Subject: RQ Discussions 29 First Distribution: January 17, 1992 This discussion includes the conclusion of Rick Arthur's 3 part Wizardry contribution. ====================================================================== From: arthurr@sol.crd.ge.com (Rick Arthur) Subject: Wiz III If you use this and add more spells, please send them to me. This is meant as a base set, and the "upper bound" is not explored extensively. Just mail me at: arthurr@crd.ge.com. Thanks, - Rick P.S. You will note influences from some other systems, notably Bard Games and Chaosium products. I thank them for the inspiration, and seek no quarrels with them. This is simply an adaptation to RQ. Spell Descriptions ------------------ Unless otherwise specified, the following applies to all spells: 1) Duration is 15 minutes 2) The caster may put extra mp into their casting to increase their chance of casting success by +10%/+1mp. Spells which do not allow this will say "No boost" under the section on modifiers. 3) When casting time is reduced by a specified amount, minimum casting time is 1 rd. I assume 6 rds/minute. 4) 10-step means this goes into effect for every 10% of skill above 10%. (e.g. 10-step adds +1 damage means at 01-10% +0 damage, 11-20 +1 damage, 21-30 +2 damage, etc.) This is base skill, not mp-enhanced skill. 5) 20-step is the same, but in increments of 20%, starting at 20%. 6) For purposes of countermagic, neutralize magic, and the like, the points of a spell are the points placed into its base cost and effect - (NOT extras spent for increased success chance, extended range, extended duration, etc.) Extra points for overcoming countermagic can be put in, keeping in mind that the total expenditure can never exceed the caster's POW. Animal Bonding ESL: 3 Range: 30m. Time: 1 day Cost: See below Effect: Empathic bond between caster and animal is established. If the caster abuses the animal, the spell is broken. Caster must care for the animal. The animal will die for the caster. Effect is otherwise permanent. Only one animal may be bonded to at a time. Death on either part is traumatic. Caster is able to communicate with the animal. Mods: Animal must have INT over 3, mutations can disallow bonding To succeed, must compare mp used vs. POW of animal on R.T. Astral Projection ESL: 8 Range: 100 km / mp Time: 10 min Cost: 1 / hour + range Effect: Essence leaves body in astral form. Sending from this state increases range by 100-fold. Can find another mind at sending % , and travel to it astrally. Receiver can see a disembodied spirit, others around do not, communication via Sending is possible for 10% skill per mp spent, up to communication/sending maximum (whichever lower). Mods: To find an unfamiliar mind % % Sending % / 10 + POW of unfamiliar mind if that person is thinking of the Sender, otherwise Send % - POW/3. Note: Astrally Projected forms may be trapped by Mind Snare. Banish ESL: 7 Range: Sight Time: 7 SR+ Cost: 8+2/(+1 POW) Effect: Removes an extraplanar creature from the plane the caster is on. They are returned to a remote corner of their home plane. The caster must overcome the target's POW. Mods: Effective POW for comparison against the target entity can be increased 1/+2mp. This enhanced POW affects only this spell, and all applications of it (see below). 20-step Gives an additional chance to force the target out Binding ESL: 10 Range: Touch or Mental touch Time: 10 min. + 10/POW Cost: 1/10 min. Effect: Given 1 year access to a 1000 lunar/POW gem, the stone may be empowered with POW holding. The binding traps POW of the victim into the gem, which may be accessed as mp (regains separately) if from a spell-user, and adds POW inside /3 to possessor's effective POW. The binding may occur by two means: a) Combat of Wills (Sending) to wrest spirit of victim into gem (then must begin binding ritual). b) A Mind Snared victim may be put there POW by POW, resisting as POW vs. POW on R.T., so long as the question pact has not been agreed to. The dastardly wizard using this may only make use of one such gem at a time. Breaking the gem frees the spirit. Mods: 10-step adds 10min/mp spent. Blade of Vengeance ESL: 9 Range: Unlimited (One Planet) Time: 3SR Cost: 10mp/SR - must do 3 Effect: Cost filter allows POW limit to be avoided. This spell combines Seeking Blade and Flashing Blade. The caster must have the name of a body part (blood/hair) of the target. The caster must "see" the target (in person) before and between castings of this spell. This spell "sends" the (impaling) sword in the caster's hand across arbitrary space and into the chest of the target. Normal success is an impale. A special casting acts as a critical hit. A critical casting does max damage (too). Mods: 10-step adds 1 level of "effect" to the spell for purposes of neutralizing magical/scrying defenses. This applies to Shields, Protections, etc and is immediate. Countermagic and the like have the 30-point cost to contend with. Breathe Water ESL: 4 Range: Self Time: 4 SR Cost: See Below Effect: Breathe Water as air. Movement still hampered. Mods: Costs 1/10 min. fresh water 1/6 min. salt water 1/3 min. polluted water 10-step adds base time/mp bonus (e.g. 25% -> 1mp/30 min. fresh) Bridge ESL: 5 Range: 10m+10m/mp Time: 4 SR+1SR/range-mp Cost: 1/2 SIZ to support Effect: A bridge of length equal to spell range is created. It manifests as a misty tube. The walkway through the tube has an environment like that which the caster is in (e.g. cool air). It cannot be made to travel through solid barriers, though hostile liquid and gaseous/windy ones may be crossed. This can in no way be used offensively. Mods: A grade of no more than 40 degrees may be made Each 10-step can double base length (10m,20m,30m...) OR add +1SIZ/mp spent as such Cantrips ESL: 0.5 Range: As AD&D Time: Instantaneous Cost: 1 Effect: As cantrip. These are practice ditties to keep the wizard nimble. Thus their rune ties. Mods: +20% /+1mp Note: Does not include: Change Distract Hide Palm Bee Bluelight Bug Firefinger Gnats Mouse Spider Unlock Colored lights Mask Mirage Noise Rainbow or Two D'Lusion. Damage Resistance ESL: 2 Range: Self Time: 1 SR/hp Cost: 1mp/hp Effect: Acts like a protection spell, with the following differences: Critical hits reduce spell strength on point-for-point basis, but are protected against. Cannot be used in conjunction with Personal Warding, Shield, Protection, etc. Mods: 20-step increases duration by 5 minutes Disguise ESL: 2 Range: Self Time: 1SR/SIZ Cost: See Below Effect: Illusion of self changed to any human/humanoid being or individual. Appearance only. Mods: Base Cost is 2mp/SIZ difference + 1mp/10 min. 10-step gives added 10 min./mp Divert Energy ESL: 7 Range: Self Time: Instantaneous Cost: 1/point to divert Effect: Divert energy directed at self. (Non-area of effect: flamelance yes, explosion no). First must succeed in a Sense Magic roll to be given opportunity, then a mere thought diverts the energy left, right, or up (d6 1-2 left, 3-4 right, 5 up, 6 caster's choice). The Sense check will inform the caster of the mp's needed. Part of learning this spell involves honing Sense Magic to do the stuff described above. If the casting is unsuccessful, caster takes full damage, no saves (though POW has to be overcome if appropriate Mods: Note +10% / +1 mp is probably a good idea on this one! Dowsing ESL: 3 Range: 300m/mp Time: 5 min Cost: As range Effect: Finds familiar object (rock type, friend, tool, weapon, etc.) Direction & distance are determined within a 10m. rad/Range mp Mods: Specialization (e.g. Dowse water) doubles % w/ respect to one thing, halving % to find all other types. Elemental Shield ESL: 5 Range: Self Time: 5 SR Cost: See Below Effect: Makes caster immune to all normal natural manifestations the elements. (Heat, cold, wind, precipitation, etc.) Also immunity to powerful aspects of one element may be gained at the rate: 1 element for 5 min. / mp. Extremely violent forms (Heat Explosion, Lightning, etc.), natural or artificial, are resisted on POWx3% , half damage if failed. Mods: 10-step adds 5 min to duration / mp Empathy ESL: 5 Range: 5m. (one) Time: 5 SR Cost: 1/rnd Effect: Enhance or reduce an emotion already existing in an individual. POW vs. POW each round on R.T. for success. Mods: 10-step adds 1 to number of people affectable, and extends range by 2m. Fall Reduction ESL: 1 Range: 10m/mp Time: 1 SR Cost: 1/SIZ Effect: Slows rate of falling from any height to safe levels. Mods: 10-step gives extra SIZ per mp Fire Starting ESL: 1 Range: 3m. Time: 1 SR/SIZ Cost: 1/SIZ Effect: Ignites a flammable object. Cannot be used on living animal. Mods: Total % is halved is object is uninflammable, wet, etc., Flight ESL: 5 Range: Self Time: 1 SR Cost: 1/2 SIZ/2 min + speed-mp Effect: Glide through air horizontally, vertically as whim. speed-mp is a magic point spent as such Speed is as follows: Horizontal: 40m./rnd + 10m/rnd/speed-mp Vertical: 20m./rnd + 5m/rnd/speed-mp Mods: 10-step adds 2 SIZ per mp used until caster's SIZ is reached, then duration is doubled each step. Healing ESL: 4 Range: Touch Time: 1 min./hp Cost: 1 / hp Effect: Each round spell % is rolled, if it fails, hp is not healed, and the point is not expended unless roll is fumbled. An empathic link with the target is necessary for the healing, if the healer cannot empathize with the target, then POW vs. POW must be rolled on R.T. The mp is lost if target resists. Disease and mental disorders may be attempted, but skill % and cost is penalized. Note: Yes, it is supposed to be difficult. I'm a Wizard, Jim, not a doctor! Inner Strength ESL: 3 Range: Self Time: 10 SR Cost: 1/minute Effect: (Raises) strength to racial maximum for duration. Mods: If racial maximum is over 18, then add 1 mp to Cost per minute for every 2 STR points over 17. (Round down) If STR is already racial maximum or higher, add 1 to STR for duration. Iron Will ESL: 4 Range: Self Time: 4 SR Cost: 2mp/+1 POW Effect: Increases caster's defensive POW for resisting spells, spirit combat, etc. Mods: 10-step adds 10 minutes to duration Kinetic Blast ESL: 5 Range: 10m +5m/+1mp Time: 1 SR Cost: 1/SIZ Effect: Knocks down 1 opponent. a) Blast SIZ vs. victim's SIZ on R.T. to resist. b) If spell works, knockback % (BSIZ-SIZ+d10)/3 meters c) DEXx3% to remain standing (no damage) d) If fall 1hp damage / 3m knocked back. e) If target hits a wall, subtract air-travel distance, then take 1hp/2m left. (Dex roll irrelevant) e) CONx3% if fall to stay conscious (fail % 2d8 min.) f) Any knocked down take (DEX SR) rds to get up Mods: 10-step adds one to the BSIZ (Blast SIZ) per BSIZ-mp Korac's Shields ESL: 8 Range: Self Time: 4 SR+1SR/shield Cost: 4/shield Effect: Metallic silver discs hover about the caster, automatically blocking attacks of the following forms: Missile Weapon Natural Attack Elemental Bolt Melee Weapon Magical Attack Light/Heat Does not protect vs. Illusions, Mists, Gases, Dusts, Psychic, or area-of-effect attacks. The blocking disc will have value 25 for purposes of armor/spell resistance, then dissipate. Only triggered by successful attacks. Multimissile (etc) is a single attack. Lasts 10 minutes. Mods: Spell may be used multiple times (re-cast as needed) Light Globe ESL: 1 Range: Touch Time: 2 min Cost: 1/2hrs Effect: Creates a globe of light which lasts base 4 hrs. The globe may be attached to any object. It can vary in size from 4" dia. (Shedding 5m rad. of light) to 20" rad. (shedding 25m rad. of light). The globe will take 2 hp damage/hour duration before shattering. It weighs 1 ENC/4" diameter. Mods: 20-step increases duration 1 hr/mp Lock/Knock ESL: 2 Range: 10m Time: 2 SR Cost: 2 Effect: Opens or secures and door/portal with locking mechanism, as if caster were attempting it with their Devise skill. Mods: 10-step gives +5% to the chance of success on the Devise Magebolt ESL: 8 Range: 100m Time: 1 SR Cost: 16mp Effect: Delivers the caster's POW in damage to the target's general hp, if their POW is overcome. Ignores armor and protection spells (as per disruption). Regardless of POW result, target is knocked back 3d6 meters, and must roll CONx3% or be stunned for a like number of rounds (befuddled). Mods: 10-step increases effective attack POW by 1 Mask Self ESL: 6 Range: Self Time: 3 SR/sense Cost: 1/min/sense Effect: Hides self from detection by one or more sense. Sight - Invisibility Smell - Scentlessness Hearing - Silence Mental Sense - mind mask (2x Cost) Movement is possible, but physical violence, spell use, or like distractions will nullify the effect. Mods: 10-step adds 1 min / mp Mental Barrier ESL: 6 Range: Self Time: 6 SR Cost: 2/rd. Effect: For duration, immune to all physical harm, but cannot do anything other than concentrate. Mind Over Matter ESL: 6 Range: Self Time: 1 min Cost: 1/min. Effect: Gives body ethereal quality, allowing caster to pass through non-energized solid barriers at normal move rate. Also gives immunity to non-enchanted, non- energy weapons, objects, and creatures. Can be used in conjunction with flying to fly at double rate. Mods: If used simultaneously with Flight (the spell), 10-step doubles duration. Mind Read ESL: 5 Range: 3m/10% skill Time: 1 min Cost: 1/min. Effect: Read surface thoughts / emotions of any in range unless they make POWx1% . Special success gives ability to read a secret bit of knowledge, but victim then knows of intrusion (Roll POW vs. POW on R.T. each following minute to retain reading access.) Critical success grants knowledge without victim's awareness. Mods: No boost. 10-step gives +3m range (as above). Penalized -5% /3m out of original 3m. range. Mind Snare ESL: 7 Range: Mind Touch Time: 1 SR Cost: See Below Effect: Traps an astrally projected form in the vicinity of the snarer. MP's put into the spell are compared vs. Projected creature's current mp's on the Resistance Table. If the snaring is successful, then the victim's astral form cannot leave the presence of the snarer unless dismissed, or snarer falls unconscious without first commanding the spirit to remain near the snarer. Snared victims must roll CONx5% each day; if failed, body loses 1hp (cannot be healed until spirit returns.) Mind Reading and the like can be used on the victim at 150% efficiency. Mods: Three questions may be exacted from the victim in exchange for freedom. Such a pact must be carried out without deception or the spell will balance the effects. Snared victims must answer completely and truthfully, but may pervert the question or answer in a vague (but complete) manner. Also another astral form may seek to free the trapped form by baiting the snarer to attempt a snare on them. If the snare is successful, the both forms are trapped, if not, the first snared form gets another R.T. check, POW vs. POW. No boost. Mind Stun ESL: 5 Range: 10m. Time: 1 SR Cost: As duration Effect: Hypnotize by sight. POW vs. POW on resistance table is compared. If successful, stunned 1 rd/mp used. During this time, caster may attempt to suggest via Sending at their Sending or Communication % , whichever lower. Victims will not do things contrary to their basic nature. Stunned individuals are effectively befuddled. Mods: If the victim is using mental mind reading or the like on the caster when the spell is used, the victim's POW is halved on the resistance table, but no suggestions can be made. No boost. Neutralize Magic ESL: 4 Range: 10m+1m/mp Time: 1min/mp Cost: 2/mp to dispel Effect: This spell unweaves magics from spells and enchantments. The spell will reduce the target by 1 mp per 2 mp cast. This weakening occurs as the casting is performed. The spell may be increased or cancelled at any time during the casting. When the spell is concluded, if the target spell has not been extinguished, it will attempt to "snap back" into existence. The chance of success is its *original* mp vs. the neutralize mp total on the resistance table. If it fails, the spell is destroyed. Thus, magical barriers and such can be weakened appreciably without destroying the whole enchantment. Mods: 10-step adds +1mp/casting minute (min. 1 minute) Neutralize Poison ESL: 4 Range: Touch Time: 1 SR/POT Cost: 2/POT Effect: Neutralize any poison or venom/poison. Success % is Caster's Treat Poison % (which gives knowledge of POT). Mods: +10% (to spell success) / +1 mp +5% (to Treat success) / 10% Bio/Chem/Plant Lore (Whichever appropriate) Night Vision ESL: 3 Range: Sight Time: 1 min Cost: 1/10 min. Effect: See at night as if it were day. Mods: 10-step gives added 10 min./mp Paralysis Touch ESL: 5 Range: Touch + Time: 1 SR Cost: 1/rnd Effect: Paralyzes target for duration if overcome in POW contest Mods: 10-step adds 1m to range. No boost. Personal Warding ESL: 2 Range: Self Time: 1 min. Cost: 2/hp Effect: An magical warding is put up around the caster (similar to Shield). It is invisible. It lasts until destroyed. It can be rebuilt by starting another, but a warding of greater strength cannot be constructed until no warding is on the caster. It loses one point of protection for every 3 points of damage taken. A critical hit takes down levels on a point-for-point basis. It cannot be used in conjunction with Damage Resistance, Protection, Shield, etc. At 75% or higher skill it can be formed beneath the caster's armor. Mods: 10-step gives +1 point required to lower 1 protective level Retrocognition ESL: 7 Range: 30m x 30m x 30m Time: 10 min Cost: 10 + d10 CON + Effect: Caster meditates for the casting time, then falls into a trance which only a major wound can bring him/her out of. 1 - 10 CON are lost and the trance is dissolved 1 hour later per CON lost. (CON regained 1/hour during trance). Upon waking, the caster has his INTx3% chance of recalling the vision seen. Mp's not regained during trance. Mods: 10-step increases the INT check by 5% Robinn's (In)sobriety ESL: 1 Range: 3m Time: 1 SR Cost: See Below Effect: Sobriety - Relieve effects of intoxication must (even on self) overcome POW/2 of target. Costs 1/POT of the intoxicant. Insobriety - illicits an intoxicated response in the target. Must overcome their POW. Effect is as per a Demoralize spell, but target is often more brave. Costs 1/minute of effect. Mods: 20-step increases POT or duration (rds) by 1 Sending ESL: 5 Range: 1 km / mp Time: 1 SR Cost: See Below Effect: Make mental communication link with another known intelligent entity (know name at minimum). Mods: Every 10% of skill allows 1 free point w/ respect to range, but each point used in this manner reduces spell % by 5%. Note: Combat of Wills: A Sender may lock himself and one opponent in a mental battle. Sight is needed to start the battle, and it can only be disengaged, at the end of a round, by the winner of that round. Total concentration must be maintained by the sender. A major wound to the sender will end the battle. A Sender may initiate such a combat once a day per 30% skill over 50% . The battle goes as follows: a) Sender vs. Non-Spell-User Sender's current mp vs. POW of victim on R.T. Each round, % determines winner. Loser loses one mp or pseudo-POW. Challenge winner is the one with points left. Challenge loser goes unconscious for d4 rounds. POW of victim is not reduced. b) Sender vs. Spell-User Current mp's compared on R.T., all else as above, but mp's lost must be regained normally. Sense Presences ESL:3 Range: 10m/mp Time: 2 SR+1SR/10m Cost: As Range Effect: Successful % roll indicates sensing of intelligent minds in Range, knowing direction and distance. Special success gives type of creature. Critical success gives thoughts, emotions, possibly name and flash vision of creature. Mods: 10-step adds 5m to range/pt used Shape Change ESL: 4 Range: Self Time: 4min+1/SIZ change Cost: 1/SIZ changed (costs caster's SIZ + change in SIZ) Effect: Change into any living thing. Some mutations and special powers are unreproduceable, but mundane racial powers / resistances are acquired in general. Mods: 20-step reduces casting time 1 minute Shielding ESL: 5 Range: Touch (One) Time: 5 SR Cost: 1/rnd. Effect: All resistance rolls of shielded individuals are vs. combined POW, mp, etc. of bonded individuals. Neither of the link's participants may use any (new) mp for the duration of this spell. A major wound to either will break the link. Shardstrike ESL: 7 Range: 30m Time: 1SR/d4 Cost: 2mp/d4 Effect: A stream of energized crystalline shards streams forth from the caster to the target. The caster must overcome the target's POW, or the shards strike and crumble to dust. If the power is overcome, roll location, apply armor and protections, then take the damage, noting 10-step below. Mods: 10-step adds +1 to total damage due to shattering on impact Shocktouch ESL: 3 Range: Touch + Time: 3 SR Cost: 1 / hp damage Effect: Zaps target with electrical damage. Armor does not protect against this attack. Caster must defeat target in a POW contest for the spell to have any effect. Mods: Victim POWx1% roll will halve damage 10-step adds 1 m. to the range. Speak to Animal ESL: 1 Range: Self Time: 1 min Cost: 1/10 min. Effect: Allows caster to speak with one type of animal. Spell Resistance ESL: 3 Range: Self Time: 3 SR Cost: 2mp/level Effect: Sets up a field whose level must be overcome by incoming spells (point-vs-point) on the Resistance Table. May not be used in conjunction with Spell Warding. Mods: 20-step adds 1 level to total for free, though such is active only if the spell is in effect (mp spent) Spell Warding ESL: 4 Range: Self Time: 1 minute Cost: 4mp/level Effect: Absorbs the next (level) levels of spells which are directed at the warded caster. Lasts until completely shot or warded caster releases it. Cannot be used in combination with Spell Resistance. Can partially weaken a spell, reducing its effect as appropriate. Mods: 20-step adds 1 level per 4 mp spent Sterilize ESL: 2 Range: Touch Time: 10 SR Cost: 1/hp or SIZ Effect: Sterilize wound vs. infection. Can prevent disease/destroy germs if applied within 10 min. of exposure. Also can be used to purify food and drink. Mods: Bio-Warfare Diseases cost much more: Broo disease/Bubonic plague/Malaria/Small Pox/Etc:+5mp/person Soul Waste/Super-Anthrax/Super-Leprousy/Etc: +10mp/person Using this on such diseases drains 1 CON per 2 hp sterilized. (Regain 1/day). Stone Shaping ESL: 4 Range: 10m / mp Time: 3 SR + 1 SR/ENC Cost:1 SIZ changed/mp Effect: Change shape (only) of rock (metal) formation. Range refers to propagation through stone and metal in contact with one another. Mods: Hard metals cost double, alloys triple (6 ENC = 1 SIZ) 10-step adds 1 SIZ/mp Summon Winds ESL: 8 Range: Variable Time: 1 min Cost: Variable Effect: A) Calm Winds: Range 30m. rad./mp Time: 2 min. Cost: 1mp / 10km/hr / 10 min. Mods: 10-step adds free 5 km./hr OR doubles durat'n If calming is within speed range, then cost only applies to radius. B) Change Wind Direction: Range: 1km diam. Time: 1 min./10 deg. Cost: 1/10km/h/10deg. Mods: 10-step adds 10km/+1mp C) Whirlwind Range: 5m/10% skill or +1 mp Time: 1 rd. Cost: 1/min. + Effect: disperse insects,mists,gasses,dusts, capsize small watercraft, etc. D) Gust of Wind Range: 3m. x 3m./10% or +1mp Time:2 rds(10sec dur.) Cost: 2 Effect: Blast of wind knocks over small things blows flying critters, fans fires, extinguishes torches, candles. Suspended Animation ESL: 4 Range: Self Time: 1 min Cost: 1/day Effect: Puts body in comatose state. Body is preserved, mind is suspended in awareness. No sustenance needed. Aging ceases for duration. Do not fumble! Mods: MAX point expenditure is POW/2. 10-step doubles duration per mp. Note: Time needed to "will self" out of this state is n minutes, where 2^n is the number of days spent in this state. Sustenance ESL: 4 Range: Self Time: 10 min Cost: 1/day Effect: No need for food or water during duration. Max POW days before needing to eat and drink for POW days. Speak Language ESL: 4 Range: Self Time: 30 sec Cost: 1/10 min. Effect: Speak any unknown language which is known to one within hearing range, who is speaking that language during the casting of the spell. Speak % is the % of that person. Critical success gives base d20% skill in that language, permanently. Mods: 10-step adds 10 min./mp Teleport ESL: 6 Range: Infinite Time: 1 SR Cost: See below Effect: Instantly transports body and encumbrance in weight to a well-known place. Cost is base 8 mp + half the caster's POW. (Regain 1/hour of sleep). Mods: Cost is reduced by 1 mp per 20% skill beyond 20%, but POW loss is unchanged. Telescopic Sight ESL: 3 Range: up to 1 km. Time: 1 min Cost: 1/ min. Effect: Allows caster to see clearly 1 km distant, provided vantage point is good, and vision is unobscured. Mods: 10-step adds 1 min./ mp Throw Flame ESL: 3 Range: 1m/mp Time: 1 SR/d4 Cost: 2mp/1d4 damage Effect: Target engulfed in flames if 1) Spell works, 2) Flames hit (use Throw skill) 3) Target fails to dodge (parry won't be effective). Armor applies as per fire rules. Target's clothes, etc. flame as well doing 1 hp damage/ original d4 damage put into spell, per round unless POWx2% is made (each round). This damage decreases by 1 pt./ round. Mods: +10% chance to hit /+1 mp, 10-step adds +1m of range Note: If the throw misses, it will hit _something_ Transcend Pain ESL: 9 Range: Self Time: 9 SR Cost: 6 + 1/min. required Effect: Immune to all pain/harm until (previously stated objective) is carried out. Objective must be fairly simple and done within an hour. (e.g. Leap into the volcano and climb out) Transfer Consciousness ESL: 10 Range: Sight (Any means) Time: 1 min Cost: 2/ min. Effect: Transfer consciousness of caster into individual, creature, or inanimate object. Caster retains full sensory and mental faculties. Unwilling sentient individuals get POW vs. POW R.T. check. Caster's body remains in trace-like state. Mods: 20-step doubles duration/2 mp Truesight ESL: 6 Range: Self Time: 3 rds Cost: 1/min. Effect: See all things as they are. (Projections, invisibility, secret doors, holograms, shape changes, illusions, etc.) Mods: 10-step adds 1 min./mp Turail's Steely Blade ESL: 3 Range: Touch Time: 3 SR Cost: 1mp/(+5%/+1) Effect: Acts as Bladesharp, giving +5%/+1 per mp. Mods: Maximum mp allowed is as per 10-step. Turail's Seeking Blade ESL: 3 Range: Unlimited (One Planet) Time: 6 SR Cost: 8 mp Effect: The caster enchants his sword to locate a living person, creature, being (whathaveyou) whose name is known to the caster OR of which the caster possesses a part of (hair or blood is fine). Any screens against scrying or divination magics will nullify the spell. Only direction can be determined. The sword acts as a pointer (planetary curvature compensated for). The target has a POWx1% chance of feeling a slight prick. Mods: 20-step decreases cost by 1mp Turail's Flashing Blade ESL: 6 Range: 1m+ Time: 8SR Cost: 8mp base Effect: Conjures or temporarily enchants rapier. Conjure (no rapier in hand): Forms an enchanted rapier in the caster's hand. Dam 1d6+1 (3d6+3 on impale), 8AP Mods: 20-step gives +5% to hit, +1 *base* damage +10minutes/+1mp Enchant (rapier in hand): Doubles weapon's AP for duration Blade is "enchanted" 20-step gives caster 1 "remote strike" A "remote strike" has range 5m+5m/+1mp and appears as a long glowing shaft. Chance to hit is as per weapon skill. Mods: Can give weapon (+5%/+1 dam)/+1mp, max 8 Note: Cannot be used with Steely,Seeking or Blurring blade. Turail's Blurring Blade ESL: 5 Range: Touch Time: 8 SR Cost: 12mp Effect: Doubles the AP of the weapon in hand. Weapon is considered enchanted. Mods: 20-step gives 1 additional action (attack or parry) with said weapon each round. Thus, at 65% (3 20-steps), the caster would have 4 attacks, plus a (dodge or other-hand parry). Note: This spell cannot be used in conjunction with any other offensive spell including fanaticism, bladesharp, et al Walk On Water ESL: 3 Range: Self Time: 3 SR Cost: 1/SIZ/5 min. Effect: Allows caster to walk upon the surface of liquid (pool etc.) Waves are treated as bumpy land. Caster cannot break the surface. If submerged, hurls caster to surface. Mods: 10-step allows extra SIZ/mp OR 5 minutes to total duration Warding ESL: 6 Range: 3m+1m/+1mp Time: 1 SR/d4 Cost: 2/d4 Effect: Creates a magical force field shell around the caster and others. It is able to withstand d4 damage/2mp put in. This shields even against criticals. The barrier stops damage BOTH ways. Mods: Other, willing beings, who are within the shielded area may donate POW or mp's to help power the ward, provided the caster has Sending. Non-spell users' mp is drained. 20-step adds 1 hp to shell per 2mp used in protection. (Copyright 1991 by Rick Arthur - Free redistribution granted, similarity to spells from other systems is a cross-pollenation and homage of sorts, they are in no way meant to compete with the actual original source) ====================================================================== The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: bell@cs.unc.edu ...!mcnc!unc!bell Request old articles by volume number and issue number.