Overview
Expanding Universe Design Theory
Character Creation
Skill Lists
Trait Lists
How You Perform Actions
How Combat Works
About Arms & Armor
Damage & Healing
Invention Design
How Magic Works
Spell Design
Spell Klutz Table
Character Growth
Fear
Penalties List
Alien Presences
Five Inhabited Worlds
Maps
Outer Dimensions
Sentient Inhabitants
Technology
World Of Jarro
World Of Drallion
World Of Kamande
World Of Latoura
World Of Ornico
Action Table (PDF) rev.4
Basic Character Sheet (PDF) pg.1
Basic Character Sheet (PDF) pg.2-3
Basic Character Sheet (WP) pg.1
Basic Character Sheet (WP) pg.2-3
Blank Experience Sheet (PDF)
Shopping List (PDF)
GM Expectations
Legacy
Silver Spider
Sinister Academics
Personalities
Rumors
Timeline
Contributing Authors
Inspirations For Zamani
The Pulp Avengers
Wiki Style Info
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General Research Wiki For RPGs

This work is licensed under a Creative Commons
Attribution-NonCommercial
-ShareAlike2.5 License.
It is copyright 2006 By Joseph Teller unquietsoul@gmail.com & Kiralee Mccauley dancingkiralee@gmail.com.
Universal Casting Limits : Gestures, Only At Night
Target: Individual Time : Instant Effect : Damage Senses : Sight, Hear, Touch.
This creates and rapidly launches a blade resembling obsidian at an individual against their magical defenses. If it strikes it does damage, based on the caster’s SPIRIT, but the damage is applied against the full armor of the target. Nothing remains of the blade after the casting, whether it strikes target or not.
Target: Self Time: Continuing Effect: Illusionary Block Senses: Sight (with reflection), Touch
Special : Takes Extra Time To Cast
This causes the caster and their immediate worn/carried possessions, over the period of a minute (aka 10 action rounds), to fade into invisibility. This hides them from normal and mystic sight, hearing and smell for the time result afterwards. It will prematurely end if the character makes a physical or magical attack (whether successful or not) against any being or animal. If the time result is greater than the length of the night it was cast on then it will reactivate at the start of the next night until it completes the full time result.
Target: Individual Spell Time : Instant/Perm. Effect : Destruction Senses : Sight, Hear, Touch
This allows the caster to negate an ongoing or trigger bound spell effect ending it prematurely. The spell is treated as having a magic defense of the Spirit of the Original Caster. If the original spell that is being canceled was a C! Result then it gets a +5 ranks to it’s Defense. If the Dispel succeeds then it will end the spell being targeted. This spell requires the use of an Incantation.
Target: Individual Time : Continuing Effect : Bind Senses : All
This spell paralyzes the subject with fear for the duration, unable to act, move or defend, presuming that it overcomes their defense against magic. It can only be used once a night on an individual, whether it succeeds or fails. If they are still paralyzed at the crack of dawn then the effect ends and the character adds the Major Unfavorable Trait ‘Noctophobia’ (Fear of Darkness and that which lurks withing in it). This effect will not work on undead, constructs, or upper dimensional beings.
Characters with Noctophobia defend against this spell at -4 ranks from their Spirit.
Target: Self Time : Continuing Effect : Enhance Senses : Touch.
This spell increases the character’s Fitness, adding 1 to it for every 2 points of Spirit the character has (rounded up). It does not change the number of wound points the character has, but does apply to the base of Skills based on fitness, fatigue considerations and lifting/carrying weight.
Target: Not Applicable Time : Continuing Effect : Creation Senses : Sight, Touch.
This creates a disembodied hand that is controlled by the mind of the caster, having strength based on the caster’s Spirit attribute and Dexterity equal to the caster’s, which can be used to move, manipulate, grasp and even wield objects or to strike as a fist. The Hand itself only has 5 Wound points, and can be affected by mundane and magical attacks (It defends as per Dexterity only). It can be manifested at start anywhere within range at casting so long as it does not start in bright light. No matter the duration result, it always vanishes with the dawn. Only one such hand may be existent at a time. The hand can act starting on the next action after it’s appearance. It does NOT give the caster extra actions in a combat action round.
Target : Individual Time : Continuing Effect : Change Senses : Touch
This spell, if successful, will temporarily cancel the effects of the Nightvision trait of a target. It has no effect on someone who lacks that trait. It can also be reversed to temporarily grant nightvision to a target being that lacks it. It has no effect on beings that lack the sight sense or have non-conventional means of seeing.
Target : Individual Time: Continuing Effect : Protection Senses : Sight, Touch
Special : Extra Time To Cast.
This wraps the target in a protective shifting aura of shadowy darkness that gives them 1 point of Armor for every 2 points of Spirit of the caster. It has no weight or substance that can be touched, and will compound with any real physical armor (but no other magical armor effects). It takes a full minute for the spell to be cast.
Target: Individual Time : Continuing Effect : Movement Senses : Sight, Hear, Touch.
This creates billowing wings of semi-solidified darkness that allow the caster or one targeted individual to controllably glide from heights, rather than fall, at half their normal movement distance each action. Controlling the direction and landing point of the glide requires the parachuting or hang gliding skills. These wings are subject to damage from magical damaging effects, and can become snarled in nets, cloth, telegraph/telephone wires etc.
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