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FANGS: Appendix C - Wizards
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==Novice Spells == All of these spells have the limits shown above as to range, duration, etc. '''Spell name''' -- Description * '''Channel '''-- This spell temporarily adds 1 intensity level of PP to another character for each PP of intensity the caster uses The caster must also use an extra PP to give the spell sufficient Volume to work, more PP for distance if he is further than touch range away, and PP for Duration as indicated below. If the receiving character's PP is in excess of their maximum PP, the excess PP must also be accompanied by PP in Duration of at least a Minute. This spell is typically used to allow another wizard to cast a spell with a very high PP cost. This spell is required of any wizard who wishes a job as a wizard's apprentice. ::A spell caster can also learn variations of this spell that will Channel Hit Points, Stun Points, and Fatigue Points to the target. In every case, however, the caster is spending Power Points to provide these attributes to the target. If the target is receiving Attribute points in excess of his normal quantity, the Duration of the spell determines how long they will remain. The caster regains the Power points used in the spell normally. * '''Ceremony''' -- This spell, when successfully cast, increases the chances of subsequent spells to succeed by +1 Intensity Level +1 (1D3-1+1) including successive castings of the spell Ceremony. It costs 1 PP per ceremony, each ceremony takes 10 minutes to cast. The effects of ceremony only last 1 hour (no cost for Duratioin is necessary), thus the maximum bonus that you add to subsequent spells is between 5 and 15. This spell is required of any wizard who wishes a job as a wizard apprentice. * '''Detect Magic '''-- When this spell is cast on an object or being, the caster can detect if it has any magical radiations. The Intensity cost of this spell is 1 PP. By casting this on himself, and giving the spell some range and duration, the caster can essentially have a sense that is constantly looking for Magic. This is a directional spell, guided by the eyes. The caster has to be looking at the object to detect whether it is magical. Walls and even strong wooden boxes and doors and shelves can block the emanations. Generally, being wrapped in cloth is not enough to block them. Some cloths can block, if treated properly. * '''Magic Fist '''-- A magical blow, does rolled Intensity x 2 stun damage. It can also be used to trigger traps or other unsubtle manipulations within line of sight if enough PP are paid for range. This is essentially a Telekinesis spell and can be supplanted by such a spell if it is found. * '''Will-o-Wisp '''-- Makes any small item glow for 1 candlepower worth of light, The caster can will the light to go out at any time during its Duration, but must recast the spell to get it back. Should be cast on an object. If cast in βmid-airβ it fastens on the closest dust mote and drifts with the air currents.
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