HorizonVirtual:Master Rewrite Datapad F-J

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Master Rewrite Datapad F - J[edit]

Hold Program[edit]

Enchantment (Compulsion) [Mind-Affecting]
Level: Thk 4, Pro 5
Components: V, S
Target: One living program
This spell functions like hold waker, except that it affects any living program that fails its Will save.

Hold Program, Mass[edit]

Enchantment (Compulsion) [Mind-Affecting]
Level: Pro 9
Targets: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like hold waker, except that it affects multiple creatures and holds any living program that fails its Will save.

Hold Waker[edit]

Enchantment (Compulsion) [Mind-Affecting]
Level: Thk 2, Pro 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid program
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Rewrite Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
A winged program who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Hold Waker, Mass[edit]

Enchantment (Compulsion) [Mind-Affecting]
Level: Pro 7
Targets: One or more wakers, no two of which can be more than 30 ft. apart
This spell functions like hold waker, except as noted above.

Illuminate[edit]

Evocation [Light]
Level: Thk 3, Pro 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Rewrite Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Programs that take penalties in bright light also take them while within the radius of this simulated light. Despite its name, this rewrite is not the equivalent of daylight for the purposes of programs that are damaged or destroyed by bright light.
If Illuminate is cast on a small object that is then placed inside or under a light- proof covering, the rewrite’s effects are blocked until the covering is removed.
Illuminate brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Illuminate counters or dispels any darkness rewrite of equal or lower level, such as Darkness.

Imbue Firewall[edit]

Transmutation
Level: Pro 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell creates a Firewall around you, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because all respiration and physiology are provided for you by the Firewall while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect Firewalls adversely.
You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have a rewrite failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters, 1d6 for Medium characters, 1d8 for Large characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean-at least until the spell duration expires.