Mana Points are made available to the character by purchasing the Mana Points
Gift. If your character does not have enough Mana Points available to expend,
he cannot cast the spell.
Spells do not have to be cast at full power, though. The caster can save Mana
Points by not using the various optional capabilities the Spell was purchased with
when he casts it. Even the most elaborate Spell may be cast at anywhere down
to its Base Cost level. Continuing the example with Magrunt the Magician:
It normally costs him 19 Mana Points to cast his rather elaborate Grow spell.
However, Magrunt may elect to cast the spell on himself, rather than someone else,
and only have it last for 2 hours. A Grow spell with 2 levels of
Strength/Mass Scale, castable only on oneself, with a 2 hour duration would only
cost 17 EP to buy. Therefore, Magrunt only needs to expend 17 Mana Points to
cast it in this "lower powered" configuration, even though he actually spent 19 EP
to buy a more powerful version of this same Spell. The configuration of the
Spell purchased with EP only represents the maximum power at which the Spell
may be cast, not the power at which the spell must be cast each time.
Note that the Dispelling Difficulty is based on the Mana Points expended to cast
the Spell, not the EP cost to buy the Spell in the first place. In the
Magrunt the Magician example above, his Grow spell cost 19 EP to purchase, but he
cast it in a configuration that only required the expenditure of 17 Mana
Points. Its Dispelling Difficulty is based on the 17 Mana Points it took to
cast, not the 19 EP it cost to buy. Thus, its Dispelling Difficulty would be
Legendary 10th.
For +1 EP, this spell can affect either yourself or any willing creature you
touch. You still expend the Mana Points for casting the spell yourself, and
the recipient can voluntarily cancel the spell at any time prior to its expiration.
For each +1 EP, this spell increases its duration by 1 hour.
For every +9 EP, this spell increases your (or its recipient's) Strength/Mass
Scale by an additional +1.
For +1 EP, this spell can affect either yourself or any willing creature
you touch. You still expend the Mana Points for casting the spell
yourself, and the recipient can voluntarily cancel the spell at any time prior
to its expiration.
For each +1 EP, this spell increases its duration by 1 hour.
For every +5 EP, this spell affects your (or its recipient's) Strength/Mass
Scale by an additional -1.
For +1 EP, this spell can affect either yourself or any willing creature
you touch. You still expend the Mana Points for casting the spell
yourself, and the recipient can voluntarily cancel the spell at any time prior
to its expiration.
For each +1 EP, this spell increases its duration by 1 hour.
For every +6 EP, this spell increases your (or its recipient's) Defensive
Damage Factors by an additional +1.
For +1 EP, this spell can affect either yourself or any willing creature
you touch. You still expend the Mana Points for casting the spell
yourself, and the recipient can voluntarily cancel the spell at any time prior
to its expiration.
For each +1 EP, this spell increases its duration by 1 hour.
For each +1 EP, this spell doubles its maximum range.
For each +6 EP, this spell increases its offensive damage factor by +1.
For each +1 EP, this spell increases its blast radius by an additional 10
meters.
For each +6 EP, this spell increases its offensive damage factor by +1.
For each +1 EP, this spell doubles its maximum range.
For each +6 EP, the Strength of the Petrification Bolt is increased by one level.
For each +6 EP, the Mass Scale worth of material that can be petrified by this
Spell increases by 1.
For each +1 EP, this spell increases the length of the cone by an additional 10
meters and the width of the cone at the far base by 3 meters.
For each +1 EP, the apex of the cone may be at any point up to 100 meters farther
away.
For each +6 EP, the Strength of the Wide-Angle Petrification Ray is increased by
one level (to Good at +6 EP, Great at +12 EP, etc.).
For each +6 EP, the Mass Scale worth of material that can be petrified from each
animate object by this Spell increases by 1.
For each +1 EP, this spell doubles its maximum range.
For each +6 EP, the Mass Scale worth of material disintegrated by this Spell
increases by 1.
For each +1 EP, this spell increases the length of the cone by an additional 10
meters and the width of the cone at the far base by 3 meters.
For each +1 EP, the apex of the cone may be at any point up to 100 meters farther
away.
For each +6 EP, the Mass Scale worth of material disintegrated from each object by
this Spell increases by 1.
For +1 EP, this spell can affect either yourself or any willing creature you
touch. You still expend the Mana Points for casting the spell yourself, and
the recipient can voluntarily cancel the spell at any time prior to its expiration.
For each +1 EP, this spell increases its duration by 1 hour.
For every +6 EP, this spell increases your Speed while flying to the next level,
i.e. your movement rate in meters-per-round increases by a factor of 1.2. So
for a total cost of 10 EP, you'd have a Good flying Speed for 1 hour and could fly
at 18 meters per round horizontally or 9 meters per round straight up; for a total
of 16 EP, you'd have a Great flying Speed for 1 hour and could fly at 21-and-a-half
meters per round horizontally or 11 meters per round straight up; etc..
For +1 EP, this spell can affect either yourself or any willing creature you
touch. You still expend the Mana Points for casting the spell yourself.
For each +1 EP, you may teleport an additional amount of mass with you equal to
normal human (Mass Scale 0) mass. You must be touching this material when you
cast the Spell.
For every +2 EP, your teleportation range increases by an additional 5 meters.
For each +1 EP, this spell increases its maximum range by an additional 100
meters.
For each +1 EP, the Wall may have an additional 100 square meters of surface
area.
For each +6 EP, this spell increases its offensive damage factor by +1.
For each +6 EP, this spell heals the same wound an additional level. E.g.
for 10 total EP, a Heal spell will reduce a Near Death wound to a Very Hurt wound;
for 16 total EP, a Heal spell will reduce a Near Death wound to a Hurt wound; etc..
For each +1 EP, this spell may revivify a creature who has been dead twice as
long. E.g. for 23 total EP, Revivify can bring back someone who has been dead
for 2 days; for 24 total EP, Revivify can bring back someone who has been dead for
4 days; etc..
For each +1 EP, the caster gains +1 to his Dispelling Magic Skill roll.
For each +1 EP, this spell doubles its maximum range.
For each +1 EP, this spell increases its duration by 1 hour.
For each +1 EP, this spell gains an additional 10 meters in radius.
For each +2 EP, the spell gains +1 to its nullification roll.
For +1 EP, this spell can affect either yourself or any willing creature you
touch. You still expend the Mana Points for casting the spell yourself, and
the recipient can voluntarily cancel the spell at any time prior to its expiration.
For each +1 EP, this spell increases its duration by 1 hour.
For each +2 EP, the spell grants an additional +1 to defensive damage factors
against its elemental type.
For +1 EP, this spell can affect either yourself or any willing creature you
touch. You still expend the Mana Points for casting the spell yourself, and
the recipient can voluntarily cancel the spell at any time prior to its expiration.
For each +1 EP, this spell increases its duration by 1 hour.
For +1 EP, this spell can affect either yourself or any willing creature you
touch. You still expend the Mana Points for casting the spell yourself, and
the recipient can voluntarily cancel the spell at any time prior to its expiration.
For each +1 EP, this spell increases its duration by 1 hour.
For each +1 EP, this spell doubles its maximum range.
For each +6 EP, this spell increases its offensive "damage" factor by +1.
For each +1 EP, this spell doubles its maximum range.
For each +1 EP, this spell increases its blast radius by an additional 10
meters.
For each +6 EP, this spell increases its offensive "damage" factor by +1.
For +1 EP, this spell can affect either yourself or any willing creature you
touch. You still expend the Mana Points for casting the spell yourself.
For +6 EP, this spell will affect anyone you touch, whether the victim wants the
spell to affect her or not. You must make a successful melee attack to touch
the victim. For an additional +6 EP, you may fire this spell as a "Plane
Transport Bolt" at any target within 100 meters (each additional +1 EP doubles the
maximum range) -- this requires the use of a "Shoot Plane Transport Bolt" Skill
(Very Hard) to hit your target.
For each +1 EP, you may transport an additional amount of mass with you equal to
normal human (Mass Scale 0) mass.
For each +1 EP, this spell increases its duration by 1 hour.
For each +1 EP, this spell increases its duration by 1 hour.
For +1 EP, this spell can affect either yourself or any willing creature you
touch. You still expend the Mana Points for casting the spell yourself, and
the recipient can voluntarily cancel the spell at any time prior to its expiration.
For +6 EP, this spell will affect anyone you touch, whether the victim wants the
spell to affect her or not. You must make a successful melee attack to touch
the victim. If successful, the caster may voluntarily deactivate this spell
prior to its expiration, but the victim may not. For an additional +6 EP, you
may fire this spell as an "Insubstantiality Bolt" at any target within 100 meters
(each additional +1 EP doubles the maximum range) -- this requires the use of a
"Shoot Insubstantiality Bolt" Skill (Very Hard) to hit your target.
For each +1 EP, you may make an additional amount of inanimate mass that you
are touching insubstantial with you, equal to normal human (Mass Scale 0) mass.
For each +1 EP, this spell increases its duration by 1 hour.
For +6 EP, this spell will also make you invisible to Infrared vision, such as that
provided by the Infravision spell or innate in the half-orc race.
For +1 EP, this spell can affect either yourself or any willing creature you
touch. You still expend the Mana Points for casting the spell yourself, and
the recipient can voluntarily cancel the spell at any time prior to its expiration.
For +6 EP, this spell will affect anyone you touch, whether the victim wants the
spell to affect her or not. You must make a successful melee attack to touch
the victim. If successful, the caster may voluntarily deactivate this spell
prior to its expiration, but the victim may not. For an additional +6 EP, you
may fire this spell as an "Invisibility Bolt" at any target within 100 meters (each
additional +1 EP doubles the maximum range) -- this requires the use of a "Shoot
Invisibility Bolt" Skill (Very Hard) to hit your target.
For each +1 EP, you may make an additional amount of inanimate mass that you
are touching invisible with you, equal to normal human (Mass Scale 0) mass.
For each +1 EP, this spell increases its duration by 1 hour.
For each +1 EP, up through +5 EP, this spell increases its duration by 1
hour. At +6 EP, this spell is permanent until Dispelled, and the caster may
not voluntarily terminate it.
For each +1 EP, up through +5 EP, this spell doubles the radius that it can
illuminate. At +6 EP, this spell becomes equal to full daylight.
For each +1 EP, this spell doubles its maximum range.
For each +1 EP, this Spell increases its duration by 1 hour.
For each +6 EP, this Spell gains an additional +1 to its Strength level.
For each +1 EP, this spell doubles its maximum range.
For each +1 EP, this Spell increases its duration by 1 hour.
For each +3 EP, this Spell increases the volume in which the illusion can occur by
an additional 30 cubic meters.
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Roger
M. Wilcox.
8.1: Spells have an EP cost based on how powerful they are.
Spells are purchased with EP, just like Gifts are. All spells have a "Base
Cost", which is the minimum number of EP that must be paid to be able to cast the
spell. Some spells, however, allow extra EP to be spent to increase their
capabilities. For example, suppose Magrunt the Magician buys the Grow Spell
(base cost: 7 EP) with an additional Strength/Mass Level (+9 EP), the ability to
cast it on other willing creatures (+1 EP), and an extra 2 hours duration (+2
EP). His total cost to purchase this spell would be 7+9+1+2 = 19 EP.
8.2: Spells must be cast to have any effect.
Casting a spell takes as much time as attacking someone in melee combat.
8.2.1: Casting a spell requires gesticulations to be made with at least one
hand.
This means your caster must have at least one hand, attached to one arm, attached
to his body. Neither the hand nor the arm may be restrained. However,
the hand need not be empty; you can cast a spell while holding a sword, for
example.
8.2.2: Casting a spell requires magic words to be spoken.
The precise magic words to use vary from spell to spell, and are listed in the
spell descriptions below. The caster must be able to speak the magic words
when the spell is cast.
8.2.3: Casting a spell requires the caster to expend a number of Mana Points
equal to the cost of that spell in EP.
To continue the example above, Magrunt the Magician's Grow Spell with an additional
Strength/Mass Level, the ability to cast it on other willing creatures, and an
extra 2 hours duration cost him 19 EP to purchase. Thus, he must expend 19
Mana Points every time he wishes to cast it.
8.2.4: Multiple applications of the same spell on the same creature or object
do not add together.
If you have a Grow spell that increases the recipient's Strength/Mass Scale by 1,
casting it on your buddy twice does not increase her Strength/Mass Scale by
2. Multiple applications of the same basic spell do not "stack"
together. If two or more versions of the same spell are cast on someone or
something, only the most powerful operates. (If a more powerful version of
a spell expires but a less powerful version still has some duration left, the less
powerful version will take over from then on until it expires.)
8.3: All Spells have a Dispelling Difficulty based on how many Mana Points were
used to cast them.
Dispelling Difficulty comes into play whenever a Spell is opposed by other magic
spells, such as Dispel Magic or Magic-Nullifying Shell. A Spell's Dispelling
Difficulty is equal to the number of Mana Points expended when it was cast; a 1
Mana Point spell has a Dispelling Difficulty of Terrible, a 4 Mana Point spell has
a Dispelling Difficulty of Fair, a 10 Mana Point spell has a Dispelling Difficulty
of Legendary 3rd, etc..
8.4: List of Spells:
8.4.1: Grow
Base cost: 7 EP
Magic Words: "Kresku!"
At base level, this spell causes you to grow to 1.5 times your previous
volume. You gain +1 to your Strength/Mass Scale while this spell is in
effect. The spell ends after 1 hour has elapsed, or at any time sooner if
you voluntarily terminate the spell.
8.4.2: Shrink
Base cost: 5 EP
Magic Words: "Malkresku!"
At base level, this spell causes you to shrink to 1.5 times smaller than
your previous volume. You get -1 to your Strength/Mass Scale while this
spell is in effect. The spell ends after 1 hour has elapsed, or at any
time sooner if you voluntarily terminate the spell.
8.4.3: Wizard Armor
Base cost: 4 EP
Magic Words: "Magiista kiraso!"
At base level, this spell causes you to gain a +1 bonus to your Defensive
Damage Factors while this spell is in effect. The spell ends after 1 hour
has elapsed, or at any time sooner if you voluntarily terminate the spell.
8.4.4: Infravision
Base cost: 4 EP
Magic Words: "Transrug^a Vido!"
At base level, this spell enables you to see the outlines of warm objects
in total darkness. The spell ends after 1 hour has elapsed, or at any
time sooner if you voluntarily terminate the spell.
8.4.5: Elemental Bolt
Base cost: 10 EP
Magic Words: see below
Associated Skill: Shoot [Specific Elemental] Bolt (Very Hard)
At base level, this spell allows you to hurl a damaging bolt of some
elemental type at any target within 100 meters. This bolt has a Strength
of Great (offensive damage factor +2). Attacking a target with this spell
is no different from attacking with any normal ranged weapon, except that the
targeting Skill is considered Very Hard rather than Average. You must
specify which type of element your Elemental Bolt uses when this spell is
purchased. The types of Elemental Bolts available are:
You may have more than one type of Elemental Bolt, but each type (and its
associated skill) must be purchased separately.
8.4.6: Elemental Ball
Base cost: 16 EP
Magic Words: see below
At base level, this spell allows you to create a ball of some type of
damaging element, which may be centered anywhere within 100 meters and has a
blast radius of 10 meters and a Strength of Great (offensive damage factor
+2.) Everything and everyone within the blast radius who does not manage
to leap out of the way in time will be affected by the Elemental Ball; the
blast radius may not be reduced below 10 meters. You must specify which
type of element your Elemental Ball uses when this spell is purchased.
The types of Elemental Balls available are:
For each +1 EP, this spell increases its maximum range by an additional 100
meters.
8.4.7: Petrification Bolt
Base cost: 34 EP
Magic Words: "Petriga bolto!"
Associated Skill: Shoot Petrification Bolt (Very Hard)
At base level, this spell allows you to hurl a Fair-strength bolt that can turn
any animate material it hits into stone. The maximum range of this bolt is
100 meters. Attacking a target with this spell is no different from attacking
with any normal ranged weapon, except that the targeting Skill is considered Very
Hard rather than Average. If an animate target is hit with a Petrification
Bolt, an Action Roll of level Fair is attempted at a difficulty level equal to the
target's Constitution Attribute. If the roll succeeds, up to one normal-sized
(Mass Scale 0) human's mass worth of the target is turned to immobile stone.
8.4.8: Wide-Angle Petrification Ray
Base cost: 46 EP
Magic Words: "Larg^angule petriga radio!"
At base level, this spell allows you to project a cone 10 meters long and 3
meters wide at its far base. The apex of this cone is mere millimeters in
front of the caster's finger. For each animate object caught within the cone,
a Fair-strength Action Roll is attempted at a Difficulty Level equal to that
target's Constitution Attribute, just as for a Petrification Bolt. If the
roll succeeds, up to one normal-sized (Mass Scale 0) human's mass worth of the
target is turned to immobile stone.
8.4.9: Disintegration Bolt
Base cost: 58 EP
Magic Words: "Disfalig^a bolto!"
Associated Skill: Shoot Disintegration Bolt (Very Hard)
At base level, this spell allows you to hurl a bolt that disintegrates material
equal to one normal-sized (Mass Scale 0) human's mass from any target it
hits. The maximum range of this bolt is 100 meters. Attacking a target
with this spell is no different from attacking with any normal ranged weapon,
except that the targeting Skill is considered Very Hard rather than Average.
8.4.10: Wide-Angle Disintegration Ray
Base cost: 70 EP
Magic Words: "Larg^angule disfalig^a radio!"
At base level, this spell allows you to project a cone of disintegration 10
meters long and 3 meters wide at its far base. The apex of this cone is mere
millimeters in front of the caster's finger. Any object or creature within
the cone has an amount of its material disintegrated equal to one normal-sized
(Mass Scale 0) human's mass.
8.4.11: Fly
Base cost: 4 EP
Magic Words: "Flugu!"
At base level, this spell enables you to fly at a Speed of Fair (15 meters per
round horizontally, or half that speed straight up). The spell ends after 1
hour has elapsed, or at any time sooner if you voluntarily terminate the spell.
8.4.12: Teleport
Base cost: 10 EP
Magic Words: "Teleportu!"
At base level, this spell enables you to disappear from where you're standing
and instantly reappear up to 30 meters away. Whatever you are wearing and
carrying (up to your Carrying Capacity) is teleported with you. If you
cannot see your destination when you teleport, you must pick an exact
location and altitude on the map where you want your character to reappear.
If this destination is in midair, you will fall. If it is inside a solid
object, or if another solid object occupies the same location, you explode in a
horrid bubbling mass of blood and guts that spatters all over the walls, and all
who see it must make a Constitution roll at Difficulty Good or lose 1 round
retching with nausea. Oh, and you'd be dead.
8.4.13: Elemental Wall
Base cost: 22 EP
Magic Words: see below
At base level, this spell allows you to create a wall of some type of
damaging element, which is 1 meter thick and covers up to 100 square
meters. The wall may be arranged in any manner so long as it forms one
contiguous surface; it may be 10 meters wide and 10 meters high, or 100 meters
wide and 1 meter high, or a hemispherical shell 3.6278 meters in radius.
All portions of the Elemental Wall must be within 100 meters of the
caster. The Wall disappears after 1 hour, or sooner if the caster wishes
to terminate it prematurely. The Wall has a Strength of Great (offensive
damage factor +2). Everything and everyone within the Wall when it is
created who does not manage to leap out of the way in time, or who enters or
runs through the Wall thereafter, will be affected by it. You must
specify which type of element your Elemental Wall uses when this spell is
purchased. The types of Elemental Walls available are:
For each +1 EP, this spell increases its duration by 1 hour.
8.4.14: Heal
Base cost: 4 EP
Magic Words: "Heal!" (spoken with a thick southern accent)
At base level, this spell allows the caster to touch someone and instantly
reduce one of her Wounds to the next lesser wound level; a Near Death wound becomes
an Incapacitated wound, a Hurt becomes Just A Scratch, etc. Subsequent Heal
spells applied to the same wound have no effect, unless the subsequent Heal spells
are stronger. This spell will not bring somebody back from the dead.
8.4.15: Revivify
Base cost: 22 EP
Magic Words: "Revivig^u!"
At base level, this spell allows the caster to touch a dead creature and
instantly bring it back to life. If the creature was killed by wounds, it
will be restored in a Near Death state; otherwise, it will retain whatever wounds
it had before it died, if any. The creature may not have been dead for more
than 1 day.
8.4.16: Dispel Magic
Base cost: 4 EP
Magic Words: "Dispelu magion!"
Associated Skill: Dispelling Magic (Very Hard)
At base level, this spell allows the caster to attempt to deactivate any Spell
operating within 100 meters. When he casts Dispel Magic, the caster chooses
which Spell he wishes to Dispel and rolls his Dispelling Magic Skill against the
Dispelling Difficulty of the targeted Spell. If the caster of the Dispel
Magic spell succeeds in rolling against the Dispelling Difficulty of the targeted
spell using his Dispelling Magic Skill, the targeted spell instantly stops
operating. The targeted spell may be operating on a creature when it is
Dispelled (e.g. Fly, Wizard Armor, etc.). Note that only continuous spells
can be dispelled; instantaneous spells, such as Elemental Ball or Disintegration
Bolt, cannot be dispelled.
8.4.17: Magic-Nullifying Shell
Base cost: 10 EP
Magic Words: "Magineganta konko!"
At base level, this spell creates a sphere 10 meters in radius, centered on
the caster, inside of which magic has a difficult time operating. The
Magic-Nullifying Shell ends after 1 hour, or sooner if the caster wishes to
terminate the spell prematurely. Whenever a spell is cast within the Shell,
or whenever a continuously operating spell enters the Shell, the Magic-Nullifying
Shell makes a roll against the intruding spell's Dispelling Difficulty. The
Magic-Nullifying Shell's roll is considered to be of Fair level.
If the Opposition Roll succeeds against the intruding spell's Dispelling
Difficulty, the intruding spell fails to operate for the entire time it remains
within the Magic-Nullifying Shell. A nullified non-instantaneous spell will
resume operation when it is no longer in the Magic-Nullifying Shell, but the time
it spent within the Shell is considered to be part of the nullified spell's
duration. Note that a Magic-Nullifying Shell Spell may be dispelled, but the
Dispel Magic Spell used to dispel it must overcome the Magic-Nullifying Shell's
Opposition Roll.
8.4.18: Resist Element
Base cost: 2 EP
Magic Words: see below
At base level, this spell increases the caster's defensive damage factors by
+2 against a single type of elemental attack, much like having two applications of
Tough Hide. The spell lasts for 1 hour, or until the caster decides to
terminate it. You must specify which type of elemental attack the spell acts
against when it is purchased. The types of elemental resistances available
are:
8.4.19: Breathe Under Water
Base cost: 4 EP
Magic Words: "Spiru sub akvo!"
At base level, this spell enables the caster to breathe water with oxygen
dissolved in it just as well as he can breathe air, like a fish does. The
Spell lasts for 1 hour, or until the caster decides to terminate it.
8.4.20: Need Not Breathe
Base cost: 10 EP
Magic Words: "Ne bezonu spiri!"
At base level, this spell enables the caster to operate as though he were
breathing normally, even if he is holding his breath or otherwise not
breathing. This is especially useful against inhaled gasses. The Spell
lasts for 1 hour, or until the caster decides to terminate it. This spell
does not bestow any immunity to explosive decompression or the long-term effects of
vacuum exposure, nor does it protect against exposure to nerve gasses or other
gasses absorbed through the skin.
8.4.21: Blinding Bolt
Base cost: 10 EP
Magic Words: "Blindanta bolto!"
Associated Skill: Shoot Blinding Bolt (Very Hard)
At base level, this spell allows you to hurl a bolt that can blind any
creature it hits. The maximum range of the bolt is 100 meters.
Attacking a target with this spell is no different from attacking with any
normal ranged weapon, except that the targeting Skill is considered Very Hard
rather than Average. Targets hit with a Blinding Bolt are not damaged in
the usual sense; instead, the Blinding Bolt is considered to have a Strength of
Great (offensive "damage" factor +2) and the target's defensive "damage" factor
is how high her Agility Attribute is above Fair (+1 if wearing
sunglasses). A wound result of "Just A Scratch" blinds for 1 round;
"Hurt" blinds for 2 rounds, "Very Hurt" blinds for 4 rounds, "Incapacitated"
blinds for 8 rounds, "Near Death" blinds for 16 rounds, and "Dead" blinds
permanently. Permanent blindness may be reduced to 16 rounds of blindness
by a Heal spell.
8.4.22: Blinding Ball
Base cost: 16 EP
Magic Words: "Blindanta globo!"
At base level, this spell allows you to blind any creature caught within
the spell's affected region, which may be centered anywhere within 100 meters
and has a blast radius of 10 meters. Everything and everyone within the
blast radius who does not manage to leap out of the way in time will be
affected by the Blinding Ball; the blast radius may not be reduced below 10
meters. Targets within the Blinding Ball are not damaged in the usual
sense; instead, the Blinding Ball is considered to have a Strength of Great
(offensive "damage" factor +2) and the victim's defensive "damage" factor is
how high her Agility Attribute is above Fair (+1 if wearing sunglasses).
A wound result of "Just A Scratch" blinds for 1 round; "Hurt" blinds for 2
rounds, "Very Hurt" blinds for 4 rounds, "Incapacitated" blinds for 8 rounds,
"Near Death" blinds for 16 rounds, and "Dead" blinds permanently.
Permanent blindness may be reduced to 16 rounds of blindness by a Heal spell.
8.4.23: Plane Transport
Base cost: 22 EP
Magic Words: "Nivele transportu!"
At base level, this spell enables you to disappear from where you're standing
and instantly reappear on another plane of existence. Whatever you are
wearing and carrying (up to your Carrying Capacity) is transported with you.
This spell will only transport you to the other plane; it will not protect you from
any hostile forces present on the other plane, such as sulfur fumes in the air or
flaming lakes. Furthermore, there are only certain, neutral places on other
planes of existence that this Spell will enable you to travel to; you cannot use
this Spell to transport yourself into the middle of an extraplanar god's treasure
chamber. You may use this Spell to travel back to the plane you came from,
but it will only return you to the same location you were in when you left.
8.4.24: Charm
Base cost: 10 EP
Magic Words: "C^armig^u!"
Associated Skill: Use Charm Spell (Very Hard)
At base level, this spell gives you a chance to control the mind of one
sentient being within 100 meters. You roll your Use Charm Spell Skill at a
Difficulty Level equal to your opponent's Willpower. If you succeed, your
victim will obey any commands you give her that are not obviously suicidal.
This Spell wears off in 1 hour, and may be terminated sooner if the caster so
desires. Note that if your target has the Resistance to Willpower Magic Gift,
she will be harder to Charm.
8.4.25: Turn Undead
Base cost: 10 EP
Magic Words: "Be gone!"
Associated Skill: Undead Turning (Very Hard)
At base level, this spell gives you a chance to make Undead creatures flee in
fright. You roll your Undead Turning Skill once, and any and all
Undead creatures within visual range whose Willpower is less than your Skill Roll
will move directly away from you as fast as they are capable of moving, using
whichever form of locomotion is the most rapid, until they are no longer in visual
range or they are backed into a corner. Undead who are backed into a corner
will cower and whimper a lot. Affected Undead will continue to flee or cower
until 1 hour has elapsed from the time the spell was cast. Undead who were
not in visual range when this spell was cast are not affected.
8.4.26: Insubstantiality
Base cost: 22 EP
Magic Words: "Nesubstanceco!"
At base level, this spell makes you completely intangible, unaffected by the
physical world and incapable of affecting the physical world in any way.
Others can still see and hear you, but you appear transparent. You can move
through walls and other solid objects. No one who is not also Insubstantial
may attack you or be attacked by you, even with Spells (except that Dispel Magic
and Magic-Nullifying Shell will affect your Insubstantiality Spell). The
Spell lasts for 1 hour, or until the caster decides to terminate it. When the
Spell wears off, the effects are identical to teleporting blind -- if you are above
ground, you fall, and if you are intersecting a solid object, you explode.
Two Insubstantial creatures or objects affect each other normally, as though
neither were Insubstantial.
8.4.27: Invisibility
Base cost: 10 EP
Magic Words: "Nevidebleco!"
At base level, this spell makes normal visible light pass right through
you. Those without special vision cannot see you, and attack you with the
same penalties they would have for fighting in total darkness. This spell
has no effect on your sounds or odors, however. The Spell lasts for 1 hour,
or until the caster decides to terminate it.
8.4.28: Light
Base cost: 7 EP
Magic Words: "Fiat Lux!"
At base level, this spell causes a small area on an object (no more than ten
square centimeters in surface area) to emit a bright light that is not as bright as
full daylight. The glowing object will provide enough illumination to see
everything within 50 meters. This Spell lasts for 1 hour, or until the caster
terminates it prematurely.
8.4.29: Telekinesis
Base cost: 7 EP
Magic Words: "Telekinetu!"
Associated Skill: Control Telekinesis (Very Hard)
At base level, this spell allows the caster to manipulate objects as though he
had a Strength of Fair (Strength Scale 0) and were standing at any point up to 100
meters away. He may pick things up, carry them, drop them, throw them, do
fine work on them, and even use them to attack another creature. To
accomplish any of these feats, the caster must attempt to latch on to the target
object as though he were making a ranged attack using his Control Telekinesis
Skill. If this succeeds, he has telekinetically grabbed the target. If
the object is a weapon, he may use it to attack another creature as though he were
standing right where the weapon was and holding it (the caster uses his appropriate
melee or ranged weapon Skill). The caster may telekinetically "punch" any
target he is telekinetically holding, by attacking with his Unarmed Combat Skill
and any related Skill (e.g. Di-Mok Quivering Palm of Organ Destruction, Twisted
Lotus Decapitation Strike, etc.). The target may break out of the telekinetic
grip in the same way he would break out of being grabbed and held normally.
The Spell lasts for 1 hour, or until the caster decides to terminate it.
8.4.30: Illusion
Base cost: 10 EP
Magic Words: "Iluzio!"
Associated Skill: Control Illusion (Very Hard)
At base level, this spell allows the caster to create an optical, auditory, and
even olfactory illusion in any contiguous 30-cubic-meter volume within 100
meters. Controlling the shape of the illusion, and making it into a
convincing mimic of reality, requires the use of the Control Illusion Skill.
Making the illusion look like any arbitraty real, stationary thing is a feat of
Fair Difficulty. Making it into a convincing likeness of any specific thing
adds +1 to the Difficulty, and a successful use of the Disguise Skill is required
to create a convincing likeness of a specific person. Making the illusion
move adds an additional +1 to the Difficulty, and complex interactive motions add
+1 or more to the Difficulty on top of this. The Spell lasts for 1 hour, or
until the caster decides to terminate it.
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