Abilities and Spells (Psychic):

%Roll: Psychic Abilities and Spells: 27

01-15:   Ability-Based%Roll: Abilities:

                                        01-30:   Guardian Eye                       (Ability) (Modification-Points to Invoke 60)

                                        31-00:   Psychic's Eye                       (Ability) (Modification-Points to Invoke 100)

 

16-30:   Chaos-Based: %Roll: Chaos Spells:

                                       01-33:   Chaos                                    (Spell) (Modification-Points to Cast 20)

                                       34-66:   Chaotic Reality                     (Spell) (Modification-Points to Cast 60)

                                       67-00:   Chaotic Retribution              (Spell) (Modification-Points to Cast 40)

 

31-44:   Damage-Based: %Roll: Damage-Based Spells:

                                          01-30:   Devour Intellect                 (Spell) (Modification-Points to Cast 20)

                                          31-00:   Psychic Lights of Burning  (Spell) (Modification-Points to Cast 20)

 

45-58:   Expelling-Based: %Roll: Expelling Spells:

                                            01-30:   Expel Enchantment          (Spell) (Modification-Points to Cast 60)

                                            71-00:   Expel Magic                     (Spell) (Modification-Points to Cast 40)

 

59-72:   Mind-Based: %Roll: Mind Spells:

                                     01-12:  E.S.P.                                       (Spell) (Modification-Points to Cast 80)

                                     13-23:  Guardian Dream                     (Spell) (Modification-Points to Cast 60)

                                     24-34:  Mind Link                                (Spell) (Modification-Points to Cast 20)

                                     35-45:  Mind-Shield                             (Spell) (Modification-Points to Cast 10)

                                     46-56:  Mind Sting                               (Spell) (Modification-Points to Cast 20)

                                     57-67:  Precognition                             (Spell) (Modification-Points to Cast 40)

                                     68-78:  Premonition                              (Spell) (Modification-Points to Cast 20)

                                     79-89:  Telepathy                                 (Spell) (Modification-Points to Cast 12)

                                     90-00:  Touch Telepathy                      (Spell) (Modification-Points to Cast 8)

 

73-86: Telekinesis-Based: %Roll: Telekinesis Spells:

                                             01-20:   Common                           (Spell) (Modification-Points to Cast 42)

                                             21-30:   Major                               (Spell) (Modification-Points to Cast 126)

                                             31-00:   Minor                               (Spell) (Modification-Points to Cast 14)

 

87-00:   Vision-Based: %Roll: Vision Spells:

                                      01-50:   Feelsight                                (Spell) (Modification-Points to Cast 10)

                                      51-57:   Infra-Red-Vision                   (Spell) (Modification-Points to Cast 40)

                                      58-87:   Night-Vision                          (Spell) (Modification-Points to Cast 10)

                                      88-92:   Scales of Darkness               (Spell) (Modification-Points to Cast 20)

                                      93-95:   Ultra-Vision                           (Spell) (Modification-Points to Cast 120)

                                      96-00:   X-Ray-Vision                         (Spell) (Modification-Points to Cast 50)

 

 

Chaos (Adventurer Spell (levels 6+) Return to top

 

Cause Confusion, Panic, a Mind-Blank, Rage, or Stasis Confusion within the mind of a creature.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One creature. See: "Spell-points to cast".

Avoidance-Roll:

Yes: Pit Mental-Strength vs. the target's Mental-Strength.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

See: "Explanation" for the duration of each effect.

Effect Time:

Instant. Return to top

Explanation:

Return to top

Chaos will cause different effects upon an enemy. Roll on the chart following to see the effects this spell will have upon a creature:

 

%Roll: Chaos effects:
01-20: Confusion: Victim of effect will not know what to do, thus

                               losing all train of thought. This effect will cause

                               mild panic in a creature. There will be no violence

                               in a person or creature that is under this effect.

                               Duration: 1-D4 turns.

 

21-40: Mind Blank: Targeted forgets the next planned action(s).

                                  Duration: 1-D6 turns.

 

41-60: Panic:         The victim of this effect will fall to the ground and

                               writhe, as if in severe mental trauma. Until the

                               "Duration" has expired, this is all that can be done.

                               Duration: 1-D4 turns.

 

61-80: Rage:            Victim of effect will become enraged, attacking

                                  ally and enemy alike.

                                  Duration: 1 turn (5 seconds) (+1 turn per 13

                                                   levels advanced).

 

81-00: Stasis Confusion: This effect will cause the targeted to

                                          become still and unmoving, as if suddenly

                                          captivated by visions of the unimaginable.

 

                                          These baffling, thoughts will flow through

                                          the mind as smoothly as a gently flowing

                                          river (the victim of this effect will see only

                                          01% of what is transpiring around him or

                                          her in the world of reality).

                                          Duration: 1 turn (5 seconds) (+1 turn per

                                                           13 levels advanced).

 

Hand Movement:

None.

Healing:

None.

Immunities:

Mindless creatures, and creatures with no mental-strength.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') x your awareness, but the target(s) must be in plain sight.

Resting Time:

1 turn (5 seconds) Return to top

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10 For every 5 spell-points added in above the initial cost of the spell one more creature can be effected.

Susceptibilities:

None.

Value:

20,000 white-gold

Return to top

 

 

Chaotic Reality (Adventurer Spell (levels 6+) Return to top

 

This spell will bring on fantasies, fears, nightmares, etc., according to the will of the caster.

Modification-Point Cost (M.P.C.): 60

Prerequisites --------------------------- : "Chaos", "Magical Prowess"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One creature.

Avoidance-Roll:

Pit Mental-strength vs. your foe’s Mental-strength and win to succeed.

Casting Time:

10 turns (50 seconds).

Damage:

See: "Explanation".

Duration:

24 hours x the level of the caster

Effect Time:

24 hours.

Explanation:

Return to top

This spell will bring on fantasies, fears, nightmares, etc., according to the will of the caster who has forced this mentally upon his or her target.

 

Chaotic Reality does not neccessarily have to be against the targeted, but can be a beneficial mind alteration. This will be solely up to the depiction of the Psychic casting this powerful mind magic upon his or her target.

 

Through Chaotic Reality, both the target's thought and his or her reality will mingle. Thus, the targeted will believe and live both the spell's effect, as well as the life he or she lives.

Hand Movement:

None.

Healing:

See: "Explanation".

Immunities:

Only a creature with a mind and thought process can have this spell cast upon it.

Maximum Adjustment:

None.

Notes:

None. Return to top

Range:

1 space (5') x your awareness, but the target(s) must be in plain sight.

Resting Time:

10 turns (50 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

30 While this spell is in effect, spell-points will not begin to regenerate.

Susceptibilities:

A creature that has been forcefully knocked unconscious, or are currently in a coma, are 100% susceptible to the influence of this spell.

Value:

60,000 white-gold

Return to top

 

 

Chaotic Retribution (Adventurer Spell (levels 6+) Return to top

 

Hostile mind-spells that effects you will have a % chance to deflect back upon the caster.

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : Seeker Abilities: "Magical Prowess"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One creature.

Avoidance-Roll:

Avoidance-roll vs."Mental-attack".

Casting Time:

4 turns (20 seconds)

Damage:

See: "Explanation".

Duration:

1 hour (720 turns) x your level.

Effect Time:

Instant.

Explanation:

Return to top

When cast, this spell will attempt to deflect a hostile mind spell or ability back onto the caster.

Hand Movement:

None.

Healing:

None.

Immunities:

Only creatures with a mind can have this spell cast upon them.

Maximum Adjustment:

None.

Notes:

None.

Range:

One target.

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40,000 white-gold

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Devour Intellect (Adventurer Spell (levels 6+) Return to top

 

Temporarily drain the intelligence of a creature.

Modification-Point Cost (M.P.C.) : 50

Prerequisites --------------------------- : Psychic

Ability-points to invoke:

None (this is a spell).

Ability Preparaton:

None (this is a spell).

Area of Effect:

One creature.

Avoidance-Roll:

Avoidance-roll vs."Intelligence".

Casting Time:

3 turns (15 seconds)

Damage:

1-D4 points of temporary Intelligence loss.

Duration:

1 hour (720 turns) (+1 hour per 7 levels advanced.

Effect Time:

Instant.

Explanation:

Return to top

When cast, this spell will temporarily drain 1-D4 points of intelligence from the targeted creature.

 

Note: The effects of this spell will be strictly up to the G.M.

Hand Movement:

None.

Healing:

None.

Immunities:

Only creatures with a mind are susceptible to this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

One target.

Resting Time:

2 turns (10 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

25

Susceptibilities:

None.

Value:

50,000 white-gold

Return to top

 

 

E.S.P. (Adventurer Spell (levels 6+) Return to top

 

Read the surface thoughts of all within the "Area of Effect".

Modification-Point Cost (M.P.C.) -: 80

Prerequisites ---------------------------- : "Telepathy"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

4 spaces (20') out all about the caster.

 

Thoughts will also be picked up through solid walls of wood and stone, but not as easily as if others are in plain sight. Non-sentient creatures thoughts will be felt in the base form of feelings.

Avoidance-Roll:

Pit your mental-strength vs. the mental-strength of those within the "Area of Effect" in order to percieve and understand their thoughts (single roll check).

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

This spell will continue in effect until concentration is broken, or the caster no longer wishes the spell in effect.

 

If the caster is interupted, or wounded, a successful avoidance-roll vs. "Mental-Attack" must be successful in order to keep the spell from failing.

Effect Time:

Instant.

Explanation:

Return to top

This spell will enable the caster to listen to the thoughts of all who are within the "Area of Effect".

 

Simple wooden walls will cut the spell's potency to an "Area of Effect" of 3 spaces (15'). Stone walls will further diminish it to 2 spaces (10'), and Steel walls will cut it further to 1 space (5').

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Caster. Return to top

Resting Time:

6 turns (30 seconds) after the spell is no longer in effect.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

40

Susceptibilities:

None.

Value:

80,000 white-gold

Return to top

 

 

Expel Enchantment (Adventurer Spell (levels 6+) Return to top

 

Expel another's enchantment, dissolving it completely.

Modification-Point Cost (M.P.C.): 60

Prerequisites --------------------------- : "Expel Magic"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One enchantment.

Avoidance-Roll:

Pit your mental-strength vs. the mental-strength of the one who's enchantment you wish to expel (race to 4). If you win, the enchantment will be done away with; nullified.

 

If you lose, see: "Damage".

Casting Time:

10 turns (50 seconds)

Damage:

If the caster fails the avoidance-roll against the caster of the enchantment he or she is trying to expel, a terrible fatigue will overcome the caster in that the following effects will be enforced:

 

1. Abilities: Abilities will have a 50% chance of failure for 2-D6 hours.

 

2. Damage: 1-D10 x 20 damage will be taken to the head in the form of a terrible headache. This damage will heal at
the normal rate of healing as stated in your character's constitution on page 1 of your character sheet. Return to top

 

3. Movement: Movement will be at 1/4 (rounded down) for 2-D6 hours.

 

4. Spells: Spells cannot be cast for 2-D6 hours. For every 10 points of constitution a character has above 40, 1 hour will be subtracted from the amount of time you will not be able to cast (but a minimum of 1 hour's resting time will always be enforced).

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

Return to top

Expel Enchantment will be cast as the caster meditates upon an enchantment he or she is attempting to dissolve. This spell does NOT expel another's ability or magical spell -- only enchantment.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Abilities and magical spells are not effected. Magical weapons and armors cannot be expelled by the power of this magic. This magic is for expelling actual enchantments in effect, as a spell would be in effect. This is rare, but they do exist, and are powerful.

Maximum Adjustment:

Not applicable.

Notes:

The damage taken to the head when failing to expel enchantment is the reason for the four penalties mentioned in "Damage". If a caster is healed completely, these penalties will be no longer be enforced if the spell,"Numb Pain" is cast twice, directly after healing the caster.

Range:

The enchantment the caster is attempting to expel. Return to top

Resting Time:

48 hours. This spell cannot be cast again until 48 hours has elapsed (even if the caster is healed of all damages and penalties, and even if he or she succeeds in expelling another's enchantment).

Special:

None.

Spell Preparation:

Two finger-sized, natural, uncut shards of crystal must be used in conjunction with this spell. The shards of crystal will be consumed when Expel Enchantment is cast.

Spell-points to cast:

30 These spell-points will not begin to regenerate until 48 hours has elapsed.

Susceptibilities:

None.

Value:

60,000 white-gold

Return to top

 

 

Expel Magic (Adventurer Spell (levels 6+) Return to top

 

Expel another's spell, dissolving it completely.

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : Psychic.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One spell you wish to nullify.

Avoidance-Roll:

Pit your mental-strength vs. the mental-strength of the one who's spell you wish to expel (race to 4). If you win, the spell will be done away with; nullified.

 

If you lose, see: "Damage".

Casting Time:

5 turns (25 seconds)

Damage:

If the caster fails the avoidance-roll against the caster of the spell he or she is trying to expel, a terrible fatigue will overcome the caster in that the following effects will be enforced:

 

1. Abilities: Abilities will have a 50% chance of failure for 1-D6 hours.

 

2. Damage: 1-D10 x 10 damage will be taken to the head in the form of a terrible headache. This damage will heal at the normal rate of healing as stated in your character's constitution on page 1 of your character sheet.

 

3. Movement: Movement will be at ½ (rounded down) for 1-D6 hours.

 

4. Spells: Spells cannot be cast for 1-D6 hours. For every 5 points of constitution a character has above 50, 1 hour will be subtracted from the amount of time you will not be able to cast (but a minimum of 1 hour's resting time will always be enforced).

Duration:

Permanent. Return to top

Effect Time:

Instant.

Explanation:

Return to top

Expel Magic will be cast as the caster meditates upon a magic he or she is attempting to dissolve. This spell does NOT expel another's ability or enchantment -- only magic.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Abilities and Enchantments are not effected. Magical weapons and armors cannot be expelled by the power of this magic. This magic is for expelling actual spells in effect only.

Maximum Adjustment:

Not applicable.

Notes:

The damage taken to the head when failing to expel magic is the reason for the four penalties mentioned in"Damage". If a caster is healed completely, these penalties will be no longer be enforced if the spell, "Numb Pain" is cast directly after healing the caster.

Range:

The magic the caster is attempting to expel.

Resting Time:

24 hours. This spell cannot be cast again until 24 hours has elapsed (even if the caster is healed of all damages and penalties, and even if he or she succeeds in expelling another's magic spell).

Special:

None. Return to top

Spell Preparation:

A finger-sized, natural, uncut shards of crystal must be used in conjunction with this spell. The shards of crystal will be consumed when Expel Magic is cast.

Spell-points to cast:

20 These spell-points will not begin to regenerate until 24 hours has elapsed.

Susceptibilities:

None.

Value:

40,000 white-gold

Return to top

 

 

Feelsight (Adventurer Spell (levels 6+) Return to top

 

Caster will detect objects, obstacles and openings without having to see them.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Psychic

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1space (5') + all the spaces surrounding that space.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

8 hours.

Effect Time:

1 turn (5 seconds)

Explanation:

Return to top

The caster will detect objects, obstacles and openings within the "Area of effect". Objects, creatures and openings will not be seen with the naked eye but will be detected similarly the way a bat senses things in the dark.

Hand Movement:

None.

Healing:

None.

Immunities:

Magical resistant items cannot be detected by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

1,800 white-gold

Return to top

 

 

Guardian Dream (Adventurer Spell (levels 6+) Return to top

 

Caster will dream of the next danger to come to one person or creature.

Modification-Point Cost (M.P.C.): 60

Prerequisites --------------------------- : "Premonition" and "Precognition".

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster's dream.

Avoidance-Roll:

Avoidance-roll vs. "Intelligence" (no luck can be used).

Casting Time:

6 turns (30 seconds).

Damage:

Not applicable.

Duration:

10 turns (50 seconds), during which time the caster will dream of an occurrence.

Effect Time:

Not applicable.

Explanation:

Return to top

This spell must be cast before the psychic goes to sleep, or it will never work.  After the spell is cast, and during sleep, the caster will have a chance to dream that which which is about to befall him or herself, or another in the same company (including a pet or a steed).

 

%Chance: 30% (+1% per 7 levels advanced).

 

If this spell is successful, the caster will awaken before his or her dream comes true.

Hand Movement:

None.

Healing:

None.

Immunities:

This spell can only be successfully use when the caster is in a normal state of sleep.

Maximum Adjustment:

41% maximum chance for this spell to work (but only if the "Avoidance-roll" is successful).

Notes:

None.

Range:

Caster's dream only.

Resting Time:

None.

Special:

None.

Spell Preparation:

Caster must be sleeping normally.

Spell-points to cast:

30. Spell-points used to cast this spell will not begin to regenerate until the caster wakes up from sleeping.

Susceptibilities:

None.

Value:

60,000 white-gold

Return to top

 

 

Mind Link (Adventurer Spell (levels 6+) Return to top

 

Link another's mind to yours.

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Psychic.

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

One targeted creature.

Avoidance-Roll:

None. A creature can refuse to Mindlink.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

24 hours (or until either the caster or other no longer wishes to be linked.

Effect Time:

Instant.

Explanation:

Return to top

Link two minds together. This can only be successful with a SENTIENT creature. Once Mind Link is acomplished, the caster, or the other the caster is linked with will freely share the following:

 

Spell-Points --- : Can give the other spell-points per turn equal to

                            your current level (rounded up - 0 & 1st level

                            can give 1 spell-point per turn).

 

Ability-Points - : Can give the other ability-points per turn equal to

                            your current level (rounded up - 0 & 1st level can

                            give 1 ability-point per turn).

 

Luck ------------ : Can give the other ability-points per turn equal to

                            1/2 your current level (rounded up - 0 & 1st level

                            can give 1 Luck per turn).

Hand Movement:

None.

Healing:

None.

Immunities:

Only SENTIENT creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') per 2 points of Intelligence above 5.

 

Note: The caster needs to have visual sight of the target.

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

Return to top

 

 

Guardian Eye (Adventurer Spell (levels 6+) Return to top

 

With this spell, you can see the silhouettes of creatures with hot and cold body temperatures.

Modification-Point Cost (M.P.C.): 60

Prerequisites --------------------------- : Level #10 Psychic

Ability-points to invoke:

30

Area of Effect:

2 spaces (10') x your awareness.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds).

Damage:

See: "Explanation".

Duration:

120 turns (10 minutes)

Effect Time:

Instant.

Explanation:

Return to top

The Guardian Eye appears from the forehead of the caster as an oval eyeball. After appearing, it will grow to a measurement of 24" from tip to tip and 16" from top to bottom.

 

After appearing it will instantly defend the caster, and whatever the caster commands it to guard.

 

The Guardian eye will levitate approximately 2' off the surface of the ground, and can rise up to a maximum height of 30' (climbing and decending at a rate of 10' per turn).

 

Guardian Eye Stats:

Damage ----------- : 1-D12 x2 + 1-D12 per 5 levels of the caster.
Range ------------- : 1 space (5')
Attack type ------ : Sharp.
Special ------------ : None.

 

Hand Movement:

None.

Healing:

None.

Immunities:

Creatures or objects retaining no body-heat will not be detected.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only.

Resting Time:

10 turns (50 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

None (this is an ability).

Susceptibilities:

None.

Value:

40,000 white-gold

Return to top

 

 

Infra-Red-Vision (Adventurer Spell (levels 6+) Return to top

 

With this spell, you can see the silhouettes of creatures with hot and cold body temperatures.

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : "Feel-Sight", "Night-Vision".

Ability-points to invoke:

None (this is a spell).

Area of Effect:

2spaces (10') x your awareness.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

120 turns (10 minutes)

Effect Time:

1 turn (5 seconds)

Explanation:

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Infra-Red-Vision will enable the caster to detect objects and creatures that have a form of body-heat.

 

Visually, heat radiating targets will appear yellow-orange, to orange-red. Yellow is the coolest and red being the hottest.

 

This spell does not help to see in the dark.

 

Any person, creature, or thing that is below body temperature and colder will appear light to dark-blue; darker blue being the colder manifestation of Infra-Red-Vision. At night the cooler manifestations of color are not possible to see. In the daylight hours the blues and reds will stand out in dazzling variations.

Hand Movement:

None.

Healing:

None.

Immunities:

Creatures or objects retaining no body-heat will not be detected.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only.

Resting Time:

10 turns (50 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40,000 white-gold

Return to top

 

 

Mind-Shield (Adventurer Spell (levels 6+) Return to top

 

A minor shielding that can shield one from mental attacks.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Psychic.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster or other. See: "Range".

Avoidance-Roll:

None.

 

But an avoidance-roll vs. "Mental-Attack" will resist this spell.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 turn (5 seconds) x your current level.

Effect Time:

Instant.

Explanation:

Return to top

This spell will have a 30% chance to shield the mind from a harmful thought and/or magic spell (check each and every influence and/or attack upon the protected).

Hand Movement:

None.

Healing:

None.

Immunities:

Mindless creatures.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster (or Touch, if spell is being cast on another).

Resting Time:

None.

Special:

None.

Spell Preparation:

See: "Range".

Spell-points to cast:

5

Susceptibilities:

None.

Value:

9,000 white-gold

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Mind-Sting (Adventurer Spell (levels 6+) Return to top

 

Causes a mental-attack to assail your target, causing: Confusion, Death, Fear, Feeble, Mar, or Stun effect.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Psychic.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One creature.

See: "Spell-points to cast"

Avoidance-Roll:

Yes: Caster must successfully pit his or her mental-strength vs. one or more target's (single-roll check).

 

See: "Spell-points to cast".

Casting Time:

2 turns (10 seconds).

Damage:

See: "Explanation".

Duration:

See: "Explanation".

Effect Time:

Instant.

Explanation:

Return to top

This will cause a mental-attack to assail the target of Mind Sting. If a person fails to avoid this spell, roll on the following chart to see what the effect will be.

 

%Roll: Results:
01-30: Confusion: Causes victim to become confused, unable to do

                               anything for 1-D4 turns.

 

31-35: Death: Causes victim to die, unless a second avoidance-roll

                        vs. "Mental Attack" is successful.

 

36-65: Fear: Victim becomes terrified, recoiling from the slightest

                      adversity for 1-D6 turns.

 

66-70: Feeble: Victim becomes feeble minded for 1-D12 turns.
71-75: Mar:     1-D4 points of Mental-Strength drain for 1-D10 x3

                         days.

 

76-00: Stun:     Causes victim to become stunned for 1-D4 turns.

Hand Movement:

None.

Healing:

None.

Immunities:

Mindless creatures.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x your awareness, but the caster must clearly see his or her intended target(s).

Resting Time:

1 turn (5 seconds) per targeted creature.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

8

 

Note:

For every 4 spell-points added in above the initial cost of the spell one or more creatures can be effected.

Susceptibilities:

None.

Value:

16,000 white-gold

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Telekinesis (Minor) (Adventurer Spell (levels 6+) Return to top

 

Move objects with your mind.

Modification-Point Cost (M.P.C.) : 14

Prerequisites --------------------------- : Psychic.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1 LB. + 1 LB. per spell-point added above the initial cost of the spell.

Avoidance-Roll:

Pit Mental-Strength vs. the caster's Mental-Strength, and win, for this spell to be resisted (single roll check).

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

As long as the caster's concentration is not interrupted. If touched, or if the caster speaks, the spell will fail unless a successful avoidance-roll vs. "Mental Attack" is rolled.

Effect Time:

Instant.

Explanation:

Return to top

This spell will take hold of an object, or living creature. The target being controlled will be moved up to the rate at which the caster can fly (x3 movement).

 

The initial spell cast will lift a weight of 1 LB. For every spell-point expended above the initial cost of the spell, an extra 1 LB. can be added to the weight manipulated. Weight can be added or subtracted during the concentration of the spell as the caster wishes.

Hand Movement:

None.

Healing:

None.

Immunities:

Gaseous and Intangible objects/creatures are not effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x your awareness, but the caster must clearly see his or her intended target(s).

Resting Time:

1 turn per 1 turn the caster continues the spell. Resisting time will occur after the spell’s "Duration".

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

14,000 white-gold

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Telekinesis (Common) (Adventurer Spell (levels 6+) Return to top

 

Move objects with your mind.

Modification-Point Cost (M.P.C.) : 42

Prerequisites --------------------------- : "Telekinesis (Minor)".

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

100 LB. + 10 lbs per spell-point added above the initial cost of the spell.

Avoidance-Roll:

Pit Mental-Strength vs. the caster's Mental-Strength, and win, for this spell to be resisted (single roll check).

Casting Time:

2 turns (10 seconds).

Damage:

None.

Duration:

As long as the caster's concentration is not interrupted. If touched, or if the caster speaks, the spell will fail unless a successful avoidance-roll vs. "Mental Attack" is rolled.

Effect Time:

Instant.

Explanation:

Return to top

This spell will take hold of an object, or living creature. The target being controlled will be moved up to the rate at which the caster can fly (x3 movement).

 

The initial spell cast will lift a weight of 100 lbs. For every spell-point expended above the initial cost of the spell, an extra 10 lbs. can be added to the weight manipulated. Weight can be added or subtracted during the concentration of the spell as the caster wishes.

Hand Movement:

None.

Healing:

None.

Immunities:

Gaseous and Intangible objects/creatures are not effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x your awareness, but the caster must clearly see his or her intended target(s).

Resting Time:

1 turn per 1 turn the caster continues the spell. Resisting time will occur after the spell’s "Duration".

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

21

Susceptibilities:

None.

Value:

42,000 white-gold

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Telekinesis (Major) (Adventurer Spell (levels 6+) Return to top

 

Move objects with your mind.

Modification-Point Cost (M.P.C.) : 126

Prerequisites --------------------------- : "Telekinesis (Minor)"and "Telekinesis (Common)".

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

1,000 lbs. + 100 lbs per spell-point added above the initial cost of the spell.

Avoidance-Roll:

Pit Mental-Strength vs. the caster's Mental-Strength, and win, for this spell to be resisted (single roll check).

 

Note:

The caster will have a bonus of +1 per level advanced.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

As long as the caster's concentration is not interrupted. If touched, or if the caster speaks, the spell will fail unless a successful avoidance-roll vs. "Mental Attack" is rolled.

Effect Time:

Instant.

Explanation:

Return to top

This spell will take hold of an object, or living creature. The target being controlled will be moved up to the rate at which the caster can fly (x3 movement).

 

The initial spell cast will lift a weight of 1,000 lbs. For every spell-point expended above the initial cost of the spell, an extra 100 lbs. can be added to the weight manipulated. Weight can be added or subtracted during the concentration of the spell as the caster wishes.

Hand Movement:

None.

Healing:

None.

Immunities:

Gaseous and Intangible objects/creatures are not effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x your awareness, but the caster must clearly see his or her intended target(s).

Resting Time:

1 turn per 1 turn the caster continues the spell. Resisting time will occur after the spell’s "Duration".

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

63

Susceptibilities:

None.

Value:

126,000 white-gold

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Night-Vision (Adventurer Spell (levels 6+) Return to top

 

With this spell, you can see in the dark.

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : "Feel-Sight".

Ability-points to invoke:

None (this is a spell).

Area of Effect:

2 spaces (10') x your awareness.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

8 hours.

Effect Time:

1 turn (5 seconds)

Explanation:

Return to top

Night vision will allow the caster to see in the dark as if it were light out with no sun (such is after the sun sets, yet there is still enough light to see).

Hand Movement:

None.

Healing:

None.

Immunities:

This spell cannot be cast within an ability or spell of darkness (or shadow-making) to see.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster only.

Resting Time:

10 turns (50 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Precognition (Adventurer Spell (levels 6+) Return to top

 

Caster will have a waking dream of the next danger about to befall him or her.

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : "Premonition".

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster only.

Avoidance-Roll:

None.

 

But there is only a %chance that this spell will forewarn the caster of a future event.  See: "Explanation".

Casting Time:

6 turns (30 seconds).

See: "Duration".

Damage:

None.

Duration:

72 hours (3 days). Return to top

 

Note:

Precognition will lie dormant within the psychic until it comes to life to warn the caster (in a vision) of what is about to befall him or her, or until the duration of the spell expires.

Effect Time:

Instant. The Psychic will slip into a noticeable trance for the time it will take the full event to transpire (but no longer that 10 turns (50 seconds).

 

AFTER the vision has closed, roll on the chart in the "Explanation" section.

Explanation:

Return to top

For every level of the Psychic there is a 01% chance this spell will reveal, in the form of an open vision, an occurrence that will effect the caster directly. See: "Notes" (it is important to read "Notes").

 

Example:

A 12th level psychic will have a 12% chance to see a vision of an event shortly to transpire.

 

Roll on the following chart to see how many turns, in advance, the psychic will see, in a vision, the event about to take place:


%Roll: Advanced warning:
01-10:  1 turn (5 seconds)
11-20:  2 turns (10 seconds)
21-30:  3 turns (15 seconds)
31-40:  4 turns (20 seconds)
41-50:  5 turns (25 seconds)
51-60:  6 turns (30 seconds)
61-70:  7 turns (35 seconds)
71-80:  8 turns (40 seconds)
81-90:  9 turns (45 seconds)
91-00:  10 turns (50 seconds)

 

G.M.:

Before an event takes place secretly roll to see if the Psychic will see in vision that which is about to transpire, but only if it directly involves him or her (See: "Notes"). NEVER let your players know that you are rolling this check.

 

Remember, the psychic will slip into a noticeable trance, actually living through what will shortly come to pass (it will seem real to the Psychic).

 

If the psychic knows, or if the Precognition becomes active, play it out as a normal encounter, even if others playing think it to be real as well. This will add to the drama of being a Psychic, and will do no harm if the other players think it is actually happening). If you do it in this manner, your Psychic will become openly valued to the other players (because it will usually involve them as well).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

48% chance. Return to top

Notes:

The Seeker spell "Disturbance" stacks with the % chance for this spell to work successfully.

Range:

Caster only.

Resting Time:

None.

Special:

If the caster follows the path of "Guardian", the forewarning vision will include the Psychic's Ward as well (that which he or she is guarding).

Spell Preparation:

The Psychic must cast Precognition in advance for this spell to work.

See: "Duration".

Spell-points to cast:

20

 

Note:

Spell-points used to cast this spell will not begin to regenerate until Precognition self-casts, or until the "Duration" has expired.

Susceptibilities:

None.

Value:

40,000 white-gold

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Premonition (Adventurer Spell (levels 6+) Return to top

 

Receive a strong feeling that something good or bad is about to happen.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Psychic.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster only.

Avoidance-Roll:

None.

 

But there is only a %chance that this spell will give the caster a feeling about what is to soon transpire.  See: "Explanation".

Casting Time:

6 turns (30 seconds).

See: "Duration".

Damage:

None. Return to top

Duration:

72 hours (3 days).

 

Note:

Premonition will lie dormant within the psychic until it comes to life to warn the caster (in the form of a strong feeling) that something is about to befall him or her, or until the duration of the spell expires.

Effect Time:

Instant.

Explanation:

Return to top

For every level of the Psychic there is a 01% chance this spell will reveal, in the form of a strong feeling, an occurrence is about to befall the caster directly. See: "Notes" (it is important to read "Notes").

 

Example:

A 12th level psychic will have a 12% chance to feel that something, whether it be good or bad, is about to transpire.

 

Roll on the following chart to see how many turns, in advance, the occurrence about to take place:


%Roll: Advanced warning:
01-10:  1 turn (5 seconds)
11-20:  2 turns (10 seconds)
21-30:  3 turns (15 seconds)
31-40:  4 turns (20 seconds)
41-50:  5 turns (25 seconds)
51-60:  6 turns (30 seconds)
61-70:  7 turns (35 seconds)
71-80:  8 turns (40 seconds)
81-90:  9 turns (45 seconds)
91-00:  10 turns (50 seconds)

 

G.M.:

Before an event takes place secretly roll to see if the Psychic will get the imminent feeling that something is about to transpire, but only if it directly involves him or her (See: "Notes"). NEVER let your players know that you are rolling this check.

 

Remember, the psychic will slip into a noticeable trance as he or she is overwhelmed by this feeling (to the Psychic, it will be a significant feeling).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

48% chance.

Notes:

The Seeker spell "Disturbance" stacks with the % chance for this spell to work successfully.

Range:

Caster only. Return to top

Resting Time:

None.

Special:

If the caster follows the path of "Guardian", the feeling will include the Psychic's Ward as well (that which he or she is guarding).

Spell Preparation:

The Psychic must cast Premonition in advance for this spell to work.

See: "Duration".

Spell-points to cast:

10

 

Note:

Spell-points used to cast this spell will not begin to regenerate until Premonition self-casts, or until the "Duration" has expired.

Susceptibilities:

None.

Value:

20,000 white-gold

Return to top

 

 

Psychic Lights of Burning (Adventurer Ability (levels 20+) Return to top

 

Bring 6 small orbs into existance to strike a target with.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Psychic

Ability-points to invoke:

None (this is a spell).

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Any target the caster can see within 6 spaces (30').

Avoidance-Roll:

None. These lights need to be dodged.

Casting Time:

1 turn (5 seconds).

Damage:

1-D6 (+1-D6 per 2 levels advanced).

Duration:

5-D6 +3 turns per level, or when an orb of light strikes its target.

Effect Time:

Instant.

Explanation:

Return to top

When this spell is cast, 6 orbs of light, about the size of the caster's thumb, will issue forth from the caster's head. These orbs of light will orbit the Psychic's head until he or she wills 1 or more to strike a target within range.

 

To strike a target, the Psychic must roll to attack, as if shooting with a bow (+30 to strike). Up to 3 orbs can be hurled at a target per turn.

 

The orbs can be controlled to hover, move in a straight line, encircle, etc. The Psychic does not have to actually strike a target.

Hand Movement:

None.

Healing:

None.

Immunities:

None. Pyschic Lights of Burning can damage any creature the Psychic can see.

Maximum Adjustment:

None.

Notes:

This spell stacks with the Seeker Spell, "Minor Psychic Lights of Burning".

Range:

6 spaces (30').

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

40,000 white-gold

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Psychic's Eye (Adventurer Ability (levels 20+) Return to top

 

Create a floating eye that you can see and cast through.

Modification-Point Cost (M.P.C.): 100

Prerequisites --------------------------- : Level # 20

                                                                          Guardian Eye

Ability-points to invoke:

50

 

Note:

Ability-points will not begin to regenerate until the Psychic's Eye is no longer being used.

Area of Effect:

Caster only.

Avoidance-Roll:

A fist-sized eye will appear upon the forehead of the caster. It can travel as well. See: "Range".

Casting Time:

Not applicable.

See: "Invoke time".

Damage:

None. See: "Explanation".

Duration:

Not applicable. The Psychic's Eye can be used at will (ability points will not begin to regenerate until the Psychic's Eye is no longer being used).

Effect Time:

Instant. Return to top

Explanation:

Return to top

At level 20 a psychic can gain the Psychic's Eye. This eye can appear upon the psychics forehead and is used for seeing in case the psychic is blinded.

 

The eye has the same vision as the psychic.

This eye can gaze upon a Medusa, or Basilisk without the psychic being effected by those creatures if an initiative roll is successful against such creatures (+1 x your current level added to your initiative roll). This applies to creatures which can turn you to something other than stone as well.

 

The eye has 10 damage points x your current level. For a twentieth level psychic, the eye will have 200 damage-points.

 

This eye is fist-sized and has the ability of traveling great distances for the psychic (1 league per 3 levels advanced), spying out whatever the he or she wishes.

 

It has the same defense and offense as the caster and can move at the flying speed of your character (see:"Coordination" on P. #1 of your character sheet to find out your movement). This eye does not attack physically.

 

If destroyed the Psychic Eye will be lost forever (with the exception of a wish, or the blessing of a Jahtha granting it back). If this eye is destroyed, the caster will become blind in one eye permanently (his or her right eye will turn pale white, and will become extremely sensitive to light). This side effect will mark you for what you are; a Psychic).

 

If the sun's rays touch the psychic's destroyed eye he will take 1 point of damage to it until 10 points of damage occur, in which his or her physical eye will be permanently destroyed (if this happens take 10 points of your character's head permanently).

 

Psychic spells can be cast through the eye, as if the psychic were present, yet at triple the cost of each spell cast.

Hand Movement:

None.

Healing:

None.

Immunities:

Not applicable.

Invoke time: 1 turn (5 seconds)
Maximum Adjustment:

Not applicable.

Notes:

None. Return to top

Range:

Caster's forehead. The eye can travel 1 league (3miles) x your current level, but it must be invoked.

Resting Time:

None.

Special:

None.

Spell Preparation:

Not applicable. This is an ability, not a spell.

Spell-points to cast:

Not applicable. This is an ability, not a spell.

 

See: "Ability-points to invoke".

Susceptibilities:

None.

Value:

50,000 white-gold

Return to top

 

 

Scales of Darkness (Adventurer Spell (levels 6+) Return to top

 

Cause what appears to be dark scales overlapping the eyes.

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Psychic.

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One creature.

Avoidance-Roll:

Avoidance-roll vs. "Magic".

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1-D4 turns per 5 levels of the caster.

Effect Time:

Instant.

Explanation:

Return to top

This spell will cause what appears to be dark scales overlapping the eyes. Other persons looking at the victim will notice a dark-gray residue shadowing the victims eyes. The recipient of this spell will not be blind, yet cannot see well at all. The victim of Scales of Darkness will suffer the following:

 

1. -1 to any awareness rolls x the level of the caster.
2. -1 to defense and offense x the level of the caster.
3. Long range vision will be obscured as if the targeted were attempting to peer through a snow storm.

Hand Movement:

None.

Healing:

None.

Immunities:

Creatures that do not depend on their vision to perceive or observe visual details.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x your awareness, but the targeted needs to be in plain sight.

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

Return to top

 

 

Telepathy (Adventurer Spell (levels 6+) Return to top

 

Speak to another from a distance mentally.

Modification-Point Cost (M.P.C.): 12

Prerequisites --------------------------- : "Touch Telepathy"

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One other mind (of the caster's choosing). Caster cannot use this spell to contact someone he or she has never met.

 

See: "Range".

Avoidance-Roll:

None.

 

Note:

A successful avoidance-roll vs. "Mental-Attack" will resist this spell's infulence.

Casting Time:

2 turns (10 seconds)

Damage:

None.

Duration:

12 turns (60 seconds) x your current level.

Effect Time:

1 turn (5 seconds) for each league the caster is from his or intended target.

Explanation:

Return to top

This spell will enable the Psychic to speak to another from a distance.

 

The one contacted can communicate back with the caster as well. 1 turn of communication is 1 turn actual time. In other words, this spell is not like the Level #1, "Touch Telepathy". This spell is actual real-time communication between the caster and the one contacted.

 

Also, unlike Touch Telepathy, the caster must know the language of the one contacted to successfully communicate back and forth.

Hand Movement:

None.

Healing:

None.

Immunities:

Mindless creatures are not effected.

Maximum Adjustment:

None.

Notes:

None.

Range:

2 leagues (6 miles) x the level of the caster.

Resting Time:

1 turn (5 seconds) for every turn Telepathy is in effect.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

6

Susceptibilities:

None.

Value:

12,000 white-gold

Return to top

 

 

Touch Telepathy (Adventurer Spell (levels 6+) Return to top

 

Speak to another from a distance mentally.

Modification-Point Cost (M.P.C.): 8

Prerequisites --------------------------- : Psychic

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One other than you are in physical contact with.

Avoidance-Roll:

None.

 

Note:

A successful avoidance-roll vs. "Mental-Attack" will resist this spell's infulence.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

As long as both concentrate upon communication.

Effect Time:

1 turn (5 seconds).

Explanation:

Return to top

This spell will enable you to speak to another through touch. The one you make a link with, through touch, can communicate back with you at a rate equal to x10 the speed of normal talk.

Hand Movement:

Yes. You must make skin to skin contact with the target of this spell.

Healing:

None.

Immunities:

Mindless creatures are not effected.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

Return to top

 

 

Ultra-Vision (Adventurer Spell (levels 6+) Return to top

 

This spell is a combination of the following types of vision-based spells (feel-sight, night-vision, infra-red-vision
and x-ray-vision).

Modification-Point Cost (M.P.C.): 110

Prerequisites --------------------------- : "Feel-Sight", "Night-Vision", "Infra-Red-Vision", "X-Ray-Vision".

Ability-points to invoke:

None (this is a spell).

Area of Effect:

1space (5') x your awareness.

Avoidance-Roll:

None. See: "Special"

Casting Time:

5 turns (25 seconds)

Damage:

None.

Duration:

1 turn (5 seconds) per 4 levels advanced (minimum = 1 turn (5 seconds).
After the "Duration" has expired, this spell will continue to be in effect until an avoidance-roll vs. "Ultra-Vision" is failed (add awareness and mental-strength together = % chance (NO LUCK CAN BE USED TO SUCCEED).

 

Note:

This avoidance-roll only exists for this spell.

Effect Time:

1 turn (5 seconds)

Explanation:

Return to top

Ultra-Vision is all the vision-based spells in one (feel-sight, night-vision, infra-red-vision and x-rayvision).

 

See these individual spells for details and rulings on each (with the exceptions of "Duration" and "Area of Effect").

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

See: "Duration"

Notes:

When the caster's avoidance-roll fails, he or she will develop a minor headache, causing the following penalties for the entire "Duration" that the spell was in effect:

 

- 1-D4 Awareness
- 1-D4 Mental-strength
10% ability-failure chance
20% spell-failure chance

 

Note:

This will be accompanied with a headache that will persist until all penalties are gone.

Range:

Caster only. Return to top

Resting Time:

10 turns (50 seconds) + 1 turn (5 seconds) x the number of turns Ultra-Vision is in effect.

Special:

After the "Duration" of this spell has expired, if the caster lets the spell go, rather than trying to it in effect longer, no penalties (that are mentioned in "Notes") will be suffered by the caster.

Spell Preparation:

None.

Spell-points to cast:

55

Susceptibilities:

None.

Value:

110,000 white-gold

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X-Ray-Vision (Adventurer Spell (levels 6+) Return to top

 

Caster to see through the surfaces of most objects.

Modification-Point Cost (M.P.C.): 50

Prerequisites --------------------------- : "Feel-Sight", "Night-Vision", "Infra-Red-Vision".

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Any object which the caster concentrates upon.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 turn (5seconds) x your current constitution

Effect Time:

1 turn (5 seconds). When the caster looks upon a different object, or creature, it will again take 1 turn (5 seconds) to reveal the layers of the physical structure within it. In other words, it takes 5 seconds for the spell to once again take effect upon something if you take your eyes from that which you are currently looking at.

Explanation:

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This spell will empower the caster to see through the surfaces of most all objects. The more dense the material is, the more difficult it will be to see through. Return to top

 

Examples are given as follows:
Bone: Cannot see through the density of bone (this is how the

           skeletal structure is seen so clearly).

 

Dirt: Can see through it at a measurement of one inch (1") per 20

         points of awareness.

 

Flesh: Can see through it at a measurement of 1 space (5') per 2

           points of awareness.

 

Lead: Cannot see through in any thickness.

 

Stone: Can see through it at a measurement of one inch (1") per 40

            points of awareness.

 

Water: Can see through it at a measurement of 1 space (5') per 1

             point of awareness.

 

Wood: Can see through it at a measurement of one inch (1") per

            15 points of awareness.

Hand Movement:

None.

Healing:

None.

Immunities:

Bone and Lead cannot be seen through in any thickness.

Maximum Adjustment:

None.

Notes:

None. Return to top

Range:

Caster only.

Resting Time:

10 turns (50 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

25

Susceptibilities:

None.

Value:

5 Yellow-Gold

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