Indefinate
Saving Throw: None
M.P.: 55
At thrid level, a pracititioner of magic is experienced enough to
mentally link with a small animal. This link is permanent,
producing a rather impressive symbiotic relationship. No matter
how wild or mean the animal may have been, it will instantly
consider the mage to be its friend, companion, and master. To
him, the animal is always docile and submissive, because the two
are now one; an extension of each other. As such, both man and
animal will understand each other completely. For the mage, the
familiar is now a sensory extension enabling him to see, hear,
smell, taste, and feel everything the animal experiences. Thus,
familiars make great spies, listening to conversations and
prowling into areas not easily accessible to their masters.
Although the familiar understands and obeys the mage, it cannot
actually speak to him.
Just as the mage knows what the familiar is feeling, so the
familiar knows what its master is experiencing on an empathic and
telepathic level. If one is in danger the other will know it. The
magical nature of the union also provides the mage and the
familiar both with an additional six hit points.
However, if the familiar is hurt or attacked, its master also
feels the damage as if it were happening to him, even if miles
apart. If the familiar is killed, the arcanist permanently
loses 10 hit points! There is also a 50% chance he will
suffer shock from the ordeal. If he does, he will lapse into a
coma for 1d6 hours, another familiar link cannot be tried again
for atleast 1d4 years.
Other Limitations & Notes About the Familiar Link:
1. Two-way telepathic and empathic communication, maximum 200m
(660ft). Beyond this range the two cannot communicate but each
will know if the other is in dnager or hurt regardless of the
distance between them. The animal will also understand spoken
commands by its master on an almost human level. The mage will
have a keen understand and perception of his animal companion's
reactions, growls, noises, and body language.
2. The familiar possess all the abilities common for that type of
animal.
3. Familiar size, 11kg (25lbs) maximum.
Monster Insect
Range: 1m (3.3ft); line of vision
Duration: Five minutes per level of experience
Saving Throw: Not applicable.
M.P.: 50 for dog-sized, 100 for bull/horse
sized.
The caster can magically transform any ordinary insect into a
monster the size of a dog or horse. The creature will obey simply
commands frm the mage who created it and is very agressive, will
fight to the death.
Typical monster insect (dog sized)
Horror Factor: 13
A.R.: 16
Hit Points:1d4x10 S.D.C.: 2d4x10
Attacks Per Melee: Three
Damage: 2d6 damage from claws, 3d6 damage from bite or
stinger.
Bonuses: +2 on initiative, +3 strike and dodge, +1 to
parry.
Skills of Note: Climb 90/85, Swim 80%, land navigation
80%, track humanoids and animals 80%, and can run or fly at a
speed of 58.
For further details on insects and their applications in larger
sizes, see Control Insects, pgs. 262-266 in Heroes Unlimited
Second Edition.
Slow Time
Range: 20m (66ft)
Duration: 30 seconds per level of the spell
caster
Saving Throw: Standard
M.P.: 50
A time distortion spell, slowing time around several target areas
(2m radius spherical areas) by a magnitude of 3 (for every 3
seconds in real time, the time around the target is 1 second).
This in effect reduces physical prowess, speed, and mobility to
1/3 their normal ability. Attacks per melee, dodge, and parry
bonuses are all reduced to 1/3 (after P.P. reduction!). This
spell can be cast upon 1d6 targets within 20m (66ft), of the
caster, but within line of vision.
Level Ten
Dimensional Pocket
Range: Self only
Duration: Varies. Temporary pockets last for one
hour per level of experience. Long-term pockets exist for 6
months per level of experience
Saving Throw: None
Limitations: Items must be small, ideally,
something that can be picked up and held with one hand. About
15kg (33lbs) can be stored in the d-pocket, depending on it's
size.
M.P.: 30 for short term, 140 for long term
This spell creates a portable dimensional pocket inside a sack
(big enough to fit one's hand in, purse, satchel, backpack, etc.
The spell requires a psychological orientation, so without a
sack, back or pocket the power cannot work. The character will
select one bag or pocket as their focus. The character can reach
into the 'pocket', a limbo dimension, to retrieve items they have
placed there. The anybody else, the container appears ordinary
and empty.
Wizards seldom have more than one or two long term pockets
themselves and rarely sell "magic" bags with more than
3 years of life in them. The retail cost for such can range from
90,000 to half a million hold, however the maker seldom gets more
than 20%.
Magic Warrior
Range: 30m (100ft)
Duration: Two melee rounds per level of
experience
Saving Throw: Special "disbelieve"
option.
M.P.: 60
This spell creates the image of an armored warrior tailored to
the caster's imagination. The magical phantom is slightly
translucent, which may cause some to believe it is an illusion.
This is only partly true. The Warrior is constructed of magical
energy, and as such, is mostly real. However, if the enemy choose
to "disbelieve" it is real,allow each disbelieving
character a normal save vs. magic. If successful, the Phantom
Warrior only inflicts half the normal damage. The warrior is
completely under the mages mental command, but does not require
his or her concentration to maintain it, provided it is given
clear and simple commands.
S.D.C.: 1d4x10
Size: 1.2-3.6m (4-12ft) tall
Attributes: I.Q. 9, P.S. 30, P.P. 22, P.E. 30,
Spd. 20; all physical attributes are supernatural and the magical
warrior is impervious to all attacks except iron weapons, silver
weapons, magic weapons, black magic, white magic, and spirit
shamanism.
Combat: Five attacks per melee, does 4d6 damage
with punches and kicks as per Supernatural Strength, or via some
particular weapon, modern or ancient, and it can parry
projecticles.
Bonuses: +4 initiative, +5 to strike, parry, and
dodge, Spd. 20; the Phantom WArrior can lift up to 3000lbs, but
will not carry things. It can aid in clearing rubble, move
objects, etc., but it is not a beast of burden (doesn't last long
enough anyway).
Limitations: If the warrior moves more than 30m
(100ft) away from it's creator, it instantly fades away. Does
half damage if people don't believe in it.
Mystic Portal
Range: Up to 6m (20ft) away
Size: 3m (10ft) wide by 3m (10ft) tall opening,
can be increased by 1m for each side at levels 5, 10, and 15.
Duration: 1 minute per level of experience
Limitation: One way passage! Once a person steps
through, the opening behind is gone (although people on the other
side can se both the portal and the person who just stepped
through)
Saving Throw: None
M.P.: 60
This spell creates a dimensional Rift in the fabric of space,
allowing the spell caster to use it in the following ways.
Pass through solid walls: The mage has but to
weave the spell on a particular area of a wall or locked door.
The area will shimmer brightly, and suddeny, a protal or passage
will appear as if cut out of the very stone. The portal can
create a 4m (ft) deep passageway per level of experience in any
substance!
Teleportation: The mystic portal can be a
dorrway to a nearby location known to the spell caster,
flawlessly traveling hundreds of feet in an insant. The portal
can be placed on a vertical wall, the floor or ceiling. Looking
into it reveals wat will appear to be just the other side of the
wayy, even thhough the view may be completely incongrous to one's
present location. Steeping through it will instantly place the
person in that location.
Range: 30m (100ft) per level of experience
Plane Skip
Range: Self and one other by touch
Duration: Instant
Saving Throw: None
M.P.: 65
This is a dangerous spell, because the mage has very limited
control over the result. Whenever the mage steps into a
dimensional portal/rift/gateway/circle or is caught in a
dimensional disturbance that will send him to another dimension,
he can cast Plane Skip to escape and "skip" past the
original destination to a different dimension. Problem is that
it's usualy random, and an alien place.
01-20 To a dimension known by the spell caster;
back home, the astral plane, or another other place known to the
mage.
21-25 The Astral Plane, but the spell caster may
be stuck for a long time unless the character can find a way back
to the physical plane.
26-30 The Dimensional Market at Splynn, in
Atlantis!
31-00 Another dimension of the G.M.'s choice.
Warped Space
Range: Can be cast up to 50m (165ft) away
Area of Affect: 3m (10ft) per level of
experience
Damage: None per se; varies
Duration: 15 seconds
Saving Throw: None
M.P.: 90
Casting the spell causes the reality in the area of affect to
twist, bubble, and essentially distort. For a full fifteen
seconds, all creatures, vehicles, and objects are wildly
distorted and resemble something see in a carnival house of
mirrors. During this time, everyone in the area of affect is
fairly helpess, reduce the normal number of melee actions and
usual combat bonuses by half, speed by 75%. Anyone trying to
shoot into the area from a safe distance will suffe a -9 to
strike as the shot/attack is also warped or completely dispelled.
Anyone, including the spell caster netering the area while Warped
Space is in effect will be struck by the spell. While
uncomfortable and disorienting, the spell does not physically
damage living creatures.
Noteable, Random Warp Effects: G.M., either pick
three or four or roll three times on the following table.
01-10 Energy weapons and magical energy blasts do not work.
11-20 All inorganic materials are reduced to half S.D.C.
21-30 All physical attacks do half damage
31-40 Supernatural beings shrink to half their size and
attributes become the same as mere mortals.
41-50 Mortal beings become supernatural!
51-60 Time Warp! Although only 15 seconds pass in the area,
1d6x10 minutes pass outside the area!
61-70 Use of magic sends shock waves through the warped area,
knocking everybody off their feet - no magical affect occurs.
71-80 No gravity! People and objects become weightless and
floatin the air up to 30m (100ft) high.
81-85 Psionics do not work
86-90 Metal turns into glass! With 10 S.D.C. for each object.
91-00 The warp affect lasts for an extra 15 seconds.
Level Eleven
Re-Open Gateway
Range: 3m (10ft)
Duration: 15 seconds per level of experience
Saving Throw: None
M.P.: 180
This spell enablest he caster to re-open an already existing or
active, or permanent, dimensional portal. This includes the
dimensional portals found in stone pyramids, select nexus points,
and similiar. The portal will auotmatically open to the last
location accessed from that portal. Once opened, anything,
friend, foe, or monster, can pass through the gateway from either
side, simply by steeping into the mass of swiriling blue energy.
Thus, it is not wise to leave a portal open for very long,
especially if one does not know where the gateway leads. The
caster can close the gateway, in an instant, at will, but may
need to roll initiative to see whether or not it's closed before
something nasty comes through. Note that due to the nature of
this spell, those passing through may only go one way.
Level Twelve
Swap Place
Range: 15m (49.5ft) per level of experience;
line of sight
Duration: One minute per level of experience
Saving Throw: None
M.P.: 200
A security chief's nightmare. This spell allows the caster to
target anyone withing range and swap places with him. The person
with whom the swap is made must be clearly visible to the caster.
The "swap" lasts only one minute per level of
experience, and can be canceled at any time. When the spell ends,
the swap is repeated, and the two characters reverse places
again. Insted of sending himself, the caster can swap one willing
character with another by touching him and casting the spell.
Note: This magical swap can only be made with
another intelligent, living being of flesh and blood.
Level Thirteen
Time Hole
Range: Self
Duration: Special
Saving Throw: None
M.P.: 210
The mage can teleport themselves and their possessions into a
sort of statis field in a limbo-like dimension. The time hole is
a white void in which the wizards inhabits/controls a 6m (20ft)
diameter area per level of experience. He cannot go beyond this
area of control. There is nothing to see or do in the time hole,
or to eat or drink, except for whatever the person may have
brought within him.
The advantage of the timehole is that a man of magic can
effectively disappear for days or weeks and be nowhere to be
found. In this way the mage can hide from enemies when they need
to recover from physical damage or exhaustion, or they can use
the time to prepare for combat or to study in reclusion.
In the time hole time passes normally, so the character will age
normally. However, outisde the time home time is moving at a much
slower rate. Thus for every 6 hours in the time hole, only 1 hour
passes outside. The mage can stay inside the time hole for 1 day
(4 hours real time) per level of experience.
Level Fourteen
Close Rift
Range: 30m (100ft)
Duration: Instant
Saving Throw: Standard
M.P.: 100 for magical portals (and the like),
200 for large rifts or gateways
The wizard can close a rift by sheer force of will. The mystic
nature of the dimensional gateway gives the rift an automatic
save vs. magic, consquently the Close Rift Ritual will increase
one's odds for success. The dimensional portal/Rift will
instantly vanish if successful.
Level Fifteen
Dimensional Portal
Range: 1m (3.3ft) away
Duration: 30 seconds per level of experience, 1
minute when cast as a ritual
Saving Throw: None
M.P.: 250 (half at a ley-line nexus)
The dimensinal portal invocation opens a two-way door to another
dimension. The mage can open a door to a specific world or a
random undirected place. This is the only way a greater being can
inter into another diemsnin. Once the portal closes, the only way
back is to open another portal.
Dimensional Teleport
Range: Another plane
Duration: Instant
Saving Throw: None
M.P.: 200 (half at a ley-line nexus)
This spell will transport the caster an a maximum of 900kg
(2000lbs) to another dimension. This spell is only effective if
the spell caster has visited the dimension in the past. The
location where the teleporter appears within that dimension is
completely random unless the caster has a personal sanctuary
there, complete with a dimensional Rift circle, or is built on or
near a ley-line nexus. The success ratio is 50+6% per level of
experience, if failed, nothing happens.
Summon Greater Familiar
Range: Immediate area
Duration: One year per level of experience
Saving Throw: Special: battle of wills
M.P.: 200
This spell summons forth a lesser daemon or supernatural being to
serve the spell caster by becoming his familiar. This can be
achieved by signing a pact or by a battle of wills. In a battle
of wills. In a battle of wills, the spell caster can impose his
will over the daemon in a brief mental wrestling match. Roll
percentile dice plus M.E.. If the spell caster rolls over 55%
three times out of five, the demon will become submissive and his
familiar. If the spell caster loses the mental wrestling match,
they're going to be dealing with one pissed of daemon.
Note: The daemon is likely to challenge his new
master once a monther requiring another mental wrestling match
and/or a show of power and punishment. The daemonic familiar will
be fairly loyal but may cheat, question, or lie to his master.
Void
Range: 60m (200ft) or one person by touch
Duration: One week per level of experience
Saving Throw: Standard -2
M.P.: 250
As the mage casts this spell, a black mist envelopes the target,
then disappears, along with all trace of the victim. The mist
forces the victim through a dimensional doorway to a pocket
dimension-like limbo between dimensions. There is nothing in the
pocket dimension. It is completely empty, devoid of light, sound,
magical energy, and even air. The victim is magically sustained
so there is no fear for starvation or asphyxiation, but there is
absolutely no escape for those without a ability to dimensionally
teleport or travel. The distortion means there is no magical
energy to draw on therefore the character cannot generate M.P.,
and the character will not heal or regenerate I.S.P. The target
must simply wait until the spell wears off, or the caster
releases him. Psionics with some sort of dimensional travel
ability (like astral transference), or whom are dragons, gods, or
other beings with dimensional teleport, can escape upon
successful use of their supernatural ability. Being trapped in
the Void is a rather unsettling experience - thankfully, time is
distorted (2d6 hours in the void equals one week).
Spells of Legend
Metamorphosis: Animal
Range: Self, other's can be transformed by
ritual only
Duration: 20 minutes per level of experience, or
permanent
Saving Throw: None
M.P.: 50, 200 for permanent
This legendary invocation allows a wizard to transform himself or
another into a particular animal, from an alley cat or cocker
spaniel to a lion, wolf, alligator, bird, etc. In animal form,
the character gets all inherent abilities and defenses which that
animal form may offer, but retains his own I.Q., ability
to speak, memory, S.D.C., and hit points. The mage can return to
human form (naked) at will.
In the case of a permanent transformation, the victim will have
to make a save vs. insanity after spending one week, and for
every month thereafter, in their new body. If failed, the persons
mind will begin to revert to a more animal state, reducing their
I.Q. and M.E. by 1 to a maximum of -4, and at some point, nothing
will ever be able to bring them back to a full 'human' mind. A
ritual permanent casting of Metamorphosis: Human will reverse the
spell.
General abilities of an animal type can be found throughout
various Palladium Books, but it's best to look at The
Palladium Book of Monsters & Animals; Second Edition.
Metamorphosis: Human
Range: Self, or other by ritual.
Duration: 20 minutes per level of experience, or
permanent
Saving Throw: None
M.P.: 40, 250 for permanent
The ultimate disguise, enabling the character to change his
weight, age, hair color, hair length, skin color, gender, and
features. A human wizard can shape change to look like somebody
else, while a nonhuman can transform to appear completely human.
To attempt to impersonate a real, existing person, the mage must
have the disguise or impersonation skill, even though he/she is
mentally molding his/her features through magic. The success
ratio is the caster's disguise skill +10%. The better they know
the person the more complete the disguise.
In a ritual version of the same magic, the mage can
metamorphosize somebody else, rather than himself. Also in the
ritual, the mage can metamorphosize someone else into an exact
duplicate of himself or any one present at the ritual.
Note: This metamorphosis only changes the apperance. The
person still retains their own voice, memory, skills, powers, and
attributes.
This spell is also capable of reversing other spells of
metamorphosis, requiring the temporary casting for a temporary
transformation, and the permanent casting for a permanent
transformation, without ritual for temporary.
Metamorphosis: Insect
Range: Self, or other by ritual
Duration: 20 minutes per level of experience, or
permanent
Saving Throw: None
M.P.: 60, 275 for permanent
The mage can transform himself into any insect, including
non-poisonous spiders and scorpions, that are no smaller than
half an inch (12.7mm) and no larger than six inches (152.4mm). In
insect form, the mage retains his own I.Q., memory, knowledge,
hit points, and S.D.C. (goddamn cockroach is like a tank!);
however performance of human skills is impossible as a bug.
Likewise, magic cannot be cast, because as an insect, he cannot
speak. The metamorphosis can be cancelled at will, but the mage
will be naked.
In the case of a permanent transformation, the transformed will
not have to worry about mental regression as is with animals. The
mind of an insect is rather simple and easy to overcome, however
becoming a hive insect and bringing oneself within effective
range of a hive influence is very dangerous, forcing the
transformed to make a save vs. psionics or fall under the hive
mind influence for 1d6 minutes before they can make another save
+1 to try and snap out of it, if they still fail, they remain
that way for another 1d6 minutes and gain +2 to save next time,
and so on until they come out of it. If the victim fails 10 times
in a row their mind has been completely subdued and they will
simply be another insect. A ritual permanent casting of
Metamorphosis: Human will reverse the spell.
The following are some typical insect abilities.
Bite or Sting: Non-poisonous: One point of damage,
Non-lethal Poison: 1d6 damage, causes swelling and discomfort.
Speed: Running: Equal to Spd. 8, Climbing: Equal to Spd.
6, Flying: 32kmph (20mph) extended flight, 56kmph (25mph) for
short bursts (30 seconds). Never seems to tire and can walk on
just about any surface.
Abilities & Bonuses: Prowl: Small (2 inches or less) -
90%, Large (2.5 inches or more) - 66%. Natural Climbing ability
on any surface is 98%, spiders can rappel. Bonus to automatically
dodge is +6. Range for hearing is 15m (49.5ft). Range for vision
is 15m (49.5ft), but has 180 degree peripheral vision, making
sneak attacks impossible.
Metamorphosis: Mist
Range: Self
Duration: 20 minutes per level of experience
Saving Throw: None
M.P.: 200
Said to be the most powerful metamorphosis magic, the mage can
transform into a living mist. As a mist, no physical or energy
attacks can harm him and no locked door can stop him, because he
can slip through the tiniest crack or keyhole. Although the mage
cannot communicate or cast magic, he can hear and see events
around him. Of course, he can materialize (naked) with a thought.
The mist moves at a maximum speed of 14, prowls at an 80%, is
completely silent, can hover up to 30m (100ft) high and is
semi-transparent.