Editing FANGS: Appendix C - Wizards

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'''Spellname''' -- Description
 
'''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.
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'''* '''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.'''
 
'''This spell uses Intensity and Range and Duration. There is no Volume component.'''
  
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* '''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 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.'''
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'''* '''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.
 
* '''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.
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* '''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.
 
* '''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.'''
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'''* '''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.
 
* '''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.
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* '''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."
 
* '''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.'''
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'''* '''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.
 
* '''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.
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* '''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.
 
* '''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.'''
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'''* '''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.
 
* '''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.

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