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<br>
<br>
<font face="Courier New, Courier" size=1> Comments on Magic
Spells<br>
<br>
1) Abandon: No MDV Limit? Seems like this spell would
do good with<br>
a MDV Limit. I had an optional rule
for this spell but think<br>
a new spell and family group might fit
this better. See below.<br>
<br>
2) Astral Paths: Should there be some form of this spell
used to<br>
travel via the Lower World instead of
Upper? I've thought of<br>
it but cna't reason out a good way but
anyone ever think about it?<br>
I know in theory this spell works on the
godly mystical aspects<br>
of the Upper World. but ther are
also supernatural forces of<br>
the Lower World. So a alternative or
option might work, no? <br>
<br>
3) Astral Well: How about an optional rule to spend x3
or x5 for<br>
sending the person to a specific upper
world location. However<br>
the caster must have precise information
or knowledge of said<br>
location to use this option. I think
a x3 Mana Cost would work.<br>
<br>
4) Blindness: Optional rule suggestion - Since some animals
like Bats,<br>
Dolphins, etc. use radar/extrasensory
things to 'see' how about<br>
an optional rule so this spell works on
those creatures. Maybe<br>
a x3 mana cost for this to be effected or
a x2? Say your swimming<br>
and suddenly a shark is coming toward
you..you cast this spell and<br>
its magnetic sense/blood sense is lost and
it goes off in some<br>
random direction. In some
regard I recall reading a myth about<br>
underwater creatures (like Mermen) that
had this ability to use<br>
on the sea creatures when in danger.<br>
<br>
5) Choking Moisture: I've thought about getting this to
affect more<br>
than one target but havne't come up with a
good plan. Anyone<br>
try to modify this spell for area
effect? BMC wise and such?<br>
<br>
6) Compulsion: Should this spell be more restrictive for
pnp2? Say<br>
make it Tasks: EL so the person has to
perform EL tasks rather<br>
than some vague endless number of
tasks. As it stands now<br>
it could be abused. <br>
<br>
7) Concealing Mist: How about optional rule to cast this at
x3<br>
the mana cost. Used this way the
caster can move away from<br>
the Mist which stays in place. The
person is also invisible.<br>
Could make for good escapes. But
requires Invisibility spell<br>
be known to the caster. Cost is x3
mana for Concealing Mist<br>
plus cost of invisilibity. Right now
the mist is used to<br>
confuse enemies but its easy to track the
caster. Must cast<br>
and have success in both spells to
use. <br>
<br>
<br>
8) Cold: Alternative spell suggestion: See below for
new spells.<br>
<br>
9) Damage Reversal: Just a clarification. Does this
spell work only<br>
once to the person attacking first come
first serve? Ie if 3 wizards<br>
cast fire darts on the caster does the
first fire dart reverse or<br>
do all three if all three hit in the same
phase? This may need<br>
to be clarified for pnp2. <br>
<br>
10) Darkling Light: Is the damage pernament after negation or does
it<br>
just suddenly go away if negated
completely? Just a clarification.<br>
Also is the damage to Energy Level or
Physical. Just making sure.<br>
My guess is the damage just goes away and
it goes to physical.<br>
<br>
11) Grasping Sands: Can you explain the success/failure/success
thing?<br>
It says to crush spell must be cast
again. Does this mean you<br>
have to cast Grasping sands ONCE to grab
the target then cast it<br>
AGAIN to get the crush chance?<br>
<br>
12) Detection: The EL+1 inches squared range is tactical or
literal<br>
inches? Just clarifying.<br>
<br>
13) Dark Sight: Alternative or optional
suggestion. How about<br>
a IR/heat night vision effecT?
Instead of a spell for night<br>
viewing how about something to see heat or
UV signatures like<br>
animals do? Maybe a x3 mana option
or something.<br>
<br>
14) Fog of Death: How does weather affect this spell.
Does it<br>
magically remain say in high gusts or will
it blow away?<br>
<br>
15) Hand of Death: I think it should be required the hand
that <br>
is used in this spell glow in some
fashion. :) I mean this<br>
spell is powerful if folks see some
glowing hand coming toward<br>
them they'll run away. But some
caster can come up and slap<br>
a guy in the back and he'd never know what
hit him. Also<br>
should there be a MDV limit to this
spell?<br>
<br>
16) Decay: Does the spell ONLY end if negated or also at the
end of<br>
the listed duration?<br>
<br>
17) Desert Powers: Shouldn't there be a sand ability like Earth
Powers<br>
Transport? Maybe a caster can use
the fine mist of sand as a 'water<br>
surfing' type effect and move across the
desert like the Earth<br>
Transport does with regular earth.
OR do you guys consider the<br>
Earth Transport to be ok on desert
terrain? Hmmm...just thought<br>
of that.<br>
<br>
18) Disorder: Is this a slight redudant spell since Abandon is
very<br>
much like this spell?<br>
<br>
<br>
-------------------------------------------------------------------<br>
[New Spell Suggestions]<br>
<br>
Many of the following are from notes and campaigns from years gone
by.<br>
Some even created by players. I present them here since I'm
working<br>
on this project to see what you guys think. Maybe if richard
thinks<br>
they are worthy of official representation in pnp2. No
particular<br>
order here just as it comes to me or as I find my notes:<br>
<br>
1) Turn Undead: Spell will force the undead (Dead, Ghosts,
Vampires,<br>
etc.) away from caster and its affect
area. It creates a force<br>
of living energy around the caster to overwhelm
the dead. Those<br>
affected will leave the affect area.<br>
<br>
Range: (EL+1)x2" (Radius)<br>
Duration: EL+1 phases<br>
BMC: 1<br>
Alignment: Shamanic or Law<br>
<br>
Notes: I know some systems use this spell in
some form. Even<br>
that other game with drgons we won't
mention. I've done many<br>
games with Dead and Ghosts and this spell
would've been useful<br>
if only to give the caster and his group a
reprieve from a onslaught<br>
of undead cretures like skeletons.<br>
<br>
2) Energy Web [or Spider Web]<br>
This spell creates two forms of webs that entrap
a single target.<br>
The web is just like that of a sticky spider web
that prevents<br>
movement and activity. This spell is used
in two ways. If it<br>
is a regular entity it is used like a spider
web. But if it<br>
is a supernatural force a mystical form of web
is created with<br>
energy rather than a sticky substance. In
order to move the<br>
entity must have a higher strength over the
listed strength.<br>
If they do not break free they can't move for
the duration<br>
and are limited on their actions.<br>
<br>
Range: (EL+1)x2"<br>
Duration: EL+1 phases<br>
Strength: 10+(ELx10)<br>
BMC: 3<br>
Alignment: Balance<br>
<br>
Notes: I know astral web is there. But
that's a BMC 4 spell<br>
and it does more than one
target. This one just does a<br>
single target. It also is 1
BMC less. <br>
<br>
3) Deafness<br>
This spell will cause a creature to become deaf
for the listed<br>
duration. All those in the effected area
will lose hearing<br>
for the duration. The roll modifier is for
attacker rolls as<br>
they are confused and disoriented.<br>
<br>
Range: EL+1" (Radius)<br>
Exclusions: EL<br>
Duration: EL+1 Turns<br>
Roll Modifer: EL+1<br>
BMC: 3<br>
Alignment: Sidh Magics<br>
<br>
Notes: Blindness is create but it onlyd oes one
target. Imagine<br>
a caster being attacked by a small force
led by a leader who<br>
shouts orders. If those attackers
are suddenly deaf they<br>
become confused. The leader would be
useless and his troops<br>
would become single individuals rather
than a distinct unit.<br>
<br>
4) Sensory Powers<br>
This family has the following member
spells:<br>
BMC: 3<br>
Alignment: Balance<br>
<br>
A) Sight:<br>
This spell will increae sight
perception and range. This<br>
spell is used in several ways. Cast at EL0
it can increase<br>
the normal perception of vision to help pick out
distinctive things<br>
in a room or area. Used in this way it
gives a (EL+1)x5% chance<br>
of spotting a particular thing you are searching
for, be it a<br>
secret door or a particular rune out of 100
runes on a tapestry.<br>
Used in the other way it increases the sight of
normal 20/20 vision<br>
by telescoping the distance seen. This
would be affected by terrain<br>
type since some terrain limits more
vision.<br>
<br>
Range: (EL+1)x2" (Used in EL0 mode
only)<br>
Duration: EL+1 turns<br>
Telescoped distance: Distance x (EL+1)<br>
<br>
Example: A normal person in the plains might be
able to see 1 miles<br>
in any direction in the heat of 100 degree
weather. But if a EL3<br>
spell is cast to increase his sight he
could now see at 1x(3+1)=4<br>
miles. He would see it as if it was
the same distance if his<br>
sight was not increased in detail.<br>
<br>
Notes: This spell would help if a caster
is being chased or<br>
tracked by people and he needs
to keep a track on THEM say<br>
in a desert or
plains. Used in the first method it just<br>
increases NORMAL perception
(no telescoped vision) but used<br>
in the other way it increases
the range. IF someone was lucky<br>
to get to EL10 they could see
say 11 miles down the plains as<br>
clear as it was a mile.
This would be very useful if a caster<br>
served as a military scout for
example. The level of detail<br>
would be up to the Referee and
weather. Would work on the<br>
same principal as satelites of
today. They would be able to<br>
zoom in but they may not get
details like reading scrolls at<br>
10 miles away. They
might make out groups of people and who<br>
they are but that's about
it. Spell only cast on the caster.<br>
<br>
B) Taste<br>
This spell increases the taste
sensation of the caster's mouth.<br>
It serves in two ways. First method it to
simply detect if certain<br>
foods are good to eat or if poisoned. The
caster would take a small<br>
bite of the food but be unaffected by its sour
or poisoned effects<br>
from the magical defense of the spell. It
would then give a sensation<br>
to the caster of being bad or poisoned.
The other way cast at x2<br>
the Mana Cost would ask to block poisoned
foods. While the duration<br>
lasts the caster can withstand the
poison. The Reduction is the<br>
amount of Base Line reduction for the poison in
its effect. If<br>
used to simply detect bad or poisoned food the
duration is only<br>
for the time it takes to eat the first bite
(usually 1 phase).<br>
<br>
Exclusions: (EL+1)x2 turns (if used to defend
against poison.<br>
BL Reduction: (EL+1)x2<br>
PR Resistance Increase: (EL+1)x3% [If used to
defend against poisons]<br>
<br>
Example: A BL10 Immediate Death Poison Apple is
given to a caster<br>
who casts a EL4 Taste spell to
defend against suspected poison.<br>
The BL reduction is 10 making it BL0
Immediate Death.<br>
<br>
Note: This spell does NOT destroy the poison but
just simply reduces<br>
the effects of poison and its
chances of success. Mainly it would<br>
be used in the wilderness to detect
things like berries if they<br>
are poisonous or good to eat for
survival. In civilized areas<br>
one would use it if they suspect a
host might poison them.<br>
<br>
C) Hearing<br>
This increases the hearing a
person affected. The caster's<br>
hearing will be increased for the
duration. To listen better<br>
the caster must see the noise and target while
it is within his<br>
range. The Roll Modifier is for the one
who uses this spell<br>
since heightened hearing can also distract and
confuse. To<br>
give this ability to someone they must touch
that person. The<br>
spell is cast only on one person at a time so if
not the caster<br>
then it is cast on another person. <br>
<br>
Range: (EL+1)x2"<br>
Duration: EL+1 Turns<br>
Roll Modifier: EL+1 (Normal and combat success
rolls)<br>
<br>
Optional: Cast at x2 the mana cost this spell
can affect a area<br>
for the person to listen for movement or
noises. In this way<br>
the range is the listed Range but a
Radius. But used this<br>
way the Roll Modifier is twice the listed above
since more noises<br>
are coming to the one affected.<br>
<br>
Notes: Ever want to hear a conversation said by
a king about<br>
to kill you in a royal court as you
stand 40 feet away<br>
as they whisper? Well this
spell allows it. The one<br>
using the spell MUST see the target
directly without<br>
obstruction. The target does
not have to be looking at the<br>
one with better hearing. The
downside is while you are<br>
concentrating on hearing for things
the roll modifier<br>
is the amount of disorientation you
have. Besides conversations<br>
this is good for detecting noises in
a abandoned area or the wild.<br>
<br>
D) Smell<br>
This spell increases the smell
sensation of the one affected.<br>
How the detail of this spell improves things is
up to the Referee.<br>
To affect another person caster must touch that
person for him<br>
to get the spell results. The spell
gives the direction of the<br>
speicified smell or odor along with the
distance. Failure gives<br>
only the direction but no distance.
Absyamll gives nothing.<br>
<br>
Range: (EL+1)x5" (Radius)<br>
Duration: EL+1 Hours<br>
<br>
Note: This spell I envion as mainly a tracking
spell. If a caster<br>
is trying to track a female in a marketplace
that has a distinctive<br>
odor or perfume this spell will help the caster
to track that smell<br>
by giving the dirction of the smell as long as
the small remains<br>
in his range area. It could also be used
to track for things<br>
normal smell can't like gas in a mine or
such. <br>
<br>
E) Touch<br>
Caster is only person affected
by this spell. It increases<br>
the sense of touch. The spell effects are
two fold. The first<br>
method allows the caster to detect surfaces fare
better in<br>
times where he may be blind or in
darkness. Even the slightest<br>
touch will yield what the object is likely to be
with a simple<br>
brush rather than raking the hands over a entire
object. Used<br>
in this way it is good to find your way out of a
tunnel or maze<br>
by the sheer wall layout and distinctive
touch. It is also good<br>
to detect secret traps or doors through their
outlines on walls<br>
before its too late. The second method is
when cast at x2 the<br>
Mana cost. Used in this method a person
can read text or runes<br>
in total darkness or lack of vision. The
caster must also know<br>
the language of the text read. The Referee
is free to limit the<br>
use of this spell and its effects.<br>
<br>
Range: Touch<br>
Duration: EL+1 turns<br>
<br>
Notes: This spell s more subjective. But
I've had use of it in<br>
game at one time. The first
method is good to find secret<br>
rooms or doors or items in a room
that is totally dark. The<br>
second method allows a caster to
read a book or scroll in<br>
darkness. Why is this spell
usefull? What if a Darkness<br>
spell is cast and a magic -user has
to read his scroll or<br>
book to cast the spell to negate the
darkness. Well this<br>
spell allows the reading of the
exact details for chanting the<br>
spoll.<br>
<br>
5) Animal Powers <br>
This family has the following member
spells:<br>
BMC: 3 <br>
Alignment: Shmanic<br>
<br>
Note: Slay the Tame, WildNess and Music could be
put into<br>
this family group. <br>
<br>
A) Animal Sight<br>
This spell allows the caster
to view through the animals of<br>
a selected animal. The Caster must have
prior recent (within<br>
last hour) knowledge of the animal or see the
animal directly.<br>
The caster can then see through the eyes of the
animal as it<br>
moves about. The animal is not affected in
any other way.<br>
If the animal has non-normal vision like
Infra-red then the<br>
caster also sees in that wavelength. If
the caster is a Shaman<br>
and the animal is a Tonah he gets a -EL to the
success roll. <br>
<br>
Range: (EL+1)x10"<br>
Duratoin: (EL+1(x2 turns<br>
<br>
Notes: This spell is useful for example if you
cast it on a Hawk<br>
flying over a valley. As he soars you can
see the valley and<br>
see if your being followed or of other forces in
the area. The<br>
caster has NO control over the animal just can
see through it.<br>
<br>
B) Animal Disruption<br>
This spell is like Abandon but
for Animals only. It allows<br>
ALL animals in the effected radius area to
suddenly go berserk<br>
or crazy. They will immediately react and
flee the area in<br>
some fashion. This affects ALL animal life
in the area from<br>
the lowest Ant to the biggest of animals like
Bear. <br>
<br>
Range: EL+1" (Diameter)<br>
Duration: (EL+1)x2 phases<br>
<br>
Notes: An example of this spell is a caster is
in a forest and<br>
suddenly he is attacked by
bandits. A caster that does this<br>
spell suddenly has all the forest
animals go berserk. Birds<br>
go flying in every direction.
Bees swarm out of the area.<br>
Deer stampede. The bandits are
so confused by this it gives<br>
the caster time to attack or
retreat. Another example is if<br>
on a plains near horses that are
simply grazing. If attacked<br>
by a few bandits the spell will
cause the horses to stampede.<br>
Course the direction is up to the
Referee but it could be<br>
straight for the bandits.<br>
<br>
B) Animal Speed<br>
This spell increases the speed
of a animal in a given range<br>
area. The listed PMR is the increae in
speed.<br>
<br>
Range: EL+1" (60 degree Cone)<br>
Duration: (EL+1)x3 turns<br>
PMR Increase: EL+1<br>
<br>
Note: This spell is mainly used on horses but
could be used on<br>
other animals like War Dogs or
such. The caster can cast it<br>
to increae the speed of the
horses. It is given a Cone area<br>
rather than touch since there may be
a few more horses (like<br>
a wagon). Teh regular speed
spell seems to affect a single<br>
target and persons rather than
animals. So this spell helps.<br>
<br>
E) Animal Talk<br>
This spell allows the caster
to learn information from a animal.<br>
It is not the same as talking to the animal but
the informatino<br>
gained is more generic. The main use of
this spell is to learn<br>
if a speific target was seen by the animal and
how long ago it<br>
was seen. The success chance is helped by
the Intellect of the<br>
animal. Per Int point the animal has the
success chance is<br>
decreased by 5%. Spell has no duration but
if the spell succeeds<br>
the caster learns if the target was seen.
If the target was seen<br>
a mental image is projected to the caster by the
animal of how<br>
long ago through use of the sun and moon.
Since animals do not<br>
judge time they can only determine passage of
time by how the<br>
sun and moon across the sky. Thus if the
animal projects the<br>
sun being at 3 o'clock and the current sun is
straight up the<br>
time the target was seen was 3 hours
prior. The max time this<br>
works is 12 hours since above that the animal
can't project<br>
a valid time. <br>
<br>
Range: (EL+1)x5"<br>
<br>
Optional: Referee could allow for EL days since
the target was<br>
seen if the animal can project a 'day' by
showing the sun and<br>
moon move across the sky.<br>
<br>
Note: This spell is mainly for tracking
purposes. A caster<br>
can ask a bird through the spell
(the communication is<br>
not through words but through a
mystical questioning of<br>
the animal's subconscious) if a
person was in the area in<br>
the last few hours. The bird
will determine yes and no<br>
and if so how long ago.<br>
<br>
6) Camouflage<br>
This spell acts like a Chameleon and will hide
the person in the<br>
terrain he is in. It does not act like an illusion but
simply distorts<br>
the terrain and phyiscal appearance of the person TO those who are
seeing.<br>
The caster or target is never affected physically. The type
of terrain<br>
will affect this spell. It is mianly affected for terrain
that allows<br>
for good hiding like Snow, Ice, Tundra, Desert, Forest, Jungle,
Underground<br>
and Hills. Other terrains will be far more difficult to hide
in like<br>
open plains or just a pasture and will not work in those
areas. The<br>
person acts hiden as if the Elven Forest Hiding skill for the
duration.<br>
For those in the area who are speifically looking for the one
using<br>
this spell they will require a success roll like Active Illusion
to<br>
find the person hidden even though this spell is not an
illusion.<br>
For those the caster includes in this spell to be affected they
must<br>
have contact with the caster. Those affected can't move or
the<br>
spell will be negated. If target is also damaged the spell
will<br>
be negted for the attacker. <br>
<br>
Range: Touch<br>
Inclusions: EL<br>
Duration: (EL+1)x2 Turns<br>
BMC: 2<br>
Alignment: Sidh/Shamanic/Balance/Elder [Either works for me
:)]<br>
<br>
Note: This spell is good for eluding enemy. <br>
<br>
7) Morale Change [For lack of better words]<br>
This spell affects the Morale of those affected.
The listed<br>
Morale Check will be rolled to determine if the enemy's
Morale<br>
is affected. This spell creates a sense of dread to the
enemy<br>
so that they will rethink their tactical position in combat.<br>
The results of the morale check is up to the Referee but it
could<br>
result in the enemy surrendering, fleeing or going berserk.
This<br>
depends on the enemy especially if they are fanatical or
under<br>
uncontrollable battle fury. There is no duration The
check<br>
is done once and result is immediate.<br>
<br>
Range: (EL+1)x2" (50 degree cone)<br>
Morale Check: (EL+1)x5%<br>
<br>
Example: A EL 5 Morale spell is cast on 3 bandits. The
caster<br>
is alone so outnumbered. The rnage is 120"
plenty of time<br>
for the caster not to be attacked. The Morale
Check is 30%<br>
which means the Refree rolls under this and gets a 23
on D100.<br>
The Referee determines the bandits slow and begin to
think the<br>
enemy is a Wizard of power. Sudden dread
overcomes them and<br>
they flee the area for a time deteremined by the
Referee. If<br>
the bandits were Chaos and Fanatical and the Wizard
was Law<br>
they may not flee but may act cautiously. This
spell could<br>
use some work and maybe a Morale Results chart.
This is just<br>
a rough idea and mostly leaves it up to the GM to
decide results.<br>
There could be a Duration on the spell on how long the
people<br>
flee or stay away from attacking the enemy.
<br>
<br>
7) Entropy<br>
This spell works through the mystical ways of
Fate. This spell<br>
affects physical reality or non-physical reality. The exact
results<br>
are random and up to the Referee. To those in the affected
area<br>
they will notice some minute change in reality. The Caster
is not<br>
affected by this spell. this spell can also affect time in a
minor<br>
way by moving those affected forward in time by a minute
amount.<br>
Each phase the Referee will determine the results of Entropy
and<br>
relay those changes to the environment. Any time effects
the<br>
Caster is not affected by the Time and realizes what has
occured.<br>
<br>
Range: (EL+1)x2" (Radius)<br>
Duration: (EL+1)x2 phases<br>
Entropy Chance: ELx10% [Chance of Entropy to have affect each
phase]<br>
Time Effect: (EL+1)x3 Seconds [If time is affected]<br>
BMC: 7<br>
Alignment: Elder<br>
<br>
Example: A Wizard is in a room with 3 others gambling. The
Wizard<br>
casts a EL4 Entropy spell. This gives 8"
range which will affect<br>
the entire room easilly. Duration is 10
phases. Chance of Entropy<br>
is 40%. If time is affected it will do 12
seconds. First and<br>
second phases no entropy takes place. But third
phase GM rolls a<br>
33 so entropy changed. He secretly decides it
affects Fate of<br>
Gamling Chance. Thus that round it may affect
the caster in good<br>
or bad ways in his favor. The next phase time is
affected and<br>
the gamblers suddenly find themselves replaying the
same hand they<br>
did a few seconds ago. Yet the Caster sees it as
a Time Loop<br>
and replays the hand in his favor. This goes on
for the duration.<br>
<br>
Note; The Referee can have fun with this spell. It
could affect<br>
things from Gambling to Horse Races to
Combat. It is critical<br>
the GM wage the results to fit the
reality. If in a horse race<br>
the caster replays the last curve in the race
that occured 5<br>
seconds prior it must fit in reality that those
who see the<br>
race understand what has occured and it makes
logical sense. Any<br>
results are completely up to the GM to determine
or he can make<br>
up his own chart of effects.<br>
<br>
8) Encryption<br>
This spell allows the caster to encode or decode
scrolls and books<br>
that he can read in the same langauge he knows. The spell
allows<br>
the caster to encode a scroll or other text so it is scrambled
and<br>
not readable. A Detection or Knowledge spell will only
determine it<br>
is encoded but not the contents of the scroll or book. This
will<br>
affect any text or runes in the form of a language. The
spell can<br>
also be used to Decode the material back to normal. This
affects<br>
only one scroll at a time. If it is a book or tome with more
than<br>
one page it will need +1 Mana Cost per additional 2 pages to
Encode<br>
or Decode. No duration for this spell but in order to Encode
or<br>
Decode a book it will require concentration that is not
broken<br>
until it is complete. If any part of the concentration is
broken<br>
the spell is negated and nothing is encoded or decoded.
<br>
<br>
Range: Touch<br>
BMC: 2<br>
Alignment: Law<br>
<br>
Note: This spell is useful for wizards who may wnt to keep
their<br>
arcane knowledge private from prying eyes. I
created this spell<br>
due to treasure that always had that 'Encoded' part to
scrolls :)<br>
<br>
9) Cosmic Powers<br>
The members of this family are as follows:<br>
BMC: 4 Alignment: Balance<br>
<br>
A) Meteor Shower<br>
This pulls asteriods from the
Sky and brings them down around<br>
the caster. The stone could be from hail
size to as large as<br>
a 3 foot rock (or bigger) depending on EL.
Those hit by the<br>
rocks will be damaged. The listed fire
chance is the chance the<br>
rock on impact with target, if its on fire and
can cause additional<br>
fire damage or ignite objects. <br>
<br>
Range: (EL+1)x2" (Diameter) [Area where
rocks land around caster]<br>
Duratoin: EL+1 phases<br>
Damage: 1D6+EL<br>
Fire Chance: (EL+1)x10%<br>
Stone Size: See Table Below<br>
EL Inches
wide EL
Inches Wide<br>
0
1
6 37<br>
1
3
7 45<br>
2
8
8 53<br>
3
15
9 56<br>
4
22
10 60<br>
5
30
11+ 72<br>
<br>
Optional: Referee can determine if there are
asteriods in the heavens<br>
above the planet to pull down. If none
this spell fails. Otherwise<br>
the stones are mystically created.<br>
<br>
Note: I saw a version of this in a computer game
and thought it'd<br>
be cool to have in pnp. :) You
may notice this is the first<br>
spell I've done with damage
listed.<br>
<br>
B) Star Navigation<br>
This spell is used like Desert
Navigation but uses the Stars<br>
to navigate through the wilderness or
seas. This spell does not<br>
give a distance but will show the direction of a
known target<br>
to the caster. It does this by mystically
increasing the brightness<br>
of a star in the direction it is, and even the
color to make it<br>
easy to stand out. Only the caster can see
this changed view of<br>
the sky. Success gives the
direction. Failure gives nothing.<br>
Absymal may give a totally different
location. Spell only<br>
works so long as there are Stars in the sky that
are not obscured<br>
by clouds or weather. This also only works
at night obviously. <br>
<br>
Duration: EL+1 hours<br>
<br>
Note: This spell is good for sailors mainly who
may lose their<br>
Navigation skills and spells or charts. If
lost on some boat<br>
alone in the sea this works. Also works in
the wilderness on land.<br>
<br>
C) Moon Shine<br>
As long as there is some form
of moonlight this spell will increase<br>
the brightness of the moon as if it was a Full
Moon. If the Moon<br>
is in the sky and not full it will shine as if
its Full. If full<br>
it will be twice as bright as normal. The
affected area only gets<br>
this inrease in moon shine. Only the
caster and those affected<br>
he includes will see this increae in
light. <br>
<br>
Duration: (EL+1)x2 turns<br>
Inclusions: EL<br>
<br>
Optional: There is Drkness spell but this could
be used to decrease<br>
the night light of enemy targets instead of
increase for the<br>
target. In this case the cost is 2x the
mana cost. The enemy<br>
effected in a (EL+1)x2" (Radius) area see
less light than others.<br>
<br>
Note: Good for combat at night. The
optional rule may subvert<br>
the Darkness Power but allows a
alternative to the above spell.<br>
<br>
D) Cosmic Time<br>
This spell gives the Caster a
exact time of day based on Celestial<br>
bodies. It can be cast at day or
night. On success the spell will<br>
project a sundial illusion in front of the
caster with the exact<br>
time since the illusion will include minute and
hour type tick marks.<br>
There is no range or duration spell. As
long as there are Sunlight<br>
and Moonlight this sepll will work.
Weather can affect this spell.<br>
<br>
Note: Since no clocks exist or timex watches are
around. This spell<br>
is good for determining the exact
time of day. The illusion<br>
created only lasts a phase but it
will show the caster the exact<br>
time as if it was a true
clock. This spell is useful if a person<br>
has to meet or do some event at an
exact time.<br>
<br>
10) Memorize<br>
This spell allows the caster or those he is in
physical contact with<br>
to memorize something. It is single item
or piece of information.<br>
If it is a simple piece of information like a
name or a gate code<br>
then there is no duration. If the
informatino is text like a<br>
book or scroll it will take time to memorize the
information. The<br>
information will have to be read within the
listed duration. For<br>
that amount of text read it will be
memorized. The Referee will<br>
determine how fast the material can be read and
memorized. If<br>
the material is text the person can memorize
Intelligence x 100<br>
words. If more the spell can only trap the
memory for that spell<br>
and more words will have to be memorized with
another spell. <br>
<br>
Duration: (EL+1)x2 phases (for longer items like
books, scrolls]<br>
BMC: 2<br>
Alignment: Law<br>
<br>
Note: I know other game systems use this as a
Skill. But a spell<br>
would be nice. Need to memorize a
map then this spell is useful.<br>
Referee shuold determine level of
meorization.<br>
<br>
11) Ice Powers<br>
This family has the following Members:<br>
BMC: 3 Alignment: Elder<br>
<br>
A) Ice Dart: This spell is directed at a
single target. The damage<br>
listed is damage from intense
cold. There is no frozen chance<br>
like the Cold spell.<br>
<br>
Range: (EL+1)x2"<br>
DamagE: 2D6+EL<br>
<br>
Optional: There could be given
a Frozen Chance slightly less<br>
than that of the Cold
Spell. Used in this way the person<br>
becomes stunned rathan
frozen.<br>
<br>
Note: Whereas Cold is area
affect this is a single target spell.<br>
<br>
B) Ice Shield:<br>
A shield made of solid Ice is
created for the caster. It<br>
will block most things like
thrown objects and arrows. It<br>
may not block all melee
weapons depending on the blow against it<br>
which could shatter it.
Hot weather will affect this shield.<br>
Per 5 degrees over 80 degress
-1 phase to duration. Shape<br>
of the shield is up to the
Caster. For size use the size<br>
of normal shields of the same
AV. The Shatter chance is<br>
the chance it will shatter
from a melee weapon hitting it.<br>
In order for this spell to
work there must be some form<br>
of water vapor in the air or
some water nearby to get<br>
energy from. If the
humidity is such that there is<br>
no water vapor chances are it
won't be created. The Referee<br>
will have to determine this
based on weather and climate. <br>
<br>
AV: EL+1 [AV of Ice shield
created]<br>
Duration: (EL+1)x2
phases<br>
Shatter Chance: ELx [Amount of
damage to shatter it]<br>
<br>
Example: A EL 3 ICe shield is
created. It has a AV of 4<br>
Duration of 8
phases and a Shatter Chance of 3 times<br>
the AV. So
it can take a strike of damage up to 11<br>
hits. But if
it takes 12 hits it will shatter and be<br>
useless. If
this spell is cast in desert during 105<br>
degrees the
duration is decreased by 5 phases so the<br>
shield will only
last 3 phases due to the heat.<br>
<br>
Note: Fire Powers has Fire
Showers like a shield of some<br>
sort so why not a
Ice Shield. Those in the far north<br>
would use these a
great deal compared to folks in the Desert.<br>
Its mainly for
folks who don't have a shield and suddenly<br>
find themselves in
a mob with rocks thrown at them.<br>
<br>
C) Ice Blast: This is a combination of
Cold and Ice Dart. It<br>
only affects inanimate objects
like doors and locks. It has<br>
no affect on animate
objects. The intense blast of cold<br>
acts like Dry Ice. So on
impact the item is frozen. The<br>
range is the distance from the
object the Caster must be.<br>
The effect area is how large a
area the item is frozen but<br>
is only a max value that can
be varied by the Caster. The Item<br>
becomes so brittle it can be
then kicked or hacked in and<br>
destroyed easilly. If
the item can't be completely covered<br>
by the Ice Blast the listed
Damage is done to the item in<br>
terms of its physical
resistance. Otherwise the door is<br>
completely frozen and acts
like it ha been dipped in Dry Ice.<br>
<br>
Range: (EL+1)x2"<br>
Damage: 1D6+EL [If not
completely covered]<br>
Effect Area: (EL+1)x2
feet<br>
Depth Affected: (EL+1)/2
feet<br>
<br>
Example: A wizard is locked in
a cage so he casts a EL2 Ice<br>
Blast on the door
lock which is only about 8 inches wide.<br>
The Range is
plenty for the small cell. The Damage would be<br>
1D6+5 but the lock
will be completely covered. The Effect<br>
Area is 6 feet and
1.5 feet thick. This will cover the lock<br>
and most of the
cell door. The wizard can then kick it and<br>
break out.
<br>
<br>
Note: I always liked the
Destruction spell but it can be a bit<br>
over
abusive. So this spell allows limits on it and puts<br>
it into a
non-mystical effect (cold rather than magical).<br>
As the spell
incerases one could say at EL10 destroy a castle<br>
wall 22 feet wide
and 5.5 feet thick. Might not affect<br>
an entire side of
a castle but its big enough to take out<br>
a castle gate at
the front.<br>
<br>
<br>
<br>
<br>
<br>
Ice Movement: Ok. This is
cheesy. I always liked IceMan<br>
in superhero fame. But
why not a spell like it? A wizard<br>
needs to cross a river that is
40 feet wide since hes being<br>
chased by trolls? Well
you could create a ice bridge so<br>
the caster can either move
(like Iceman) or move once its<br>
completed to the other
side. Duration, optional PMR and<br>
width could be factors in the
spell. Like Duration: ELx3<br>
phases. PMR (if used to
self-propel) EL+2, width: EL+2<br>
feet and distance of ice
created ELx10 feet (max value).<br>
<br>
D) Ice Movement:<br>
This spell allows one to move
over terrain through use of Ice.<br>
It creates a small path of ice for the caster to
move across<br>
to the other side. The Range is the
distance the ice can extend<br>
to some other point. <br>
<br>
Range: (EL+1)x2"<br>
Duration: (EL+1)x2 phases<br>
Width of path: EL+3 feet [Max width defined by
caster]<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
<br>
</font>
<BR>
<div>Longshot - ZC of AdventureNet International Echomail Network</div>
<div>Fringe BBS - EWOG II - 904-733-1721</div>
<div>Telegard / Allfix Beta Site</div>
<div>Website:
<a href="http://users.cybermax.net/~longshot" EUDORA=AUTOURL>http://users.cybermax.net/~longshot</a></div>
<div>ICQ: 24436933</div>
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