Jack

Spells

Spell slot purchasing musings.

Anticipations
I: Anticipate Missile * 100' -- 1 missile U
Caster can attempt to avoid one missile shot fired at him. The missile must be in his field of vision when the spell is cast. The caster gets a bonus of +50 to his DB against this attack.
II: Anticipate Blow * 10' -- 1 attack U
As Anticipate Missile, except applies to one melee attack that the caster is aware of.
III: Guess     IV: Anticipate Spell     V: Intuitions I     VI: Anticipate Hostility     VII: none     VIII: Dream I     IX: Room Feel I     X: Anticipations
 
Attack Avoidance
I: Turn Missile * self -- 1 missile U
Caster adds +20 to his DB versus one missile fired at the caster. THe caster must be able to see the attack.
II: Turn Blade * self -- 1 attack U
As Turn Missile, except applies to a melee attack.
III: Shield * self 1 min/lvl caster/front U
Creates an invisible force shield in front of the caster; it subtracts 25 from melee and missile attacks and functions as a normal shield.
 
Brilliance
I: Projected Light self 10 min/lvl 50' beam E
Beam of light (like a flashlight) springs from the caster's palm. This beam has a 50' effective range. When hand is made into a fist, the light will "shut off" until the fist is opened again.
II: Glow self 1 min/lvl caster E
Causes a small, 1" diameter point of light that will glow softly. This spell provides enough light for Nightvision to work properly; but not enough light to allow much mobility in the dark.
III: Light I
 
Cloaking
I: Blur * self 1 min/lvl caster U
Causes caster to appear blurred to attackers, subtracting 10 from all attacks.
II: Shadow     III: Unseen     IV: Cloaking I     V: Facades I     VI: Cloaking III     VII: Cloaking Sphere I     VIII: Cloaking V     IX: Cloaking Sphere II     X: Shadow Mentalist I    
 
Mind Attack
I: Jolts I 100' 1 rnd/10 fail 1 target Fm
Target is stunned.
II: Hesitation 100' 1 rnd/10 fail 1 target Fm
Target hesitates in any nondefensive action. He suffers a -20 to initiative rolls and he must parry with at least half of his OB.
III: Minor Pain 100' -- 1 target Fm
Target takes 25% of his remaining concussion hits (i.e., those not already taken).
IV: Shock A 100' -- 1 target Fm
Target takes an 'A' Electricity critical strike.
V: Jolts III 100' 3 rnd/10 fail 1 target Fm
As Jolts I, except for duration.
VI: none     VII: Paralyze I     VIII: Shock B     IX: Major Pain     X: Mind Shout I
 
Mind Control
I: Question 10' -- 1 target Fm
Target must answer a single-concept question truthfully (though he must be able to understand the question).
II: Sleep 50' -- 1 target Fm
Target falls into a natural sleep. The first round is a magical sleep (the target cannot be awakened through normal means).
III: Charm Kind 50' 10 min/lvl 1 target Fm
Humanoid target believes caster is a good friend.
IV: Calm 100' 1 min/lvl 1 target Fm
Target will take no offensive action, will fight only in self-defense.
V: Confusion 100' 1 rnd/5 fail 1 target Fm
Target is incapable of making decision or initiating action; may continue to fight current foes or in self-defense.
VI: Fear     VII: Suggestion     VIII: Hold Kind     IX: Emotions     X: Master of Kind
 
Mind Mastery
I: Storing self varies 1 spell U
Caster may cast this spell with any spell he wants to store. The spell to be stored must be cast within one minute after the Spell Store is cast. The stored spell may be cast later as an instantaneous spell. The Storing spell casts the same number of PPs as the spell stored. No other spell may be cast while a spell is stored.
II: Presence * ¤ self C 20' R Fm
Caster is aware of the presence of all sentient/thinking beings within 20'.
 
Mind Merge
I: Empathy 10' 1 rnd/lvl(C) 1 target/rnd Pm
Caster learns target's basic feelings. The caster can concentrate on a new target each round.
II: Read Emotions 50' 1 rnd/lvl(C) 1 target/rnd Pm
Caster learns target's emotions in detail. The caster can concentrate on a new target each round.
III: Merge with Mentalist touch C caster + 1 target U
Allows two Mentalism spell users to communicate mentally and exchange power points.
IV: Focus Merge     VI: Thoughts     VI: Mind Merge I
 
Mind Speech
I: Mentalist Tongue 100' C caster + 1 target Fm
Caster may mentally speak with another spell caster of the Mentalism realm.
II: Prepare Mind I self C caster U
The caster enters a trance-like state to prepare his mind to be the recipient for a Mind Tongue spell. While he is under the effects of the spell, any "incoming" Mind Tongue spell has its range increased by 10 times.
III: Mind Tongue I 100' C caster + 1 target Fm
Caster may mentally speak with any one thinking being. They must be able to see each other or the caster must know the exact location of the target or the caster must use Focus Mind to locate the target (in all cases, the target must be within range).
IV: Focus Mind     V: Prepare Mind II     VI: Mind Tongue II
 
Movement
I: Leaping * self 1 rnd caster U
Allows caster to leap 50' laterally or 20' vertically.
II: Landing * self varies caster U
Allows caster to land safely in a fall up to 20' per level, and to take that distance off any longer fall.
III: Levitation I self 1 min/lvl caster U
Allows caster to move up and down vertically 10' per round. the spell does not provide a means for horizontal movement.
IV: Wind Drift     V: Underwater Movement     VI: Fly I     VII: Levitation V     VIII: Long Dive     IX: none     X: Merging     XI: Fly II (75'/rnd)    
 
Presence
I: Presence ¤ * self C 10' R/lvl U
Caster is aware of the presence of all sentient/thinking beings within his range.
II: Feel I * 10'/lvl -- 1 target Pm
Caster gets general idea of the race and level of one being. The target must first be located by Presence or Presence True.
III: Mind Store * 10'/lvl -- 1 target Pm
As Feel I, except caster stores mental pattern of target. This can be used with other spells (both on this list and others). The caster can only have as many patterns stored as the sum of his Memory and Presence temporary stats (not the bonuses). the caster can choose to release a stored pattern at any given time (the GM should require that a character keep track of all the patterns he has stored).
IV: Transfer Mind Store     V: Feel III*     VI: Mind Typing *     VII: Finding I     VIII: Direction I
 
Self Healing
I:
nothing
II: Clot I * self varies caster Us
Clots wound to reduce bleeding (i.e., hits per round damage) by one as long as caster concentrates or is immobile. This effect is permanent after an hour. If caster is unconscious, the spell will concentrate without the caster's concentration.
III:
nothing
IV: Clot III * self varies caster Us
As Clot I, except bleeding is reduced by up to 3 hits per round.
V: Pain Relief I * self C caster Us
Heals 1 hit per minute for as long as the caster concentrates. If caster is unconscious, this spell will operate without concentration.
VI. Fracture Repair     VII. Cut Repair I *     VIII. Muscle/Tendon Repair *     IX. none     X. Minor Nerve Repair
 
Sense Control
I: Distraction     II: Numbing     III: Blur Vision     IV: Minor Sense Control     V: Audio Attack     VI: Audio Control     VII: Fumble     VIII: Vision Control     IX: Vision Attack     X: Nerve Stun
 
Sense Mastery
I: Sly Ears self 10 min/lvl caster U
Caster gains double normal hearing. This spell confers a +50 to Perception involving only hearing, +25 to Perception involving hearing and other senses.
II: Nightvision self 10 min/lvl caster U
Caster can see 100' on a clear night as if it were day. At least some small amount of residual light is required for this spell to work.
III: Sidevision     IV: Detect Illusion V: Watervision VI: Scent VII: Fogvision VIII: Touch IX: Darkvision X: Mentalist Ear

Damage Resistance

  1. Heat Resistance *. self|1 min/lvl|caster|U. Caster is protected from natural heat up to 170'F (treat as if target were in 70'F). For temperatures above 170'F, subtract 100'F to determine the effcetive tempertarue for the target. Caster also receives +20 to al RRs versus heat spells and heat attacks (+20 DB versus elemental fire and heat attacks).
  2. Cold Resistance *. self|1 min/lvl|caster|U. As Heat Resistance, except caster is protected from natural cold down to 20'F or add 50'F.
  3. none
  4. none
  5. Unpain I *. self|1 min/lvl|caster|Us. Caster is able to sustain an additonal 25% of his total concussion hits (round off) befor epassing out. Hits are still taken and remain when the duration expire.
  6. Stun Relief I*. self|1 min/lvl|caster|Us. Relieves 1 round's worth of accumulated stun.
  7. Resist Poison *. self|C|caster|Us. Delays teh effect of a poison as long as the caster concentrates.
  8. none
  9. none
  10. Unpain II *. self|1 min/lvl|caster|Us. As Unpain I, except 50% additional hits may be sustained. Sutn Relief III *. self|-|caster|Us. As Stun Relief I, except 3 rounds are relieved. Neutralize Poison *. self|varies|caster|Us. Has a 50% chance of neutralizing a poison (modifide by potency of the poison) if the caster is unconscious or concentrates for one hour. In any case, it delays the poison for as long as the caster can concentrate.

Mind's Door

  1. none
  2. Leave Item I. 50'|-|1 obj|U. Caster teleports a single inanimate object to a point up to 100' away from its current location. There can be no intervening barries in a direct line between the target and the point (for these purposes, a barrier is anything the object could not physically go through. The object has a maximum weight limit of 1 lb/lvl.
  3. none
  4. Long Door Item I. 10'|-|1 obj|U. As Leave Item I, except the object can pass through barries by specifying exact direction and distance. If the arrival point coincides with solid or liquid material, the object does not move (though the caster loses the PPs).
  5. Leaving I. self|-|caster|U. Caster teleports to a point up to 100' away, but there can be no intervening barries directly between the target and the point (for these purposes a barrier is anything he could not physically go through; a closed door is a barrier, a pit is not).

Telekinesis

  1. Tk I. 100', 1min/lvl C, 1lb, F. Caster can move one object, up to 1 pound in mass, up to 1'/sec. If teh caster stops concentration before the duration is up, the obj remains stat as if it had a Staying spell with an equal weight limit cast upon it.
  2. Staying II. 100',1min/lvl, 5lbs, F. Exerts 5 pounds of pressure on a person or object. Object cannot be moved by Staying alone and pressure can only be in one direction.
  3. Tk II. As TK 1, excetp mass limit is 5 pounds.
  4. Staying III. As Staying II, except pressure limit is 25 pounds.
  5. Greater Staying II. varies, 1 min/lvl C, varies, F. As Staying II, except 2 obs may be affected with 50 pounds total pressure or Staying II can be used to 200'.
  6. Greater TK II. varies, 1 min/lvlC, varies, F. As TK I, except 2 objs of 5 pounds total mass may be moved or TK I can be used at 200'.
  7. TK III. As TK I, except mass limit is 25 pounds.