Seeker Abilities and Spells (Magician Studies):

Modification-Point Cost: 2

This taps into the abilities and spells of this class. Once this has been purchased, a character can then proceed to purchase actual abilities and spells. Return to top

 

Prerequisites for this class:

Seeker Abilities: "Magical Prowess"

 

%Roll:   Abilities and Spells: 10

01-10:    Animated Grappling Hook   (Spell)    (Modification-Point cost 4)

11-20:    Animated Rope                     (Spell)    (Modification-Point cost 4)

21-30:    Boatlock                                (Spell)    (Modification-Point cost 2)

31-40:    Candleglow Eyes                   (Spell)    (Modification-Point cost 4)

41-50:    Coin Value                             (Spell)    (Modification-Point cost 2)

51-60:    Dart (Minor)                          (Spell)    (Modification-Point cost 4)

61-70:    Familiar (Minor)                    (Spell)    (Modification-Point cost 2)

71-80:    Magician's Sleep                   (Ability)  (Modification-Point cost 4)

81-90:    Scroll Link                              (Spell)    (Modification-Point cost 2)

91-00:    Treasure Value                      (Spell)    (Modification-Point cost 2)

 

 

Animated Grappling Hook (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Create a temporary grappling hook.

 

Modification-Point Cost (M.P.C.) : 4

Prerequisites --------------------------- : Magician

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

N/A

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1 minute (12 turns) (+1 minute per level advanced).

Effect Time:

Instant.

Explanation:

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The magic of this spell will form into a grappling hook.

What you do with this grappling hook is strictly up to you.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

Damage, if used as a weapon: 1-D8.

Range:

Caster.

Resting Time:

None.

Special:

None.

Spell-Points to cast:

2. Spell-Points will only begin to regenerate after the "Duration" of this spell has expired.

Spell Preparation:

None.

Susceptibilities:

Not applicable.

Value:

800 white-gold

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Animated Rope (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Create a temporary grappling hook.

 

Modification-Point Cost (M.P.C.) : 4

Prerequisites --------------------------- : Magician

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

N/A

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1 minute (12 turns) (+1 minute per level advanced).

Effect Time:

Instant.

Explanation:

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The magic of this spell will form into a common 10' rope (+10' per level of the caster).

 

What you do with this rope is strictly up to you.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster.

Resting Time:

None.

Special:

None.

Spell-Points to cast:

2. Spell-Points will only begin to regenerate after the "Duration" of this spell has expired.

Spell Preparation:

None.

Susceptibilities:

Not applicable.

Value:

800 white-gold

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Boatlock (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Keeps a small boat in place, as if an anchor had been dropped.

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Magician

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

1 boat (up to a 6 man craft).

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1 hour (720 turns).

Effect Time:

Instant.

Explanation:

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This spell will keep a small boat in place, as if an anchor had been dropped.

 

The depth in which a boat can be held from drifting will be 100' per level of the caster.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

If the boat is being controlled by another, in any way, the caster will pit his or her strength vs. the strength of the other attempting to move the boat (single roll check).

 

Note:

When holding the boat in place, the caster will gain a +1 to strength per level advanced.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster.

Resting Time:

None.

Special:

None.

Spell-Points to cast:

2. Spell-Points will only begin to regenerate after the "Duration" of this spell has expired.

Spell Preparation:

None.

Susceptibilities:

Not applicable.

Value:

2,000 white-gold

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Candle-glow Eyes (Adventurer Spell (levels 6+) Return to top

 

Creates a candle-like luminescence within the eyes of the caster, allowing sight in the darkness.

 

Modification-Point Cost (M.P.C.) : 4

Prerequisites --------------------------- : Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

Caster only. This will illuminate the space the caster is in and one more space out directly in front of him or her.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

3 hours.

Effect Time:

Instant.

Explanation:

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Candle-glow Eyes will create a candle-like luminescence within the eyes of the caster, allowing sight in the darkness. This spell will create an effect similar to the holding of one small candle out in front of you.

Hand Movement:

Two hands. Caster will cover his or her eyes as this spell is cast.

Healing:

None.

Immunities:

This spell will not counter darkness spells.

Maximum Adjustment:

None.

Notes:

This spell will create a soft glow in the eyes of the caster. Note that this can reveal a caster in the dark, as his or her eyes will glow.

Range:

Caster only.

Resting Time:

None.

Special:

None.

Spell-Points to cast:

2

Spell Preparation:

None.

Susceptibilities:

None.

Value:

400 white-gold

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Coin Value (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Reveal the value of a pile of coins, saving you time in counting them.

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Magician

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

100 lbs. of coins (+100 lbs. per level advanced).

Avoidance-Roll:

Yes: vs. "Intelligence". If this avoidance-roll fails, all the caster needs to do is cast it again.

Casting Time:

1 turn (5 seconds) per 100 lbs. of coin.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Coin Value will tell you the total of a pile of coins set before you. It will also reveal the value (other than the face value of the coin) of a single coin (i.e., age value, special make value, unknown value, etc.). In order to do this successfully, you must hold the coin in the palm of one hand, cast the spell, and touch it with the tip of your forefinger as you do an "Intelligence Check" must be successful, or the spell will have to be cast again.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Blessed and Curses coins will remain undetected.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch. See: "Explanation".

Resting Time:

None.

Special:

None.

Spell-Points to cast:

2

Spell Preparation:

See: "Explanation".

Susceptibilities:

Not applicable.

Value:

2,000 white-gold

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Dart (Minor) (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Casts a small shard of what appears to be light from the caster’s forefinger.

 

Modification-Point Cost (M.P.C.) : 4

Prerequisites --------------------------- : Magician

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

One target.

Avoidance-Roll:

None. Dart is considered as a hurled weapon (+30 to strike).

Casting Time:

1 turn (5 seconds).

Damage:

1-D6 (+1-D6 per 2 levels of the caster).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When Minor Dart spell is cast the caster must point at the intended target. This spell will release a thin, small shard of what appears to be light from the caster’s forefinger.

 

Roll to strike, as if using a bow (+30 to strike). The defender may attempt to evade this attack in any way he or she wishes.

Hand Movement:

One hand. Point at intended target.

Healing:

None.

Immunities:

Astral, Ethereal, Gaseous, Intageable and Spirit creatures.

Maximum Adjustment:

3-D6

Notes:

This spell stacks with the Adventurer Spell, "Dart".

Range:

Originating at the cast's hand, this spell reaches 1 space (5') x the Awareness Vision of the caster.

Resting Time:

None.

Special:

+ 1-D6 damage added per spell-point added in above the initial cost spell.

Spell-Points to cast:

2

Spell Preparation:

None.

Susceptibilities:

None.

Value:

4,000 white-gold

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Familiar (Minor) (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Call a life-long familiar to aid you in your travels.

 

Modification-Point Cost (M.P.C.) : 4

Prerequisites --------------------------- : Magician

Ability-points to invoke:

None (this is a spell).

Ability Preparation:

None (this is a spell).

Area of Effect:

The influence of this spell will reach throughout the entire region he or she casts this spell within.

Avoidance-Roll:

The caster must make a successful Avoidance-Roll vs. "Intelligence". If this Avoidance-Roll is failed, this spell must be cast again (the caster will permanently lose 2 spell-points whether this avoidance-roll is successful or not.

Casting Time:

1 hour (720 turns).

 

Note:

If the caster is physically disturbed during the casting, this spell will fail if the caster fails an avoidance-roll vs. "Mental-Attack".

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

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When this spell is cast the Magician must kneel within a circle of gems and begin chanting. Each gem must be no smaller than 5 karats each, and hold a value of 70% or higher on the value per karat chart.

 

He or she cannot stop chanting for the entire "Casting Time:".

 

At the end of the 72 hours the caster must make a successful avoidance-roll vs. "Faith". If this avoidance-roll is successful, roll on the following chart to see what type of familiar will come:

 

%Roll: Creature types:

01-10:   Cat

11-20:   Crow

21-30:   Hawk

31-40:   Imp

41-50:   Mouse

51-60:   Owl

61-70:   Rat

71-80:   Raven

81-90:   Shahktur (small dragon-like creature).

91-00:   Vulture

 

The Magician can use a Familiar as follows:

1. Do the Magician’s commands without question.

2. See and hear through the Familiar's eyes and ears.

3. Cast through the Familiar (using x2 the normal spell-points).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Not applicable.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

As "Area of Effect".

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell-Points to cast:

2  This is a permanent spell-point loss, freely given of the caster.

Spell Preparation:

See" "Explanation".

Susceptibilities:

None.

Value:

4,000 white-gold

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Magician's Sleep (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Meditate for 1 hour to gain a full 8 hours of rest.

 

Modification-Point Cost (M.P.C.) : 4

Prerequisites --------------------------- : Magician

Ability-points to invoke:

2

Ability Preparation:

Magician must kneel in meditation for the full hour.

Area of Effect:

Caster only.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

8 hours.

Effect Time:

3 turns (15 seconds). After the Effect Time has begun, the Magician will slip into meditation.

Explanation:

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When the Magician kneels and begins to meditate, he or she will slip into a trance in which he or she cannot see. The Magician will hear all that is going on about him or her, as normal.

 

After 1 hour (720 turns) of undisturbed meditation, an equivelent of a ful 8 hours rest will be had (this 8 hours rest will not replenish ability or spell-points - it is merely physical rest).

 

If the Magician stops meditation, even if there are only a few seconds remaining, rest will not be had.

Hand Movement:

None.

Healing:

None.

Immunities:

N/A

Maximum Adjustment:

N/A

Notes:

None.

Range:

Caster Only.

Resting Time:

None.

Special:

None.

Spell-Points to cast:

None (this is an ability).

Spell Preparation:

None (this is an ability).

Susceptibilities:

None.

Value:

4,000 white-gold

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Scroll Link (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Cast a spell from the scroll that you do not possess yourself (in your pools of magic).

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One scroll.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1 turn (5 seconds) x your current level (during which time, if you can pick another scroll and cast from it, you can cast the spell from more than one scroll).

Effect Time:

Instant.

Explanation:

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This spell will enable you to cast the otherwise uncastable’ spell from a scroll, as if it were a Spell-rune.

 

You must have the amount of spell-points that the spell requires to cast in order to cast it from a scroll.

 

Once cast, the spell will fade away forever, just as a Spell-rune does. See: “Notes”.

Hand Movement:

Two hands. Both hands must be holding the scroll as this spell is cast.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

You can only cast a spell from a scroll if you have the spell-points that it takes to actually cast the spell (as if you knew the spell itself).

Notes:

The paper on which the scroll-spell is scribed will fade away completely as the spell is cast.

Range:

Must be holding the scroll in both hands.

Resting Time:

As the "Resting Time" for the spell cast.

Special:

None.

Spell-Points to cast:

2

Spell Preparation:

See: “Range”

Susceptibilities:

Not applicable.

Value:

2,000 white-gold

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Treasure Value (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Sense the value of the item in hand.

 

Modification-Point Cost (M.P.C.) : 2

Prerequisites --------------------------- : Magician

Ability-points to invoke:

None (this is a spell).

Area of Effect:

One item.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When this spell is cast, the caster can sense the value of the item in hand. This value is not merely a monetary significance. It can be spiritual, physical, mental, even a moral value (this will be strictly up to the G.M.).

Hand Movement:

Two hands.

 

One hand must touch the item as the other hand is used to trace the patterns to cast this spell.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch. See: “Hand movement”

Resting Time:

None.

Special:

None.

Spell-Points to cast:

2

Spell Preparation:

See: “Hand movement”.

Susceptibilities:

Not applicable.

Value:

2,000 white-gold

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