Non-Combat Spells
Run Like the Wind: +50" Ground Movement, PR=1/round
Breathe Like a Fish: (Water Breathing) PR=2/day
Resiliance: (Adaption, adapt to hostile environment only) PR=2/environment/day
Astral Expedition: (Astral Projection) PR=12 to use on self, PR=15 to use on a willing subject
Ant Walk: Climb walls and sheer surfaces at a rate of (Str+Agil)"/turn, PR=1/hour
Divination: (Cosmic Awareness) see pg 11, PR=10 + modifiers
Dimensional Portal: (Dimensional Travel) Choose one dimension when the spell is learned, PR=4
for a 1"x1" portal, portal can be increased by 1" for each extra power point spent.
Wind Walk: (Flight) 90 mph, PR=1/hour
Eyes of the Owl: (Ultraviolet vision) PR=1/hour
Night Sight: (Infrared Vision) PR=1/hour
Wings of Night: (Wings) 396" flying, PR=1/hour
Summon Familiar: (Pet) Takes 1d12 days to effect. The animal's stats and abilities should be
determined by the Gamemaster in concert with the player. A player should not be allowed to use
this spell more than once. I recommend for familiars that two of the following special
abilities be chosen:
- Mental Link: The animal has a psychic link with the caster that allows them to
communicate telepathically, and possibly allow the caster to see through the
animal's eyes. Range is 150", PR=0
- Human Voice: Animal can talk like a human in addition to making noises common to that
animal. The animal may or may not talk in public, depending on its personality
and the needs of its master. Even without this ability the familiar should be able
to understand human speech.
- Super Abilities: choose one or more powers for the animal.
Resurrection: (Revivication) PR=25
Serpentine Heal: (Regeneration) PR=1/turn
Enslave Mind: (Mind Control) PR=20, 20" range
Mirror Selves: Create up to 10 illusionary duplicates of the character. PR=5 to cast, PR=2/turn
to maintain. Opponents must make a roll to detect the character, roll vs. Detect Hidden
if opponent attacking, roll vs. Detect Danger if opponent is being attacked by caster.
If caster is hit or attacks spell dissipates and must be recast.
Icy Constructs: (Ice Powers, create ice only) PR=2, otherwise same as creating ice masses on
page 13.
Create Homonculus: Preparation of a homonculus requires a large measure of the caster's blood,
effectively reducing their max Power by half for one day, and the flesh and bones from
any of several animals. The stats and abilities of the homonculus vary based on the type
of animal used in it's creation. Note that the homonculus will not be able to be mistaken
for any particular animal, but it will retain some of that animals characteristics. A
normal homonculus will vary from 1-3 feet tall and is completely obedient to its creator.
Due to the nature of the magic involved a caster cannot have more than one homonculus at
one time. The creation spell wil take at least 24 hours to perform. Homonculi tend to be
of higher intelligence than most magical constructs, so they can be given more complex
instructions. If a homonculus is killed, its creator will suffer damage equal to the
hit points of the homonculus. Statistics for homonculi will be added soon.
Create Golem: An magically animated statue of any of several materials. A golem's stats are
based on the type of material used in its creation. Tougher material will be more
expensive to acquire and more difficult to shape into a humanoid form. It should take at
least a week on the average to create the physical form. Once the form is created the
creator must animate it with the spell. PR=(7*Structural Rating of material used)
Golems are very stupid, they can be given simple instructions (5 words or less) or
controlled directly by the creator. The golem must be within line of sight for the
creator to control it. Any attempts to control the golem require the creator to make a
successful save vs. Intelligence on d20. A saving throw is also required when giving the
golem verbal instructions. It is gamemaster's discretion how often a player should be
allowed to cast this spell.
Golem Statistics (SR=Structural Rating) |
Material: | Clay/Earth | Granite | Bronze | Iron |
Weight (180*SR): | 720 | 1080 | 1620 | 1800 |
Hit Points (7*SR): | 28 | 42 | 63 | 70 |
HTH Damage (based on weight, pg. 25): | 1d8 | 1d10 | 1d10 | 1d10 |
Agility (base 10 modified by weight): | 6 | 4 | 4 | 4 |
To Hit Modifier: | -2 | -4 | -4 | -4 |
Move (20+Agility): | 26" | 24" | 24" | 24" |
Create Zombie: See Opponents Unlimited pg 6.
Villains and Vigilantes Mystic Rhythms Sourcebook
Created and maintained by Craig "Pandemonium" Griswold, pandemonium(at)elpasotel.net