From - Sun Sep 13 21:03:51 1998 Received: from dfw-ix13.ix.netcom.com [206.214.98.13] by mail.ctnet.net with ESMTP (SMTPD32-4.04) id A2D22B80248; Sun, 13 Sep 1998 20:35:14 EST5EDT Received: (from smap@localhost) by dfw-ix13.ix.netcom.com (8.8.4/8.8.4) id UAA25698 for; Sun, 13 Sep 1998 20:29:35 -0500 (CDT) Received: from irv-ca22-44.ix.netcom.com(204.33.157.108) by dfw-ix13.ix.netcom.com via smap (V1.3) id rma025409; Sun Sep 13 20:25:18 1998 Message-ID: <35FC7177.1E4A@ix.netcom.com> Date: Sun, 13 Sep 1998 18:29:27 -0700 From: Mortdred X-Mailer: Mozilla 3.0 (Win95; U) MIME-Version: 1.0 To: smlucas@ctnet.net Subject: Furry ideas Content-Type: multipart/mixed; boundary="------------371D3B6B229D" X-UIDL: 778 Status: U X-Mozilla-Status: 8001 This is a multi-part message in MIME format. --------------371D3B6B229D Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Wuf! Mortdred --------------371D3B6B229D Content-Type: text/plain; charset=iso-8859-1; name="earth.drk.txt" Content-Disposition: inline; filename="earth.drk.txt" Content-Transfer-Encoding: quoted-printable X-MIME-Autoconverted: from 8bit to quoted-printable by dfw-ix13.ix.netcom.com id UAA25698 Elementalist Spell Ideas: Earth Stoneplate: Casting this spell materializes a suit of armor for the person cast upon,= one which ceases to exist if dropped or otherwise leaving their person. This armour= otherwise lasts until it suffers damage equal to the Elementalism skill of the caster, ab= sorbing sufficient non-magical damage to prevent minor criticals and reduce greater ones sli= ghtly. Non-critical inflicting blows do not harm the armour, nor does it reduce = the damage. It gives a +10% (per power level?) bonus against both earth attacks and v= s. normal weapons, an equal penalty against water damage, and does nothing against = air or fire attacks. Create Aerthopoid: A stony gorilla, this imitation ape pounds with its' fists in battle, hal= f the wc being impact and half crushing. Should pound its' chest, bare its' fangs, etc. Hit points = should be based off the mental stats of the caster, wc should be 2 per power level at best. These= things have no minds or independent existence, so death of the owner should dissolve them. They s= hould not have spells, and skills should never exceed those of the caster except attack, melee, = dodge, and skills appropriate to their element. Cannot even defend themselves if the caster= is unconscious or unable to see what the firefriend is doing. Shoal of Earth: Creates a shimmering coat of spiritual mud & dirt, only visible to those = who can detect magic or see spirits. The target wearing the coat is protected from earth, by a= bout 6 points per power level, but beneficial spells of fire are negated by it. The Armor of Those Who Are Born from the Sowed Teeth: This black leather feels like onyx to the touch, and fits the designated = wearer like a blessing fits a paladin. It provides 8 points per power lvl of ac to non-= magical attack types, and 8 additional points vs. both water and air attacks. The armor is effectivel= y weightless, crumbling into sand upon being dropped, removed, or put in a container. This spell = is classified as an elemental illusion, the 'armor' actually being an exotic form of fire ele= mental with limited free will. Fumbles often result in the armor arriving anyway, but returning to= its' own plane just before the wearer needs it. Exhale Yellow Acid Cloud: This spell combines a bit of the living mana of the caster with the whole= some aspects of the element of earth in his lungs and exhales it as a living cloud. All s= uch living clouds must stay in contact with the caster or dissipate. If made larger than 1 room, any = pieces cut off by a closed door likewise dissipate. Clouds move slowly, but can be changed in size &= shape by the casters' will. Duration is affected by the level of the caster, while any excess m= ana transferred into the cloud boosts its' magical potency. It appears as a bright yellow cloud, e= asy to see through. It inflicts 1-6 points of direct acid damage to all organics in the cloud= each round, twice that to non-magical metals by corroding them away. Magical metals merely tarnish = slightly. This cloud senses the movement of mana inside it, detecting spells and en= chantment moving through as well as raw mana and no magic areas. In addition, any e= xcess mana put into it may be spent to precipitate acid onto a lock, corroding it in an = attempt to break in. Doors can also be corroded, but are harder to force open this way. Exhale Brown Acid Cloud: This spell combines a bit of the living mana of the caster with the dirty= , harmful aspects of the element of earth in his lungs and exhales it as a living cloud. All s= uch living clouds must stay in contact with the caster or dissipate. If made larger than 1 room, any = pieces cut off by a closed door likewise dissipate. Clouds move slowly, but can be changed in size &= shape by the casters' will. Duration is affected by the level of the caster, while any excess m= ana transferred into the cloud boosts its' magical potency. This cloud has the same sense power as= Yellow Acid Cloud, but also obscures sight, being a brownish smog which blinds any open eyes= save those of the caster, immortals, or demons. This cloud does damage two ways. First, bre= athing inside it inflicts 2-12 damage per round, normal resistances apply. Second, it inflicts dama= ge on any limbs not wearing armor, 1-6 per limb per round, no resistance save luck or magic. = Acid can be precipitated from this cloud the same as from the Yellow Acid Cloud. Evoke Golden Animus: This spell is related to the Living Clouds, as it combines the living man= a of the caster with an element. Unlike the clouds, an animus is a form of armor worn by the c= aster. All animus' have the power to sense vitality, enabling seeing the true race of any be= ing in the room even through darkness, blindness, and the Clouds. Any animus which runs out of= mana 'dies' and the caster is stunned by the loss for a moment. A shimmering golden f= ield covers the caster, like a layer of metallic paint. This animus has no ac at all! Instead, it= gives the caster increased dodging abilities and boosted strength, the more mana it carries the grea= ter the strength. Note that this spell cannot be used by the undead, those who serve Marghuul or= Tobin, or by demons. It is unusually susceptible to harm (i.e. losing mana through damage to t= he animus) from any undead being or demonic attack. This animus is exceptionally potent if ca= st by a seraph or angel. Evoke Glowing Yellow Animus: This spell is related to the Living Clouds, as it combines the living man= a of the caster with an element. Unlike the clouds, an animus is a form of armor worn by the c= aster. All animus' have the power to sense vitality, enabling seeing the true race of any be= ing in the room even through darkness, blindness, and the Clouds. Any animus which runs out of= mana 'dies' and the caster is stunned by the loss for a moment. Wisps of yellow gas s= urround the caster, stinking of rotting eggs. The caster's touch damages like the Yellow Aci= d Cloud, doing hit points to living creatures and corroding non-magical armor, permanently r= educing ac. Unlike the Cloud, this damage is based on the mana of the Animus, and the caster may= set how much is expended per touch. Some magical armor & weapons can also be corroded, ex= cept those which do not decay and those which hold the power of a blessing. Like the Brown= Acid Cloud, this Animus enables breaking locks and doors with mana expenditure. This animu= s takes extra damage from seraphs, angels, and the power of Celeborn. No holy being can= cast this animus, nor can most normal beings, only undead (including wraithes), demons, and wo= rshippers of Marghuul, Tobin, or Akhamshish may use this spell. Exhale Noxious Cloud: The caster exhales a cloud of vile looking yellow-green gas. It reduces t= he visibility terribly, and tastes horribly acidic. Within the cloud, no mortal (Legends, Demigods, a= nd Guildmasters are immune to this) can cast spells save the caster of this one, as the cloud= drains mana equal to that the attempted spell would have used from the would-be caster. At the will= of the caster, the cloud may become poisonous, corrosive, or acidic. Poisonous clouds harm all who= breathe, corrosive harms all metals save artifacts and a few other extraordinary objects, ac= idic burns all flesh, leather, and wood horribly. It cannot affect dragons under any cir= cumstances, any sort of dragon or drake is utterly immune. It is believed that only a Legend or D= emigod may perform this spell, lesser mortals lack the strength of spirit needed. Yellow Animus of the Element of Earth: A wispy yellow fog clings to the caster, bestowing maximum strength possi= ble for mortals of any sort. Like the noxious cloud, none below Legend may cast t= his animus. Summon Daughter of Saint Fabeau: Who or what Fabeau was before he became a sword is unknown, but his deadl= y daughters are rightly feared, for the cuts they inflict are seductive, addictive, pleas= urable, rather than painful as normal swords are. In the hands of gnome, sword-mage, earth elementalist,= paladin, or slut, they cause addicted foes to remove their armor and refuse to dodge or parry, s= o much do they desire the Deathkiss of the sword. Earth lore is needed to fight well with her. = Should a necromancer or chaotic-lord grasp her without knowledge of the earth, she sucks his life= out with each blow he attempts, tricking him into thinking he grows stronger. In appearance, th= ey seem to be green blades with runes of black eog along them. Conjuring the Mystic Tower: An elaborately carved tower, formed from a single block of stone, rises o= ut of the ground. The tower stands 80 feet high and 30 feet wide, with a foundation set 20 feet= into the ground. You determine the design of the chambers within (In mud terms, this is a smal= l castle which can be summoned as desired, but will not save items over reboots). Eyes of the Treacherous Terrain: The caster can tell intuitively when any natural terrain they see is trea= cherous, such as a rock field prone to sliding. Eyes of the Monolith: The caster may view events as they would be seen by a stone carving or st= atue which they have an Arcane Connection to. Obviously the carving or statue must have eyes of s= ome sort. Teeth of the Earth Mother: You cause twenty pointed pillars of white marble to spring up from the gr= ound to a height of 12 feet, forming a circle three paces in diameter. These pillars can be used= to cage people, to form a wall, or simply to skewer enemies. At their tops, the pillars are thin an= d as sharp as spears. At the base, where they touch, they are 18 inches thick. To skewer a target, you= must make a Targeting roll with a penalty of -3, but to capture a target you must make a standa= rd Targeting roll. Climbing to the top of the pillars requires three Climb rolls of 12+, and= the tops break away when the target reaches them, causing the victim to fall. Skewering a target d= oes +25 damage, possibly more on following Rounds if the victim struggles or is exceptionally heav= y. When the spell ends, the pillars crumble to dust. Maximillian's Earthen Grasp: This spell causes an arm made of compacted soil to rise from the ground.= The spell must be cast on open turf, such as a grassy field or a dirt floor. The earthen arm and= hand (which are about the same size as a normal human limb) rise from the ground beneath one creatu= re targeted by the caster. The hand attempts to grasp the creature's leg. The victim must at= tempt a saving throw; if successful, the hand sinks into the ground. Each round thereafter (until = the spell ends or the target moves out of spell range), the hand has a 5% chance per level = of the caster (over the level of the spell) of reappearing beneath the targeted creature, at = which time another saving throw is required. If a saving throw is missed, the earthen limb firmly g= rasps and holds the creature in place. An individual held by the hand suffers movement rate o= f 0, dodge & parry penalties of -10, and attack penalty of -10%. All Dexterity combat bonuse= s are negated. The hand causes no physical damage to the victim. The arm may be attacked by any c= reature, including the arm's victim. The arm has AC 20 and hit points equal to double the caster= 's maximum hit points. The maximum number of hit points that an earthen hand may have is 400. Wh= en the arm's hit points are reduced to zero or when the spell duration needs, the hand cru= mbles. Maxmillian's Stony Grasp: This spell must be cast on stony ground, such as a manmade stone floor, a= natural cavern floor, or a builder-strewn field. It is not possible to cast the spell on a stone w= all or ceiling. The spell causes an arm made of stone (about the same size as a normal human limb) = to rise from the ground beneath any creature targeted by the caster. The stony hand attemp= ts to grasp the leg of the targeted creature, who is allowed a saving throw to avoid the effect;= if the save is successful, the hand disappears. Each round thereafter, the hand has a 5%= chance per level of the caster (over the level of the spell) of reappearing and attacking. Creatu= res grasped by the hand suffer a movement rate of 0, dodge & parry penalties of -15, and attack p= enalty of -15%. Grasped characters lose any Dexterity bonuses. The hand causes no damage to it vi= ctim. The stony limb has AC 45 and hit points equal to triple the caster's maximum hit points.= The maximum number of hit points a stony hand may have is 600. Earth Grue Conjuration: This risky spell will summon one chaggrin grue from the elemental plane = of Earth. Grue are notoriously untrustworthy and difficult to control, so the caster must re= ly on more than just concentration to keep the grue under his command. As soon as the grue is = summoned, it will demand payment from the caster for its service. The payment offered must = be at least 500 coins worth of goods of interest to the grue, or the grue will be angered and i= mmediately attack the caster. If the grue is satisfied with the offer, it will grudgingly perfo= rm one service for the caster for the duration of the spell. The grue will try to subvert or openly dis= obey the caster's orders if the grue finds them unpleasant. Chaggrin, or soil beasts, normally appear= in the form of a yellowish hedgehog with a skull-like head, although they can take on a mo= le-like form instead or appear in their natural form, a bipedal man-like shape of wet clay wit= h an asymmetrical and vicious visage, small eyes gleaming with feral light. Many spells of = earth are automatically dispelled and ended by the mere presence of a chaggrin, most other earth = elementals refuse to work with these abominations, some even attacking the grue on sight or br= eaking contracts with the summoner. Like all elemental grues, chaggrin are immune to non-enchan= ted weaponry. Wall of Sand: This spell creates a wall of swirling opaque sand 1 foot thick per level= of the caster, 12 feet high, and 4 feet long per level of the caster. The wall must be cast so t= hat it rests upon a hard surface, and once cast it is immobile. The sand is thick and viscous. Whi= le movement is possible through the sand (at half speed), all creatures who rely on normal sight = or infravision to see are blinded while they are within the wall, and in addition they suffer a -15= % penalty to many sight-related skills for a time after they leave the wall of sand. Creatu= res needing to breath air suffer one point of damage per round spent in the wall. Open flames and f= ires are extinguished once thrust into the wall of sand. Speech and most (but not all!) spellca= sting are impossible while within the wall. The wall blocks all sight through the sand to areas beyo= nd. Magic can pass through the sand normally, though spells which require a visible target w= ill not pass through the wall of sand. The caster can create a wall of sand of smaller dimensions = than those listed, but one cast, its dimensions cannot be changed. The wall of sand maintains itself= with no concentration, but the caster can dispel it at will. Conjure Jinni: An earth Conjuration that enables the summoning of an elemental of earth,= the strength of which is based on the energy assigned to it by the activator, and thus conjurin= g any one of 10 grades of elemental. The conjured creature will take physical form upon activation,= and thereafter it will perform one demanded service.; An impossible demand will simply deactivat= e the energy and release the elemental to do as it will. A demand with what are clearly mu= ltiple portions will be obeyed only insofar as the first part is concerned. Immediately upon fulf= illment of the demand, the elemental vanishes. Jinni are very tall but squat creatures with leat= her-brown skin, ogrish face, and hairless, seemingly clad in garments of rough, earth-toned hide= s. The jinni carries (actually part of its' being) a supernatural spiked club which can someti= mes stun or slow down foes struck. Once per day, each jinn may cause a ground-swell ripple to k= nock over those in the area. Jinni take 10% less damage from all attacks. A materialized jin= ni can walk through earth and even stone at up to 20 miles per hour speed even while carrying up to= 2,200 pounds of weight for 10 hours time without pausing to rest.; The otherwise solid ma= tter that is traveled through will not affect anything, including a person, carried by the elem= ental. Firm Understanding: A Power of earth that causes whatever lies directly in the path of the ac= tivator to become to him, and to those who might follow directly in his footsteps, firm, smooth gro= und. Whatever it is otherwise-air, fire, or water-to the activator it is normal ground, and h= e sees this clearly; followers, if any, do not! The area of effect is a path 18 inches wide an= d up to 35 feet long, beginning at the feet of the activator and stretching directly away in th= e direction of his or her gaze. The Power remains active for from 21 to 30 seconds realtime. Fortify Conjuration: This Power bolsters the force of the elemental activ= ated by the geourgist so that counter-conjuration powers used to dematerialize it will be deterred= , penalizing attempts to do so depending on the energy invested by the activator. The fortifyin= g effect lasts as long as the elemental is material. Zaganin's Quagmire: This preternatural Power of earth enables the activator to engender a 400= -square foot area of dangerous ground, It remains active for only one minute, but any creature= moving into the area will likely be caught therein and affected as noted hereafter. The area o= f the Power must be either a rectangle of 10-foot by 40-foot size, or a square of 20 feet per side. = If the ground is dirt or clay, the Power causes the area to become clinging mud. This glutenous substanc= e extends downwards to a distance of four feet. Even very light creatures will sink into it, = and their movement will be reduced to one-half normal walking speed. Very large creatures with stron= g and relatively long legs will be affected as are very small and light ones, with movement red= uced to one-half, but otherwise nothing else occurs. Creatures not fitting the two extremes wil= l generally become mired down in the area, sinking down to the four-foot depth and moving with onl= y thr greatest of difficulty at one-tenth normal walking movement. When the energy of the p= ower dissipates, any still within the area are buried to the depth indicated in the dry ground= that existed prior to the activation of the Power. Should the area already be marshy or swampy, the= n the area of effect is double sized, and the depth is eight feet! The duration of the Power is n= ot extended, though. Zaganin's Quicksand: This preternatural Power of earth enables the activator to engender a 400= -square foot area of dangerous ground, It remains active for only one minute, but any creature= moving into the area will likely be caught therein and affected as noted hereafter. The area o= f the Power must be either a rectangle of 10-foot by 40-foot size, or a square of 20 feet per side. = If the area is of sand, then this Power causes the affected area to be 20 feet deep and be in all resp= ects like a normal area of quicksand. Panicking and non-swimming victims entering it are likely to f= lounder around and be sucked under by their own exertions, while those not weighted down and re= laxing will in fact float on the surface of the area more easily than as if it were salt wate= r. At expiration of the energy of the Power the affected area returns to its natural state, and a= nything in it is immersed according to the depth at the time of Power expiration. Should the area a= lready be quicksand, then the area of effect is double sized, and the depth is at least 40 fee= t! Furthermore, the quicksand becomes more glutinous and twice as difficult to float atop. Th= e duration of the Power is not extended, though. Clay Elementary Service: This preternatural Power of earth enables the a= ctivator to force a clay elementary to do one of the following in an area with a radius of 90 feet= at a point in sight of and no more distant than 180 feet from the geourge and moving with him or her= , if desired. 1) Make the ground surface as hard and as level as a sun-baked clay flat= . This yields a hard and level ground surface equal to an excellent road surface. 2) Make the ground surface as soft, yielding, uneven, and sticky as a ra= in-soaked clay morass.=20 This yields an area that is virtually impassable to anything but foot tra= ffic, and that at one-quarter normal walking movement speed when traversing it.=20 Dust Elementary Service: This preternatural Power of earth enables the a= ctivator to force a dust elementary to do one of the following in an area with a radius of 90 feet= at a point in sight of and no more distant than 180 feet from the geourge and moving with him or her= , if desired. 1) Make the area very dusty so that any movement therein stirs up a clou= d of dust around whatever moves through it. This reduces vision and hearing range to 60 f= eet, makes breathing difficult and all senses lowered so as to reduce all activity (Speed) by = one-half and all Ability (including Precision) use at one-half normal while in the area of effect = of the dust elementary. 2) Make the dust in the area absolutely still and unmoving so as to yiel= d no evidence of anyone or anything having traversed it.=20 Rock Elementary Service: This preternatural Power of earth enables the a= ctivator to force a rock elementary to do one of the following in an area with a radius of 30 feet= at a point in sight of and no more distant than 90 feet from the geourge and moving with him or her,= if desired. 1) Make the rocky area very rough and/or covered with loose stones and/o= r sharp rock projections so as to slow pedal movement across its surface to one-quarte= r normal walking speed; or, in the case of a vertical surface, make a climbing ascent or descent = easier so as to be able to clamber up or down at twice normal rate for such progress. 2) Make the rocky area very smooth and seamless so as to speed movement = across its surface by allowing a 10% movement rate bonus; or, in the case of a vertical surface= , make a climbing ascent or descent virtually impossible without ropes or like means. Sand Elementary Service: This preternatural Power of earth enables the activator to force a sand e= lementary to do one of the following in an area with a radius of 180 feet at a point in sight of and= no more distant than 360 feet from the geourge and moving with him or her, if desired. 1) Make the sandy area both filled with low sand dunes and also very sof= t and deep sand so as to make it impossible to see behind all of the hills of sand from any point = on the ground within the area for any observer under twenty feet tall, and to slow movement across= its surface to one-half normal walking speed. 2) Make the sandy area very smooth and hard so as to show no footprints = and also allowing full normal movement rate across its surface. Dust Storm Elementary Service: This supernatural Power of dual-element (earth & air) nature enables the = activator to force a dust storm elementary to become active in a radius of up to 360 feet, with a c= entral distance of up to 360 feet from the activator, and moving with him or her, if desired. The= following conditions apply to the area of the dust storm: 1) Vision and hearing within the area are reduced to 30 feet. 2) Movement within the area is at one-quarter normal speed. 3) Light and flimsy material exposed to the wind will be blown away, or = else shredded or tattered. 4) Each round spent within the area inflicts 1 point of harm from abrasi= on, contusions caused by flying debris, respiratory injury, etc., to all therein. Haze Elementary Service: This supernatural Power of dual-element (earth & air) nature enables the = activator to force a haze elementary to become active in a radius of up to one mile, with a central= distance of up to one mile from the activator, and moving with him or her, if desired. The foll= owing conditions apply to the area of the dust storm: 1) Vision and hearing within the area are reduced to 300 feet. 2) Aerial observation is impossible save in regards to the 300-foot limi= tation noted. 3) Light conditions within the area are reduced by one step, so that ful= l, direct sunlight is equal to light as screened by thin clouds and so forth. 4) Only wind of strong sort will affect the haze area, blowing it, intac= t, in the direction towards which it blows, at a speed of one half of the wind's own. Sand Storm Elementary Service: Major: A Power-bid of Air-Earth/Earth-Ai= r. This supernatural Power of dual-element nature enables the activator to force a sand storm = elementary to become active in a radius of up to 360 feet, with a central distance of up to 36= 0 feet from the activator, and moving with him or her, at a speed of up to 30 miles per hour (a sust= ained gallop of a horse), if desired. The following conditions apply to the area of the dust storm= : 1) Vision and hearing within the area are reduced to 30 feet. 2) Movement within the area is at one-quarter normal speed. 3) Light and flimsy material exposed to the wind will be blown away, or = else shredded or tattered. 4) Each 12 seconds of time spent within the area inflicts minimal (1-2 = points) of harm from abrasion, contusions caused by flying debris, respiratory injury, etc., t= o all therein. Cinder Elementary Service: This supernatural power of dual-element (fire & earth) nature enables th= e activator to force a cinder elementary to become active in a radius of up to 180 feet, with a = central distance of up to 180 feet from the activator, and moving with him or her if desired. The f= ollowing conditions apply to the area of the cinder rain: 1) Vision and hearing within the area are reduced to 100 feet. 2) Movement within the area is at one-half normal speed. 3) All flimsy and easily inflammable materials in the area of the falling= cinders will have a 25% chance per 12 seconds of exposure to catch fire and begin burning. This i= ncludes dry leaves and grass, dry straw and thatch, and dry cloth. 4) Each 12 seconds of time spent within the area inflicts low harm from c= ontusions and minor burns caused by the falling cinders to all therein not sheltered from suc= h impact. Lava Elementary Service: This supernatural power of dual-element (fire & earth) nature enables th= e activator to force a lava elementary to become active in a distance of up to 60 feet from the = activator. The activator has two options in regards to the actions of the lava eleme= ntary: 1) The lava elementary can be bidden to strike at a target, doing extreme= harm to the target in the single strike. 2) The lava elementary can be bidden not to move but instead to hurl port= ions of itself at a target, doing so once per 6 seconds at a maximum range of 30 feet, inflicting ver= y strong harm per successful attack. However, each such attack lessens the persistence of t= he elementary, so that when 10 missiles have been hurled, the elementary is gone. Any inflammable substance contacted by the lava will immediately catch fi= re and burn, harm from the combustion being in the moderate range per round of burning. Marsh or Swamp Elementary Service: This supernatural Power of dual-element (earth & water) nature enables th= e activator to force a marsh or swamp elementary to become active in a radius of up to 360 feet,= with a central distance of up to 360 feet from the activator, and moving with him or her, if desi= red. One of the two following services can be commanded of the elementary by the activator: 1) The terrain area affected can be altered so as to be only the least f= orm of marsh or swamp, so that those passing through it are only marginally hindered by the water a= nd mire, and progress is a movement penalty of only 10% reduction in rate. 2) The terrain area affected can be altered so as to be the worst form o= f marsh or swamp, movement within the area at one-quarter normal walking speed and a check = against Precision required each minute of time spent therein to see if direction then is lo= st and movement is at a 45=B0 angle left or right (equal chances) instead of straight ahead. Mud Elementary Service: This supernatural Power of dual-element (water & earth) nature enables th= e activator to force a mud elementary to become active in a radius of up to 180 feet, with a cen= tral distance of up to 180 feet from the activator, and moving with him or her, if desired. One= of the two following services can be commanded of the elementary by the activator: 1) The terrain area affected can be altered so as to be only the least f= orm of mud, so that those passing through it are only marginally hindered by it, there is no sign o= f their progress evident to any observer attempting to follow their trail, and progress is a movement= penalty of only 10% reduction in rate. 2) The terrain area affected can be altered so as to be deep and clingin= g mud, movement within the area at one-quarter normal walking speed and a check against Speed Ba= se Rating required each 12 seconds of time spent therein to see if each individual avoids be= ing stuck fast and unable to move for another 12 seconds while being freed from the suction of the = mud. Mounts will require successive checks, adding 1 point of Speed Base Rating for each i= ndividual assisting in freeing them, and all physique Ability bonuses for each such individual, = to their Speed Base Rating, thus improving chances for success. Quicksand Elementary Service: Major: A Power-bid of Earth-Water/Water-E= arth. This supernatural Power of dual-element nature enables the activator to force = a quicksand elementary to become active in a radius of up to 90 feet, with a central distance of= up to 180 feet from the activator. One of the two following services can be commanded of the ele= mentary by the activator: 1) The terrain area affected can be altered so as to be only the least f= orm of quicksand, so that those passing through it are only marginally hindered by it, there is no = sign of their progress evident to any observer attempting to follow their trail, and progress is= a movement penalty of only 50% reduction in normal walking movement rate. In this case, the ge= ourge can command the elementary to move along with him or her at whatever walking movement= rate that individual can achieve based on the terrain conditions. 2) The terrain area affected can be altered so as to be deep and excepti= onally treacherous quicksand, so that any movement into the area immediately precipitates th= e subject(s) into it with the nearest firm land fully 10 feet distant. Any subject weighted down a= nd unable to float will be drowned or otherwise lost as it sinks slowly, at 1 foot per round, to the= bottom 100 feet below. In this case the elementary will not move. Fumarole Elementary Service: Major: A Power-bid of Earth-Fire-Water. T= his supernatural Power of triple-element nature enables the activator to force a fumarole = elementary to become active in a radius of up to 180 feet distance from the activator, it bein= g unable to otherwise move.=20 The fumarole elementary will cause the ground in a radius of 30 feet from= its center to heave and steam on round of activation. On the following round the surface will su= ddenly liquify, becoming mud of boiling temperature. Anything caught within it will sink at the r= ate of one foot per round, suffering good harm in this process, armor not of Extraordinary supernatu= ral sort notwithstanding harm. When the head/breathing portion of any subject is immersed, harm in= curred that round and each round thereafter becomes very strong any armor notwithstanding. Any subject within a 10-foot radius of the edge of the area of effect has= a good chance each round of time thus exposed of being struck by a glob of expelled boi= ling mud delivering moderate harm, that continuing for three additional rounds, or until the = subject is washed by or immersed in cool water. No longer service can be bidden, nor can the geourge command another such= elementary for a full day of time as fumarole elementaries are rare. When service is complete, the area affected cools immediately but remains= abasin of liquid mud, 60 feet across and six feet deep. This will dry and harden in one-day of= time, unless wet weather slows the process. Plant Elementary Service: This supernatural Power of quadruple-element nature enables the activator= to force a plant elementary to become active in a radius of up to 180 feet distance from t= he activator. The plant elementary will be, at the bidding of the geourge, and the existing condi= tions, one of the following: 1) A field (plains, prairie, savannah, velt) elementary that will travel= with the activator and, effectively, increase his or her movement pace by 25% while slowing that = of any pursuer by 25%. 2) A brush (bush, shrubbery, scrub, thicket, undergrowth) elementary tha= t will remain stationary but increase the amount of vegetation in the area of effect so as to make= it impassable for any creature under about 8,800 pounds weight and/or ten feet height. Creatur= es able to move through the area of burgeoned growth will do so only at one-tenth normal walking = movement. 3) A great tree elementary that will travel with the activator and fight= for him (I'm not even going to try to translate the game mechanics this one was originally writ= ten with). Dowse Earth Plexus: This spell divines whether or not the caster is within an Earth Plexus, a= n area where earth magic works much better than normal. Skilled casters may also tell if the= y are near such a Plexus. Manifest Earth Plexus: This complex spell creates a temporary Earth Plexus in the area cast. The Ashim, Doors of Adamantine with Metal Feet: Translucent creatures that fade into a door or similar opening, thus seal= ing it. If someone tries to force the door open (note that the Ashim grant it exceptional st= rength as they hold it shut), the Ashim protest by whispering danger warnings. The caster is aut= omatically alerted of any intrusion attempt if within hearing. Those Who Creep and Nibble: This invocation calls 6 little cat-sized imps, each with razor-sharp claw= s, overdeveloped teeth, and the ability to climb anywhere. They attack _only_ inanimate matter, d= evouring it at a combined rate of a pound per minute. Their only side effect is the contin= uous noise of gurgling, mastication, suction, and fighting. Those Who Hit the Scorpions: This invocation brings forth a strong blue creature, vaguely humanoid wit= h feline eyes and a curved beak. It communicates through little shrieks rather than any known= language, although it understands the summoner in any language he speaks. The creature carri= es/wields a magnificently decorated stick which ends in a barbed hook, a black liquid= constantly dripping from this hook. The stick is a magical weapon, disappearing with the crea= ture. Should the stick strike someone, there is a 75% chance it will poison them. If the p= oisoned foe rolls well against their own constitution they merely take some extra damage, those = who resist poorly suffer great pain which halves their actions for a short time. In either = case, the wound appears to be that of a scorpion sting, characterized by intense pain, we= akness, and hemorrhaging. The Prince of the Salt of Wisdom: The elemental prince answering this summons is always draped in flowing w= hite robes, with a crystal crown. He will heal one person per summoning, no more, but will c= ure anything wrong with them that the summoner requests. Curing wounds, minor illness, or re= moving scars he will do for free. Regenerating lost limbs or organs will cost the summoner a b= it, the prince will request the permanent sacrifice of a little of the summoner's power (in m= ud terms, this might be some dev points or a point in some skill). He can also dismiss, at no cos= t, such harmful spirits as the Lord of Torment or the Crown of the Powerful Pale Queen of Pain. N= ote that in the original source for this spell, a 70% skill was the minimum for any chanc= e of successfully summoning the prince, and a fumbled summons had no harmful effects (he is= listed as 'disappearing' if the summoner fails to properly complete the spell). The Smiling Tarshishim, Sentinels of the Silver Castle: This invocation requires a pan flute. Upon completion of the spell, a num= ber of small smiling ectoplasms appear, visible only to those who can see spirits and = magic. These, the Tarshishim, enter the flute and remain in it for the spell duration. = When the caster decides to play the flute, the Tarshishim inspire him with brilliant melo= dies. After 5 minutes of uninterrupted playing, during which the caster can do naught but move = and dance, the caster may start sending individual Tarshishim into nearby listeners,= possessing them. Those possessed are filled with a frenzied ecstasy, and begin to dance ma= dly, following the player whereever he goes. Every five minutes the player can re-send more = Tarshishim into newcomers, adding to the train. If someone tries to harm or stop the play= er, the dancers interpose themselves. After 15 minutes under the effects, dancers will re= main in this state even if the player stops playing, continuing until they drop from exhaust= ion. Fumbling this spell results in the Tarshishim capturing the caster, forcing him to play= madly until he faints from fatigue or someone takes the flute away, but not possessing anyone e= lse. Reduction of the Egg of Azoth: This spell works much like its' cousin, Sublimation of the Drinkable Gold= , in that it produces a potion which must be drunk soon after being made and has curative prope= rties. Unlike that spell, though, this one has very little effect on injuries, rather it rel= ieves poisons and erases illness. The curative effects are immediate, with side effects such as vo= miting, blushing, and profuse sweating. No loss of stats or maximum hp. occurs, and the effects= occur in a single burst rather than repeatedly. (In the original source, this spell was qui= te a bit lower level than its' cousin. Reduction was a first circle spell needing a 50% skill,= Sublimation was a second circle spell needing both 90% skill in first circle and 10% in sec= ond circle) The Morphic Conglomeration of the Stone: This spell requires a golem mold (made via Fire Crucible of the Spiritual= Construct). When cast, it projects the etheric body of the mold into a mass of clay, soil, or ro= ck, fashioning the body of the future golem from it. The amount of material to be fashioned is entir= ely up to the caster, but the size of the golem is determined solely by it. Strength and combat= power of the golem are determined by the caster's skill in fire magic, constitution and hardines= s are determined by his skills in earth magic, while the speed and dexterity of the golem are det= ermined by the casters skill in water magic. (Crude translation, but the original based them off= Ka ratings of the caster, which affected those stats) Deep Earth Dust: Taking dust from cooled molten rock, the caster enchants it so that it ca= n relieve minor wounds when sprinkled over them. Casting at higher power makes more useab= le doses, it does not increase the strength of each. Deep Earth Clay: Taking material from the depths of the earth which is plastic and malleab= le, the caster enchants it to have useful healing virtues. Packed into a wound, the clay= stops all bleeding. Fashioned into a pot and hardened, the magic clay will keep other healing= materials fresh and useful until the seal is broken. Deep Earth Oil: Enchanted via this spell, the greasy, combustible oil of the earth can re= lieve burns and frostbite. Deep Earth Mud: Mud from the deepest of mines, suitably enchanted and slathered over the = area of the injury, can mend broken bones. The stronger the spell, the worse the fracture it = can relieve. Deep Earth Water: Water formed as a byproduct of rock formation may be enchanted to increas= e the natural healing rate of the drinker. Deep Earth Loam: A mixture of deep earth clay, oil, and dust, re-enchanted via this spell,= may heal damaged nerves and organs. In game terms, it relieves stat penalties from critica= ls and some types of skill penalties. Crystal Infusion: This spell prepares the caster's body for the rigors of crystal magic. Ca= sting other crystal spells without having this one in effect can have harmful side effects. P= ech and other natives of the plane of earth do not need this protection, they are naturally att= uned to these magics and may use them freely without fear. Crystal Seed: Allows the caster to take powdered gem dust and crystal fragments (both m= ust be of the same gem type as the caster's crystal alignment), and mix them with 5 of his o= wn tears to form a gleaming crystal seed. Crystal Flower: Planting a crystal seed, casting this spell, and watering it with your te= ars will cause the seed to sprout, growing into a mystical crystal flower. It takes the plant a mont= h to mature and bear the exquisite bloom. After the flower withers, the plant bears a sin= gle teardrop shaped crystal fruit. Picking the fruit kills the plant. The fruit may be safely= eaten by anyone protected by Crystal Infusion or any being of earth, others find it dangerously toxic.= The fruit usually contains a single crystal seed of the same crystal alignment as it grew from. Crystal Vine: Planting a crystal seed, casting this spell, and watering it with your te= ars will cause the seed to sprout, growing into a mystical crystal vine. It takes two months for the= vine to mature, once mature it bears clusters of teardrop shaped crystal fruit, 1-3 fruit per = foot of length the vine has, and it grows at 4-8 feet per month. At the end of the growing season= the vine dies. Like the fruit of the Crystal Flower, these may only be safely eaten by those = protected by Crystal Infusion or natives of the plane of earth, and they each have a seed of t= he same crystal alignment as the one they grew from. Crystal Bush: Planting a crystal seed, casting this spell, and watering it with your te= ars will cause the seed to sprout, growing into a mystical crystal bush. It takes six months for the= bush to mature, and it bears its' crystal fruit for another six months, producing 1-6 per mon= th. The bush grows to a height of 2-4 feet. If not cut down at the end of the growing season, the= re is a 50% chance the roots will sprout a new crystal bush the following season. The fruit have= the same poison as those of the Crystal Flower & Crystal Vine, requiring protection via Crystal In= fusion or natural immunity, and likewise have crystal seeds in them. These fruit hang indiv= idually on the bush. Crystal Nodules: Planting a crystal seed, casting this spell, and watering it with your te= ars will cause the seed to sprout, growing into a mystical crystal bush. Like its' relative, this bu= sh takes six months to mature, but over the following six months it does not produce fruit. I= nstead, it produces potato-like crystal nodules off its' roots, usually 1-6 grow. Each nodule= is edible, although it has crystal poison much like the crystal fruits do, plus it contains f= rom 1-6 crystal seeds of the same crystal alignment as the seed it grew from. Once the nodules = have been dug up, the bush dies. Crystal Tree: Planting a crystal seed, casting this spell, and watering it with your te= ars will cause the seed to sprout, growing into a mystical crystal tree. It takes a year for the tre= e to mature and another year before it starts producing its' crystal fruit (1-6 per year of age p= roduced each year). The tree grows 1-3 feet in height and 1/4 to =AB a foot in diameter each year. The= fruit hang individually in the branches, being about the size of cherries with crystal pits insid= e. They have crystal poison just as the other sorts of crystal fruit do. Lesser Crystal Matrix: This spell fashions a power matrix inside a gemstone, permitting it to st= ore magical energy within itself. The power a given stone can hold depends on the type of ge= m (the power level of the spell determines what types of gem this may be cast upon), how fla= wed it is, and how big it is. Less flaws and larger gems result in larger capacity. Overflow= ing the gems' power limit has dire effects, depending on the stone. It might merely shatter, or cou= ld explode, or burn out into a greyish lump of rock as the power escapes in the form of some spel= l. These stones cannot recharge themselves, other spells must be used to put power into them (pr= obably enchanter or arch-mage spells). Greater Crystal Matrix: A more powerful version of Lesser Crystal Matrix, this spell can handle s= ome of the more valuable gems, though by no means the most powerful sorts. Cast on a ston= e that Lesser Crystal Matrix is able to enchant, it not only makes the matrix at twice = the power capacity but attunes the stored power to a specific spell path, determined by the = type of gemstone. When used by someone for a spell on attuned path, the stone provides extra pow= er to the spell above and beyond what the caster provides (i.e. it will enable the spell to be = cast at one power level above what the caster intended while reimbursing the caster mana equal to= the difference). Minor Crystal Matrix: An even more potent form of Greater Crystal Matrix, this difficult spell = fashions a power matrix 3 times the capacity a Lesser Crystal Matrix could produce, and can handl= e even more sorts of gems. Used on stones the lower spells could handle, Minor Crystal Matr= ix brings forth an innate power of the gem, enabling the caster to cast some spell directly = from the stone without actually knowing it himself. Which spell a gem produces depends on the ty= pe of gem, but is usually low level and cast at a low power level. Weep Beans of Life: The beans of life, which resemble tiny pink and purple speckled beans, ar= e 'wept' from the eyes of the caster just as if they were tears. Once produced, a bean keep= s indefinitely, never going bad or losing its' virtue. Once created, anyone possessing one of t= hese wondrous beans may use it in the following ways: Powers of the Beans: 1 Placed on an open, bleeding wound, the Bean will dissolve, complet= ely healing the person and filling them with healing energy. Beware!= This is almost always fatal to Wraiths and the Undead! Demons can saf= ely benefit from this effect, however. 2 Breaking open a Bean unleashes a blinding flash of light and a wav= e of positive chi. All undead, necromancers, demons, and devils near= by suffer about 5000 points of damage instantly, although demons a= nd devils have the option of being banished back to their plane in= stead. All chaotic-lords in the area affected automatically are stripp= ed of every demon bound into their skin and weapon, although they are not injured by this stripping. A chaotic-lord in the area who h= ad no demons bound into his skin will suffer the full 5000 pt. damage= . Breaking open a Bean within the city of Kuril will trigger drastic effec= ts as the lifeforce released wounds the spirit of the city itself. Possession of an= y artifact will give complete protection from the chi blast. 3 Planting a Bean aboveground outdoors in the daytime, then sprinkl= ing it with water, will cause it to take root instantly and grow. W= ithin an hour (game time) it will have matured into a 4 meter tall be= anstalk, brimming with pods and it's roots will have churned up good, ri= ch soil for 20 meters around it, even if it was planted in a crack= in a boulder. The "crop" produced in this first hour results in abou= t 6 bushels of bean pods, each with 8 beans. The beans from this crop are t= ender, tasty, and ready to eat, each bean feeding a person of any race= (including wraiths and demons) for a full (game) day, keeping them free of= hunger and thirst. These beans retain their magical juiciness for a li= ttle over a (game) day before turning into ordinary, non-magical beans. I= f planted while still magical, a first crop bean will grow into a normal,= unusually healthy beanstalk and produce a heavy crop of mundane beans in = about a week. The original beanstalk, grown from the Bean of Life its= elf, will continue to thrive, producing a huge crop of non-magical b= eans every year, and 1 more pod of 'first crop' beans per year, with= the soil around it able to grow almost any other crop, even magical ones. 4 Planting a Bean below ground or indoors, then watering it, will c= ause it to grow into a 3 meter tall beanstalk in an hour, as above. = However, this beanstalk will have white leaves and white pods, and only = produce about a hundred of these pods. The beans are the same as the 'first c= rop' beans above in properties, but the original beanstalk only lives abou= t 8 hours before wilting. During the 8 hours, though, positive chi circles the p= lant, filling the area up to about 31 meters out from it. This flow of chi inflic= ts 25 points per round on beings of negative chi (undead, demons, etc.) and = spellcasters who specialize in it (necromancers, cl's, etc.), stripping away man= a before damaging their lives. Bound demons fully protect the wearer, although th= e demons suffer greatly as the flow slowly unmakes them. Beings and casters of = positive chi, such as seraphim, angels, paladins, etc. regain 25 mp per round= in the flow, and 25 hp per round once all mp is restored. In the hands of a very skilled necromancer, a Bean of Life can be perver= ted, its' powers twisted to make one of the greater undead, Everlastings, Gatherer= s, Undead demons, etc. In the hands of a master Enchanter or Alchemist, a Bean may= be used to fashion items well-beyond the normal limits. Third Mudra of Unmoving: A mudra is a combination of mystical meditation and a specific positionin= g of the hands to create a magical effect. As a group, the mudras of unmoving deal with = survival in hostile environments and suspended animation. All require both hands. Thi= s mudra requires four minutes of intense meditation to begin. Attaining this mudr= a physically transforms the body of the user, blood slowing and organs becoming dormant. To obser= vers, the performer of the mudra appears to have been turned to stone, their skin having beco= me very tough and durable. The exact appearance of this 'stone' depends on the chi the user= possessed at the time of performance. Those brimming with positive chi appear to be polished bl= ack marble. Someone with moderate amounts of positive chi takes on the appearance of dark bro= wn granite, while even lower levels of positive chi results in a baked red clay look. Havin= g no chi at all results in grey slate. If the mudra is attained while the body contains a small amou= nt of negative chi, the appearance is white marble with thin veins of grey in it. Should the = user have more than a little negative chi, they appear to be pure white quartz, faceted and gle= aming. Limbs cannot be lost while in this stony state, as damage inflicted becomes equalized ove= r the entire body in a network of cracks until such time as the 'stone' suffers cumulative dam= age beyond its' limit, at which time it shatters and falls off, leaving the user vulnerab= le again. The user cannot move or act in the stony state save to release the mudra or perform purel= y mental actions. It takes a full minute to come out of the mudra. Hands are open, palms up= ward, pointing toward each other with the left hand holding the right and the corners of= the thumbnails barely touching. Fourth Mudra of Unmoving: This appears outwardly very much like the Third Mudra of Unmoving with a = slightly different hand position, but mystically has greater effects, for the spir= it of the user is freed from their stony form to wander freely while the mudra is in effect= . This spirit form cannot physically affect things, nor use most magics, but is itself = nearly untouchable save by those things which can affect chi such as demons, living clouds, = any animus, undead, and entities of pure chi. Hands are open, palms upward, pointing = slightly upward and out from the body, with the right hand holding the left so the hands are = crossed. Fifth Mudra of Unmoving: Similar to the Third Mudra of Unmoving, save that the body of the user is= transformed into metal and continuously repaired by whatever chi, positive or negative, fl= ows through the area, protecting the body from damage. Entering this mudra charged with p= ositive chi results in the appearance of bright brass. Entering it with zero chi prod= uces a dull, dingy brass appearance. Being charged with just a little negative chi res= ults in a surface spotted with green tarnish, while moderate or greater amounts of negative= chi causes the body to be completely covered by mottled green and black tarnish. Ent= ering this mudra requires 10 minutes of meditation, release from it takes 4 minutes. Hands= are open, palms upward, the fingers interlinked, with the tip of the ring finger of= the left hand touching the tip of the thumb of the right hand. Mudra for the Handling of Jewels: Since many spirit creatures and creatures of pure chi are unable to prope= rly see objects in the material world, this mudra allows the user to 'illuminate' an object = of value so they can see it clearly. Note that if the object is a cheap replica or clever = fake, the mudra does nothing to disguise it, highlighting what a piece of junk it really is. T= his simple mudra takes but 4 seconds to attain, the object being balanced on the tips of t= he thumb, index, middle, and ring fingers of the left hand (fingers should form a square), with th= e little digit touching the palm. The right hand is held as a fist, with only the little finger e= xtended to touch the top of the object. Create Crystal Sand: Through a combination of minor spirits and alchemy, the earth mage makes = a handful of a glittering, gem-like sand inside a specially prepared bag. Crystal sand= may be used to form crystalline objects in any shape the possessor desires. The objec= t can weigh up to five pounds per handful of sand used, and can be a weapon, a key (an exam= ple of a matching key is needed to make this, or familiarity with the lock), a plate, a gob= let, or nearly anything else. The crystal is hard as steel, having considerable physical strength. Weap= ons made of the crystal are +5% to both hit and damage. To make an object, the possessor must pou= r the sand on a flat surface in roughly the shape desired, then speak the name of the object (= sword, ladder, cup, etc.). A three-dimensional object then forms out of the sand. The quality of wor= kmanship reflects the creators degree of skill. The object remains solid for one hour, after w= hich it shatters, causing 1d6 hp damage to all creatures within a 10 foot radius. Create Rasping Sand: Through a combination of minor spirits and alchemy, the earth mage makes = a handful of a dangerously barbed brown sand inside a specially prepared bag. This san= d tears away at the surface of any object it touches, living or non-living, save while in the= special bag. The effect of the sand lasts for 30 seconds. Non-living objects are worn down every rou= nd, the degree depending on their hardness. There is a limit to the size of the object t= hat can be affected. This varies somewhat, depending on what the object is made of, but generally = should be no more than 100 pounds per handful of sand used against it. Living creatures suffer e= xcruciating pain when struck by rasping sand, suffering 1d6 hp damage in the first round, 2d6 i= n the second, 3d6 in the third, etc.. A resistance roll must be successfully made each round or th= e creature is incapacitated by pain. Rasping sand dissolves in water. If at least a gallon of water p= er handful of sand is thrown on it, it immediately ceases to cause damage. This sand is so dead= ly that the possessor must use a specially treated glove to handle it, lest he fall victim to i= ts malign power. The glove is made of the same substance as the bag that contains the sand. Create Sand of Restoration: Through a combination of minor spirits and alchemy, the earth mage makes = a handful of a gentle white sand inside a specially prepared bag. When sand of restora= tion is sprinkled on the ruins of stone or brick buildings, the buildings are momentarily restored= . Broken walls, cracked floors, and collapsed ceilings all appear as they once did, except now th= ey are made of translucent, shimmering sand. Fifty cubic feet of building can be restore= d with each handful of sand. The restored building is sturdy for normal purposes, providing shel= ter from the elements, but if it sustains even 1 hp of structural damage, it collapses. The rest= ored structure remains in existence for 12 hours. Create Solid Sand: Through a combination of minor spirits and alchemy, the earth mage makes = a handful of a gritty brown sand inside a specially prepared bag. Solid sand can be s= cattered onto any soft surface sand, soft earth, mud, quicksand, even snow and it immediately = hardens, forming a shell that can then be walked upon. The shell is solid and stable, allowing for= good traction and balance. The area of effect is 500 square feet per handful. The shell las= ts for 10-40 minutes.. Create Thirsty Sand: Through a combination of minor spirits and alchemy, the earth mage makes = a handful of an extremely dry, fine sand inside a specially prepared bag. Similar to d= ust of dryness, thirsty sand drains moisture, but from creatures, not bodies of water. Only one c= reature can fall victim to this sand, but he suffers 3-18 hp damage and must endure excruciating = pain for 1-4 minutes, suffering penalties to all combat actions and anything requiring precisio= n. Once the sand is finished draining moisture, it falls in wet clumps at its victims feet. I= f additional handfuls of thirsty sand are thrown at a victim before he has had a chance to replenish the l= ost liquid, the penalties increase by 10% per handful. One gallon of water per handful is necessary= to replace the lost moisture and avoid this penalty. Water-based creatures suffer quintuple d= amage from this sand. Avalanche Cone: Semi-ethereal stones are conjured, doing 1-8 per two levels of impact to = all within the cone (even those who have no corporeal form due to magic). Undead take 1-10 (per 2 = levels of the spell) and demons take 1-12 ( per 2 levels of the spell) due to the extradimensi= onal shockwave. A save halves the damage listed. Immunity to crush or to earth magic protects ag= ainst this form of damage. Fashion Alchemist's Lens: Through this process, the alchemist makes a fine glass lens, suitable for= enhancing fine details and scrutinizing things. Requires silica, potash, lime, lead, and rare ea= rths, fused together into glass via starfire. Fashion Alchemist's Prism: Made in the same way as the Alchemist's Lens, but shaped differently, the= prism is used to study light reflected from things so as to determine whether they are real or i= llusion. Unfortunately, it takes a full (real time) minute of scrutiny, and has only 60% chance o= f being correct. Fashion Rod of Earthly Divination: Made via a long, boring series of alchemical processes, this semi-metalli= c rod has the power to detect the presence of any single metal, gem, or mineral, determined when= it is made. Requires lead, sulphur, copper, silver, gold, platinum, lodestone, pearl, rare ear= ths, mercury, iron, starfire, and a bit of whatever material it is intended to find, all of which being= used up in forming the rod. Note that it will not work reliably in the elemental planes, and wil= l explode if used in the plane of earth (magical overload). Some maintain that the rod is a very e= ffective weapon vs. creatures made of the specific substance it is attuned to, such as certai= n constructs. Fashion Topaz Talisman: As part of the Greater Circulation, the creation of talismans is a fundam= ental process. It is the raising of the vibrations in a gemstone so that it rad= iates its natural magic due to sympathetic resonance with the metallic base whi= ch it is set in. This talisman requires silver, gold, platinum, rare earths, a = quicksilver/platinum amalgam (the primary metal for the resonance), starfire, and a five carat= topaz. While worn, this talisman greatly reduces the effectiveness of magical co= ntrol attempted against the wearer. Game mechanic option: Talisman may make several comma= nds impossible to suggest or order the wearer to perform, preset when it is m= ade or preset depending on the power the talisman is made at. Fashion Jade Talisman: As part of the Greater Circulation, the creation of talismans is a fundam= ental process. It is the raising of the vibrations in a gemstone so that it rad= iates its natural magic due to sympathetic resonance with the metallic base whi= ch it is set in. This talisman requires silver, gold, platinum, rare earths, ti= n (the primary metal for the resonance), starfire, and a five carat piece of jade. While worn,= it drastically reduces the effects of poisons on the wearer. Fashion Emerald Talisman: As part of the Greater Circulation, the creation of talismans is a fundam= ental process. It is the raising of the vibrations in a gemstone so that it rad= iates its natural magic due to sympathetic resonance with the metallic base whi= ch it is set in. This talisman requires silver, gold, platinum, rare earths, co= pper (the primary metal for the resonance), starfire, and a five carat emerald. While worn,= it provides luck to the wearer, especially with regard to resisting magic. Fashion Turquoise Talisman: As part of the Greater Circulation, the creation of talismans is a fundam= ental process. It is the raising of the vibrations in a gemstone so that it rad= iates its natural magic due to sympathetic resonance with the metallic base whi= ch it is set in. This talisman requires silver, gold, platinum, rare earths, le= ad (the primary metal for the resonance), starfire, and a five carat piece of turquoise. = This talisman grants the wearer flesh as hard as stone, enabling them to withstand most= cuts and piercing blows. Unfortunately, it also hinders magic use by the wearer, a= s the anti-magic of the lead weakens their spells. Fashion Peridot Talisman: As part of the Greater Circulation, the creation of talismans is a fundam= ental process. It is the raising of the vibrations in a gemstone so that it rad= iates its natural magic due to sympathetic resonance with the metallic base whi= ch it is set in. This talisman requires silver, gold, platinum, rare earths, ir= on (the primary metal for the resonance), starfire, and a five carat peridot. This talism= an boosts the strength of the wearer so long as the red moon/planet is in the sky (The = fuller the red moon, the greater the strength received). --------------371D3B6B229D Content-Type: text/plain; charset=us-ascii; name="fire.drk.txt" Content-Disposition: inline; filename="fire.drk.txt" Content-Transfer-Encoding: 7bit Elementalist Spell Ideas Fire Fireknives: This simple spell enables the caster to send bursts of incandescent flame from their fingertips, the number determined by their skilll. The bursts fly with unerring accuracy to their target at the speed of a hurled dagger, inflicting 2-4 points of damage per power level, no criticals possible unless the target suffers extra damage from fire. May set some kinds of items on the target aflame. Firemail: Casting this spell materializes a suit of armor for the person cast upon, one which ceases to exist if dropped or otherwise leaving their person. This armour otherwise lasts until it suffers damage equal to the Elementalism skill of the caster, absorbing sufficent non-magical damage to prevent minor criticals and reduce greater ones slightly. Non-critical inflicting blows do not harm the armour, nor does it reduce the damage. It gives a +10% (per power level?) bonus against both fire and water damage, an equal penalty against earth damage, and does nothing against air attacks. Create Firefriend: A humanoid figure of flames, this quasi-being flickers brightly in battle as it burns opponents. Hit points should be based off the mental stats of the caster, wc should be 2 per power level at best. These things have no minds or independent existence, so death of the owner should dissolve them. They should not have spells, and skills should never exceed those of the caster except attack, melee, dodge, and skills appropriate to their element. Cannot even defend themselves if the caster is unconscious or unable to see what the firefriend is doing. Flamegate: Provides a pathway or tunnel through the hottest fires, lava, magma, etc. It does not reduce damage from direct attacks in any way, just opens a safe path through existing barriers. Shoal of Fire: Creates a shimmering coat of spiritual flame, only visible to those who can detect magic or see spirits. The target wearing the coat is protected from fire, by about 6 points per power level, but beneficial spells of water are negated by it. Lights of the Fire Forests: This spell summons 1 ball of fire per power level, drawing glowing eclipses as they circle the caster. By concentrating, the caster can control a single sphere at a time, moving it and his senses without moving himself, thus viewing distant places. Each sphere may also attack, but 'dies' upon successfully attacking, doing very little damage. Unused spheres 'live' until the next Tuesday, when the spell ends. Likewise, casting on a Tuesday invariably results in fumbling. Unlike other pets, these cannot be transferred to another owner. Powerful Cuirasses of Fire: This armor appears as articulated plate armor, like dark red chitin fitting perfectly to the body of the target. It provides 8 points per power lvl of ac to non-magical attack types, and 8 additional points vs. both water and earth attacks. The armor is effectively weightless, vanishing in bursts of scarlet flame upon being dropped, removed, or put in a container. This spell is classified as an elemental illusion, the 'armor' actually being an exotic form of fire elemental with limited free will. Fumbles often result in the armor arriving anyway, but returning to its' own plane just before the wearer needs it. Exhale Burning Cloud: This spell combines a bit of the living mana of the caster with the element of fire in his lungs and exhales it as a living cloud. All such living clouds must stay in contact with the caster or dissipate. If made larger than 1 room, any pieces cut off by a closed door likewise dissipate. Clouds move slowly, but can be changed in size & shape by the casters' will. Duration is affected by the level of the caster, while any excess mana transferred into the cloud boosts its' magical potency. The cloud allows the caster to 'feel' the shape of any objects within it, but not objects inside other objects (i.e. feel body types in the room), and the relative mana level of that object. The burning breath forming it hinders vision to some extent, and inflicts minor (no criticals) damage to all within it save the caster, other fire practioners of equal or greater skill, or beings of either fire or pure chi. Pets and party members will be injured by this magic unless they are protected or immune to it. Evoke Flaming Red Animus: This spell is related to the Living Clouds, as it combines the living mana of the caster with an element. Unlike the clouds, an animus is a form of armor worn by the caster. All animus' have the power to sense vitality, enabling seeing the true race of any being in the room even through darkness, blindness, and the Clouds. Any animus which runs out of mana 'dies' and the caster is stunned by the loss for a moment.The caster is surrounded by roaring flames, which grants near-total immunity to fire attacks (except extraordinary sorts like phoenix fire). Barehanded attacks by the caster do some small fire damage, as does attacking the caster with melee or martial arts. Note that this spell cannot be used by the undead, those who serve Marghuul or Tobin, or by demons. It is unusually susceptible to harm (i.e. losing mana through damage to the animus) from any undead being or demonic attack. This animus is exceptionally potent if cast by a seraph or angel. Evoke Glowing Ruby Animus: This spell is related to the Living Clouds, as it combines the living mana of the caster with an element. Unlike the clouds, an animus is a form of armor worn by the caster. All animus' have the power to sense vitality, enabling seeing the true race of any being in the room even through darkness, blindness, and the Clouds. Any animus which runs out of mana 'dies' and the caster is stunned by the loss for a moment.The caster glows as if superheated. This animus gives some protection from cold, ac equal to remaining mana, and absorbs holy attacks. Like the Flaming Red Animus, striking this animus barehanded damages the attacker. This animus takes extra damage from seraphs, angels, and the power of Celeborn, absorbing such with dire cost to it's own reserves of mana to defend the caster. No holy being can cast this animus, nor can most normal beings, only undead (including wraithes), demons, and worshippers of Marghuul, Tobin, or Akhamshish may use this spell. Exhale Flaming Cloud: The caster breathes forth a cloud of living fire, made of roaring flames which may scare lesser mortals into fleeing. If so desired, the cloud can do an attack of fire to all save the caster & those they designate as protected, this attack occurring each and every round while the cloud's living mana lasts. It cannot affect dragons under any circumstances, any sort of dragon or drake is utterly immune. It is believed that only a Legend or Demigod may perform this spell, lesser mortals lack the strength of spirit needed. Red Animus of the Element of Fire: A slight flicker of pulsating red covers the caster, bestowing invulnerability (ac 225 per power level?) vs. fire, cold, plasma, and electricity. Like the flaming cloud, none below Legend may cast this animus. Fiery Eyes: This spell causes the wizard's eyes to glow with an unnatural fire. So lit, they project beams of bright light to a range of 3 feet, clearly illuminating the area as if lit by a torch. By fixing his sight on one spot for 39 seconds, the wizard can cause combustible materials to burst into small, flickering flames if desired. If the wizard is interrupted before the 39 seconds is up, he must start over again to attempt to ignite the item. In addition, any creature looking at the wizard has a chance of hesitating for an instant, fascinated by the unearthly light. Creatures so affected automatically fail to attack the following round, if they were in combat. The wizard can control the color of the light emitted from his eyes, ranging from a reddish glow to brilliant yellow. Fiery eyes in no way impairs the spellcaster's normal vision, although it does negate the use of infravision for the duration of the spell. Fire Wings: This spell transforms the elementalist's arms into phoenix-like wings of brilliant fire. The caster and all he carries suffer no damage from this flame, but all within 3 feet suffer 1 point of damage each round (unless immune to fire). Since the caster's arms are transformed, he cannot hold items in his hands while using fire wings. However, rings and bracers can still be worn, fitting around the pinions of feathery flames. The wings give the caster the ability to fly swiftly. They cast a light to a radius of 60 feet. Although the wings are ill-suited to combat, the wizard can use them to batter opponents, not having the benefit of any melee skills while so doing, and a successful attack inflicting little damage besides the flames. The wings can be snuffed out if the wizard is hit by a large quantity of water, freezing cold, or a wind of hurricane or greater force. Blazing Blood: By means of this spell, a wizard can cause the open, bleeding wounds of any creature to burst into flame, converting the blood into a corrosive mix which inflicts 3d4 additional points of damage per round. "Open wounds" is defined as those wounds created by an edged weapon and which have not been dressed or healed. Obviously, the creature must have blood in the first place in order to be affected by this spell. This excludes undead and extraplanar creatures who do not have obvious blood. Similarly creatures who are resistant to fire are immune to this spell. The caster does not need to touch or even see the target, as long as the individual meets the requirements above and is in the range of the spell. Targets which have changed shape or passed into other objects are still vulnerable to the spell. Creatures and characters with regenerative abilities or spells hae a chance each round of throwing off the effects, preventing further damage. Fire Grue Conjuration: This risky spell will summon one harginn grue from the elemental plane of Fire. Grue are notoriously untrustworthy and difficult to control, so the caster must rely on more than just concentration to keep the grue under his command. As soon as the grue is summoned, it will demand payment from the caster for its service. The payment offered must be at least 500 coins worth of goods of interest to the grue, or the grue will be angered and immediately attack the caster. If the grue is satisfied with the offer, it will grudgingly perform one service for the caster for the duration of the spell. The grue will try to subvert or openly disobey the caster's orders if the grue finds them unpleasant. Harginn, or flame horrors, normally appear in the form of a human with flames where its' lower torso and legs would be if it were a man, although it can change to appear to be a normal bonfire, a column of flame the height of an ogre, or a very human-like bronze statue. In any form with a face, the leering evil and cruelty of the grue are blatantly obvious in the glowing black eyes. Many spells of fire are automatically dispelled and ended by the mere presence of a harginn, most other fire elementals refuse to work with these abominations, some even attacking the grue on sight or breaking contracts with the summoner. Like all elemental grues, harginn are immune to non-enchanted weaponry. Flame Chase: Upon casting this spell, the wizard causes several paths of flame to form on the ground. The flame paths begin to pursue all opponents in the area in order to engulf each of them in a column of flames. The spell creates one 3-foot-wide path of flame for every two levels of experience of the caster over the minimum needed to learn this spell, to a maximum of six paths. The paths begin 3 feet from the caster and travel straight toward any opponents on the ground that the mage is aware of and who are in range of the spell. The flame paths can travel across any horizontal surfaces except water, snow, ice, and other wet surfaces. The fire does not require combustible material; it may travel over bare outdoor or indoor surfaces. When the path catches its target, the victim will be engulfed in a column of flames that causes moderate fire damage immediately and lesser damage each round for the remaining duration of the spell. The flame path and column continues to follow burning victims until the spell ends, is dispelled, or until the victims cross any of the surfaces mentioned above. Items engulfed in the column as well as in the flame's path take damage as well unless protected or possessing fire/ice magic of their own. Flame paths are able to climb vertical surfaces of less than 45 degrees, as long as the surface is wide enough to accommodate the flame paths' width. Flame paths never pursue inanimate objects, but they can pursue nonliving or undead ones. Victims able to outdistance the pursuing flames or who manage to move across wet surfaces without being affected by a column of flames are in for a big surprise. If a victim is within 10 feet of the end-point of the path after the flames have moved for the round, and if the flames are unable to close the distance due to the victim's superior speed or an obstruction, the flames that normally form the column will leap to the victim instead. This flame blast causes double the normal damage in a single round. The path is considered to have expended all of its power and ceases to exist. As noted above, the flame paths move straight toward victims. Unintended victims caught in flame's way are burned for 1d6 points of damage per round, no criticals possible, and only for as long as they remain in the path. Elemental Aura, Fire: The aura is three inches thick and covers the caster's entire body. Fire auras are a flickering red color. The fire aura grants immunity to normal and magical fire (though not phoenix fire!), total protection from physical attacks by creatures of the elemental plane of Fire, the ability to breathe and move freely within the element of fire, and complete protection from the natural environmental effects of the plane of Fire. Note that the aura may be dispelled instantly by any of the major beings of Fire, including Imix & Azim, although grues cannot affect it. This aura will not stack with any other aura spell, nor with an animus. Conjure Efriti: A fire Conjuration that enables the summoning of an elemental of fire, the strength of which is based on the energy assigned to it by the activator, and thus conjuring any one of 10 grades of elemental. The conjured creature will take physical form upon activation, and thereafter it will perform one demanded service. An impossible demand will simply deactivate the energy and release the elemental to do as it will. A demand with what are clearly multiple portions will be obeyed only insofar as the first part is concerned. Immediately upon fulfillment of the demand, the elemental vanishes. The efriti carries (actually part of its' being, unable to exist separately) a curved blade which burns with supernatural fire, this blade inflicting considerable injury upon those struck with it and setting combustable materials alight. Wounds inflicted by it themselves burn for a time afterwards. The efriti takes 30% less damage than normal from physical attacks. A materialized efriti can pass through fire, flames, and even molten lava at up to 100 miles per hour speed even while carrying up to 1,100 pounds of weight for 10 hours time without pausing to rest. The fire and heat that are traveled through will not affect anything, including a person, carried by the elemental. Once per day, an efiriti may 'breath' a pulse of flame of extraordinary potency. Fnawar's Invisible Inferno: This preternatural power of fire enables the activator to engender a 200-square foot area of invisible flames at up to 100 feet distance. The area must be in a rectangular shape of five-foot by 40-foot size or of 10-foot by 20-foot size, It remains active for only one minute, but any creature affected by fire or heat will incur strong harm for entering the invisible fire, and an additional like amount of harm for each additional 10 seconds of time, or fraction thereof, spent moving through or otherwise within the area. Harm ignores all armor save that devised to prevent injury from fire or that of supernatural energy. Any potential entrant moving slowly might note the rise in temperature near that begins at three feet distance from the unseen fire, and keen vision might note the air distortion above the affected area. Otherwise, and this applies positively to reckless pursuers, the deadly flames will be quite unnoticed. Unquenchable Flambeau: A power of fire that created a non-consuming flame to spring forth from the end of any wooden billet the activator holds at the time. It must be of wood alone, however, with no other substance on it in it. This flame will serve as a commandable torch, flaring to double-bright fire so as to enable clear vision to 40-foot distance, dimming to a ember glow, or shining in any color of the spectrum. If the billet is stout, such as a club, it will serve as a magical weapon, but lacking the capacity to cause combustion. The power remains active for 241 to 300 minutes realtime. Flame Elementary Service: This preternatural power of fire enables the activator to force a flame elementary to do one of the following in an area with a radius of 10 feet at a point in sight of and no more distant than 30 feet from the pyrourge and moving with him or her if desired. 1) Make the area of flames of greater heat so that harm therein is increased moderately but with no more rapid consumption of the fuel for the fire. 2) Make the area cooler so that harm is reduced moderately, and might well thus deliver no real harm at all to those within the affected area. Heat Elementary Service: This preternatural power of fire enables the activator to force a heat elementary to increase the air temperature by as much as 90 degrees Fahrenheit in an area with a radius of 90 feet at a point in sight of and no more distant than 900 feet from the pyrourge and moving with him or her if desired. Smoke Elementary Service: This preternatural power of fire enables the activator to force a smoke elementary to fill an area with a radius of up to 60 feet at a distance of up to 180 feet from the pyrourge, and moving with him or her if desired. The smoke reduces vision range to 30 feet, makes breathing harmful (1 point per 2 seconds spent therein), and all senses lowered so as to reduce all activity by one-half speed and precision while in the area of effect of the smoke elementary. Ash Elementary Service: This preternatural power of fire enables the activator to force an ash elementary to do one of the following in an area with a radius of 180 feet at a point in sight of and no more distant than 360 feet from the pyrourge and moving with him or her, if desired. 1) Make the area of ashes so that any movement therein stirs up a cloud (just as a dust cloud) around whatever moves through it. This reduces vision and hearing range to 60 feet, makes breathing difficult, and hindering most senses. 2) Make the ash in the area absolutely still and unmoving so as to yeild no evidence of anyone or anything having traversed it. Aurora Elementary Service: This supernatural power of dual-element (fire & air) nature enables the activator to force an aurora elementary to become active in a radius of up to one mile, with a central distance of up to one mile from the activator, and moving with him or her if desired. The following conditions apply to the area of the aurora: 1) Night vision within the area is enhanced to partial moonlight at worse, and otherwise by two steps, so that bright full-moon illumination equals twilight light condition. 2) Movement within the area is at the speed compatible with the increased light speed. 3) Objects subject to being back-lit will be appropriately silhouetted by the illumination of the aurora. Ball Lightning Elementary Service: This supernatural power of dual-element (fire & air) nature enables the activator to force a ball lightning elementary to become active within a distance of up to 180 feet from the activator, and upon appearing, move in the direction pointed to by the activator (along the ground, above water, or in the air), traveling up to an additional 360 feet thereafter at the rate of 10 feet per second. Anything within the five-foot-wide path traveled by the ball lightning elementary suffers very strong electrical harm, doubled that if wearing metal, touching grounded metal or the like, or standing on wet ground, protection ignored unless specific to such harm as being delivered. Anything in a six- to 10-foot radius of the direct path traveled by the ball lightning elementary suffers good electrical harm, doubled that if wearing metal, touching grounded metal or the like, or standing on wet ground, protection ignored unless specific to such harm as being delivered. Chain Lightning Elementary Service: This supernatural power of dual-element (fire & air) nature enables the activator to force a chain lightning elementary to become active within a distance of up to 180 feet from the activator, and upon appearing, strike an initial target in the direction pointed to by the activator (along the ground, above water, or in the air), at a distance of up to an additional 180 feet. The target subject struck directly by the chain lightning elementary suffers major electrical harm. Thereafter, and instantaneously, the chain lightning elementary divides to strike the two nearest targets adjacent to the initial target. Then, and again instantaneously, the chain lightning elementary once more divides to strike the four nearest targets adjacent to the secondary targets. Next, the chain lightning elementary once more divides to strike the eight nearest targets adjacent to the tertiary targets. Finally, the chain lightning elementary once more divides to strike the 16 nearest targets adjacent to the quaternary targets, each of these four suffering good electrical harm. In all cases, harm is doubled if wearing metal, touching grounded metal or the like, or standing on wet ground, protection ignored unless specific to such harm as being delivered. Cinder Elementary Service: This supernatural power of dual-element (fire & earth) nature enables the activator to force a cinder elementary to become active in a radius of up to 180 feet, with a central distance of up to 180 feet from the activator, and moving with him or her if desired. The following conditions apply to the area of the cinder rain: 1) Vision and hearing within the area are reduced to 100 feet. 2) Movement within the area is at one-half normal speed. 3) All flimsy and easily inflammable materials in the area of the falling cinders will have a 25% chance per 12 seconds of exposure to catch fire and begin burning. This includes dry leaves and grass, dry straw and thatch, and dry cloth. 4) Each 12 seconds of time spent within the area inflicts low harm from contusions and minor burns caused by the falling cinders to all therein not sheltered from such impact. Lava Elementary Service: This supernatural power of dual-element (fire & earth) nature enables the activator to force a lava elementary to become active in a distance of up to 60 feet from the activator. The activator has two options in regards to the actions of the lava elementary: 1) The lava elementary can be bidden to strike at a target, doing extreme harm to the target in the single strike. 2) The lava elementary can be bidden not to move but instead to hurl portions of itself at a target, doing so once per 6 seconds at a maximum range of 30 feet, inflicting very strong harm per successful attack. However, each such attack lessens the persistance of the elementary, so that when 10 missiles have been hurled, the elementary is gone. Any inflammable substance contacted by the lava will immediately catch fire and burn, harm from the combustion being in the moderate range per round of burning. Boiling Water Elementary Service: This supernatural power of dual-element (fire & water) nature enables the activator to force a boiling water elementary to become active in a radius of up to 30 feet, with a central distance of up to 60 feet from the activator. One of the two following services can be commanded of the elementary by the activator: 1) The water area affected is actually boiling, and is altered so as to be only luke warm, so that those passing through it are not in the least affected despite the apparent bubbling and turmoil typical of water at 212 degrees F. temperature. In this case, the pyrourge can command the elementary to move along with him or her at whatever swimming movement rate that individual can achieve based on the conditions. 2) The water affected is below the temperature of boiling but is then brought to such heat. Any creature within the area of effect will immediately suffer low harm each round of exposure. In this case the elementary will not move. Geyser Elementary Service: This supernatural power of dual-element (fire & water) nature enables the activator to force a geyser elementary to become active in a distance of up to 180 feet from the activator. The geyser thus produced will errupt instantly, sending a jet of steam and boiling water of three-foot diameter upwards to a height of 90 feet. Anything directly in the path of this stream will suffer extreme harm. The following round the terrain in a 10-foot radius around the geyser begins being pelted by a rain of boiling water, and any creature within the area of effect will immediately suffer low harm each round of exposure. Steam Elementary Service: This supernatural power of dual-element (fire & water) nature enables the activator to force a steam elementary to become active in a radius of up to 30 feet, with a central distance of up to 60 feet from the activator. One of the two following services can be commanded of the elementary by the activator: 1) The water vapor area affected is actually superheated, and is altered so as to be only luke warm, so that those passing through it are not in the least affected despite the apparent scalding steam. In this case, the pyrourge can command the elementary to move along with him or her at whatever walking movement rate that individual can achieve based on the conditions. 2) The area affected is not steam-filled but is to be made thus by the elementary. Any creature within the area of effect will immediately suffer low harm each round of exposure. In this case the elementary will not move. Phosphorous Elementary Service: This supernatural power of triple-element (fire, air, & earth) nature enables the activator to force a phosphorous elementary to become active in one of two forms, with varying conditions, as described hereafter:a radius of up to 30 feet, with a central distance of up to 60 feet from the activator. One of the two following services can be commanded of the elementary by the activator: 1) A great phosphor elemenatry with an effect radius of up to 180 feet, with a central distance of up to 360 feet from the activator: The elementary will illuminate the area of effect as brightly as if it were full, direct sunlight, and this effect will continue for a full five minutes realtime, extension of the period not possible. 2) A great white phosphorous elemenatry with an effect radius of up to 30 feet, with a central distance of up to 90 feet from the activator: The elementary will explode and shower burning white phosphorous over the entire area of effect. Each and every target therein will suffer harm. Those within the immediate center, the inner 10-foot radius from the center will suffer very good continuing harm. Those within an 11- to 20-foot radius from the center will suffer good continuing harm until immersed in water. Those within a 21- to 30-foot radius from the center will suffer moderate continuing harm. This harm lasts 30 seconds, or until immersed in water, or dead. Note, only extraordinary armor protection reduces the harm inflicted after the initial round of exposure, because thereafter the white phosphorous has burned through to flesh or heated the armor sufficiently to negate its protection. The explosion concludes the elementary's service. Heat of the Searing Forge: Makes a piece of metal too hot to touch. Something the size of a breastplate or helmet does +10 damage if in direct contact with the skin for one Round. For each additional Round, more damage is done, the amount dropping by two points each Round (+8 damage on Round two, then +6, and so on). Smaller objects do less damage. Most metal armor has leather or cloth underneath that gives the victim a +2 Soak bonus vs. the heat. Hellbinding Bolas: The caster creates a set of magical fire bolas which are hurled towards the target at lightning speed, leaving atrail of grey smoke. The target will be trapped until he rolls under 5% of his consitution on 1d100, and suffers damage each round. It begins+12 and decreases 2 points each new round(+8,+6... stoppingat +0, from then on, the damage will be +0 each round). Midsummer's Demise of the Sparkling Firefly: All fireflies within range explode into flames when they light their luminescant tails. This may start additional fires, and anyone standing within a pace or so of an exploding firefly suffers +10 Damage. Fireflies themselves are not harmed by the explosions of other fireflies. Tales of the Ashes: Lets you see what the ashes you touch originally were, and how and when the object was burned. Show of the Flames and Smoke: Causes smoke of different colors, streams of flame, and strange popping and sizzling noises to come from a fire. The effect is so spectacular that onlookers are either entranced or horrified, depending on the circumstances. The pyrotechnics might ignite nearby flammables and cause minor burns to those within two paces of the fire. Prison of Flames: Turn a bonfire into a prison shaped like a miniature castle. A person thrown into the middle is not burned, but suffers a 26-35 wc. attack if he tries to escape. Flames of Sculpted Ice: Turns a house fire into ice. The ice forms beautiful sculptures of leaping game, until the ice begins to melt. When the ice has melted half way, the flames start again, but probably don't spread because of wet surroundings. Wizard's Eclipse: The sun is eclipsed over a circle of one mile radius by a magical interference that covers the ground with a darkness equal to night. For every extra pawn of vis that is added, the Range extends by half a mile. The eclipse is very sudden, and lasts in its totality for five minutes. Superstitious villagers are panicked by this, and are quite sure of the impending end of the world. Symbol from the pits of hell: A great symbol appears in the air (a green flame with a red eye in its center) and all who can see it (except the caster and beings of fire) erupt with flames and are burnt to cinders within a short time unless they manage to overcome the magic. Curse of the Spreading Dark: Creates an area of utter darkness within which torches give off no more light than a candle and other sources are proportionately reduced including all light spells of lower levels than this one.The darkness is hot and stifling and the seemingly oppressive.Whilst the darkness at first is confined to the range of the spell it slowly but steadily grows,taking seemingly forever but slowly speeding up.Eventually after perhaps 5 years it will cover an area of some 100miles radius leaving all within forever dwelling in utter darkness.. Tzu's Sword of the Sun: This spell transforms a standard (virtual only) sword into an identical blade with the power to cause flesh struck to ignite, boil and explode. This effect does 2-16 damage per blow, and damages the limb struck a bit more than usual. Daughter of Noubosse: Like Paline, Noubosse became a sword to combat the evil forces. His children appear as fine mithril swords with burning runes spelling out a WORD which demons & devils cannot stand to hear spoken nor bear the sight of. Doing almost no normal damage, they burn those struck. Upon striking any demon/devil (including chaotic-lords' bound items), they also inflict a direct blow to the foul lifeforce of the opponent, weakening it and igniting their wounds which continues to burn for several minutes afterwards. Like the other lady swords, these may only be wielded by certain types, namely sword-mages, seraphim, angels, salamanders, fire mages, and paladins, others suffering a hostile angel coming to the aid of the lady. Fire lore serves as the combat skill for them. Swift Flame Portals: Calls forth a fire elemental which surrounds the caster, who then resembles a living torch. Clothing and possessions are burned to ash unless protected, but the caster is not harmed. Any flammable matter the caster touches will catch fire. This invocation must be cast near an open flame, and will not work if cast in a room or closed place. While the elemental remains, the caster is immune to most forms of fire, as if a native of the elemental plane of fire, and may fly at great speeds. Unfortunately, this elemental is extraordinarily sensitive to water, even a very short moment of contact with it injures the caster, the more water the greater the damage. Fumbling this spell still conjures the elemental, but it runs away like a frightened animal (which in a way, is what this creature is on its' own plane). Casting any other spell while this one is in use runs the risk of losing the elemental. The Procurators Whose Eyes Are Basilisks of Ruby: Upon casting, these beings possess the caster, whose eyes turn as red as ruby. The caster then looks into the eyes of the person they want to question, this victim has two rounds to escape before the spell paralyzes them, holding them in a trance. Once entranced, the victim must answer the caster's questions truthfully, using their magic level to resist each question, but the magic level of the questioner is considered to be 14 levels (the level of the Procurators) higher then normal for this sole purpose. Should the spell fumble, the caster is still possessed, but the Procurators force him to confess any harmful intentions he holds towards anyone, then return to their own plane. The Implacable Minister, Living Lamp of the Hidden Altar: This creature has the body and stature of a large man. It wears only a long hooded cloak, under which only the hands and forearms are visible, black, scorched and fleshless. It bears a long two-handed sword and smells strongly of sulphur. Most terrifying of all, there is no head, in place of this it has a steady blue flame. Most mortals (not including descendants of the Ethereals or Elves, nor any fire beings) have great trouble standing their ground, tending to flee from this being. The Minister cannot be injured by non-magical methods other than a cutting weapon whose edge has been coated with the blood of the wielder. Its' own sword is magical, requiring high (65%) skill to wield. The sword vanishes when the Minister does. The Lords of Torment with Diamond Helms: This invocation summons a single Lord, who is invisible save to those who can see spirits or to beings of fire. For those who can see it, this being appears as a Greek warrior dressed in white-hot armor and a helm which glitters as if carved from solid diamond. The Lord follows the caster for up to a day, until the caster designates a target. Once a target is chosen, the Lord possesses the poor being and begins torturing them to death from within. At first, nothing happens. On the first night after possession, the victim grows anxious, tense, and finds it impossible to sleep or rest, awakening almost immediately drenched with sweat, heart pounding, and feeling as though a fire is devouring their innards despite being very cold. Every night possessed, the victim loses 5 points of consitution and 5% from every skill, dying at 0 con. The death of the victim ends this spell, as can certain other spells, such as the Princes of the Salt of Wisdom. The Powerful Pale Queens of Pain, with Tears of Flame: Much like the Lords of Torment, these beings are invisible to all save those who can see spirits, or to the eyes of the werefolk. The Queen appears to them as a very beautiful woman in a light white dress, whose reddened eyes flow with tears of blood that ignite as they roll down her cheeks. She wears a thorn crown, and follows the caster for one day or until a target is designated. Once the target is chosen, the Queen approaches them and attacks by taking off her crown and placing it on the victim's head, the victim has no idea this is occurring unless he can see her. The victim gets one chance to resist, based on 10% of their intelligence vs. the Queen's magic level of 28, success destroys the crown and causes the Queen to vanish with a cry of agony. Failure allows the crown to remain, the Queen heaving a relieved sigh and disappearing. Instantly, the victim goes mad with hallucinations that give no peace and drive him to ruin. Anyone else can remove the crown from the victim's head if they can see it, an action which always succeeds, but if they fail the same resistance chance as above the crown lands on their head, driving its' new victim mad, otherwise it disappears. Some spells can also free the victim, such as the Princes of the Salt of Wisdom, but death gives no release. This spell can only be cast by members of the wereraces, by races who are kin to the fire elementals, or by Demigods. Fumbles (such as always happens if cast by the wrong race) result in the Queen appearing and putting her crown on the caster's head. The Dragon Azim, Lord Principality of the First Gate: One of the strongest elemental summonings (estimated level: 34), the ritual calling Azim to this world requires the sacrifice of 17 children of the caster's race. Once called, Azim's arrival is presaged by clouds of choking smoke. Once the smoke clears, Azim is visible as a small red salamander creeping around the edges of the pentagram seeking a gap in the lines. His eyes burn a deep red. Only the caster hears Azim's voice, in their mind. The bodies of the sacrificed children rise up, undead but seeming to be living. These, the Children of Azim, are Azim's eyes and ears in the mortal world. They will serve the caster in Azim's name. The Children have a communal mind, what one knows all know. Although each is low level (1-3) by itself, the Children may cast spells using the combined magic skill, level, and mana of all of them present, knowing almost all spells of fire. The Children regenerate swiftly, and can only perish if kept at negative hp. while immersed in water for a full minute. The Sublimation of the Drinkable Gold: This spell enchants wine into a glowing, smoking potion. If drunk before the (short) duration ends, the drinker glows from within for a full minute, regaining their full hp. every round during this time, but at the end of the minute their maximum hp. and maximum constitution are each permanently reduced by one, burnt away by the power invoked. The Fire Crucible of the Spiritual Construct: This spell fashions a mold for making a golem. 10 ingots of iron are required, which the spell rusts and shapes into a humanoid flame. After it rusts for a day, the caster must lie inside the mold for another day, during which they may use spells but may not move or the mold is ruined. Once the second day is finished, the mold will have the shape desired by the caster for the golem (defines the body type and possibly a few related qualities). The True Stone of the Fire Golem: Taking a ruby, the caster builds a spiritual matrix inside it, holding preset commands which the Golem will obey once the ruby is set in its' head and the body is animated. The True Stone acts as the memory and limited intelligence for the Golem. Loew's Golem: This spell permits the animation of a golem through the spiritual action of fire upon the gross matter of earth. It requires extensive meditation in the presence of all four parts of the incomplete Golem, mold (made via Fire Crucible of the Spiritual Construct), body (made via Morphic Conglomeration of the Stone, earth spell which designates the stats of the creation), stone (made via True Stone of the Fire Golem), and paten (made via Gaian Paten, air spell which teaches skills and defines purpose). Any disruption of this meditation destroys all four pieces! (In game terms, talking on any channel, or making any action other then purely OOC activities, tells, and emotes will disrupt). Dowse Fire Plexus: This spell divines whether or not the caster is within a Fire Plexus, an area where fire magic works much better than normal. Skilled casters may also tell if they are near such a Plexus. Manifest Fire Plexus: This complex spell creates a temporary Fire Plexus in the area cast. Screaming Wall of Flame: The caster conjures what appears to be a blazing wall of orange flame, blocking a doorway or hall. Not only does it burn anyone touching (or running through) it, but the wall darts about, rearing and shrieking, causing fear in those hearing it. The wall is actually an elemental trained in acting. Flame of Life: This spell rekindles the vital spark in those newly dead (15 rounds?), and helps this spark survive in the dying. Cast on someone dying of poison or in a coma, it partially relieves the condition and restores a small amount of hp. Cast on the dead in time, it brings them back very weak but alive. Spears of Fire: This spell transforms icicles into daggers of fire, falling on whoever or whatever was below them at the time. It requires some skill with water magic as well in order to cast, due to the conficting elements. Not a well-written spell, from the point of view of an elementalist, but a nasty surprise none the less. Black Candle: This spell enchants a candle while it is being made. When such an enchanted candle is lit, it burns with a black flame, as dark and cold as a normal candle is bright and warm. Lit candles are consumed normally, however, despite the cold. Torch of Stolen Light: As Black Candle, but for torches. Darkness of Midsummer's Night: As Black Candle, but enchants a log so that any fire it is added to turns to the infernal black flames, up to the size of a bonfire. Attraction of the Fire: A curse, this spell makes flames leap to the victim as if iron to a lodestone. Any fire within 3 paces of the victim changes direction to reach them, making wielding a flame blade deadly. Fire spells cast at the victim gain moderate bonuses, being harder to avoid or resist, though no change in their effects thus occurs. Lightless Flame: The target fire ceases to shed light. The flames continue to look normal and glow, they merely fail to illuminate their surroundings. Heat is not affected, and fuel is still consumed normally. A fire under this spell is very eerie, indeed. Invoke Imix: This long ritual calls out to Imix, one of the members of the royal family ruling the plane of fire. As Prince of Evil Fire Beings, Imix sides strongly with Marghuul, and will never answer a call from a follower of his foes. The one calling to Imix receives a single wicked fire elemental to serve them, of any sort they request limited only by their own magic level, the higher the level the more types are available. If cast by a Legend, Imix himself may show up personally to give aid. Summon Lava Child: Lava children are the unnatural offspring of a union between spirits of earth and fire. Appearing as broadly-built humanoids the size of a high man, they have pinkish-white skin, an oddly child-like appearance, a permanent smile, and claws. Not fierce fighters, though decent (level 4-6), lava children are most often called forth to serve as guards due to being strangely 'immune' to all metals. They cannot touch metal, nor can any metal touch them, the two pass through each other as if they didn't exist, allowing the lava child to take on an armored knight with relative impunity. Lava children have considerable protection against both fire and earth, most such magics failing to affect them, but are unusually vulnerable to attacks based on air and water. Occasionally lava children have been known to learn spells, whether as elementalists or as priests of K'thach. No lava child has ever been known to learn necromancy or magery, though there are tales of one who managed to learn the basics of runecraft. Summon Fire Mephit: Mephits are messengers, serving various evil elemental masters. As a race, they are connoisseurs of the vulgar and tasteless. In appearance, they resemble large sprites or faeries, being some five feet tall, humanoid, and having butterfly-like wings sprouting from their shoulders. Fire mephits are a dull red with streaks of black, surrounded by a wispy aura of flames. In addition to its' claws and teeth, they possess several powers. Those who touch them with bare skin suffer burns unless protected from fire (on the specific extremity touched, general ac vs. fire won't help if you touch with your hand in this case). They generally know two first level spells, and possess a pair of weak breath weapons, one being a blanket of flame over a group and the other a jet of flame focused at a single target, neither form being strong enough to cause criticals. Although they can summon more mephits to their aid, on their own plane, this ability fails in the mortal world. Summon Lava Mephit: A more dangerous caste of mephit, lava mephits constantly ooze drops of molten lava-like sweat. Though their claws are weaker than those of fire mephits, they are much hotter, causing eight times as much damage from heat. Able to breath blobs of lava at foes, up to eight times before having recharge in lava (natural or magical, their own powers don't count for this, requires lava terrain), and to regenerate swiftly while in lava, they are well suited for volcanic regions. Unlike fire mephits, they know no spells, relying on their native powers. The touch of a lava mephit damages metallic objects unless they are extraordinarily magical (iron plate armor becomes worthless after a mere 8 blows from the mephit). Summon Azer: Appearing much as their dwarf cousins, save for skin of living bronze and flames for their hair and beard, the azer are rarely summoned unless metalwork is needed, for they all have basic (but rarely more than basic) skills at blacksmithing and forging, and will use them as their summoner requests in exchange for gems, clear purple or red gems being the most highly regarded among them. This spell cannot summon an azer of higher than level 5, stronger azer have learned to defend themselves from unwanted summoning by such a weak spell. Azer cannot remain in the mortal realm for long, it is too cold for them to survive except around a volcano or a forge. Summon Lesser Phoenix: An exquisitely beautiful bird possessed of gemlike beaks, diamond talons, and eyes of midnight sunstone, the rare phoenix grows ever rarer as more are summoned and slain for body parts used in a variety of magics. Highly intelligent, these birds use a variety of spells, all at an amazing magic level of 40. The flames of the phoenix's burning feathers are a special sort, bypassing all normal forms of fire resistance and destroying most weapons on contact (requires either mithril, laen, or +40% puissance to withstand this effect). Some sages name this special flame 'Utterfire'. Hot Air Burst: (volkhv spell, AF) The caster inhales a previously summoned air spirit, then exhales, forcing it out through rounded lips. After leaving his mouth, the air spirit combines with a (previously summoned) fire spirit, forming a super heated burst of air which can burn skin and lungs and provide short-term (1-3 rounds) blindness. Damage is the combined elemental points of the two spirits. Flame Breath: (volkhv spell, AF) Cast much like Hot Air Burst, save that the spirits do not combine, rather the air spirit picks up the flame spirit and carries it as they rocket forward. No blindness results from this, but furs, leather, and cloth may be damaged by the flame. Heat Air: (volkhv spell, AF) Through careful mingling of an air spirit and a fire spirit, the caster produces a globe of warm air to keep his party comfortable and defend them from cold based attacks. The strength of the protection is equal to the combined elemental points of the two spirits, the spell will defend against this same number of elemental points worth of cold attacks per 10 seconds. Blood Boil: (volkhv spell, WF) This combination of a water spirit and a fire spirit causes the spontaneous boiling of body fluids inside the target, whether blood, gastric juices, urine, sap, etc. Damage is equal to the combined elemental points of the spirits, but takes place over 1-3 minutes. Trees appear to wilt if hit by mild attacks, and lose leaves and bark over a 1-5 minute period after a severe attack. Fluid Boil: (volkhv spell, WF) This combination of a fire spirit and a water spirit enables the caster to boil fluids, a useful ability when cooking, making potions or preparing candles and oils. Evoke Fire Spirit: This spell calls a spirit of fire from its' natural abode, the power of the spirit depending on the type of abode called from rather than the power the spell is cast at. A type 1 spirit is called from hot embers, and has 1 or 2 elemental points. A type 2 spirit is called from a torch or lantern, having from 1 to 6 elemental points. Type 3 spirits are called from campfires or house fires, and have 5-11 elemental points. Type 4 spirits dwell in bonfires and pyres when on this plane, they have 10-19 elemental points. Type 5 spirits are rare, a large grass fire might have one, and they range from 20-39 elemental points. Type 6 are the strongest (or so it is thought), dwelling in raging forest fires and bearing 46-100 elemental points. Jundrune's Quick Flame: This spell may ignite any dry, burnable object up to 10 feet away from the caster, or cause 3 hp. of damage to a person (none if they have any sort of magical protection from fire). Harwyn's Hot Flame: A more powerful Quick Flame spell, with a 30 foot range and able to ignire wet wood. It inflicts 6 hp. on a person if used offensively. Phanch's Out-Fire: This spell may instantly extinguish one fire of campfire size or less within 30 feet. Elementals cannot be affected, nor can some magical blazes. Mad Lupe's Fire Lash: Casting this spell fashions a whip out of fire. Wielded in battle, it is perhaps half as effective as a normal whip, the missing half of the damage being replaced by fire. It only lasts a short time before going out, unfortunately. Skorn's Flash Point: Causes a 20 foot diameter area to superheat to 1000 degrees instantly, burning all in the area for 24 hp. up to a maximum of 200 hp. total damage. Beings of fire are never affected, some may even be healed by the momentary flash. Davalon's Doomfire: This incantation produces a hissing tongue of green flame shooting forth from the palm of the caster. All struck (must be together in a group, otherwise just one is affected) suffer 36 hp. of damage and must resist (separately from the fire) or become terrified of the caster. Tirinyo's Wall of Ice and Fire: Another spell which combines conflicting forces, this conjuration fashions two thin walls of one element and sandwiches a thin barrier of the other between them while keeping the two from interacting. As a result, you get either a wall of fire with a sheet of ice hidden inside to keep people from running through (thus taking damage more times), or a wall of ice that glows and flickers alarmingly from within. Khoreb's Curse of the Screaming Skull: This haunting takes the form of a human skull wreathed in emerald flames. The skull wails, weeps, moans, screams, mouthes obscenities, and generally makes a pest of itself as it sails about, ricocheting off walls, knocking over candles and dishes, nipping small pets, etc. Once cast on a castle or building, the curse remains, appearing about once per night for 10 minutes per night until neutralized (it never ends on its' own). Gwallorn's Hand of Ice and Fire: A third spell combining these conflicting forces, this magic transforms one of the caster's hands into translucent ice-like crystal with 'bones' of flickering scarlet flames. During the duration, this hand may inflict either fire or ice damage by touch, as often as desired, although only one of the two sorts may be used at a time (caster must consciously switch between them). Weapons and shields held in this hand likewise gain either fire or ice powers so long as they are so held. The spell won't stack on the same hand, although it can be cast multiple times to enchant more hands. Talara's Fearful Fireworks: Fills the area with hundreds of multi-colored firework-like effects. While wondrous to behold, they are completely harmless unless someone is hurt by light, as Talara took great care in researching the spell to ensure it could not ignite or burn anything. Pheldoe's Radiant Ring of Flame: A 10-foot diameter ring of 13-foot tall red flames around the caster, this spell lasts 12 rounds, burning all undead they touch. Skeletons, mummies, and other dry undead have a 75% chance per round of contact of catching fire and burning for 11-20 rounds. Beings other than undead also take damage from the flames, but much less (about 1-8 hp) and won't catch fire. Oddly enough, undead fire elementals are burnt much worse than other undead, the flames usually destroying them utterly in 2 or 3 rounds. Conjuration of the Ethereal Sun: When cast, this spell calls forth a 13' diameter sun of ghostly, nearly transparent violet flame. This sun is completely harmless to most beings, as it burns on the ethereal but not the physical. To the undead (except skeletons and zombies, which are not affected), demons, angels, seraphs, wraithes, and any elemental other than those of fire, merely being near this sun will burn them. Touching it or trying to pass through it burns these same beings much more drastically and blinds them for a time. Conjuration of the Devouring Sun: This spell brings into being an illusory, blazing sun of brilliant flame, some 8' in diameter. This star has eyes like black holes and gaping maw of swirling black oblivion, spiraling down into the hells. Like a normal pet, this illusion will obey the caster's commands, although it can do no damage, merely seem to. The fiery glow it sheds is thrice the light of full day. The Second Tiger of Tamura: This creature appears as a red tiger with blue stripes, appearing to slay a specified prey. Like its' 9 brethren, the tiger draws its' power from the caster, using his mana rather then having its' own, and its' powers of fire and the strength of its' claws & teeth depend on the caster's levels. The magic fades after a very short time, though, as the tiger is an illusion given real substance by this complex spell. Heartflame: Not traditionally used for combat, this spell is normally reserved for rituals, supplying fire of the utmost purity. When cast, the caster projects a beam of 'Starfire', or pure alchemical energy, while speaking the name of fire in the mystical language Venderant Nalaberong (V.N.), thus opening a hole into the depths of the Plane of Fire and drawing forth a little of the pure flame via alchemy. This special fire may be contained by magical means and kept, but if it burns anything of the mortal world it loses all virtue, becoming normal fire as it does so. Lesser Alchemical Fire Elemental: This spell uses starfire to summon a small fire elemental through an existing flame. This elemental appears as a humanoid campfire, some 2 feet tall, burning a bright yellow-red. It has full control of its' flames, permitting it to handle objects and touch mortals without harming them unless it wants to. It remains in this world until destroyed, released, or banished. These elementals can merge with each other, up to four of the same element thus combining to become a more powerful being for a time. Each (single) elemental can project a blast of fire six times, but will not do so unless instructed to, as they cannot recharge this power outside their own plane. A lesser alchemical fire elemental which hasn't used any bolts can instead touch someone/something in a vaporization attack inflicting 10 ten times as much damage, but doing so uses up the elemental and destroys it, not an order which will endear the caster to the lords of flame. These elementals are nearly impervious to water damage, but suffer greatly from air attacks. Unfortunately for those who would slay an alchemical fire elemental guard, they are unusually resistant to both martial arts and metals, although spells work normally against them (subject to the exception of water) and they can be injured by the strange metal called forgotten steel, which hurts them so badly they lose a level from every blow struck on them with it. Alchemical Fire Elemental: Summoning one of these beings requires much more preparation than calling their lesser kin (or are they the children?). It requires a flawless fire diamond, a cauldron filled 3/4ths of the way with heartwater, a handful of leaves from an earth root tree, a handful of crushed mage tree bark, and sunlight. They share all the powers of the lesser alchemical fire elementals, except they aren't harmed by forgotten steel, cannot combine with each other, have much stronger blasts which can be sent several miles to reach their targets, and cannot vaporize. However, the true benefit of calling these beings lies in wrapping their fury around the caster's heart, merging the two for a time so that the caster gains many of the elemental's powers to use as his own for a period of time. Be warned, trying to merge with a second alchemical fire elemental while one is already merged is invariably fatal to the caster, for the elementals can then overpower his will and use it for what they will, then take it back with them to their plane when they choose to leave. Flames of Earth: The target of this spell is engulfed in golden flames which burn away the earth aspects of his being. Each round, the fire devours 10% of the target's remaining constitution, going out when their con is reduced to 1 or when the target is hit by any spell of earth magic. Lost constitution returns a few hours later, or can be restored magically. Conjure Minisun: This spell forms a miniature sun and places it far overhead to provide heat and light to a region. In game terms, the minisun will turn night into day for 1 square on the world map and twilight for all squares around that one. Note that spells which require sunlight in order to work cannot be powered by the minisun, it just isn't strong enough. Enhance Fire Creature: This spell makes creatures of a fiery nature look and act tougher. The spell can enhance creatures which dwell in flame or are from the plane of fire, but not those who can merely cast fire spells or are immune to fire. Recipients looks bigger and more vigorous than before, their flames charged with sctintillating yellow and purple streaks. Quench Fire Creature: The opposite of Enhance Fire Creature, this spell makes the recipient less vigorous, their flames duller and redder. Sunwarp: This complex spell multiplies the images of the recipient and their party until they fill the area. A single camel becomes a herd, 12 riders become an army. The chosen images repeat themselves across a blurred, wavering field, which appears distorted by natural heat shimmer. The illusion is equally convincing from all directions. When cast, the caster must choose a focal point, an object carried by the recipient which will anchor the illusion and act as the center. Once the spell has been cast, it travels with the focal object, multiplying whoever bears it and their allies. Destruction of the focal object ends the spell, as can spells which bring cold to bear in the area. Flame of Justice: A twisted spell of divination, this magic requires a lit candle to cast. Once cast on the target, the caster may ask 10 questions of them. Each time a question is answered untruthfully, one body part of the target bursts into flame for a few moments. Unfortunately for the target, this spell determines 'truth' by whether or not the caster believes what the target tells him. Telling the questioner what he wants to hear is the best way to get through this ordeal. Be warned, though, if thou be a black-hearted rogue who disbelieves everything just to harm the target, the magic may warp and call forth vengeful spirits to slay thee. Unleash Flame Monolith: A form of elemental summoning, this spell brings a barely sentient being of living heartflame into the presence of the caster. A flame monolith appears as a 30' long serpent of fire with jade-hued eyes and white fangs dripping magma. Like all elemental monoliths, the flame monolith cannot be brought to heel by spells which control other elementals, it is completely independent and desires only to ravage and destroy all things which aren't made of fire, usually starting with the caster unless he's an elemental. This spell requires a full (game) day of casting, any eating, resting, sleeping, or combat ruins it, although the caster may talk during parts of it. A great deal of fire is also needed, a burning castle does nicely, this fire only is needed at the conclusion of the spell. Orkhen's Hideous Heat: One of the most deadly spells known, this dreadful spell attacks the single target with ever-increasing temperatures. Short of powerful ice magic or immunity to fire, very little can survive it. Once cast, the temperature of the target increases by 30 degrees per second, inflicting greater and greater damage as time goes on. Living targets, in general, suffer 1-6 points of damage the first 6 seconds, 2-12 during the second 6 seconds, 3-18 during the third, etc. The duration of the spell is 1 minute per power level cast at. If cast at a non-living object other than an artifact, it may consume the item or melt it back into raw metal (mithril & laen are immune, elrodnite isn't harmed but it transmutes into iron and loses all cold powers permanently). Penryn's Whirligigs: When cast, this spell pours forth orange-sized balls of scarlet fire from the caster's cupped hands, the balls spinning and throwing sparks as they scoot/bounce around in completely random patterns. While harmless, they are noisy, bright, fast moving, and generally cause havoc as people duck, horses rear, animals bolt, etc. 3 balls are made by a *1 spell, 5 more are added per power level cast at. Cymbora's Raging Flames of Safety: This Runesong causes _everything_ combustible within 30' of the singer to burst into flames, save the singer themself. Even the very air ignites into brilliant blue-white fire. So long as they keep singing, the singer is completely fireproof (phoenix fire is the primary exception, but no natural fire/flame can harm them and only a handful of magical sorts can). However, should anything interrupt their singing/playing before they sing the final "out-fire chords" (i.e. the natural end of the spell), they lose their immunity and are instantly immolated. Others within the flaming air, unless elementals of fire or otherwise able to live in pure flame, take 11-20 hp. of damage per 2 seconds as it sears eyes, skin, and (worst of all) lungs. In game terms, this spell should not cause aggression, such would render it a deathtrap to cast. Candle of Brilliance: This spell fashions a candle which burns with thrice the light of a normal candle. It requires wax, phosphorus, and the herb vetiver in order to make. Casting at higher power only results in larger candles which can burn longer. Candles of Blades: This spell fashions a candle whose flame is 3 feet long, permitting the candle to be wielded as a sword of fire until the candle's duration ends. It requires wax, rowan, phosphorus, and blood from a hellhound in order to make. Casting at higher power results in candles which can burn longer, but the power of the blade never changes. Candle of Unfailing Light: This spell crafts a candle whose flame cannot be extinguished short of disintergrating the candle. The light emitted is normal for a candle, but will burn under water, in vacuum, even encased in ice. It needs wax, primrose, phosphorus, and blood from a blindheim to make. Casting at higher power allows the candle to burn longer. Craft Cloak of the Hellfurnaces: This long spell weaves a cloak of red and yellow cloth which provides limited protection vs. heat, fire, lava, and gases, but is otherwise no better than a normal cloak. Summon Tome Guardian: Through this spell, the caster calls forth a minor sort of elemental being to serve as a a guardian of a specific object for a time. Such objects must be non-living and rather small, usually grimoires and other books of lore are protected by this means. Once summoned, the tome guardian merges with the object, invisibly bound to it. Should anyone other than the caster or one of the caster's apprentices handle the protected object (Note, make sure to avoid abuse of 'giving' the object to someone as an attack), the tome guardian inflicts a 'fireburst' on them, a pencil-thin beam of white-hot fire which impinges directly on the aura, thus damaging the target while bypassing worn armor (but not spells, usually) and without harming possessions or other people. Humans, normal humanoids, and most animals are rendered unconscious for a short time by the shock of their blood boiling where the fireburst disrupted their aura, but elementals, demons, angels, undead, dragons, and giants aren't affected in this fashion. The tome guardian will never use firebursts against its' summoner, even if the summoner attacks it. A number of spells exist which can drive the guardian out of the object. The guardian, being native to the plane of fire, is unharmed by flames, in fact fire criticals heal it rather than injure. Firebrand: By means of this spell the caster creates a patch of everburning flame that blazes for the duration without consuming the object or location it is cast upon. Instead, the conflagration draws air into itself and somehow feeds on the ether for magical energy. The maximum size of the flames is equal to the volume of the caster's fist times the power level cast at. One common use is casting firebrand on a weapon to give it fiery damage, though no bonuses in any other ways. Another is casting it on an old torch to get more light from it. Third, it can be cast on a hand, paw, or foot to allow the owner to strike with additional fire damage (perhaps 2-4 more hp per blow, 4-7 per round from a firm grip). Although this latter usage of the spell is impressive, care must be taken not to ignite your own fur, hair, feathers, or clothes, since only the part enchanted by the spell is immune to the magic flame. Non-living objects enchanted and then shattered do not bear smaller fires, only one fragment will carry the magic. Quenchtouch: Sister spell to Firebrand, this magic is cast much the same way, with similar targets. However, the energy produced takes the form of shimmering black flames which produce no heat or cold, and cause no damage (exception noted below). Whenever they come in contact with flames of the normal sort, the other flame is instantly and completely quenched, with very few exceptions. Fiery beings can be badly hurt by weapons and hands enchanted this way, fire shields negated, and it is possible to parry fire spells cast at you (at a penalty to your normal parry skill, however). Area attack spells such as explosive fireballs are also negated by the presence of quenchtouch in the area of effect, but the dark flames are often likewise negated. Note that phoenix fire is not subject to quenchtouch at all, nor are the Children of Azim or the Powerful Pale Queens of Pain. Elementaries other than flame are likewise immune. Craft Poker of Searing: This spell fashions a poker from an iron ingot. While it can be used as a low-grade spear, slightly worse than a normal spear in combat, it has the special power of the tip turning red hot on command, inflicting 1-6 additional hp. worth of fire damage per blow for 10 minutes, after which time it cools down again. Any form of fire resistance or special defense against fire prevents this damage, and each poker may only heat in this fashion once per power level the spell was cast at. Craft Trident of the Phlogiston: Fashioning this weapon require one ingot of iron and one ingot of mithril. The completed trident is 20% more accurate than a normal trident and likewise has improved damage, but the true benefit it possesses is revealed when it is wielded against a foe who worships a god strongly opposed to the wielder's, at which time it generates a bead of concentrated fire at the tip every time it strikes such a foe. The bead does additional damage equal to the combat level of the wielder, subject in the normal fashion to defenses against fire. Brew Potion of Fire Resistance: Through this spell, the caster concotes a potion which grants the drinker temporary resistance to fire. Brew Potion of Fire Vulnerability: This spells brews a potion which is outwardly identical to the Potion of Fire Resistance, but has the exact opposite effects, rendering the drinker's flesh much more flammable. Fashion Ring of Coolness: Through this spell, the caster fashions a ring which keeps the wearer cool in the desert and tropics. It isn't powerful enough to help much against actual fire, much less lava. Fashion Ring of Fire Elemental Command: Only able to be made by extremely skilled elementalists, this ring prevents elemental beings of fire from attacking the wearer unless the wearer attacks them first. In addition, it permits the wearer to issue commands to the weaker sorts of elementals (square root of wearer's level?) as if their master, effectively becoming their new master. More powerful versions of this ring are said to be able to cast some fire spells directly, a few times a day. Fashion Ring of Fire Resistance: This ring grants the wearer the same benefits as the Potion of Fire Resistance as long as it is worn. Beware, fumbles create Rings of Fire Vulnerability. Fashion Ring of Ice: This ring is designed to protect the wearer against the terrible heat of the Plane of Fire itself. Worn on that plane, it protects the wearer from most of the environmental effects, but does nothing to protect against the inhabitants or against spells. Worn on any other plane, the excessive cold beating out of the ring does a bit of frost damage each round to the wearer unless he has cold resistance. Taking the ring off requires a roll vs. the dexterity of the wearer, unless on the plane of fire, due to the cold it produces. Making the ring requires ingots of elrodnite, mithril, and laen. Grow Dragon Lily: Through use of this spell, the elementalist causes a magical plant to grow from a specially prepared seed. The burning flowers of this plant, once they open, spout tiny bursts of fire at anyone who disturbs them. Attempting to smell the blossom usually results in a singed beard and eyebrows. Alpha's Starfire: This spell creates a column of brilliant, blazing silvery-white flames. All within 10 feet of the column not looking away must save versus petrification or be blinded for 1 round and dazzled ( 2 to-hit, +2 to be hit) for an additional 1d3 rounds. Creatures adversely affected by bright light (drow, duergar, etc.) save at 3 versus this effect. Any creature within the narrow column of fire (most likely only a single creature) is automatically blinded and dazzled as above, and additionally suffers 1d6 points of damage per level of the wizard, up to a maximum of 10d6. A saving throw versus spell will halve this damage. If the spell is cast outdoors under a night sky, a bonus of +1 per die of damage is added. Molten Ground: This spell causes an area of the earth to bubble up molten lava in its area of effect. In the first round the ground tremors slightly, and those not wearing heavy feet covering such as metal boots can feel a slight warmth. In the second round of the spell the heat becomes very pronounced, and will ignite paper, cloth, and dry vegetation touching the ground. If the people in the area of effect did not announce that they were moving in this round, they are going to be injured. In the third round the ground becomes molten lava, wooden furniture bursts into flames, and metals with low melting points start to soften. Anyone in the area of effect takes 3d6 points of damage, 2d6 this round only if wearing thick shoes. In each additional round spent in the area of effect a person takes 3d6 points of damage, and any items carried by the person must safe versus fire or be destroyed. The intense heat of the lava may cause structural damage to walls that are near or in the area of effect. Wooden walls will be destroyed by fire just like wooden furniture. Protection from Fire will protect a person but not his items from this spell. Note that lava rock is hard to obtain in most medieval settings, and that the lava generated by this spell will not work as a component for later casting (it's marked by magic). Shadowfire: Shadowfire combines fireball and darkness, 15-foot radius. The spell creates an immobile area of darkness, 20 feet in radius. The instant after the spell is cast, the darkness is filled with rippling black fire, doing 1d4 points of damage per level of the wizard, to a maximum of 10 dice. A saving throw is allowed for half damage, but not to ignore the darkness. The damage only occurs on the first instant, not in subsequent rounds. Unlike a fireball, the flames do not adjust to fill thier maximum potential volume. Eldarr's Fireshroud: When this spell is cast, the wizard is enveloped in an invisible shroud of flames. True seeing or similar magic will reveal the shroud, and detect magic will reveal strong lines of abjuration and evocation magic. The spell imparts on the wizard the equivalent of fire resistance for the duration of the spell (see the description of the ring of fire resistance in the Dungeon Master's Guide). In addition to the protection aspect of this spell, the wizard may also use it offensively: any target that comes within 10 feet of the wizard may be attacked using the shroud; a small finger of (clearly visible) flames shoots from the shroud and strikes the victim, inflicting 1d4 points of damage, plus 1 point per level of the wizard (up to a maximum of 1d4+20). A successful saving throw versus spell reduces the damage by half. Only one such attack may be made per round, and each attack reduces the spell's duration by one round (thus, an attack may not be made the last round the spell is in affect). Anyone who scores a successful melee hit on the wizard while he is under the protection of this spell suffers damage equal to that inflicted by an attack from the shroud (1d4 + 1 per level); again, a successful saving throw versus spell reduces the damage by one half. The duration of the spell is not affected in this case. The material component for this spell is any normal cape with a chunk of sulphur placed in the pocket; the cape must be worn throughout the duration of the spell; if it is removed, the spell ends prematurely. The cape is not affected by the casting of this spell, but the sulphur is consumed when the spell ends. Fellstar's Flaming Water: This spell will cause an area of water to instantly burst into flames as if covered with oil and set alight. The centre of the area of effect may be as far away as 10 yards per level of the caster; the area of burning water has a radius of 10 feet per level of the caster, but may be smaller if the caster desires. The spell must be cast on an open body of water, such as a lake, river, or ocean; it may not be cast at a container of water on the person of an individual. If the centre of the area of effect is on the surface, the flames will remain only on the surface; if the spell is cast underwater, the flames will form a sphere (if the distance between the surface and the centre of the area of effect is less than 10 feet per level of the caster, the flames will obviously not form a perfect sphere; in this case, the surface of the water will burn as well). The fire will last 2 rounds per level of the caster, or until extinguished; the flames cannot be doused with water, as this added water will burn as well. The fire must be extinguished by magical means (i.e., dispelled or via a fire quench or similar magic), or be allowed to expire. If cast underwater, the duration of this spell is halved. The flames from this fire are sufficient enough to start ships on fire, and any creature caught in the area of effect suffers 3d6 points of damage, plus 1 point per level of the caster (to a maximum of 3d6+20). A successful saving throw versus spell reduces the damage by half. If this spell is used to attack a water elemental or similar creature, the damage is doubled, and there is a 4 penalty to the saving throw. Alpha's Balefire: This spell draws upon a nearly colourless arcane effluvium from the plane of shadow. This mystical stuff burns very hot and is extremely viscous, but rapidly dissolves in the thick substance of the prime material plane. Those in the area of effect may attempt a saving throw versus breath weapon to avoid being covered in the stuff. If this saving throw is successful, they are merely splashed with it. Even this small amount, however, is sufficient to cause half damage for the initial round, but it burns out in that single round. Those that fail to save and are struck fully by this ghastly stuff suffer 1d6 fire damage per two levels of the wizard (rounded up), up to a maximum of 12d6. The balefire clings to these poor victims and continues to inflict damage. The damage is reduced by 2d6 each round, and the it burns until all damage potential is exhausted. This shadow-stuff burns with a colourless fire that can only be extinguished by magical means (eg., wand of flame extinguishing, fire quench, dispel magic, or a magical cold spell such as ice storm, cone of cold, wall of ice, or Otiluke's freezing sphere, although spells involving ice may also cause impact damage to the would-be rescuee); even total immersion in water will have no effect on it. This flame is so hostile to natural (i.e., prime material) matter that it will burn through one inch of wood or soft metal, one quarter inch of hard metal, or one eighth inch of stone per die of damage that it would inflict to living targets each round it is active. Any individual who is struck fully (i.e., fails to save) must make item saving throws versus magical fire for all exposed equipment in each round that the balefire clings to him, though these saving throws are at +1 cumulative for each round after the first. Occasional dark green or red flickerings can be observed in an active balefire. Firebawl: This spell summons a deeply depressed fire elemental, not really under the caster's control. This poor flame stumbles over to a random person and cries on their shoulder, the flaming tears inflicting unintentional damage (will _not_ cause the target to become aggressive unless they choose to be). Lightsout: A dirty little eyebite (a spell with effectively no casting time), this bit of wicked magic snuffs all non-magical lights and small flames in the area. Firebeing Rhapsody: This spellsong summons a major fire elemental to the caster's aid from a campfire or larger flame. However, the caster must continue singing this spell at all times or the elemental will depart. Fashion Firewand: This spell fashions a wand from a stick of wood, imbuing it with several powers and a reservoir of magical energy to power it. The reservoir of these wands cannot be recharged. The first power is a fountain of coruscating sparks of any desired hue, 20 feet high and 10 feet wide, illuminating the area around it nicely. The fountain does no damage, but may cause dry things (such as paper) to catch fire. 2nd, the wand can produce a visual display of bursting pyrotechnic effects much like modern fireworks, the cost varying depending on the number of colors, noises, and displays the wielder commands it to produce. Third is a ball, 4 inches in diameter and of any hue desired. This burning globe flies as fast as an arrow, shedding minor, fleeting illumination on what it passes as it homes in on the target, who takes 1 point of damage from it at best (I'd advise allowing this power to be sent into nearby rooms). Fourth, a rocket of streaking sparks which travels from the wand to explode in brilliant light and noise, blinding and deafening those struck for a few rounds. Arago's Influence of the Sun: A protective spell, this dweomer causes the caster to radiate a bright light with the full spectrum of sunlight, while small coruscations of intense illumination spin around him like stars and planets. The light shed by this spell keeps light-sensitive beings at bay and burns the undead in its' presence. Subterranean creatures unused to light may also be blinded for a time from the caster's presence. Scorpionfire: The dazzling orange, maroon, and red flames created by this spell are intermixed with blotches of black, scorpion-like tongues of elemental fire. In addition to burning those within the area of effect in the normal fashion, each person within the area affected risks attack by 1-3 firescorpions, which seek to inject their venom. --------------371D3B6B229D Content-Type: text/html; charset=iso-8859-1; name="Rublug~1.htm" Content-Disposition: inline; filename="Rublug~1.htm" Content-Base: "file:///L|/MAGE/Rublug~1.htm" Content-Transfer-Encoding: quoted-printable X-MIME-Autoconverted: from 8bit to quoted-printable by dfw-ix13.ix.netcom.com id UAA25698
RUNES SCHOOL OF MAGIC
The magic of Runes is the most formidable that can be held within mortal = hands. And the pinnacle works of the Runes --- the sentient Runeweapons -= -- draw power from the same magical essence that was involved with the wo= rld's creation. These ssame generative energies are permanently infused w= ithin a Runeweapon and constantly reinforced by the weapon's lifeforce, m= aking it impervious to other forms of magic. What runes do is capture and= channel the Runeweapon's primordial energy into specific functions, incl= uding improved physical capabilities, mystical effects, and immense destr= uctive potentials.
As a magic school, Runes is a perfect expression of the Rublug mindset. W= hile Wizardry involves the mental manipulation of magical forces, for eff= ects that are usually temporary, Runes involves devoted and detailed craf= ting of a physical object so that it can permanently contain and harness = magical force. Rublug are practical and concrete in their thinking: The R= unes school offers Runemasters the power to transform abstract magical en= ergy into concrete tools that can be gripped by the hands.
THE HISTORY OF RUNES
Part of Rublug cultural heritage, the runes in existence have remained un= changed since discovered millenia ago at Aka-Demiand. The original tomes = and tools used to locate and preserve knowledge of these runes have thems= elves been imbued with Runes magic and hidden in The Vault for safe keepi= ng.
Runes knowledge was originally offered by Cyclopunomins around 28,000-29,= 000 AC, who taught dwarven scholars --- the Duarlich (DWAR-lick) = --- how to carve and refine the shapes in ways that would harness raw mag= ic. The Duarlichh wanted to instill this power into handheld items that c= ould be used to ward and control the races placed in their care. Whether = axes, hammers, swords, daggers, maces, polearms, crossbows, or spears, th= ese original items became known as the first generation of Runeweapons --= - the Primus.
The Primus were not only the first Runeweapons, but the first weapons man= ufactured by mortal races. In other words, all normal weapons are but sha= dows of the original Runeweapons. Surpassing any items created since that= time, the Primus had arcane powers, intelligence, stringent purposes, an= d desires. Some were even capable of mortal emotions. The Primus could bo= nd with their wielders and even operate independently if necessary. It to= ok the Duarlich a thousand years to produce a small number of such weapon= s, but the power of the Primus has not diminished even over thousands of = years.
Some known Primus
Icefrother Yungbattle Oostre Dripswallow Fleshscraper Nestlehart Moutanic Inexor The price for the Duarlich's wielding of such powerful magic was the jeal= ousy of other mortal races. Elves in particular desired knowledge of craf= ting the Runeweapons. Whether out of pride or caution, the Duarlich refus= ed to share their knowledge, and their reluctance eventually triggered th= e War of Blood.
Even with the power of the Primus, dwarves were a minority in the world, = and Duarlich felt pressured to create more Runeweapons to protect themsel= ves. Unfortunately, time was not in their favor; the Cyclopunomen had mov= ed on their way. The Duarlich could not afford to be as careful as they w= ere when creating the Primus, and their second generation of Runeweapons = was hurried --- and tainted.
At this time, a Cyclopunomen named Dorenian appeared. Dorenian offered hi= s help in quickening the Duarlich's crafting process. Although the Cyclop= unomen's motives were under suspicion and he did not seem trustworthy, th= e Duarlich were more interested in keeping their Runes knowledge away fro= m the elves. With Dorenian's help, a second generation of Runeweapons was= created to defend dwarven interests.
Dorenian's help did more harm than good: His tainted batch of Runeweapons= proved destructive to all races, including the dwarves. The legends of o= ther cultures still speak today of how dwarves abused and slew even their= own kind in their mad quest for power. Although Rublug history speaks a = different story, it still insists that the War of Blood would have been w= on by the dwarves if they had not been tainted by this second generation = of Runeweapons (now called the Malefic).=20
Members of the royal family of Bavank were the first dwarves to realize t= he evils of the Malefic, and gave them that name. Even after the War of B= lood ended, atrocities continued under the name of the Durduar (DU= R-dwar) or "death dwarves," led by Gorenger the Cruel and a supposedly de= monic being known as Syn Ka'Zil.
By the end of the Primordial Wars, Emperor Uril Bavank ordered the creati= on of a third generation of Runeweapons --- called the Ascete --- = and King Trelnar Drux implemented his plan. The Ascete were specifically = charged with destroyying the owners of the Malefic and providing future g= enerations of dwarves with the means to absolve themselves. Although the = Duarlich had banned the creation of Runeweapons larger than dwarf-sized, = rumor insists that a giant-sized sword named Krisklkor was forged as one = of the Ascete.
Some known Ascete Gellum ("Redeemer") Tisinien ("Defender") Oryk ("Beastlord") Wickle ("Chaos Eater") Waz ("Demoncrusher") Chilte ("Pitslayer") Tolmenter ("Glorykiller") Dalinius ("Third Eye") Jeremiah ("Prophet") Having overcome the selfishness instigating the War of Blood and now arme= d with weapons of virtue, the dwarven Drux family and their allies strove= to redeem the dwarven kingdoms from the evil within.
At this time, one of the more prominent Duarlich --- Jak Ajenspor, a desc= endant of a Duarlich who had helped create the Malefic Runeweapons --- ti= tled himself as the Conquist of Grezchka. Under his command, the Grezchk= a military outpost strengthened a dark grip upon the surrounding lands, a= nd the evil deeds of dwarves continued and worsened.
The royal families of Drux, Ret, Bavank, and newcomer Gellik continued to= locate and punish criminals from the past wars. Eventually they realized= that most of the trails were leading straight to Grezchka, in the heart = of the Hegregorial Mountain Kingdom itself.
By this time, Gorenger and Syn Ka'Zil (leaders of the Durduar, or death d= warves) had made an alliance with Jak Ajenspor and brought their forces i= nto Grezchka. But even this truce was rife with falsehood, since Ajenspor= simply wanted the Runeweapons of the Durduar for himself. Eventually thi= s treachery was discovered, and another battle ensued. Ajenspor defeated = Gorenger and Ka'Zil but was cursed in the process. The curse was effectiv= e: Ajenspor barely had time to hide his new cache of Runeweapons in the b= owels of Grezchka before the royal families arrived with the Ascete Runew= eapons.=20
Another tedious battle ensued, and this time Ajenspor was slain and the D= uardar forever scattered. The secret Runeweapon cache remained hidden for= many years, even from the numerous dwarven expeditions that died in an a= ttempt to locate it. Finally a bold group of foreigners snuck into Grezch= ka, won through peril and danger to locate the cache, and promptly vanish= ed. The dwarves were furious when they found out.
Their anger soon grew worse. The dwarves were informed that --- due to th= e atrocities committed by Ajenspor and the Malefic --- the other cultures= had now banded against them. Even now, the stolen Runeweapons were bein= g dispersed throughout the lands, hidden so that dwarves could never agai= n have the power to hurt others.
The dwarves felt betrayed. Not only had they abandoned the evil knowledge= offered by Derinian the Cyclopunomen, by which the Malefic had been crea= ted, but Jak Ajenspor himself had been the last Duarlich and practitioner= of Runes magic. When he had died, the knowledge of creating new Runeweap= ons had supposedly died with him. The dwarves had been sincere in their r= epentance. Now their integrity had been insulted.
While some groups of dwarves milled about uncertainly, wondering whether = or not to tolerate the slur, the military took action. Rublug established= an outpost known as The Vault, from which a secret campaign would be lau= nched to reclaim all Runeweapons belonging to the dwarves. Vault agents w= ould search the land, pursuing leads and overcoming challenges, until the= missing Runeweapons could be recovered and safely stored where they belo= nged --- with the dwarves. As the creator of the Runeweapons, this missio= n was both the dwarves' responsibility and right.
In response, the Curse was levied.
Even today, it remains unclear whether mortal agents such as the Tristlet= i powered the curse, or whether the gods themselves intervened in the aff= airs of mortals. But the result was the same. The Rublug were stunted in = their quest to retrieve the missing Runeweapons. Many of them were immola= ted in the sunlight before the remainder fled into the darkness, hiding t= heir faces from the sun forever.
Confined underground, the Rublug had much time on their hands, and lorema= sters have slowly rediscovered the secrets of Runes magic. These new Rune= masters have been able to recover all of the lost powers, although they h= ave not had the time or ability to recreate weapons of magnitude equal to= the Primus. Perhaps if all current Runemasters in Aka-Demiand, Diamondhe= art, and Slagsdome could somehow work together for a few hundred years, t= hey would be able to produce one or two blades equal in power to the lege= ndary Runeweapons of the past.
RUNE TYPES
Although today's Runemasters are not as powerful as their forebearers, th= ey have developed a new ability to create temporary as well as permanent = Runeweapons. Temporary runes are called "water runes," while permanent ru= nes are called "stone runes." All powers demand the use of 1-7 stone/wate= r runes, and Runemasters can imbue any power as long as they know which r= unes are required for the power to function.
Stone Runes
Permanent in nature, these original runes are preferred by Runemasters bu= t take much longer to apply than water runes. In addition to forging a su= perior weapon, a Runemaster must spend one month carving each stone rune = on the weapon. This time can add up quickly depending on the desired powe= r, because stronger powers demand multiple runes. (To imbue a one-rune po= wer on a weapon would take one month, while bequeathing a four-rune power= would take four months.)
Carving wands are required to create stone runes, and only a fixed amount= of carving wands exist. New Runemasters can generally only acquire carvi= ng wands from retiring Runemasters. Carving wands cannot at this time be = manufactured or duplicated.
A Runemaster can choose to place stone runes on a sigil rather tha= n a Runeweapon, under the same limitations and time constraints as if cre= ating a Runeweapon. A sigil is a stamping tool: A small hand-held device = that contains raised impressions of runes on a rotating metal belt. Sigil= s are used by Runemasters to create water runes on normal weapons, imbuin= g them with temporary powers.
To place a rune on his sigil, a Runemaster must use a carving wand, roll = a D+ success in the appropriate Rune category skill, then roll an H succe= ss in Stone Runes.=20
Due to the potent magics involved with the Runes school, a Runemaster can= safely carve only [3 x LL] permanent Runes (on weapon or sigil) during h= is entire lifetime (maximum of 30 runes). Regaining lost LLs does not all= ow any extra runes to be carved.
These runes can be used in any combination --- perhaps to create 20-30 Ev= ersharp blades, or one terrifying weapon with multiple powers and defense= s, or a comprehensive ssigil bearing an entire repetoire of runes. But as= each rune is carved, that's one less rune that the Runemaster can safely= carve within his lifetime.
Tales are still told of Runemasters who, while in dire need, have tried t= o carve more than their allotted share of runes. Some of these ventures h= ave met with success --- but not without cost. For each extra rune carved= , the Runemaster permanently loses 1 advantage level (GM's choice). In ad= ddition, each time an extra rune is carved, there is a 25% chance that th= e Runemaster will lose control of the magic involved and be torn into mic= roscopic pieces (no save).
The Indestructable rune is often the "finishing" touch to permanent Runew= eapons, because it makes them impervious to physical harm and time itself= . However, once this rune is set in place, the Runeweapon is impervious t= o ANY change --- including the addition of more runes. Runeweapons withou= t the Indestructable rune can have additional powers added by otheer Rune= masters, even centuries after the weapons were first created.
Every permanent Runeweapon with a Persona has an effective Life Level, wh= ich determines the mastery, emphasis, and skill levels of any abilities i= t might possess. These numbers are important when the weapon is using pow= ers that duplicate spell effects.
Water Runes
Temporary Runeweapons (those bearing water runes) take less time to creat= e than permanent ones but can only be used once before the power fades. W= ater runes are created by using the Runemaster's sigil, or stamping devic= e.
A Runemaster needs 3 seconds to stamp one water rune onto a blade, which = means that multiple-rune powers will need some multiple of 3 seconds to b= e imbued. Once the runes are in place, the wielder can determine when the= power is actually triggered. Note that Persona runes are by nature perma= nent, so they cannot be placed on sigils nor used as water runes. Sentien= t Runeweapons need Persona runes to function. This means that powers that= demand linking to function cannot be placed on temporary Runeweapons eit= her.=20
Powers stamped on temporary runeweapons last for one use, which is define= d per the power being used. (See the list of powers for specific duration= s.)
Stamped runes are considered untriggered runes until they are used. Once = the runes are triggered and the Runeweapon power has run its course, thes= e triggered water runes will disappear. Runemasters are able to stamp a n= umber of water runes without triggering them, up to a total of [3 x LL]. = Once this maximum is reached, the Runemaster can stamp no more weapons wi= th water runes until some of them are triggered and eventually disappear.= Because of this, Runemasters prefer that temporary Runeweapon powers be = used sooner than later.
Example: Cargko Windhammer has LL 9 and has stamped 27 runes on weapon= s. He has now reached his maximum and can stamp no more water runes until= the ones in existence have been used. If Cargko has stamped the Earthbea= t power on one weapon, and because Earthbeat is a three-rune power, using= the power will put 3 more runes back into Cargko's allotment once the po= wer has run its course and the runes vanish from the weapon.
CREATING RUNEWEAPONS
Although he practices a form of magic, the Runemaster possesses skills di= fferent from other mages. Sometimes he resembles a master craftsman rathe= r than a mage.
To practice Rune magic, the Runemaster must have the following skills, wh= ich are used to determine his emphasis level:
- Theory: Rune Magic (19)
- Rune Design (20)
- Stone Runes (25) OR Water Runes (25)
- ONE of the following: One-Runes (10), Two-Runes (11), Three-Runes (1= 2), Four-Runes (13), Five-Runes (14), Six-Runes (15), Seven-Runes (16), O= perative Runes (17), Persona Runes (18).
The Runemaster first acquires a weapon to be imbued, carefully wrought an= d usually made of the best steel. He must also have a carving wand or sig= il with which to place runes upon the weapon. If carving stone runes onto= a weapon, the Runemaster must own a carving wand (usually acquired from = his retiring mentor). If carving stone runes onto a sigil, the Runemaster= can borrow a carving wand from another Runemaster (if one can be located= ).
Runes themselves are not difficult to memorize. The difficulty lies in fi= guring them out in the first place, which demands searching ancient writi= ngs and quizzing older Runemasters.
Designing the Runeweapon is as simple as deciding what powers it will con= tain, then rolling for Rune Design and getting the necessary success leve= l --- one level per every five Runes to be carved on the weapon.
Example: Cragko wants to imbue his new axe with Travel, Stonepass, Ala= rm, and Combine Strength --- a total of 11 runes. If he gets a C+ success= on his ROC roll, the design works.
Failing the Rune Design roll means that the Runemaster cannot place that = particular assortment of powers on that particular weapon until he gains = another 10% in his Rune Design skill. For now, he must choose a different= assortment of powers. Once the Rune Design roll is successful, the Runem= aster can begin to carve or stamp his runes. For each complete power to b= e placed on the weapon, the Runemaster must roll a D+ success in the appr= opriate skill (One-Rune, Two-Rune, Three-Rune, etc.).
Once all runes in the design are successfully placed, the Runemaster must= make one final roll. If he is stamping water runes, he must roll Water R= unes with a D+ success or his runes fizzle out. Fizzled runes are not sub= tracted from the Runemaster's maximum water rune pool.
If he is stamping Stone Runes, the Runemaster must roll Stone Runes and a= chieve an H success. Failing the roll means that the runes fail to harnes= s the magic. If that happens, the Runemaster must make a Physical save wi= th a D+ success or be obliterated by the release of primordial energy. Ru= nes on failed Runeweapons are not subtracted from a Runemaster's maximum = pool of carvable runes. If the Runemaster was trying to modify a previous= Runeweapon and failed, the old powers continue to work; only the new pow= ers fail.
A completed Runeweapon can fetch a high price on the market --- possibly = even the wealth of an entire culture if the weapon is permanent and excep= tional (36+ runes). Rublug are extremelyy possessive of Runeweapons, sinc= e they most exemplify the cultural ideals of total commitment and perfect= craftmanship.
Creating Stone (or Water) Runeweapons
- Create or obtain a quality weapon.
- Design the runes to be carved (or stamped) on the weapon.
- Make a Rune Design roll, achieving the following success:
- # of Runes --- Minimum Success
- 1-5 --- A
- 6-10 --- B
- 11-15 --- C
- 16-20 --- D
- 21-25 --- E
- 26-30 --- F
- 31-35 --- G
- 36+ --- H
- Inscribe (or stamp) each rune on the weapon with a carving wand (or s= igil), rolling a D+ success for each appropriate rune power skill --- One= -Rune, Two-Rune, etc. --- as the power is completely added.
- When finished carving (or stamping), roll an H success in Stone Runes= (or a D+ success in Water Runes). If a Stone Runes roll fails, roll a Ph= ysical save (D+ success) or die instantly.
Incompletely carved Runeweapons cannot be finished (i.e., have the missin= g Runes added) unless the original design schematic is located. When Rune= masters work together on an item, they will often pass along a schematic.
The Powerbase
The Runemaster's powerbase is either a carving wand (inherited from his m= aster) or a sigil (a personal creation). The carving wand starts with 100= powerpoints when received, while the sigil starts with 0 points. Both ca= n be recharged at any time via rolling Magic Theory (Runes). Current WPs = are converted to powerbase points at a ratio determined by success level.= (See Table X-X.) Carving or stamping a rune costs 10 powerbase points.
Example: A Seven-Rune power demands seven runes --- which means an exp= enditure of 70 powerbase points.
Success --- Willpower to Powerbase Ratio A --- 8:1 B --- 7:1 C --- 6:1 D --- 5:1 E --- 4:1 F --- 3:1 G --- 2:1 H --- 1:1 Critical Failure: All WPs drained, knocking out the Runemaster for d1= 0 hours. No powerbase points are stored. Critical Success: The ratio is 1:2, as the Runemaster taps into a mag= ic-rich pocket of universal energy. RUNES POWERS
One-Rune Powers Alarm=20 Aura of Sterility Berserker Rage Blinding Strike Danger Sense Detect Shapeshifter Detect Valuables Empower Fire Enchant Arrow Environmental Control Eversharp* Granite Barrier Illuminate Blade* Incapacitate Indestructible* Invigorate Portal Block Quick Parry Stasis* Subdue Sustenance* Toxin Immunity Translator
Two-Rune powers Autonomy Beguile Combat Readiness Dexterity* Disguise Exhaustion Heal Immolate Missile Deflection Stamina* Stone Render Strength* Summon Item Throwing Hammers
Three-Rune powers Combine Strength Dispel Magic Dispel Undead Earthbeat Reflect Magic Reflex Repel Evil Repel Good Return Seek Shadowmeld Shimmer Stone Pass Stone Swallow
Four-Rune powers Acid Gout Bless Fire Barrier Gargantuan Liquid Stone Metal Render Stinger Summon Elemental Travel
Five-Rune powers Bloodsuck* Cyclic Megafire Demon Slayer Ice Cannon Infinite Wound Legendary Beast Slayer Lightning Tongue Quake Regenerate Shatter Metal Slayer
Six-Rune powers Devilslayer Lifedrain*
Seven-Rune powers Dragonslayer Souldrain*
Persona rune powers Lifeforce Telepathy Empathy Link Response Pathway Insurance
Operative rune powers Increase Area Increase Damage Increase Duration Increase Range Power Engine * powers that can only be used in conjuction with a Persona, and can not = be used as temporary Runes
One-Rune Powers
Alarm: Any presence (living or undead) coming within 1000 feet of = the wielder will trigger an alarm, and the wielder will recognize any hos= tile intentions. Weapons with no communication abilities might glow (if p= ossessing the Illuminate Blade power) or vibrate strongly enough to hum. = Weapons that can communicate directly are able to silently contact the wi= elder. (Water rune duration: One alarm.)
Aura of Sterility: The area within a 10' radius is perpetually fre= e of disease, although previous damage from disease is not healed. (Wa= ter rune duration: One area.)
Berserker Rage: The sword can control the wielder's emotion and re= flex for the combat's duration with the following modifiers: +1 to Streng= th and Stamina, -1 to Awareness and Logic. This generally causes +5 to bo= th OCF and DCF, +35% HPs, -5 to Init base, and an increase in damage bonu= s --- refer to the Strength stat in the Tome for specifics. Berserker Rag= e can be used once per combat scenario. (Water rune duration: One com= bat.)
Blinding Strike: The initiative cost to attack with this weapon no= w equals its WC, or weapon complexity. (Water rune duration: One comba= t.)
Danger Sense: The wielder gains heightened awareness and a minor f= orm of precognition. Continually in effect, this power enables the wielde= r to not be surprised by an attack or ambush. It also gives +2 to Awarene= ss (can exceed cultural max, up to 10) when the user links to the weapon,= as long as the link is maintained. (Water rune duration: One hour, wi= th no Awareness bonus.)
Detect Shapeshifter: The weapon will inform the wielder of the pre= sence of any Metamorphoun or shapeshifter within 100 feet. If the weapon = has no communication form, it will glow softly: purple for a shape-shifti= ng spell, blue for Chamelihns, green for Hourani, yellow for Parasychopha= nts, orange for Dragons, and red for anything else. (Water rune durati= on: One use.)
Detect Valuables: The weapon allows the wielder to detect the pres= ence and value of gems and metals precious to the user within 300 feet. (Water rune duration: One use.)
Empower Fire: The wielder can double the size of any fire source w= ithin 100 feet once per day for up to 30 minutes, effectively doubling it= s heat damage. The fire should be considered magical for the power's dura= tion. (Water rune effect: One fire.)
Enchant Arrow: Upon command, the weapon can magically enchant up t= o 10 arrows per day, as +5 damage and +10 OCF. The arrows should be consi= dered magical and will remain enchanted until used, up to one day. (Wa= ter rune effect: One batch of arrows.)
Environmental Control: The weapon will maintain a constant and com= fortable environment (humidity and temperature) for the wielder. The wiel= der also gains +5 when making saves against the elemental attacks of fire= , lightning, and cold. (Water rune duration: One day.)
Eversharp*: The weapon is razor-sharp and will never dull. The pow= er works only on bladed weapons and bequeaths +10 on damage, beyond any S= tyle bonuses.
Granite Barrier: The weapon allows the wielder to permanently erec= t a wall made of solid granite once per day, provided there is ground ---= not air or water --- on which to place it. The barrier can be up to 2500= 0 cubic feet in dimension, of any equitable lengthh, width, and height (s= uch as 40 x 25 x 25) and can be created up to 300 feet away. (Water ru= ne effect: One barrier.)
Illuminate Blade*: The blade will permanently glow any one color, = decided during creation. Typically barely bright enough to read by, the l= ight's intensity may increase if used in conjuction with another power su= ch as Alarm. If additional Illuminate Blade Runes are added, the glow wil= l shift from color to color.
Incapacitate: Once per day, the wielder can summon a cloud in a 30= ' radius around him that will make all others in the area sneeze and coug= h for d10 minutes, even if they leave the cloud. Within the cloud, moveme= nt is limited to 1/4 normal, physical and magical attacks are impossible,= and hearing and sight are impaired, causing a 100 difficulty to all phys= ical skills (such as combat, prowling, acrobatics, etc.). A successful Ph= ysical save can be attempted --- difficulty 50 --- to avoid these effects= . (Water rune effect: One cloud.)
Indestructible*: The weapon cannot be harmed in any way, no matter= what it comes into contact with.
Invigorate: The weapon can restore all of the wielder's lost WPs, = once per day. (Water rune effect: One restoration.)
Portal Block: Used once per day, this power placed on a door or wi= ndow prevents passage by any living thing --- including undead, but exclu= ding the wielder or Immortals --- unless it makes a successful Mental sav= e with a 50 difficultyy. Portal Block can be used up to 300 feet away, li= ne of sight only, and lasts up to one hour. (Water rune effect: One po= rtal.)
Quick Parry: The Initiative Cost to parry with the weapon now equa= ls its WC, or weapon complexity. (Water rune effect: One combat.)
Stasis*: The wielder will never require sleep again, and once link= ed to the weapon will cease to age. If the link is broken, the wielder su= ffers no ill effects, except beginning to age and need sleep again.
Subdue: Any one target within 100' can be put to sleep for d10 hou= rs if its LL is less than either that of the wielder or the Persona. Targ= ets with higher LLs are allowed a Mental save with a 50 difficulty. This = power can be used once per day. (Water rune effect: One use.)
Sustenance*: The wielder will never require food or drink again, o= nce linked to the weapon. If the link is broken, no ill effects are suffe= red by the wielder, except needing to eat and drink once more.
Toxin Immunity: The wielder is immune to the effects of any poison= . The wielder can also detect the presence and type of toxin in any food = or drink, once per day. (Water rune effect: One day of immmunity, or d= etect toxin in one substance.)
Translator: The weapon can translate foreign languages for the wie= lder to understand, although it cannot allow the wielder to reply. An add= itional rune is needed for every language the weapon can translate. (W= ater rune effect: One hour, language chosen when stamped.)
Two-Rune Powers
Autonomy: The weapon can fly and attack opponents up to 100 feet a= way, with a movement rate of 30. It uses its wielder's Init base to deter= mine Initiative but can only engage one target at a time, as determined b= y the wielder. The weapon's OCF equals the wielder's; it has no DCF becau= se it doesn't need to protect itself. Giver weapons will stop attacking o= nce recalled; Taker weapons will attack until the target is dead. The wie= lder cannot perform separate actions while the weapon is fighting due to = the effort needed to control it. (Water rune duration: One combat.)
Beguile: Once per day, the weapon can instill complete trust and c= onfidence in all within 30 feet or within the wielder's direct eye contac= t, unless a Mental save is made (difficulty 50). Effects last for one day= . (Water rune effect: One use.)
Combat Readiness: The wielder seems constantly prepared and receiv= es +50 to all combat Initiative rolls. (Water rune duration: One comba= t.)
Dexterity*: The wielder receives +2 Dexterity (can exceed cultural= max, up to 10) when linked to the weapon.
Disguise: The weapon has the power to either cloak itself or its w= ielder (determined during creation) with a different appearance. Wielders= can change phenotype (height, weight, features, skin color, etc.) but no= t genotype (obvious race changes). Weapons can look like any other weapon= in their categories, such as a shortsword cloaking itself as a dagger bu= t not a mace. The disguise lasts until dispelled or changed by the wielde= r. If the Disguise power is carved twice, then both forms of the power ar= e available. (Water rune effect: One disguise, lasts up to one day.)= I>
Exhaustion: Once per day, the weapon can make opponents within 30 = feet physically exhausted unless a Physical save is made (difficulty 50).= Exhausted targets suffer -100 to all rolls until they sleep for d10 hour= s. (Water rune effect: One exhaustion.)
Heal: Once per day, the weapon can restore all of the wielder's lo= st HPs. (Water rune effect: One restoration.)
Immolate: The weapon bursts into flame whenever unsheathed, doing = +10 HPs damage (no soak) to targets on a successful attack, as well as do= uble damage to cold/ice-based creatures and structures. The flames do not= harm the wielder, are whatever color was decided on during weapon creati= on, and shed light equal to a torch. (Water rune duration: One combat.= )
Missile Deflection: When held by the wielder, the weapon will defl= ect all non-magical missiles in a 5' radius. (Water rune duration: One= combat or one hour.)
Stamina*: The wielder receives +2 Stamina (can exceed cultural max= , up to 10) when linked to the weapon.
Stone Render: The weapon cuts through stone with any G+ attack suc= cess. Crushing weapons will reduce a 10-foot cubic area of stone to rubbl= e instead. This attack bypasses all stone armor as well, such as Golem Ar= mor. (Water rune duration: One stroke.)
Strength*: The wielder receives +2 Strength (can exceed cultural m= ax, up to 10) when linked to the weapon.
Summon Item: Any personal item owned by the wielder can be summone= d to him at any time, no matter where the item is. Summoned items cannot = be living, made of Rune magic, or be Holy/Unholy items. GMs can determine= the definition of "ownership." (Water rune effect: One summoning.)
Throwing Hammers: This power manifests in two ways: One magical wa= rhammer will automatically hit the target for 50 damage, or ten smaller h= ammers with +50 to OCF will hit one or more targets for d10 damage each. = The range of either manifestation is 100 feet, and the power works once p= er day. (Water rune effect: One manifestation, once.)
Three-Rune Powers
Combine Strength: By joining hands with his allies and encircling = the weapon, the wielder gains the sum of everyone's Strength advantage in= the circle. The power can be used once per day, and the effects last for= one hour. (Water rune duration: One use.)
Dispel Magic: Any magic with an area effect (other than Rune or Me= lquilmil) that contacts the wielder or weapon can be dispelled if the wie= lder wins a Willpower contest, resolved like combat. The attacker (wielde= r) rolls d100 and adds a base of 100, as well as any desired WPs, while t= he defender (magic) rolls d100 and adds the caster's skill, as well as an= y desired WPs.
For additional difficulty, compare the LL of the wielder/Persona (whichev= er is higher) to the LL of the defending spellcaster. If they are not the= same, multiply the difference between the two LLs by 5 and then subtract= the result from the roll of the combatant with the lower LL.
Now subtract the defender's roll from the attacker and check the ROC to s= ee what happens. (Water rune effect: One dispel.)=20
Dispel Undead: When unsheathed, the weapon continually dispels all= undead. Those within 10 feet of the wielder are immediately reduced to a= sh, while those outside this area but within 100 feet will flee from the = area even if to do so means certain death. The wielder is immune to the f= ear caused by undead while holding the weapon. (Water rune duration: O= ne combat or one hour.)
Earthbeat: When thrust into the earth, the weapon can send message= s in the form of tremors to any designate within 100 miles. (Water run= e effect: One message.)
Reflect Magic: The weapon continuously and automatically reflects = back to its source any magic cast directly at it or the wielder --- no ro= ll necessary. (Water rune duration: One combat or one hour.)
Reflex: The wielder gains +50 to his Initiative base during combat= . In addition, using the weapon in combat demands no concentration, so th= e wielder can perform other actions including spell, endowment, or metaph= ysic use. Roll Init separately for both the weapon and wielder (using the= wielder's Init base for both); actions with the weapon spend Init from i= ts private pool, but the wielder controls its actions. (Water rune dur= ation: One combat.)
Repel Evil: Takers (people or objects) cannot come within 30 feet = of the unsheathed weapon unless a Mental save (50 difficulty) is made. If= the save is failed, the Taker will lose 1 WP per second when within rang= e. (Water rune duration: One combat or one hour.)
Repel Good: Givers (people or objects) cannot come within 30 feet = of the unsheathed weapon unless a Physical save (50 difficulty) is made. = If the save is failed, the Giver will lose 1 HP per second when within ra= nge. (Water rune duration: One combat or one hour.)
Return: If the weapon and wielder are separated for any reason, th= e weapon can teleport back into its wielder's hands upon command. Range i= s one mile if the two are not linked, and cross-dimensional (unlimited ra= nge) if the two are linked. (Water rune duration: One teleport.)
Seek: The wielder can direct the weapon to find any one person, pl= ace, or thing, and the weapon will do its best to lead the wielder to the= target. The power can be used once per day. (Water rune duration: One= use.)
Shadowmeld: The wielder and all his belongings can merge in and ou= t of shadows for up to ten rounds, once per day. While in this transient = form, the wielder cannot be harmed (nor can he harm others) by physical m= eans, but he can harm and be harmed by magic or metaphysics. Movement via= shadows is twice the wielder's normal Movement Rate, and the wielder gai= ns +100 to all Subterfuge skills while in this state. (Water rune dura= tion: One use.)
Shimmer: The wielder's visual outline flickers in all directions, = appearing out of phase with reality. The first attack made by each oppone= nt will automatically miss, while subsequent attacks made by the same opp= onents have an additional 50 difficulty. This power automatically activat= es the first time each day that the wielder is attacked and lasts for tha= t entire combat scenario. (Water rune duration: One use.)
Stone Pass: Once per day, the wielder can pass through stone. He c= annot see or hear anything while moving through stone, and movement is at= half the normal rate. This power can be used intermittently, up to an ac= cumulated total of one hour. Should the duration elapse while the wielder= is still within stone, he dies instantly, and the Runeweapon will be enc= ased in stone. This power is frequently paired with the Seek power. (W= ater rune duration: One use.)
Stone Swallow: Upon command, and once per day, the weapon can crea= te a 30-foot fissure that swallows anything with 10 feet that fails a com= bined Reflex + Agility save and then closes. Those swallowed by the fissu= re will die from crushing and suffocation. The power's range is 100 feet = andrange of this Rune power is 100 feet. (Water rune effect: One fissu= re.)
Four-Rune Powers
Acid Gout: Once per day, the weapon can fire a gout of nitric acid= that can burn any non-magical material (even metal and stone). The gout = is 10 feet long, 1 foot wide, and travels up to 100 feet before dissipati= ng. Those caught within the blast take 3d10 damage every round spent in d= irect contact with the acid, and 2d10 damage for each of the next 10 roun= ds, unless the acid is removed. Washing with water reduces the damage to = d10 points per round, while using an extremely potent base can destroy th= e acid immediately. Targets who make a Physical save (difficulty 50) can = reduce all damage by half. (Water rune effect: One gout.)
Bless: As per Ardornella's channelling power (see Religion), excep= t that no components are required. (Water rune effect: One bless.)
Fire Barrier: The weapon can create a 10,000 cubic foot wall of fi= re (perhaps 10 x 10 x 100, or a similar combination) that does 10d10 dama= ge to anyone or anything passing through it. (Cold/ice-based creatures ta= ke double damage.) Usuable once per day, the wall can be erected up to 30= 0 feet away and lasts for one hour. (Water rune effect: One barrier.)<= /I>
Gargantuan: Once per day, the wielder can temporarily double his s= ize level (up to sl8), along with his belongings. His Stamina can double = as well, to a maximum of 10, which allows temporary HPs to be gained. Nei= ther Strength nor Stamina can be further augmented by another power while= this one lasts. The effects last for one hour, whereupon everything retu= rns to its original state. (Water rune effect: One use.)
Liquid Stone: The weapon can instantly transform 1000 cubic feet (= a 10x10x10 or similar area) into lava, up to 300 feet away, once per day.= Anyone in the area of effect will take 25d10 damage each round they rema= in in the lava. Movement rate in lava is reduced to 1/10 normal. After te= n rounds, the lava's surface will cool and harden into igneous rock. (= Water rune effect: One use.)
Metal Render: The weapon cuts through metal with any G+ attack suc= cess. Crushing weapons will reduce 1 cubic feet of metal to shattered fla= kes instead. This attack bypasses all metal armor, such as battle plate. = (Water rune effect: One stroke.)
Stinger: The weapon does double damage to one specific cultural (n= ot racial) enemy, chosen during weapon creation. For example, rather than= picking the elven race, the Runemaster could pick elf cultures such as D= riseti or Bock. (Water rune effect: One combat.)
Summon Elemental: Once per day, the weapon can summon up to a size= level 4 / 1000 Essence elemental of one particular type chosen during we= apon creation. (See Tome for details.) Although the elemental obeys the = wielder, it is actually controlled by the weapon. The Elemental will perf= orm one task, remaining until the obligation is fulfilled or it is destro= yed. (Water rune effect: One elemental.)
Travel: Once per day, the weapon can teleport itself and the wield= er to any location he is familiar with (or that the weapon is familiar wi= th, if it was a persona). Range is 100 miles of current location if the t= wo are unlinked, and 1000 miles if the two are linked. (Water rune eff= ect: One use.)
Five-Rune Powers
Bloodsuck*: If the weapon makes a target bleed (i.e., does damage = past whatever was absorbed by soaking), it immediately drains the victim = of [10 x Persona's LL] HPs if a Taker weapon or WPs if a Giver weapon. Bl= oodsucking weapons must drink every [10 - Persona's LL] weeks, and Person= as with LL10 need to drink once per day. For every week (or day, for LL10= Personas) that the weapon goes without blood, add 1 to the multiplier of= how many HPs or WPs are drained from the next victim. For example, after= one week, the weapon will drain [11 x LL] HPs or WPs from the victim; af= ter two weeks, it will drain [12 x LL] HPs or WPs.=20
Cyclic Megafire: The weapon can fire flaming bolts on command, onc= e per day, one bolt for every WP the wielder expends. WPs cannot be regai= ned while the weapon is firing. Bolts are fired in a 45=F8 arc and can hi= t any number of targets within that arc. Each bolt does 4 damage, which c= an be absorbed by armor. Bolt damage is doubled against cold-based creatu= res, and bolts have an effective range is 200 feet. (Water rune effect= : One use, until WPs stop draining.)
Demon Slayer: Demons struck by this weapon instantly return to the= ir original planes unless they make a successful Essence roll (difficulty= 100). Once banished from a world, the demon cannot return there for at l= east one century. Even if the save is made, damage done by this weapon to= a demon cannot be regenerated until the demon returns to the UnderWorld.= The wielder is immune to fear caused by demons while holding the weapon.= (Water rune effect: One hour or one combat.)
Ice Cannon: This power is similar to Cyclic Megafire, except that = shards of ice are fired instead of flames. Damage is doubled against fire= -based creatures. (Water rune effect: One use, until WPs stop draining= .)
Infinite Wound: Wounds caused by this weapon cannot be healed magi= cally or naturally without the use of a rune, priest, or metaphysical pow= er. Victims will not continue to suffer bloodloss once the wounds are ban= daged, but the lost HPs will not heal without the mentioned intervention.= (Water rune effect: One wound.)
Legendary Beast Slayer: The weapon is designed to slay one specifi= c Legendary Beast. Wounds caused to the targeted Beast are permanent and = can never be healed. In addition, the Beast suffers a difficulty of 100 t= o all combat-related rolls (Init, OCF, and DCF) when fighting in a combat= against its mortal weapon. The wielder is immune to fear caused by the s= pecific Beast when holding the weapon. Once the Beast is finally killed, = the runes specifying this power on the weapon explode into flame, then di= sappear forever. (Water rune effect: The wielder is immune to fear fro= m the beast and the beast suffers all described minuses --- until the Run= eweapon causes its first wound. Although damage from this one wound is pe= rmanent, the runes and all other efffects dissipate.)
Lightning Tongue: The weapon can spit a forked tongue of lightning= on command once per day, hitting 1-2 targets up to 150 feet away. Damage= is 200 points to one target, or 100 points to two targets. If used in wa= ter, 200 points of damage should be equally divided between all people im= mersed (except the wielder) within 30 feet of impact. All thin metals on = the victim(s) will be melted. (Water rune effect: One bolt.)
Quake: Once per day, when driven into the ground, this weapon send= s out a succession of circular waves --- one wave per wielder/Persona LL,= whichever is higher. Each wave does 100 damage to anything with 1000 fee= t of the wielder.. Earth elementals take double damage any time they are = merely struck by this weapon. (Water rune effect: One use, or one comb= at versus earth elementals.)
Regenerate: The weapon can regenerate any missing tissue, organ, o= r limb (and the corresponding HPs) of the wielder. If the regenerative po= wer is not used on a particular day, the weapon can restore all of the wi= elder's lost HPs and WPs instead. (Water rune effect: One complete res= toration of all body parts or HPs/WPs.)
Shatter Metal: All non-magical metal within 30 feet will shatter a= s if super-heated and super-cooled in the same instant. Those wearing met= al armor of any sort must make a Physical Save (difficulty 50) or be redu= ced to 1 HP and 0 WPs, going unconscious. Those within 10 feet of someone= wearing shattering armor will take d10 damage from the shrapnel. This po= wer may be used once per day. (Water rune effect: One use.)
Slayer: This weapon will kill any number of one specific subcultur= al enemy. (Examples include the Felihn Ansalish, the Hourani House of Por= ter, the Wolfihn Greenslight, a Jondric Neuonian, etc.) Subcultural victi= ms hit by the weapon must make a Life Level save (difficulty 50) or die i= nstantly. (Water rune effect: One combat.)
Six-Rune Powers
Devilslayer: Devils struck by this weapon instantly return to thei= r original planes unless they make a successful Essence roll (difficulty = 100). Once banished from a world, the devil cannot return there for at le= ast one century. Even if the save is made, damage done by this weapon to = a devil cannot be regenerated until the devil returns to the UnderWorld. = The wielder is immune to fear caused by devils while holding the weapon. = (Water rune effect: One hour or one combat.)
Lifedrain*: Similar to Bloodsuck, when this weapon causes bloodlos= s (doing damage beyond soak), it ages the victim by [10 x Persona's LL] y= ears as it sucks the life from them. Such a weapon must feed every [10 - = Persona's LL] months. Personas of LL10 must feed once a week. For every m= onth past this limit, the multiplier for how many years are sucked from t= he next victim will be increased by 1. (So one month late means [11 x LL]= years. Two months late mean [12 x LL] years.)
Seven-Rune Powers
Dragonslayer: Unlike Stingers or normal Slayers, a Dragonslayer is= designed to kill all Dragons at large. Dragons successfully hit by the w= eapon must make a Life Level save (100 difficulty) or be immediately disi= ntegrated as their inherent magical essence is unravelled. Wounds caused = to Dragons by the weapon can only be healed with Melquilmil-level magic o= r better (such as primal energy). If linked to the weapon, the wielder is= not only immune to Dragon fear when holding the weapon, but is also comp= letely ethereal (and thus impervious) to their devastating attacks. Drago= ns utterly despise these weapons and will stop at nothing to successfully= destroy or isolate them. (Water rune effect: One stroke, upon which t= he weapon disintegrates. Failing his LL save, the Dragon flees the area f= or at least d10 days.)
Souldrain*: Anyone successfully struck by the weapon (whether or n= ot the damage was soaked) must make a Life Level save with a difficulty o= f [10 x Persona's LL] or have her immortal soul devoured by the Persona. = The target is completely eradicated and cannot be raised or resurrected. = Souldrainers must feed every [10 - Persona's LL] years. Personas of LL10 = need to be fed once per month. Every year/month past the limit increases = the difficulty of the next victim's save by 10.
Persona Rune Powers
A Runeweapon's persona encompasses its attitudes, intelligence, and pathw= ay. Runeweapons with personas are sentient and can operate independently = of their wielders, for good or bad. All sentient weapons carry a number o= f Lifeforce runes, without which no persona runes can be added. Certain p= owers such as Bloodsuck or Lifedrain demand the presence of persona runes.
Lifeforce: A Runeweapon's lifeforce is its persona. Although the p= ersona can make decisions like a normal person, it will ultimately follow= its predetermined pathway and obey its wielder only if the wielder has a= higher LL. Personas are not fabricated personalities but modified souls = of departed heroes bound into physical weapons.
A Warden of Ardornella must be present to imbue a weapon with the chosen = soul. Runemasters should research possible souls ahead of time (via the H= eroes & Heroines skill) to find an appropriate persona. With successful r= esearch (determined by the GM), the Runemaster can present the Warden wit= h the chosen name so that the ceremony can begin. If the hero's soul is a= vailable and willing, it will be bound to the weapon. The traditional Rub= lug mindset considers it the greatest honor to be bound into service as a= Runeweapon for the community's protection. <
> If the chosen hero is unavailable or unwilling to serve, the Runemaster w= ill be forced to use an unknown soul. Unknown souls must be Rublug and ha= ve an LL equal to or lower than the number of Lifeforce runes carved on t= he weapon. When dealing with unknown souls, the Runemaster will want to u= se the Pathway Insurance power as well.
The weapon must bear one Lifeforce rune for each LL of the soul contained= within it. If the imbued soul has a higher LL than the number of carved = Lifeforce runes, only part of the soul is placed in the weapon --- in ess= ence "splitting the soul in two" and causing it eternal anguish. The pers= ona's effective LL is now the number of Liffeforce runes on the weapon, a= nd the weapon might perform erratically.
A weapon's pathway determines its general combat attitudes. Taker weapons= will use deadly force against threats posed to it or its wielder, asking= questions afterwards (if at all). Giver weapons will subdue threats with= out damaging them if possible, killing only when necessary or prudent.
A weapon's intelligence is decided by the persona's LL (i.e., how many Li= feforce runes were carved on the blade, or the previous soul's LL --- whi= chever is lower). What knowledge the soul had in its former mortal life d= etermines what skills it now has. The soul's pprevious masteries, emphase= s, and skills have a rating of [10 x persona's current LL]. No difficulti= es are applied to a Runeweapon using skills, emphases, or masteries, unle= ss there are extenuating circumstances (such as incorrect information.)
Personas with LLs higher than their wielders can disobey their wielders w= henever desired. Taker Runeweapons often take advantage of wielders to be= nefit themselves, while Giver Runeweapons can refuse commands they consid= er immoral or unnecessary.
Telepathy: The weapon can communicate with the wielder via unlimit= ed telepathy. The range is one mile if the wielder is not yet linked to t= he weapon, and unrestricted (irrespective of distance or dimension) when = the link is formed. This power requires two runes.
Empathy: The weapon its wielder via empathy (feelings). The range = is restricted to one mile if the wielder is not yet linked to the weapon,= but is unrestricted (irrespective of distance or dimension) when the lin= k is formed. This power requires one rune.
Link Response: This power determines the length of time needed for= a wielder to link with his weapon. Until the link forms, the wielder is = not privy to all of the weapon's powers (unless he created it) and certai= n powers may be limited in effect. Once the link exists, the wielder auto= matically knows of all powers, and certain powers might be more potent. W= ith one rune carved, the weapon can link to its wielder in five years, wi= th each additional rune dedicated to Link Response dropping this time by = one year. If five runes are dedicated to this power, the time required to= link is one month.
Pathway Insurance: Used when an unknown soul is being infused into= a Runeweapon, this power guarantees that the work will not be tainted by= a persona of the wrong pathway. In addition, those of the opposite pathw= ay who touch the weapon will permanently lose d10 HPs per round they rema= in in contact. This power requires one rune and designates the weapon's p= ersona as either Giver or Taker.
Operative Rune Powers
Operative runes increase damage, duration, range, or area of effect of ot= her rune powers. They only affect the power to which they are attached bu= t can appear on a weapon numerous times, in conjunction with the same pow= er or with multiple ones. Each rune will increase the power's statistic b= y one multiple. (For example, one Increase Damage rune will double a powe= r's normal damage, two such runes will triple it, and three runes will qu= adruple it.)
Increase Area: The power's area of effect is increased by one mult= iple (2x, 3x, etc.).=20
Increase Damage: The power's base damage is increased by one multi= ple (2x, 3x, etc.).
Increase Duration: The power's duration is increased by one multip= le (2x, 3x, etc.). Increase Duration cannot modify powers with instant or= continuous effects.
Increase Range: The power's range is increased by one multiple (2x= , 3x, etc.).
Power Engine: This rune connects two or more powers in sequential = operation, allowing one to trigger the next. For example, using a Power E= ngine rune between Cyclic Megafire and Restore will instantly revive the = wielder before she passes out from exhaustion. Linking Autonomy and Refle= x allows the wielder to perform separate actions while the weapon attacks= someone distant. One Power Engine rune must be used between every power = to be linked: Linking three powers takes two Power Engine runes, while li= nking four powers demands three such runes.