Adventurer Abilities and Spells (Mystic):

%Roll:  Abilities and Spells: 13

01-13:   Evolution: %Roll:  Concoction types:

                                01-64     Animal            (Spell)   (Modification-Point cost 30)

                                65-00:    Monster         (Spell)   (Modification-Point cost 60)

 

14-26:   Eyes of Arch Element                     (Spell)   (Modification-Point cost 120)

27-39:   Glitchen Seed                                  (Spell)   (Modification-Point cost 60)

40-52:   Katana Forge: %Roll:  Concoction types:

                                       01-60:    Trauma    (Spell)   (Modification-Point cost 50)

                                       61-79:    Quake      (Spell)   (Modification-Point cost 50)

                                       80-93     Tremor     (Spell)   (Modification-Point cost 50)

                                       94-00:    Thunder   (Spell)   (Modification-Point cost 50)

 

53-64:   Oblivion                                            (Spell)   (Modification-Point cost 200)

65-76:   Reveal Past                                      (Ability) (Modification-Point cost 80)

77-87:   Shapechange                                    (Spell)   (Modification-Point cost 40)

88-98:   Spore                                                (Spell)   (Modification-Point cost 160)

99-00:   The Eye                                            (Ability) (Modification-Point cost 160)

 

 

Evolution (Animal) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Evolve into an animal, becoming one of them.

 

Modification-Point Cost (M.P.C.) : 30

Prerequisites --------------------------- : Mystic

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

Caster only.

Avoidance-Roll:

None. The Mystic must have studied this animal and know its behaviors, habits, likes and dislikes. The Mystic must also have studied its abilities and weaknesses first hand. All in all, a full knowledge of this animal must be known in order for this spell to work.

Casting Time:

10 turns (50 seconds)

Damage:

None.

Duration:

Permanent until the Mystic wishes to change back into his or her natural shape (or another shape that he or she can shift into).

Effect Time:

3 turns (15 seconds).

Explanation:

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Once a Mystic has studied and learned about a single Animal class, he or she can metamorph into that animal by the casting of this spell, taking upon him or herself its scent and physical features. The Mystic will fully become that animal in all ways, and will also keep the following characteristics:

 

1. Intelligence

2. Mental-strength

3. Wisdom

 

The Mystic will be able to speak as normal to others if so desired (unless that Animal type cannot speak).

 

See: "Notes" (bottom statement).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

Warning: You will have the physical Strength, and Constitution of the animal you evolve into, meaning that if you metamorph into a mouse, you will be weak and easily slain by a house cat, someone’s foot, or easily drowned.

 

This is the one weakness of this spell (you inherit an animal’s true physiology).

 

See: “Creature” Class in the C section of the Basic Rules Book to know what creatures are considered Animal class.

 

You can speak to the animal class if you also follow the path of the Druid.

Range:

Caster only.

Resting Time:

None.

Special:

The Mystic can cast in this form.

Spell Preparation:

None. See: “Avoidance-roll”

Spell-points to cast:

15 (while this spell is in effect, spell-points used to cast this spell will not begin to regenerate).

Susceptibilities:

None.

Value:

30,000 white-gold

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Evolution (Monster) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Evolve into a monster, becoming one of them.

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Mystic

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

Caster only.

Avoidance-Roll:

None. The Mystic must have studied this monster and know its behaviors, habits, likes and dislikes. The Mystic must also have studied its abilities and weaknesses first hand. All in all, a full knowledge of this animal must be known in order for this spell to work.

Casting Time:

15 turns (75 seconds)

Damage:

None.

Duration:

Permanent until the Mystic wishes to change back into his or her natural shape (or another shape that he or she can shift into).

Effect Time:

3 turns (15 seconds).

Explanation:

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Once a Mystic has studied and learned about a single Monster class, he or she can metamorph into that monster by the casting of this spell, taking upon him or herself its scent and physical features. The Mystic will fully become that animal in all ways, and will also keep the following characteristics:

 

1. Intelligence

2. Mental-strength

3. Wisdom

 

The Mystic will be able to speak as normal to others if so desired (unless that Animal type cannot speak).

 

See: "Notes" (bottom statement).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

Warning: You will have the physical Strength, and Constitution of the monster you evolve into, meaning that if you metamorph into a giant rat, you will be weakend and more easily slain.

 

This is the one weakness of this spell (you inherit a monster's true physiology).

 

See: “Creature” Class in the C section of the Basic Rules Book to know what creatures are considered Animal class.

 

You can speak to the monster class (giant size) animal if you also follow the path of the Druid.

Range:

Caster only.

Resting Time:

None.

Special:

The Mystic can cast in this form.

Spell Preparation:

None. See: “Avoidance-roll”

Spell-points to cast:

30 (while this spell is in effect, spell-points used to cast this spell will not begin to regenerate).

Susceptibilities:

None.

Value:

60,000 white-gold

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Eyes of Arch Element (Adventurer Abilities and Spells (levels 6+) Return to top

 

Unleash a dark element from your eyes, engulfing foes.

 

Modification-Point Cost (M.P.C.) : 120

Prerequisites --------------------------- : Mystic

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

1 target (+1 per 7 levels advanced) within 10 spaces (50').

Avoidance-Roll:

Targeted creatures may attempt to dodge this spell, which is considered as a HURLED weapon (+30 to strike).

 

The caster must roll for each strand of lightning-like energy to strike his or her foes.

Casting Time:

3 turns (15 seconds).

Damage:

1-D10 (+1-D10 per level advanced).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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The Mystic will unleash strands of dark, jagged, element from his or her eyes. The caster must roll to strike each foe and will gain a +30 to hit. Foes may attempt to dodge.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

10 spaces (50').

Resting Time:

3 turns (15 seconds).

If the caster has a 50+ constitution, there will be no resting time.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

60

Susceptibilities:

None.

Value:

120,000 white-gold

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Glitchen Seed (Adventurer Abilities and Spells (levels 6+) Return to top

 

Possess a living or Undead creature.

 

Modification-Point Cost (M.P.C.) : 60

Prerequisites --------------------------- : Mystic

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

1 creature.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength and win to succeed in possessing a living or undead target (single roll check).

Casting Time:

4 turns (20 seconds).

Damage:

None.

Duration:

1 hour (720 turns) x your level. See: “Special”

Effect Time:

Instant.

Explanation:

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This spell will empower the Mystic to actually possess an living or undead creature. While the “Duration” persists, the Mystic can do anything, as if he or she were that creature.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only the living and the undead can be possessed by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') x the caster’s awareness.

The caster must be able to clearly see his or her target.

Resting Time:

After the “Duration” expires, the Mystic must rest equal to the time that he or she possessed the targeted creature.

Special:

If a creature is higher level than the Mystic, the “Duration” of this spell will be 1 turn (5 seconds) x your current level.

Spell Preparation:

The Mystic must be able to visually identify the targeted creature (not know all about the creature -- just see it clearly).

Spell-points to cast:

30 Spell-points expended to cast this spell will not begin to regenerate until after the “Duration” of this spell has expired.

Susceptibilities:

None.

Value:

60,000 white-gold

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Katana Forge (Trauma) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Create a Katana that can cause not only damage, shock and trauma to the physical body.

 

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Blacksmith (1st Mastery).

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

Not applicable. This spell creates an enchanted Katana.

Avoidance-Roll:

To succeed, one must master forge a katana and then make a successful avoidance-roll vs. “Enchantment” (add Intelligence and wisdom together ÷ 10 (rounded -- roll this number or below to succeed).

 

Note: Another can create this katana (it does not have to be the caster).

Casting Time:

24 hours.

Damage:

See: “Explanation”

Duration:

The enchantment of this blade will last for 1 turn (5 seconds) x your current level.

 

Also see: "Explanation", "Note to G.M.".

Effect Time:

Instant.

Explanation:

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This spell will empower a personally master crafted katana with the enchantment to traumatize the target it strikes.

 

If successfully created, the Trauma Katana, upon a strike in which the offensive roll is +80 over the defensive roll of your foe, will cause the following:

 

Body shock: Targeted must make a successful avoidanceroll vs. “Enchantment” and then “Shock” or suffer weakness of the body and spirit as follows:

 

1. Constitution Drain: +10% damage to flesh (rounded up).

2. Strength Drain: Foe will suffer a penalty of -10% damage (rounded up).

3. Ability, Power, Song, and Spell Failure: 10%

 

Note: If either avoidance-roll is failed Body Shock will take hold.

 

Note to G.M.:

The enchantment within this blade is PERMANENT.

 

Hand Movement:

One hand (touch). The caster will concentrate on the blade, then touch it with a single forefinger. The caster will then attempt the "Avoidance-Roll". If successful, this blade will be successfully created.

Healing:

None.

Immunities:

This blade cannot harm Ethereal, Phantoms, Spirits, or Gaseous creatures.

Maximum Adjustment:

None.

Notes:

If all Body Shock penalties reach 100%, unconsciousness will occur.

Range:

As the range of the katana vs. the one wielding it.

Resting Time:

8 hours.

Special:

Only one Trauma Katana can be in existence at any given time period for each Mystic.

 

The Rank of the Trauma Katana will be as the Mystic's level.

 

The alloy of this Katana is the enchantment that is cast when this weapon is created. There is no alloy in existence that compares with this enchanted alloy that is created as if from thin air as this sword is created. Many speculate on the alloy of this weapon in vain. It is held secret, sacred, to the Mystic, and that secret is also held by a shaman apprentice to his or her death (for one day that apprentice will create his or her own katana of the same enchantment). This is one of the great mysteries of the Mystic in the forging of such weapons.

 

Wild Intelligence: This Katana will have a chance of attracting encountered entities to possess the blade itself.

 

There will be a 50% chance per encounter with ANY Mind class creature that it will be attracted to the Trauma Katana and enter into the blade. For each and every mind creature that enters into the blade, the Mystic must pit his or her Mental-strength vs. the Mental-strength of the entity and win to succeed in controlling the blade. Once this contest of mental-strength is won, it is permanently controlled by the Mystic.

 

If the Mystic fails, the entity will instill within the katana, becoming known as “Wild Intelligence”. With each and every encounter Wild Intelligence (Entity) will be an independent creature that will aid the Mystic in ITS OWN WAY. If the Mystic is not in harmony with this Wild Intelligence, it can act out against the Mystic each turn until the Mystic successfully controls it by pitting his or her Mentalstrength vs. the Entity’s Mental-strength. This will subdue the Wild Intelligence for that encounter only. This can possibly create a problem when wielding this blade.

Spell Preparation:

Caster must personally create a master crafted katana of the finest steel possible within a forge of his or her own making. The caster can have an apprentice (Shaman only) present to aid in the creation of the Trauma Katana, but he or she must also be a master blacksmith.

 

The Shaman, on his or her way to becoming a Mystic, being part of the forging of this mighty weapon, is a prerequisite to crafting his or her own in the future.

Spell-points to cast:

25 Spell-points used to create this weapon are permanently, and freely, forfeit by the caster. These spell-points will never regenerate.

Susceptibilities:

None.

Value:

50,000 white-gold

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Katana Forge (Quake) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Continue Master Forging the Trauma Katana to add Quake to it.

 

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Blacksmith (2nd Mastery).

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

See: “Explanation”.

Avoidance-Roll:

See: “Explanation”.

Casting Time:

24 hours.

Damage:

See: “Explanation”.

Duration:

See: “Explanation”.

Effect Time:

Instant.

Explanation:

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This spell merely adds another power to the Trauma Katana as follows (everything about this blade is the same):

 

This spell will empower a personally master crafted Trauma Katana with the enchantment to add the ability of “Quake” to it. Quake does not enchant into the weapon by merely casting this spell into it during a master forge. During the time that you are caught within a NATURAL earthquake, you must stab the sword into the ground and wait. When the earthquake is finished, the sword will be complete. Until then the sword will be merely ready to receive the power of Quake into it.

 

Quake will cause the following: The ground and that very air about your foe will begin to shake and tremor. The targeted must make both a successful avoidance-roll vs. “Enchantment” and ”Coordination Check” (coordination = the % chance) or fall hard to the ground for that turn (roll on “Combat, Falling during:”

 

Remember to also check for the following: “Body Shock” (see: “Trauma Katana” for full details).

Hand Movement:

See: “Explanation”.

Healing:

None.

Immunities:

This blade cannot harm Ethereal, Phantoms, Spirits, or Gaseous creatures.

Maximum Adjustment:

None.

Notes:

If all Body Shock penalties reach 100%, unconsciousness will occur.

Range:

As the range of the katana vs. the one wielding it.

Resting Time:

8 hours.

Special:

Only one Quake Katana can be in existence at any given time period for each Mystic.

 

The Rank of the Quake Katana will be as the Mystic's level.

Spell Preparation:

As Trauma Katana.

Spell-points to cast:

25 Spell-points used to create this weapon are permanently, and freely, forfeit by the caster. These spell-points will never regenerate.

Susceptibilities:

None.

Value:

50,000 white-gold

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Katana Forge (Tremor) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Continue Master Forging the Quake Katana to add Earth Rend to it.

 

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Blacksmith (3rd Mastery).

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

See: “Explanation”.

Avoidance-Roll:

See: “Explanation”.

Casting Time:

24 hours.

Damage:

See: “Explanation”.

Duration:

See: “Explanation”.

Effect Time:

Instant.

Explanation:

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This spell merely adds another power to the Quake Katana as follows (everything about this blade is the same):

 

This spell will empower a master crafted Quake Katana with the enchantment of “Tremor” to it. Tremor does not enchant into the weapon by merely casting this spell into it during the master forge.

 

During the time you are caught within a NATURAL earthquake, you must stab the sword into the ground and wait, just as you did so in creating the Quake ability of this sword. When the earthquake is finished, the sword will be complete. Until then the sword will have the ability of Quake within it, but not the Tremor.

 

Tremor: Upon a strike in which your offensive roll is +80 over the defensive roll of your foe, the following will occurr: Your foe will suffer x2 physical damage (in all areas of the body – best of three rolls for damage).

 

Remember to also check for the following: “Body Shock” and “Quake” (see: “Quake Katana” and “Trauma Katana” for full details). Remember that the Quake and Trauma powers of the blade will also be checked for (as well as the Tremor power).

 

Remember to also check for the following: “Body Shock” and "Quake" (see: “Trauma Katana” for full details).

Hand Movement:

See: “Explanation”.

Healing:

None.

Immunities:

This blade cannot harm Ethereal, Phantoms, Spirits, or Gaseous creatures.

Maximum Adjustment:

None.

Notes:

If all Body Shock penalties reach 100%, unconsciousness will occur.

Range:

As the range of the katana vs. the one wielding it.

Resting Time:

8 hours.

Special:

Only one Tremor Katana can be in existence at any given time period for each Mystic.

 

The Rank of the Tremor Katana will be as the Mystic's level.

Spell Preparation:

As Trauma Katana.

Spell-points to cast:

25 Spell-points used to create this weapon are permanently, and freely, forfeit by the caster. These spell-points will never regenerate.

Susceptibilities:

None.

Value:

50,000 white-gold

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Katana Forge (Thunder) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Continue Master Forging the Tremor Katana to add the power of Thunder to it.

 

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Blacksmith (4th Mastery).

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

See: “Explanation”.

Avoidance-Roll:

See: “Explanation”.

Casting Time:

24 hours.

Damage:

See: “Explanation”.

Duration:

See: “Explanation”.

Effect Time:

Instant.

Explanation:

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This spell merely adds another power to the Quake Katana as follows (everything about this blade is the same):

 

This spell will empower a master crafted Tremor Katana with the enchantment to add the ability of “Thunder” to it. Thunder does not enchant into the weapon by merely casting this spell into it during a master forge.

 

During the time that you are caught within a NATURAL storm, you must hold the weapon up high and actually be struck by a bolt of lightning. When the lightning strike has occurred, if you survive it, the sword will be fully complete. Until then the sword will have the ability of Tremor within it, but not the Thunder.

 

Thunder Effects: Upon a strike in which your offensive roll is +80 over the defensive roll of your foe, your foe will suffer x5 physical damage (in all areas of the body – best of three rolls for damage).

 

Remember to also check for the following: “Body Shock”, "Quake" and "Tremor" effects.

 

Hand Movement:

See: “Explanation”.

Healing:

None.

Immunities:

This blade cannot harm Ethereal, Phantoms, Spirits, or Gaseous creatures.

Maximum Adjustment:

None.

Notes:

If all Body Shock penalties reach 100%, unconsciousness will occur.

Range:

As the range of the katana vs. the one wielding it.

Resting Time:

8 hours.

Special:

Only one Thunder Katana can be in existence at any given time period for each Mystic.

 

The Rank of the Thunder Katana will be as the Mystic's level.

Spell Preparation:

As Trauma Katana.

Spell-points to cast:

25 Spell-points used to create this weapon are permanently, and freely, forfeit by the caster. These spell-points will never regenerate.

Susceptibilities:

None.

Value:

50,000 white-gold

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Oblivion (Adventurer Abilities and Spells (levels 6+) Return to top

 

Strike a foe with a force that can possible send him or her to the Darkened Abyss.

 

Modification-Point Cost (M.P.C.) : 200

Prerequisites --------------------------- : Mystic

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

1 creature.

Avoidance-Roll:

All within 12 spaces (60') must roll initiative with the caster, or behold The Eye upon the palm of his or her hand.

 

All who behold The Eye must successfully pit their "Mental-Strength" vs. the caster's "Wisdom" (single roll check) or instantly become susceptible to its effects.

 

See: "Explanation".

Casting Time:

6 turns (30 seconds).

Damage:

See: "Explanation".

Duration:

See: "Explanation".

Effect Time:

Instant.

Explanation:

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When the Mystic casts Oblivion upon a creature, that creature must make a successful Avoidance-Roll vs. "Faith", or take 1-D10 damage x the caster’s level.

 

If the caster is under 56th level:

If the creature fail its avoidance-roll, it will be banished to the Abyss, where where it must survie for 1 full moon (30 days). If it can survive, it will be released.

 

If the caster is above 56th level:

If the creature fail its avoidance-roll, it will be banished to the Darkened Abyss, where where it must survie for 1 full moon (30 days). If it can survive, it will be released. It will also take x2 damage (1-D20 x caster's level).

 

The caster can choose not to send his or her foe to the Abyss, or the Darkened Abyss.

 

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only creatures which could make an avoidance-roll vs. "Faith" can be effected by the power of this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

10 spaces (50').

Resting Time:

6 turns (30 seconds).

Special:

None.

Spell Preparation:

Caster needs to clearly see his or her foe.

Spell-points to cast:

100

Susceptibilities:

None.

Value:

200,000 white-gold

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Reveal Past (Adventurer Abilities and Spells (levels 6+) Return to top

 

Strike a foe with a force that can possible send him or her to the Darkened Abyss.

 

Modification-Point Cost (M.P.C.) : 80

Prerequisites --------------------------- : Mystic

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

Caster only.

Avoidance-Roll:

"Intelligence Check" (your intelligence will be the % chance (roll your % chance or below to succeed).

Casting Time:

10 turns (50 seconds).

Damage:

None.

Duration:

10 turns (50 seconds) in which time the Mystic will slip into a trance, eyes flushing to a shade of violetblue.

Effect Time:

Instant.

Explanation:

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If the Intelligence Check is successful, the Mystic will learn the true past and history of an item or person. A person can be alive or dead, but if a creature is alive, he or she has the choice to resist having its past revealed by pitting Mental-strength vs. the Mystic’s Mental-strength successfully.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch.

Resting Time:

10 turns (50 seconds).

Special:

There will be a 10% chance that in casting this spell, the Mystic will be taken back to the past and live the experience of the targeted as if in real life. This can be quite dangerous.

 

Also, history can be changed forever with the casting of this spell unless utter caution is taken. Even then, it is a dangerous spell; the Mystic can be slain, take part in recorded history, etc.

 

This spell is not usually taught carelessly by another Mystic due to complications that can arise due to the power of this magic.

Spell Preparation:

Only that the Mystic is completely undisturbed while casting this spell, and while the "Duration"persists. Also, the Mystic must be in physical contact with the item or person he or she is attempting to reveal the past of.

Spell-points to cast:

40

Susceptibilities:

None.

Value:

80,000 white-gold

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Shapechange (Adventurer Abilities and Spells (levels 6+) Return to top

 

Change into another creature.

 

Modification-Point Cost (M.P.C.) : 40

Prerequisites --------------------------- : Mystic

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

If target does not wish this spell to work, a successful Avoidance-roll vs. "Magic" will withstand this powerful magic.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

Depicted by the Mystic, but cannot be more than 1 day (24 hours) x your current level.

Effect Time:

3 turns (15 seconds).

Explanation:

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Mystic can transform self or another into a creature, providing he or she has the correct components for the ability (all components used to shape change will fade away once the ability is invoked) as follows:

 

Animal: Piece of the animal, whether it be bone, fur, a tusk, etc.

Animated: Impossible

Dead: Impossible

Enchanted: 20 scale ruby of no less than 50% purity

Fiend: 10 scale ruby of no less than 50% purity

Gaseous: Impossible

Mind: The brain of the creature you wish to shape change into

Monster: Piece of the animal, whether it be bone, fur, a tusk, etc.

Organic: Piece of the organic creature you wish to shape change into

Undead: A piece of the undead creature you wish to shape change into.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Self.

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

See: “Explanation”

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40,000 white-gold

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Spore (Adventurer Abilities and Spells (levels 6+) Return to top

 

Can place a powerful blessing or curse upon an object, or upon a creature.

 

Modification-Point Cost (M.P.C.) : 160

Prerequisites --------------------------- : Mystic

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

Avoidance-roll vs. "Enchantment" (add Intelligence and wisdom together ÷ 10 (rounded -- roll this number or below to succeed).

 

Only up to 20 points of luck can be used. If luck is used, it is lost forever.

 

See: "Special".

Casting Time:

24 hours.

Damage:

See: "Explanation".

Duration:

1 year (300 days) x your current level (although the caster can decree a lesser "Duration" if he or she so chooses.

Effect Time:

Instant.

Explanation:

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This spell causes either a powerful blessing, or cursing, to inhabit and live within the target. This can be a creature or an object.

 

The cursing or blessing will be strictly up to the Mystic, and must be stated directly at the ending of the "Casting time".

Hand Movement:

Two hands.

Healing:

See: "Explanation".

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 league (3miles) x your current level.

Resting Time:

24 hours.

Special:

If this is a hostile action against another, and the targeted successfully avoids, Spore will strike the caster as if someone were casting it at him or her (an Avoidance-roll vs. "Enchantment" would be rolled for).

 

If the caster then succeeds the avoidance-roll vs. "Enchantment", the spell will once again reverse back onto original target.

 

This will continue until one or the other fails the avoidance-roll vs. Enchantment".

Spell Preparation:

Spell component needed. The caster must have one live scarab of any species in hand while casting this spell (the scarab will vanish when the spell is cast).

Spell-points to cast:

80

Susceptibilities:

None.

Value:

160,000 white-gold

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The Eye (Adventurer Abilities and Spells (levels 6+) Return to top

 

Form an eye upon the palm of your hand that causes a random effect upon all who behold it.

 

Modification-Point Cost (M.P.C.) : 160

Prerequisites --------------------------- : Intelligence ----- : 30+

                                                                         Mental-Strength: 30+

                                                                         Wisdom ---------- : 30+

Ability-points to invoke:

80

Ability Preparation:

None.

Area of Effect:

All within 12 spaces (60') of the caster (front, front-side and to each side).

Avoidance-Roll:

All within 12 spaces (60') must roll initiative with the caster, or behold The Eye upon the palm of his or her hand.

 

All who behold The Eye must successfully pit their "Mental-Strength" vs. the caster's "Wisdom" (single roll check) or instantly become susceptible to its effects.

 

See: "Explanation".

Casting Time:

6 turns (30 seconds).

Damage:

See: "Explanation".

Duration:

See: "Explanation".

Effect Time:

Instant.

Explanation:

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This ability will cause all who see, and fall victive to, The Eye to suffer the following effect:

 

%Roll: Results:

01-20: Blinded: Foe is blinded.

                           Duration: 1-D6 +2 turns.

 

21-40: Blood-Surge: Foe take 1-D6 (+1-D6 blood-loss per 2

                                   levels of the caster).

                                   Duration: Instant.

 

41-55: Enslaved: Foe is enslaved to the caster

                             (as the ruling for the Charming Potion).

 

56-60: Mindless Wanderer: Foe's Intelligence lower's to 3.

                                               Foe will then begin to wander

                                               off into no certain direction,

                                               chasing dreams and delusions

                                               of grandeur.

 

                                               Duration: 1-D6 moons.

 

61-80: Temporary Death: Foe is temporarily slain.

                                            Duration: 1-D6 turns.

                                            Note: Check for Dithinoth when

                                                       victim revives.

 

81-00: Transformation: Foe transformed into a random creature

                                        of the region this ability is invoked within.

                                        There will be a 90% chance the

                                        Mystic can control it. Otherwise, it

                                        will either flee or attack (discretion

                                        of the G.M.).

 

                                        Duration: 1-D6 turns.

 

Hand Movement:

One hand.

Healing:

None.

Immunities:

Only creatures with a mind, whether sentient or not, are effected by this ability.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

See: "Area of Effect:".

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

None (this is an ability).

Spell-points to cast:

None (this is an ability).

Susceptibilities:

None.

Value:

140,000 white-gold

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