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3.0 PROSAEC MAG EG In a world where magic is fairly common, not all spells or spell lists would be the source of ground shaking effects, some ‘would just alleviate a minor difficulty. Likewise, not all spells ‘would be combative or “adventure-oriented” in nature. Prosaic lists contain those spells which have been created to solve an individual, specific problem. Prosaic lists contain very simple spells of very litle power. These lists are not, however, useless. Inmany cases these spells perform many of those same tasks as ‘would a servant (spells of convenience). Some of these spells are so common, that many of the base folk consider this type of ‘magic an everyday occurrence, and some, in fact, might even possess one or two of the more useful spells themselves. Due to the very simple nature of Prosaic magic, the develop- ‘ment point cost for these types of spell lists is halved (including the cost for Semi and even Non spell users). The one divergence from normal list rules that Prosaic magic takes is: when spend- ing development points towards spells, it is possible for the character to attempt to simultaneously gain one Prosaic list per Tevel, in addition to any other (non-Prosaic) list, provided of ‘course thatthe proper amount of development points are spent. Only one Prosaic list may be attempted at any one time, unless twenty picks are made in the fist list and atleast one pick in the second, in addition to any other spell lists attempted (as per normal list pick rules). So it might be possible for a Mentalist character with 42 development points roundup), toattempttwo non-Prosaic and two Prosaic lists (20 picks in one of the non- " Prosaic and Prosaic lists) during one level gain. Fot purposes of ‘gaining the lists, treat all Prosaic lists as if they were Open list. Of course, due to the ease of gaining Prosaic lists, power of the spelishas been sacrificed (for example; a 10th or 20th level spell in Essence, mightbe the equivalent of a SOth evel Prosaic spel) While not a true “realm” unto itself, Prosaic lists do exist within a pseudo-realm classification. The Prosaic lists are a potpourri collection of spells, which are derived from the ‘multiple forms of spell power and spell casting (ic., Channel- ling, Essence, etc.), Some of the individual spetis are, in fact, ‘made up of a style of casting that is of more than one realm (similar to Hybrid base lists, only encompassing al three basic realms rather than just 10). Many lists already in existance can be considered Prosaic, suchas Houschold Ways (RMCII) and Pleasures (RMCIV), just toname a few. This, of course, is up to the GM. ‘The GM need not worry of disrupting game balance, as these spells are capable of little except convenience and time saving and the development point costs for Non spell users is still very high, Option 1: Normal Player characters may attempt Prosaic magic at levels higher than their own by making an ESF roll with the ESF modification divided by five, for example: a spell one level higher than caster will have an ESF Mod of 4, a spell 10, levels higher will have an ESF Mod of 15, and 21+ levels. higher will have an ESF Mod of 40. Option 2: Require half or three quarter (round up) power points to cast Prosaic spells Option 3: The development points necessary toleam an Prosaic list are quartered, Option 4: Prosaic spells may be of one specific realm rather than all realms. For example, Music Law may have 3 or 4 versions based on the different realms. Option 8: Limit the level to which Non spell user's and Semi spell user's may learn Prosaic magic. Non may learn to 10th, level. Semi may learn to 20th level. Option 6: Require thatthe magical minutiae be strictly adhered toby users of Prosaic magic. Because ofthe simplicity of the Prosaic lists, the Magical Minutiae is pivotal tothe final spell effect, Individual GMs must decide which Prosaic lists de- ‘mand minutiae and the degree of intricacy that each minutise must display. Sr 30—Multiple Formation III (F) With this spell a caster may form ‘multiple magical and/or non-magical creatures and give them general ‘commands fr the duration ofthe spel. The creatures wll be identical in structure tothe creatures they were made to resemble. The intel [gence ofthe creatures may not exceed “mediocre”, The creatures will ‘possess all abilities innate tothe created creatures except spell casting. ‘The duration of ths spell begins after the creatures have been formed. ‘Afler the task is completed the creatures and proto-plasm will vanish, ‘The size of the creatures depends on the amount of proto-plasm available for use. The caster may form half his level in cubic feet of | proto-plasm per round. The numberof creatures created equal o.one fweature per level of the caster or less. All creatures are formed simultaneous of each other, and may be made to resemble different '50—Control Il (F) This allows the casterto totally controallmagical andior non-magical creatures he has created of has been created by another RR vsthe levelof the creator), forasong.as the creaturesexist. ‘When the creatures and the proto-plasm vanishes this spell will no longer remain in effect. 8.5 PROSAIC MUSIC LAW (PROSAIC) (8.5.1) Note: Skil bonus increase from relevant spells) +3 pe level of pl or level of caster — GM diseretion Tip Syne seit 2—Tune Instrument instrument — self Iminivl self URAL Iminil 1070 Ltarget_— 1 minvl__10'Av1 Tmivivl 107ivi Tminfv! 1071 Tmigivl 10701 Tmivivl 1071 Lminfv! 1071 CP self Lminivt self LOminivt self Tmin/vt 107i. Lminfvi__ 107 Tint self 8 Perfect Pitch Amplify 10—Play Instrument 12 Read Music 13 Write Music 14Surround Sound. 15~Sing Chord 16—Ballad/Saga self 17—Orehestate targeutvl I ming) self I&—Discord FRA! Iminivl —107v1 19—Create Instrument self self 20—Emore 1'RAvt seit 25—RecordlPlay Tmiavi self 30—Body Instrument Tmiviv self Tminfvt self 1—Lip Syne (U) Allows caster to perfectly synchronize lip move- ments to sung, or spoken material so as to appear to speak or sng the ‘words. This will work even on languages of lyrics the caster doesn’t know. It doesn't convey the ability to understand what is sad 2—Tune Instrument (P) Caster causes an instrument, e.., lute, ‘mandolin, rum etc to become perfectly tuned. 3-Rhythm (U) Casterhas perfec rhythm forthe duration ofthe spel Caster is able 10 easily use difficult rhythms. It also allows caster to recognize very difficult or obscure rhythms and more easily find a rhythm in seemingly random sounds ete 4—Visual Effects (F} Caster causes vivid ight display toaccompany any sounds in the environment. Ths spell accompanies played or sung. ‘music, with colors varying to note and intensity varying to volume as caster wishes ‘5—Ramge (F) Caster extends target's vocal range to include all four ‘yoice parts, soprano alto tenor and bass. This new vocal rage will, include all notes any human voice can produce. 6—Harmonize (F) Caster can cause up to | target to successfully harmonize with each other, 7—Clear Voice (F) Caster may cause target to have a clear singing ‘voice (using the actual sounds of the target's vocal cords) regardless of the quality or condition of targets voice. Thus a target could have lost his voce, have a sore throat, have a seriously damaged voice box ee and still sound good. '8—Perfect Pitch (F) Castermay cause upto I targetvltohaveperfect pitch for the duration. Targets wll produce perfect notes with noeffor. Useful for vocal or instrumental uses. Caster must specify 9—Amplify (F) Caster may affect volume produced by vocal of instrumental sounds from .5x normal to 2x normal volume. Pia 10—Pray Instrument (1) Upto 1 targes loses the -286 detriment fornotknowing an instrument, Caster must specify instrument foreach target. 11—Memorite Music (IP) Afows castrto perfecty recall any sheet, cor payed music to reproduce it ater. Caster must now how {0 ead musi fuse any stored sheet music 12-—Read Masi (IP) Casters ble to rea any form of shet music forthe duration 13—Write Music IP) Casters able to wanslate any music he has heard nto any frm of sheet music. if sheet musi exist 14—Surround Sound (F) Creates an area of "stereo" sound, eg. the sound is perceived ss coming fom points all around the affected area 15—Sing Chord (F) Allowstargettosinga ‘chord, Thusitispossible tohave a one man barbershop quartet. 16—Batlad/Saga (U) Caster is able to tll ny story or tle trough Song. This ineffct allows anything spoken toe sung with rhymeand ince, For example, Mape, a town elder, bins t instruct his charges Cn why they should avoid Sksie Mountain, He casts Ballad spell and the story becomes a song that eaches the children, 17—Orehestrate (P) Allows cater to coordinate and lead a group of singers ormusicians. This wllkeepacooperative groupin pertecttime wrth one another 18 Discord (F) Creates discordant and distasteful sound, This music is very arnaying (GM option to force targets to vacate an area where this musie playing. 19—Create Instrument (1) Allows cate to produce an instrument that will crate a desired sound. Caster must physically build the insirument, this spell merely provides insight regarding its constc~ tion Time eguires to create an instument depends upon the smount of diffulty involved. For example, a mage desire to create an insta ‘ment that will combine the sounds of te and at. This would fay easy creation. The resultant instrument could be 2 woxsvind ‘sith ariou strings inside that vibrate according to notes playedon the fae 20—Emote (M) Allows caster to alter or affect the emotions of his audience ina small way. For example, aifitary match might have the dudience wanting to go to war with an avowed enemy. while a drge ‘night leave most ofthe audience crying or upset. 25—Record/Play (F) Caster may record or reproduce previously ‘recorded sounds. For example, the king's councillor hear beail tulad i a aver one night Later be aks the ard to repeat the song and cass 3 Recor. The nextday he isn chambers with his King and for ait of amusement Plays the song. The king is impressed and they alllie happily ever after. $30—Body Instrument (U) Caver may play hisentire od a various insruments. This spell relies heavily om layer and GM invention. For example. acharactrtapshisteethand.a xylophone sounds, he beats ‘onach and a ass dram booms, he strums the fingers of one hand and lute srums, be elaps his hands and cymbals eras, he whistles and a biplefromboneheumpet sounds. Tis spell i not limited to chosen sounds for example, his stomach grow sand it sounds ike «drumroll Sounds te $0—Perform (F) Caster is ble to use ay and al ofthe tower level spells for the duration. Cater could provide an excellent sound and tight show foal within range. 10. PEEILI ER'S COMPANION TRADE LAW (PROSAIC) (8.5.2) T—Hogaie Taint self 2 Weigh ct — touch, 3—Count "1 = self ‘4 Lighting Show hv tute s—Caleulate Lminfvt self 6 —Reorder ‘aries 7—Seal varies '8—Detect Shoplifter P 9—Volume 1 esivtvt 10—Mark P T1—Bribe Tint 12—Summon Guardsmen P 12—Lackluster minds 13—Merchandise varies 14-Enhance 4 min/s 1S—Contract P 16—Guard 17—Close/Open Shop 1e—Entice varies Vhefvl 19 Advertise arget PL Viv 20—Predict _ 1O'RMWvL varies I fuivt 30-—Undersiand Language '30-—Entrepreneur 1—Haggle (U) Caster gains a+ 1/11 bonus to trading s any bargaining, bartering, haggling activity 2—Weigh (D) Determines the weight of any one object. Object may be bag filled with sand, sugar, ete. 3—Count (l) Determines theexactmumber of like items inanarea. For ‘example, there are fifty silver coins in that pile of various coins ‘4 Lighting Show (F) Lights up an item in a display window, lights up a sign outside of shop etc $—Caleulate (1) Caster becomes a human calculator. Only simple calculations are possible including add/subtractimultiplyivide ete. 6—Reorder (I) Wars caster when stock goes below acaster-st limi Forexample, Gog, the barkeep, places this spell on his wine kegs, and. when one goes below quarter-ull he is notified by this spel ‘7—Seal (I) This spel is cast upon an item oF object at the time when itissealed, Later, if the seal is broken at any time, the caster is informed, the specific seal has been bypassed. Caster may have no more than fone sealvl at any time. A seal may be anything which could bar unnoticed access to the item, e-,, imprinted wax or elay. specific rope or wire knots, glue, lock, ee Detect Shoplifer (I) Warns caster that any chosen item(s) have Jeftshop without his notice, Caster must specify all tems tobe covered. by this spell Alarm may be audible or inaudible, 5Volume (F) Caster may affect volume produced by any sounds from 5x normal tg 2x normal volume, 10—Mark (F) Caster places his chosen price upon an item. When anyone touches the item he automatically knows the set price (1 Caster gains +11 to his bribery sil 12—Lackluster (F) Causes affected item to appear older, di ‘more wom, ess valuable ete, Affected item is appraised at -14¢/vl less valuable than actual. For example, Shir a 20th lvl Merchant.casts this. spell on a longssord that Rint, his brother. brings into sel him. The longsword is actually valued at 100 sps. Shir points out vatious bad points on the longsword that Rit hadn’t noticed and convinces Rint that the longsword is only worth 80 sps (100 sps-204F =80 sp). Rint Finally agrees to sel the longssvord for 5S sps. An Assesement spell successful evaluation skill roll will detect the actual value ofthe item, 12—Summon Guardsmen (I) As Detect Shoplifier except caster is able to have this spell notify up to 1 other person pe level of caster 13—Merchandise (1) Causes all displayed items (up to | per level) to appear more valuable (up to +14¢/W} to actual valuation) based upon the perceived value in relation tothe display. For example, wooden stakes sold in the hardware area are valued at I copper, however, that same stake displayed with garlic and holy water in a coffin will be ‘wont | bronze piece and upwards. An assessment spel will detect the changed value ofthe item. 14—Enhance (F) Causes affected item to appear newer, cleaner. more sturdy, more valuable ete, Affected item is appraised at +19¢/IvI more ‘than actual. For example, Shia 20th Ivl Merchant, casts this spell on a recently purchased longsword (worth 100 sps}. Doop, a Ist Ivt Warrior, looksthe sword over, very carefully.and decides tsa bargain, at 120 sps (100 sps +200 =120 sps) and buys it. An assessment spell fr successful evaluation skill oll will detect the setual value of the item. 1S—Contraet (F) Stores casters, targets, and witness(es) pattems (as in Store Pattern) on a writen contrac. 16—Guard (F) A variable alarm spell that may be cast upon an area ‘to wamif certain preset conditions occur. Alarm may be silent ar aloud land may occur a the area or away from it 17—CloselOpen Shop (F) This spel will unlock shop (or lock i dust, open windows (or close them), set out (or take in) any outdoor displays ete. 18—Entice (F) Caster causes business to be more appealing to ‘customers. This spell utilizes available material/environment to con Vince customers to enter, eg, smells of food will waft into street fom restaurant, smells of beer and sounds or merrymaking will come from tavern, light will gleam from weapons in swordsmith's shop, ec. 19 Advertise (M) Allows caster to impress the name of his business tupon all who perceive it. Whenever the town that the business is from is mentioned, the name of this business will come to mind, Within the town, if subject relating to this business comes up, the name ofthis ‘business will ome to ming. 20—Predict (I) Gives caster a bonus to predicting trends in bis business, This translates 10 -IS¢/lv 1 costs and +1‘é/ll to prices. 25—Assess (I) Provides caster with approximate value of any object regarding its non-magical valuation. For example, a mage casts an Evaluation on a +20 magical High Steel broadsword and determines that the non-magical valuation is approximately 3000 sp (2400 sp for the High Stee! blade + 600 sp forthe extra crafismanship of the Great Dwarven Smith: Grit StoneRankle). 30—Understand Language (I) Caster is able to understand any spoken language forthe duration, Caster may not speak the language, ‘S0—Entrepreneur (I) Caster gains + vl to these skills Basic Math fematis, Administration, Advertising, Trading, Trading Lore. SPELL USER'S COMPANION — 105 FORGING MASTERY (PROSAIC) (8.5.3) Trea ot Duration Range 1 htt hit soe ti [soon =e Soe Temper Tei oa sean wd ae ath a eS vases tach re fee es THe Tbr TT nena Teer That ete es erat eS ieee erie Soba we ett st ae a Tiotenper Mew " oe ee = ees ea eee “ 1s heer Staaten a Lb Tibivt 1—Agnite (F) Caster may ignite any one combustible material, such 2s log, lump of coal, paper ec 2-Bellows (F) Caster halves the time necessary to reach forging temperature 3Exhaust (F) Causes any smoke, soot, fumes ete, in area to be ‘Sispersed, 4 Type Technique (I) Allows caster to determine the forging tech- ‘igue used in the creation ofan item, For example, amithtl sword (that does an extra electricity critical has this spel cast upon it. The spell informs caster thatthe sword was forged ata temperature of 4000" F, isanalloy of ithri, steel, aluminum and has a breakage factor of 300, ‘S—Purity (F) Prevents buildup of soot, carbon, ash from affecting forged material. Ths will keep stel inviolate forthe duration ‘6—Quench (F) Removesall extra heat from forged material. This will allow a ted-hot sword to become room temperature, as fast or slow as ‘ished (from instantly to as slow as desired. ‘7—Resist Temperature F) Allows casterto resist any normal forging temperature variations withnoilletfects, This will allow casterto work with very ho(cold) tools tongs, hammer, crucible, ete) and withstand temperature variations near a ho forge (several thousand” Fahrenhe' ‘or acold forge (near absolute zero). 8 Carve Mold (F) Causes a desired shape to be duplicated in receptive material (clay, plaster brick, ec.) Shape is inverted (hol- lowed out), 9—Shape (F) Allows caster to duplicate desired shape in forged material. A casterhas a Flamberge asa model for this spel, and is able tw exactly duplicate the form of the Flamberge in his forged materia 10—Fuel (F) Allows caster to “burn PPs asa fuel. For every 10 PP spent fuel the fire will continue to burn for an adlitional hour. 104 SPELL USER'S COMI ite 11—Hammer (F) Creates a hammer of force" that caster may wield with his mind as he would use a normal hammer. 12—Tongs (F) Creates ‘tongs of force’ that caster may wield with his mind as he would use normal tongs. 13—Crucible (F) Creates a “crucible of fore’ that caster may wield with his mind as he would use anormal erucible, Crucible may hold up tol eubic footw. 14—Anvil (F) Creates an “anvil of force’ that caster may use 3s he would anormal anvil. Anvil may be any desired shape or size, upto ‘cube FootIv, Caster may move anvil with ease or anchor iif desired, 18—Draw Wire (F) This spel allows caster to draw a length of wire from any normal piece of metal. The length of wire caster may drat isequal to I” per level ofthe easter per round, The diameter of the wire ‘may be adjusted up or down from a starting diameter of 1". The ‘adjustment i based upon the level ofthe caster (double diameter up or down per level of the caster). To produce desired amount of wire, 8 sufficient amount of used metal must be present 15—Make Steel (F) Combines requisite components (already present) into steel. The created steel may then be Forged normally. 16—Forge (F) Creates a forge of force” that caster may use as normal forge. Forge may contain up to | cubic foovvl within it 17—Temper Metal (F) Caster may alter the heat of forged material as necessary to create desited temper. This spell may not be used to heat ‘metal for forging purposes 18—Increase Heat (F) Allows caster to increase heat from forge by up to +100" Fahreneit/vt, Fuel in forge is consumed at an additional +10Fé/additional 100", e.g, Aville, a 40th level Smith, increases the temperature of his forgeby +3000" Fahrenheit forhis work with molten iron. The fuel consumption rate of his forge goes to 4x (normal + 300%=400¢). Ths wil keep his apprentices plenty busy foras long as ine maintains this temperature 19—Fich (F) Allows casterto etch any thing desired into the surface cof any metal (magical metal receives a RR vs, level of caster). Etching is only as good as easter would be normally 20—Make Alloy (F) Combines requisite components (already present) ino alloy. The created alloy may then be forged normally. Percentage clemenis must be measured exactly for alloy type. 2$—Metallurgical Separation (F) Allows caster to separate any ‘normal metal into its component parts. For example, iron may be Separated from ore, Titanium steel may be separated into steel (or if desired pull ron out of the sted), titanium, and aluminum, 30—Make Magic Alloy (F) Combines requisite components (already present) into magic alloy, The created magic alloy may’then be forged ‘normally. Percentage elements must be measured exactly For magic alloy type S0—Cold Forge (F) Causes any fire 10 "bum cold’, The fuel is consumed normally, but produces extreme cold rather than heat Temperature may drop by up to -10'/Iv but can never drop below absolute zero (-459.72 P, LIBRARY MASTERY (PROSAIC) (8.5.4) 1—Comprehend System 10minivt 10 minivl P 1 object 8 Dry Manuscript 1 object, 3 Book Lore loyet 10—Stdy self 10min Ti-=Make Rune Paper page P object P P P 12—Sphere of Silence URAL 10min 13—Check Grammar Vobject 10min 14—Memorize self 15-Preserve Book 1 object 15—Author object 16 Speed Reading 17—Locate Library 18—Copy Page 19--Read/Write Language 20—-Revitalize Manuscript 30—Read Book Tobject Touch 1—Comprehend System (I) Allows caster knowledge of organiza tional structure of given library. Aids in finding materials in library, €., books, tomes, srolls, tablets, codices etc. 2—Magnity (F) Magnifies visual image upto x/level.Forexarmple, Galileo the Sth level Archmage casts this spell and peers closely a the bietop. The image he sees may be varied from xl to x5. ‘3Find Page (F*) Instantly tums to the chosen page, Page number ‘must be thought of or spoken. Seroll will unroll othe chosen aa, 4 Make Paper/Parchment (F) Once the proper materials are as- sembled, spel causes up 106.5 f2/level to form from te siock. Sheets ‘may be created in any desired size. ‘S—Produce Ink (F) Once the proper materials ae assembled, spell causes upto I ounce/level to form from the stock. Ink is nonsoluabe, permanent and may be any desired color. One color per spel. ‘6—Repair Tear (F) Repairs any one continuous tear in & sheet of paper/parchment to normal, 7—Bind Book (F) Once the proper materials are assembled, spell causes manuscripttobe bound. Spell may also repairdamagedbinding Binding quality and style depends upon material assembled, 8—Dry Manuscript (F) Allows caster to dry any moisture contained in one book, text, scroll, ec. 9—Book Lore (I) Caster gains information regarding one ext includ. ing: typeof paper type of binding, type of ink, date of printing, date of binding, magical or normal, etc. However, the spell will not provide any information on the actual content ofthe tex. 10—Study (U) Causes caster's mind to clear of distractions. Gives caster +1/ivl to any roll regarding studying, meditation, etc. This spell Hist costs no PPS to.cast. UII UIST NOU g rs 11—Make Rune Paper (F) Creates one sheet of rune paper from a sheet of normal paper. 12—Sphere of Silence (F) Creates a sphere of absolute silence thats especially conducive to studying. 13 Check Grammar (1) Allows astertoedit manuscriptashe reads, through it. This spell doesn't convey the ability 10 read. 14 Memorize (U*) Allows the caster to retain anything he reads oF Teams as if he had a photographic memory with total recall 15—Preserve Book (F) Protects any one book from normal wear and. tear, weathering, aging, et 18—Author (I) Informs caster of the name ofthe author(s) ofa tent. Caster must touch the text to gain this information, 16—Speed Reading (U) Allows caster (0 read at W/10 x normal speed. For example, Valin, a 31st level Sage, reads at 3.1x normal 17—Locate Library (I) Provides caster with directional sense leading to desired library. 18—Copy Page (F) Copies 1 non-magical page of material onto appropriate size paper. This spell duplicates in color. For example Plaar, the Mentalist placed a blank 3°x 4 sheet of parchment over the Known world map and cast a Copy Page spell which perfectly dupli- cated the Seroll 19—Read/Write Language (IU) Allows caster to read/write any language of which be has an example. The example may be from 3 book, speaker ete. 20—Revitalize Manuscript (F) Completely rejuvenates any book, ‘manuscript, ome, etc. of which the caster has a major portion. Thus, parially bumed texts, ancient tomes, waterlogged and faded books, Fipped:-torn-cracked codices could all be repaited to new condition. This spel does not protect from further damage. 28—Locate Document (I) Provides caster with directional sense leading o desired texydocument/ablet et: 30—Book Signature (I) Provides caster with any and all of the following types of information; Race/elaysfapproximate levelfage of possessor of the ext throughout its life, lengths of possession, number fof times each page was tured, ete. $0 —Read Book (I*) Caster merely needs touch book, cast spell and the entize contents of book are made known to im, This goes beyond, language. Any magical effects e.g, runes, that act upon the reader of the text affects the caster (he does get a RR), 106 SPELL USER'S COM ire SAILING LAW (PROSAIC) (8.5.5) Area ot Effect Duration _ Range T—Compas 2-Sextant 3Tie 4 Read Tide S—Read Depth 7 —Preserver Tha t07tvt B-Repair Sail — 107 9—Climb Rigging Imintvl self 10—Spyglass| Lminivl self 1—Signal Tinh 12—Bilge 1 hourfiv 13—Baten P ORM 13—Serape Ket 14Steer | mina 17—Read Weather a 18— Anchor c 19—Ballast, 20—Ram 25—Gale | mew 10 minfvt 10 minlvd 1—Compass (F) Allows easter 1 determine direction based 00 the planet's magnetic field. 2—Sextant (F) Allows caster to determine location on the planet. 10 ‘within Tew mites, 3—Tie Knot (F) Allows caster to instantly fasten a rope to anything it ‘ould normally be fastened to, by the use of the appropriate (and most effective) knot 4—Read Tide (1) Allows caster to determine the height ofthe tide, \whetheritiscoming inor going ovt,and the maximum beieht(or depth) and tine it will reach apogoe (or perigee. ‘5—Read Depth (I) Allows caster to deteamine the depth ofthe water ‘within ange. Thisinformation wll include maximum depth, minimums depth und average depth 6—Coit Rope (F) Allows casterto instantly col (and untangle, but not tunknot) any piece of rope. cord, oF twine 7—Preserver (F) This spell will allow 1 petson per level ofthe caster to remain afloat forthe duration inany typeof sea. This spell will allow 8 person 10 remain afloat, but will not protect them from wave action ‘oF elements, thus itis stil possible to drown while using this spell ‘8 Repair Sal (F) Allows casterto repairone tearinacloth orcanvas ‘up o I foowevel in length. Salis repaired to pre-tear condition. 9—Climb Rigging (F) Allows caster to climb rigging if he were climbing a et of stairs, Casters hands are freed for other purposes in II but the heaviest seas (when he'll have to use one hand). If caster applies both hands toclimbing, itis impossible to knock him ut of the rigging (within reason), 10—Spyplass (F) Allows caster 1 view horizon as if objects viewed were 1Otimes closer than actual, Adds +50to distance perception rolls, (F) Pumps bilge water out ofthe lower decks. Caster may up 10 I gallorlevelround t9 be removed from the ship. ten (F) Allows casero instantly close upto | openingyleve gare closed and fastened as normal fan opening has.a cover fastening (or itisbroken)thencastermay close one opening with with no possibilty ofitopening without caster canceling spel cover being destroyed. Bierape Kiel (F)Cicans bottom of ship. Removesbamacles, mud, his spellisused on aregularbasis (weekly tomonthly depending hip and environmental conditions), the ship will gain + 10% to F) Allows caster to contol the direction ofthe ship from onthe ship as if he Were a the wheel. ) Farls (or unfuis) up to 1 sailfevel of caster, 's Nest (F) Caster may perceive his surroundings as if he 0 107evel higher in elevation. Ths spell doesn't confer any to perception. However, this spell may used in conjunction |e Sprelass spel Weather (1) Allows caster to read weather signs, e.8, winds, smells, barometric pressure, animal actions, ware et, Tis will allow caster fo predict probable weather condi fr upto I hour/leve in advance with 30% aecuracy, (F) Allows caster 10 anchor a ship of up to 1 ton avlevel against movement. Heavy weather may require ‘casting ofthis spell to hold ship in place. If conditions ore enough, ship may stil break up, st(F) Aliowscastertovary ballastby upto200 pouridsitevel eo lightert0aid inthe sailing and control of his hap. This wil maximum speed and maneuverability fora ship of its ize load, () Allows caster to prevent damage to his ship when in ramming maneuvers by creating structural reinforcement cs either the fore or aft section of his ship. AF) Allowscastertosummona wind upto | knovlevelthat tow optimaly for the duration. The summoned wind will only fom one direction. IFcaster needs the wind to change direction recast the spel. Im (F) Allows caster to ill decreased forthe duration. The banished wind mustonly blow direction, If caster wishes 1o lessen a wind blowing from an iecton he must recast the spel, 30—somar (1) Allows caster to perceive the bottom and any objects sirecly beneath ship. asf they were shadows or outlines Carreras to perceive to depths of up 10 50 feevievel ‘50—Propel(F) Allows caster to move ship asi it were beng towed inthe proper direction. Caster may move shipat speeds of up | know 'Otevels.Caster'scontrot ofthe shipis very precise, and the slower the speed the greater the control. WARRIOR LAW (PROSAIC) (8.5.6) Note: Any ofthe spells concerning the upkeeplrepair ofweapons-items may he used on their Magical counterparts. If the Magical weapon item fails i's RR the spe takes effec. Area of Effect Duration Range Ty Weapon 2-War Stine 301 Weapon 4 Remove Rust Sharpen We Repel Blood caf Rep Lester 4 object t Repair Crack 1 objet SoRepair Nick {objet TO Repair Warp 1 objet Ti—Sheld “ef Blur Sl Amines TEoSynchronize Movements elf Yomi Self 14 Know armor vob ein 13Know Weapon Topeet 10d 16 Protect Weapon Tindint touch 17—Sitence Amer Si mint “ein I¥—Balance Weapon objet Lewd I3—Nighvsion Si 0m ‘sett 20-—Fegn Deuh smn St 25—Memorize Atak a SO—Awake rarer 50 Remave Fagus Trini self object self Tmdiivi self Dry Weapon (F) Completely removes surface liquid from one weapon, 2—Wax String (F) Creates a coating of wax on a bowstring. Fisttwo (2) arrows shot from a freshly waxed string are at +5. Bonus not ‘cumulative with Magical bonuses, 3Oil Weapon (F) Creates alight coating of il on desired portion of ‘any weapon 4 Remove Rust (F) Removes al rust from one weapon. Does not repair any previous rust damage. ‘Sharpen Weapon (F) Hones edge(s) of any one weapon todesired level of sharpness, Weapon is +5 tothe frst five (attacks made using it. Bonus not cumulative with Magical bonuses 6—Repel Blood (F) Causes blood andor grime tobe shedby weapons/ armor(clothing. Spell only affects normal bloodand snot proof against, the eaustie aetion of Dragon blood etc 7—Repair Leather (F) Restores condition ofall but destroyed leather items to like-new, This spell completely repairs dry-roted leather armor, torn leather breeches, shredded leather backpacks ete B-Repair Crack (F) Repairs and restores wooden items to useful condition, lem repaired may be badly cracked and split, but not oally severed, If spel iscast regularly (daily) on an item, it's breakage factor Aajusts upwards by +80 9—-Repair Nick (F) Removes blade nicks ands in keeping weapon serviceable, This spell primarily to prevent weapon Breakage and when usec regularly (ily) on an item, i's breakage factor adjusts ‘upwards by +8 10—Repair Warp (F) Straightens and repairs any wooden item including staff, score arrows, wooden door, Bows Shield (F*) Creates an invisible force shield font ofthe caster, itsubtracts25 from melee and missile attacks and functions anormal shield 12—Blur (F*) Causesccasterto appearblurredto attacke 10 from all atacks. 13—Synchronize Movements (L})Casterisable to perform repetitive ‘hythmie movements without thought or concentration, Frees cater’s ‘mind to attend to other things. For example. a soldier marching and calling cadence could think of other things while he marched without missing step, 14—Know Armor (1) Casterknows value (within +/-5%), AT. protec- tive value,and materials used in armor's constuction. Spell extend to all pieces of armor including helmet, greaves, bracers, gauntles etc. 15—Know Weapon (1) Caster knows value (within +/-S8), attack potential (for example exotic broadsword attacks on the two-handed {able at-20), and materials used in weapon's construction. 16—Protect Weapon (F) Weapon ensorcelled with this spell is prevented ftom nicking, losingit'sedge, and breakage forthe duration. However if weapon is dropped intoan active volcano al the Prosaic protection spells nthe world arent going to help. Protected weapons Unaffected by material of any hardness, but is subject to normal breakage by magic. 17—Silence Armor (F) Caste’s armor and weapon hamess are «quieted completely, thus it possible to be stealthy as a thief while ‘wearing plate armor, 18-—Balunce Weapon (F*) Caster may balance anything to increase its suitability for becoming a thrown weapon. For example, caster ‘could throw a two handed sword, chai, ot an empty crossbow as well ‘as anormal dagger (no minusestohit). A "Balanced’ weapon's normal Fighting balance isin no way affected. 19-—Nightvision (U) Caster can sce 100! on a clear night asi it were day 20—Feign Death (U*) Caster goes into trance and will appear dead to any normal detection methods (no pulse. breath. body beat et.) Caster may setthe time towakening at upto I ings Only magic wll awaken easter before spell duration ends 28—Memorize Attack (I) Allows caster to memorize the method of altack with an unfamiliar weapon (caster must observe someone Fighting or practicing withthe weapon). Casting time fortis version ofthe spel is I round. After the weapon is stored, caster may ecast the spell (Remember Attack") and fight with the same type of weapon without the -25% non-proficiency penalty for duration. 30—Awake (S*) This spell will awaken caster from sleep the round Following casting (caster can preset conditions under which the spell will activate), 50—Remove Fatigue (U*) For the duration ofthis spel caster spends hho exhaustion points regardless what his actions or his. physical condition (he was previously exhausted), subtracting PACK LAW. (PROSAIC) (8.5.7) “Area of Effect TWrap Varies = 2—Stack varies I maftvt 3—Create Sack varies a Duration Range 1 object lock 1 pack = varies Thi varies Tbr/ivh varies hrs 13—Protect Package varies Thr/vl 14—Wagon varies hr/vl varies 1 afi varies 10 minfvi varies 1 maf varies mdf 19—Diminish Weight varies 10 min/vi 20—Caravan varies __1 day/lvt beast 10 mint 30— Stasis Pack ‘varies I day/lvl__touch [50—Dimensional Pack varies__Ehr/ivl touch, Wrap (F) Caster is able to wrap, bind, or otherwise package an object or objects using normal materials at hand (string. twine, paper. bores.) Packages tobe wrapped may not be more than I cubic foot per level in size, Effect takes place immediately 2-Stack (F) Allowscasterto stack objects (must be stackable objects, 10 ball-bearings), Objects stacked are still subject to the laws of physics, e.g. no stacks of copper pieces 16 feet high. Stacked objects ‘may be stacked at up to 100 abjects per round. The caster may only stack items weighing up to I ounce per level ofthe caster. ‘3Create Sack (F) Caster is able to create up to 1 normal sack per level of experience from appropriate materials, e.., cloth. paper. leather, string, twine, etc. These sacks may be any size desired (Limited only by the size of available materials). fect takes place immediatly. ‘Create Crate (F) Casters able to create up to L normal erate per level of experience from appropriate materials. e.g, wood slats, fasten cessetc. These crates may be any size desired (limited only by the size of available materials). Effect takes place immediately Create Barrel (F) Caster is able to create up to {normal barrel per level of experience from appropriate materials, e.g, 00d, ron Figs, pitch, etc. These barrels may be any size desired (limited only by the tie of available materials). Erfect takes place immediately. These ‘nuts are wateright if desired (Create Chest (F) Caster is able to create upto | normal chest per level of experience from appropriate materials, .g., wood, fitings hinges, clasps, bindings), fasteners (nails, wedges), These chests may be any size desired (limited only by the size of available materials), Bilect akes place immediatly. 11—Pack Typing (I) Casters informed of what is in a package. Ifthe mckage isin the possession of another person, then that person is lowed a RR before this spell will succeed. This spell is not effective oa package tha is protested from magic detection, or serying 8 Lock/Unlock (F) Caster is able to lock (or unlock) any normal lock: ‘9—Adjust(F) Casteris abl to shiftitems ina package around reach something stored on oF near the bottom of that package without

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