Chromatic Magic
WHITE MAGIC



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Anti-Magic Blast | Krebf | Protection From Cantrips | Blessing | Sleep | Imbibe | Angelic Kiss | Vertigo | Bank | Portent | Disperse | Impervious to Parasites | Implantation | Agoth's Rings of Binding | Gossamer Web | Chains of Argoth | Broae | Reincarnation

ANTI-MAGIC BLAST
Dur: Instantaneous Range: 60+10 feet / level
Cost: Special; each P.P.E. gives the blast 1D4 anti-psychic points Comp: Gesture (right hand, palm forward while left hand grasps right wrist)
EFFECT: This is a blast of anti-psychic energy which can disrupt another's spell. You must have initiative over the target in combat situations. Each P.P.E. that you pump into the blast produces 1D4 anti-psychic points (each destroys 1 P.P.E. as it is being channeled into a spell; has no effect on P.P.E. that is not currently being used). If the target is able to, they can channel more P.P.E. into the spell to make it work. A spell can only be blasted once, and the caster cannot cast any other spells except more Anti-magic Blasts for the entire melee.
SAVE: None

KREBF
Dur: Instantaneous Range: Touch
Cost: 2 P.P.E. Comp: Verbal
EFFECT: Repairs willful damage done to inanimate, non-magical SDC objects.
SAVE: None

PROTECTION FROM CANTRIPS
Dur: 1 day / level Range: Touch
Cost: 4 P.P.E. Comp: Verbal, Gesture (clap hands together)
EFFECT: Caster provides protection to himself, an object or another person, against cantrip (CLEAR) magic. Any active clear magic spells currently affecting the target are immediately cancelled. Any further cantrips cast at the target dissipate with an audible "pop!".
SAVE: None; unless unwilling, then Standard

BLESSING
Dur: 1 melee / level, or Perm. Range: 10 feet radius / lev, or 1 person
Cost: 4 P.P.E. (Coming of Age Blessing = 20 P.P.E.) Comp: Verbal (quick incantation for primary use, 1 hour chant for latter use), Material (saline made with distilled water(a few drops))
EFFECT: By calling upon the natural forces of Karma, the caster can bring good fortune to those around him. The most common use is to bring luck to the caster and his allies (+1 strike / parry / dodge / roll). This effect lasts 1 melee / level, and affects all allies in range. A less common use of this spell is to bless a child as he comes of age (usually about age 12). In this case. the effect is permanent, allowing the child to permanently add +1 to any attribute or bonus. A child may only have the Coming of Age Blessing cast on him once.
SAVE: Not applicable

SLEEP
Dur: 1D6 melees / level Range: Touch
Cost: 6 P.P.E. Comp: Verbal
EFFECT: Victim falls into a deep sleep. Only dispelling or negating will wake them before the spell expires.
SAVE: Standard

IMBIBE
Dur: 1D4�15 min / level Range: Self or touch
Cost: 7 P.P.E. Comp: Verbal
EFFECT: Recipient becomes totally immune to the effects of Alcohol, Narcotics, Sedatives or Intoxicants for the duration of spell. There are no lingering effects after the spell wears off (no hangover either)
SAVE: None

ANGELIC KISS
Dur: 15 min / level Range: Self or touch
Cost: 11 P.P.E. Comp: Verbal, Material (tear of an innocent)
EFFECT: Target's physical beauty becomes supernatural, Raise P.B. to 20 if below. Any person or creature who sees the target must roll over the target's Charm percentage, or else they are affected as if by a POWER WORD: FRIENDSHIP (Blue Magic) as long as they are in the person's presence, or the spell wears off.
SAVE: None

VERTIGO
Dur: 5 minutes Range: 30 feet
Cost: 11 P.P.E. Comp: Verbal
EFFECT: Victim's center of gravity moves to the top of his head. He cannot walk unless they have the Balance skill (from Acrobatics or Gymnastics). Even then, they must roll balance at -75% every time they try to move about (i.e. attack, parry, dodge, etc.). Failure means that the attempted action doesn't happen, and the victim is on his butt or face.
SAVE: Standard

BANK
Dur: 8+1melee / 2 levels Range: 3 feet
Cost: 12 P.P.E. Comp: Verbal, Gesture (parry)
EFFECT: Allows the caster to fire an invisible mystic burst that can try to parry incoming projectile or energy attacks. Roll a normal parry, including P.P. and Hand to Hand bonuses. Each parry takes an action. A successful parry stops projectiles dead, or disperses energy harmlessly.
SAVE: None

PORTENT
Dur: 3 days / level of all casters in ritual Range: Special
Cost: 15 P.P.E. from each person in ritual Comp: Ritual ( 1 hour), Material ( sapphire worth at least 100 000 cr. and a pinch of mud, only the mud is consumed during the spell)
EFFECT: Each person taking place in the ritual has a 5% per his level chance of having prophetic dreams each time he sleeps during the spell's duration. The dreams are usually very hard to interpret.
SAVE: None. If unwilling, simply refuse to take part in the ritual

DISPERSE
Dur: Instantaneous Range: 4 feet
Cost: 15 P.P.E. Comp: Gesture
EFFECT: Disperses 5D6 damage (per level) of any normal or magical energy blast. Caster must have initiative over the attacker. Sentient energy bursts save vs. magic (i.e. Star Children, Phantoms, etc.)
SAVE: Standard, when applicable

IMPERVIOUS TO PARASITES
Dur: 30 min / level Range: Self or touch
Cost: 20 P.P.E. Comp: Verbal , Material (normal leech, which must be swallowed alive)
EFFECT: Any magical or Wormwood parasite / microbe that the target currently has is permanently driven away. The character cannot be inflicted with new parasite/microbe while the spell is active. Normal parasites and non-natural flora microbes are instantly destroyed (Finally, a cure for the common cold!). Magical symbiotes are unaffected.
SAVE: None

IMPLANTATION
Dur: Instantaneous Range: Touch
Cost: 20 P.P.E. Comp: Verbal
EFFECT: Allows the caster to implant one block of information into another's mind, permanently (2 block = 200 words, 5 concepts or 1 skill at base level). Skills learned in this manner remain at base level and do not improve as the character goes up levels.
SAVE: None

AGOTH'S RINGS OF BINDING
Dur: 1D6 minutes / level Range: 80 feet
Cost: 25 P.P.E. Comp: Verbal, Gesture
EFFECT: Bands of silver energy form around target, holding them with a PS equal to their own. There is a 50% chance that teleportation or negation (equal to caster's level) will allow the captive to escape.
SAVE: None, Dodge (natural 18-20)

GOSSAMER WEB
Dur: 1 hour / level Range: 80 feet
Cost: 25 P.P.E. Comp: Verbal
EFFECT: Attaches an invisible & intangible thread of mystic energy to the target. The caster can trace the thread back to the target for the duration of the spell. The range only matters when casting the spell. Once the web it attached, there is no range limitation. Time travel and Dimensional travel do not impede the caster's ability to track the target (of course, he still will need a way to travel temporally or dimensionally to follow the target.
SAVE: None, Dodge (natural 18-20)

CHAINS OF ARGOTH
Dur: 1D4�10 minutes Range: 100 feet
Cost: 60 P.P.E. Comp: Verbal
EFFECT: Binds spirits and astral bodies. Using the spell against living, corporeal targets holds them paralyzed, and in a fairly suggestible state. Corporeal targets have +5 to save
SAVE: Standard (see above)

BROAE
Dur: Instantaneous Range: Touch
Cost: 350 P.P.E. + 1 H.P. (Permanently) Comp: Verbal, Material (drop of caster's blood)
EFFECT: Regrows all lost limbs, giving them 1 HP.
SAVE: None

REINCARNATION
Dur: Instant & Permanent Range: Touch
Cost: 425 P.P.E. Comp: Ritual (1 hour), Material (6 beeswax candles, arranged in a hexagon around body, lit by a magical fire)
EFFECT: When cast upon a dead sentient being, this spell uses the ambient P.P.E. of the deceased to form a new, living body. GM chooses a new race and O.C.C. / R.C.C. for the character; their past is forgotten. The new character has � the experience points of the original character. Chance of success is 88%, a mage can try this spell up to 3 times. No more than 6 chances are possible with a given body. If the character's P.P.E. was drained at the time of death, then chance is reduced to 67%. However, there are some drawbacks. The new character is 1/3 of the age of the original character, plus the character has no official identity. Have the new character roll under their I.Q. on D20 anytime he tries to remember friends and family from previous life. Also, the new character can be nearly any character class (the training is magical & instantaneous), except the class that they originally were. Attributes are rerolled, but add 2 to previous character's highest attribute on the new character.
SAVE: None

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