Dear Harnic fellows,
I have here some new spells (suggestions) to HarnList Spell File.
Our game group is currently using Melchusian magic along with the "common" magic. My new spells has been written along Melchusian guidelines but they can be easily(?) converted to the common magic.
I would like to know how many of you are using Melchusian magic in the your world. So if its used in your campign please let me know and I will collect some statistics about the answers. It would be nice also to include a brief describtion of the (legal) status of Melchusian magic in your campign. In our world it's known (at least in the Harn isle) by very few and it hasn't (yet?) judged to be a renegade organization.
I have already shared all the spells in the currenly Harnlist Spell File along with Melchusian classes. Most of them are fit in two classes. This should not be a problem because Melchusian wheel has many explanations and it's followers share a bit different view how to share spells in classes.
I would like to see the following changes in my spells in the next spell=20 file:
- Please change the Calandan's name to Calada^n (where a^ is a + "hat", like in word Hârn).
- Please add line ML81+ Range SI yards to Calad=83n's Key spell.
I also have some suggestions to the spells made by other readers:
- Blast Of Nornis has now maximum damage range of SI yards. Within that range everything takes 1d6 points of damager per inch of sphere diameter.
-
Perhaps the range should have more effect on damage done by an
explosion for instance:
Range Damage contact ? > SI/4 Double > SI/2 Normal > SI Half - Talvae's enchantment (Lyahvi III) should perhaps be transferred under Savorya spells.
- Murazor's Vision (Peleahn IV) and Eye of Dekejis (Savorya II) seem to be quite similar way . Perhaps they (or their rules) should be=20 combinated in some way.
"Caladan Laelin's collected spells part 3.14"
COMMON MAGIC
FYVRIA:
NATURE'S RECOVERY (FYVRIA/IV)
F: (15-SI)*3.0
T: 12-SI hours
R: Touch
D: Permanent
This spell recharges the energy of Fyvrian artifacts by the rate of one (MS) or two points (CS) per session (spell cast). With CF the object to be loaded is ruined (all the energy nullified, object destroyed etc.)
ODIVSHE:
CALADAN'S TEARS (ODIVSHE/III)
F: (15-SI)*2.0
T: 60-SI seconds
R: SI kilometers
D: SI minutes
If there are any kind of clouds in the range, they will begin to rain for the duration at least, in 2d6 minutes. Intensity of the rain depends on caster's ML in this spell and current environment. Once the rain has started the caster has no control over it. The sudden change in weather may also cause natural weather changes (e.g. raise up a thunder storm, hurricane etc.).
Bonus effects:
ML86+ If there are no clouds in range, they will form or drift from somewhere. This can however take quite much longer time (upon GM's decision).
MELCHUSN MAGIC
WHITE MAGIC:
"White magic (also known as wizardry) is the magic of knowledge, of enhancement, and healing. Its element is light, that which illuminates. Its planet is Nolomar, the Sun."
NOLOMAR'S CLOAK (WM/II) [LYAHVI]
F: (15-SI)*1.0
T: (15-SI)*2 seconds
R: Self
D: MS: ML seconds; CS: 2*ML seconds
This spell creates a bright white, protective aura around the caster, making him appear more powerful and subtracting 5+SI (MS) or 5+2*SI (CS) from all attacks against him. Creatures that usually dwell in the darkness are suffering from the doubled penalties.
Bonus Effects:
ML76+ Caster may select to start this spell by a brilliant flash that makes all creatures facing the caster within SI meters suffer from temporal blindness. Roll 3d6 (MS) or 2d6 (CS). If the sum of the dices is less than creature's eyesight, the creature is blinded for 1d6 rounds. If the caster makes spell failure while casting this spell and using this option, he must also test versus his eyesight to avoid the temporal blindness. Creatures of darkess are much more sensible versus light, they roll one dice less.ML 91+ Caster may flash the cloak every 2d10-SI turns. The time between flashes is calculated after every flash.
NOLOMAR'S BEACON (WM/III) [LYAHVI]
F: (15-SI)*1.5
T: (15-SI)*3.0 seconds
R: Self
D: ML seconds CS: SI minutes
This spell causes a ray of harmless, blight light of any caster's selected color spring from caster's palm. The dimensions of ray are specified at the time of casting. The ray can be up to SI miles long and ML centimeters wide.
CALAD=B6N'S PURIFICTION (WM/IV) [FYVRIA]
F: (15-SI)*2.0
T: (15-SI)*4 seconds
R: Touch / ML81+ SI yards
D: Instant
This spell cleans up, sterilizes and seals one wound removing change of infection. Before this treatment the bleeding must be stopped. The spell can also be used to cure already infected wounds with -20 EML.
CF while casting the spell will usually make wound more vulnerable to infection.
Bonus effects:
ML 76+ Gives 1d6 (MS) or 2d6 (CS) extra healing rolls per day to sealed wound.
ML81+ The range increases to SI yards.
NOLOMAR'S RECOVERY (WM/II) [FYVRIA]
F: (15-SI)*1.0
T: (15-SI)*4 seconds
R: Self
D: Concentration
This spell is used to transform light of the sun (Nolomar) into energy, recovering fatigue by rate of one-sixth (MS) or one-third (CS) of target's Endurance points per every concentrated round. Caster may not perform any other actions that concentrate in this spell during the process. The spell is only usable in direct sunlight.
Bonus effects:
ML 81+ Caster can also help others to recover fatigue by touching them.
CALAD=B6N'S SENSE (WM/III) [SAVORYA]
F: (15-SI)*1.5
T: (15-SI)*4 seconds
R: Self / ML91+ touch
D: MS: ML minutes; CS SI hours
This spell alerts the caster (even wakes up from sleep), when an intruder or danger comes within ML yards of caster. This spell also gives warning when something or someone inside the range turns suddenly hostile to caster. The basic spell doesn't give any specific information of the nature of the danger.
Bonus effects:
ML 71+ Caster gets more information about the danger, perhaps nature, range and/or direction (GM decision).
ML81+ The caster can notice also when the hostility is directed at member of this party.
ML91+ The spell can be cast on another person by touch.
WITCHCRAFT
"Witchcraft is the magic of nature, of enchancing and controlling natural forces. It is also the magic of diseases, and curses, of unseen natural influences. Its element is the earth, with ots cyclic nature."
YAEL STEPS (WC/IV) [FYVRIA?]
F: (15-SI)*2.5
T: (15-SI)*4 seconds
R: Self
D: MS: ML minutes; CS: SI hours
This spell recudes the weight of the target person (and the stuff carried by him) by neutralizing the effect of mother earth, the gravity. Amouth of reduction must be set while casting the spell. The maximum effective weight reduction is one-tenth of caster's EML. Target's mass or density is not affected, just weight (by reduced effect of gravity).
E.g. caster with EML 80 has his total weight reduced to 1/8 of normal weight.
Bonus effects:
ML 81+ Caster can reduce the weight of other persons or objects by toucing them.
That's all folk...
/Bande
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