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<br>
40) Weaken<br>
This spell will weaken a target by zapping his
energy reserve. It<br>
does not actually weaken his energy level but
weaken his strength<br>
reserves on a temporary basis. The other
affect of the spell is<br>
to weaken armor's atomic characteristics thus
making the AV reduced<br>
in value. It does nothing to natural armor
for creatures.<br>
It is cast on one target. Success will do
the benefits as listed<br>
while failure does nothing. Abysmal will
backfire and cause the<br>
caster's armor and strength to weaken.
<br>
<br>
Range
- (EL+1)x2"<br>
AV Decrease
- EL/3 Rounded up<br>
Strength Decrease - (EL+1)x5<br>
Duration - EL+1
turns<br>
BMC
- 4<br>
Alignment - Chaos<br>
<br>
Example: A wizard casts this on a strong fighter
with a EL3 Weaken<br>
spell. IT will last 4 turns and weaken the
heavy fighter by<br>
20 points and weaken his armor (plate mail) by 1
AV making it a<br>
AV of 3 instead of 4.<br>
<br>
Note: This will balance out a wizard who finds
himself aloen with<br>
a heavy fighter who will slaughter him. It
will give him a fighting<br>
chance. The Strength reduction could
affect the Strength Bonus<br>
and thus damage he does or in hand-to-hand
situations.<br>
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<br>
41) Power Strike<br>
This spell allows a caster a one-time Power
Strike on a Target.<br>
It will add damage to the strike it may do
normally and it will<br>
strike using one category less on the combat
table. A miss is<br>
a hit, shield hit is a hit, hit is a severe hit,
severe hit is<br>
a deadly hit and deadly hit will kill instantly
regardless of<br>
amount of damage. In order to learn this
spell the caster must<br>
be strong enough thus have at leas ta Strength
of 50 or better.<br>
If they do not they can not use this spell as
they are too weak.<br>
The range would be touch on impact of the
spell. There is no<br>
duration. The listed damage will be
increased to normal damage<br>
by weapons or hand-to-hand. To get the
benefit the spell must<br>
suceed AND the hit must be scored on the combat
table as normal.<br>
A hit in this case would be anythign below a 90
for him due to<br>
the category decrease. A 90-100 is a fail
to hit at any result<br>
for this spell. <br>
<br>
Damage - +EL+5<br>
BMC -
5<br>
Alignment - Law<br>
<br>
Example: A wizard finds himself fighting a Giant
Ape and will<br>
cast a Power Strike at EL4. He has a great
sword and tends to<br>
do 4-8 points on a average strike. On use
of this spell though<br>
he will do 13-17 points of damage and will do
one category less.<br>
<br>
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<br>
42) Critical Strike<br>
This spell has a two fold purpose. It
takes TWO phases for this<br>
spell to work in both manners. But it does
not require 2 consecutive<br>
phases to use. The spell should be cast
first to learn of a critical<br>
or weak point in a target's body frame or
armor. Cast in this way<br>
the caster will learn the weak point. Then
the caster can use<br>
the spell AGAIN to gain the benefit of this
knowledge. It will<br>
give the benefit of a Power Strike in terms of
its added damage<br>
but any strike of Hit, Shield hit or Severe hit
is a Deadly hit.<br>
A miss will act as a regular hit. This
spell can be used on<br>
animate and inanimate targets. For
inanimate objects it could<br>
be used say on doors or walls to find the weak
structure or weak<br>
point so it can be hacked at or fired at to
reduce time to take<br>
it down. To learn the critical weak point
it must be cast at<br>
EL0. Because of this situation though the
Base Mana Cost is<br>
reduced 50%, rounded up to use in this
way. Once the weak point<br>
is learned it can be retained in memory for
unlimited time. To<br>
gain the benefit of the Power Strike and Deadly
hit it must<br>
be cast a full normal cost and hit as listed
above must be done.<br>
<br>
BMC -
7<br>
Alignment - Chaos<br>
<br>
Note: A high value spell but it could be abused
thus have a high<br>
BMC for it. This should be used rarely
though for large creatures.<br>
Normal combat doesn't help much since combat may
be fast and<br>
furious. But if a person finds himself
fighting a Dragon or<br>
Hydra or some creature he has never seen this
might just do it.<br>
<br>
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<br>
43) Charged Bolts<br>
This spell creates lightning that leaves the
caster in a random<br>
zig-zag fashion to hit any targets in its
path. The number of<br>
bolts depends on the EL of the spell. Each
bolt leaves the caster<br>
and moes away in a zig-zag way. It does
not move in a straight<br>
light. Use of this spell allows a area
effect for lightning and<br>
could even go around obstacles and around them
if the bolts move<br>
in such a fashion. The lightning is in the
form of a round ball<br>
of lightning that twirls and shows in the form o
a static field.<br>
Each bolt will leave the caster two per
phase. If the caster<br>
is damaged before all bolts leave the
caster the remaining<br>
bolts are negated. Once the bolt hits its
target it will explode<br>
and the lightning will discharge all over the
target's body.<br>
The movement is how fast it can move each
phase. <br>
<br>
Range - (EL+1)x2"
(How far out the bolts go before dissolving)<br>
Damage - (EL)D6+EL per
bolt<br>
Number - EL+1 Bolts per<br>
BMC -
3<br>
Movement - (EL+1)x2" per phase <br>
Alignment - Elder<br>
<br>
Example: A wizard casts a EL4 Charged Bolt
against 8 Orchi. They<br>
will shoot out to a max distance of 100 feet and
will do 4D6+4<br>
points of damage each. He can create 5
bolts taking 3 phases to<br>
discharge all 5. Each bolt will move 100
feet in one phase and<br>
thus is very fast and hard to dodge.<br>
<br>
Optional: Cast at 4x this cost the spell can be
used as a forced<br>
lightning spell that discharges all bolts at a
specific target.<br>
In this case the bolts are directed (do not
zig-zag) toward one<br>
person and that person takes all the
bolts. <br>
<br>
Note: A alternative to Lightning. In this
case its a area effect<br>
spell and does less damage than basic
Lightning. The thing about<br>
this spell is it can miss targets. To
dodge such bolts one would<br>
use the Dodging Magic rules.<br>
<br>
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<br>
44) Dizzy<br>
This spell will cause one specific target to
become dizzy and lose<br>
his balance. He will have to roll Dex / EL
(if EL0 then x1) on<br>
D100 to remain balanced. Otherwise he will
fall down or off what<br>
ever he is on. The level of dizziness
depends on the EL.<br>
There is no duration but effects are
immediate. MDV is used<br>
to resist this spell normally. <br>
<br>
Range -
(EL+1)x2"<br>
BMC -
1<br>
Alignment - Sidh<br>
<br>
Example: A wizard casts this on a guard on a
castle wall. It<br>
is within his range and he casts a EL4 Dizzy
spell on him. The<br>
wall the guard is on is not wide so if he falls
he could fall into<br>
the castle but hopefully will fall outside the
castle. The guard<br>
has a Dex of 21 and will have to roll Dex / 4 or
21/4=5. he<br>
will have to roll 1-5 on a D100 or fall.<br>
<br>
Note: This spell could be used for targets on
horses as well or<br>
many other things. It was a suggetion by a
player I had one time.<br>
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<br>
45) Pyschic Hammer<br>
This spell creates a visible mental ball of
energy to attack a<br>
single victim. The effect of the strike is
to stun the person.<br>
Once stunned he can not perform any
action. There is a chance<br>
the target will fall down from the
attack. MDV is used normally<br>
in resisting the spell. <br>
<br>
Range - EL+1 feet<br>
Duration - EL+1 phases [Time
stunned]<br>
Falldown - 10xEL% (Percentage chance of
target falling down)<br>
BMC -
3<br>
Alingment - Elder<br>
<br>
Example: A wizard will attack a guard down a
hall at a door. He<br>
will walk up to him and at the last instant use
the spell during<br>
the bluff. He casts a EL3 Hammer spell but
has to get within 4<br>
feet of the guard to do so. It will stun
him for 4 phases and<br>
has a 40% chance of knocking the guard down to
the ground instantly.<br>
<br>
Note: This power would fit in with Telepathic
Powers. It is a stun<br>
alternative to Mind Burn.<br>
<br>
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<br>
46) Block<br>
This spell is a limited form of
clairavoyance. It allows the caster<br>
to pre-determine where a weapon is to
strike. He will then use<br>
this knowledge to gain a free weapon or shield
parry. The duration<br>
is how long he can gain the benefit. He
can gain this parry ONCE<br>
per phase. Thus if attacked 3 times the
spell gives him a free<br>
warning once for those 3 attacks in that one
phase. <br>
<br>
Duration - EL+1 phases<br>
BMC -
2<br>
Alignment - Balance<br>
<br>
Note: This allows a magical alternative to
normal Dodge/parry rules.<br>
The Referee can determine if this free party is
the one action allowed<br>
or a action ABOVE normal parries.<br>
<br>
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<br>
47) Double Attack<br>
This spell allows 2 attacks per phase rather
than the standard 1<br>
attack for the caster. The duration is
increased for how long<br>
this spell continues as EL increases. This
does not allow<br>
double magical attacks but just melee weapon
strikes.<br>
<br>
Duration - EL+1 phases<br>
BMC -
3<br>
Alignment - Law<br>
<br>
Note: If two-weapon fighting is used for the
character then he<br>
will gain 4 attacks based on the spell.
<br>
<br>
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<br>
48) Iron Skin<br>
This spell creates natural armor out of a
person's skin. It toughens<br>
the skin to affect it like normal armor.
This will act even if<br>
the caster is wearing other armor. <br>
<br>
AV -
EL/3, rounded up (If 0 then AV 1)<br>
Duration - EL+1 turns<br>
BMC -
4<br>
Alignment - Balance<br>
<br>
Note: Even at EL10 this only adds a AV 3 skin
armor. To give<br>
a downside to the spell a Referee could allow
exhaustion or stun/sleep<br>
effects after the duration ends. <br>
<br>
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<br>
49) Howl (Battle Cry)<br>
This spell allows the caster to yell a Howl or
Battle Cry out to<br>
a group of enemy. The battle cry is raised
in tone and octave<br>
in such a way it litterally is felt in the bones
by the enemy<br>
within the targets range. Because of this
loud battle cry it<br>
can cause the enemy to scatter or require a
morale check to<br>
retreat or even surrender. The benefits of
the spell will have<br>
to be determined by the Referee. For
creatures with a Int of 3<br>
or less it will automatically cause those
creatures to flee<br>
away from the caster (non-supernatural
forces). There is no<br>
duration to this spell.<br>
<br>
Range - (EL+1)x5"
(60 degree cone)<br>
BMC -
2<br>
Alignment - Elder<br>
<br>
Note: I envision this being used by Barbarians
who can use magic.<br>
Barbarians are notorious for their battle crys
and howls to<br>
intimate the enemy. This spell if used en
mass by other casters<br>
at once could cause an enemy large force to
scatter. The odds<br>
and situation will all ahve to be factored in by
the Referee.<br>
<br>
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<br>
50) Warmth<br>
This spell increases body temperature to pretoct
against coldness.<br>
IT is mainly used to protect against the
environemnt of cold<br>
weather. But it could be used to defend
against cold spells.<br>
The temperature is constant so that it acts as
if 3 layers of<br>
clothing plus a coat is on the caster. The
caster can vary that<br>
temperature depending on how cold it is.
<br>
<br>
Duration - EL+1 hours<br>
BMC -
4<br>
Alignment - Law<br>
<br>
Optional: Caster can convey warmth to a
target. In stead of the<br>
caster warming the target (on touch) is
warmed. This is useful<br>
if a person is suffering from frostbite.
<br>
<br>
Note: If one has no coat in the middle of snow
country they could<br>
freeze but using this spell it increases their
body warmth to that<br>
of a coat. The effects of cold spells on
thsi spell are dependent<br>
on the spell being used. The referee will
have to determine results.<br>
<br>
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<br>
51) Static Field<br>
This spell creates a field of static energy of
charged particles<br>
around the caster. Cast at normal cost it
will have a field of<br>
charged particles (that is not seen until
touched) surround the<br>
caster. Anyone that touches or comes
within half an inch of the<br>
caster will then suffer the listed damage.
Cast at 3 times the<br>
cost it will create a field that will shoot out
particles of<br>
static energy that will damage targets it may
hit. The particles<br>
emit out in a random direction and speed.<br>
<br>
Duration - (EL+1)x2 turns<br>
Damage - 1D3+EL<br>
BMC -
2<br>
Alignment - Sidh<br>
<br>
Note: Another user defined this spell. I
never was too keen on it<br>
but i see where it could be useful. Its a
primitive form of<br>
lightning if you will.<br>
<br>
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<br>
52) Chain Lightning<br>
This spell creates pulses of lightning to hit a
specific target.<br>
IT will create 3 pulses of lightning
energy. Each pulse will<br>
take 1 phase and must be consecutive. If
the caster switches<br>
target the pulses will be negated and spell
fails. All 3 pulses<br>
must be for one target even after the target may
be dead. The<br>
caster can defend himself with a shield or
weapon with his free<br>
hand. The other hand casts the pulses of
lightning. The caster<br>
can move to avoid attacks but can not cast any
other magic till<br>
all 3 pulses are discharged. <br>
<br>
Duration - 3 phases [1 pulse per
phase]<br>
Damage - (EL)D6+EL<br>
BMC -
4<br>
Alignment - Balance<br>
<br>
Example: A Hydra attacks a caster who casts a
EL4 Chain Lightning<br>
spell against it. The hydra will attack
each phase but it will<br>
suffer 4D6+4 points of damage per phase.<br>
<br>
Note: This spell should be used against LARGE
targets like a dragon<br>
or something the caster may not be able to
handle. For npcs it<br>
might be overkill. For player characters
it could work with 2 pulses<br>
so it should be used mainly for things like a
Dragon. The referee<br>
could allow this spell to be used against
inanimate objects like<br>
a door or wall as well. <br>
<br>
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<br>
53) Telekinesis<br>
This spell allows the caster to move objects
with his mind. The<br>
weight limit is how much he can lift the
object. He can shift<br>
the object around with his mind (ie move it
around or upside<br>
down or such). The caster must concentrate
on the object for<br>
the full movement. If his concentration is
lost or he is<br>
damaged he will lose concentration and the
object will fall and<br>
spell will be negated.<br>
<br>
Duration - EL+1 turns [How long spell
lasts]<br>
Weight - (EL+1)x10 pounds [How
much object can weigh & be moved]<br>
BMC -
4<br>
Speed - EL+1 PMR [Object
moves at this rate each phase]<br>
Alignment - Law<br>
<br>
Example: A caster needs a key in a drawer in a
desk he can see<br>
to escape a jail cell. He casts a EL1
Telekinetic spell. He<br>
can lift and move objects weighing 20 pounds or
less. The drawer<br>
should not weigh much. So he first opens
the drawer with his mind<br>
and then lifts the contents of the key. If
he knows it is specifically<br>
on top in the drawer the key will move. If
its under a folder or<br>
something the caster could have trouble.
The key will float toward<br>
him and then eh can escape.<br>
<br>
Optional: Cast at 3x the basic mana cost he can
use this spell to<br>
move (EL+1)x3 objects that weigh no more than 5
pounds each. An<br>
example might be to move 10 Daggers straight
toward an enemy. Used<br>
in this way the speed and force will cause each
dagger to hit the<br>
enemy with damage. Used in this manner the force
of the blow is<br>
as if a Strength bonus of EL/3, rounded up, is
being used as if<br>
the object was thrown normally from the
caster.<br>
<br>
Note: I'm surprised this spell was not in pnp
when I first read<br>
it back in the '80s. But this finally
gives that alternative to<br>
the spell. A high powered mage could even
lift another person<br>
with a EL10 spell. OF course if this was
the case their MDV would<br>
be used in resisting the spell. The basic
spell only affects 1<br>
object while the optional rule allows multiple
objects but small ones.<br>
<br>
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<br>
54) Trap Powers<br>
This family group has the following member
powers:<br>
<br>
Note: Traps are spells that are left in a area
for others to set<br>
off and be damaged. <br>
<br>
A) Fire Blast<br>
This spell creates a blast of
fire that explodes and ignites when<br>
a person enters its effect area. The trap
will explode on the<br>
first sign of movement in its area. It is
fire in such it can<br>
ignite flammable objects. The fire quickly
will burn out in EL+1<br>
phases. Anyone that enters the fire will
be damaged. Duration 2<br>
is how long the trap remains in place.
After this time it will<br>
simply disappear. The caster will
designate a place away the<br>
trap will be placed (Range 1). The area
affect is Range 2.<br>
<br>
Damage - 1D10+EL<br>
Duration 1 - EL+1 phases [of fire once set
off]<br>
Duration 2 - EL+1 hours [How long the trap will
remain dormant]<br>
Range 1 - (EL+1)x2" [How
far away trap is set]<br>
Range 2 - EL+1" (Radius
of fire)<br>
BMC -
3<br>
Alignment - Balance<br>
<br>
Note: Good to place right behind a door.
So that once the door<br>
is opened the fire will damage those who enter
it. <br>
<br>
B) Shock Web<br>
This spell creates a trap of
lightning that acts just like that<br>
of Charged Bolts above. Once the trap is
set off it will ignite<br>
bolts in a random direction and may hit
targets. It will emit<br>
2 bolts per phase until duration ends.
<br>
<br>
Damage - 1D6+EL<br>
Duration 1 - EL+1 phases [of bolts once set
off]<br>
Duration 2 - EL+1 hours [How long the trap will
remain dormant]<br>
Range 1 - (EL+1)x2" [How
far away trap is set]<br>
Range 2 - EL+1" [How far
away bolts will go from trap point]<br>
BMC -
3<br>
Alignment - Balance<br>
Movement - (EL+1)x2" per phase
[Each bolt moves PMR wise]<br>
<br>
Note: This trap is easier to avoid. Once
it goes off one only<br>
has to leave the area to wait it out.
<br>
<br>
C) Blade Sentinel<br>
This spell sets a trap of
spinning blades that fly in every<br>
direction to do cutting and slicing
damage. The blades will spin<br>
in the effect area until duration ends.
The caster must leave the<br>
daggers in the area to be used. If no
dagger is left the spell<br>
is useless. The number of daggers left is
the amount od flying<br>
daggers that will be used by the spell. It
causes each dagger to<br>
fly up and fly in random directions to stab, cut
and slice targets<br>
that may be in the effect area. The
daggers will use a OCV of<br>
MEL+EL of the caster and spell EL on the combat
line. This trap<br>
will activate when the blades are moved or
touched. <br>
<br>
Duration 1 - EL+1 hours [How long trap will
remain in place]<br>
Duration 2 - EL+1 phases [How long the blades
will spin]<br>
Range 1 - EL+1" [Radius
of flying daggers]<br>
Range 2 - (EL+1)x2" [How
far away trap can be set away from caster]<br>
BMC -
3<br>
Alignment - Balance<br>
<br>
Example: A wizard leaves 3 daggers in a small
room and casts a<br>
EL2 Blade Sentinel. He leaves 3 daggers
and walks away. Soon<br>
a guard finds them lying on the ground and goes
to pick them up.<br>
He goes to pick them up and they suddenly fly
around. He drops<br>
the dagger he touches and is suddenly in the
middle of spining<br>
wild blades. He will likely be hit and
damaged before he<br>
escapes.<br>
<br>
Note: A fun spell but it could cause problems
for innocent victims<br>
as the other traps. A maid or child who
touches them could be<br>
hurt when the caster doesn't mean to.
There could be other traps<br>
like Cold, Poison or simple traps like ropes,
noises. Each<br>
could be developed by the Referee. <br>
<br>
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<br>
55) Blade Shield<br>
This spell creates a energy shield that only
protects against<br>
blade weapons. Any blade that enters the
field may be deflected<br>
away and no hit will occur. This mainly is
for melee blade<br>
weapons but not for missile or magic
effects. The energy field<br>
is a full inch away from caster's body.
Blades not deflected<br>
will do their normal damage. <br>
<br>
Duration - EL+1 phases<br>
Deflection - (EL+1)x10% [Chance the blade is
deflected]<br>
BMC -
3<br>
Alignment - Balance<br>
<br>
Note: The spell only needs to go up to EL9 and
it will deflect<br>
blades automatically. A hit by the blade
will hit the field<br>
and may be deflected. <br>
<br>
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<br>
56) Fire Powers<br>
<br>
Note: More members for this family group<br>
<br>
A) Fire Wall<br>
This creates a Wall of Fire
around the caster. Anyone that<br>
touches or enters the wall will be
damaged. Missile weapons<br>
fired into the wall will have projectiles
engulfed. Magic<br>
may affect the wall depending on the
spell. Basic water can<br>
negate the spell if used en mass. Once the
wall is put into<br>
place the caster can leave it in place till burn
until the<br>
duration ends. If the area he puts the
wall is too small like<br>
a doorframe he can limit the wall to only fit in
that place.<br>
Otherwise it will do tis full size and try to
burn things it<br>
has contact with. <br>
<br>
Length - (EL+1)x3 feet
[How long the wall is from side to side]<br>
Width - EL+1 feet [How
thick fire is<br>
Duration - (EL+1)x2 turns<br>
Damage - (EL)D6+EL<br>
BMC -
4<br>
Alignment - Law<br>
Range - EL+2 feet [how
far away wall can be placed by caster]<br>
<br>
Note: This spell could be used to block enemy
from entering<br>
a area. It could also be used to
create 4 walls around a caster<br>
to protect himself from all enemy. <br>
<br>
B) Inferno<br>
This spell creates a area of
fire like an inferno. The caster<br>
will place the spell away from him otherwise it
will affect the<br>
caster himself. The fire will explode in a
rage of inferno fury<br>
and burn everything in the effect area.
The entire effect area<br>
is ablaze with fire. The caster can move
and cast other magic<br>
while the inferno was blazing away. <br>
<br>
Range : (EL+1)x3"
(How far away fire can be placed]<br>
Area -
(EL+1)x2" (Radius of fire)<br>
Damage - (EL)D10+EL per phase
if target is in the fire<br>
Duration - (EL+1)x2 phases<br>
BMC -
3<br>
Alignment - Law<br>
<br>
Note: A powerful spell that can ignite an entire
small room and<br>
burn everyone alive. <br>
<br>
C) Nova<br>
The spell creates a circle of
fire that emits from the caster<br>
and expands like a supernova. The fire
will expand out to its<br>
radius limit and burn everything in its range
with the listed damage.<br>
The spell will last until the fire reaches its
radius limit and<br>
then dissolve. <br>
<br>
Damage - (EL)D10+EL<br>
MR -
(EL+1)x2 PMR per phase [Expansion rate in every direction]<br>
Range - (EL+1)x3"
(Diameter)<br>
BMC -
4<br>
Alignment - Law<br>
<br>
Example: a Wizard is surrounded and casts a EL4
Nova spell. The<br>
fire explodes out from him moving at 8 hexes per
phase (very<br>
fast moving). At that speed it can not be
avoided. It hits<br>
all enemy in its range and will do 4D10+4 points
to each target.<br>
It will expand out to 150 feet. It will
take 2 phases for the<br>
spell to last (80 feet movement per
phase). <br>
<br>
Note: Probably the most powerful spell pnp could
have. There<br>
could be balances of MDV to resist the spell but
the spell would<br>
move so fast that it may be hard to avoid.
The BMC could be<br>
increased to make it hard to cast say to BMC
8. Another way<br>
to balance this spell is to assign a pre-defined
height for the<br>
nova to move at. It could expand at the
height of the caster's<br>
hands (usually 5 feet or so). The fire
could be thin in that<br>
it is a stream of fire and the target could fall
to the ground<br>
to avoid the fire over his head. That
could balance it or he<br>
could slow down the movement.<br>
<br>
--------------------------------------------------------------------------<br>
<br>
57) Poison Dagger<br>
This spell places a magical poison on a
dagger. A dagger must be<br>
held while casting this spell for the spell to
work. If no dagger<br>
is held or touched the spell fails. It
will give 3 levels of<br>
poison type effects as follows:<br>
EL Effect<br>
0-1
Paralytic poison<br>
2-4 Slow
Death Poison<br>
5+
Immediate Death poison<br>
The effects of slow or immediate death are as
for the normal rules<br>
of poisons in book 2. The paralytic poison
will cause the person<br>
to be paralyzed for (EL+1) phases. The
magic of this spell will<br>
coat the dagger without poison. Actual
poison material is not<br>
needed for the spell. The poison effect
remains on the blade until<br>
the duration ends. The dagger must hit and
inflict at least 1<br>
point o damage to inflict the poison on
target.<br>
<br>
Range - Touch<br>
Duratoin - (EL+1)x2 phases<br>
Base Line - EL+2 [Base Line for poison
effects]<br>
BMC -
4<br>
Alignment - Chaos<br>
<br>
Note: Burton has a poisoner skill and chart
variant that can allow<br>
more poision effects like for this spell.
The Referee can vary<br>
those effects. The most common weapon
found seems to be a cheap<br>
dagger so this spell uses the dagger as a
increased powerful weapon.<br>
<br>
--------------------------------------------------------------------------<br>
<br>
58) Archery Powers<br>
This family has the following members:<br>
<br>
Note: Casters who have skills in archery can use
this spell. It<br>
enhances the arrows or proejctiles fired by the
caster. <br>
<br>
A) Fire Arrow<br>
A normal arrow that on impact
will ignite and cause additional<br>
fire damage. Success will cause any arrow
fired during the duration<br>
to use the fire arrow effect.<br>
<br>
Damage - +1D6+EL [Added to
normal arrow hit damage if any]<br>
Duration - (EL+1)x2 phases<br>
BMC -
2<br>
Alignment - Law<br>
<br>
B) Cold Arrow<br>
As for Fire Arrow but causes
Cold damage. All other parameters<br>
are same for Fire Arrow. On impact it
causes a wave of cold in<br>
a small area in the wound.<br>
<br>
C) Multiple Arrows<br>
This spell will cause one
arrow to magically duplicate and<br>
create the same type of arrow multiple
times. It will create<br>
EL+1 copies of the sme tyep of arrow or
projectile. The caster<br>
will cast the spell and fire as normal but once
the projectile<br>
leaves the weapon it multiplies. Each
arrow will hit and cause<br>
damage per arrow.<br>
<br>
Duration - (EL+1)x2 phases<br>
BMC -
2<br>
Alignment - Law<br>
<br>
Example: A Wizard casts EL3 Multiple Arrow using
a Bow. The<br>
spell will last 8 phases. Since a bow can
fire a arrow once<br>
per phase he can use the spell 8 times. He
fires the arrow<br>
and it will suddenly duplicate and become 4
arrows (1 original<br>
and 3 copies). If one arrow would hit
doing 3 points then<br>
all 4 would hit doing 12 points.<br>
<br>
Note: The projectiles will all hit if one
hits. But the Refere<br>
could allow each to hit as a distinct
roll. <br>
<br>
D) Guided Arrows<br>
The spell will cause a
normally fired arrow to be guided by<br>
the caster. For the duration of the spell
the caster can guide<br>
the arrow by sight and concetration to its
target. In effect<br>
he gets a automatic hit with the projectile as
long as he can<br>
guide the projectile. If he loses
concentration or damaged<br>
the arrow will fly on its normal flight
path. The spell can not<br>
be combined with any other Archery spell or the
caster can not<br>
cast any other magic during it. As he
concentrates on guiding the<br>
projectile he can not move. <br>
<br>
Range - (EL+1(x5"
[How far away the caster can guide the projectile]<br>
Duration - (EL+1)x2 phases<br>
BMC -
4<br>
Alignment - Law<br>
<br>
Note: A nice spell that could be useful.
To balance it the Refere<br>
could add a basic chance of hit even if the
arrow is guided or<br>
a modifier to basic hit. One could also
add a rule that if a miss<br>
is done this chance is rolled. Otherwise
anything else is a normal<br>
hit. If this chance is rolled on a miss
and is guided the arrow<br>
will hit anyways.<br>
<br>
E) Exploding Arrow<br>
This spell creates projectiles
that will explode causing more<br>
damage beyond their basic damage on
impact. The explosion is<br>
a slight fire explosion but improved damage over
Fire Arrow.<br>
<br>
Damage - +1D10+EL [Added to
normal arrow hit damage if any]<br>
Duration - (EL+1)x2 phases<br>
BMC -
3<br>
Alignment - Law<br>
<br>
F) Slow Missiles<br>
This spell will cause missiles
fired at target to slow down<br>
such that they could be seen, tracked and even
grabbed. As<br>
a general rule of thumb most objects will fly at
95 feet per<br>
second to their target. In reality this
may be increased or<br>
decreased but for purposes of this spell 95
works. This spell w<br>
ill affect a group of EL projectiles fired at
him that are in one<br>
area. A group of archers for
example. If ther eare 4 archers in<br>
each cardinal point then only one archer can be
used against this<br>
spell since they are spread out.<br>
<br>
Speed Decrease - 10x(EL+1) [How much it slows
down]<br>
Duration -
EL+1 turns<br>
Range -
(EL+1)x5" [Hwo far away projectiles must be targeted]<br>
BMC -
4<br>
Allignment - Law<br>
<br>
Optional: Cast at x3 the mana cost. The
spell can create a area<br>
effect using the Range above as a radius.
All missiles that enter<br>
this range will slow down as per above.
<br>
<br>
Example: 3 Archers fire on caster at distance of
50 feet. At<br>
normal speeds the arrows would hit that
phase. But the caster<br>
casts this spell at EL5. The speed
decrease would be 60.<br>
Thus speed is 95-60=35 feet per second.
This means the caster<br>
will be able to move out of the way since it
will take 2 phases<br>
for the arrows to hit him. First phase
they will move 35 feet<br>
per second (3.5 hexes). Second phase they
only have 15 feet to<br>
go but the caster has moved away they complete
the last 15 feet<br>
and hit nothing. A powerful mage with a
EL9 in this spell could<br>
do wonders with this spell. The speed
reduction would be 100<br>
feet per second. Using the core 95 as a
basis this would make<br>
all projectiles stop completely (if negative
speed). If the<br>
arrow was cast at say EL8 the speed of the
projectiles would<br>
be 5 feet per second. At this rate it
could be possible for one<br>
to even grab the arrow if quick enough.
The basic rule of 95<br>
feet per second is a rule of thumb. If
some can determine the<br>
actual speed of various projectiles they should
use that speed.<br>
Physics could help in this determination.
<br>
<br>
---------------------------------------------------------------<br>
<br>
Note: These spells are used as the weapons are
used. However,<br>
a Referee could allow dedicated items like Bows
(example) and<br>
arrows to use the abilities above. To do
this the spells must<br>
be cast at X3 to dedicate the bow (x3 the cost
to cast the<br>
spell used above) and must pay 1x(EL+1) mana
point per projectil<br>
to dedicate. Example might be to dedicate
a bow and 10 arrows<br>
for Fire Arrow would cost x3 mana of Fire Arrow
for dedication<br>
of the bow (scuccess dedicates). The
caster then must pay 10<br>
more mana to dedicate each arrow. The
duration of said dedications<br>
last for the spell being used (in this case the
Fire Arrow Duration).<br>
But used in this way the duration is
doubled. The caster could<br>
make pernament dedicated items using this
method. <br>
<br>
--------------------------------------------------------------------------<br>
<br>
59) Shield Powers<br>
This family has the following members:<br>
<br>
Note: This family is the most powerful defensive
spells that could<br>
exist in pnp. They have to be used with
caution and be limited in<br>
their use. Each spell has notes on how to
restrict and limit them.<br>
The above spells Blade Shield and Static Field
could all be put<br>
into this family as well. <br>
<br>
A) Water Shield<br>
This spell creates a circular
bubble of air in the form o thin<br>
membrane. It allows the caster to submerge
and survive in water.<br>
The membrane will protect from the water and
allow the caster to<br>
breath normal air. This bubble only allows
one to sink and<br>
submerge in the water and move with the
current. To actually<br>
moe on a voluntary way the caster will have to
use other magic.<br>
The best suggestion is a Friendly Current or
levitate spell that<br>
can allow the bubble to move. The shield
will dissolve and the<br>
water and pressure will soon overtake the
caster. He will have<br>
to swim up to the top to avoid being crushed and
drowning unless<br>
he uses other magic. The Max depth is the
max how far it can<br>
go underwater. If it goes beyond that the
pressure will crush<br>
the bubble negating the spell. The
caster cna also cast this<br>
spell but not be in it. In doing so he can
se tit for another<br>
person at a range of (EL+1)x3". He
could also use it to place<br>
items with a weight limit of (EL+1)x20 pounds in
the bubble<br>
and send it into water. This is why the
duration is longer since<br>
the air is not needed for objects. In this
use, the caster will<br>
have to obtain the object or bubble back through
other methods<br>
like spells (Teleport, Telekinesis, etc.).
<br>
<br>
Air Reserve - (EL+1)x30 minutes [for 1
person]<br>
Bubble Size - EL+1" (Diameter) [Can
vary]<br>
Duration - EL+1
Hours<br>
Max Depth - (EL+1)x20
feet<br>
BMC - 4<br>
Alignment - Law<br>
<br>
Example: A wizard is in a river and the bank is
full of enemy soliders<br>
looking for him. The river is only 20 feet
deep. He decides to<br>
cast a EL3 Water Shield and will sink to the
ground. He swims out<br>
tot he middle and casts the spell. The
bubble pushes out the<br>
water and keeps in the water. The bubble
size is 4" but he only<br>
needs 2". He can sit on the bottom
and just wait it out. It will<br>
give him 2 hours of air. The shield will
last 4 hours. By that<br>
time the soliders should have moved on.
<br>
<br>
Note: This shield will burst on any real attack
on it. It can<br>
withstand just the level of water around
it. But a simple<br>
hacking of its membrane will destroy it.
Referee could allow<br>
a Membrane HPV - (EL+1)x5 to give it some
resistance against<br>
fish or creatures in the water who may wish to
attack it.<br>
<br>
B) Strength Shield<br>
This shield creates a hard
membrane that can withstand intense<br>
weight nad pressure. It should only be
used in emergency situations.<br>
The membrane can withstand up to the crushing
weight listed below<br>
before it will burst. Uses of this spell
might include a sudden<br>
avalanche and caster may be crushed by rock and
snow. IT could also<br>
be used in a cave in to hope to keep air and
remain uncrushed. There<br>
has to be at least a short time to create this
spell. This is meant<br>
to withstand pressure from all sides. If
there is pressure from<br>
one single point it will break and spell is
negated.<br>
<br>
Air Reserve - EL+1 hours [for 1
person]<br>
Bubble Size - EL+1" (Diameter) [Can
vary]<br>
Duration - EL+1
Hours<br>
Max Pressure - (EL+1)x20 <br>
BMC - 4<br>
Alignment - Law<br>
<br>
Example: A Wizard is on a mountain and sees a
avalanche start<br>
about a mile up. He only has about 10
seconds before it reaches<br>
him. He casts a EL4 Strength Shield. This
will create a area<br>
bubble of 40" in diameter (a large enough
area others could be<br>
in it and have room for sleeping). The air
reserve will last<br>
5 hours and the bubble lasts 5 hours.
After that time if he<br>
is not rescued by friends and dug out he will be
crushed and likely<br>
die. <br>
<br>
Note: This should not be used in combat.
This is why I added the<br>
downside of one point of pressure will snag the
bubble. In this<br>
case this would mean a intense hacking point by
a sword or pick<br>
or some other weapon. Referee can
determine this precise bit<br>
of weapon and pressure. This would be a
rarely used spell but could<br>
save a person from certain doom. The air
pressure per square<br>
cube or such should be refined based on the
depth and type o problem<br>
(sand, rocks, underground, water, or
snow). <br>
<br>
C) Energy Shield<br>
This spell creates a shield of
energy around the caster. In this<br>
case it is not a bubble but the caster can set
it as a bubble. It<br>
is more a energy field that covers the body and
is a inch above<br>
the body's surface as the surface moves.
The basic form is a inch<br>
above surface but caster can assign a uniform
width away from the<br>
body to form a bubble. In the bubble
format it will have to be<br>
large enough, minimum, to circle the body in a
uniform shape. This<br>
shield will protect against combat weapons and
magic that cause<br>
damage. This does not act like armor with
its AV that can break<br>
or be reduced. The constant strength will
remain in place until<br>
a crushing attack is done in one phase in one
strike that does 3<br>
times the strength. There is no need for
air reserves as it<br>
is able to have air enter the shield as
normal. This shield works<br>
through the lifeforce of the caster. Due
to this it will cost<br>
energy level points equal to HALF the mana cost
spent to cast<br>
this spell. The caster can expend 1 Energy
point to increase<br>
the Strength by 1 and increase Duration by 1
phase. The shield<br>
This shield will protect against all melee
weapons, missile weapons<br>
and magic that can not go over the shield
strength. Melee weapons<br>
that hit the shield will spark against it and be
deflected slightly.<br>
Missile weapons that hit the shield will just
slide off and down.<br>
Magic will splash against the shield and could
affect others nearby.<br>
Certain forms of magic that does no physical
damage can damage<br>
the caster. Examples might include mental
attacks, time spells<br>
or such that do not have to physically touch the
caster to damage<br>
him. The strength will also have to be
withstood against things<br>
like falling rocks or water pressure. In
order to increase the<br>
strength and duration the energy must be paid at
time of casting<br>
the spell. The caster can not fight with
melee weapons as it<br>
will break the shield from the inside. He
may not touch others<br>
since the shield prevents actual physical
contact. The caster<br>
may use spells that do not require them to leave
the body. For<br>
example casting a Fire Dart in a shield could be
deadly as the<br>
spell will bounce off the shield and hit the
caster. Thus<br>
spells like mental attacks or those which do not
leave the<br>
body will be castable by him. He can also
move with the shield. <br>
<br>
Shield Strength - (EL+1)x10<br>
Duration - (EL+1)x2 turns<br>
Energy Loss - Half Mana
cost to Cast, rounded up<br>
BMC
- 7<br>
Alignment -
Law or Chaos<br>
<br>
Example: A wizard is attacked by 10
people. He is alone so casts<br>
a EL4 Energy Shield. This creates a shield
strength of 50, duration<br>
of 10 turns. It costs 25 to cast mana wise
and 13 energy to use<br>
the spell. He could spend more energy to
increase strength & duration.<br>
The enemy will have to do in a single blow 51
points of damage to<br>
even break the shield with a single
weapon.<br>
<br>
Note: This is probably the most dangerous
defenseive spell. Thus<br>
I restricted it by making downsides of spells to
cast by caster,<br>
and by the high BMC and energy loss. Referee
could vary the strength<br>
of the shield to lower it if need a good
balance. If there<br>
exists a powerful mage out there with a EL10
Energy Shield he<br>
could be virtually impossible to stop. The
Referee could devise<br>
a Achiles Heel to this spell to balance it
further. For example<br>
one could make it that the shield under the feet
is HALF the strength.<br>
Thus one wizard could lift the bubble with
telekinesis and then<br>
try to hack the feet area and bam the shield
would break. Things<br>
like would balance the shield. I envision
this spell more used<br>
for the Chaotic alignment than Law. I
figure evil wizards would<br>
use this to menance society. But I added
Law. Its up to the GM.<br>
<br>
C) Corona Shield<br>
This spell is one step up from
Energy Shield. It has all the<br>
same characteristics as that spell. But in
this case the shield<br>
is both defensive and offensive. It
creates a shimmering shield<br>
of fire and static energy. It may be hard
for people to see<br>
through the shield (caster and those outside)
due to the shimmering<br>
static and fire energy. Those who get near
the shield will be<br>
hit by fire darts and lightning bolts from the
shield. They<br>
will only shoot out in the listed range.
If they go further they<br>
will fade and disappear. The caster can
not control how the<br>
bolts of fire and lightning shoot out.
They will fire out in<br>
random directions and random intervals.
There is no order to<br>
which will shoot out first. It could be 3
Fire Darts and 1<br>
lightning. The Referee will have to
determine this through secret<br>
rolls. For the Fire or Lightning to
Hit Referee could use the<br>
Magic Table as normal or use MEL+EL as OCV
for combat table<br>
purposes. The bolts per phase
is how many fire darts or<br>
lightning bolts may be discharged per
phase. <br>
<br>
Shield Strength - (EL+1)x5 <br>
Duration - (EL+1)x2
turns<br>
Energy Loss - Half
Mana cost to Cast, rounded up<br>
BMC
- 8<br>
Alignment - Law or Chaos<br>
Range of Magic - EL+1" [How far
Fire or Lightning goes out]<br>
Fire Dart Damage - (EL)D6+EL<br>
Lightning Damage - (EL)D10+EL<br>
Bolts Per phase - EL/3, rounded up [If 0 1
per phase]<br>
<br>
Example: A Wizard finds himself surrounded by 20
Trolls. He<br>
casta EL4 Corona Shield. The strength is
20, lasting 10 turns.<br>
The magic can extend out to 5" (50
feet). The fire dart will<br>
do 4D6+4 and Lightning will do 4D10+4.<br>
<br>
Note: Notice I decreased shield strength to HALF
that of the<br>
Energy shield. Those who dare to get
closer have a better chance<br>
of killing the shield. This is to balance
out the damage it<br>
can do to others. The same level of
balance could be used for<br>
the Energy Shield.<br>
<br>
-----------------------------------------------------------------<br>
<br>
Note: These spells are all a rough outline. Richard may or may
not<br>
take some or noen of the spells and invoke in pnp2. But GMs are
free<br>
to use the spells in their games and develop them as they see fit.<br>
OF all the spells the Entropy is the most confusing. This spell
is<br>
only good to know about through many examples. If you need
examples<br>
let me know and I can give many to flesh out the spell.<br>
<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>
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