@EX 0 wi_11:progs/farbe @TI "Shadowrun: A few new Spells" @SH y
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                         SHADOWRUN: NEW SPELL THEORIES
                                      ···
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*                                                                             *
*  The following material has been inspired by the game scenarios played out  *
*  in the Greater Lafayette Indiana region by a number of Shadowrun players.  *
*  All material should be considered as entertainment value and game session  *
*  inspiration.  I do hope you enjoy it...                                    *
*                                                                             *
*  Jonathon K. Henry (Keith)   >>> the Reflex <<<                             *
*                                                                             *
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@CO 2 1
->>>>>[Here is a very interesting spell that more than a few of you should
  have an interest in.]<<<<<
    -Krishgan, Lord of the Nightbreed<13:27:37/5-21-60>

  Doppler Shift, Major (Creator: Jonathon K. Henry)
  Type      : Mana                 Classification   : Manipulation (Transform)
  Drain     : M3                   Duration         : Sustained

     This spell is essentially a variation on the already existing Shapechange
  spell theory.  It requires a willing target and the caster must touch the
  recipient for the spell to function.  The spell does not transform the 
  clothing/gear of the individual.  Like the Shapechange spell, the target
  for the spell is the subject's Body attribute, with extra successes adding
  to the physical attributes of the individual.
     Effectively the spell allows the recipient to become any type of STANDARD
  human/metahuman (Human, Dwarf, Elf, Ork, Troll).  Adjustments to body
  appearance and characteristics are made, as well as any innate adjustments
  to the physical attributes for race.  Mental adjustments are not made, 
  though Charisma alteration is apparent.

  [GM's Note- this spell will work on a Cybered Individual for some reason,
   though damage for any cyberweapons is not adjusted.  Also the spell only
   needs the caster to initially touch the person.  A Non-Touch variety of
   the spell exists at M4 Drain.]


  Doppler Shift, Lesser (Creator: Jonathon K. Henry)
  Type      : Physical             Classification   : Manipulation (Transform)
  Drain     : L4                   Duration         : Sustained

      This spell is essentially the same as the Doppler Shift-Major above
  with the following exceptions/alterations:

  1.  The attributes of the individual are NOT adjusted (except for physical
    Charisma-appearance).

  2.  Clothing and Minor Gear (watches, necklaces, etc..) are altered to fit
    the new form.   Guns, Cybergear (such as Cyberdecks), etc., are not
    altered for the effect.




>>>>>[Greetings again from the Archives of the Path.  I have here some spells
  that all you Manipulation types will surely enjoy...  Shivowtnoeh]<<<<<

 1.  Magesword (Original Creator: Jonathon K. Henry)
     Type     : Mana                       Sphere        : Manipulation
     Drain    : S2                         Duration      : Sustained

     This spell is a possible example when a Use(Sword) spell and a Magic
  Fingers spell are brought together.  The resulting "weapon" is a blade of
  energy equal in length to the caster's willpower attribute in feet.  If
  the length is equal to 4 feet or more, then a +1 reach is accounted for
  in the area of "combat."  Spells that assist the Willpower attribute DO
  DOT count with this spell theory.

     This version of the spell being Mana format, has some unusual quirks 
  and some potential bonuses.  First of all, the target number for this spell
  is a 5 instead of 6, for purposes of "skill" and "strength."  The number of
  successes being the rating for these test requirements.  The targetted 
  individual uses his willpower attribute to resist damage.

     On the subject of resisting damage.  This spell does have a few quirks
  about it.  First of all, Impact armor DOES NOT assist in any way.  Neither
  do MOST artificial shields, walls, etc., though they are not themselves
  damaged in ANY way. ("WHAT DO YOU MEAN HE DIED"  His clothes aren't ripped
  up or hurt, there isn't a mark I see on him).  Anti-Spell barriers function
  as Impact armor would, reducing the successes of the attack damage.  Mana
  Barriers function as an Armor spell would, that is adding more dice equal
  to the barrier rating to the resistance test.  Physical Barrier and Anti-
  Bullet Barrier DO NOT assist in any way either.  Dermal Armor (Bodyware
  section of Cyberwear) DOES apparently assist though.

     The damage done by the attack is (success rating)M2.  Reach modifiers
  are mentioned earlier.  Shape of the "sword" doesn't seem to matter in the
  case of damage for this case (sorry, no (SR)M3 Mage Katana's).  Of a note
  on defending with this weapon.  The magician controlling this spell can
  defelect Weapon Foci being used by another (whether or not they are bonded
  to the user).  The magician can also attack Astral beings/entities with
  this weapon as well (that is, if they can see them).  One final note, the
  "sword" created by this spell does NOT have to glow or be visible to the
  physical world.  Fully capable magicians usually have their "sword" non-
  visible and use their perception talents at the same time.  Sorceror Adepts
  are not that lucky however and their sword is usually visible to the "naked"
  eye.

2.  Magesword II (Original Creator: Jonathon K. Henry)
    Type     : Physical                      Sphere      : Manipulation
    Drain    : S3                            Duration    : Sustained

    This spell is essentially the same as the above mentioned Magesword, with
  primary distinction being the sword is completely in the physical world.
  The remainder of the distinction are as follows-

  A.  The sword CANNOT pass through non-living objects like the mana version.
    normal impact armor is fully usable as are Physical Barrier spells.  The
    Anti-Bullet Barrier is still ineffectual against it.

  B.  The sword CAN hit non-living objects unlike the mana version.  This
    allows it to be used against doors, cars, etc.  It can still be used to
    defend against Weapon Foci as well.
 
  C.  The sword CANNOT hit purely Astral beings/entities.  If however a 
    creature/spirit is manifest, it can be used to attack them.  The power of
    Immunity to Normal Weapons DOES NOT aid the subject from attacks by this
    "weapon."

  D.  The damage by the weapon is (success rating)M2.  Reach modifiers are
    as for the mana version.  If a variation of this spell is researched where
    the blade is a "katana" form, then the damage does go to M3.

  E.  The option of "transparency" is not allowed with this version of the
    spell.  At all times the "sword" is visible and infact does shed a MINOR
    amount of light (about equivalent to a standard firefly).


General Statistics on both versions of the spell-
  The spell must remain with LOS of the caster at all times.  Mirrors and/or
  Binoculars can assist in this area within the following guidelines.

  The spell cannot function beyond a range equal to the magicians magic rating
  times the success rating of the spell in meters.

  The "movement" speed of the spell is equivalent to its success rating with
  "running" modifiers being equivalent to its spell force.

  The mana version can be cast from the Astral Plane and utilized into the
  physical world IF the caster also is Manifesting.  The physical version of
  the spell CANNOT be cast from the Astral.

  The Initiate Talent of Shielding is of great benefit to the defender of both
  versions.  It raises both the target to hit and gives extra dice to resist
  the damage with.


Notes on Quickenings and Spell Locks-
  If a caster wishes to do either of these actions, he can opt for it to occur
  one of two (2) ways.

  The first is if the caster wishes to maintain self control over the spell.
  In this case, the functions remain the same in all ways.

  If the second is chosen, that being the caster wishes to make in usable to
  someone else, the following happens-

  A.  The "sword" becomes "self sustaining" and does not keep any of its
    self motivation ability.  It is thus considered an object that is to
    be "wielded" by an individual.

  B.  Any living creature may utilize the mana version of the spell.  They
    do not need to be able to see it, though perception of the "weapons"
    dimensions does help (target numbers go up by 1).  The damage the weapon
    does becomes standard for melee combat (Str)M2, with any appropriate reach
    modifiers.

  C.  Resisting the damage for the appropriate spell is standard as per the
    version being used.

  D.  An additional point of Karma is required if it is to be made "permanent"
    in this fashion.  This includes Spell Locks, which usually become the
    handle of the "weapon." (hey look, he's got himself a Lightsabre)

>>>>>[That should handle it for these spell theories.  Sorry about the insert
  of idle humor at the end, but I just couldn't resist...   Shivowtnoeh]<<<<<




>>>>>[Welcome once again to the Archives of Geekers' Path.  I have today a
  revision to a previously put forth theory on rapid movement, that is flight,
  and a spell of Detection.  I hope that you find them of interest as well as
  of inspirational value...   Shivowtnoeh]<<<<<

1.  Flight (Creator: Jonathon K. Henry)
    Type   : Mana                Sphere     : Manipulation
    Drain  : L1                  Duration   : Sustained

  This spell relies far more heavily on the effects of psychokinesis.  The
  target number for the spell is a 3 (Natural Objects).  The number of total
  successes that are accrued help to define the "flight pool" of the user
  of the spell.  Note that only voluntary subject that are living can be
  effected by this version.

  The speed by which this spell can carry its recipient is equal to the 
  dice allocated from the "flight pool."  Faster pace speeds utilize a modifier
  equal to the force of the spell.  The control of the flight (turning, any
  maneuvering, etc.) is equivalent to the remaining dice of the "flight pool."

  For example, Jeremie gets 15 success with this spell, which he has at a
  Force of 5.  His top speed is 75 meters per turn, though he would be moving
  in a straight line, with no ability to turn.  In that example, he had all
  his "flight pool" dice allocated to speed.  If he were moving at a speed of
  0, that is no dice allocated to speed, he could effectively hover in place
  and gain 15 dice to "in-place" maneuvering (dodging and the like).  Note
  that any alteration is speed allocation, results in appropriate change to
  the "maneuvering" ability of the user.

  Further example, Jeremie decides to allocate 7 dice to his speed, thus
  leaving him with 8 dice for maneuvering.

  Please note also that faster speeds usually require the use of Oxygenate
  spells as well.  This spell also allows for movement through Water, as the
  previous version did not, though the movement modifier for the faster
  speeds cannot exceed a 3, regardless of spell force.

2.  Foresight (Original Inspiration:  Scott Crain, Patrick Ray, Aaron Smith:
    Original Creator: Scott Crain-Jonathon K. Henry)
    Type   : Mana                 Sphere     : Detection
    Drain  : D2                   Duration   : Sustained

  Similar in base design to the already existing Combat Sense and Personal
  Combat Sense theories, this spell allows for a limited precognitive view
  of the area around the spell's user.  The successes for this spell directly
  enhance the Dodge and/or Defense pools of the user, as the spell gives some
  indirect insight into "where he should or should not be at the time" or "what
  to do to stop this action."  The area of "detection" is as per the standard
  detection spells rule.  Due to the extra level of stress placed upon the
  caster, as time is something more difficult to handle, the target number for
  this spell is a 5 instead of the standard 4.  The spell can be placed upon
  another individual, but this further alters the target number to a 6.


  

>>>>>[Welcome once again to the Archives of the Path.  I come to you today 
  with notes and theories on the topic of defending the psyche, or as most
  of us know it, Willpower.  I hope you find the material of use, so please
  enjoy...    Shivowtnoeh]<<<<<

 1.  Mental Armor (Creator: Jonathon K. Henry)
     Type   : Mana                   Sphere       : Manipulation
     Drain  : M3                     Duration     : Sustained

  This spell is similar in functioning to the already existing Armor spell.
  domain.  The target is the subjects' willpower attribute, with successes
  to be treated as additional dice for purposes of resisting any form of
  attack against the psyche.  This includes Mana-form combat spells, Mind
  Controls and Probes, Fear and Weakness powers of paranormals, as well as
  Essence Drain attacks from Vampires.  It will also work in the area of
  defending against combat attacks in the Astral in much the same way that
  an Armor spell protects the body in the physical world.

 2.  Mental Shields (Creator: Jonathon K. Henry)
     Type   : Mana                  Sphere       : Manipulation
     Drain  : S2                    Duration     : Sustained

  This spell is essentially the same as the Mental Armor spell, except
  that it is true "armor," giving automatic successes against similar
  attacks as mentioned above.  Think of it as a limited scope Anti-Spell
  Barrier, that also includes attacks from Parabiologicals/Paranormals
  as well...

 3.  Enhanced Willpower (Creator: Jonathon K. Henry)
     Type   : Mana                  Sphere       : Manipulation
     Drain  : D3                    Duration     : Sustained

  This spell is similar to the Mental Armor spell mentioned above in that it
  will give forth defense dice from similar attacks.  It also allows for a
  more direct strengthening of the psyche, allowing the subject to resist the
  effects of drain more readily.  It doesn't directly enhance (that is change)
  the willpower attribute, merely it enhances its ability to deal with the
  varying energies of Astral Space.

>>>>>[The following is from my posting about Magic and the Matrix.  I pulled
  it out so you could get a few more ideas in this article...  Shiv]<<<<<

 1. Increase Matrix Reaction (Creator: Jonathon K. Henry)
    Type     : Mana                    Sphere      : Health
    Drain    : (Category)3             Duration    : Sustained

     This spell is essentially a variation on Increase Cyber Reaction spells.
   A few notes however should be mentioned.

   a. The spell will work in conjunction with Wired/Boosted Relfexes and
      Increase Response systems on Cyberdecks.

   b. It will NOT work in conjunction with Increase Cyber Reaction (which
      don't work in Matrix "Interfacing") spells.

   c. It will NOT work in conjunction with Increase Reaction spells of other
      forms, as they are not "designed" to work with the mind and its fuller
      faculties in "Simsense Realities."

   d. The spell will aid the decker/runner if they are attempting to "cut
      and run" from attacking IC.  Treat the spell as if it were an Increase
      Willpower spell, for purposes of dice mechanics.  If for some reason
      the decker/runner already has an Increase Willpower spell in effect on
      his/her person, the Increase Matrix Reaction spell takes precedence,
      even if it is a lower level of increase.

     The spell functions in all other ways as any other Increase Reaction
   spell does, adding a number of dice to the initiative, as well as a +2
   to the reaction attribute of the user per level of increase.  Many GM's
   might not allow the spell to interact with Cyberdecks of any sort, but
   might allow the spell to work when running "naked" in the matrix.

 6.  Biophysical Armor (Creator: Jonathon K. Henry)
     Type     : Mana                    Sphere     : Manipulation
     Drain    : M3                      Duration   : Sustained

     This spell is essentially an armor spell that will protect the body from
  influences that are working to "interfere" with the nature rhythms.  The
  spell will assist decker/runners in Matrix actions against the damage from
  Black IC/Persona's.  It will also resist damage from such attacks as those
  from electrical shock (stun batons, shock sticks) and vertigo (such as
  ultrasonic induction).  It doesn't aid in normal combat related situations
  so no, the spell cannot be used in conjunction with the standard armor spell
  in melee/firearms related combat.

>>>>>[But anyway, I just wanted to put this stuff out.  It should give a few
  of you more than enough to "chew" on.  Anyway, its off to surgery now, the
  doc says I can still interface after a month or so here in the lab tank.  So
  I'll see ya around...   the Reflex]<<<<<




>>>>>[Hello again, it has been a long time in coming, but there are a few
   more spell theories hidden away here at the Path yet to see the light
   of a larger day...]<<<<<
    -Shivowtnoeh <11:42:45/3-27-60>

 1.  Flame Shield (Creator Jonathon K. Henry)
     Type      : Physical                 Sphere       : Manipulation
     Drain     : S2                       Duration     : Sustained

   This spell is similar to the existing spell of Anti-Spell and Personal
   Physical Barrier.  The spell gives success equivalent to its success 
   level against fire-based attacks of all sorts.  This includes Flame
   Projection, Firebolt, Hellblast, Flame Volt, Flame Bomb, and Flame
   spells/powers.  It does NOT protect against the Ignite spell however.
   It also does not afford complete protection against heat in a pure
   form.  Against heat and heat-related attacks, the spell functions as
   an Armor spell (lava flows, light-based lasers, etc.).

 2.  Warplight (Creator Jonathon K. Henry)
     Type      : Physical                 Sphere       : Manipulation
     Drain     : M3                       Duration     : Sustained

   This spell is similar to the power of Adaptive Coloration as possessed
   by the Bandersnatch.  The level of success indicates the modifier to the
   perception tests needed when using the standard visual spectrum.  This
   also includes Thermographic vision and UV spectrum, but not sound or
   EM fields.  If the subject is moving at a rate over 10, the modifiers
   to perceptual tests are doubled.  The spell also acts as full armor
   against standard lasers, with a rating equal to the success level of the
   spell.




>>>>>[Once again, greetings from the Archives here at the Path.  The following
  are two sets of theory brought to us from the lands "down under."  We do
  believe that they are of some diverse usage for any magician who travels
  a great deal...]<<<<<
    -Shivowtnoeh <7:54:05/3-30-60>


1.  Weather Guard (Creator Jonathon K. Henry)
    Type    : Physical                 Sphere        : Manipulation
    Drain   : S3                       Duration      : Sustained

    This spell allows the user the benefit of protection from the elements.
  This includes the effects of Rain, Sleet, Hail, Snow, Desert Heat and Sand-
  storms, etc...  It does NOT protect a person from spells with elemental
  side-effects, such as Flame Volt or Acid Bomb.  Harsh winds are reduced to
  gentle breezes (for the protected).  Dehydration due to prolonged exposure
  to the sun will have no adverse effects, though standard consumption of 
  water is still required.  
    The spell does not aid someone in perception tests against fog, rain
  and the like, nor does it protect someone with a SEVERE Allergy to the
  effects of sunlight.  It will negate the effects of distraction due to
  rain, wind, etc., however.

2.  Pathkeeper (Inspiration: Steve Mancini, Creator: Jonathon K. Henry)
    Type   : Physical                  Sphere        : Manipulation
    Drain  : M3                        Duration      : Sustained

    This spell has a few purposes, most of which are minor in their effect,
  but have an overall effective usefullness.  The spell allows the magician
  or individual effected, to walk without distraction over any standard
  medium.  This includes water (such as a river or lake), a rocky incline
  (such as a mountain slope or desert creek), etc., without penalty for
  movement.  The spell also offers a limited amount of protection from the
  terrain the magician/user is moving through.
    For example, choppy waters go smooth in a radius equal to the casters'
  magic attribute in meters, around the user.  The user will also gain no
  distractions from such things as briarthorns, cactus pines, jagged rocks,
  etc.
    Please note a few things.  To get a good idea on the spells diversity,
  consider the spirit power of Guard, with a twist (levitate-like powers 
  over water or mud).  The spell will NOT protect from such things as lava
  electricity, wire fencing and/or caltrop-like obstructions.  The user also
  CANNOT walk through something (no this is NOT a Passwall spell).  The user
  of the spell must also be willingly subjected to the spells effects (so
  no, you can't suddenly strand a fish on the water's surface).  The spell
  also will not work on vehicles or non-living objects (so the idea of a 
  race car speeding across the ocean is definitely OUT).
    If however the caster of the spell designates the spell to be used by
  an individual underwater, for example- to aid in a diving operation, and
  an oxygenate spell is used in conjunction, the individual can move at
  standard standard movements without penalty.  It has been hypothesize that
  if a hydrate spell (oxygenate for a water breather) were used in conjunction
  with this spell on a water travelling target, they could move about on
  land without penalties.

3.  Movement (Creator: Jonathon K. Henry)
    Type    : Physical             Sphere            : Manipulation
    Drain   : S3                   Duration          : Sustained

    This spell directly copies the spiritual/elemental power of the same
  name.  It does not protect the user of the spell however from some of
  the more harmful side effects.  When combined with the above mentioned
  "Weather Guard" spell however, most if not all of the adverse side effects
  are negated (like air friction, vertigo, etc.).  The spell enhances a 
  select field of effect (chosen at the time of casting).  All object that
  move within this "field" are enhanced as such.  The standard "field" that
  is enhanced is usually an object or person.  Potential uses of this
  spellcraft are-

  1.  Firearms Enhancement    : When placed on the chamber of a weapon,
      the spell enhances the POWER attribute of a projectile.  The level of
      enhancement is equal to the success level of the spell.  Please note
      that there is NO further recoil modifiers for use of this spell.
  2.  Vehicle Speeds          : This can be VERY dangerous if the pilot/driver
      of the vehicle in question is not aware of the spells placement.
      All target numbers are increased by the success level of the spell with
      appropriate modifiers for rig level (if any), etc.
  3.  Vehicle Economy         : If careful control is utilized, the spell
      will enhance the economy level of a vehicle by the success level of the
      spell-
	A vehicle has a 15 KM/Liter economy rating.  The casting magician
	obtains 5 successes with the spell, thus enhancing the economy by
	5 KM/Liter.  Another vehicle has .5 KM/Liter economy.  The same
	number of successes on this vehicle will enhance the economy by a
	further .5 KM/Liter (5 success X .1 KM/Liter).  A vehicle that has
	100 or more KM/Liter economy (as some mopeds do) has the economy
	modified in "10's" of KM/Liter enhancements.




>>>>>[The following is a spell theorum from a colleague.  Priest has actually
  managed to surprise me with this one.  I hope that you can all partake of
  some of the uses of this spell, and please be careful.  It has NOT been
  fully tested as yet to its limits...]<<<<<
    -Shivowtnoeh <14:28:21/4-2-60>

1.  Resist <Category> Allergy (Inspiration: Matt Bunch)
    Type     : Mana                   Sphere       : Health
    Drain    : <Category>3            Duration     : Sustained

    This spell allows for the user to "dull" out the effects of an allergy's
  effects on an individual.  For the purposes of this spell, the following
  conversion is required-
	    
	    Light    Category = Nuissance Allergy
	    Moderate Category = Mild Allergy
	    Serious  Category = Moderate Allergy
	    Deadly   Category = Severe Allergy

    For the effects of this spell to function, the caster must first of all
  establish a contact with the individual.  Once the spell has been success-
  fully cast upon the target subject, the caster does NOT have to maintain
  physical contact to sustain the spell (though the standard +2 modifier to
  actions is entailed).

    Please note that this spell does NOT remove the allergy in question, it
  just alleviates the effects of the allergy upon the subject.  The spell DOES
  NOT aid an individual against Vulnerabilities.  For example, a vampirically
  inflicted individual is exposed to sunlight while under the effects of a 
  Resist Deadly Allergy.  As long as the spell is in place, the subject is
  protected from the harmful effects of the sunlight.  However, if a Shape-
  shifter is touching or comes into standard contact with silver they are
  protected in a similar fashion, but if the silver is used as a weapon 
  against the character, it still has its modifiers to damage (+1 Damage
  Category).




>>>>>[Hello again one and all.  I come to you today with a piece of research
  from my personal files.  I was VERY recently inspired by an article that I
  encountered here on the net.  It concerned a person commenting about a 
  potential spell theory, that of an "Anti-Blade Barrier."  The following is
  the reviewing that I have done up to this date.]<<<<<
    -Shivowtnoeh<8:03:057/4-10-60>


1.  Anti-Blade Barrier  (Creator: Jonathon K. Henry)
    Type    : Physical                   Sphere       : Manipulation
    Drain   : S2                         Duration     : Sustained

    This spell is similar to the already existing theories of Anti-Bullet
  Barrier and Physical Barrier.  The target for the spell is standard for
  Barrier spells of this kind (6).  The number of the success counts as
  armor against such attacks as-

  1.  Bladed Weapons-   This includes Weapon Foci swords, Bladed variations
    of shuriken, and common -house- knives.

  2.  Serrated Edges-   This includes sharp rocks, broken glass, and circular
    saws.

  3.  Bladed Arrowheads- Such as those of the "Precisions Arrows" design as
    found in the "Street Samurai's Catalog."  Blunt, or "Stunner", arrows
    are not effected by this barrier spell however.

  4.  Grenade-Like Shrapnel- This includes shrapnel grenades, and showering
    glass fragmentation.  It does NOT include standard Shotgun shellings.


     I would like to point out that this spell has not been fully tested to
  its potential limits.  I would advise caution in the usage of this formula
  for any who are brave, or crazy, enough to use it.


Hiya Keith, 

I got bored in a lecture today, so I penned a few trickster spells.
let me know what you think :-)

New Srun Spell Theories:
------------------------

Zit			L1	Mana	Permanent(5)
Causes the target to break out in zits/warts etc. Can be cast on unwilling/
unsuspecting target. Number of pimples = one + extra successes.
- Great to use on the vain :-)

Gag			L2	Mana	Sustained
Causes the subject to loose all control over muscles used for speech.

Glue	(Trans. Manip)	M2	Phys	Sustained
Causes surfaces of materials to soften and bond with whatever is touching 
it. Works on flesh.

Croak			L2	Mana	Sustained
Like Gag, but whenever the subject attempts to say something, a particular
animal noise (or other sound effect) is emitted instead. Shamans usually
prefer their totem's noise.
Options: Acts like a voice mask - the caster enforces a new tone/timbre etc
on the subject's voice. (Man sounds like a soprano etc).

Entail	(Trans. Mani)	M3	Mana	P(20)
Gives the subject a tail (coccyx extened etc). Shamans usually use the tail
of their totem. Great for use as a punishment/reminder. The tail can be
surgically removed, or this spell can reverse the process.
Option : The mage can only transfer the tail from animal to subject, in the
process the animal looses the tail. The proportion of tail etc matches new
body. The 'graft' appears as if it was there since birth.
Target is willpower. (This should be able to affect a troll just as easily).
 >>>>>[ Imagine using this on someone in a mini-skirt !! ]<<<<<

Shave			L2	mana	Instant	
Causes all body hair (or can be resticted to certain limbs) to drop off 
the subject. Affects scalp, eyelashes/brows, facial hair, body hair.
The hair will grow back.

Shear			L3	mana	Permanent(5)
As Shave, but this spell actually destroys the hair follicles. Hence NO
hair will grow on affected limbs.

Mamate (beter name?)	L3	Mana	permanent(15)
The caster can affect the size of breasts on the subject (male or female)
from non-existant to gigantic.




>>>>>[Greetings once again from the Archives of the Path.  I come to you
  again with some notes from a former colleague of mine known as Ronin.
  During his "career" as a member of the Path, he created a variety of
  Illusion based spells.  I would now like to bring forth one of these so
  as to gauge the reactions of the "greater community."  Shivowtnoeh]<<<<<

  Mirage Arcana (Original Creator: Steve Mancini, Original Inspiration: TSR)
  Type   : Physical                Sphere      : Illusion
  Drain  : D3                      Duration    : Sustained

    The primary "gist" of this spell is similar to that of a standard
  Trid Spectacle.  All main forms of Sensory Output are provided for
  (Touch, Taste, Smell, Hearing, Thermal, etc..).  The primary difference
  between this spell and the above mentioned Trid is this.  Instead an
  unresisted test with a target rating equal to the success of the spell
  casting, a resisted test is called for.  The target number is still
  the success level of the spell, although the number of success to fully
  "disbelieve" the illusion is equal to the Force of the actual spell.
  Earlier versions of the spell had a threshold equal to the casters skill
  in sorcery instead of spell force.  The current version of the spell is
  used now as it doesn't have such a "near impossible" target.

>>>>[So there ya have it.  Yeah, this spell formulae is simply a stronger
  version of an already existing spell, but I wondered how you view it?
  Again I request you keep the Flames down, as the heat is already getting
  too annoying...     Shivowtnoeh]<<<<<




->>>>>[Once upon a time, I put forth a variation of the following spell
  theory/suggestion.  I am now reposting the theory, after having a relavent
  discussion with a colleague.]<<<<<
    -Shivowtnoeh<10:57:06/5-26-60>

  Concentrate (Old Name, Creator: Scott Crain)

  Spell Sustenance (New Name, Creator: Jonathon K. Henry)
  Type   : Mana                 Classification    : Manipulation (Mental)
  Drain  : S3                   Duration          : Sustained

     This spell allows for a variety of spells to be potentially sustained
  with a much reduced level of difficulty.  The spell has a target number
  equal to the Willpower of the recipient (magicians only obviously).  The
  number of successes equates to the total points of Spell Force that the
  Sustenance spell will maintain.

     The original variety of the spell features the restriction that the
  force of the spell learned was the number of spells that could be sustained
  in this manner.

     This spell does have a +2 modifier to itself, even if it quickened or
  spell locked to the caster.  The caster of the spell specifies upon the
  casting of another sustained spell if he/she is going to sustain or have
  the Sustenance spell maintain its ability.  Also, the area of effect, if
  any, cannot be altered if it is being sustained by this spell.  For example,
  the caster casts a Combat Sense spell and has it sustained through this
  Sustenance spell.  The "center" of the Combat Sense is where its original
  casting location is.  This means the person it is cast upon cannot move.
  However, if multiple Shapechange spells are being implemented (say to aid
  in an escape), the subjects of the spell are fine.

     For the purposes of game mechanics, any spell that has an area effect
  to its listing becomes immobile.  If it effects only 1 target at a time,
  then no side effects are registered.



@CO 7 1
»»»[ Yep, das waren einige interessante Postings aus`m Fidonet, Intruder war so
     net, äh, nett, mir die Dinger zuzusenden. THX, guy! ]«««
     -Twist <13-Aug-94/14:21:03>
@CO 2 1
