Copyright 1990 Tony Figueroa DARKWORLD MAGIC/PSI PENETRATION Necromancers: Their magic is incapable of damaging EBA, armor, etc. It's only able to harm what is living, what once was, or what's being inhabited by a spirit as if it were their body. Their magic will penetrate EBA, non-SCE powerarmor or mecha/robots. It will not penetrate enviromental mecha or power armor. So casting Bereaver Blaze on a platoon of soldiers will not harm any equipment but will fry the soldiers. Necromancy reacts to penetrable equipment as if it isn't there. If a Veritech was standing amongst the platoon its pilot would be unscathed since it is to thick to penetrate so the magic does react to it as if it were there which it is. More examples: A Cremate spell will spew flame from the caster and pass through the foe's EBA and equipment as if it weren't there, frying the foe. A Kill spell will do the same except that it appears as dark draining energy. Other Darkworld magic/psionics: Will not penetrate enviromental mecha/robots or powerarmor. Offensive spells that travel from one point to another cannot pass through matter as necromancer spells can. Area effect spells and psionics that simply appear at a certain point such as heals, (Sorcery:) agony, petrify, detonate, and electrify will pass through equipment such as EBA, however, area effect spells can but that means they will be contained within the EBA (magic besides necromancy is affected by matter). Example: A Mage is confronted by three soldiers in EBA. The Mage casts detonate within the first soldier's EBA. That first soldier is turned into red paste, and any excess DD not used to kill the soldier damages the inside of the EBA. The Mage then casts Razor Rocket at the second soldier and it flies from the Mage into the soldier's EBA inflicting 30 DD (9th Level mage) knocking the soldier off his feet but only damaging the EBA. The Mage then casts Engulf in Fire on the fallen soldier and turns to the last opponent. The Mage casts Lance of Armageddon on the cowering foe and a red bolt flies from the caster causing the entire area to explode doing 72 DD to the soldier's EBA, really shaking him up, and finishes him off by casting Heat inside his EBA with 20 MSP which raises the temperature by 100 degrees frying the enemy alive as the temperature was already 80 on this warm day (that spell no duration, until cancelled or cooled down). Psionic example: Nuker use Grenade on a soldier in EBA. A psi sphere flies from the Nuker hitting the area and detonating it. If the Nuker were to use Nuke, the area would simply be nuked, and it could be cast into the inside of a suit of EBA. Drawing MSP: You can't have more MSP than your base. After your Base MSP is full, you must use the MSP as it's drawn, or it'll dissipate and disappear. Handling Base MSP or ESP: Some creatures or beings have large substantial base MSP amounts. If they become a magic class, simply use their base MSP as bonus points (do this for all beings). The same is true of ESP, but the Mega-Mage OCC is usually the only thing with a base ESP with no starting outlet for it. If the Mega-Mage becomes a Rips and a Flagedium FRP psychic, he gains the ESP bases of both plus his own base. See Rips page 162-163 for other useful information. Note: DW ignores the saving throw/spell strength bonus from ley energy. Darkworld MAGIC and PSIONIC NOTES MSP Recovery: Sleep 1 hour to gain back 5 MSP. Meditate 1 hour to get back 10 MSP. ESP Recovery: Sleep 1 hour to get back 2 ESP. Meditate 1 hour to get back 6 ESP. Ressurection: Physical remains are required for this. If they exist and you don't have them you must get them (like head or torso). If there are no physical remains you must use the restore power or spell to give them the body. If ressurection is cast on a maimed body then that person would surely bleed to death in agony which in most cases is not the desired effect. The soul is also required for ressurection, so it can't be being held imprisoned if the spell is to work. If the dead died of old age and is ressurected, they'll just die of old age again. A ressurected individual has -1 to the MS attribute (in regard to insanity), and it's accumulative for each ressurection. Roll (1d20) under MS each attempt to see if the individual has the mental strength to return. Range: To use power with range of touch you must be in physical contact with the target so you must be touching their skin (or metal if machine). Powers with range of touch can't penetrate body armor but can use it on the body armor. Only necromantic touch spells or those which specifically say they do ignore body armor. Casting Spells: All that is required is that the magic-user think of the spell and say the power words which may be found in the Flagedium RPG on page 103. The words are commonly 'acba yin' and the other word that the mage believes goes best with the spell. Power words aren't necessary (most believe they are), but they help the mage visualize. Magic is shaping the ley spectrum of Celestia with the mage's will. At 15th level, a mage can simply visualize to cast a spell without a word ever being spoken!!! Flagedium RPG: In magic combat sections it states how many spells a melee may be cast. It doesn't mean that you combine the actions from magic combat with hand to hand. It is simply stating a limitation. Casting a spell or using a psi power takes up a hand to hand action or more depending on length of spell. Learning Powers: All DW magic-users start out with knowledge of all spells available to them. They must devote a certain amount of energy to each spell learned. That is why they automatically get more powers each level. The Necromancer is a little different because spell knowledge depends on MSP they have and not experience. Psionic characters automatically start out with all powers available although some may cost to much to use at lower levels. It takes a magic-user 1 minute to obtain a new power. Magic-users must pick the spells when they become available, but a Necromancer may wait since their powers are not determined per level. They cannot learn Rips spells! Saving Throws: Characters use saving throws from the game they're from. So a Rips character uses Rips saving throws. Armor Spells/Psionics: They provide environmental protection. SPELL LIST Dur=Duration, R=Range, MPL=Melees per level, CT= Casting time (if not listed 1 APM), PL=Per Level, C=MSP used to cast, '=feet Magic-users are immune to their own spells if they wish (even damage). Ninja Mage Spells NINJA MAGE SPELLS: They don't count as an action per melee! 1. Invisibility: Dur-4 MPL, R-self, caster is -10 to be hit, foes are -10 to parry or dodge the caster's attacks, C-4 2. Shuriken: R-100' PL, Damage-ST x Level, 100 DAP=1 DD, C-4 3. Sword: Dur-4 mpl, 1d6 DD PL, C-10 4. Knife: Dur-4 mpl, 1d6 DAP PL, C-1 5. Kick: caster's kick damage is multiplied by amount of MSP used 6. Punch: caster's punch damage is multiplied by amount of MSP used plus one (Punch and Kick can only modify DD attacks by 3.) 7. Shield: Dur-4 mpl, is indestructible, C-2 8. Arrow: R-100' pl, 1d4 DD per level, C-7 9. Bodywrench: R-touch (EBA acceptalble), foe in pain and is -10 to strike, parry, and dodge, Dur-2d6 melees, C-4 10. Armor Rating: Dur-4 mpl, AR 19, R-self, C-4 11. Armor: Dur-4 mpl, 15 DDP per level, R-self or touch, C-8 12. Jump: caster leaps 6' per level, Dur-1 melee, C-3 13. Heal: R-self, all HP and DAP, C-12 14. Restore: R-self,regenerates all missing limbs and body parts, C-14 15. Stun: R-10' pl, stuns for 1d4+1 melees x Level, C-5 16. Spikes: R-100' pl, hits 1d12 for 1d6x10 DAP per level, C-5 Pinning Spikes: R-100'PL,hits 1d12,+1 PL, if those hit are within 20' Per NM level of a surface, they are pinned to it by a multitude of spikes until they can break out (lose 2 actions). A strength of 24 or better is needed to break out, or the caster can cast the spell version where they must roll ST off with the NM to break out, MSP 12 (ST 24) or MSP 15 (NM ST) 17. Caltrop Carpet: This covers a 25' radius PL for 4 MPL. Silver spikes grow from the ground doing 1d4 RDP to everything touching it. Anyone running must make a DX check or fall (roll 1d20, beat 12 (add DX bonus as save bonus), taking 4d6 RDP from impalement. MSP 12 18. Darkness: This creates total darkness (-10 S/P/D if can't see) in a radius 15' wide PL. The NM can see unimpaired. MSP 15 MSP 2 to only cast the see in darkness in power 19. Shadowpunch: Dur-1 Action, The NM is viewed behind in time, so the punch or kick used on the same action won't be seen coming. They get a saving throw to see it coming. The incantation consists of one whispered power word. MSP 1 20. Shadowguidance: This adds +5 to the ninja mage's strike roll with a thrown weapon. Any natural roll lower than a 5 is raised to 5 and then the bonuses are added. Dur-1 Action, MSP 1 Necromancer Spells NECROMANCER SPELLS: They only affect what was or is living. In other words, they can hurt the metal of T-2400s and the hay of scarecrows. The soul of the transferred intelligence inhabits all of the T-2400. 1. Cremate: stream of fire from caster, R-100'+10 PL advanced, 1d6 DD per level, C-3 per die (to a max cost of 15) 2. Maim: rips off limb of choice, -20% HP (maximum total) per melee until healed, melees past 1st are from blood loss, R-see 1, C-12 3. Disembowel: R-see 1, 1d4 DD per level to internal organs, for blood loss see Maim Spell, C-12 4. Decapitate: R-see1, inflicts 30 DD (6 MD/PL) to neck, C-16 5. Kill: R-see 1, violet lifeforce draining bolt, 1d8 DD pl, C-4 per die (to a maximum cost of 20 MSP) 6. Anti-Death: restores, heals all HP & DAP, R-touch, C-24 7. Strangle: R-see 1, blinds first melee (-10), stuns for 1d4 melees starting at second melee, after stun wears off foe is -5 str-pry-ddg for 1 melee, C-4 8. Lifedrain: R-touch, drains all foe's lifeforce, autokill, caster gets +1 MSP permanently, C-36 9. Talk to Dead: R-touch, Dur-4 mpl, the head must be intact, C-3 10. Ressurect: R-touch, C-36 11. Paralyze: R-see 1, dur-1d6 melees per level, C-2 per die (max cost:12) 12. Negate Poison: eradicates all poison in someone, R-touch, C-6 13. Death Play: R-self, kills caster then restores, ressurects, and totally heals when duration expires, Dur-4 mpl, C-3 14. Animate Dead: R-touch, CT-4 melees, HP 1d6x100 DAP, APM 1, ST 6d6, punch 1d8 DAP, IQ 1d6, SPD 2d6, (obey caster only, past life forgotten, of caster's race only, immune to psionics/poison/magic except turn dead + restore heals them + ressurect destroys), C-16 15. Create Zombie: R-touch, CT-8 melees, HP 2d6 DDP, punch 3d6 DAP, APM 2, ST 1d6x10, SPD 3d6, IQ 2d6, (see #14), C-24 16. Death Cloud: R-200' pl, affects 50' radius per level, kills all that fails to save each melee, immune to wind, smells like death, dur-1 mpl, red cloud, doesn't affect vision, C-42 17. Turn Dead: R-200' radius, repels 1d6 per level, erases memory, master must reinstruct, C-8 (Control Dead: 1 PL, MSP 12) 18. Make Mummy: R-touch, CT-1 hour, write runes on cloth to rap it in, HP 1d4x100+100 DDP, Strike 5+N's L, punch 5d6 RDP, ST 60, SPD 2d6, IQ 1d6, touch poisons - 4d6 DAP for 3d4 melees, APM 3, (see #14), C-36 (permanently, gain back when mummy is no more) 19. Sickness: R-10', dur-1d4 days per level, foe is feverish, -3 str-pry-ddg and to saving throws, -20% all skills, C-8 20. Gate Out Necro-Item: sends it to the Necromension, call back at no cost, when returned it's in perfect condition, C-12 21. Gate In Necro-Item: calls it forth from the Necromension, dur-4 mpl, GM decide if character is to be denied a Bone Knife or Armageddon Bow, C-24 22. Gore Grenade: rap a heart (caster's race) in cloth, envoke upon it the runes, detonate it with a thought, 1d6 DD to 10' radius, weight of a grenade, These act like normal grenades rather than (necromancer) spells when they are thrown (roll to hit), but their damage is still magical. C-10 per die 23. Spirit Shuriken: R-see 1, 1d4 DD pl, soul powered, C-2 per die 24. Brimbstone Bomb: to 50x50x50', R-100' PL, 1d8 DD pl, C-8 per die 25. Bereaver Blaze: to 10x10x10' per level, dur-2 mpl, R-see 1; 1d6x10 DAP, 1d6 DD or no damage per level (adjust at will), C-6 per die 26. Suffocation Sarcophagus: foe held in coffin in airless plane (N Place), dur-4 mpl, R-see 1, may use on self, C-12 27. Gravedig: buries foe 6' underground per level, must be natural for it to be displaced (rock/soil) or an open space underground, R-see 1, C-18 28. Sense Lifeforce: R-100' radius, dur-4 mpl, This can also detect life links and life bonds if subject is personally examined. C-5 29. Decay: Range 12' PL, This halves the current HP/SDC/MDC of the target. All attributes are lowered by 1/3 except LK which is descreased to 1/3. The victim decays and falls apart. 3d6 RDP damage is suffered every 20 minutes thereafter. All natural regenerative powers are negated. Heal spells will recover the damage, but only a restore or remove curse spell will stop it. Cost: MSP 24 30. Empowerment: This spell strengthens the life force. Range 12' PL. The bonuses become minuses if cast upon the dead/undead. +2 S/P/D, Initiative, Saves, ST, EN, AP; Duration: 1 hour/level, Cost: MSP 12 31. Vitalitysteal: R-100'+10 PLA, This spell drains from the victim half their ST, DX, and EN and gives it to the necromancer. The victim' attributes are restored at 1d8 each per 30 min while the caster keeps the stolen vitality for 4 MPL. The victim's HP+DAP will be affected by lost EN, and the caster is affected by EN gained. If the victim is DDP and lost EN causes DDP to be lost, the caster gains the same amount. Likewise if strength stolen was supernatural (Super), the caster can use the Super-ST up to the amount he stole. MSP 24 32. Bonelock: R-13' PL, Dur-2 MPL, The victim's bones are fused in place, immobilizing the target. MSP 2 33. Powertheft: R-100' +10 PLA, Powertheft drains half the target's current MSP and transfers it to the caster. The necromancer loses the gained points if not used within 24 hours. MSP 24 34. Forcedeath: R-100'+10' PLA, The necromancer causes the victim's MSP to be transferred to himself, however, forcedeath will drain it to negative. A being may only survive to -MSP equal to PE. The cost of this spell already has the MSP gained figured into it. Minimum MSP Cost: 6 (every point the caster expends reduces the victim's MSP by one) 35. Shatterbone: R-13' PL, Targeted bones shatter in a minor explosion. The cost of the spell depends on how much of the victim is to shattered. Each area must save separately. The areas may be combined, so the spell could, theoretically, be used to shatter every bone in the body! Shattered limbs become useless as if jelly. Arms suffer 2d6 DAP damage. Legs each suffer 3d6 DAP damage and must save vs pain to prevent the start of 3d6 in blood loss damage every melee thereafter. An entire shattered torso causes 3d6+18 direct to HP and can no longer support limb movement (collapse). Save vs pain to prevent 4d6 DAP of bloodloss each round thereafter. Shattering a skull inflicts 1d6x10 direct to HP and forces a save vs death to prevent the brain from being sliced apart by shards. Any hit to the head from then on forces that save vs death situation. DDP creatures are +4 to save but suffer equivalent DD if they fail. The bones won't actually break unless damage at least cuts the current DDP in half (must be significant). Base MSP: 3, Arm +2 each, Leg +3 each, Body +9, Head +15; Total Cost to break every bone in a human body: 37 MSP 36. Deathfield: R-13' radius PL around necromancer, Dur-Instant Flash, This spell is one of the most taxing spells cast. In addition to the MSP cost, the caster loses 1 EN point. EN lost this way is regained at 1 per 30 min. Cost: as per low powered or high powered, see below Low Power: All creatures with less than 12 HP+DAP combined must save vs magic and death or die. Only intelligent lifeforms get a save, meaning bacteria, viruses, and microorganisms don't get a save. More powerful creatures must save vs magic or suffer 2d6 direct to HP. MSP 4 High Power: All beings must save vs magic or suffer 10 damage direct to HP (or DDP) PL of necromancer. MSP 20 37. Spirit Armor: Dur-4 MPL, By strengthening the spirit, the deathmage can set up a DDP aura around and within the body. The caster must have a spirit/soul to strengthen. The DDP aura is equal to MEx10. It's technically spirit armor but for all purposes, the mage becomes MDC. If the spirit armor is destroyed, the caster suffers a broken spirit. This backlash inflicts 1d6x10 direct to the necromancer's HP. MSP 24 38. Lifedisruption: R-13' PL, Dur-2 MPL, (EN drained by 1 temporarily), The caster may now inflict double his EN in DAP from physical combat. As this is magic, it means his punches and kicks will now transcend body armor and such. There is no save if hit by the caster physically. There is a standard save if the caster wished to simply project disruption at foes long distance otherwise the mage may elect hand to hand combat (physical blows). This is unlike the lifedrain spell in that the range isn't exactly touch, the physical blow delivered must be one that could've done damage in a normal situation. MSP 4 39. Magnify Pain: R-13' PL, Dur-2 MPL, The victim of this spell is -2 S/P/D for the duration, and every time the target is hit for damage, a save vs pain must be made or one action is lost to agony. The reverse shuts off the pain receptors of the target for a 4 MPL duration. MSP 4 40. Spiritforce: R-100' +10 PLA, Dur-2 MPL, This spell focuses the spirit so as to provide the spiritmage with Super-PS. The caster may also create extensions of his spirit that have his ST (1 per level, like invisible arms). There is no save against an attack made by this spell except parry/dodge. MSP 24 41. Spirit Strength: R-self, Dur-4 MPL, Spirit Strength adds +5 per 2 levels to the necromancer's PS. MSP 12 42. Soulmaim: R-100' +10 PL, This spell tears into the very fabric of someone's being. 1d6x10 RDP is inflicted along with penalties. The wound imposes -3 S/P/D on the target (accumulative) until healed. A save vs pain must be made to prevent loss of 1 APM when struck. Cost: MSP 18 and 1 EN pt (temp) 43. Deathwind: All living beings within the caster's vision and 50' PL must save vs magic or die. The necromancer may limit these effects to one specific target PL, but this number may not exceed the caster's IQ. MSP 42 44. Morbid Mantle: R-50' PL, This "curse" lasts 1 round PL of the necromancer. The victim will glow faintly red and must save vs magic or die on each round of the spell's duration. MSP 42 45. Life Link: range-touch, This spell causes a link between the life force of the necromancer and the subject touched (or between two people being touched). The life-linked individuals know how well the other's life force is doing, whether they're hurt, sick, well, etc. The necromancer (or either of the life-linked pair who use magic) may cast spells on the being he/she is linked with from any distance although the spell will cost x2 MSP if the subject is in another plane. The same goes for psionics. A life link can be between more than a pair, but only one link will be made per casting. Cost: 24 MSP, 48 to sever a life bond 46. Life Bond: range-touch, This is a more powerful spell than life link although they're similar. This bonds two life forces together to make them one. All powers of the life link are included plus the below powers. If one in the bond's body is destroyed, the life force and its energy (MSP/ESP) leaps into the body of the surviving member of the bond. This drains strength from the survivor's body. The survivor must use half his/her max MSP to help the life force leap into his/her body. This loss occurs before the new life force arrives. Remember, someone can only survive to an amount of negative MSP equal to EN although negative at all means a coma. If this is the case, the newly arrived life force from the destroyed body has the MSP drawn from it to bring the body back to conscioussness. The visiting life force cannot control how much is drained from it. MSP is drained until the host body is consciouss again or the visting life force is destroyed (-MSP greater than EN of last body it possessed). A link with all described under life link is still mantained with the corpse unless it has been eradicated (disintegrated,not a cell left). If two life forces are in a body, only one may control it at a time. If a struggle is made, a test of wills is made (MS roll off). If the two life forces wish, they may merge completely in one body combining MSP and ESP. The two minds become one if they merge, and they may never be severed as a life bond can for they are truly one. The two original minds are gone forever, and the new mind is a combination of both. Average the IQs, all knowledge/skills of the two originals are known by the new one, and combine their MSP/ESP. If Chi is being used, it is combined as well but figure one of the EN attribute of the old body of the new life force out of it. Cost: 96 to create, 192 to sever a life bond 47. Last Fire: This spell is a blow struck by a necromancer with his last dying breath. If the caster isn't dead yet, this spell will finish the job and hopefully take a few enemies with the caster to his/her grave. The necromancer's life force is realeased violently, doing damage dependant on how much MSP the necromancer has left. All positive MSP is released (how much the caster currently has) along with an amount of MSP equal to one greater than caster's EN (which will take him/her beyond the survivable amount of negative MSP). If the last fire is aimed at one target: Range = MSP released, Damage 2 DD per MSP, Save: Those struck by a last fire are struck by it TWICE. The first is purely physical magic energy, and the save is to dodge the caster's roll to strike (as if a thrown weapon). The second is purely necromantic power, and it must be saved against as a necromantic spell (wiht a penalty equal to the necromancer's XP level). If the blast isn't directed but rather explodes in a blast radius: B.R.: MSP used divided by 10, Damage: same as above. Last fire always acts as above. The amount of MSP cannot be lessened. It always slays the caster. It also drains any available MSP from the atmosphere (nexus point/ley line). A deathplay won't bring a necromancer back from this because it doesn't restore MSP when someone is ressurected/restored. Perhaps a deathplay that cost an additonal amount of MSP that would be added back to the caster once its final stage takes effect would work. Base MSP for this spell: 1 48. Imbue Undeath: Range-touch, This spell restores and raises a corpse as one of the undead. The undead has the same abilities it did in life except MS is x2 depending on whether the mind is or isn't wiped clean. If the memory is erased, the alignment becomes the same as the caster, and the undead is now a totally obedient to the caster (and MEx2). If the mind's not blanked, the undead has an alignment one closer to the caster's, but the undead keeps all its memories and is free-willed (not obedient). Also, a turn undead spell won't blank a free-willed undead's mind. Powers granted to the undead in life may be taken away once becoming undead (clerical magic, Saint/Vatar abilities). Also, the undead can now go negative (and remain active) with the same amount of positive HP/SDC/RDC/or DDP it normally has in addition to PE. These undead lack the psionic/magic immunity of other necromancer created undead, but it can be added to them for an additional 36 MSP which is also temporarily deducted from the necromancer's max MSP as per the Make Mummy spell. CT: 2 hours, Cost: 96 MSP 49. Deathbands: see Shadowbands without nighttime restriction (Sorcery 63) 50. Woundmirror: see Woundmirror (Sorcery spell #65) 51. Death Spell: R-60', Evil Eye penetration (penetrates power armor/mecha/etc), 1d8 RDP PL to biological creatures direct to HP, CT 2 actions, MSP 4 per level of power to max cost of 20 52. Heartbreaker: R-12' PL, This spell causes a shockwave (nonmagical) that strikes a vital organ (like heart). The result is that the target must save vs death or be taken to 0 HP/MDC and then suffer 1 point of damage per necromancer's level. This will put the victim in a coma. MSP 12 (Note: The shockwave penetrates armor like a necro-spell.) Additional Necromancer Notes Necromancers can have his level number of zombies, animated dead, and mummies at his command. Example: L4 can have 4 of each. Additional created undead are either free-willed or completely and insanely dangerous to all. Three ancient spells aren't listed here but are in the More Magic section along with another necro-item. Necro-Items: In ancient times, necromancers formed a pocket dimension with their combined will and placed ancient necromatic rune weapons in it. They each have 100 DDP and are made of Arcanite. The Bone Knife has some arcanite. The Robes are rune armor and have had the arcanite they are made of altered by powerful magic to act as cloth robes. They do DAP damage to things not hurt by necromancers. Robes of Rigor Mortis: DDP 700 (called shot to hit wearer is 27+) Styx Stave: 2d8 DD, caster's cremate spell does double damage and has double range when fired through it Graver Blade: 3d6 DD, 2-handed sword, enables caster to cast decaptitate with 8 MSP Bone Knife: 1d6 DD, allows caster to cast lifedrain with 72 MSP and permanently gain all victims MSP (doubled at death so actually get half), CT-4 melees, must hold on to the knife with both hands while driving it into victim; Can gain as much MSP as has been dislocated (like in mummy) Sorrow Scythe: 3d6 DD, polearm, caster's disembowel does double damage Mortuary Mace: 3d6 DD, 2-H, radius of caster's deathcloud is x2 Armageddon Bow: R-1 Mi., radius-50-500', 4d6x10 DD, magical E-blast Agony Axe: 3d6 DD, 2-H, caster can cast maim with 6 MSP Holy / Divine / Clerical Spells DIVINE: holy spells for clerics 1. Restore: R-touch, restores all lost limbs, other parts, and HP + DAP (or DDP), C-9 (or just heal HP/MDC C-3) 2. Ressurect: R-touch, C-24 3. Holy Sword: Dur-4 mpl, 1d6 DD per 3 levels, 1-H, C-3 per die 4. Exorcism: R-touch, C-3 5. Negate Poison: R-touch, C-3 6. Crushing Holy Symbol: lets cleric's holy symbol fire holy blasts, R-50' pl, 1d4 DD, dur-2 mpl, C-3 7. Sanctuary: teleports 500 lbs per level to Sanctum Plane, dur-4 mpl, C-6 (reappear in same spot as before) 8. Holy Shield: Dur-4 mpl, parries all attacks aimed at cleric, +12 to parry, C-3 9. Godfist: R-50' pl, 1d6x10 DD of holy energy per 4 levels, C-24 10. Hold: holds foe like a statue, dur-1d6 mpl, R-10' per level, C-3 11. Godspeed: cleric's SPD x10, dur-4 mpl, or x100 for 1 mpl, C-3 12. Demonslayer: spear composed of something harmful to foe, R-100' per level, 1d6 DD per 3 levels, C-3 per die 13. Sunlight: 5' radius per level, dur-20 mpl, R-20', C-3 14. Bless Person: saving throw bonuses are +2 (+1 per 3 levels after that to total +7 max) for that day, C-6 15. Bless Item: item is +2 str-pry-ddg (whichever bonuses apply) for that day, (+1 more for every full 15 levels of caster), C-6 16. Bless Water: turns pure water into holy water, 1 gallon PL, C-6 (#14+15+16 have a range of touch) 17. Holy Spray: holy water, hits 1d4 Per2LvLs, 1 dose PL, R-20' PL, C-3 18. Turn Dead: turns 1d6 per level, can't return to that spot or a 1000' radius for 24 hours, C-3 19. Holy Blast: hits 3d6 (+1d6 per 4 levels advanced), 1d8 DD PL, R-50' PL, (or one target takes 4d6 DD x cleric's level), C-18 20. Holy Grenade: 6d6x10 DAP to 5' radius PL, R-50' PL, C-3 or 1d6 DD PL, MSP 6 21. Impale: 1-100 iron nails hit, 3d6 DAP each, R-50' PL, This does 1 DD per 100 DAP, MSP-4 22. Drench: 10 doses of holy water PL, R-50' PL, C-18 23. Create Food: meals for 1d6 people PL, R-touch, C-4 24. Create Water: 1 gallon per level, R-touch, C-4 25. Acolyte: Dur-4 mpl, ST 1d6x6, PP1d6x6, SPD1d6x6, APM 4, 10 DDP per level, punch 1d8 DAP, C-4 (creates shimmering servant) 26. Banish: to dimension born in or if already there 1000 miles x level away roll 1d8 for direction (N,NE,etc), C-30 27. Purify Water: cleanse of toxins and impurities, 2 gallons per level, C-3 28. Sense Evil: 100' radius per level, dur-4 mpl, C-4 29. Return Demon: send demon/devil back to where it came from, dur-1 year per level, C-30 30. Group Heal: and restore, all HP and DAP, 2d6,+1d6 people PL, 25' radius, R-50', C-24 Wizard Spells SORCERY: spells for mages Mage Natural Dispell Magic Ability: Spell's saving throw against this is a 12. This won't make damage (SDC/MD) already caused by the spell to go away but will prevent it from doing more. All spell effects of the dispelled spell dissapear. 1. Fireball: R-400', L1-6d6 DAP PL, L2-1d6x10 PL, L4-1d12x10 PL, L6-1d8 DD PL, MSP 1 per damage level (1-6) mage must be of equal level Fireball inflicts 1 DD per 100 SDC. 2. Breathe Without Air: Dur-4 MPL, C-6 3. Lightning Bolt: 6d6 DD, R-400', electrical shock causes loss of one action (even through metal EBA), C-18 4. Razor Rocket: of twirling blades, R-700', 1d4 DD PL, MSP 3 5. Flame Circle: 10' diameter + high PL, 1' thick PL, 1d6 DD times feet penetrated, R-25' PL, C-12 6. Golem: Clay: 250 DDP, Stone: 500 DDP, Iron: 750 DDP, APM 4, punch 1d10 DD, Strike +5,+1 PLA, IQ 2d6, SPD 2d6, ST 3d6x10, height 5-15', weight 1 ton per foot high, caster needs a ruby for the heart and two sapphires for the eyes (each not worth less than $1000), regenerates totally in 3d6 hours unless heart removed, -5 str-pry-ddg if eyes are removed, the spell doesn't create the golem but activates it, the caster must shape the body, C-36 (permanent, gain back when golem is no more) 7. Smoke Cloud: 25' diameter PL, R-100' PL, Dur-2 mpl, those in it are -9 to strike, parry, and dodge and are -1 APM, C-6 8. Create Scroll: Cast onto page, must have known spell for five levels (L5 Mage can make scrolls of spells he knew at L1), C-22 (+20 for a spell known for four levels, +40 for one known for 3) Scroll Note: Anybody who can read the language it's written in can read and therefore cast it. The words on scrolls disappear when read. The scroll's title can be read without consequence. 9. Shadow Meld: become part of a shadow until shadow disappears or duration of 4 MPL runs out, The user actually melds into the shadow, so the caster is impervious to normal attacks except those that cause light, eliminating the shadow and negating the spell. Magic and psionics affect them but some of the offensive spells won't work unless they can eliminate the shadow to strike the melded one. A melded thing can move about the area of the shadow and into adjacent shadows: prowl 100%. Cost- 6 MSP 10. Teleport: R-200 miles PL, 500 lbs PL, been there before or can see presently will work, photograph of 75%, heard of 50%, must have general idea of locale, if fail 3d6x100 miles off and 10% run into solid object (instant death), roll 1d8 for random direction, C-10 Reverse Teleportation: (teleporting something to you), chance of success halved: been there before (if what you want is still in the same place), photograph of (or if what you want has only been slightly shifted in position - only moved a few feet/extra -10% each 10' moved away - since you saw it in person/were there), heard of (or targets shifted slightly since your picture was taken), auto-failure - inaccurate description; equal chance that if the spell fails you can cancel it and gain back half the expended MSP, if fail the spell tries to latch onto something whole within its weight range off course the normal distance for failure. 11. Tounges: understand + speak any language (not read or write), dur-4 mpl, C-4 12. Paralyze: R-10' PL, dur-1d6 mpl, C-4 13. Ressurect: R-touch, C-40 14. Restore: regenerates missing limbs and body parts, R-touch, C-20 15. Heal: all HP and DAP (or DDP), C-6 16. Multiple Image: two images per level replicating caster, caster gets +3 initiative, +2 dodge, +2 strike, an image is dispelled by touch of iron, dur-4 mpl, These images have no heat signature and no aura. When attacking this defense, roll randomly to see which image is hit. Roll the closest die appropiate. The correct one to hit is the highest number. If there are 14 images, hitting #14 is the right one. A bonus of +1 is gained for each image dispelled. You would roll 1d10+1d4 for that and not gain the bonus for dispelling the first image because the 1st image isn't able to be hit (min roll 2), or you could roll 1d20 and roll again if roll a higher number than possible. A dispell magic will dispell all of them at once if it is successful. The caster randomly moves from image to image, so remembering the correct one is impossible. Cost-6 17. Protection Field: R-self, 20 DDP PL, 10' radius if use x2 MSP,C-6 18. Magic Bolt: 1d4x10 DD, R-100' PL, C-20 19. Telepathy: Dur-4 mpl, mental link between caster and one person, C-3 per 500 miles 20. Telekinesis: 50 lbs per level, +4 strike & parry (no HtoH bonus), 1d6 DAP per 10 lbs, Dur-4 mpl, C-6 21. Negate Poison: R-10', C-5 22. Extinguish Fire: 5' radius PL, R-100' PL, C-5 23. Fire Bolts: hits 1d4 x level, 6d6 DAP, R-100' PL, C-4 Firebolts: 40% chance of setting flammable targets on fire, -5 S/P/D or -3 if unhurt by DAP fire, if set on fire will continue to damage per melee, fire lasts 'til put out, inflicts 1 DD on ley lines or 1d8 DD on nexus points (or the increased DAP damage if somethng takes equivalent DD from DAP fire), this version uses 8 MSP 24. Talisman: on object smaller than caster, cast spell on item (must have known for 5 levels, see last note for #8), it can now cast it 3x, must be able to use T-Wizard items or have been trained (Talisman Skill Proficiency), cast spell on talisman again to recharge it, can't hold more than three of any one spell, R-touch, C-36 An object may have three talismans, only the mage who made it can recharge it, talismans can't have moving parts, nobody can use DW talismans more than 3x day per 3 levels 25. Open Rift: R-10', Dur-2 mpl, 10x10'PL, at a nexus point to another you know of (even one in another dimension), make a skill percentage roll to see if it opens to the right one, C-36 26. Time Slip: caster disappears and returns 1st APM of next melee within 10' of original locale (is able to decide where at the last moment), +7 on initiative, C-12 27. Razor Wall: successful saving throws only mean you don't get stunned for one melee the first time you look at it, 10x10' & 2' thick PL, 100 DDP per 10x10x2' section, 1d8 DD per foot penetrated, Dur-4 mpl, R-25' PL, C-20 28. Petrify: to granite, 25 lbs per level, if living you petrify all or none of it, R-20' PL, C-5 per 25 lbs 29. Depetrify: same as petrify but returns back to normal, C-5 per 25 lbs (1 MSP if it was the caster's own petrify spell) 30. Blind: R-25' PL, blinded is -10 str-pry-ddg, Dur-4 mpl, C-8 31. Enslave: R-touch, caster's mindless slave, Dur-4 mpl, C-18 32. Agony: Dur-1 MPL +1, R-5' PL, foe falls down in too much pain to yell, last melee foe is -5 str-pry-ddg, save vs insanity or minuses last another 1d6 melees, C-4 33. Engulf in Fire: R-20' PL, Dur-4 mpl, 1d6x10 DAP or 1d4 DD per level and melee, C-2 or 8 if mega-damage 34. Levitation: 1 ton PL, dur-4 mpl, move 10' up per melee PL, C-4 PL 35. Swim as Fish: swim speed is SPD x6, +2 dodge in water, dur-4 mpl, C-6 36. Fly: Dur-5 minutes per level, 15 MPH PL, +4 dodge, R-touch, C-15 37. Magic Man: invisible force, Dur-4 mpl, APM 4, ST 1d4x10+10, punch 3d6, SPD 16, pass through solid objects at will, C-6 38. Familiar: animal with animal intelligence, it becomes a mega-damage animal, can see and hear what it's experiencing, may control it like a puppet or give it commands, full time telepathic link between the two, Dur-as long as it lives, R-touch, can cast spells through familiar, C-20 (permanent, gain back after Dur) 39. Reality Rip: R-10', foe's presence in universe erased-possessions fall to ground, save vs magic and death-one success and survive, bringing back requires 10 simultaneous ressurections (cast by different casters of course), If a reality bond is cast as well, only 5 ressurections need to be cast. At level 6, the mage can decide which of the saves must be made to be successful. At L9, both saves must be made. C-40 40. Fatal Phantasm: image 10x10x10' PL, it inflicts imaginary damage, if killed by it (hit 5 times) you're knocked out for 3d6 melees, Dur-4 MPL, it must remains in caster's view or it's dispelled, phantasm has 5 APM, +5 S/P/D, C-6 41. Mark/Locate: cast on object to mark it and cast again to locate, Dur-until locate part cast, C-12 42. Glaive Gauntlets: creates a bladed gauntlet on each hand, R-touch, Dur-4 mpl, 3d4 DD each, C-18 43. Detonate: 15' (or 5') radius, R-20' PL, 4d6 DD, C-11 44. Melt into Ground: caster and 1d6+1 willing others, 1 mile down per level, stay there in semi-existing state 'til- Dur-4 mpl, C-12 45. Lance of Armageddon: fires a red lance that explodes with the fury of gotterdamarung, 1d8 DD x level to 5' radius PL, R-100' PL, C-8+4 PLA (to max cost of 40 MSP) 46. Rain: 25' radius PL, Dur-4 mpl, R-150' PL, a minus to S/P/D per level of the mage may be imposed due to lack of visibility, C-6 47. Electrify: bolts of electricity engulf a 5' radius PL (x10 in water), 5d6x10 DAP x Level, R-50' PL, this spell does 1 DD per 100 DAP, those damaged are stunned for that action, MSP 6 For Area Effect Can affect specific targets by sending bolts of lightning to them. Costs MSP 1 for each target, Inanimate objects get no saving throw, but those holding an electrified item must save or drop it. Also, see New Magic for Lightning Spray (DD version) 48. Temperature Control: raise or lower temperature of 5' radius PL, R-50' PL, C-1 MSP per each 5 degrees 49. Encase in Ice: The body of an entire target can be encased in ice. Suffocation requires 2 minutes. The ice can withstand 50 DDP (fire does double damage). A strength of 40 or better can break out in 2 melees (1 if strength is 80 or more). Range 20' PL, Dur-until melted, MSP 12 (4 MSP if only one portion is encased) +1 MSP per additional 50 DDP 50. Ice Missile: 3.5' long, R-600', 3d6x10 DAP +10 PL, C-3 Ice Bolt: 4' long, R-600', 2d6 DD,+1d6 PLA, MSP 6 51. Pillar: 5x5' wide PL, ground must be natural (can't form a pillar from a man-made structure), a pillar rises from the ground, 10' up per melee PL, 6d6 DD per melee to any ceiling that resists, Dur-1 mpl, drops back into ground the instant after duration, no saving throw, R-120' PL, C-25 52. See Invisible: Dur-4 mpl, R-that of normal vision, can bestow on self, C-6 53. Bind: This permanently attaches one thing to another. If the two things are touching, they can be bound. Intelligent beings/objects get a saving throw. Dur-until dispelled, MSP 9 54. Comprehend Text: Dur-10 minutes per level, This allows the mage to understand what is being read. Runes cannot be read. This can determine ward meanings. This can also be used to write in that language, but the writing will have no magic properties. Magic power symbols written this way are powerless. MSP 8 55. Ward: R-touch, Dur-until activated, This spell is cast on a specific target, and then another spell is cast upon it. When a specific condition arises. The ward sets off the other spell. This spell must be cast once for each style of condition that will set it off. MSP 30 56. Repair: R-10' PL, 50 DDP PL, works on armor, broken/damaged things, not destroyed (This isn't a total creation spell. It only creates small amounts with which to repair the item.) Cost: MSP 25 57. Reality Bond: R-10', Duration: Permanent ('til destroyed) This is creation. Any small, non-DD, item can be created along with some large ones. The caster must have at least a decent idea of how it works. A wrench could be created without problem, so could a two-handed sword. This can be cast on glaive gauntlets with repair to make them permenant and DDP (otherwise would do DD and have DAP itself). Combined with repair alone, it can make items with MDC. Also, any spell effect of lesser cost can be duplicated. WARNING: After one day per level of caster, a reality bond can be destroyed with a dispell magic. Cost: MSP 40 58. Lightning Spray: R-80' PL, This spell fires 1 lightning bolt per level, each doing 1d8 DD PL. Normally, each bolt flies in a separate direction, but they can be fired concentrated. In water, the number of targets hit is doubled. Water has no effect on a concentrated attack. MSP: Spray 16, Concentrated 32 (roll appropiate dice to see how many of the bolts hit) Dark Magic Spells 59-63 These spells draw off the darkness that comes with the night, so dark magic may only be used during the hours of darkness. They draw particularly off the power of the Erval atmospheric layer. This will work in the night of other worlds too. 59. Infuse Shadow: R-30' PL, This beam converts matter to shadow, Damage: 1d6x10 DD per 2 levels, MSP 30 60. Summon Shadowdweller: Dur-4 MPL, This spell summons a random shadowcreature(s). The creature appears by the beginning of the next melee. If the creature requires a test of wills to control, the summoner wins automatically if he/she has a higher IQ. Consult the Shadowdweller Summoning table. The creature may be rolled randomly or specified. MSP 30 61. Mindshadow: R-25' PL, Dur-4 minutes PL, The victim of this spell cannot remember most of their Skills or powers. One language (spoken) can barely be remembered -45% (roll for each sentence). 50% can't remember his hand to hand form. Natural involuntary powers are unaffected but there's a 50% chance that powers that must be activated are forgotten. 50% forget name, and 50% forget who your allies are. MSP 15 62. Infuse Nightmare: This spell causes the horrors of the Arcanarian night to assault the victim's mind. The victim is -15 S/P/D and -half all APM (round down). The victim sometimes must battle some horror within the nightmare. R-12' PL, Dur-2 MPL, MSP 10 63. Shadowbands: A failure to save vs this spell causes the darkness to form into near-physical bands that strap and incapicitate a victim. One band will restrict the target for each limb on the victim, and two more will strap the body and head. Each has 1d6x10+30 DDP and cannot be harmed except by magic. Every round the foe is held by the bands, the foe must save vs magic to prevent the bands from draining half the victim's current PS. This penalty lasts for 1 hour of the mage who cast the spell. The spell automatically saps 1 EN per melee with the same lasting effects of the strength drain. If ST is reduced under 1, the victim lapses into a coma. Dur-2 MPL, R-15 PL, MSP 15 General Mage Spells 64. Spell Absorbtion: Dur-4 MPL, R-Self, Each spell the mage saves against is stored as MSP by the mage (gains the MSP the attacker used to cast it). If an area effect spell is saved against by the mage, it is absorbed before it can harm anyone else. MSP 18 65. Woundmirror: Dur-4 MPL, R-Self, Every time the mage is struck in what can be called hand to hand combat, the attacker suffers the same amount of damage. The attacker does get a save against each attack but only until one is failed. If the attacker saves and a weapon is being used, the melee weapon takes the damage. MSP 18 66. Mirrorblast: Dur-4 MPL, Every long range attack made on the caster is reflected back at the attacker with a strike roll of 1d20+mage's level. MSP 18 67. Spellshield: Dur-4 MPL, Every spell passing through or touching this field around the caster (including the caster's spells) is saved against with the caster's bonus vs magic and +1/Level to be negated. MSP 18 68. Invulnerability Mantle: R-Self or touch, That which this spell protects can suffer 1000 DD per caster's level without being harmed. This will even take the damage from necromantic spells, protecting one mantled with this spell. Instant death spells and reality rip won't harm the mantled subject either, but they will bring down (destroy) the mantle if the saving throw is failed. Duration: 1 Melee Action (The action in which it is cast.) MSP: 12 Duration: 1 Melee, (A melee must pass between castings of this lest the lingering energies combining cause the subject to explode - 6d6x10 DD to all in a 120' plus instant death on spell subject if living/undead or double damage if not.), MSP 48 69. Flamewall: Range-30' PL, Size: 15' long and tall PL, 1' thick PL, Dur: 4 MPL, Those walking through it suffer 1d6 DD PL per 1' of thickness that is penetrated. Saving Throw: Only if cast directly onto victim, MSP 24 70. Telewarp: Range-current universe, This spell will take the mage to any destination that he/she has been before in their current dimension. No real possibility of failure. Maximum cargo (including caster): 1 ton, Requires one melee of concentration if over 250 miles is to be travelled. MSP 25 71. Grospolinion:Dur-4 MPL, This summons a blade from the Sword Emperor's court. The magically conjured sword is two-handed and does 1d6x10 MD. Roll another 1d6x10 DD every time a 5 or 6 is rolled (keep on rolling more until you don't roll a 5 or 6). Damage is accumulative. MSP 60 72. Loturinion: This is the same as Grospolinion except a magical iron hammer is summoned. MSP 60 73. Mithrilskin: R-touch, Dur-4 MPL, Turns the subjects HP into MDC. MSP 15 74. Tatto: R-1 foot, Dur of beam-1 melee, This magical beam writes in any DAP substance, MSP 1 75. Blurshield: R-Self or 1' PL, Dur-2 MPL, This has the effect of blurring the image of the caster or recipient, but what it really is another magic armor spell. It can withstand 50 DDP PL. MSP 50 76. Vipers: R-24 +1' PLA, Dur-until killed or dispelled, This spell fires one poisonous snake per level at the target. There is no save vs magic allowed. Upon contact, the snakes wrap around the target and begin biting. If shaken off, they chase the target. The caster's bonus to launch the snake is +5 (+1 PLA) plus the normal strike bonus and WP Thr. The snakes themselves are +5 (+1 PLA) to bite. They each have 5 HP and do 1 DAP with their bite. Save vs poison against each bite or take 6d6 direct to HP damage. Snake SPD and ST: 3d6+4, They obey the mage's thoughts without question. Option: The non-poisonous kind do 2d6 DAP with their bite. MSP 2 (More MSP can be spent in increments of two, and the number of snakes will increase as if the spell was cast multiple times. The snakes can also be combined together to make more powerful snakes [HP,attr,dam increased].) 77. Magebolt: R-200' PL, This spell conjures raw energies in a single shining bolt. The cost depends on the amount of power desired. Damage/Cost: 1d4x10 DD PL/30 MSP, 1d6x10 DD PL/40 MSP, or 1d8x10 DD PL/50 MSP 78. Ragnarok: R-250' PL, Radius: 50' PL, This warfare spell causes massive destruction. In ages past, attempts were made to eradicate all knowledge of it. Damage/Cost: 1d10x10 DD PL/120 MSP, 1d12x10 DD PL/140 MSP, or 1d20x10 DD PL/220 MSP Illusion Spells Note: The spell Fatal Phantasm is a mind-affecting illusion and hence much more complete. It is much less impressive to onlookers than to the target. 79. Illusion: This spell creates one intangible, still, and silent image. It's appearance won't change from its initial appearance. Those failing their save vs magic will believe it's real and won't be able to pass a hand or such through it like the immaterial image it is, however, it will be passed through if attacked or leaned against. If sat on, gravity will win. Size: 10 cubic' PL, R-25' PL, Dur-4 MPL, MSP 3 80. Tangible Illusion: By adding force field manipulation, the object will appear solid and also provide the delusion of having the texture of what it's supposed to be. There is no save because this isn't an illusion that must fool you into believing it's solid. It is a silent, stationary, and unchanging image. Size: 10 cubic' PL, R-25' PL, The field it has can sustain 8 DDP before being destroyed. After that, it will be an intangible image. Dur-4 MPL, MSP 5 81. Audio Manipulation: This isn't an illusion, but it is sound. It's listed here since it is so often useful with illusions. This allows the mage to create sounds which are thought up in an area with a 200' radius per 3 levels. One sound (ongoing through the duration) can be created per level. The mage may only personally control one at a time, but the spell can give each sound a life of it's own (controlled by the mage's subconscious) for double the spell cost (if more than one being made). Dur-4 MPL, This may be combined with the casting of an illusion spell by adding the spell costs together. MSP 2 82. Animated Illusion: One silent and intangible illusion is created by this spell, however, the caster can set it into any motion desired. It can also be controlled personally for greater effect. A lower powered version of this - animate illusion - uses half as much MSP and animates a pre- existing illusion. Animate illusion may be combined with another illusion spell. If combined with illusionary perspective, it will only be able to animate up to 3 (PL) 10 cubic' PL illusions. Size: 10 cubic' PL, R-25' PL, Dur-4 MPL, MSP 6 83. Illusionary Perspective: The caster can create an illusionary landscape covering everything the illusionist can see. Every inanimate object can be hidden or changed in appearance. R-500' radius PL or can be extended to the horizon for double cost, Dur-4 MPL, MSP 20 84. Group Illusion:This will create multiple illusions as per the spell illusion. Amount: 3 illusions PL, Size: 5 cubic' per 2 levels each, MSP 9 85. Tangible Group Illusion: This creates 3 tangible illusions PL. Size: 5 cubic' per 2 levels each, MSP 15 86. Animate Shadows: This isn't so much an illusion as shadow manipulation. The shadow cannot become 3-D and walk off the wall. R-25' radius PL, Dur-4 MPL, one shadow can be manipulated at a time PL provided they can all be seen, MSP 1 87. False Shadows: False Shadows creates one shadow PL of the caster. They must be anchored on a surface and will follow what they are anchored to. Range: must be within 25' PL when created, may travel outside the creation range though, Dur-8 MPL, MSP 2 88. Simple Illusion: This spell creates one illusion smaller than 5 cubic feet. Dur-4 MPL, R-25' PL, MSP 1 Back to General Sorcery 89. Death Spell: R-60', Evil Eye penetration (penetrates power armor/mecha/etc), 1d8 RDP PL to biological creatures direct to HP, CT 2 actions, MSP 16 90. Sorcerous Steeds: R-Immediate Area, Duration 1 hour/level, manifests 4 +1/level magical DDP versions of horses (see Rips Atlantis Book for horse stats), MSP 19 91. Imbue Indestructability: R-touch, Dur-Permanent, This imbues one non- living/animate object with indestructability. This object must usually be of one piece. (DM's discretion). A reality rip has a chance of destroying an indestructable object, however, the object has the same save bonuses vs magic/psi as the caster did when the object was created (protection items on the caster not included). Cost: 1080 MSP 92. Summoning: This spell gates in creatures to help the caster. Normally, the caster is able to command complete obedience from these summoned beings (unless said otherwise). The cost of this spell greatly varies depending on what is being summoned, but the cost of summoning something random is 30 MSP. See the summoning table for random summoning, and the cost of being specific. This may also be used to summon demons/devils specifically or from their random tables. Summon Shadowdweller is a separate spell although this can access it randomly (ie if the general random table says consult the shadowdweller table). 93. Flash: R-25' PL, This spell causes a blinding flash in a 10' diameter. Those in it with their eyes open must save or be somewhat blinded for 1d6 melees. The penalty is -5 S/P/D from the partial blindness. The victims can only see blurs. Cost: 1 MSP 94. Shapechange: R-self or 10', Dur: 5 minutes PL, The caster can change shape to any desired form, animate or inanimate. Other than the shape and form of the new shape, no benefits are gained. If the new form has wings, it can't fly unless it originally could. HP(or DDP), attacks, damage, and the rest are all as they were before. The caster can choose for clothing and eqiupment to become part of the new form or for it to remain as it is. Size-wise, the new form can be 1x PL bigger or smaller than the original (a 5th level mage can become 5x smaller or 5x larger). Cost: 12 MSP 95. Magic Infusion: R-Touch, This magic is used primarily to magick weapons. Certain items take more energy than others, depending on size and weight. Dur - After 1 day PL, a dispell magic will nullify the magic. Effects: DAP weapons become DD weapons (4d6 DAP = 4d6 DD). Also, it makes the weapon/item's DAP into MDC. The item has DDP equal to the MSP put into it (more MSP than needed can't be used to increase this although it may destroy the item if attempted). Cost: DAP damage of weapon x10 MSP, or if the item isn't a weapon, 20 MSP per pound or MSP = DAP to make it DDP Optional: Total heal (restore) spells and ressurect spells require 1 melee casting time, or total heal spells only restore 1d6x10 (+10 PL) points. Level Effects on Spells: At L12 and beyond, wizards need only think and focus their will to cast a spell. At L15, reality bonded items and spell effects can't be dispelled. Reality bond can create items with up to 80 DDP or doing as much as 20 DD in combat. L15 Golem Punch Damage: Clay 2d10, Stone 4d10, and Iron 6d10 MD. Golem strike bonus stops at +34. At L18, talismans that no longer need recharging can be made, but these can be used only 3x a day. Up to three spells (each can be used 3x/day) can be in a talisman. Also at L18, wards can be reality bonded so that they don't dissapear when activated. Spell strength is +1 per 15 levels of the mage (spell strength is the penalty to opposition's saving throw). Example: +1 at L15,30,45,etc Note: Trying to reality bond blast reflection, wound mirror, or indestructability mantle onto the living/undead has the same effect as using these Mad Magic spells simultaneously: impervious to energy and impervious to physical attacks. Trying to reality bond those two mad magic spells has the same effect as using them together as well. It is the DM's discretion if any other spells induce the same outcome. Note: The effect mentioned is a large and nasty explosion: 3d6x10 DD to all in 120' radius plus death to spell subject if living(etc) or double damage. Also, reality bonding an indestructability mantle always ages the caster one year as well as reality bonding anything to a living/undead being. Mad Magic These are listed following the Mad/Cycle Mage OCC. Normal mages can use this magic at x2 cost. Mad Mages can use normal mage spells normally. Mega-Mage Spells These are listed under the Mega-Mage OCC. They can use normal mage and mad mage spells at x2 the cost unless it duplicates a mega-mage spell in which case they can't use the non-mega-mage spell (already have ressurect so can't use lower cost normal mage ressurect,etc). Only mega-mages can use mega-mage spells (similar mage spells might be possible though). Black Magic Black Magic: 1. Creeping Death: poison 1d4x10 per melee for 1d12Me, R-300', MSP 10 2. Flesh Melt: fire stream attack, 1d30x10 DAP, R-300', cost 10 3. Vile Killer: 2d8x10 direct to HP, R-300', c-10 4. Dimensional Teleport: 1 passenger each level past L1, c-30 5. Darkness Slivers: 5d6 DAP, stuns for 1d6 melees, R-300', c-10 (nec) 6. Call Demon: gates in willing demon of choice, appears next melee and automatically gets that initiative, c-10 7. Total Heal: range-self, Casting Time - 1 melee, c-30 8. Burn: ignites target, 1d6x10 DAP for 1d6 melees, R-300', c-10 9. Stun: 1d20 melees, R-300', c-10 10. Hellfire: 1d6 DD x level, R-300', c-20 11. Hellbolt: 6d6 DD, R-300', R-500', c-20 12. Gate-in Soul Claw: duration- 1 melee per level, the weapon appears in the demons hands; Soul Claw: a rifle with a bayonet (2d6 DD), when it hits a target it steals their soul, every Rocor has their personal soul claw, the weapon has an DDP of 10, if it is destroyed the souls are released, the weapon can't be sent back until the duration runs out, c-30 13. Dismember: 1 limb, lose 20% HP per melee, R-300', c-30 (necrom) 14. Rain Blood: R-300', area effected: 100'R per level, dur- 4 mpl, save vs insanity (-1-10 penalty), if fail then you're immobilized until you save, may attempt to save once each minute, c-30 15. Hate Darts: r-300', the target attacks chosen ally for the present and next melee, don't inform the player until duration expires, to pick target ally make fellow players also save and pick the first one that doesn't save, if can't find one then the darted person attacks himself, make all fellow players roll, only those that save will realize what's happening, c-30 (necro) 16. Possession: demon's body turns to vapor and enters the body to be possessed, R-touch, duration- until driven out, note- the demon doesn't have to control the character, the demon can just inhabit the body take control when desired, c-30 17. Death Arrow: r-300', save vs magic, if fail then save vs death or die, (Necromancy-type spell), c-30 18. Create Ghoul: R-touch, the body doesn't have to be dead, works on elves, dwarves, brutans, humans, bearmen, etc, not on dragons, creatures of magic, supernatural, etc, c-10 (30 used on living) 19. Inferno: ignites 10x10x10' per level, dur- 'til put out, 1d6 DD pr lvl pr melee, R-300', c-20 20. Blades: 2d12 DD, r-100'x level, fistsize sphere of blades, c-20 21. Demonize: (Rocor) ressurects, restores, and total heals subject, but that individual is now a Rocor servant, The victim must obey every command of the Rocor who cast Demonize, and he/she's alignment is reduced to diabolic. CT: 1 Melee, Cost: MSP 30 22. Command: (Rocor) grab and cast, 1 sentence command, if victim fails to save and fails to obey, 1d10x10 DAP is suffered for 1d12+1 melees (1d4x10 DD to DDP), Dur: 1 minute, Cost: MSP 30 23. Mental Hell: (Rocor) If the save isn't made, the Rocor can cause any number of delusions, visions, or hallucinations to plague the victim until they figure out what's going on. Usually if the enemy going to be made to attack themselves, they'll be made to believe they're fighting monsters. This spell is basically a variation of Hate Darts. R-300', It'll affect one or two targets. Any illusions that'll appear must be saved against to not be seen. Cost: MSP 10 (necromanitc) 24. Evil Infusion: (Rocor) Range-Touch, The amount of MSP with evil intent put into an item determines how strongly it radiates evil. Any being with a lighter aura than is instilled into the item takes 1d6 DD (1d6x10 DAP to DAP beings) with no save for every Aura Class away the user's aura is from the item's aura. Cost Depends on Level of Evil Desired: 10 = Anarchist, 20 = Aberrant, 30 = Miscreant, 40 = Diabolic The weapon's damage and damage capacity aren't increased, but those struck with the weapon will suffer if their aura isn't evil enough. Also, the equipment of one with an inappropiate aura will damaged as well. An item will be damaged if the wearer with inappropiate aura could have made a saving throw for that item. The radius of the item's evil aura is equal in feet to the MSP used. Summoning Tables For each entry, the following applies: amount summoned per level if a random summoning is cast, amount/MSP (cost of summoning one creature of that type), and MSP = one per [?] levels (MSP for summoning one creature of that type for every [listed] levels). Also, there will be an entry for whether or not control is granted to the caster of the creature summoned. Either this says y (yes), n (no), or T (test of wills). The test of wills is a MS roll off at the beginning of each melee. The winner gets control of the summoned creatures actions that melee (creature summoned vs summoner). Roll percentile die for each table. The following abbreviations are used after creature's name: none (from DW manual), RCB (Rips Conversion Book), or POM (Rips Pantheons of the Bigaverse Book). Things only availabe for random summoning can be summoned specifically if 120 or 240 MSP are used (listed in [] after certain creatures). Shadow-dwelling creature summoning table (Summon Shadowdweller Spell) 01-12: Shade: 1/L, 1/12 MSP, 24 MSP=1/1L 13-24: Shadowbeast: 2/L, 1/6 MSP, 12 MSP=1/1L 25-36: Darkwolf: see Shadowbeast 37-48: Darkhound: see Shadowbeast 49-60: Fiend (RCB): 30 MSP=1/3L 61-72: Arch-Fiend (RCB): 30 MSP=1/4L 73-84: Voidwing: 30 MSP=1/4L 85-96: Shadowclaw: 30 MSP=1/4L 97: Shadowfiend: 30 MSP=1 only, Control: T 98: Darkness Knight: one only, 120 MSP=1 (only), Control: T 99: Shadow Knight: one, 120 MSP=1, Control: T 00: Death Knight: one, 120 MSP=1, Control: T Random Summoning Table 01: Random Dimensional Gate Opened: as per Open Rift spell, maximum size 02: Crad: 15/L, 1/1 MSP, 2 MSP=1/L 03: Golyn: 5/L, 1/3 MSP, 6 MSP=1/L 04: Slobberclaw: 3/L, 1/5, 10=1/L 05: Mangletrot: 3/L, 1/5, 10=1/L 06: Razormaw: 2/L, 1/10, 20=1/L 07: Slor: 2/L, 1/10, 20=1/L 08: Roll on summon Shadowdweller regardless of time of day, random only 09: Roll on demon summoning table 10: Caster creates duplicate of himself, including all equipment, random only 11-14: Manticore: 30 MSP=1/2L 15-18: Chimera: 30=1/2 19-22: Grilar (Ghoul): 30=1/3L 23-26: Cobrat: 01-50: normal (30=1/L); 51-00: greater (30=1/3) 27-30: Bloodworm: 30=1/L 31-34: Terropods: 30=1/L 35-38: Crazoids: 30=1/2L 39-42: Purple Mist: 30=1/2L 43-46: Jaren: 30=1/4L 47-50: Cimidar: 30=1/3L 51-54: Phoenix: 30=1/2L 55-58: Fangtooth: 30=1/L 59: Sawflies: 3d6/Lx3, 3d6/5 MSP, 10 MSP = 3d6/L 60-63: Slither Tendril: 01-50: disarmed adult (30=1/2L); 51-00: active adult (30=1) 64-67: Mountain Scuttler: (50%) 30=1/2L lesser (or) 30=1/3L greater (more DDP, supernatural ST) 68-71: Bizorn: 30=1/4L 72-73: Elemental: Type: 01-70 Faerie Folk, 71-85 Lesser (RCB), 86-00 Greater (RCB) Element (1d4): Air, Water, Earth, or Fire Amount: Faerie 30=1/3L, Lesser one only, Greater one only Lesser and Greater are available only randomly [120/240] 74-76: Lycanthrope: 30=1/4L, Type(1d4): 1=Wolf, 2=Cheetah, 3=Bat, 4=one of the 8 rare kinds 77-79: Death Orb: (50%) Silver: 30=1/2L, or Gold: 30=1/3L 80-89: Player Character not currently in the adventure that one of the players has. 1/4L, no control, [120 MSP=one only] 90-99: Takahashi Elemental: 30=1/3L, or one greater one (L30, cannot really be killed - vanishes back home if loses all RDP) Table used for random AND specified summoning: 01-75: normal, 76-00: Greater Control: Test of Wills, [120 to summon and assured greater one] 00(100): Dragon: One, Randomly Summoned Only, Control: Test [240] Type (1d6): 1-2 Nightwyrm, 3 Star, 4 Comet, 5 Pulsar, 6 Nebula Age Level (1d4): 1 Young, 2 Mature, 3 Adult, 4 Old Alignment: as per Takahashi Elemental Demon Summoning The amount of MSP to specifically summon a type of demon is assumed to be 30 unless otherwise listed, so the only description is normally amt/per how many levels of caster. (RCB=Rips Conversion Book) (POM=Rips Pantheons of the Bigaverse) Totally Random: 01-25: Hades Demon (see Hades table) 26-50: Dyval/Heck Devil (see Dyval table) 51-75: D-36 Demon (see D-36 table) 75-78: Death Orb (50%, silver or gold): silver = 1/2L, gold 1/3L 79-81: Xhian Matat: 1/3L 82-84: Wraith (1/1L) or, Warrior Wraith (1/2L) or, Wraith Knight (1/3L) 85-86: Dakini (POM p142): 1/2L 87-88: Daityas (POM p142): 1/2L 89: Kravyads (POM p142): 1/2L 90: Lucifer Folk: 1/3L 91-93: Death/Undeath Knight (one), [120] 94-96: Shadow Knight (one), [120] 97-99: Baaloid: 1/3L 00(100): Jaren: (1/4L) Hades Demons (from RCB unless said otherwise): 01-07: Alu (1/2L) RCB p209 08-13: Aquatic (1/2L) p209 14-19: Banshee (Darkworld/DW): (1/4L) 20-25: Baal-rog: (one) p211 26-29: Demon Locust: (one) p212 30: Hundred-Handed (POM p93): one summoned [240] 31-36: Gallu Bull: (1/4L) p213 37-42: Gargoyle (01-70 Normal, 71-80 Imp, 81-90 Mage, 91-00 Lord): (1/4L) 43-48: Gurgoyle: (1/4L) p180+ 49: Greater Cyclops (POM p92): 1/4L 50-54: Jinn: roll 1d4: earth, water, air, or fire; (one) p213 55-60: Lasae: (1/1L) p 210 61-66: Magot: (one), DDP is 1d8x100+200, p213 (one with the original RCB DDP is 240 MSP to summon) 67-71: Nightmare: (1/2L), p211 72: Nasu (DW): (1/1L) 73: Succubus/Incubus (Dar'ota in RCB): (1/2L), p174 74-78: Night Owl: (1/2L), p216 79-84: Raksasha: (1/4L), DDP is 1d6x100+50, p216 (original RCB DDP is 240 MSP to summon, one only) 85-90: Shedim: (1/2L), p211 91-96: Vampir (DW, 2d12x10 lives strong): (1/4L) 97-00: Vampir Lord (DW, 4d12x10 lives strong): (one), [120] Dyval Devils (from RCB unless otherwise said): 01-09: Arch-Fiend p223: (1/4L) 10-18: Beasts (DW): (1/4L) 19-27: Black Spectre (DW): (1/4L) 28-36: Deveel p221: (1/2L) 37-45: Devilkin p221: (1/2L) 46-54: Fenry Wolf p222: (1/2L) 55-63: Fiend p222: (1/3L) 64-72: Gorgon (DW): (1/4L) 73-81: Horror (DW): (1/3L) 82-90: Pandemonium (DW): (1/4L) 91-00: Serpent (DW): (one), Lanta / D-36 (all found in the DW game): 01-04: Possessing Entity: 1/2L 05-08: Possessor (Red Death): 1/L 09-12: Barracudem: 1/L 13-16: Cenobite (25% chance Sinfeeder): 1/2L (Sinfeeders' require a Test of Wills to control) 17-20: Dampire: 1/2L 21-24: Vampir (2d12x10 lives strong): 1/4L 25-28: Vampir Lord (4d12x10 lives strong): one, [120] 29-32: Darkhorn: 2/L 33-36: Demon Dog: 1/L 37-40: Demon Knight: 1/3L 41-44: Drek: 1/4L 45-48: Fiend: 1/4L 49-52: Dargoyle: 1/4L 53-56: Ghoul: 1/L 57-60: Gnarlgan: 1/L 61-64: Grimlin (50% of a leader): 1/L 65-68: Hell Hog: 1/L 69-72: Juggernaut: 1/3L 73-76: Dogre: 1/2L 77-80: Droll: 1/2L 81-84: Wight Wolf: 1/3L 85-88: Scaled Raven: 1/4L 89-92: Gorgon: 1/4L 93-99: Death Orb (50% silver or gold): silver 1/2L, gold 1/3L 00(100): Rocor: one, [120], Control: T