Mystic

TOC
1. Glossary
2. Magic Commonality
3. Mystic Magic
Spirit Spells

1. Glossary, see Magic

2. Magic Commonality, see Magic

Common Magic Spells: see Common Magic

3. Mystic Magic

[Need general background on the cosmology of the mystic realm.]

General
Maximum points in a variable mystic spell is limited by the character's Spirit (and by social or religious reasons). Example, Hilber has 5 Spirit and is limited by the priestesses in his religion to 4 point spells. He can only 4 point spells maximum, but he could learn 5 point spells if not socially restricted. Most mystic spells are cast on a person, not a weapon or piece of armor, for example.

Spirit Spells

Armor: (var) +2 AP per point

Avoid: (var) +2 Avoid per point

Confuse: (1) Target will defend themself and attack anyone attacking them

Destruction: (1) Causes one hit to target if PM is overcome.

Dispel: (var) When cast, the target's PM does not need to be overcome and all the spells that can be dispelled are. A variable or stackable spell is not partially dispelled. Example. Dispel 2 cast at a target with three spells: Confuse (1 spell power), Improve Admin 2 (4 spell power because it is two points of god spells), and Flaming (2 spell power). The Confuse and Flaming are dispelled and the Improve is unaffected. If the spell was Dispel 4, the Improve Admin would be temporarily dispelled for one hour (the duration of mystic spells like Dispel.)

Fire Missile: (1) casts on two missiles at once, replaces missile damage with +4 damage each, can ignite flammable substances

Flaming: (2) replaces melee weapon damage with +4 damage, can ignite flammable substances, all weapons the target uses become flaming.

Frighten: (1)

Heal: (var) Heals one hit for each point

Healing Touch: (1) transfers damage from touched target to caster

Missile Attack: (var) +2 skill per point with any missile weapon.

Parry: (var) +2 skill per point with weapon/shield spell is cast on

Refresh: (2) all fatigue effects eliminated

Sureshot: (1) casts on two missiles at once, +2 skill and +2 damage each

Speed: increase movement rate

Spell Aura: (var) 2 protection vs. spells per point

Spirit Aura: (var) +2 PM per point for defense against spirits

Spirit Attack: (var) +2 PM per point for all attacks using spirit (spells and spirit combat)

[Weapon] Attack: (var) +1 skill, +1 damager per point for weapons of that category. Limited to weapon of the correct type. Versions: [Axe, Body, Flail, Hammer, Knife, Mace, Spear, Sword, Tool]


Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com

Updated 6 MAY 02