<html>
<br>
<font face="Courier New, Courier" size=1> ** Powers &
Perils<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: After finishing the Priesthood spells I
do realize now there<br>
are some spells related to this. However,
not everyone uses Priests<br>
and not everyone can FIND a Priest in some
areas. This alternative<br>
gives wizards the ability to do the same
thing. To balance it against<br>
the Priestly spells one could add a basic chance
of failure based<br>
on EL since Priest's are mainly trained for
it. Because the Priests<br>
do use a form of spell like this it may be
skipped but it does give<br>
a basic alternative. <br>
<br>
--------------------------------------------------------------------------<br>
<br>
2) Energy Web [or Spider Web]<br>
This spell creates two forms of webs that entrap
a single target. The<br>
web is just like that of a sticky spider web
that prevents movement<br>
and activity. This spell is used in two
ways. If it is a regular<br>
entity it is used like a spider web. But
if it is a supernatural<br>
force a mystical form of web is created with
energy rather than a<br>
sticky substance. In order to move the
entity must have a higher<br>
strength over the listed strength. If they
do not break free they<br>
can't move for the duration and are limited on
their actions.<br>
The Spider Web is almost invisible in certain
light as normal spider<br>
web but the Energy Web glows a slight whitish
hue. <br>
<br>
Range -
(EL+1)x2"<br>
Duration - EL+1 phases<br>
Strength - 10+(ELx10)<br>
BMC -
3<br>
Alignment - Balance<br>
<br>
Optional: Referee can allow this spell to be
cast ahead of time<br>
and be placed in a particular place. The
web can be placed like<br>
on a tree where a person may walk. It will
last until duration<br>
ends and will entrap once target hits it.
Cast in this way however,<br>
there is a chance to free oneself with a
Strength Roll.<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. The optional rule can<br>
be expanded for another roll like
Will or Dex and a variable<br>
to that like Will x2. I use
basic strength as a outline.<br>
<br>
--------------------------------------------------------------------------<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 for the<br>
duration. The roll modifier is for attacker
rolls as they are<br>
confused and disoriented.<br>
<br>
Range - EL+1"
(Radius)<br>
Exclusions - EL<br>
Duration - EL+1
Turns<br>
Roll Modifier - EL+1<br>
BMC - 3<br>
Alignment - Sidh
Magics<br>
<br>
Optional: Cast at 3 times the normal cost this
spell can try to<br>
pernmanetly deafen a single target. Cast
in this way there is<br>
no area affect but its cast on one target.
The chance to cause<br>
pernmanet deafness, as the eardrum explodes from
the magical power,<br>
is (EL+1)x10%. <br>
<br>
Notes: Blindness is great but it only does one
target. Imagine a<br>
caster being attacked by a small
force led by a leader who shouts<br>
orders. If those attackers are
suddenly deaf they become confused.<br>
The leader would be useless and his
troops would become single<br>
individuals rather than a distinct
unit.<br>
<br>
--------------------------------------------------------------------------<br>
<br>
4) Sensory Powers<br>
This family has the following member
spells:<br>
BMC - All
3<br>
Alignment - Balance<br>
<br>
A) Sight<br>
This spell will increae sight
perception and range. This spell is<br>
used in several ways. Cast at EL0 it can
increase the normal<br>
perception of vision to help pick out
distinctive things in a room<br>
or area. Used in this way it gives a
(EL+1)x5% chance of spotting a<br>
particular thing you are searching for, be it a
secret door or a<br>
particular rune out of 100 runes on a
tapestry. Used in the other<br>
way it increases the sight of normal 20/20
vision by telescoping the<br>
distance seen. This would be affected by
terrain type since some<br>
terrain limits vision. This spell does not
help in seeing in darkness<br>
or magical darkness. It only improves
normal viewing perception. Thus<br>
viewing through fog or steam is normal
perception.<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 tracked<br>
by people and he needs to keep a
track on THEM say in a desert or<br>
plains. Used in the
first method it just increases NORMAL<br>
perception (no telescoped vision)
but used in the other way it<br>
increases the range. IF
someone was lucky to get to EL10 they<br>
could see say 11 miles down the
plains as clear as it was a mile.<br>
This would be very useful if a
caster served as a military scout<br>
for example. The level of
detail would be up to the Referee and<br>
weather. Would work on the
same principal as satelites of today.<br>
They would be able to zoom in but
they may not get details like<br>
reading scrolls at 10 miles
away. They might make out groups of<br>
people and who they are but that's
about it. Spell only cast on<br>
the caster.<br>
<br>
B) Taste<br>
This spell increases the taste
sensation of the caster's mouth. It<br>
serves in two ways. First method is to
simply detect if certain foods<br>
are good to eat or if poisoned. The caster
would take a small bite of<br>
the food but be unaffected by its sour or
poisoned effects from the<br>
magical defense of the spell. It would
then give a sensation to the<br>
caster of being bad or poisoned. The other
way cast at x2 the Mana<br>
Cost would make it to block poisoned
foods. While the duration lasts<br>
the caster can withstand the poison.
The Reduction is the amount of<br>
Base Line reduction for the poison in its
effect. If used to simply<br>
detect bad or poisoned food the duration is only
for the time it takes<br>
to eat the first bite (usually 1 phase).
The PR Increase is a bonus<br>
used in defending against the poison (PR is
Poison Resistance). <br>
<br>
Duration -
(EL+1)x2 turns (if used to defend against poison.<br>
BL Reduction - (EL+1)x2<br>
PR Increase - (EL+1)x3% [If used to
defend against poisons]<br>
<br>
Example: A BL10 Immediate Death Poison Apple is
given to a caster who<br>
casts a EL4 Taste spell to defend
against suspected poison. The BL<br>
reduction is 10 making it BL0
Immediate Death. The duration to<br>
defend against this poison would
last him 10 turns and give a boost<br>
of 15% to his Poison
Resistance. <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 of
the caster. The caster's hearing<br>
will be increased for the duration. To
listen better the caster must<br>
see the noise and target while it is within his
range. The Roll<br>
Modifier is for the one who uses this spell
since heightened hearing<br>
can also distract and confuse.
To give this ability to someone<br>
they must touch that person. The spell is
cast only on one person at<br>
a time so if not the caster then it is cast on
another person. The<br>
Range is the distance the improed hearing
is. Thus noises outside<br>
the range will be heard with the person's normal
hearing. Those<br>
noises in the range will be heard as if the
person was right next to<br>
the noise and hears it completely. The
drawback to this spell is<br>
if there is too much noise it can cause problems
for the person<br>
using this spell. <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 for<br>
the person to listen for movement or
noises. In this way the range<br>
is the listed Range but a Radius. But used
this way the Roll Modifier<br>
is twice the listed above since more noises are
coming to the one<br>
affected.<br>
<br>
Notes: Ever want to hear a conversation said by
a king about to kill<br>
you in a royal court as you stand 40
feet away as they whisper?<br>
Well this spell allows it. The
one using the spell MUST see the<br>
target directly without
obstruction. The target does not have to<br>
be looking at the one with better
hearing. The downside is while<br>
you are concentrating on hearing for
things the roll modifier is<br>
the amount of disorientation you
have. Besides conversations this<br>
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. How<br>
the detail of this spell improves things is up
to the Referee. To<br>
affect another person caster must touch that
person for him to get<br>
the spell results. The spell gives
the direction of the speicified<br>
smell or odor along with the distance.
Failure gives only the<br>
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 envision as mainly a tracking
spell. If a caster is<br>
trying to track a female in a marketplace that
has a distinctive odor<br>
or perfume this spell will help the caster to
track that smell by<br>
giving the dirction of the smell as long as the
small remains in his<br>
range area. It could also be used to track
for things normal smell<br>
can't like gas in a mine or such.<br>
<br>
E) Touch<br>
Caster is only person affected
by this spell. It increases the<br>
sense of touch. The spell effects are two
fold. The first method<br>
allows the caster to detect surfaces far better
in times where he<br>
may be blind or in darkness. Even the
slightest touch will yield<br>
what the object is likely to be with a simple
brush rather than<br>
raking the hands over a entire object.
Used in this way it is good<br>
to find your way out of a tunnel or maze by the
sheer wall layout<br>
and distinctive touch. It is also good to
detect secret traps or<br>
doors through their outlines on walls before its
too late. The<br>
second method is when cast at x2 the Mana
cost. Used in this method<br>
a person can read text or runes in total
darkness or lack of vision.<br>
The caster must also know the language of the
text read. The Referee<br>
is free to limit the 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 game<br>
at one time. The first method is good to
find secret rooms or doors<br>
or items in a room that is totally dark.
The second method allows a<br>
caster to read a book or scroll in
darkness. Why is this spell<br>
usefull? What if a Darkness spell is cast
and a magic -user has to<br>
read his scroll or book to cast the spell to
negate the darkness.<br>
Well this spell allows the reading of the exact
details for chanting<br>
the spoll. This acts as if the text is
raised like braille. <br>
<br>
--------------------------------------------------------------------------<br>
<br>
5) Animal Powers <br>
This family has the following member
spells:<br>
Alignment: Shamanic<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 eyes of a<br>
selected animal. The Caster must have
prior recent (within last<br>
hour) knowledge of the animal or see the animal
directly. The<br>
caster can then see through the eyes of the
animal as it moves about.<br>
The animal is not affected in any other
way. If the animal has<br>
non-normal vision like infrared then the caster
also sees in that<br>
wavelength. If the caster is a Shaman and
the animal is a Tonah he<br>
gets a -EL to the success roll. If the
creature has an ability to<br>
resist and is intelligent then he gets his
normal MDV to resist.<br>
The Range is how far shaman must be to make
contact with animal<br>
initially. After that the creature can
move out of the range or<br>
even out of view of the Caster. <br>
<br>
Range - (EL+1)x10"
[Inital contact range]<br>
Duratoin - (EL+1)x2 turns<br>
BMC - 3<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 ALL<br>
animals in the effected radius area to suddenly
go berserk or crazy.<br>
They will immediately react and flee the area in
some fashion. This<br>
affects ALL animal life in the area from the
lowest Ant to the biggest<br>
of animals like Bear.<br>
<br>
Range - EL+1"
(Diameter)<br>
Duration - (EL+1)x2 phases<br>
BMC - 4<br>
<br>
Optional: Can allow this spell to remain in
place or allow it to<br>
move with the caster as he moves. <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 spell<br>
suddenly has all the forest animals go
berserk. Birds go flying in<br>
every direction. Bees swarm out of the
area. Deer stampede. The<br>
bandits are so confused by this it gives the
caster time to attack<br>
or retreat. Another example is if on a
plains near horses that are<br>
simply grazing. If attacked by a few
bandits the spell will cause<br>
the horses to stampede. Course the
direction is up to the Referee<br>
but it could be 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. If at any time<br>
the PMR increase is 3 times the normal PMR the
animal will become<br>
exhausted at the end of the duration. At
this point they will<br>
have to rest 1 full hour before they can move
again even at normal<br>
speed. <br>
<br>
Range
- EL+1" (60 degree Cone)<br>
Duration - (EL+1)x3
turns<br>
PMR Increase - EL+1<br>
BMC - 1<br>
<br>
Optional: Cast at x3 the cost it can be used to
increase speed of<br>
animals longer. Used in this way the
duration is hours not turns.<br>
The PMR increase is halved, rounded up.
<br>
<br>
Note: This spell is mainly used on horses but
could be used on other<br>
animals like War Dogs or such. The caster
can cast it to increae the<br>
speed of the horses. It is given a Cone
area rather than touch since<br>
there may be a few more horses (like a
wagon). The regular speed<br>
spell seems to affect a single target and
persons rather than animals.<br>
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 gained<br>
is more generic. The main use of this
spell is to learn if a specific<br>
target was seen by the animal and how long ago
it was seen. The<br>
success chance is helped by the Intellect of the
animal. Per Int<br>
point the animal has the success chance is
decreased by 5%. Spell<br>
has no duration but if the spell succeeds the
caster learns if the<br>
target was seen. If the target was seen a
mental image is projected<br>
to the caster by the animal of how long ago
through use of the sun<br>
and moon. Since animals do not judge time
they can only determine<br>
passage of time by how the sun & moon move
across the sky. Thus if<br>
the animal projects the sun being at 3 o'clock
and the current sun is<br>
straight up the time the target was seen was 3
hours prior. The max<br>
time this works is 12 hours since above that the
animal can't project<br>
a valid time. The Caster must know the
target to be tracked. <br>
<br>
Range - (EL+1)x5"<br>
<br>
Optional: Referee could allow for EL days since
the target was seen<br>
if the animal can project a 'day' by showing the
sun and moon move<br>
across the sky.<br>
<br>
Note: This spell is mainly for tracking
purposes. A caster can ask<br>
a bird through the spell (the communication is
not through words but<br>
through a mystical questioning of the animal's
subconscious) if a<br>
person was in the area in the last few
hours. The bird will<br>
determine yes and no and if so how long
ago. This does not act<br>
like the basic Communicate spell. <br>
<br>
F) Animal Summoning<br>
This spell will create a urge
for animals to come toward the<br>
caster. The call is mystical and spreads
out from the caster<br>
in all directions. The caster must be
creative in this spell<br>
as it may backfire. Animals summoned may
not be controllable<br>
and therefore may attack the caster
himself. The caster will<br>
have to specify the animal to be summoned (like
bear, wolf, etc.).<br>
The time it takes for animal to come to the
caster depends on<br>
the animal and his normal mode of
movement. The spell fails if<br>
he can't contact the minimum Intellect of the
animal. This spell<br>
does NOT summon supernatural forces.
<br>
<br>
Range
- EL+1 miles [Distance away animal can be summoned]<br>
Number Summonable - (EL+1)/2 (Rounded up, number
of animals can summon)<br>
Mana
Cost - Mana Cost x Animal
summoned<br>
Max Intellect - EL+1
(Minimum Intellect of animal can summon)<br>
<br>
Example: A wizard is being hunted by 2
barbarians. He finds himself<br>
trapped in a tree. He decides to call for
a local bear he saw<br>
earlier that day. He casts a EL2 Animal
summoning spell for Bear<br>
and requests for as many bear as he can
get. The range for the<br>
summoning is 3 miles around the caster. He
can summon 2 bears<br>
and he will request 2. The cost will be 2
times the basic mana<br>
cost and he can summon a max Intellect of
3. Unfournately a Bear<br>
has a Intellect of 4. So his spell is not
powerful enough to<br>
summon the bears. The spel fails.<br>
<br>
Note: This gives a basic alternative to the
Summoning Spell.<br>
Think of this spell as a Tarzan effect where one
can call<br>
creatues or a Aquaman effect where he can send
for help by creatures.<br>
This spell can be dangerous as one may summon a
pack of wolves but<br>
not be able to controll them. Thus if the
Referee chooses he cna<br>
do a Optional rule to control the animals at say
2x the mana cost<br>
or anotehr Animal Control type spell.
<br>
<br>
--------------------------------------------------------------------------<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,<br>
Underground and Hills. Other terrains will be far more
difficult to<br>
hide in like open plains or just a pasture and will not work in
those<br>
areas. The person acts hidden as if the Elven Forest Hiding
skill for<br>
the duration. For those in the area who are specifically
looking for the<br>
one using this spell they will require a success roll like
Active<br>
Illusion to find the person hidden even though this spell is not
an<br>
illusion. For those the caster includes in this spell
to be affected<br>
they must have contact with the caster. Those affected can't
move or<br>
the spell will be negated. If target is also damaged the
spell will be<br>
negted for the attacker. Damaged during the spell like through
combat.<br>
The spell only affects the surroundings around those
who wish to<br>
use the benefits of the spell. It distorts the visual
wavelengths of<br>
the terrain, clothing and body. This distortion meshes the
person into<br>
the terrain as if its a cloak. This does not completely turn
the person<br>
invisible or distort through illusion. Nothing physical is
distorted<br>
just how the person is viewed by others. This distortation
is through<br>
he mystical powers of the spell. <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. I tried to form
a spell<br>
that does not act like invisibility or an illusion. The
basic<br>
concept works out from how a chameleon blends in with his
terrain.<br>
One could adapt the spell to act like that in which it affects
the<br>
person's appearance to mesh into the terrain. It is up to
the Referee<br>
to clarify and refine the spell. <br>
<br>
--------------------------------------------------------------------------<br>
<br>
7) Morale Change [or Confidence Check]<br>
This spell affects the Morale of those affected.
The listed Morale<br>
Check will be rolled to determine if the enemy's Morale is
affected.<br>
This spell creates a sense of dread to the enemy so that they
will<br>
rethink their tactical position in combat. The results of
the morale<br>
check is up to the Referee but it could result in the enemy
surrendering,<br>
fleeing or going berserk. This depends on the enemy
especially if they<br>
are fanatical or under uncontrollable battle fury. There is
no duration<br>
The check is done once and result is immediate. The
situation will have<br>
to be considered when using this spell. Situation like
terrain, weather,<br>
overwhelming odds are all factors in the use of the spell for
caster and<br>
referee alike. The Morale Check is rolled on a D100 and for
success should<br>
be less than or equal to the check percentage. Modifiers to
this roll<br>
like MDV, Spell EL, skills (like stealth or other leadership
skills)<br>
and other Referee defined modifiers should all be applied.
Also if the<br>
Referee uses his own Morale system this spell may be
ignored. However,<br>
for situations when morale rules are not used this spell is useful
to<br>
prevent slaughters from one side or another. <br>
<br>
Range - (EL+1)x2"
(60 degree cone)<br>
Morale Check - (EL+1)x5%<br>
BMC -
3<br>
Alignment - Balance<br>
<br>
Example: A EL 5 Morale spell is cast on 3 bandits. The
caster is alone<br>
so outnumbered. The rnage is 120" plenty of time for
the caster not to<br>
be attacked. The Morale Check is 30% which means the Refree
rolls under<br>
this and gets a 23 on D100. The Referee determines the
bandits slow and<br>
begin to think the enemy is a Wizard of power. Sudden dread
overcomes<br>
them and they flee the area for a time deteremined by the
Referee. If<br>
the bandits were Chaos and Fanatical and the Wizard was Law they
may not<br>
flee but may act cautiously. This spell could use some work
and maybe a<br>
Morale Results chart. This is just a rough idea and mostly
leaves it up<br>
to the GM to decide results. There could be a Duration on
the spell on<br>
how long the people flee or stay away from attacking the
enemy. The<br>
form of dread is up to the GM. Examples might include
sounds, lights,<br>
odd affects around the caster like earth shakes. This spell
should<br>
be used unless a Morale system is in place in pnp2 or in home brew
rules.<br>
A GM can define a possible MDV limit since wizards may be able
to<br>
suspect magic is being used agains them. For example a MDV
limit of<br>
(EL+1)x3 may be a good option. <br>
<br>
--------------------------------------------------------------------------<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 they<br>
will notice some minute change in reality. The Caster is not
affected<br>
by this spell. this spell can also affect time in a minor
way by moving<br>
those affected forward in time by a minute amount. Each
phase the<br>
Referee will determine the results of Entropy and relay those
changes<br>
to the environment. Any time effects the Caster is not
affected by the<br>
Time and realizes what has occured. The results of entropy
are infinite<br>
and up to the imagination of the Referee. It may include
pesky things<br>
like a object being moved or thrown down. It may include
confusing<br>
things like cards in a person's hand being changed to a different
suit<br>
or a book changing text. It could be lethal or risky in that
effects<br>
of spell may be twisted like a fire dart may bounce off a person
and<br>
hit another person or a arrow may fly but turn to mush and fall in
the<br>
air. The changes and the duration of said changes are up to
the Referee.<br>
The listed duration is how long the spell lasts. If a change
requires<br>
a duration the default Duration 2 can be used for the effect of
that<br>
entropy change to take place. If time is affected it must
relate in<br>
some way to logical time and rules if possible. Common use
of time<br>
entropy is loops of actions or jumps of events. The referee
can bend<br>
the laws of physics when using this spell if he thinks it is
needed.<br>
<br>
Range -
(EL+1)x2" (Radius area effect of chang)<br>
Duration 1 - (EL+1)x2 phases [Basic
duration of total spell]<br>
Duration 2 - EL+1 phases [How long a
change may occur]<br>
Entropy Chance - (EL+1)x10% [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>
Optional Rule #1: Referee can determine if the caster is affected
by<br>
this spell or not.<br>
<br>
Optional Rule #2: Cast at x5 the mana cost the caster can control
the<br>
effects of entropy and should work with the Referee to complete
those<br>
changes. <br>
<br>
Example: A Wizard is in a room with 3 others gambling. The
Wizard casts<br>
a EL4 Entropy spell. This gives 8" range which will
affect the entire<br>
room easilly. Duration is 10 phases. Chance of Entropy
is 50%. If<br>
time is affected it will do 12 seconds. First and second
phases no<br>
entropy takes place. But third phase GM rolls a 33 so
entropy changed.<br>
He secretly decides it affects Fate of Gamling Chance. Thus
that round<br>
it may affect the caster in good or bad ways in his favor.
The next<br>
phase time is affected and the gamblers suddenly find
themselves<br>
replaying the same hand they did a few seconds ago. Yet the
Caster<br>
sees it as a Time Loop and replays the hand in his favor.
This goes<br>
on for the duration.<br>
<br>
Note; The Referee can have fun with this spell. It could
affect things<br>
from Gambling to Horse Races to Combat. It is critical the
GM wage the<br>
results to fit the reality. If in a horse race the caster
replays the<br>
last curve in the race that occured 5 seconds prior it must fit
in<br>
reality that those who see the race understand what has occured
and it<br>
makes logical sense. Any results are completely up to the GM
to<br>
determine or he can make up his own chart of effects. It may
be a strange<br>
spell to figure out but once the Referee has an idea and situation
to<br>
work with it could lead to some interesting events. This
works like Luck<br>
or Fate to affect things in the environment. In present time
think<br>
of entropy as socks that are missing in the dryer. Two socks
go in<br>
but one comes out. Entropy? Or one minute the keys to
the car are on<br>
this sofa but the next they are missing and can't be found.
<br>
<br>
--------------------------------------------------------------------------<br>
<br>
8) Code/Decode [Encryption or Hidden Meaning]<br>
This spell allows the caster to obscure or
reveal scrolls and books<br>
that he can read in the same langauge he knows. The spell
allows the<br>
caster to obscure a scroll or other text so it is scrambled and
not<br>
readable. A Detection or Knowledge spell will only determine
it is<br>
obscured but not the contents of the scroll or book. This
will affect<br>
any text or runes in the form of a language. The spell can
also be<br>
used to reveal the material back to normal. This affects
only one<br>
scroll at a time. If it is a book or tome with more than one
page it<br>
will need +1 Mana Cost per additional 2 pages to obscure or
reveal. No<br>
duration for this spell but in order to obscure or reveal a book
it will<br>
require concentration that is not broken until it is
complete. If any<br>
part of the concentration is broken the spell is negated and
nothing<br>
is obscured or revealed. To reveal a scroll or book the MDV
will have<br>
to be taken to resist. The MDV of a book or scroll is equal
to the<br>
caster's MEL plus EL of the spell to obscure the item. If
the scroll<br>
or text is magical by itself in nature it can resist this spell at
its<br>
basic MDV on top of any other factors (ie if its been obscured
on<br>
top of that). <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
arcane<br>
knowledge private from prying eyes. I created this spell due
to treasure<br>
that always had that 'Encoded' part to scrolls :) And yet
the rules<br>
never had coverage on how to encode or decode them :)<br>
<br>
--------------------------------------------------------------------------<br>
<br>
9) Cosmic Powers<br>
The members of this family are as follows:<br>
Alignment - Balance<br>
<br>
Note: These powers assume that the PL universe
uses the basic concepts<br>
of the night sky (ie stars, moon, planets and
other astronomical<br>
constructs). If you run a universe based
on Godly separation of the<br>
worlds and gods using stellar objects then this
family may not be<br>
good for you. In my universe PL is just a
basic ancient version of<br>
earth like world. It uses the basic
astronomical constructs as normal<br>
earth would. Thus the PL would see comets,
asteriod showers and<br>
much more. The Upper and Lower Worlds are
mystical planes that are<br>
not 'attached' to the Middle World by physical
means. <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. The meteors
are not controlled by<br>
the caster thus the If the caster
rolls an abysmal failure the<br>
rocks pulled down will all head straight for
him. <br>
<br>
Range -
(EL+1)x2" (Diameter) [Area where rocks land around caster]<br>
Duratoin - EL+1
phases<br>
Numbers of Rocks - (EL+1)x10<br>
Time to fall - 5-EL
phases (If 0 instantly)<br>
Damage -
1D6+EL+(Size divided by 12 Rounded up)<br>
Fire Chance -
(EL+1)x10%<br>
BMC
- 4<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 be<br>
cool to have in pnp. :) You may notice
this is the first spell I've<br>
done with damage listed. The Referee can
tweak the formulae including<br>
the time to fall (or have no time), size, or any
of the other factors.<br>
<br>
B) Star Navigation<br>
This spell is used like Desert
Navigation but uses the Stars to<br>
navigate through the wilderness or seas.
This spell does not give a<br>
distance but will show the direction of a known
target to the caster.<br>
It does this by mystically increasing the
brightness of a star in the<br>
direction it is, and even the color to make it
easy to stand out.<br>
Only the caster can see this changed view of the
sky. Success gives<br>
the direction. Failure gives
nothing. Abysmal may give a totally<br>
different location. Spell only
works so long as there are Stars in<br>
the sky that are not obscured by clouds or
weather. This also only<br>
works at night obviously. The destination
must be known to the<br>
caster specifically. <br>
<br>
Duration - EL+1 hours<br>
BMC - 2<br>
<br>
Optional: Referee can determine a distance to
object restriction.<br>
Like the destination must be within (EL+1)x100
miles of the caster.<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 alone<br>
in the sea this works. Also works in the
wilderness on land.<br>
<br>
<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. This brightness<br>
is not physical by the moon by mystical as seen
by the caster and those<br>
he includes. The effect is as if the moon
is shining at the biggest<br>
phase (the full moon). If it is at Full
Moon already it will be<br>
twice as bright to the caster and those he
includes as normal. The<br>
effects of ths brightness increases vision for
combat and other<br>
uses. <br>
<br>
Duration - (EL+1)x2 turns<br>
Inclusions - EL<br>
BMC -
1<br>
<br>
Note: Good for combat at night. I have
revamped this spell slightly.<br>
It was originally proposed by a player back
around '94. From my<br>
notes. I tweaked it a bit here.
There are several 'see in the dark'<br>
spells but this works in area effect with
inclusions. It basically<br>
gives a SLIGHT edge in combat fighting at
night. <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 time<br>
since the illusion will include minute and hour
type tick marks.<br>
There is no range for this spell. As long
as there are Sunlight<br>
and Moonlight this sepll will work.
Weather can affect this spell.<br>
<br>
Duration - EL+1 phases (For illusion or ends at
caster's will)<br>
BMC - 2<br>
<br>
Optional: This spell can be used to synchronize
caster and a set<br>
number of inclusions to use the same time.
Used in this way the<br>
caster can set a specific time for the spell to
go off. At<br>
this time the spell will indicate a mental
sensation to the caster<br>
and those he includes. Success reveals the
sensation on the exact<br>
selected time, failure gives nothing and Abysmal
will give a different<br>
time off by up to 6 hours. The number of
inclusions is EL. The<br>
caster must first cast the basic Cosmic Time
spell as normal to<br>
get the time then recast the spell at x2 the
cost plus 1 mana point<br>
per person included. Success must be for
both spells to be effective.<br>
Cast in this way the illusion does not show but
alerts those affected<br>
by the mental sensation. <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 will show<br>
the caster the exact time as if it was a true
clock. This spell is<br>
useful if a person has to meet or do some event
at an exact time.<br>
This spell should be restricted to cultures who
have some form of<br>
basic mathematics and astronmy skill sets.
Barbarian cultures who<br>
have none of these skills would not use
it. We know sundials existed<br>
in very ancient times so this fits in with
pno. <br>
<br>
--------------------------------------------------------------------------<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 then<br>
there is no duration. If the informatino
is text like a book or<br>
scroll it will take time to memorize the
information. The information<br>
will have to be read within the listed
duration. For that amount of<br>
text read it will be memorized. The
Referee will determine how fast<br>
the material can be read and memorized. If
the material is text the<br>
person can memorize Intelligence x 100
words. If more the spell can<br>
only trap the memory for that spell and more
words will have to be<br>
memorized with another spell. The Time to
recall is how long the<br>
material will be memorized before it fades from
memory. If one wishes<br>
to increase the length of this time he can cast
this spell at EL0<br>
and recall the item to re-memorize.
Success will add another period<br>
(Time to recall EL+1 phases) to the original
time. <br>
<br>
Duration -
(EL+1)x5 turns (for longer items like books, scrolls]<br>
Time to recall - EL+1 Years<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 memorization,
if needed. The<br>
main factor is how fast a person reads should be
determined before<br>
use of this spell. A good rule of thumb
might be Read & Write EL<br>
words per minute. This could vary for
printed and written text.<br>
<br>
--------------------------------------------------------------------------<br>
<br>
11) Ice Powers<br>
This family has the following Members:<br>
Alignment - Elder<br>
<br>
Note: Cold spell would fit in nicely with this
family. <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 freeze chance<br>
like the Cold spell.
This dart of Ice projects from the fingers<br>
of the caster and flies toward
the target. The dart may only<br>
be about 3 inches in length
but on impact it explodes and causes<br>
a flux of intense cold in the
impact area. Armor protects against<br>
this but it can also
backfire. Metalic or Iron armor will increase<br>
damage by EL/3 (Rounded up)
due to how the armor interacts with<br>
the cold air. Armors
like Leather or Quilted will protect as normal<br>
with no side damage.
Creatures who are natural to cold climates<br>
will take 50% of the damage,
Rounded Up. <br>
<br>
Range -
(EL+1)x2"<br>
Damage - 2D6+EL<br>
BMC -
1<br>
<br>
Optional: There could be given
a Frozen Chance slightly less than<br>
that of the Cold Spell.
Used in this way the person becomes<br>
stunned rathan frozen.
The stun is through loss of breath from<br>
the sudden coldness.
<br>
<br>
Note: Whereas Cold is area
affect this is a single target spell.<br>
Referee can define the type of
'dart' from a single ice dagger<br>
like object to a snowball that
hurts. <br>
<br>
B) Ice Shield:<br>
A shield made of solid Ice is
created for the caster. It will<br>
block most things like thrown
objects and arrows. It may not<br>
block all melee weapons
depending on the blow against it which<br>
could shatter it. Hot
weather will affect this shield. Per 5<br>
degrees over 80 degress -1
phase to duration. Shape of the<br>
shield is up to the
Caster. For size use the size of normal<br>
shields of the same AV.
The Shatter chance is the chance it will<br>
shatter from a melee weapon
hitting it. In order for this spell<br>
to work there must be some
form of water vapor in the air or some<br>
water nearby to get energy
from. If the humidity is such that<br>
there is no water vapor
chances are it won't be created. The<br>
Referee will have to determine
this based on weather and climate.<br>
Caster must have a free hand
for the shield to be formed. Once<br>
created the shield will have a
hand hold and it can then be<br>
tied to form a back shield if
needed. The chance to shatter is<br>
when damage is done that
equal's the shields AV. At this point<br>
a shatter chance roll is
made. If the roll is less than or<br>
equal to the shatter chance
the shield remains intact otherwise<br>
it shatters completely. <br>
<br>
AV
- EL+1 [AV of Ice shield created]<br>
Duration - (EL+1)x2 phases [How long
shield lasts]<br>
Shatter Chance -
(10-EL)x10% [IF EL0 then Chance is 95%]<br>
BMC -
1<br>
<br>
Example: A EL 3 Ice shield is
created. It has a AV of 4, Duration<br>
of 8 phases and a Shatter
Chance of 70%. Thus if it takes 5 hits<br>
in one blow it could shatter
70% of the time. Thus a roll of<br>
0-30 is needed to prevent the
shield from shattering on a D100.<br>
If this spell is cast in
desert during 105 degrees the duration<br>
is decreased by 5 phases so
the shield will only last 3 phases<br>
due to the heat.<br>
<br>
Note: Fire Powers has Fire
Showers like a shield of some sort so<br>
why not a Ice Shield.
Those in the far north would use these a<br>
great deal compared to folks
in the Desert. Its mainly for folks<br>
who don't have a shield and
suddenly find themselves in a mob with<br>
rocks thrown at them. I
revamped the Shatter chance making it<br>
decrease as AV and EL
increase. I had initially ELxAV% but that<br>
did not seem as
efficient. The referee is free to use the shatter<br>
chance or modify or even
delete it all together. One could use<br>
the default shield rules of
breaking shields. <br>
<br>
C) Ice Blast: This is a combination of
Cold and Ice Dart. It only<br>
affects inanimate objects like
doors and locks. It has no affect<br>
on animate objects. The
intense blast of cold acts like Dry Ice.<br>
So on impact the item is
frozen. The range is the distance from<br>
the object the Caster must
be. The effect area is how large a<br>
area the item is frozen but is
only a max value that can be varied<br>
by the Caster. The Item
becomes so brittle it can be then kicked<br>
or hacked in and destroyed
easilly. If the item can't be<br>
completely covered by the Ice
Blast the listed Damage is done to<br>
the item in terms of its
physical resistance. Otherwise the door<br>
is completely frozen and acts
like it has been dipped in Dry Ice.<br>
If the targeted item is
magical it will use its MDV in resistance<br>
to this spell. <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 Blast<br>
on the door lock which is only
about 8 inches wide. The Range is<br>
plenty for the small
cell. The Damage would be 1D6+5 but the lock<br>
will be completely
covered. The Effect Area is 6 feet and 1.5<br>
feet thick. This will
cover the lock and most of the cell door.<br>
The wizard can then kick it
and break out. <br>
<br>
Note: I always liked the
Destruction spell but it can be a bit over<br>
abusive. So this spell
allows limits on it and puts it into a<br>
non-mystical effect (cold
rather than magical). As the spell<br>
incerases one could say at
EL10 destroy a castle wall 22 feet wide<br>
and 5.5 feet thick.
Might not affect an entire side of a castle<br>
but its big enough to take out
a castle gate at the front. There<br>
are 2 waysa Referee can
balance this spell. The first is to<br>
restrict it based on
weather. If extreme heat (say over 80 degrees<br>
per 5 degress is -X to range,
duration and damage). Another way<br>
might be to restrict it by
target type. In that it will affect<br>
say all metal but the effect
ends when the substance chances. In<br>
the above example if the cold
hits the sand floor the effect ends<br>
there. Thus it might
only affect the METAL. But those options<br>
are up to the Referee.
<br>
<br>
D) Ice Bridge<br>
This spell allows one to move
over terrain through use of Ice.It<br>
creates a small path of ice for the caster to
move across to the other<br>
side. The Range is the distance the ice
can extend to some other<br>
point. Weather can affect this
spell. In hot climates like desert<br>
or where temperatures reach over 90 degrees the
duration and range<br>
is reduced by 50% rounded up. IN climates
where cold is the norm<br>
like Tundra, Artic, Snow, Ice Fields and
Glaciers the range and<br>
duration is doubled. Fire natural or
magical can damage these<br>
ice bridges as normal fire would damage
ice. The listed resistance<br>
is the amount of damage the bridge can take from
fire. Weapons<br>
can damage the bridge but due to the magical
nature of the bridge<br>
the damage from normal weapons will be reduced
50% rounded up.<br>
The caster can allow certain included people to
travel over the bridge<br>
without risk of slipping. The caster and
those included can travel<br>
over the bridge at normal speeds without risk of
falling. However,<br>
winds can affect this movement. Those who
are not included by the<br>
caster will have to do a Dex x 3 roll to cross
the bridge without<br>
slipping and possibly falling. Boots and
other footwear for ice<br>
and snow can help those move across and they
will only need a basic<br>
Dex x 1 roll. In attacking the bridge the
bridge will have to be<br>
attacked in logical parts to destroy it.
To cut people from crossing<br>
to one side they should destroy ONE side and the
rest of the bridge<br>
will crumble and fall away without
support. Destroy it in the<br>
middle and both ends fall and break but the ends
are still standing.<br>
The referee and player will have to work on the
details of the attack.<br>
IN creation of this bridge there must exist
enough moisture in the<br>
aire to do so. In a hot desert where there
may be NO water vapor<br>
thsi spell will not work. In a jungle
where it tends to be rainy<br>
there is a good chance it will work. The
referee can assign a<br>
humdity factor as a base chance of
success. If there is 100%<br>
water vapor or concentrated water (ice, snow,
etc.) then the spell<br>
automatically succeeds. But if there is
only 5% humdity in some<br>
desert it will be harder. Failure in this
spell creates no bridge.<br>
Abysmal will create the bridge but the bridge
will suddenly break<br>
up mid-way across the bridge. <br>
<br>
Range - (EL+1)x2"
[How far bridge can cross]<br>
Bridge Height - EL+1 feet [Caster can
vary]<br>
Resistance - (EL+1)x5 [Hits
needed to destroy bridge]<br>
Inclusions - EL+1 [To
allow movement safely over bridge]<br>
Duration -
(EL+1)x2 phases<br>
Creation PMR - EL x 5 feet [Bridge expands
at this rate] per phase<br>
Width of path - EL+3 feet [Max width defined by
caster]<br>
BMC - 4<br>
<br>
Example: A wizard is chased by bandits and comes
up to a river that<br>
is 50 feet wide but deep and has alligators in
the water. He casts<br>
a EL3 Ice movement spell. This makes a ice
path that crosses the<br>
river 8" but the caster doesn't need that
much. The Duration is 8<br>
phases. The Width can be 6 feet.
Hopefully his MR can cross the<br>
distance and hopefully the bandits won't be on
it before it ends.<br>
This is done in forest and since the river is
there the water<br>
content/vapor allows for use of this
spell. The river banks<br>
are 60 feet across. So the bridge will be
plenty long. The<br>
bridge expands at 15 feet per phase. So it
will take 4 phases<br>
for the bridge to form before the caster can
move across. <br>
<br>
Note: I always liked SuperHero
Iceman. I know cheesy but this spell<br>
somewhat modifies his ability into a spell
for pnp. A Referee<br>
could make it LIKE his power in that he
slides on ice and moves.<br>
But that's up to the
Referee. A form of Earth bridge could be<br>
made for earth powers as well.
I envision this used for things<br>
like ravines and such. The width
allows others to travel on it as<br>
well since the bigger the more people can
go on it.<br>
<br>
E) Ice House<br>
This spell creates a quick ice
shelter of igloo like construction.<br>
This spell can only be cast in cold climates
like Artic, Tundra, Ice<br>
and Glacier Fields or terrain covered with at
least 3 inches of snow.<br>
The spell fails in any other climate
automatically. The listed<br>
Capacity is how many folks can occupy the space
of the built shelter.<br>
The shelter is built from the surrounding
terrain. It resembles that<br>
of a igloo with a small opening, hole in roof
for smoke from fire<br>
and a round dome area or square area (up to
caster) for the people<br>
to occupy. It has the same color of the
terrain and blends in well.<br>
The listed Wind Resistance is how strong the
superstructure can<br>
resist against strong winds. The Structure
HPV is how many points<br>
the structure can resist in damage before
collapsing entirely. The<br>
opening to the shelter is open to the air and
will have to be<br>
covered by cloth or other material. Size
depends on the capacity.<br>
It is just enough for the person and a stretched
out bedroll of<br>
normal length plus a small portion of
equipment. A fire can help<br>
bring down the temperature of the shelter
greatly. But this fire<br>
does not affect the shelter since the fire tends
to be far enough<br>
away from the walls and not hot enough to affect
it. however,<br>
if one is to put a small fire near the wall it
can hinder duration<br>
and the hit points of the shelter. <br>
<br>
Capacity - EL+1 [Not including
caster]<br>
Wind Resistance - (EL+1)x10 Mph Winds [If can
resist against winds]<br>
Structure HPV - (EL+1)x5<br>
Duration - (EL+1)x2 hours [How
long shelter lasts before melts]<br>
BMC
- 2<br>
Build Time -
(EL+1)x2 turns [Time to construct shelter]<br>
<br>
Optional : Caster can spend increase the
duration, HPV of the<br>
structure and wind resistance of a
shelter. Per ONE mana point in<br>
addition to the basic mana cost the duration
increases by 30 minutes.<br>
The HPV also increases by 1 and wind resistance
increases by 2 MPH.<br>
<br>
Exammple: A wizard and his friend are caught up
in a upcoming blizzard.<br>
The Wizard casts a EL3 Ice House sepll. It
will allow 4 people big<br>
enough for both and plenty of gear. It can
resist winds of the<br>
blizzard as strong as 40 mph gusts. If the
winds are stronger the<br>
structure will begin to shake and shatter.
It can resist 20 points<br>
of damage say from a weapon. It will last
8 hours enough time to<br>
sleep the night during the blizzard.<br>
<br>
Note: I always hated being caught in the snow
with no where to run.<br>
This spell allows one to create shelter
quickly. I thought about<br>
a Earth Powers equivalent but can not come up
with a good way to<br>
handle it as Earth tends to be more loose and
not structurally<br>
sound as snow and ice can be. <br>
<br>
F) Blizzard [or Glacier Spike]<br>
This spell pulls in the artic
winds and creates a sudden blizzard<br>
of snows, ice hail and winds. The caster
is protected at the center<br>
of the spell. In order to cast this spell
the caster must be in<br>
a climate where cold is the norm like Artic,
Ice/Snow Fields and<br>
Tundra. Any other terrain this spell will
fail unless it is the<br>
Winter Season and the temperature is at least 20
degrees or below.<br>
If this temperature exists then it is cold
enough to create this<br>
spell. The effects of the spell will cause
vision to be lessened<br>
and the enemy to suffer damage. This
coldness will prevent them<br>
from actions that may normally occur. As
the enemy continue<br>
to be in the effect area (consecutively time)
they may be frozen.<br>
The Frozen length is th elength of time it will
take for the person<br>
to be frozen. At the end of this time the
frozen chance is rolled<br>
each phase until frozen. The effect of
being frozen is stunned<br>
and no action by the target until blizzard is
over and then it<br>
will take 1D6+EL phases to wear off. The
damage is taken each<br>
phase by those that remain in the affected area
by the hail and<br>
coldness. Clothing can help prevent
against this damage depending<br>
on the clothing (Referee's option). The
listed visibility is<br>
how far in front of the person he can see.
The caster is not<br>
affected by the cold or lack of sight. The
winds created will<br>
reduce PMR by the listed amount. If the
PMR of a person is ever<br>
reduced to 0 he can not move and if negative he
is blown down.<br>
If blown down he will need a Strength roll to
stand and then<br>
try to move again. <br>
<br>
Duration -
(EL+1)x2 phases [Lengt o blizzard]<br>
Frozen Chance - (EL+1)x10% [Each
phase]<br>
Frozen Length - (10-EL)+1 phases <br>
Range - 2" (EL
as power / a Radius)<br>
Damage - 1D3+EL per
phase<br>
Wind PMR -
EL+1 mph<br>
Visibility - 10-EL feet
(If 0 then blinded)<br>
BMC -
5<br>
<br>
Example: A wizard is in the mountains and being
surrounded by<br>
wolves. He casts a EL3 Blizzard.
This will last 8 phases,<br>
create a area of blizzard that is 8"
aroundthe caster. It will<br>
cause 1D3+3 points to the wolves each
phase. The winds from the<br>
blizzard are only 4 mph but can be cold.
The frozen length is<br>
8 phases. So if the wolves remain in the
area for 8 consecutive<br>
phases there is a 40% chance each phase the wolf
will freeze.<br>
<br>
Note: I know Cold exists. But this adds a
bit of a more dangerous<br>
area affect. In some ways it is less
dangerous than Cold but in<br>
other ways it is better. The Referee is
free to vary the oormulae<br>
to suit his needs. A optional Inclusions
can be included for the spell<br>
as well if Referee wishes to do so.<br>
<br>
--------------------------------------------------------------------------<br>
<br>
12) Sound Powers<br>
This family has the following members in the
group:<br>
Alignmnet - Sidh or Law<br>
<br>
Note: These spells give a good balance since
there are Silence and<br>
Sound sphere spells which can be modified to
react to these spells. <br>
<br>
A) Sonic Blast<br>
This spell creates from the
Caster's mouth a sonic wave of ultra<br>
sonic frequency. The sonic wave is so high
pitched it can be<br>
felt and heard but it also disrupts living
tissue. This is cast<br>
on a specific target only. The main effect
is to stun the person<br>
as he is helpless to perform actions due to the
noise. There is<br>
some damage to the tissue and organs of the
body. The main damage<br>
is to the ears and eardrums which if burst can
cause pernament<br>
deafness. MDV of the target will be taken
into account when using<br>
this spell. If the spell succeeds then the
person is stunned<br>
but the caster must roll a Hit (Shield hit
counts as Hit) or<br>
better on the combat table using the caster's
MEL+EL as the spell<br>
OCV for the spell. If not hit
occurs the person is not stunned<br>
but does feel a slight effect from the spell
while taking no<br>
damage. There is no duration as it is a
single event spell.<br>
During the time he is stunned the target will
not be able to<br>
do any action as his nervous system is
razzled. <br>
<br>
Range
- (EL+1)x2"<br>
Damage -
1D3+EL <br>
Time Stunned - EL+1 phases<br>
BMC - 1<br>
<br>
Optional: Depending on strong Willed folks he
may roll Will x 3<br>
to try to begin to move slightly or defend
himself when stunned. <br>
<br>
Example: A MEL5 Wizard casts a EL4 Sonic Blast
on a Ogre. The<br>
spell range is 10" and does 1D3+4 points on
impact. If the<br>
wizard rolls using a OCV of 9 and hits the ogre
will be stunned for<br>
5 phases. <br>
<br>
Note: We all know the Siren and their calls were
devasting. We<br>
all have heard of creatures in myths who can
damage the mytical<br>
heroes with noise. This just allows the
good guys to use the<br>
same ability in pnp. <br>
<br>
B) Sonic Trumpet<br>
This creates the effects of
Sonic Blast but occurs over a ranged<br>
area and affects multiple targets rather than a
single target. A<br>
Hit as for Sonic Blast must occur to affect each
target and the<br>
Caster must turn and face that target to affect
them. Object<br>
can obstruct the sound waves and protect from
the spell. <br>
<br>
Range
- (EL+1)x2" (60 degree cone)<br>
Damage -
1D3+EL <br>
Time Stunned - EL+1 phases<br>
BMC - 3<br>
<br>
Note: This expands Sonic Blast to occur more
than one target. I<br>
increased BMC from 1 to 3 since more than one
target has to be<br>
affected thus its harder to cast. A BMC of
2 may also be used.<br>
<br>
C) Sonic Destruction<br>
While Sonic Blast and Sonic
Trumpet affect animate tissue this<br>
spell only affects inanimate objects. It
acts like the basic<br>
Destruction spell but through sound waves.
The damage is done<br>
to the object's resistance value (hit
points). Once the object<br>
reaches 0 resistance it will crumble into
pices. This mainly<br>
affects things like stone, earth, and cloth as
examples. For<br>
harder structures like metal or iron the listed
damage is reduced<br>
50% rounded up. Once the selected target
is destroyed the caster<br>
can end the spell at his will. Magical
structures will use their<br>
MDV in resisting this spell. <br>
<br>
Range - (EL+1)x2" (60
degree cone)<br>
Duration - EL+1 phases<br>
Damage - 1D3+EL<br>
BMC - 2<br>
<br>
Example: A wizard is caught being a wood door
which has a resitance<br>
of only 8 points. He casts a EL3 Sonic
Destruction which will<br>
cause 1D3+3 points of damage per phase and last
4 phases. So<br>
on average 4-6 points he should destroy the door
in 2 phases.<br>
<br>
Note: Another alternative to destruction but
less messy. Iron/Metal<br>
is reduced since those are stronger materials
and takes longer<br>
for them to heat up and dissolve from the sound
waves. <br>
<br>
D) Sonic Boom<br>
This spell does not cause
damage to anything however it does<br>
increase the caster's voice level to a booming
level. It allows<br>
him to project over a great distance. The
caster can choose to<br>
speak using the heightened voice or normal voice
during the spell.<br>
Besides raised voice it can create other things
like morale to<br>
be checked by those who hear it (if trying to
scare a crowd<br>
for example) or to influence those as some may
feel the caster<br>
is more powerful than he looks. <br>
<br>
Range - (EL+1)x10"
(Radius where voice is heard)<br>
Duration - EL+1 turns<br>
BMC - 1<br>
<br>
Note: Just a simple spell to increase the voice
of a person as<br>
if they had a bullhorn. The range may have
to be tweaked depending<br>
on the terrain and structure. A good rule
of thumb is if you can<br>
be heard normal voice in a room that is about
50x50 feet in any<br>
where in the room then it should be beyond this
range in EL based<br>
increments. <br>
<br>
--------------------------------------------------------------------------<br>
<br>
13) Cold Resistance<br>
This spell creates a temporary resistance to
Cold and damage from<br>
Cold (magic or otherwise). The Damage
listed is the amount of<br>
protection the spell creates against cold
damage. The damage<br>
does not act like armor but is a constant
protection.<br>
<br>
Damage - EL+1 [amount of
protection]<br>
Duration - EL+1 turns<br>
BMC -
1<br>
Alignment - Elder<br>
<br>
Optional: This spell can be also allow a
Immunity to Cold spells<br>
at the EL of the spell. <br>
<br>
Note: This gives a basic defense againt the Ice
Powers and from<br>
simple coldness. The damage is constant
thus if 3 Ice Darts hit<br>
the target it will protect constant and not
decrease as each spell<br>
hits. Referee can change the Duration from
turns to Hours for<br>
Stragetic type movement if need be. Also
another possible<br>
damage formula could be (EL+1)x5 as an
alternative. But that<br>
may be too powerful. <br>
<br>
14) Fire Resistance<br>
This spell works exactly like Cold Resistance
but instead for<br>
Fire effects and Fire Damage. All
parameters are the same including<br>
the optional rule.<br>
<br>
Damage - EL+1 [amount of
protection]<br>
Duration - eL+1 turns<br>
BMC -
1<br>
Alignment - Elder<br>
<br>
--------------------------------------------------------------------------<br>
<br>
Continued 1 of 3<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>
</html>