Date: Fri, 29 Aug 1997 10:56:49 -0400 () From: Greg Littmann Subject: 89 Spells Part 3 GATE COLLEGE IMPLODE Regular, Resisted by HT Implode creates a small spatial distortion within a subject's body. The distortion creates extra space inside their body, so that everything moves inwards. This is very bad for the subject's health. Golems, elementals, insubstantial creatures and the rotting undead are not effected. Undead who are not rotting, such as vampires, take 1/2 damage, since they are probably using some but not all of their internal organs. This spell cannot be blocked or dodged and armour offers no protection. Cost: 1 for 1d cr damage, 2 for 2d cr, 3 for 3d cr. Time to Cast: 1 second per die of damage. Prerequisites: 1 Spell from each of 10 different collages. SNIPER'S ALLEY Special Sniper's Alley shortens the distance between any two points in a corridor one hex wide. This corridor is standardly used to shoot down. The caster will open the corridor running from their own side to some target, and an archer (gunman, axe-hurler, fire-ball thrower) will release a missile down it's length. Standardly, the corridor does not quite extend to the target, so that it is not as easy for the target to notice. The "power" of the Sniper's Alley spell is measured in levels. First level achieves nothing. Second level halves the distance between archer and target. Third level divides the distance by three, fourth level divides it by four, and so on. If the corridor extends all the way to the target, and the target is facing in that direction, then the target may make an IQ-1 roll each turn to notice the spatial distortion. A quick-thinking target might even shoot back down the alley and slay the archer or the mage! If the corridor does not extend all the way, the shot is at -2, but the alley will only be noticed on a critical success by the target, or on an IQ roll if the target is expecting it. The alley can be dispelled any time the mage so wishes, but cannot be moved. If the target moves, tough luck. Anything living that enters a Sniper's Alley from either end automatically falls unconscious. The Sniper's Alley cannot be entered from the sides - indeed, from the sides, it seems not to exist, although any missile thrown down it is still visible and may be intercepted from the side. Duration: 10 Seconds. Cost: 1 point per level of power, minimum 2. Time to Cast: 4 seconds. Prerequisites: 1 Spell from each of 10 different collages. STAGGER TELEPORT Special The purpose of Stagger Teleport is to avoid pursuers using the Trace Teleport Spell. The Stagger Teleport spell is cast at the same time as a Teleport spell, and indeed, is cast on it. For each full three points by which the Stagger Teleport spell is successfully made, the subject of the Teleport spell will stop for one second only at a random but safe place between the point of origin and the final destination. Any casting of Trace Teleport will show only the next stop, and not the final destination. Of course, if the pursuer realizes that the quarry has teleported out again, he can still follow the staggered teleporter by fresh castings of Trace Teleport and Teleport at each new stop. However, the risk of failure, not to say the cost in fatigue points, is liable to be so high that the erstwhile pursuer will give up the chase. Duration: 1 second per stop. Cost: Half your Teleport cost, rounded down, minimum 3. Prerequisites: Trace Teleport, Rapid Journey. ALFWALK Type: Special There are actually two separate Alfwalk spells, although almost no-one would know one and not the other, so they are usually referred to by the same name. One of these will take a person from Creation to Alfheim. The other will take a person from Alfheim to Creation. Both spells involve being in an area which would pass, by sight, as both part of Creation and part of Alfheim - a thick forest for instance. The caster must then travel aimlessly through this area for a matter of days until s/he makes the crossing at some undefined point. Even when the crossing has been made, the caster will not know it without some outside evidence. Because the casting takes so long, there is no fatigue cost. The spell is only broken, while it is being cast, if one loses ones intention to get to Alfheim / Creation, or if one becomes well oriented, say by stumbling across a city that you know of. When wandering aimlessly, it is alright to attempt to avoid such known areas by striking out in a roughly opposite direction. Cost: 0 Time to Cast: 3d6 days, - skill, + number of people being transported. Prerequisites: Being from Alfheim, or Animal Empathy, or 10 Animal Spells, or Gate, or 10 Meta-Magic spells including Dispel Magic. FIRE GATE - See under Elemental Fire. CONTROL FROM BEYOND This spell works like Control Animal or Control Person save that the caster controls a creature in a different plane. If the caster can see into the plane in question, a host may be picked out this way. If the caster cannot see into the plane in question, a host will be chosen at random from whoever or whatever is nearby. Duration: 1 minute. Cost: 8 to cast, 4 to maintain. Time to Cast: 1 minute. Prerequisites: Control Animal, Control Person, Planar Visit. POSSESSION FROM BEYOND This spell works like Possession save that the caster possesses a creature in a different plane. If the caster can see into the plane in question, a host may be picked out this way. If the caster cannot see into the plane in question, a host will be chosen at random from whoever or whatever is nearby. Once a host is possessed, the mage may then cast Permanent Possession if the mage so wishes and knows the spell. Duration: 1 Minute. Cost: 12 to cast, 5 to maintain Time to Cast: 6 Minutes. Prerequisites: Possession, Planar Visit. HEALING REVERSE PUTRESCENCE Regular Dead? Have friends or minions who are dead? Miss that lifelike look, feel and smell? You need Reverse Putrescence. Reverse Putrescence will reverse a month of rotting for each casting. Can only be cast once a day. Subject may have a maximum of 30 days grace before rotting sets in once again, although the subject will always look rather pallid unless made up, and the flesh tends to feel unusually cold. This spell will not restore mental capabilities - your Zombie will still be very stupid, but should pass for a very stupid living person, unless a cursory medical examination is made... Cost: 8 per hex of creature. Time to Cast: 1 Minute. Prerequisites: Preserve Food, Turn Zombie, Cure Disease. IMMUNITY TO POISON (VH) See Under Protection and Warning. GREAT RESURRECTION (VH) Great Resurrection is cast as Resurrection, but the penalty is -1 per month that the character has been dead, instead of per day. Duration: Until killed again. Cost: 600 Time to Cast: 4 Hours. Prerequisites: Magery 3, Planar Summons, 2 Spells from 10 collages. DIVINE RESURRECTION (VH) You don't really need to be a god to cast this spell. It's just so powerful that this is the name it received. It is cast as Resurrection, but there is no penalty what-so-ever due to how long ago the subject died. None! If you can find the skeleton of a ten-thousand year old subject, you can cast this spell and bring them back. Awesome. Not everyone knows this spell. Duration: Until killed again. Cost: 1200 Time to Cast: 8 hours. Prerequisites: Great Resurrection, At least 3 different Planar Summons, 2 Spells from 15 collages. ILLUSION AND CREATION CREATE HERD Area Creates Animals as per Create Animal, but creates ones in each hex within a given area. Duration: 1 minute. Base Cost: 8 per hex to cast, 4 to maintain. Time to Cast: Equal to cost in seconds. Prerequisites: Create Animal, one spell from 10 collages. CREATE WORK-HORSE Area Creates Servants as per Create Servant, but creates one in each hex within a given area. Duration: 1 Minute. Base Cost: 6 to cast, 2 to maintain, For skilled, 8 to cast, 4 to maintain. For Brute, 12 to cast, 4 to maintain. Minimum Area = 2. Time to Cast: 6 seconds per hex of range. Prerequisites: Create Servant, one spell from 15 collages. CREATE ARMY Area Creates Warriors as per Create Warrior, but creates one in each hex within a given area. Duration: 1 Minute. Cost: 8 to cast, 8 to maintain. For Brute Warrior, 12 to cast, 12 to maintain. Minimum Area = 2. Time to Cast: 8 Seconds. Prerequisites: Create Warrior, 2 spells from 15 collages. KNOWLEDGE PSI SNIFFER Area This spell is not particularly well-known on Creation, in which mages and psionics do not tend to (knowingly) have much to do with one another, but it is around. The mage can detect whether any person they can see is psionic or not. It won't work on someone they cannot see because the mage is looking for a lack of the normal human magical aura, and if they don't know that such an aura ought to be in a given place, they won't notice it's absence. In any world in which a magician may also be psionic, such details about how it works may need to be changed. Note, on this model, Aura should also show up psi's, if not as easily. Time to Cast: 5 Seconds. Duration: 10 Seconds. Cost: 3 to cast, 1 to maintain. Prerequisites: Truthsayer or Seek Magic LIGHT AND DARKNESS PERIPHERAL VISION Regular Mage bends light so that subject gains the peripheral vision advantage. Duration: 30 mins. Cost: 3 to cast, 2 to maintain. Prerequisites: 1 Body Control spell, 2 Light and Darkness spells, Keen Eyes. 360 DEGREE VISION Regular Mage bends light so that subject gains the 360 degree vision advantage. Duration: 30 mins. Cost: 4 to cast, 2 to maintain. Prerequisites: 2 Body Control spells, 5 Light and Darkness Spells including Peripheral Vision. FLASHCONE Flashcone works exactly as does Flash, save that the caster may limit the directions in which the flash operates, as long as the flash forms one single "mass" - i.e. you can't fill 360 degrees except for one hex on either side of you. You may cover as little as one line of hexes to as much as all but one line of hexes. Cost: 4 Time to Cast: 2 Seconds. Prerequisites: Magery, Flash, and 5 other Light and Darkness Spells. MAKING AND BREAKING MAGE'S EDGE Regular, Sometimes resisted by Will. No-one has any idea how this spell works. Mage's Edge makes a solid, non-living, non-animate, blunt object, or part of one, able to cut for one second, even though it appears blunt to all senses save touch. One use for this spell is to make a temporary knife out of a stick when the caster needs to cut something. Another is to make a blunt weapon temporarily do cutting damage instead of crushing damage. And a third usage is to lay a trap for the unwary. Any object or part of an object under the effect of Mage's Edge will cut any hand that grasps it. Thus, a pencil, coin, or sword hilt could become the source of a painful and perhaps debilitating wound. If the object is grasped lightly, such as a calm person might grasp a pencil, damage will be 1d-4 to the hand, minimum of 1 for an hand with no DR. If the object is grasped hard, as any person might grasp a sword-hilt in preparation for battle, damage to the hand will be 1d-1, minimum of 1 for a hand with no DR. A will roll must be made not to drop the object, with a negative modifier based on the damage received. The trapped object does not have to be grasped to cut - it could be stepped on, laid on, even eaten - players and G.M.s are encouraged to use their imagination. The mage must be able to see the target object in order to cast Mage's Edge upon it. If the target object is upon someone else's person, the spell is resisted by that person's will, even though they will not detect the magical battle they engage in. If the person who bears the object consents to have a spell cast upon it by the mage, then there is no such resistance roll. For some reason, magical objects add +1 to this resistance for each 100 fatigue it took to create them. Time to Cast: 4 seconds. Duration: Until triggered, and then 1 second. Cost: 1 per 6" of edge. Typical costs: 2 for a pencil, sword-hilt, or the sole of a boot, 3 for a club, 5 for a two-handed club. The caster may maintain the spell at half cost (rounded up) but only if they are holding the object. Double cost to add +1 to the damage and triple for +2. Prerequisites: Sharpen.