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Minor Elemental Spells


401 Elemental Defense I Duration: 1 min/level ELEMDEF1

+5 to Physical DS
+5 to Spirit wardings
-5 vs Elemental Attacks

Notes:

This spell affords some minor protection from all attack types.


402 Presence Duration: Immediate PRESENCE

When cast on a person, this spell allows the target to detect any hidden
or invisible people or creatures in the same room.

Notes:

Detecting a hidden or invisible character simply reveals that they are
present. The exact location of the hidden or invisible character is not
disclosed, therefore they remain hidden or invisible and the target
character cannot direct actions against them.


403 Picking Enhancement Duration: 1 min (Not cumulative) PKENHANCE

+10, +1 per level of the caster to the caster's lockpicking skill.
+5, +1 per 2 levels of the caster to another target's lockpicking skill.

Notes:

This spell enhances the lockpicking ability of the target character.
When used upon the caster, the spell has greater potency than when cast
upon another character. Disarm skill is not enhanced by this spell.


404 Disarm Enhancement Duration: 1 min (Not cumulative) DSENHANCE

+10, +1 per level of the caster to the caster's disarm skill.
+5, +1 per 2 levels of the caster to another target's disarm skill.

Notes:

This spell enhances the trap disarming ability of the target character.
When used upon the caster, the spell has greater potency than when cast
upon another character. Lockpicking skill is not enhanced by this spell.


405 Elemental Detection Duration: Immediate ELEMDETECT

When cast on a person or creature, this spell will reveal the nature of
any spells that may currently be in effect. When cast on an object, this
spell will reveal the exact nature of any spell that may be stored in an
object, such as a wand, or in the case of an enchanted weapon or armor,
will reveal the plus of the object, or will indicate other special
abilities of the object.

Notes:

The amount of information provided by this spell is directly related to
the level of the caster. The caster will not be able to identify spells
of a higher level than his/her own level. As the caster advances in
level, more information regarding the nature of magical items will be
revealed, including the number of charges in an item, the exact plus of
weapons and armor, and other special qualities of items. Some magicks
are so potent or complicated as to be resistant to this spell.




406 Elemental Defense II Duration: 1 min/level ELEMDEF2

+10 to Physical DS
+10 to spirit warding
-10 vs Elemental Attacks

Notes:

This spell affords some moderate protection from all attack types.


407 Unlock Duration: Immediate UNLOCK

Causes closed and/or locked containers or doors to pop open.

Notes:

The percentage chance of success is based on the aura of the caster
and the caster's level. An unsuccessful attempt to cast this spell has
a chance to set off any trap that may be a part of the locking device.
This spell is not enhanced by the use of Picking Enhancement.


408 Disarm Duration: Immediate DISARM

Causes a trap on a container or door to be disarmed.

Notes:

The percentage chance of success is based on the aura of the caster
and the caster's level. An unsuccessful attempt to cast this spell may
set off any resident traps. A successful cast on a trapped mechanism
will provide positive indication that a trap has been disarmed, but a
successful cast on a mechanism free of traps, or a failed cast will not
necessarily reveal the presence of or lack of a trap.


409 Elemental Blast Duration: Immediate ELEMBLAST

This spell is an attack against the target using pure elemental power.

Notes:

The target character or creature that fails a spirit warding is
subjected to a crushing injury. The severity of the injury is
based on the degree of the spirit warding failure, and the difference in
levels between the caster and the target.



410 Elemental Wave Duration: Immediate ELEMWAVE

This spell causes the mana in the area to "pulse" in a physical
wave that may result in knocking down all characters and creatures
in the area.

Notes:

The wave moves outward from the caster and the caster has some limited
control over the direction that the wave moves in. All characters and
creatures not joined to the same group as the caster must make a saving
roll, or fall prone.


411 Elemental Weapon Duration: 3 strikes/level ELEMWEAP

This spell adds a magical +20 to the AS of a weapon and provides that
weapon with the ability to inflict intermittent blasts of special
types of damage.

Notes:

The weapon that this spell is to be cast upon must be free of any other
magical or holy enchantments. The exact nature of the special damage
imparted by the weapon will vary from one caster to another. Some will
find that the spell imparts blasts of heat, others will impart blasts of
cold, and others will impart blasts of electricity.


412 Weapon Deflection Duration: 10 sec/level WPDEFLECT

This spell causes the target to suffer a -25 AS penalty.

Notes:

This spell is subject to a Spirit Warding Roll.


413 Elemental Saturation Duration: 10 sec/level ELEMSAT

This spell causes the target to suffer a -25 penalty to all Spirit
Warding.

Notes:

This spell is subject to a Spirit Warding at normal modifications.


414 Elemental Defense III Duration: 1 min/level ELEMDEF3

+25 to Physical DS
+25 to Spirit Wardings
-25 vs Elemental Attacks

Notes:

This spell affords powerful protection from all attack types.


415 Elemental Strike Duration: Immediate ELEMSTRIKE

This spell is a powerful attack against the target using pure elemental
power.

Notes:

A Spirit Warding applies to this spell.


416 Piercing Gaze Duration: Immediate PIERCEGAZE

This spell allows the caster to see into, behind or under containers of
all types.

Notes:

Many containers carry natural resistance to the power of this spell
based on the material used in the construction of the container.


417 Elemental Dispel Duration: Immediate ELEMDISPEL

When cast on a character or creature, this spell will have one of the
following effects:
1) Cause the target to lose any prepared spell, along with the
appropriate number of mana points for that spell.
2) Cause a magical effect in force on the target to be canceled.
3) Cause the target to lose part or all of their Mana Points.
When cast on an item, this spell has a chance to drain charges, dispel
any stored spells, remove part or all of an enchantment, or remove
some other special quality.

Notes:

The effect of casting on a character or creature is in order of precedent
stated. The chance of failure depends on the level of the caster and the
level and type of stored spell or enchantment.


418 Mana Focus Duration: 1 min/lvl (Not cumulative) MANAFOCUS

This spell allows the caster to temporarily gather the local elemental
forces, creating a small Mana Focus.

Notes:

When handling raw elemental power, there is always a chance of
failure, and a chance that the power will break free from control with
chaotic results.


419 Mass Elemental Defense Duration: 1 min/level MASSEDEF

+25 to Physical DS
+25 to Spirit Wardings
-25 vs Elemental Attacks
To all characters joined to the caster.

Notes:

If cast on a target other than him/herself, this spell operates as
a normal defense spell, and will not radiate effects to characters
joined to that target.


420 Magic Item Creation Duration: Permanent MAGITEM

This spell allows the caster to imbue any known spell of a lesser level
into a specially prepared object.

Notes:

This spell allows for the creation of Wands, Staves, Rings, etc. Objects
that are to receive the spell must be specially prepared or forged under
stringent conditions and the component objects are typically
only available from special merchants.


425 Elemental Targeting Duration: 30 sec/level ELEMTARG

This spell provides a plus to the AS of the target equal to the caster's
level.


430 Elemental Barrier Duration: 30 sec/level ELEMBARR

+ Caster's Level to DS
+ Caster's Level to Spirit Wardings
- Caster's Level vs Elemental Attacks


450 Minor Elemental Duration: Immediate MNELEMENT

This spell allows the caster to transport to another location.

Note:

The caster, and any characters joined to him/her will be immediately
transported to the nearest Mana Focus.


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