DYSHAS Consult p. SoJ103 for a list of the dyshas and their prerequisites. Each dysha is a separate skill. Casting time for all dyshas is one turn. For the effects of critical success and critical failures, see p. B146-147. The difficulty of a dysha is the same in GURPS as in Skyrealms of Jorune (Easy=Easy, Moderate=Average, Hard=Hard and Very Hard=Very Hard). Ranges and Prerequisites are also identical. For example: Body Freeze Requires Shal 16, Desti 10 Isho, Range, Difficulty - 35, 10 yards, Hard would, in GURPS terms, be a Mental/Hard dysha, requiring Colour (Shal 16 and Desti 10). The Isho cost to weave the dysha is 35 and it has an effective range of 10 yards. Increasing the Power of a Dysha It is possible to boost the effect and range of any dysha. By spending double the original Isho cost, a Caji can either increase a dyshas damage by +1D6 or double the range. By spending three times the Isho, damage could be increased to +2D6 or the range could be tripled. There is no upper limit to how powerful a dysha can become - the only real limit is the Caji's Isho. Example: Ta-Sharn, a shanthic Copra, is confronted with a large group of cleash. His current Isho is 250, and he starts to weave a Crater dysha. Normally, this dysha does 2D6+1 explosive damage in a huge blast that burns everything nearby, but Ta-Sharn is tired and cranky and he wants to get rid of these pesky cleash as soon as possible. He decides to increase the range to 20 meters and boost the damage to 7D6+1. This costs him a total of 210 points of Isho: 30 Isho for the basic dysha, 30 Isho more for the doubled range and (5x30) 150 Isho for the extra 5D6 damage. Stepping over the smouldering corpses of the cleash, Ta-Sharn heads for home... Brain Blast: Causes a Stun and 1D6-3 damage Cast Energy: Causes 1D6+2 points of heat damage Constrictor: Causes 1D6+1 points cutting damage to the item being constricted. Can easily sever a hand and is likely to cripple an arm or a leg Crater: Causes 2D6+1 points of explosive fire damage Craze: Lasts for 5 seconds. Inflicts 1D6-1D6 damage Fire Touch: Causes 2D6+1 points of heat damage Flingers: Each Flinger causes 1D6-3 points of heat damage. Each orb travels in a slightly different direction. The Caji can either aim all five orbs at one hit location or let them disperse randomly. In the latter case, each orb has a -5 to hit, but hits a random location. Frost Bolt: Causes 2D6 points of cold damage Healer: Restores up to 5 hit points to the subject. Each 30 minutes after treatment, the patient recovers 1 hit point. Lightning Blast: Causes 1D6 points of fire damage Lightning Strike: Causes 3D6 points of fire damage plus knockback Night Eyes: Gives the Night Vision advantage for 10 seconds Penetration Bolt: Causes 1D6 points of fire damage. Ignores all armour. Will not work on targets without Isho (e.g.. Ramians) Ping: Will cause Mental Stun for 1 second if a HT roll is failed Power-Hold: Roll your ST to break free. Normally lasts for 30 seconds. Each point of Size adds or subtracts 10 seconds (so corastin and croid are unaffected by Power-Hold). Some different Sizes (those not shown have normal Size): Blount, muadra, thivin and thriddle have -1 Size. Boccord, cleash, ramian, shantha and tologra have +1 Size. Bronth have +2 Size. Corastin and croid have +3 Size Power-Orb: Causes 1D6+1 crushing damage Quantum: Causes 1D6-1 points of heat damage Shield: Reduces the damage of all incoming non-Isho attacks by 10 for one second Spinner: A successful Body Sense roll is needed to recover from Spinner Tumble: Subtract 3 points from damage per yard fallen