Wiz III

From: Rick Arthur (arthurr@sol.crd.ge.com)
Date: Fri 17 Jan 1992 - 09:56:33 EET


        If you use this and add more spells, please send them to me.
        This is meant as a base set, and the "upper bound" is not
        explored extensively. Just mail me at: arthurr@crd.ge.com.

        Thanks,
                - Rick

P.S. You will note influences from some other systems, notably Bard Games and
Chaosium products. I thank them for the inspiration, and seek no quarrels with
them. This is simply an adaptation to RQ.

Spell Descriptions
------------------

        Unless otherwise specified, the following applies to all spells:

        1) Duration is 15 minutes
        2) The caster may put extra mp into their casting to increase
                their chance of casting success by +10%/+1mp. Spells which
                do not allow this will say "No boost" under the section
                on modifiers.
        3) When casting time is reduced by a specified amount, minimum
                casting time is 1 rd. I assume 6 rds/minute.
        4) 10-step means this goes into effect for every 10% of skill
                above 10%. (e.g. 10-step adds +1 damage means at 01-10%
                +0 damage, 11-20 +1 damage, 21-30 +2 damage, etc.) This
                is base skill, not mp-enhanced skill.
        5) 20-step is the same, but in increments of 20%, starting
                at 20%.
        6) For purposes of countermagic, neutralize magic, and the
                like, the points of a spell are the points placed into
                its base cost and effect - (NOT extras spent for increased
                success chance, extended range, extended duration, etc.)
                Extra points for overcoming countermagic can be put in,
                keeping in mind that the total expenditure can never
                exceed the caster's POW.

Animal Bonding ESL: 3 Range: 30m.
                        Time: 1 day Cost: See below
        Effect: Empathic bond between caster and animal is established. If the
                caster abuses the animal, the spell is broken. Caster must
                care for the animal. The animal will die for the caster.
                Effect is otherwise permanent. Only one animal may be bonded
                to at a time. Death on either part is traumatic. Caster is
                able to communicate with the animal.
        Mods: Animal must have INT over 3, mutations can disallow bonding
                To succeed, must compare mp used vs. POW of animal on R.T.

Astral Projection ESL: 8 Range: 100 km / mp
                        Time: 10 min Cost: 1 / hour + range
        Effect: Essence leaves body in astral form. Sending from this
                state increases range by 100-fold. Can find another
                mind at sending % , and travel to it astrally. Receiver
                can see a disembodied spirit, others around do not,
                communication via Sending is possible for 10% skill
                per mp spent, up to communication/sending maximum
(whichever lower).
        Mods: To find an unfamiliar mind % % Sending % / 10 +
                POW of unfamiliar mind if that person is thinking of
                the Sender, otherwise Send % - POW/3.
        Note: Astrally Projected forms may be trapped by Mind Snare.

Banish ESL: 7 Range: Sight
                        Time: 7 SR+ Cost: 8+2/(+1 POW)
        Effect: Removes an extraplanar creature from the plane the caster
                is on. They are returned to a remote corner of their home
                plane. The caster must overcome the target's POW.
        Mods: Effective POW for comparison against the target entity can
                be increased 1/+2mp. This enhanced POW affects only this
                spell, and all applications of it (see below).
                20-step Gives an additional chance to force the target out

Binding ESL: 10 Range: Touch or Mental touch
                        Time: 10 min. + 10/POW Cost: 1/10 min.
        Effect: Given 1 year access to a 1000 lunar/POW gem, the stone may be
                empowered with POW holding. The binding traps POW of the
                victim into the gem, which may be accessed as mp (regains
                separately) if from a spell-user, and adds POW inside /3 to
                possessor's effective POW. The binding may occur by two means:
                a) Combat of Wills (Sending) to wrest spirit of victim into gem
(then must begin binding ritual).
                b) A Mind Snared victim may be put there POW by POW, resisting
                as POW vs. POW on R.T., so long as the question pact has not
                been agreed to.
                The dastardly wizard using this may only make use of one such
                gem at a time. Breaking the gem frees the spirit.
        Mods: 10-step adds 10min/mp spent.

Blade of Vengeance ESL: 9 Range: Unlimited (One Planet)
                        Time: 3SR Cost: 10mp/SR - must do 3
        Effect: Cost filter allows POW limit to be avoided. This spell
                combines Seeking Blade and Flashing Blade. The caster
                must have the name of a body part (blood/hair) of the
                target. The caster must "see" the target (in person)
                before and between castings of this spell. This spell
                "sends" the (impaling) sword in the caster's hand across
                arbitrary space and into the chest of the target. Normal
                success is an impale. A special casting acts as a critical
                hit. A critical casting does max damage (too).
        Mods: 10-step adds 1 level of "effect" to the spell for purposes
                of neutralizing magical/scrying defenses. This applies
                to Shields, Protections, etc and is immediate. Countermagic
                and the like have the 30-point cost to contend with.

Breathe Water ESL: 4 Range: Self
                        Time: 4 SR Cost: See Below
        Effect: Breathe Water as air. Movement still hampered.
        Mods: Costs 1/10 min. fresh water
                       1/6 min. salt water
                       1/3 min. polluted water
                10-step adds base time/mp bonus (e.g. 25% -> 1mp/30 min. fresh)

Bridge ESL: 5 Range: 10m+10m/mp
                        Time: 4 SR+1SR/range-mp Cost: 1/2 SIZ to support
        Effect: A bridge of length equal to spell range is created. It
                manifests as a misty tube. The walkway through the tube
                has an environment like that which the caster is in (e.g.
                cool air). It cannot be made to travel through solid
                barriers, though hostile liquid and gaseous/windy ones may
                be crossed. This can in no way be used offensively.
        Mods: A grade of no more than 40 degrees may be made
                Each 10-step can double base length (10m,20m,30m...)
                OR add +1SIZ/mp spent as such

Cantrips ESL: 0.5 Range: As AD&D
                        Time: Instantaneous Cost: 1
        Effect: As cantrip. These are practice ditties to keep the wizard
                nimble. Thus their rune ties.
        Mods: +20% /+1mp
        Note: Does not include:
                Change Distract Hide Palm Bee Bluelight
                Bug Firefinger Gnats Mouse Spider Unlock
                Colored lights Mask Mirage Noise Rainbow
                or Two D'Lusion.

Damage Resistance ESL: 2 Range: Self
                        Time: 1 SR/hp Cost: 1mp/hp
        Effect: Acts like a protection spell, with the following differences:
                Critical hits reduce spell strength on point-for-point basis,
                but are protected against. Cannot be used in conjunction
                with Personal Warding, Shield, Protection, etc.
        Mods: 20-step increases duration by 5 minutes

Disguise ESL: 2 Range: Self
                        Time: 1SR/SIZ Cost: See Below
      Effect: Illusion of self changed to any human/humanoid being or
                individual. Appearance only.
        Mods: Base Cost is 2mp/SIZ difference + 1mp/10 min.
                10-step gives added 10 min./mp

Divert Energy ESL: 7 Range: Self
                        Time: Instantaneous Cost: 1/point to divert
        Effect: Divert energy directed at self. (Non-area of effect:
                flamelance yes, explosion no). First must succeed in a
                Sense Magic roll to be given opportunity, then a mere
                thought diverts the energy left, right, or up (d6 1-2 left,
                3-4 right, 5 up, 6 caster's choice). The Sense check will
                inform the caster of the mp's needed. Part of learning
                this spell involves honing Sense Magic to do the stuff
                described above. If the casting is unsuccessful, caster
                takes full damage, no saves (though POW has to be overcome
                if appropriate
        Mods: Note +10% / +1 mp is probably a good idea on this one!

Dowsing ESL: 3 Range: 300m/mp
                        Time: 5 min Cost: As range
        Effect: Finds familiar object (rock type, friend, tool, weapon, etc.)
                Direction & distance are determined within a 10m. rad/Range mp
        Mods: Specialization (e.g. Dowse water) doubles % w/ respect to
                one thing, halving % to find all other types.

Elemental Shield ESL: 5 Range: Self
                        Time: 5 SR Cost: See Below
        Effect: Makes caster immune to all normal natural manifestations
                the elements. (Heat, cold, wind, precipitation, etc.)
                Also immunity to powerful aspects of one element may be
                gained at the rate: 1 element for 5 min. / mp.
                Extremely violent forms (Heat Explosion, Lightning, etc.),
                natural or artificial, are resisted on POWx3% , half
                damage if failed.
        Mods: 10-step adds 5 min to duration / mp

Empathy ESL: 5 Range: 5m. (one)
                        Time: 5 SR Cost: 1/rnd
        Effect: Enhance or reduce an emotion already existing in an
                individual. POW vs. POW each round on R.T. for success.
        Mods: 10-step adds 1 to number of people affectable, and
                extends range by 2m.

Fall Reduction ESL: 1 Range: 10m/mp
                        Time: 1 SR Cost: 1/SIZ
        Effect: Slows rate of falling from any height to safe levels.
        Mods: 10-step gives extra SIZ per mp

Fire Starting ESL: 1 Range: 3m.
                        Time: 1 SR/SIZ Cost: 1/SIZ
        Effect: Ignites a flammable object. Cannot be used on living animal.
        Mods: Total % is halved is object is uninflammable, wet, etc.,

Flight ESL: 5 Range: Self
                        Time: 1 SR Cost: 1/2 SIZ/2 min + speed-mp
        Effect: Glide through air horizontally, vertically as whim.
                speed-mp is a magic point spent as such
                Speed is as follows:
                  Horizontal: 40m./rnd + 10m/rnd/speed-mp
                  Vertical: 20m./rnd + 5m/rnd/speed-mp
        Mods: 10-step adds 2 SIZ per mp used until caster's SIZ is
                reached, then duration is doubled each step.

Healing ESL: 4 Range: Touch
                        Time: 1 min./hp Cost: 1 / hp
        Effect: Each round spell % is rolled, if it fails, hp is not
                healed, and the point is not expended unless roll is
                fumbled. An empathic link with the target is necessary
                for the healing, if the healer cannot empathize with
                the target, then POW vs. POW must be rolled on R.T. The
                mp is lost if target resists. Disease and mental disorders
                may be attempted, but skill % and cost is penalized.
        Note: Yes, it is supposed to be difficult. I'm a Wizard, Jim,
                not a doctor!

Inner Strength ESL: 3 Range: Self
                        Time: 10 SR Cost: 1/minute
        Effect: (Raises) strength to racial maximum for duration.
        Mods: If racial maximum is over 18, then add 1 mp to Cost
                per minute for every 2 STR points over 17. (Round down)
                If STR is already racial maximum or higher, add 1 to
                STR for duration.

Iron Will ESL: 4 Range: Self
                        Time: 4 SR Cost: 2mp/+1 POW
        Effect: Increases caster's defensive POW for resisting spells,
                spirit combat, etc.
        Mods: 10-step adds 10 minutes to duration

Kinetic Blast ESL: 5 Range: 10m +5m/+1mp
                        Time: 1 SR Cost: 1/SIZ
        Effect: Knocks down 1 opponent.
                a) Blast SIZ vs. victim's SIZ on R.T. to resist.
                b) If spell works, knockback % (BSIZ-SIZ+d10)/3 meters
                c) DEXx3% to remain standing (no damage)
                d) If fall 1hp damage / 3m knocked back.
                e) If target hits a wall, subtract air-travel distance,
                then take 1hp/2m left. (Dex roll irrelevant)
                e) CONx3% if fall to stay conscious (fail % 2d8 min.)
                f) Any knocked down take (DEX SR) rds to get up
        Mods: 10-step adds one to the BSIZ (Blast SIZ) per BSIZ-mp

Korac's Shields ESL: 8 Range: Self
                        Time: 4 SR+1SR/shield Cost: 4/shield
        Effect: Metallic silver discs hover about the caster, automatically
                blocking attacks of the following forms:
                Missile Weapon Natural Attack Elemental Bolt
                Melee Weapon Magical Attack Light/Heat
                Does not protect vs. Illusions, Mists, Gases, Dusts, Psychic,
                or area-of-effect attacks. The blocking disc will have value
                25 for purposes of armor/spell resistance, then dissipate.
                Only triggered by successful attacks. Multimissile (etc)
                is a single attack. Lasts 10 minutes.
        Mods: Spell may be used multiple times (re-cast as needed)

Light Globe ESL: 1 Range: Touch
                        Time: 2 min Cost: 1/2hrs
        Effect: Creates a globe of light which lasts base 4 hrs. The globe may
                be attached to any object. It can vary in size from 4" dia.
(Shedding 5m rad. of light) to 20" rad. (shedding 25m rad. of
                light). The globe will take 2 hp damage/hour duration before
                shattering. It weighs 1 ENC/4" diameter.
        Mods: 20-step increases duration 1 hr/mp

Lock/Knock ESL: 2 Range: 10m
                        Time: 2 SR Cost: 2
        Effect: Opens or secures and door/portal with locking mechanism,
                as if caster were attempting it with their Devise skill.
        Mods: 10-step gives +5% to the chance of success on the Devise

Magebolt ESL: 8 Range: 100m
                        Time: 1 SR Cost: 16mp
        Effect: Delivers the caster's POW in damage to the target's
                general hp, if their POW is overcome. Ignores armor
                and protection spells (as per disruption).
                Regardless of POW result, target is knocked back
                3d6 meters, and must roll CONx3% or be stunned for
                a like number of rounds (befuddled).
        Mods: 10-step increases effective attack POW by 1

Mask Self ESL: 6 Range: Self
                        Time: 3 SR/sense Cost: 1/min/sense
        Effect: Hides self from detection by one or more sense.
                Sight - Invisibility Smell - Scentlessness
                Hearing - Silence Mental Sense - mind mask (2x Cost)
                Movement is possible, but physical violence, spell use,
                or like distractions will nullify the effect.
        Mods: 10-step adds 1 min / mp

Mental Barrier ESL: 6 Range: Self
                        Time: 6 SR Cost: 2/rd.
        Effect: For duration, immune to all physical harm, but cannot
                do anything other than concentrate.

Mind Over Matter ESL: 6 Range: Self
                        Time: 1 min Cost: 1/min.
        Effect: Gives body ethereal quality, allowing caster to pass
                through non-energized solid barriers at normal move
                rate. Also gives immunity to non-enchanted, non-
                energy weapons, objects, and creatures. Can be used
                in conjunction with flying to fly at double rate.
        Mods: If used simultaneously with Flight (the spell),
                 10-step doubles duration.

Mind Read ESL: 5 Range: 3m/10% skill
                        Time: 1 min Cost: 1/min.
        Effect: Read surface thoughts / emotions of any in range unless
                they make POWx1% . Special success gives ability to read
                a secret bit of knowledge, but victim then knows of intrusion
(Roll POW vs. POW on R.T. each following minute to retain
                reading access.) Critical success grants knowledge without
                victim's awareness.
        Mods: No boost. 10-step gives +3m range (as above). Penalized
                -5% /3m out of original 3m. range.

Mind Snare ESL: 7 Range: Mind Touch
                        Time: 1 SR Cost: See Below
        Effect: Traps an astrally projected form in the vicinity of the
                snarer. MP's put into the spell are compared vs. Projected
                creature's current mp's on the Resistance Table. If the
                snaring is successful, then the victim's astral form cannot
                leave the presence of the snarer unless dismissed, or snarer
                falls unconscious without first commanding the spirit to
                remain near the snarer. Snared victims must roll CONx5%
                each day; if failed, body loses 1hp (cannot be healed until
                spirit returns.) Mind Reading and the like can be used on
                the victim at 150% efficiency.
        Mods: Three questions may be exacted from the victim in exchange
                for freedom. Such a pact must be carried out without deception
                or the spell will balance the effects. Snared victims must
                answer completely and truthfully, but may pervert the question
                or answer in a vague (but complete) manner. Also another
                astral form may seek to free the trapped form by baiting the
                snarer to attempt a snare on them. If the snare is successful,
                the both forms are trapped, if not, the first snared form
                gets another R.T. check, POW vs. POW. No boost.

Mind Stun ESL: 5 Range: 10m.
                        Time: 1 SR Cost: As duration
        Effect: Hypnotize by sight. POW vs. POW on resistance table is
                compared. If successful, stunned 1 rd/mp used. During
                this time, caster may attempt to suggest via Sending at
                their Sending or Communication % , whichever lower.
                Victims will not do things contrary to their basic nature.
                Stunned individuals are effectively befuddled.
        Mods: If the victim is using mental mind reading or the like
                on the caster when the spell is used, the victim's POW is
                halved on the resistance table, but no suggestions can
                be made. No boost.

Neutralize Magic ESL: 4 Range: 10m+1m/mp
                        Time: 1min/mp Cost: 2/mp to dispel
        Effect: This spell unweaves magics from spells and enchantments.
                The spell will reduce the target by 1 mp per 2 mp cast.
                This weakening occurs as the casting is performed. The
                spell may be increased or cancelled at any time during
                the casting. When the spell is concluded, if the target
                spell has not been extinguished, it will attempt to "snap
                back" into existence. The chance of success is its
                *original* mp vs. the neutralize mp total on the resistance
                table. If it fails, the spell is destroyed. Thus, magical
                barriers and such can be weakened appreciably without
                destroying the whole enchantment.
        Mods: 10-step adds +1mp/casting minute (min. 1 minute)

Neutralize Poison ESL: 4 Range: Touch
                        Time: 1 SR/POT Cost: 2/POT
        Effect: Neutralize any poison or venom/poison. Success % is
                Caster's Treat Poison % (which gives knowledge of POT).
        Mods: +10% (to spell success) / +1 mp
                +5% (to Treat success) / 10% Bio/Chem/Plant Lore
(Whichever appropriate)

Night Vision ESL: 3 Range: Sight
                        Time: 1 min Cost: 1/10 min.
        Effect: See at night as if it were day.
        Mods: 10-step gives added 10 min./mp

Paralysis Touch ESL: 5 Range: Touch +
                        Time: 1 SR Cost: 1/rnd
        Effect: Paralyzes target for duration if overcome in POW contest
        Mods: 10-step adds 1m to range. No boost.

Personal Warding ESL: 2 Range: Self
                        Time: 1 min. Cost: 2/hp
        Effect: An magical warding is put up around the caster (similar to
                Shield). It is invisible. It lasts until
                destroyed. It can be rebuilt by starting another, but a
                warding of greater strength cannot be constructed until
                no warding is on the caster. It loses one point of
                protection for every 3 points of damage taken.
                A critical hit takes down levels on a point-for-point
                basis. It cannot be used in conjunction with Damage
                Resistance, Protection, Shield, etc. At 75% or higher
                skill it can be formed beneath the caster's armor.
        Mods: 10-step gives +1 point required to lower 1 protective level

Retrocognition ESL: 7 Range: 30m x 30m x 30m
                        Time: 10 min Cost: 10 + d10 CON +
        Effect: Caster meditates for the casting time, then falls into a
                trance which only a major wound can bring him/her out of.
                1 - 10 CON are lost and the trance is dissolved 1 hour
                later per CON lost. (CON regained 1/hour during trance).
                Upon waking, the caster has his INTx3% chance of
                recalling the vision seen. Mp's not regained during trance.
        Mods: 10-step increases the INT check by 5%

Robinn's (In)sobriety ESL: 1 Range: 3m
                        Time: 1 SR Cost: See Below
        Effect: Sobriety - Relieve effects of intoxication must
(even on self) overcome POW/2 of target. Costs
                1/POT of the intoxicant.
                Insobriety - illicits an intoxicated response in the
                target. Must overcome their POW. Effect is as per a
                Demoralize spell, but target is often more brave.
                Costs 1/minute of effect.
        Mods: 20-step increases POT or duration (rds) by 1

Sending ESL: 5 Range: 1 km / mp
                        Time: 1 SR Cost: See Below
        Effect: Make mental communication link with another known
                intelligent entity (know name at minimum).
        Mods: Every 10% of skill allows 1 free point w/ respect
                to range, but each point used in this manner reduces
                spell % by 5%.
        Note: Combat of Wills: A Sender may lock himself and one
                opponent in a mental battle. Sight is needed to start
                the battle, and it can only be disengaged, at the end of
                a round, by the winner of that round. Total concentration
                must be maintained by the sender. A major wound to the
                sender will end the battle. A Sender may initiate such
                a combat once a day per 30% skill over 50% . The battle
                goes as follows:
                        a) Sender vs. Non-Spell-User
                        Sender's current mp vs. POW of victim on R.T.
                        Each round, % determines winner. Loser loses
                        one mp or pseudo-POW. Challenge winner is the
                        one with points left. Challenge loser goes
                        unconscious for d4 rounds. POW of victim is not
                        reduced.
                        b) Sender vs. Spell-User
                        Current mp's compared on R.T., all else as above,
                        but mp's lost must be regained normally.

Sense Presences ESL:3 Range: 10m/mp
                        Time: 2 SR+1SR/10m Cost: As Range
        Effect: Successful % roll indicates sensing of intelligent minds in
                Range, knowing direction and distance. Special success gives
                type of creature. Critical success gives thoughts, emotions,
                possibly name and flash vision of creature.
        Mods: 10-step adds 5m to range/pt used

Shape Change ESL: 4 Range: Self
                        Time: 4min+1/SIZ change Cost: 1/SIZ changed
                        (costs caster's SIZ + change in SIZ)
        Effect: Change into any living thing. Some mutations and
                special powers are unreproduceable, but mundane racial
                powers / resistances are acquired in general.
        Mods: 20-step reduces casting time 1 minute

Shielding ESL: 5 Range: Touch (One)
                        Time: 5 SR Cost: 1/rnd.
        Effect: All resistance rolls of shielded individuals are vs.
                combined POW, mp, etc. of bonded individuals. Neither
                of the link's participants may use any (new) mp for the
                duration of this spell. A major wound to either will
                break the link.

Shardstrike ESL: 7 Range: 30m
                        Time: 1SR/d4 Cost: 2mp/d4
        Effect: A stream of energized crystalline shards streams forth from
                the caster to the target. The caster must overcome the
                target's POW, or the shards strike and crumble to dust.
                If the power is overcome, roll location, apply armor and
                protections, then take the damage, noting 10-step below.
        Mods: 10-step adds +1 to total damage due to shattering on impact

Shocktouch ESL: 3 Range: Touch +
                        Time: 3 SR Cost: 1 / hp damage
        Effect: Zaps target with electrical damage. Armor does not
                protect against this attack. Caster must defeat target
                in a POW contest for the spell to have any effect.
        Mods: Victim POWx1% roll will halve damage
                10-step adds 1 m. to the range.

Speak to Animal ESL: 1 Range: Self
                        Time: 1 min Cost: 1/10 min.
        Effect: Allows caster to speak with one type of animal.

Spell Resistance ESL: 3 Range: Self
                        Time: 3 SR Cost: 2mp/level
        Effect: Sets up a field whose level must be overcome by
                incoming spells (point-vs-point) on the Resistance Table.
                May not be used in conjunction with Spell Warding.
        Mods: 20-step adds 1 level to total for free, though
                such is active only if the spell is in effect (mp spent)

Spell Warding ESL: 4 Range: Self
                        Time: 1 minute Cost: 4mp/level
        Effect: Absorbs the next (level) levels of spells which are
                directed at the warded caster. Lasts until completely
                shot or warded caster releases it. Cannot be used in
                combination with Spell Resistance. Can partially weaken
                a spell, reducing its effect as appropriate.
        Mods: 20-step adds 1 level per 4 mp spent

Sterilize ESL: 2 Range: Touch
                        Time: 10 SR Cost: 1/hp or SIZ
        Effect: Sterilize wound vs. infection. Can prevent disease/destroy
                germs if applied within 10 min. of exposure. Also can be used
                to purify food and drink.
        Mods: Bio-Warfare Diseases cost much more:
                Broo disease/Bubonic plague/Malaria/Small Pox/Etc:+5mp/person
                Soul Waste/Super-Anthrax/Super-Leprousy/Etc: +10mp/person
                Using this on such diseases drains 1 CON per 2 hp sterilized.
(Regain 1/day).

Stone Shaping ESL: 4 Range: 10m / mp
                        Time: 3 SR + 1 SR/ENC Cost:1 SIZ changed/mp
        Effect: Change shape (only) of rock (metal) formation.
                Range refers to propagation through stone and metal
                in contact with one another.
        Mods: Hard metals cost double, alloys triple (6 ENC = 1 SIZ)
                10-step adds 1 SIZ/mp

Summon Winds ESL: 8 Range: Variable
                        Time: 1 min Cost: Variable
        Effect: A) Calm Winds: Range 30m. rad./mp Time: 2 min.
                                 Cost: 1mp / 10km/hr / 10 min.
                        Mods: 10-step adds free 5 km./hr OR doubles durat'n
                                If calming is within speed range,
                                then cost only applies to radius.
                B) Change Wind Direction: Range: 1km diam.
                                 Time: 1 min./10 deg. Cost: 1/10km/h/10deg.
                        Mods: 10-step adds 10km/+1mp
                C) Whirlwind Range: 5m/10% skill or +1 mp
                                 Time: 1 rd. Cost: 1/min. +
                        Effect: disperse insects,mists,gasses,dusts,
                                capsize small watercraft, etc.
                D) Gust of Wind Range: 3m. x 3m./10% or +1mp
                                 Time:2 rds(10sec dur.) Cost: 2
                        Effect: Blast of wind knocks over small things
                                blows flying critters, fans fires, extinguishes
                                torches, candles.

Suspended Animation ESL: 4 Range: Self
                        Time: 1 min Cost: 1/day
        Effect: Puts body in comatose state. Body is preserved, mind
                is suspended in awareness. No sustenance needed.
                Aging ceases for duration. Do not fumble!
        Mods: MAX point expenditure is POW/2.
                10-step doubles duration per mp.
        Note: Time needed to "will self" out of this state is n minutes,
                where 2^n is the number of days spent in this state.

Sustenance ESL: 4 Range: Self
                        Time: 10 min Cost: 1/day
        Effect: No need for food or water during duration. Max POW
                days before needing to eat and drink for POW days.

Speak Language ESL: 4 Range: Self
                        Time: 30 sec Cost: 1/10 min.
        Effect: Speak any unknown language which is known to one
                within hearing range, who is speaking that language
                during the casting of the spell. Speak % is the
                % of that person. Critical success gives base d20%
                skill in that language, permanently.
        Mods: 10-step adds 10 min./mp

Teleport ESL: 6 Range: Infinite
                        Time: 1 SR Cost: See below
        Effect: Instantly transports body and encumbrance in weight
                to a well-known place. Cost is base 8 mp + half the
                caster's POW. (Regain 1/hour of sleep).
        Mods: Cost is reduced by 1 mp per 20% skill beyond 20%,
                 but POW loss is unchanged.

Telescopic Sight ESL: 3 Range: up to 1 km.
                        Time: 1 min Cost: 1/ min.
        Effect: Allows caster to see clearly 1 km distant, provided
                vantage point is good, and vision is unobscured.
        Mods: 10-step adds 1 min./ mp

Throw Flame ESL: 3 Range: 1m/mp
                        Time: 1 SR/d4 Cost: 2mp/1d4 damage
        Effect: Target engulfed in flames if 1) Spell works, 2) Flames hit
(use Throw skill) 3) Target fails to dodge (parry won't
                be effective). Armor applies as per fire rules.
                Target's clothes, etc. flame as well doing 1 hp damage/
                original d4 damage put into spell, per round unless POWx2% is
                made (each round). This damage decreases by 1 pt./ round.
        Mods: +10% chance to hit /+1 mp, 10-step adds +1m of range
        Note: If the throw misses, it will hit _something_

Transcend Pain ESL: 9 Range: Self
                        Time: 9 SR Cost: 6 + 1/min. required
        Effect: Immune to all pain/harm until (previously stated objective)
                is carried out. Objective must be fairly simple and done
                within an hour. (e.g. Leap into the volcano and climb out)

Transfer Consciousness ESL: 10 Range: Sight (Any means)
                                Time: 1 min Cost: 2/ min.
        Effect: Transfer consciousness of caster into individual, creature,
                or inanimate object. Caster retains full sensory and mental
                faculties. Unwilling sentient individuals get POW vs. POW
                R.T. check. Caster's body remains in trace-like state.
        Mods: 20-step doubles duration/2 mp

Truesight ESL: 6 Range: Self
                        Time: 3 rds Cost: 1/min.
        Effect: See all things as they are. (Projections, invisibility,
                secret doors, holograms, shape changes, illusions, etc.)
        Mods: 10-step adds 1 min./mp

Turail's Steely Blade ESL: 3 Range: Touch
                                Time: 3 SR Cost: 1mp/(+5%/+1)
        Effect: Acts as Bladesharp, giving +5%/+1 per mp.
        Mods: Maximum mp allowed is as per 10-step.

Turail's Seeking Blade ESL: 3 Range: Unlimited (One Planet)
                                Time: 6 SR Cost: 8 mp
        Effect: The caster enchants his sword to locate a living person,
                creature, being (whathaveyou) whose name is known to the
                caster OR of which the caster possesses a part of (hair or
                blood is fine). Any screens against scrying or divination
                magics will nullify the spell. Only direction can be
                determined. The sword acts as a pointer (planetary curvature
                compensated for). The target has a POWx1% chance of feeling
                a slight prick.
        Mods: 20-step decreases cost by 1mp

Turail's Flashing Blade ESL: 6 Range: 1m+
                                Time: 8SR Cost: 8mp base
        Effect: Conjures or temporarily enchants rapier.
                Conjure (no rapier in hand):
                        Forms an enchanted rapier in the caster's
                        hand. Dam 1d6+1 (3d6+3 on impale), 8AP
                Mods: 20-step gives +5% to hit, +1 *base* damage
                        +10minutes/+1mp
                Enchant (rapier in hand):
                        Doubles weapon's AP for duration
                        Blade is "enchanted"
                        20-step gives caster 1 "remote strike"
                        A "remote strike" has range 5m+5m/+1mp
                        and appears as a long glowing shaft.
                        Chance to hit is as per weapon skill.
                Mods: Can give weapon (+5%/+1 dam)/+1mp, max 8
        Note: Cannot be used with Steely,Seeking or Blurring blade.

Turail's Blurring Blade ESL: 5 Range: Touch
                                Time: 8 SR Cost: 12mp
        Effect: Doubles the AP of the weapon in hand.
                Weapon is considered enchanted.
        Mods: 20-step gives 1 additional action (attack or parry)
                with said weapon each round. Thus, at 65% (3 20-steps),
                the caster would have 4 attacks, plus a (dodge or
                other-hand parry).
        Note: This spell cannot be used in conjunction with any other
                offensive spell including fanaticism, bladesharp, et al

Walk On Water ESL: 3 Range: Self
                        Time: 3 SR Cost: 1/SIZ/5 min.
        Effect: Allows caster to walk upon the surface of liquid (pool etc.)
                Waves are treated as bumpy land. Caster cannot break the
                surface. If submerged, hurls caster to surface.
        Mods: 10-step allows extra SIZ/mp OR 5 minutes to total duration

Warding ESL: 6 Range: 3m+1m/+1mp
                        Time: 1 SR/d4 Cost: 2/d4
        Effect: Creates a magical force field shell around the caster and
                others. It is able to withstand d4 damage/2mp put in.
                This shields even against criticals. The barrier stops
                damage BOTH ways.
        Mods: Other, willing beings, who are within the shielded area may
                donate POW or mp's to help power the ward, provided the
                caster has Sending. Non-spell users' mp is drained.
                20-step adds 1 hp to shell per 2mp used in protection.

(Copyright 1991 by Rick Arthur - Free redistribution granted, similarity
 to spells from other systems is a cross-pollenation and homage of sorts,
 they are in no way meant to compete with the actual original source)

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