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FANGS: Appendix C - Wizards
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==Other Spells == These can only be taught to apprentices by their masters or learned from books. '''Spellname''' -- Description * '''Call (something) --''' This is a spell that reaches out to the Range specified to bring a particular animal, being, or humanoid to the caster. The Intensity of the spell is matched against the PW of the target (which is generally a random member of its species). If successful, the called target attempts to get to the caller, mystically knowing the direction, for the Duration of the spell. If the call is unsuccessful, the spell moves on to the next member of the species until it runs out of range. Note that this just summons the being. A Control spell (see below) may be necessary when the creature arrives. Every Call spell is specific. A Call Manticore will not summon a Basilisk, for instance. A Call orc will not summon a goblin. The caster must have a clear mental picture of what he is summoning. Knowing the Call Manticore spell is not useful if the caster has no idea what a Manticore looks like. '''This spell uses Intensity and Range and Duration. There is no Volume component.''' * '''Conceal '''-- This spell is used to hide an object, or hide magic spells on an item. When Conceal is cast in a small space, objects placed there are difficult to find. When Conceal is cast on an object, it hides any enchantment that the object may possess. Intensity helps to Conceal versus a Reveal spell. See below. * '''Control Animal '''-- Puts any one animal under the casters control as long as the spell is maintained. Does not affect humanoids, or creatures with an intelligence greater than 4. The Volume necessary is generally "Body" unless the animal is very small, or unusually large. Commands to do outrageous or dangerous acts allow the being to make an IN roll to resist the command. The creature will still be under the spell, just refusing to do that particular act. * '''Control Being ''' -- Puts any one non-intelligent being (6 or less IN) under the caster's control as long as the spell is maintained. The spell is not automatically effective, as wizard uses his life force to subdue the intelligence of the target, so the target will resist the Intensity of the spell with its PW. An PW vs. PW roll is made, with the target being a resistive roll If the wizard is successful, the target will be under the control of the caster. Commands to do outrageous or dangerous acts allow the being to make an IN roll to resist the command. The creature will still be under the spell, just refusing to do that particular act. * '''Control Intelligence '''-- Puts any one intelligent being under the casters control as long as the spell is maintained. Does not affect creatures with an intelligence significantly (+3 or more) greater than the caster. The spell is not automatically effective, as wizard uses his life force to subdue the intelligence of the target, so the target will resist the spell with its PW. A PW vs. PW roll is made, with the target being a resistive roll (See Characteristic vs. Characteristic rolls in the manual). If the wizard is successful, the target will be under the control of the caster. Like a Controlled Being, the Controlled Humanoid has the chance to break free if told to do outrageous or dangerous things. A controlled orc might not think fighting other orcs is dangerous, but would definitely think about taking point while fighting a dragon. A target who breaks free of a Control Intelligence has broken that particular spell forever, and is likely to be hostile. * '''Control Self''' – This is actually a defensive spell that protects the user against Control spells and other spells that attack against the user’s PW. Range is Touch (as a rule, it can be used on others at range), Volume is Body, Duration is normal, and Intensity provides the amount that is added to the user’s PW when defending against magical attacks vs PW.''' * '''Darkness ''' -- Extinguishes all natural and artificial light (including Will-o-wisp, Glow, and Controlled Fire Spells) within its Volume. If a wizard already knows the Shadow spell, the Darkness spell does not cost any additional IN points. * '''Dazzle ''' -- Dazzle creates a blinding flash -- ALL sighted creatures, friend or foe, within the Volume of the spell may be stunned for a short period of time if they view the flash. Dazzle may not be cast in Darkness. If the caster already knows Glow, it does not cost any additional IN to memorize this spell. * '''Detect Life '''-- When this spell is cast on a being, the being will feel the emanations of life around him out to the Range of the spell. It is generally cast at Toss range, as the emanations can be overwhelming if cast further. * '''Earthform '''-- The target of this spell is covered in earthy armor that moves with him as if alive, with only half the normal restriction of armor. Intensity points are the armor effect. The armor takes effect the combat round AFTER the spell is cast. * '''Earthwalk''' -- The target of this spell can literally walk through rock at his normal walking pace. Intensity level determines how dense a substance can be walked through, from one point (loose dirt) to eight points (steel). Volume can either be used to let the user walk through the rock, or to affect the rock to let multiple people walk through it. Note that people walking through rock must still breathe and cannot breathe rock. People walking through rock also cannot see where they are going.''' * '''Enchant'''-- This spell is used to create magic items. Enchant prepares an object to accept magic spells. The item must be sound, in undamaged condition, and of the highest quality. To Enchant an item is an involved ritual -- at the end of which 1 PW must be permanently expended by the caster. Once an item is enchanted, it is more difficult to break or damage, and the item can accept further enchantments, becoming a matrix for holding spells, or even a receptacle for PP. Besides the 1 PW to enchant the object, the enchanter must expend PP equal to that needed for whatever magic the device is supposed to perform. The absolute maximum needed must be expended at the moment of enchantment. Spells such as Aid, Ceremony, and Tap can be used to help the Enchantment succeed. * '''Firevision '''-- This spell allows the user to see what is transpiring anywhere there is flame, as long as he has flame to look into. Volume affects the area the user can see, Range must be View, and Intensity controls the crispness of the image. To see into a normally lit room takes an Intensity of 3. More Intensity is needed if the caster is unfamiliar with the participants in the action or wants to see more detail. Also, the basic power of the spell depends on the intensity of the flame it is centered on. Intensity can make this more efficient. GM call. Note this is vision only, no sound. A successful spell skill roll allows this for any area the caster has been in before. If he is looking into an unfamiliar area, the GM assigns a penalty to the Skill roll. * '''Flame ''' -- Creates a magical flame where the caster desires. The magical flame itself may be no larger than a thumbnail in size, but it can easily ignite other substances. Once created, the Flame cannot be moved or manipulated by the caster. The caster can will the Flame to disappear at any time, but must recast the spell to get it the Flame back. Any volume smaller than a Body must be cast using the Throw skill (or the Fist at touch range) to hit the desired target, as well as the Skill of the spell itself to generate it. Intensity determines how much damage the Flame does. * '''Glamer '''-- By using this spell, the caster creates an illusion of sound. A Glamer may be of any sort of sound imaginable, a living creature, fire, etc. -- but must be of one thing. Once created, a Glamer is controlled by the caster as long as the caster spends PP for Duration. However, as soon as the caster stops concentrating, the Glamer will go into a very unconvincing repetitive mode. The simplest Glamer is a low volume sound (about that of the speaking voice), and costs Intensity 1 PP to create. A louder Glamer (such as the roar of a lion) costs Intensity 2 PP to create. A extremely loud Glamer (such as an explosion) costs Intensity 4 PP to create. Volume as a manipulation is rarely used with this spell. * '''Glow '''– Makes any small item glow as bright as a torch. The caster can will the light to go out at any time, but must recast the spell to get it back. If a wizard already knows Will-o-Wisp, it does not cost any additional IN points to memorize this spell; he may retain both in the same "slot." * '''Heal''' – This spell can be cast to repair wounds. The user must first make a First Aid roll to identify what needs to be done. The user can also Take 10 to increase the chance of using the spell correctly. The Intensity of the spell heals the rolled Intensity in Hit Points. At least 1 PowP must be spent in Volume to cover the area of the spell. Depending on the wound, it might take more. The target cannot regain more Hit Points than are normally present. A Healing spell can only be used once on any one wound by one user. A second user can attempt to add to the Heal on a wound, but only points rolled in excess of the original roll will be added.''' * '''Identify Magic – '''When this spell is cast, one item may be examined by the caster in order that he or she may possibly determine what type of magical spells it possesses or have been cast upon it. The casting time must be at least an hour (without Duration cost), and nothing is revealed until that hour is up. Volume must equal the SZ of the object, Intensity is the addition to the d20 roll to determine one magical effect of the item. * '''Image''' – By using this spell, the caster creates the illusion of something real. The image may be of a living creature, fire, wall, shadow, etc. -- but must be of one thing. The SZ of the Illusion is determined by Volume. Once created, the form of an Image cannot be changed and its actions must be controlled by the caster. The caster can will the Image to disappear at any time, but must recast the spell to get it the Image back. All images are dispelled when touched. Images may be combined with Glamers for a more effective illusion, however, both require the concentration of the caster. A GM may call for CN or IN rolls under perilous circumstances. * '''Knock ''' -- Negates the effect of the Lock spell, and adds its Intensity to lockpick rolls for ordinary locked doors, gates, etc. It may be cast multiple times in order to open more sophisticated locks. The caster must use as many PP of Intensity as were used to lock the door. If a wizard already has memorized the Lock spell, the Knock spell does not cost any additional IN points. * '''Lock '''-- A door or lock held by a Lock spell is more difficult to open. Intensity determines the ST holding the lock shut, Volume must match the SZ of the object, usually "Body" SZ, though a Lock can be put on a door's lock. The caster of a Lock can always open the item Locked at any time without disturbing his spell. Of course, other items closing the object can stop him, as well. * '''Mist''' -- This water-based spell allows the user to muddle the vision of observers and acts both to add to the Dodge and Parry rolls (two separate effects, Intensity points add to the Defensive rolls) and to skulk about almost invisible (adding Intensity points to the Sneak and Hide rolls). The caster can use this spell on any target, or volume.''' * '''Reveal '''– This air based spell can be used to find a hidden object, or hide magic spells on an item. When Reveal is cast in a small space, it helps find hidden things. Every point of Intensity removes 1 point of Intensity of a Conceal spell. Every point of Intensity counteracts 1 point of Intensity of a Mist spell. * '''Shadow ''' -- Cast on object or being, Shadow absorbs all natural light within its range. Volume determines how much has been shadowed. Magical light such as Glow or Will o’ the Wisp reduce the effect to a dimness that might still obscure an object. GM call. * '''Sleep ''' -- Puts a being to sleep. The Volume is usually "Body". The spell is not automatically effective, as wizard uses his life force to subdue the life force of the target, so the target will resist with its PP. An Intensity PP vs. target PP roll is made, with the target being a resistive roll (See Characteristic Vs. Characteristic Rolls In The Manual). If the wizard is successful, the target will immediately fall asleep. This is usually an Instant Spell unless someone is setting a trap to catch passerbys. Duration will not make the person stay asleep longer, the sleep is natural. * '''Staff –''' Enchants an ordinary (though high quality) piece of wood into a make-shift magic staff. Creating a staff costs 20 PP (Duration 11 for a century, Volume 3, and Intensity 6 for the damage it can do). Once created the staff may be used either as a weapon, or as an aid to concentration. As a weapon, it does 2d6 of damage, and if it is picked up by anyone except its creator, it explodes, doing the fool who touched it 3d6 of damage. As an aid to concentration, it will reduce the cost of the casting of a spell by 1/3 PP points -- however, it will never reduce the cost below 1 PP. Unless the wood has been previously prepared by the Enchant spell, the first time the caster uses the staff, it may explode, as above -- Roll current PW + d20. If it does not explode, the caster can cast twice his PW in PP points used through the staff before the staff burns up. If the staff was prepared by the Enchant spell, it will not burn out, and it is called a Staff Ordinaire, and is the mark of a Journeyman Wizard. * '''Summon (Something) -- '''This is like the Call (Something) spell above, except that it teleports the target directly to the caster. Again, the target will probably be upset and want to take out his anger on his summoner. The difference in spell cost is that the spell must include the common Volume of the summonee.''' * '''* '''Tap (Some Attribute)''' – This spell is essentially the opposite of the Channel spell. It allows the user to drain a target of some Attribute and increase the tapper’s (or a designated target’s) same Attribute, or a similar Attribute in one case. Tappable Attributes include Hit Points, Power Points, Stun Points, and Fatigue Points. Tapping one (1) point of a target’s Attribute takes five (5) points of rolled Intensity. The Tap user takes away points in the Attribute and retains them for whatever period he used Duration for. The victim regains the stolen points normally. The Tapper can only take what is available. A victim cannot be put into negative numbers in Hit Points, etc. There are distinct physical reactions to the theft of these points. A target losing Hit Points looks withered and rapidly aging – the target regains the glow of health as he recovers, but some effect such as white hair may be permanent. A target losing Power Points is less obvious except to someone who can see magic – the aura of the victim is diminished. A target losing Stun Points gets a bit bleary eyed and tends to stagger. A target losing Fatigue Points sweats and gets flushed. The caster must use a Volume equal to that of the victim, succeed with the spell roll, and also succeed in a resisted PW vs PW roll. Hit Points cannot be acquired through Tap. Tapping Hit Points provides additional Stun Points for the recipient on a one-for-one basis. Only living creatures can be Tapped. * '''Ward ''' -- Cast on an object or space, it will allow the caster to know if anything passes the ward even if the caster is busy or sleeping The caster must stay with 100 yards of the ward at all times or it ceases to function. Intensity controls the intensity of the warning. Casting time for this spell is 1 increment of Duration for every increment of Volume encompassed. There is no Duration cost for this casting time, it is just a measure of the time. Duration of the actual Wards falls under the usual Duration rules. * '''Whirlwind '''-- This is an elemenal wind spell that allows the user to pick up objects with the wind (the Intensity of the spell is the ST) and even fly (see the discussion of Range as Speed). * '''Windlife '''-- This spell brings air to the lungs of the target (Volume must encompass the entire body of the target). Users will have air no matter where they are (this has NOT been tried in vacuum). * '''Worldwalk '''-- This actually is a Teleport spell that allows the user to go anywhere he can see, including places seen through magical means.
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