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
[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.
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]
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Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com |
Updated 6 MAY 02 |