st Level Spells
Glow
Level:
1Beast Call
Level: 1
Range: 500 ft
Casting Time: One melee action.
Duration: Instant
P.P.E. Cost: 5
When an animal (regardless of its affiliation with shaman) dies, the shaman can use up five P.P.E.tm to absorb five times the P.P.E.tm base of the fallen creature or ten P.P.E.tm, whichever is highest. The ritual is instantaneous, but will not work if the beast is killed by technological means
Curse: Beast Eyes
Level: 1
Range: 60 feet
Casting Time: One melee action.
Duration: Two hours per level.
Saving Throw: 12 or better (does not change).
P.P.E. Cost: 40
This is a powerful curse that can only be used on humans and intelligent life forms, and can only be broken with an anti-curse spell. This curse inflicts the victim with a life-long fear of animals. He is petrified of all animals, specifically their eyes.
Defense: Odorsecretion
Level: 1
Range: Can be smelled for 600 ft.
Casting Time: One melee action.
Duration: One week per level.
Saving Throw: None
P.P.E. Cost: 5
The shaman can secrete a powerful resin that has a highly potent smell. The resin cannot be removed by technological or magic means and will disperse with time. The smell is so strong and repulsive that no one will want to go near or touch the object or area affected for the spell duration.
Marking
Level: 1
Range: Touch
Casting Time: One melee action.
Duration: Infinite
Saving Throw: None
P.P.E. Cost: 5
Frankly, a rather useless spell allowing the shaman to "Decorate" One of his familiars with markings or colors. This indicates to other animals that the animal is a familiar, and not to be messed with. To humans, it indicates a weird animal, one that shou l
Maintain Temperature
Level: 1
Range: Self, or objects or others by touch.
Duration: Fifteen minutes per level.
Casting Time: Two melee actions.
Saving Throw: Standard if resisted.
P.P.E. Cost: 4
This simple enchantment spell can be cast on just about anything. For the duration of the magic the object or life form will maintain its natural temperature. Whether human or ice, nothing will be able to alter the temperature. This spell is vital when travelling in arctic environments and scorching deserts without protection from the elements. This spell provides no special resistance against fire or ice attacks, but heat and cold attacks will only do half damage. Magic and mega- damage fire, heat, ice, and cold do full damage.
Singing Insect (Level 1 Spell)
Range: 90 foot (27.4 m) radius.
Duration: 4 melees per level of experience.
Saving throw: None
P.P.E. : 2
Extremely useful to rogues, this spell will conjure up the background sounds of insect life common to the area. They will start softly and unnoticeably rise in volume, masking the sounds of the character and all within the spell's range, giving them a 95% effective Prowl skill as far as not being detected by sound. They will still need to stay out of sight, however. These sounds are also magical in nature and cause a calming affect, giving the caster a bonus of +2 to initiative.
The volume can also be increased causing an almost deafening chorus. Everyone within the spell's range will suffer -1 to strike, parry and dodge due to the distracting numbing noise. These chirps travel so well that all those within 300 feet (91.5 m) will still hear faint calls, giving the caster an effective Prowl skill of 62% (or +15% if the skill is known) as far as not being detected by sound.
Quickdraw (Level 1 Spell)
Range: 10 feet (3 m) radius per each level of experience.
Duration: Instant
Saving throw: None
P.P.E.: 2
Any object under 10 pounds (4.5 kg) will be heavily attracted to the caster's hand, as if it was powerfully magnetized (effective strength of 25). The object will instantly shoot towards the casters grip. If the object is less than 20 feet (6.1 m) away, the character can grasp and use it with only one action. Anything else beyond this range will take one action to attract. If the return path is blocked by an object, the item will go up to 50 feet around to find a path to it's master, otherwise it will fall as close as possible that is in a direct path of the caster.
SEE MAGIC ENERGY
Level: 1
Range: Line of Sight/Self, Others by touch or within 5 ft per level of experience.
Duration: 2 minutes per level of experience.
Damage: None; see effect.
Saving Throw: Standard if the powers are not wished.
P.P.E. Cost: 3
Effect: This spell allows the caster or someone nearby to see the magic energy radiating from people, creatures, objects, and areas, as long as more than 20 P.P.E. points are present in the source being looked at. The sensing ability is so acute that the character can see things made invisible either magically or naturally, including supernatural creatures, entities, and elementals. Any character under the affliction of a spell that cost more than 20 P.P.E. to cast will also be noticeable to the recipient of this spell.
VACUUM SPEECH
Level: 1
Range: Self or others away 100 ft +50 ft per level of experience.
Duration: 30 minutes per level of experience.
Damage: None; see effect.
Saving Throw: Standard if the power is not wanted.
P.P.E. Cost: 2
Effect: Allows the spellcaster and others to speak in the airless environment of outerspace, or in any other kind of vacuums. Allows for spellcasting and verbal communication when no radio is handy. This spell does not grant the spellcaster the ability to breathe without air and, if human, will run out of breath within 2 minutes. Note: Still muted in Globe of Silence.
Glow
Level: 1
Range: 120ft
Duration: 24 melees per level of experience
Saving Throw: None
PPE: Two
This incantaion can be cast on a object or a person. Once cast it causes the target to appear as if glowing a bluish light. The light will illuminate an area of up to 3ft from the target. Practioners above first level can control the color for one extra PPE at the time of casting. If cast on a person it does not interfere with vision. The glow is barely visible in full daylight. It can not be cast on a specific body part (like the eyes), but can target a individuals items (like a weapon). The spell will not illuminate an area larger then mansize (such as a horse).
Player: I cast glow on the sword and the go to the local armorer's shop. I explain to the aromer that it is a magic sword.
GM: Ok the armorer calls in the local mage to cast sense magic on the weapon. The mage confirms that the sword appears magical. The armorer pays you a handsome price for such a rare weapon.
Player: I collect the money and smile. Then I beat feet out of town before the spell wears of.
LOCATE STAR
Level: 1
Range: 500,000 light-years per level of experience. Knowledge is cast on self-only, or others by touch or within 2 ft per level of experience.
Duration: 1 hour per level of experience.
Damage: None
Saving Throw: Standard if the knowledge is not wanted.
P.P.E. Cost: 3
Effect: This simple spell allows the caster to locate any existing galaxy, black hole,white hole, star, planet, asteroid, comet or other celestial body provided the caster knows its name. This spell will NOT locate ships, lifeforms, mineral deposits, constellations, or spaceborn ley lines and nexuses.
-Heal light wounds (lvl 1)
PPE:
Duration: instant
Range: touch or 3'.
Restores 1d8 HP or SDC
Strength of the Earth
Level: 1(earth warlock) or 3 (mage)
Range: caster
Duration: 2 melees per caster level
PPE: 5
This spells adds 2d4 to a character's PS and 3d6 to their physical SDC/MDC for the duration of the magic. This magic will only work if the character is close to the earth. If the character leaves the ground during the spell, it fails and the bonuses are lost.
Essence Armor
Range: Self
Duration: One melee round per level of experience
Damage: 1D6 per two levels of experience
Saving Throw: Special
P.P.E. : 10
This spell creates a hazy black aura around the caster. Whenever he touches, or is touched by a living being, that being must roll a saving throw versus magic. If the saving throw is successful, the being suffers normal damage. If it fails, a S.D.C being will suffer damage directly to hit points, and a M.D.C. being will suffer damage that cannot be bio-regenerated for 1D4 hours. This spell will affect anyone in light or medium body armor.
Essence Bolt
Range: 100 feet ( 30m )
Duration: Instant
Damage: 3D6, plus 1D6 per two levels of experience
Saving Throw: Dodge, plus Special
P.P.E. : 1
This spell causes a pitch black bolt to streak forth from the caster to the target. On impact, the target must roll a saving throw, with the same effects as Essence Armor. The Essence Bolt will ignore body armor ( but not magic armor, power armor, or robot vehicles ). It has a flat 1-50% chance to ignore force fields, and a 1-5% chance per caster level of experience to ignore magical spell protections.
Bladder Burst (Level 1 Water Spell)
Range: One person per every three levels of experience
Duration: Instant
Saving throw: None
P.P.E. : One
This spell will increase the moisture content and pressure within a specific target's bladder. This disastrously results in the victim wetting himself uncontrollably, soaking his trousers with pungent urine. -4 to P.B. until cleaned up.
The opposite of this spell will mystically evaporate pent-up fluids in the bladder, negating the need to relieve oneself for at least 6 hours. Very useful when drinking heavily.
Water Skin (Level 1 Water Spell)
Range: Self.
Duration: 60 melees (15 minutes) plus 40 melees (10 minutes) per each additional level of experience.
Saving throw: None
P.P.E. : One
This spell will create a layer of circulating water covering the entire body of the character. This will give the benefits of a wet body suit and will not dampen clothing worn. When cast, two forms can be selected, warm or cold water. Each will protect the caster from the opposite temperature effects by environmental conditions. Warm will allow normal activity in temperatures as low as -30 degrees Fahrenheit with no penalties. Cold will allow normal activity in climates as high as 140 degrees Fahrenheit with no penalties or dehydration. When the spell expires, the water will disappear.