From: News User Id <[n--s] at [eskimo.com]> Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: FHERO: Celestial Magic (new) Date: 19 Mar 1996 07:21:14 -0500 Newsgroups: rec.games.frp.archives Path: iceblade From: [i--bl--e] at [eskimo.com] (Bob) Subject: FHERO: Celestial Magic (new) X-Nntp-Posting-Host: eskimo.com Message-ID: <[Do 2 yxy Esx] at [eskimo.com]> Keywords: Fantasy Hero Celestial Magic Sender: [n--s] at [eskimo.com] (News User Id) Organization: Eskimo North (206) For-Ever Date: Mon, 11 Mar 1996 02:01:09 GMT COLLEGE OF CELESTIAL MAGIC This obscure branch of the magical arts is not native to the realms. Rather it is brought to the lands by travelling Magi from worlds beyond the sky. Celestial Magi are always impressive figures to behold, and attract attention and respect wherever they visit. The Magi normally wear a deep blue robe, marked with white stars on the back and chest, and trimmed and lined with warm, soft white fur. When they are observed with a travelling companion, it is usually a small, dragon- shaped creature, with soft white fur and sparkling, translucent wings - reputed to be a familiar with mysterious powers. Celestial Magic draws its power from the stars and planets in the sky. Upon the surface of a world, the availability and effectiveness of the spells will vary, depending on the location of the celestial sources. When the Mage is travelling between the stars and is far from any planet, however, most of the spells will operate normally. When the Celestial Magi is on a planet, the condition of the sky will modify the spell casting difficulty. Apply these modifiers to all Magic Rolls when casting a Celestial Magic spell: Modifier Condition -------- ---------------------------------------------------- -2 Underground, underwater, or in a heavy basement. -2 Full Daylight obscures stars, or brilliant lighting. -1 Overcast night, late dawn, or early dusk. +1 Week of a quarter moon, or a small, full moon. +2 Week of a new moon, or no moons in the sky. +2 Mountain top, low air pressure, or outer space. Celestial Magi travelling through space, far from any world, will receive a maximum +4 bonus. Likewise, a Magi swimming underwater in broad daylight will suffer a maximum -4 penalty. The focus of all Celestial Magic spells is a lump of star metal - a piece of a metallic meteorite - either in its natural form, or hammered into a medallion or bracelet. Spells of this college are especially difficult to master, and more exhausting to cast when indoors. Unlike most colleges of magic, Celestial Magic spells do not require incantations, allowing them to be cast even in an air-free environment. When Celestial Magic spells are cast, they are accompanied by tiny, sparkling particles that dance about the hands of the Mage. When casting in an atmosphere, the dust emits faint, chime-like sounds as it swirls toward the target area, then erupts with a faint popping sound. Typical Disadvantages: Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). To determine the location of the various planets and constellations, you can either consult an astronomical reference for a particular year, or roll for a random time of the day. The length of time the entire celestial sight will be in the sky is determined by several factors, including the latitude, time of the year, and the declination of the object. To simplify things, however, you could assume a base period of 12 hours per day, beginning at a random hour. The player will need to keep a 24 hour record showing each rise and set time for the objects that govern his spells. --------------------------------------------------------------------------- COLLEGE SPELLS --------------------------------------------------------------------------- ALLURE OF VENUS The planet Venus holds sway over the strong emotion of love and physical attraction. The Mage can draw upon this power to influence others, gaining their favor and compelling them to his command. However, this influence can only be maintained during the daylight hours, or when Venus is a morning or evening star. This spell is more exhausting to use while indoors. Power: 8d6 Mind Control, Verbal Commands Modifiers: Only when Venus is in sky (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-1/2), Side Effects (Target is angry with the Mage, and has +10 Mental Defense and 4d6 Aid to EGO) (-1/2), (Conditions skill modifier) (+0). Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 10. ASHES OF THE PHOENIX Like the Phoenix rising from the ashes, this spell allows the Magi to draw upon the powers of the constellation to survive great heat and flame. However, Phoenix better be above the horizon when this spell is cast, or the Magi will only be fit for marshmallows. This spell is more exhausting to use while indoors. Power: 10 ED Force Field Modifiers: Only versus heat and flame (-1). Active Cost = 10 points. Power: Immune to Heat, Breathe Smoke Modifiers: Linked to Force Field (-1/2), Costs END to use (-1/2). Active Cost = 8 points. Combined: Only when Phoenix is in sky (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 20 points in college spells (-1/2), (Conditions skill modifier) (+0). END Cost: 2; Magic Roll: -2; Casting Time: 0 Phase. Real Cost: 4. BOBBLE When travelling at great speeds through space, it is a wise Magi who protects himself with this spell. A silvery barrier surrounds the Magi, warding him against solid projectiles and high energy radiation. This barrier provides no protection from the back side, however, although such attacks will be rare when moving rapidly through space. This spell is more exhausting to use while indoors. Power: 10 PD, 2 ED Force Field Modifiers: Hardened (+1/4). Active Cost = 18 points. Power: 2d6 Energy Blast Modifiers: Damage Shield (+1/2); Linked to Force Field (-1/2). Active Cost = 17 points. Combined: 1/2 END (+1/4); Not versus attacks from the rear hex (-1/2), Gestures (-1/4), Requires PRE-based (Magic) Skill Roll (-1/2), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 20 points in college spells (-1), (Conditions skill modifier) (+0). END Cost: 2; Magic Roll: -3; Casting Time: 1/2 phase. Real Cost: 7. BOOTS OF MERCURY When the messenger of the gods is in the sky, the Mage is able to call upon the powers of this planet to greatly increase his mobility. However, this spell will only function during the daylight hours, or when Mercury is a morning or evening star. This spell is more exhausting to use while indoors. Power: +20” Running Modifiers: Only when Mercury is in sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 40 points. END Cost: 1/5”; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 9. BOREALIS With this spell, the body of the Celestial Mage becomes a shimmering, insubstantial curtain, much like the northern lights. Those who peer into the curtain will be able to perceive the enlarged face of the Mage. This spell will only function outdoors, under a star-lit sky. Power: Desolidification Modifiers: Only outdoors on a clear night (-1), Not through solid objects (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 8. BOW OF SAGITTARIUS The archer constellation enables the Magi to fire a magical arrow at a target. Upon casting this spell, a faint, silvery bow appears in the hands of the Magi, cocked and ready to be released. The magic arrow will appear ready strung, then fly toward the target with great accuracy and force, even if the Magi is unskilled with a bow. However, this spell will only function when Sagittarius is above the horizon. Power: 2d6 RKA magical arrow Active Cost = 30 points. Power: 15- w/ magical arrow Modifiers: Linked to RKA (-1/2). Active Cost = 15 points. Combined: Only when Sagittarius is in sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures throughout (aim at target with bow, then release arrow) (-1/4), OAF Star Metal, Unbreakable (-1), Character must have at least 30 points in college spells (-3/4), Can be deflected like an arrow (-1/4), Extra time - Full Phase (-1/2), (Conditions skill modifier) (+0). END Cost: 4; Magic Roll: -4; Casting Time: 1 Phase. Real Cost: 9. COLUMN OF LIGHT The Mage warps and focuses all the arriving illumination from a distant star to produce a brilliant column of light in the target area. Those caught within the beam will be blinded for several phases, and will be easy targets for those located nearby in the darkness. Power: 2d6 Flash to Sight Group Modifiers: Continuous (+1), Explosion (+1/2); Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), 1/2 DCV Concentrate Throughout (-1/2), OAF Star Metal, Unbreakable (-1), Only when a star is visible (-1), Mage must have at least 30 points in college spells (-3/4), Side Effects (Light targeted on caster) (-1), (Conditions skill modifier) (+0). Active Cost = 75 points. END Cost: 7; Magic Roll: -7; Casting Time: 1/2 Phase. Real Cost: 12. COURAGE OF LEO Drawing from the courageous heart of the lion constellation, the Magi can use this spell to boost the morale of his comrades when facing a difficult task or foe. The raised spirits will persist for several hours. However, this spell will cease to function once Leo slides below the horizon. This spell is more exhausting to use while indoors. Power: 2d6 Aid to EGO, maximum +20 Modifiers: Lose 5 active points per hour (+3/4), Ranged (+1/2); Only when Leo is in sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 9. DARK EYE When a Celestial Magi is deep in outer space, he can use this spell to locate sources of great magic. Magical sites will emit a silvery twinkle as the Magi sweeps his eyes across the sky. However, this spell will not function in a planetary atmosphere, so identification of the exact source will have to be performed by other means. Perception attempts within 8 thousand kilometers are made without penalty. The PER is then modified by -2 for each doubling of the range. Power: Sense Magic, 360 Degrees, +40 Telescopic Sense Modifiers: Only while in space (-1), Costs END to cast (-1/2), 0 DCV Concentrate Throughout (-1), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), Mage must have at least 40 points in college spells (-1), Extra Time - 1 Minute (-1-1/2). Active Cost = 75 points. END Cost: (7); Magic Roll: -7; Casting Time: 5 Minutes. Real Cost: 10. FEAST OF SATURN By calling upon the powers of the planet Saturn, the Mage can create a bountiful feast that will feed up to thirty two individuals. The targets will remain sated for a period of up to five hours, as long as Saturn remains in the sky. Power: Life Support, No need to eat or drink Modifiers: Useable by 32 Others at Range (+2); Only when Saturn is in sky (-1/2), Costs END to cast (-1/2), Single Charges lasting 5 hours (-1/4), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (Eat feast) (-1/4), OAF Star Metal, Unbreakable (-1), Mage must have at least 20 points in college spells (-1/2), Extra Time - 5 minutes (-2), (Conditions skill modifier) (+0). Active Cost = 15 points. END Cost: (1); Magic Roll: -1; Casting Time: 5 minutes. Real Cost: 2. GRASP OF THE BEAR STAR By drawing his power from the constellations of the bear, the Mage is able to grab and squeeze a target with considerable strength. However, Ursa Major or Ursa Minor must be in the sky in order for this spell to function, so the Mage will likely be unable to cast this spell while in the southern hemisphere. The Mage must remain focused on his target while maintaining this spell, so he is more vulnerable to attacks during that time. This spell is more exhausting to use while indoors. Ursa Major Power: 20 STR Telekinesis, No fine manipulation Modifiers: Continuous (+1); Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), 1/2 DCV Concentrate Throughout (-1/2), x2 END Indoors (-1/4), OAF Star Metal, Unbreakable (-1), Only when Ursa Major is in the sky (1/2 STR when only Ursa Minor is visible) (-1/2), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase. Real Cost: 13. JOVIAN LIGHTNING BOLT The Mage uses the magical energy from the Jovian planet to project a powerful bolt of lightning, blasting a line of hexes with electricity. (When this spell is used in space, a glowing beam of plasma is created.) If the bolt strikes a metal or stone surface, however, it is immediately grounded. This spell will only function when the planet Jupiter is in the sky, a period lasting about half of each day. This spell is more exhausting to use while indoors. Power: 6d6 Energy Blast versus ED (Lightning) Modifiers: Area Effect (7” Line) (+1); Only when Jupiter is in sky (-1/2), No Range (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), Grounded by Metal, Earth, or Stone along the path (-1/4), (Conditions skill modifier) (+0). Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase. Real Cost: 12. LIGHT TRAVEL When the Magi needs to make a rapid journey between nearby worlds, this spell will permit him to travel along a beam of light to the destination. Before this can occur, however, the Magi must first find a means to fly beyond the edge of the planetary atmosphere. Thereafter he will travel as a silvery blur of light across the heavens. The Mage will be well protected against the vacuum and cold of outer space, even if he falls asleep or loses consciousness. However, he will need to renew this spell in order to resume light travel. Once he has reached a breathable atmosphere, this spell is cancelled. Power: Life Support - No need to breathe, Safe in Vacuum/Intense Cold Modifiers: x2 Difficult to Dispel (+1/4), Persistent (+1/2). Active Cost: 36 points. Power: Faster-than-light travel, 1 LY/Year Modifiers: Trigger (Reach vacuum) (+1/4), Linked to Life Support (-1/2). Active Cost: 25 points. Combined: Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), OAF Star Metal, Unbreakable (-1), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0), Cancelled upon reaching breathable atmosphere (-1/4), Extra Time - Full Phase (-1/2). END Cost: (6); Magic Roll: -6; Casting Time: 1/2 phase. Real Cost: 13. METEOR STRIKE Called from the sky by the will of the Magi, these fiery bolts hurtle down and strike a terrible blow against foes in the target area. Each target must be attacked separately, once the spell location is determined. The bolts usually disintegrate on impact, often leaving only a bloody scar. Power: 3d6 RKA Modifiers: Area Effect (4” Radius, Nonselective Target) (+3/4); Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), Only while outdoors (-1/2), Mage must have at least 30 points in college spells (-3/4), Extra Time - 1 Turn (-1), (Conditions skill modifier) (+0). Active Cost = 79 points. END Cost: 8; Magic Roll: -8; Casting Time: 1 Turn. Real Cost: 16. NIGHT CHILDREN By calling upon the spirit forces of deep space, the Celestial Mage can weaken and exhaust his foes for a period lasting several minutes. However, this spell has no effect on those creatures that normally stir only in the night. This spell is more exhausting to cast when indoors. Power: 3d6 END Drain Modifiers: Recover 5/Minute (+1/4); Not against nocturnal creatures (-1/4), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 37 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 9. NORMAL GRAVITY This useful spell for star travellers allows the Magi, and those within his immediate vicinity, to function normally on a high or low gravity world. This spell will remain in effect for a full day, after which it will need to be renewed. Power: 15 STR Telekinesis Modifiers: Area Effect (3” Radius) (+1), No Range (-1/2). Active Cost = 55 points. Power: 5” Flight Modifiers: Linked to TK (-1/2). Active Cost = 10 points. Combined: Single Continuous Charge lasting 1 day (+0), Persistent (+1/2); Only to adjust surface gravity to normal (-1), Costs END to cast (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/2), OAF Star Metal, Unbreakable (-1), Mage must have at least 30 points in college spells (-1), Extra Time - 1 Turn (-1), (Conditions skill modifier) (+0). END Cost: (6); Magic Roll: -6; Casting Time: 1 Turn. Real Cost: 10. ORION THE HUNTER The prominent constellation of the hunter will help the Mage to sense the location of a specific life form. However, this spell will only function when Orion is above the horizon. This spell is more exhausting to use while indoors. Power: 8d6 Mind Scan Modifiers: Only when Orion is in sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 11. POISON OF SCORPIO Using the power of the scorpion constellation, the Magi can inflict a lethal poison upon the target. Frequent use of this spell is frowned upon by many members of the college, but many find it essential when travelling to alien worlds where normal weapons can be inadequate. Unfortunately, the first toxin is not always effective against a new alien life form, and the spell will need to be varied several times until an effective poison is discovered. This spell will only function when Scorpio is above the horizon, and is more exhausting to use while indoors. Power: 1d6 BODY Drain Modifiers: Continuous (+1), Uncontrolled (+1/2); Only when Scorpio is in sky (-1/2), 11- Activation roll until effective against target life form (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 11. PORTENT Visitors to the night sky are usually a portent of some significant event or a horrible fate that awaits the land. This spell allows the Celestial Mage to read such signs and gain insight into their meaning. This spell is more exhausting to use while indoors. Power: Precognition Modifiers: Only to gain a clue to the significance of a celestial event (-1), 14- Activation Roll (-1/2), Gestures throughout (-1/2), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), Side Effects (Failure gives a faulty meaning) (-1/2), Extra Time - 5 Minutes (-2), (Conditions skill modifier) (+0). Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 5 Minutes. Real Cost: 5. PURITY OF VIRGO By calling upon the purity of the virgin constellation, the Magi can rid himself of all types of mundane chemical toxins, from noxious gases to poisonous liquids. This spell costs relatively little energy to cast, allowing the Magi to use it even when he is weak or exhausted. However, he must be able to touch the target when the spell is cast, and it requires a full phase before release. This spell will only function when Virgo is above the horizon. Power: 10d6 Dispel Poison Modifiers: Any Chemical Poison (+1/4), 1/2 END (+1/4); Only when Virgo is in the sky (-1/2), No Range (-1/2), Gestures (-1/4), Requires PRE-based (Magic) Skill Roll (-1/2), OAF Star Metal, Unbreakable (-1), Character must have at least 30 points in college spells (-3/4), Extra time - Full Phase (-1/2), (Conditions skill modifier) (+0). Active Cost: 45 points. END Cost: 2; Magic Roll: -4; Casting Time: 1 Phase. Real Cost: 9. RAM OF ARIES Drawing forth the power of the ram constellation, the Magi can use this spell to produce a silvery ram of force. This hammer can be used to batter a foe, or knock down a heavy barrier. However, this spell will only function when the constellation Aries is in the sky. This spell is more exhausting to use while indoors. Power: 24 STR Telekinesis Modifiers: Double Knockback (+3/4); Only when Pisces is in sky (-1/2), Only to punch target (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost: 63 points. END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase. Real Cost: 13. SCALES OF PISCES The fish constellation will allow the Mage to function much as an aquatic life form, allowing him to breathe underwater and greatly improving his swimming ability. However, this spell will only function when Pisces is above the horizon. If the constellation begins setting before the Mage has returned to the surface, the Mage will experience increasing difficulty in breathing underwater, until the spell finally breaks down an hour later. This spell is more exhausting to use while indoors. Power: Life Support: Breathe underwater Power: +10” Swimming Modifiers: Only when Pisces is in sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 20 points in college spells (-1/2), (Conditions skill modifier) (+0). Active Cost: 5 points. END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase. Real Cost: 4. SCUTUM THE SHIELD When this spell is cast, a cloud of sparkling lights appears about the Mage, protecting him against both normal and draining attacks from the front. However, this spell will only function when the constellation Scutum appears above the horizon, and is more exhausting to use while indoors. Power: 6 DEF Force Field Modifiers: Ablative (-1). Active Cost = 12 points. Power: +10 Power Defense Modifiers: Costs END (-1/2), Visible (-1/4), Linked to Force Field (-1/2). Active Cost = 10 points. Combined: Only when Scutum is in the sky (-1/2), Only versus attacks from the front (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 20 points in college spells (-1/2), (Conditions skill modifier) (+0). END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase. Real Cost: 4. SPELL VOID This spell will create a momentary magic vacuum at the target location, disrupting spells that were in effect. This spell is much more effective when used far away from a planetary surface. Power: 8d6 Dispel Modifiers: Any Single Magic Spell (+1/4); Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (+2d6 when at least one diameter away from planet; -2d6 when on planet surface) (+0) (Conditions skill modifier) (+0). Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 Phase. Real Cost: 8. STELLAR SIGHT By focusing his ocular abilities during a starry night, the Celestial Mage is able to see as clearly as though it were still dusk. He can distinguish objects clearly, but is unable to read normal text. Power: +3 PER Ultraviolet Vision Modifiers: Only in open star light (-1), Costs END to use (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), Mage must have at least 20 points in college spells (-1/2), (Conditions skill modifier) (+0). Active Cost = 11 points. END Cost: 1; Magic Roll: -1; Casting Time: 1/2 Phase. Real Cost: 2. STRENGTH OF HERCULES Drawing his power from the constellation of Hercules, the Mage can greatly increase the strength of the subject for a short time. This spell will only function, however, when Hercules is above the horizon. This spell is more exhausting to use while indoors. Power: 2d6 Aid to STR, Maximum +20 STR Modifiers: Lose 5/minute (+1/4); Only when Hercules is in the sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 20 points in college spells (-1/2), (Conditions skill modifier) (+0). Active Cost = 18 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase. Real Cost: 4. TAIL OF THE COMET When this spell is cast, the target area is covered in a thick mist of sparkling silver motes that block all sight beyond a few feet. Faint, high- pitched voices, tinkling like chimes, can be heard in the mist. Those who wander into the comet dust can be distracted by the eerie sounds and easily lose their way. However, even a slight breeze is sufficient to clear away the dust. This spell is more exhausting to use while indoors. Power: Darkness to Normal Sight, 4” Radius Active Cost: 40 points. Power: Images to Sound Modifiers: x4 Radius (4”) (+1/2); Linked to Darkness (-1/2). Active Cost: 20 points. Combined: Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), Dispelled by wind stronger than 10 kph (-1/2), (Conditions skill modifier) (+0). END Cost: 6; Magic Roll: -6; Casting Time: 1/2 Phase. Real Cost: 13. WARRIOR ARTS OF MARS The power of the war planet will greatly sharpen and focus the martial abilities of the Mage, allowing him to fight with tremendous skill. This spell will only function when the planet Mars is in the sky, a period lasting about half of each day. Power: +4 w/ Hand-to-Hand Modifiers: Only when Mars is in sky (-1/2), Costs END to use (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 1/2 Phase. Real Cost: 4. WATER OF AQUARIUS By syphoning the liquid spirits from the water bearer constellation, the Magi can use this spell to create a respectable quantity of water in even the most barren location. This spell will function in a vacuum or atmosphere, but not in a liquid or solid. In addition, this spell will only function when Aquarius is above the horizon. This spell is more exhausting to use while indoors. Power: 2d6 Major Transform, Void into Water Modifiers: Area Effect (Hex) (+1/2); Only when Aquarius is in sky (-1/2), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures throughout (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 11. WINGS OF PEGASUS With this spell, the constellation of the winged horse will provide the Magi with the power of flight, provided he is riding a flightless animal. When the spell is cast, the creature will appear to sprout faint wings before taking flight. However, this spell will only function when Pegasus is above the horizon, and it is more exhausting to use while indoors. Note that a mount that has not been trained to fly will have a minimum base turn mode of 5” in combat. Power: 20” Flight (40” non-combat) Modifiers: Useable by a Mount (+1/4); Only when Pegasus is in the sky (-1/2), Only on a flightless animal (-1/4), Requires PRE-based (Magic) Skill Roll (-1/2), Gestures (-1/4), OAF Star Metal, Unbreakable (-1), x2 END Indoors (-1/4), Mage must have at least 30 points in college spells (-3/4), (Conditions skill modifier) (+0). Active Cost = 50 points. END Cost: 1/5”; Magic Roll: -4; Casting Time: 1/2 Phase. Real Cost: 11. --------------------------------------------------------------------------- UNIQUE SPELLS --------------------------------------------------------------------------- STAR SHIP This powerful ritual allows the Celestial Mage to propel an entire vessel to the stars, while providing minimal life support for those on board. The spell will remain in effect for as long as the ship does not land. However, the crew of the vessel will need to stock sufficient food and water for the voyage, and constant control of the helm and sails will be required to maintain the correct heading. Power: Faster-than-Light Travel, 1 LY/day Modifiers: Maneuver as if Sailing (+1/4). Active Cost = 175 points. Power: Life Support: Vacuum/High Radiation, Breathing Self-contained. Modifiers: Area Effect (9” Radius) (+1); Linked to FTL Travel (-1/2). Active Cost = 112 points. Combined: Useable Against Others (400tn) (+4), 0 END Persistent (+1); Dispel upon landfall (-1/4), Costs END to cast (-1/4), Gestures (-1/4), 0 DCV Concentrate (-1/2), OAF Star Metal, Unbreakable (-1), Sailing Ship (-1), Mage must have at least 40 points in college spells (-1), Extra Time - 1 Hour (-2-1/2), (Conditions skill modifier) (+0). Active Cost = 67 points. END Cost: 16; Magic Roll: -16; Casting Time: 1 Hour. Real Cost: 36. STELLAR NOVA Summoning primal matter from the core of a nearby star, the Celestial Magi creates a devastating explosion of radiation. Those who view the blast will be temporarily blinded by the brilliant flash of light. The Magi must be especially careful to cast this spell correctly, or the nova will explode in his location. In addition, if the Magi is more than twice the distance from the star as the Earth is from the Sun, the END cost is greatly increased. Power: 10d6 Energy Blast Modifiers: Explosion (+1/2), Penetrating (+1/2). Active Cost = 100 points. Power: 3d6 Flash to Sight Modifiers: Explosion (lose 1d6 per 5”) (+1), Personal Immunity (+1/4); Linked to EB (-1/2). Active Cost = 67 points. Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Requires PRE-based (Magic) Skill Roll (-1/2), OAF Star Metal, Unbreakable (-1), Mage must have at least 40 points in college spells (-1), Side Effects (Target caster instead) (-1), Increased END when far from star (increase END by the whole number of Astronomical Units) (-1/4), Extra Time - 1 Turn (-1), (Conditions skill modifier) (+0). END Cost: 16; Magic Roll: -16; Casting Time: 1 Turn. Real Cost: 26. --------------------------------------------------------------------------- -- Bob [[i--bl--e] at [eskimo.com]]