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Playing the Game Mummy Spell Lists Bog

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Bog Mummy Spells

The following spell book is designed for use with the Bog Mummy subclass of the Mummy Advanced Class.



Definitions of abbreviations:

Ra: range- how far away the target can be from the caster.

Du: duration- how long the spell lasts (instantaneous or number of turns).

Sl: spell limit- the size of the area affected or number of people affected.

Re: resistance- any special resistance method other than react and dodge or avoidance.

Eq: equipment- items required to equip the spell.

De: description- explains and describes the spell and its effects.





Fifth Level Bog Mummy Spells

Acid Spray

Ra: Line Of Sight. Du: 1d4 Turns. Sl: 1 Target. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes a fine green mist to spray from the caster’s body at a single target. The spray sticks to the target dealing 1d4 per game level of

caster for 1d4 turns. During the duration the target is unable to do anything unless they make a successful Resist on Endurance check. This spell

carries the Eldritch spell type.





Aqua Clone

Ra: 5 Yards. Du: 1d4 Turns Per Level. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: Water forms an exact replica of the caster right down to their equipment. The clone produced is remotely controlled by the caster by rolling C.P.

checks. It has all the abilities of the caster and its equipment works the same except that any piece of equipment removed from clone reverts to

water instantly. The clone is generated within 5 yards of the caster then can be moved freely. This spell carries the Eldritch spell type.





Bog Odor

Ra: 15 Yards. Du: Instant. Sl: 20ft Sphere (40ft Down Re: End. Eq: 10 Pages Mummy Hand

Wind).

De: This spell causes a fowl odor, much like that of a bog or marsh, to issue from the caster suddenly filling the area around them. The smell is so

bad that those within range are Overcome with the need to retch uncontrollably for 1d6 turns per level of caster unless they make a successful

save. Those who are sensitive to smell receive no resistance roll. This spell carries the Eldritch spell type.





Dancing Sprites

Ra: Line Of Sight. Du: Instant. Sl: 1 Target. Re: C.P. Eq: 10 Pages Mummy Hand

De: This spell conjures up small balls of light that begin flying around the target stinging them with magical shocks for 1d10 magic damage per game

level of the caster. The sprites cast a 5ft area of visible blue light when they are collected together, individual sprites are no larger than half an

inch in size and there can be as many as a hundred of them. The sprites always swarm and deal no damage in small groups. This spell carries the

Eldritch spell type.





Exploding Pods

Ra: Line of Sight. Du: Instant. Sl: Multiple Targets Only. Re: None. Eq: 10 Pages Mummy Hand

De: This spell causes a number of seedpods grow on the targets in large masses. The seedpods then explode in a massive blast of fiery shrapnel that

deals 2d20 physical damage per game level of the caster divided among those affected. This spell carries the Eldritch spell type.





Fog of Confusion

Ra: Line Of Sight. Du: 1d8 Turns. Sl: 70ft By 50ft Area. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes a thick murky blue fog to fill the area. Those inside the fog must roll an Endurance check or become Confused for the

duration. Those who fail can’t properly determine targets or direction instead choosing both randomly. The fog reduces visual range to 3 feet

even if resistance succeeds. This spell carries the Eldritch spell type.





Insect Bites

Ra: Line Of Sight. Du: Instant. Sl: 1 Target Until 6th Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell conjures a swarm of stinging insects from the caster’s body. These insects swarm out at the target attacking and biting them, doing

1d20 physical damage per game level of caster. The caster cannot attack multiple targets until 6th level at which point they may target any

number of targets and divide damage among them. This spell carries the Eldritch spell type.





Internal Energy Surge

Ra: Line Of Sight. Du: Instant. Sl: 1 Target Until 5th Re: End. Eq: 10 Pages Mummy Hand

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Level.

De: This spell causes massive amounts of energy to back up inside the target causing them to take 2d12 magic damage per game level of caster

doubling on those sensitive to magic. The caster cannot attack multiple targets until 5th game level at which point they may target any number of

targets and divide damage among them. This spell carries the Eldritch spell type.





Marsh Rat Helpers

Ra: 50 Foot Radius. Du: 1d12 Turns. Sl: 1 Rat Per Level. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to conjure into existence a number of marsh rats equal to the character’s game level. The conjured marsh rats will

remain for as much as 12 turns (3 minutes). During that time the Marsh Rats will perform simple tasks as ordered by the caster including

attacking enemies, finding objects, stealing things, or creating minor diversions. Marsh Rats are considered mammals and are said to have the

following abilities as described below. This spell carries the Eldritch spell type.

Marsh Rat Generate Stats by rolling Roll 1D8 +4 + Stat Bonuses

P.P. I.P. C.P. S.P. Agil. End. Bod. Starting Health Protection

1 0 1 0 3 0 0 10DP/7EP

Marsh Rat Abilities

Bite: MtH Speed 4

Tunnel 1 Greater Swim 1

Description of Marsh Rat Abilities

Bite: (Public Action) This is the ability to deal damage with one’s teeth. The character’s bite damage is equal to the spell caster’s

P.P. Bonus plus 1d6 + the rat’s P.P. Bonus



Speed: (Non Action) This represents adjustments in the character’s base movement rate. To adjust the character’s movement rate

multiply the characters base speed by the number following the speed ability. The Speed ability fundamentally alters the basic Speed

Derived stat, all other travel and movement powers which are derived from this stat are similarly altered.



Tunnel: (Non Action) This is the ability to travel by tunneling through earth. Using this ability the character can travel up to their

normal movement distance in a single turn burrowing through the earth.



Swim: (Non Action) This is the ability to swim. Characters with swim move at their normal speed multiplied by the number

following flight in a single turn. Characters with swim can remain submerged until they expend their entire swim distance at which

point they must surface. Subject may not be stationary while swimming without Unlimited swim. Minor: Can remain submerged

400 yards. Extended: Can remain submerged 600 yards. Greater: Can remain submerged 800 yards. Unlimited: Can remain

submerged indefinitely.





Marsh Trap

Ra: Line Of Sight. Du: Permanent. Sl: 5 Ft By 5 Ft Area. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell turns an area of earth or stone into a land mine. Once enchanted the designated area becomes trapped until the spell is dispelled or set

off. When tread upon the area becomes a thick, grasping sticky liquid and swallows anything it contacts. Targets must roll Agility or be

consumed by the trap when they contact it. For the caster the surface remains completely solid at all times and the spell can be cast directly

under the caster if so desired. Marsh Trap does not necessarily kill those it consumes just pulls them under ground. If subjects contact the

surface and fail their resistance they will be pulled under regardless of abilities such as flight. Once underground a character can free themselves

from the earth normally. This spell carries the Eldritch spell type.





Meld with Bog

Ra: 12 Yards. Du: 1d12 Turns Per Level. Sl: 12 Yard Radius. Re: End. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to mystically meld an area of objects with a bog, marsh, or swamp. The target area affected becomes

indistinguishable from that of a normal bog or swamp for the duration of the spell. All characters within the area gain the benefit of Meld with

Bog 1, able to move freely through any bog surface at normal speed. While affected characters turn into a strange shadow like form of existence

which resembles mud, water, plants, and any other aspects of a bog necessary to blend in. If conjured in an area where no bog exists it will

temporarily create a bog within the area, this bog will then vanish at the end of the duration. The Meld with Bog spell effects everything within

the area including objects both allies and enemies. Subjects may resist the transformation by rolling an Endurance check, unfortunately the spell

may still conjure a bog or cause objects nearby to turn to muck. This spell carries the Eldritch spell type.





Moss Encasement

Ra: Line Of Sight. Du: 1d6 Turns Level. Sl: 1 Target Until 6th Re: End. Eq: 10 Pages Mummy Hand

Level.

De: This spell shoots moss from the caster‘s hand which hardens around the target holding them for 1d6 turns per level of caster to a maximum of

6D6. If the caster desires, the moss can begin to shrink squeezing the target for 5 physical damage each turn. The caster cannot attack multiple

targets until 6th game level. If a target wishes to break free they must deal more damage to the moss than it’s turn duration. Damage is divided

among the number of targets held, diminishing the strength of the moss by the number of targets held. This spell carries the Eldritch spell type.





Nebulous Cacophony

Ra: 100 Feet. Du: 10 Turns. Sl: All Present. Re: End. Eq: 10 Pages Mummy Hand

De: This spell amplifies the hearing of those around them to extreme volumes. Those within the range effectively gain sensitivity to sound for the

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duration. Those already sensitive to sound suffer 1d20 sonic damage each turn. Those who have just gained sensitivity to sound suffer 1d10

damage from each loud sound made such as yelling, explosions, or random howler monkey attacks. This spell carries the Eldritch spell type.





Shadow Snake

Ra: Line Of Sight. Du: Instant Or Until Dispelled. Sl: 1 Target Until 5th Level. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell conjures a shadow in the shape of a snake that chases down and bites its targets dealing 1d10 poison damage per game level of caster

each turn for 1d4 turns. The caster cannot attack multiple targets until 5th game level. The snake has no corporeal form and cannot be killed it

moves at the casters standard movement speed. A target which sees the shadow snake can make an agility check to avoid the bite but the snake

will continue chasing the character down until it succeeds its bite attack or it is dispelled by the caster. This spell carries the Eldritch spell type.





Swamp Armor

Ra: Caster. Du: 1d12 Turns. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: A wild tangle of vines, plants, and earth forms around the caster acting as a protection against physical attacks. Swamp Armor acts as a full

body suit of armor with a Heavy RR (-4% agility) and 35 DR physical. Swamp armor stacks with already existing armor. This spell carries the

Eldritch spell type.





Swamp Traversing

Ra: Touch. Du: 1d8 Turns Per Level. Sl: 1 Target Per Level. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster and 1 target per level to walk on the surface of a swap as though it were solid passable earth. This ability can be cast

on any living creature and cannot be used on inanimate objects such as carriages. This spell does not alter the swamp for creatures not effect by

it. Once the spell ends the targets of the spell must treat swamps like any normal pit of mud, water, and plants. This spell carries the Eldritch

spell type.





Typhoon

Ra: Line Of Sight. Du: 1 Turns. Sl: Multiple Targets Only. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures a localized typhoon which hits the targets with a massive wall of wind and water. This wall of water deals 2D20 damage per

level of caster divided among the targets. Typhoon can be used on multiple targets only. This spell carries the Eldritch spell type.





Water Staff

Ra: Caster. Du: 16 Turns. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: A staff made of dark and murky water forms in caster’s hands. This staff acts as a normal quarter staff dealing 2d6 + P.P. damage in melee

combat. The staff also has the effects of parting water and may be sacrificed at any time it is present to extinguish any open flame magical or

otherwise. This spell carries the Eldritch spell type.





Wrapping Vines

Ra: Line Of Sight. Du: 1d4 Turns Per Level. Sl: 1 Target. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell generates magical vines that shoot from caster’s hands as they direct. The vines will wrap around a target and hold it for the duration

or they can be used to grasp objects in the same manner as rope or tentacles. If the caster desires the vines may make a single constriction attack

each turn that they are wrapped around a target. This constrict attack deals 1d8 damage per game level of caster to a maximum of 5d8.This spell

carries the Eldritch spell type.





Water Proofing

Ra: Touch. Du: 1d12 Turns Per Level. Sl: 1 Target Per Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to generate a mystic aura that makes themselves and one target per level completely immune to the negative effects

of water. While in effect the aura repels water. Water under no circumstances will enter this thin protective aura even if the subject protected by

the aura is completely submerged. Natural effects such as rain will hit the aura around those affected but will not soak in preventing the subjects

from becoming wet or cold. While in effect water based attacks are nullified though physical aspects from such attacks such as falling damage

may still occur. While this spell will prevent drowning it does not prevent the character from suffocating if completely submerged. As soon as

the spell’s duration ends or it is dispelled water affects the targets normally. This spell carries the Eldritch spell type.

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Civilized Mummy Spells

The following spell book is designed for use with the Civilized Mummy subclass of the Mummy Advanced Class.



Definitions of abbreviations:

Ra: range- how far away the target can be from the caster.

Du: duration- how long the spell lasts (instantaneous or number of turns).

Sl: spell limit- the size of the area affected or number of people affected.

Re: resistance- any special resistance method other than react and dodge or avoidance.

Eq: equipment- items required to equip the spell.

De: description- explains and describes the spell and its effects.





5th Level Civilized Mummy Spells

Aura of Pain

Ra: Line Of Sight. Du: 1 Turns Per Level. Sl: 1 Target. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes the target to be engulfed in an aura that deals pain directly to their nervous system causing 1d8 in damage per game level of

caster each turn. The target must make an Endurance check or be Overcome with pain for the duration. This spell carries the Eldritch spell type.



Bite of the Scarab

Ra: Line Of Sight. Du: 1 Turn. Sl: 1 Target Until 6th Level. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell conjures a scarab that flies from the caster to the target and bites them target for 2d10 physical damage per game level of caster. The

th

spell conjures only one scarab until 6 level when it can conjure any number however damage is divided amongst targets. Though the scarab is

physical it cannot be damaged by any physical attack. The character may attempt an agility check to avoid the scarab’s bite all together. This

spell carries the Eldritch spell type.





Call forth Mystic Chariot

Ra: Caster. Du: Until Dispelled. Sl: 1 Chariot Per 2nd Level. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to summon a mystical chariot. The character can summon one chariot per second game level and each chariot can

carry 2 characters of normal human size. The chariot and horse teams mystically form into existence near the caster. Each chariot has 4DP/4EP

in vehicle scale and can move at the Speed 10 in relation to the caster. The chariots can pass through any normal terrain but cannot pass the

impassable. To direct the chariot the rider must simply tell the horses where to go, the horse has no concept of local geography and must be

guided at all times but otherwise drives itself. These chariots will serve the caster until they are dispelled, at which point they simply vanish into

thin air. The chariots are considered dispelled when the caster says they aren’t needed or when a chariot is unused for more than 5 minutes of

game time. This spell carries the Eldritch spell type.





Energy Projectile

Ra: 80 Yards. Du: Instant. Sl: 1 Target. Re: None. Eq: 10 Pages Mummy Hand

De: This spell fires small bolts of magical energy from caster’s hands that 1d12 magic damage per game level of caster to a maximum of 6d12.

Damage doubles on those sensitive to magic. Energy Projectile only strikes its designated target and will not harm any other object it passes

through prior to its intended target. This spell carries the Eldritch spell type.





Exploding Vapor

Ra: Line Of Sight. Du: Instant. Sl: Multiple Targets Only. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures a mist surrounding the targets which then ignits the air around them. This explosion creates a massive fireball dealing 1d30

fire damage per game level of the caster divided among the targets. This spell can only be used on multiple targets. This spell carries the

Eldritch spell type.





Fiery Hands

Ra: Line Of Sight. Du: Instant. Sl: 1 Target Until 6th. Re: End. Eq: 10 Pages Mummy Hand

De: This spell projects fire from the caster’s hands dealing 1d20 fire damage per game level of caster. The caster cannot attack multiple targets until

6th game level. Those targets sensitive to fire take double damage. Once the fire leaves the character’s hands it is becomes normal fire with a

30% chance of igniting flammable objects. This spell carries the Eldritch spell type.





Internal Energy Surge

Ra: Line Of Sight. Du: Instant. Sl: 1 Target Until 5th. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes massive amounts of energy to back up inside the target causing them to take 1d12 spirit damage per game level of caster. This

damage doubles on those sensitive to spirit energies. The caster cannot attack multiple targets until 5th game level. This spell carries the

Eldritch spell type.

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Iron Grip

Ra: Caster. Du: 1 Turn. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: This spell amplifies the caster’s strength for a single burst. The spell causes physical attacks done by the caster to deal an additional 1d10

physical damage per level of caster when using their fists for the next turn. Iron Grip adds this damage to any fist, foot, or melee attack that is

not already magically enhanced. Iron Grip applies these effects to any attack which occurs between the time the spell is cast and the end of the

caster’s next turn. This spell carries the Eldritch spell type.





Light Burst

Ra: Line Of Sight. Du: Instant. Sl: 15ft Sphere. Re: C.P. Eq: 10 Pages Mummy Hand

De: This spell generates a large blinding strobe of light that deals damage to anyone with the vicinity. The flash of pure light does 1d6 light damage

per game level of caster to a maximum of 8d6. Those sensitive to light take double damage. Those affected must make a C.P. check or be

Blinded for the caster’s game level in turns. This spell carries the Eldritch spell type.





Ra Shield

Ra: Caster. Du: 2D10turn. Sl: Caster. Re: Special. Eq: 10 Pages Mummy Hand

De: This spell conjures a tower shield made of beaten gold polished to a mirror shine. This shield acts as a normal tower shield with Medium RR (-

2% agility) and Physical DR and Magical DR All Damage. The important feature is that only the truth will be reflected on the shield’s surface.

When used against illusions or illusion spells the caster rolls percentage against a GM generated number to dispel the illusion, regardless of

whether the illusion is dispelled the illusion will not be reflected. If the truth is shielded by an illusion then nothing will be reflected. This spell

carries the Eldritch spell type.





Sand Eye

Ra: 300 Yards. Du: 1 Turn Per Level. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: This spell generates a small floating magic eye made of sand. The eye moves as directed and allows the Caster to see an area in front of the eye

as though the caster was in the eye’s position. This spell counts as line of sight for spell casting. This spell carries the Eldritch spell type.





Shadow Snake

Ra: Line Of Sight. Du: Instant Or Until Dispelled. Sl: 1 Target Until 5th Level. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell conjures a shadow in the shape of a snake that chases down and bites its targets dealing 1d10 poison damage per game level of caster

each turn for 1d4 turns. The caster cannot attack multiple targets until 5th game level. The snake has no corporeal form and cannot be killed it

moves at the casters standard movement speed. A target which sees the shadow snake can make an agility check to avoid the bite but the snake

will continue chasing the character down until it succeeds its bite attack or it is dispelled by the caster. This spell carries the Eldritch spell type.





Song of the Oasis

Ra: 100 Yards. Du: Instant. Sl: 1 Target Per Level. Re: C.P. Eq: 10 Pages Mummy Hand

De: A soft and mysterious song draws targets to a location of the casters choice. Only the targets of the spell are drawn to its source all others can

hear it but are not affected. Targets of the spell must make a C.P. check or become Hypnotized with the command to travel to a target location

regardless of obstacles. Targets will not stop until they reach the location no matter the length of times or sacrifices it takes. This spell carries

the Eldritch spell type.





Summon: Bastet

Ra: 100 Foot Radius. Du: 8 Turns. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to conjure into existence an Echo of the God Bastet. The conjured Echo of Bastet will remain for 8 turns (2 minutes).

During that time Bastet will set about avenging wrongs around the caster, though not necessarily on their behalf. Bastet is variously portrayed as

a lunar or solar deity due to her close ties to the cycle of gods, she is however rather unilaterally portrayed as the goddess of both protection and

justice. Bastet is often referred to as the “Eye of Re” a force of vengeance which strikes those who oppose or undermine the good forces of the

world. Physically Bastet is represented by an avatar shaped like a woman with the head of a lioness. Bastet is considered a Goddess and is said

to have the following abilities as described below. This spell carries the Eldritch spell type.

Bastet, Goddess of Generate Stats by rolling Roll 1D8 +4 + Stat Bonuses

Justice

P.P. I.P. C.P. S.P. Agil. End. Bod. Starting Health Protection

5 5 5 5 10 0 0 1000DP/1000EP

Marsh Rat Abilities

Inspire: S.P. Divine Spell Casting: AtH

Lion’s Claws LvL5: MtH+25% Luna Caustic

Goddess of the Lunari: S.P. Bite of Justice LvL5: MtH+25%

Description of Bastet Abilities

Inspire: (Public Action) This is the ability to inspire those around them to bravery. Those seeing the character gain a bonus to their

morale and actions equal to the character’s Sociality x game level.



Divine Spell Casting: (Private Action) This is the ability to cast spells. Bastet casts spells at will by rolling Astral to Hit, all

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equipment requirements are replaced by Godhood. Bastet may select spells from the Spiritual Spell list receiving 1 spell per Game

Level.



Lion’s Claws: (Public Action) This is the ability to deal damage with Lion’s Claws, a particular type of hand weapon developed in

Nubia. It is assumed that the character carries a pair of Divine Lion’s Claws which are divine weapons which are on their person at

all times. These Divine Lion’s Claws deal 2d30 Angelic Damage per strike and the character can strike with both Claws as a single

action, (total 4D30 damage). The character is trained to Level 5 in their use gaining a +25% bonus.



Bite of Justice: (Public Action) This is the ability to deal damage with the character’s teeth. Any Lion can of course bite and deal

damage however Bastet’s bite is special as she will have no urge to bite a target unless they have performed some criminal act within

the past 2 days. Bastet’s bite deals 2D30 Angelic Damage per bite to its victim. Furthermore Bastet can at will make her bite an act

of Creation which begins the Werecreature Creation process as defined in the Character Advancement Section. Bite of Justice

traditionally caries the curse of the Werelion. The character is trained to Level 5 in Bite of Justice use gaining a +25% bonus, this

bonus applies only to the attack roll not the creation rolls there after.



Luna Caustic: (Private Action) This is the ability to manipulate the properties of nocturnal creatures at will. Bastet is both a sun and

a moon deity and as such has control over those creatures which are manipulated by the Sun-Moon cycle. At will Bastet can control a

werecreatures change, or negate or inflict light damage on a vampire. She has a particular affinity for creatures such as Vampires and

Werecreatures and similar creatures ruled by day and night. She can use Luna Caustic to call forth nocturnal animals or drive them

into hibernation.



Goddess of the Lunari: (Private Action) This is the ability to dominate nocturnal creatures. Bastet is both a sun and a moon deity

and as such has control over those creatures which are manipulated by the Sun-Moon cycle. She can make an opposed S.P. check

against any nocturnal creature to attempt to Hypnotize it. If successful she can command them at will for the next 2 minutes. Bastet

can perform this attempt on any nocturnal creature from animals to werecreatures and vampires but can only affect her level worth of

targets per turn.





Summon: Re

Ra: 100 Foot Radius. Du: 8 Turns. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to conjure into existence an Echo of the God Re. The conjured Echo of Re will remain for 8 turns (2 minutes).

During that time Re will assist the caster with his power. Re is the God of Sun and Father of the Egyptian Gods, he is personified by light and

destiny. Re is wise and powerful, he acts in a stately and regal manner expecting others to do so as well, like the sun he stays aloof of affairs of

mortals, it’s important to remember he doesn’t takes commands so much as requests. Physically Re is represented by an avatar shaped like a

man with the head of an falcon, his head crowned by a disk of beaten gold. Re is considered a God and is said to have the following abilities as

described below. This spell carries the Eldritch spell type.

Re, God of the Sun Generate Stats by rolling Roll 1D8 +4 + Stat Bonuses

P.P. I.P. C.P. S.P. Agil. End. Bod. Starting Health Protection

0 10 10 10 0 0 0 1000DP/1000EP

Marsh Rat Abilities

Inspire: S.P. Divine Spell Casting: AtH

Light Mastery: AtH+25% Intuit Action: AtH

Teleport Mirror of the Soul: AtH

Description of Re Abilities

Inspire: (Public Action) This is the ability to inspire those around them to bravery. Those seeing the character gain a bonus to their

morale and actions equal to the character’s Sociality x game level.



Divine Spell Casting: (Private Action) This is the ability to cast spells. Re casts spells at will by rolling Astral to Hit, all equipment

requirements are replaced by Godhood. Re may select spells from the Spiritual Spell list receiving 1 spell per Game Level.



Intuit Action: (Private Action) This ability allows the character to identify what action they should take next. Though they may not

understand why or even exactly how they know the character will be able to know what to do when the need arises. When this check

is successfully made the character will know what action is most advantageous to take on the next turn.



Light Mastery: (Public Action) This is the ability to manipulate light on its most fundamental level. Re has complete control over all

light within line of sight of him. He can change its color, spectrum, temperature, and so on at will. He can form it and shape it at will

using light to create illusions and even weapons if he chooses. When formed into solid objects, these objects can have 10d20 health

and deal similar damage. The affects of light based double on those sensitive to light.



Teleport: (Non Action) This is the ability to use magic to move the character and up to 10 people to any distance in line of sight.

Teleport is said to work at light speed so some time delays may occur when traveling great distances. As a line of sight ability it is

obstructed by intervening objects and is only as effective as a person’s eye sight. Individuals may roll endurance to resist teleport

even if they do not know they are being teleported. Certain locations such as Guild Halls may have teleportation chambers which are

marked magically to identify them so line of sight is not necessary. The GM may allow memories of locations to count as line of

sight but only when the location is extremely familiar or some other catalyst is used to help recall the memory such as a painting of

the location.



Mirror of the Soul: (Private Action) This ability allows the character to summon spiritual energy from the astral plain in order to

push damage back onto their aggressor. Mirror of the Soul negates damage which would have been dealt to the target and instead

deals it back on the attacker. Though this ability is an astral effect it only affects physical attacks. The ability does not negate non-

physical damage dealt by an attack which is made up of more than one type of damage.

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Summon: Seth

Ra: 100 Foot Radius. Du: 8 Turns. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to conjure into existence an Echo of the God Seth. The conjured Echo of Seth will remain for 8 turns (2 minutes).

During that time Seth will set about destroying things as directed by the caster, at least loosely so. Seth is the God of Chaos, the embodiment of

hostility, war, the harshness of deserts, storms, the foreboding nature of foreign lands, and even outright evil. As you might have guessed Seth

isn’t a nice character, his personality of Flighty and Vulgar at the best of times and offending him is generally a bad idea, but if you suck up he

might just smash what you point at. Physically Seth is represented by an avatar shaped like a man with the head of an aardvark. Seth is

considered a God and is said to have the following abilities as described below. This spell carries the Eldritch spell type.

Seth, God of Chaos Generate Stats by rolling Roll 1D8 +4 + Stat Bonuses

P.P. I.P. C.P. S.P. Agil. End. Bod. Starting Health Protection

10 0 10 0 10 0 0 1000DP/1000EP

Seth Abilities

Inspire: S.P. Divine Spell Casting: AtH

Kopeck LvL5: MtH+25% Call Storm: AtH

Teleport Call Minions: AtH

Description of Seth Abilities

Inspire: (Public Action) This is the ability to inspire those around them to bravery. Those seeing the character gain a bonus to their

morale and actions equal to the character’s Sociality x game level.



Divine Spell Casting: (Private Action) This is the ability to cast spells. Seth casts spells at will by rolling Astral to Hit, all equipment

requirements are replaced by Godhood. Seth may select spells from the Spiritual Spell list receiving 1 spell per Game Level.



Kopeck: (Public Action) This is the ability to deal damage with a Kopeck, a particular type of curved Egyptian sword. It is assumed

that the character carries a pair of Divine Kopecks which are divine weapons which are on their person at all times. These Divine

Kopecks deal 5d30 Dark Aligned Damage per strike and the character can strike with both Kopecks as a single action, (total 10D30

damage). The character is trained to Level 5 in their use gaining a +25% bonus.



Teleport: (Non Action) This is the ability to use magic to move the character and up to 10 people to any distance in line of sight.

Teleport is said to work at light speed so some time delays may occur when traveling great distances. As a line of sight ability it is

obstructed by intervening objects and is only as effective as a person’s eye sight. Individuals may roll endurance to resist teleport

even if they do not know they are being teleported. Certain locations such as Guild Halls may have teleportation chambers which are

marked magically to identify them so line of sight is not necessary. The GM may allow memories of locations to count as line of

sight but only when the location is extremely familiar or some other catalyst is used to help recall the memory such as a painting of

the location.



Call Minions: (Public Action) This is the ability to summon into being a group of minions. The character can call 10 minions to do

their bidding. These minions are generally mortals which resemble Seth physically. The minions receive no stat or health bonuses

but are equipped with the appropriate equipment and skills required of them by Seth at the time of calling them. Thus a minion called

to be a diplomat will have diplomatic skills.



Call Storm: (Public Action) This is the ability to summon into being a storm of type and severity declared by the character. Seth

declares the type of storm they wish and its severity and rolls his Astral To Hit. If Successful the weather immediately begins to

change and within 8 turns (2 minutes) the storm will be in full affect. The storm called is real for all intents and purposes and will

continue after Seth disappears.





The All Seeing Eye

Ra: Caster. Du: 1d8 Turns. Sl: 1 Target. Re: Special. Eq: 10 Pages Mummy Hand

De: This spell allows the caster mystically draw a picture of the all Seeing Eye on to an object with a spell casting roll. Once placed on the object the

character can attempted to look into the future through the eye with a Fortune Telling roll (or C.P. -30%). When attempted, the character will

receive a vision from the perspective of the tagged object. Though the character always receives a vision it may or may not be accurate or

useful. To determine its accuracy the character makes a Quality Check before the GM reveals the vision. Though the player may know it is

accurate the character should not as they will lack proof until it happens. This spell carries the Eldritch spell type.



The Pharos Breath

Ra: 50 Yards. Du: Instant. Sl: 1 Target Per Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to exhale a breath of highly toxic fan of parasites and bacteria at 1 target per level of caster. This fan is a wind of

fatal airborne illness that causes horrible pain and suffering to its target. If the resistance is made the targets will simply Overcome with Illness

for 1D6 turns, if the character fails their resistance roll however they will be Overcome for 1D6 turns and suffer the caster’s EP worth of Poison

Damage each turn for the duration. This spell carries the Eldritch spell type.





Twister

Ra: Line Of Sight. Du: Instant. Sl: Multiple Targets Only. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures a localized tornado which hits the targets with a massive cyclone of wind and debris. The targets suffer 2d20 in damage per

game level of the caster. The spell can be cast on multiple targets only. This spell carries the Eldritch spell type.





Wind Ladder

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Ra: Line Of Sight. Du: 1d10 Turns Per Level. Sl: 10 Square Feet. Re: None. Eq: 10 Pages Mummy Hand

De: A ladder made of wind forms to allow the caster and anyone else present to scale a distance. The ladder can travel any distance by spanning 10

square feet at a time. While an individual is standing on a portion of the latter it will remain stationary and stable but after pressure is removed

that portion of the ladder can be rearranged at the caster’s will to adjust the area covered. Visibly the ladder resembles a blurry surface of glass

as though the wind were trapped inside an invisible container. This spell carries the Eldritch spell type.

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Desert Mummy Spells

The following spell book is designed for use with the Desert Mummy subclass of the Mummy Advanced Class.



Definitions of abbreviations:

Ra: range- how far away the target can be from the caster.

Du: duration- how long the spell lasts (instantaneous or number of turns).

Sl: spell limit- the size of the area affected or number of people affected.

Re: resistance- any special resistance method other than react and dodge or avoidance.

Eq: equipment- items required to equip the spell.

De: description- explains and describes the spell and its effects.





5th Level Desert Mummy Spells

Burning Breath

Ra: Line Of Sight. Du: 1d8 Turns. Sl: 1 Target. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the target to breath short blasts of fire. These fire blasts deal 1D12 per game level of the target but can only travel 5 yards from

the target’s mouth. Target has complete control of the breath and will not harm themselves with the ability by accident. Once the fire leaves the

character’s mouth it is treated like normal flame and has a 30% chance of igniting flammable objects. This spell carries the Eldritch spell type.





Century Wind 100 Year Blow

Ra: Caster. Du: 1d4 Turns Per Level Sl: Caster. Re: Agil. Eq: 10 Pages Mummy Hand

De: Air compresses around the mummies hands swirling in rapid spirals of force. When the mummy strikes a blow with their fist the target suffers

an additional 1d8 air damage per game level of the caster. 100 Year Blow may be used with the Parry skill to block spells with the mummies

augmented hands. While the spell is in effect the mummy cannot use weapons or any other object with their hands without it suffering air

damage. This spell carries the Eldritch spell type.





Century Wind 1,000 Year Blade

Ra: Line Of Sight. Du: Instant. Sl: 1 Target. Re: Agil. Eq: 10 Pages Mummy Hand

De: A 4 foot blade of tightly compressed air forms in front of the mummy and launches at incredible speed at the target. When it strikes its

designated target it slices into them dealing 1d20 air damage per game level of caster to a maximum of 10D20. The attack will pass harmlessly

around any target but it’s designated one. Solid objects such as walls blocking its path cannot be passed and so will suffer the damage. This

spell carries the Eldritch spell type.





Century Wind 10,000 Year Strike

Ra: Caster. Du: Instant. Sl: 15 Yard Radius. Re: Agil. Eq: 10 Pages Mummy Hand

De: Air collects in a spiral column above the mummy and smashes downward to crush any who are near them. The smashing force of the attack

deals 90 points of damage to anyone in the area of effect. This damage is dealt to all subjects both enemies and allies. This damage penetrates

size category. Subjects within the area may make an Agility check to leave the 15 yard radius. This spell carries the Eldritch spell type.





Cloud Basher

Ra: Line Of Sight. Du: 1d8 Turns. Sl: 70ft By 50ft Area. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell conjures a thick cloud of dark brown dust that fills the area of effect. Those inside the dust cloud are considered Blinded. At will the

caster can cause portions of the cloud to solidify becoming primitive blunt weapons which they can strike at those inside dealing 1d6 physical

damage per game level of caster. To exit those within must make an Agility check to force their way out. This spell carries the Eldritch spell

type.





Desert Apparition

Ra: 100 Yards. Du: 1d12 Turns. Sl: 1 Target. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures into being an astral being resembling a desert bandit. For all intents and purposes the Apparition is a clone of the caster

having the same DP/EP, stats, and alignment of as the caster. The apparition lacks the abilities of the caster and instead will utilize a Short Bow

for ranged combat that does 2D8 damage or a Short Sword for melee that does 1D12+2 damage. The Apparition is a bandit and has the ability to

steal objects from its opponents which are not currently used by making a Pick Pocket check (Agil.). The Apparition has the Etherial property

and as such takes half damage from all physical attacks. This spell carries the Eldritch spell type.





Desert Howl

Ra: 100 Feet. Du: 10 Turns. Sl: 20 Foot Cone. Re: C.P. Eq: 10 Pages Mummy Hand

De: This spell conjures a desert wind which lets out an extremely loud mournful howl. The extreme volume of the howl is such that it deals 2d8

sonic damage per game level of caster to a maximum of 12d8. Those within the area of affect must make a C.P. check to cover their ears or

become Deafened for 10 turns. Sonic damage doubles on those sensitive to sound. This spell carries the Eldritch spell type.

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Desert Lung

Ra: 50 Yards. Du: 3d6 Turns. Sl: 1 Target Per Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell fills the air around the targets with chalk like fine dust particles. If inhaled by the targets they will begin to choke on each breath. The

targets may make an Endurance check to resist this choking by holding their breath for the duration. If they fail resistance they will be

Overcome choking and gasping for breath for the duration. Subjects who critically fail their resistance will fall unconscious. This spell carries

the Eldritch spell type.



Desert Sunlight

Ra: 100 Yards. Du: 1d4 Turns. Sl: 100 Yard Radius. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to create, for a brief moment, an in escapable recreation of the sunlight that beats down on the desert. The scorching

hot light fills everything within 100 yards as though it was noon day sun in the brightest desert. Accompanied with the sunlight is a sweltering

heat which fills the same area. Between the heat and light the area suffers 1d10 heat damage and 1d10 light per game level of caster. This

amount is divided among the targets. Those who are sensitive to heat or light will take double damage. This spell carries the Eldritch spell type.





Desert Wind Speed

Ra: 12 Yards. Du: 1d12 Turns. Sl: 12 Yards Radius. Re: End. Eq: 10 Pages Mummy Hand

De: This spell allows the caster and anyone within the area of effect to move as fast as the desert wind for the duration. This spell grants the

character an additional Non Action and Public Action each turn during the spells effect. After the character has taken their extra action normal

multiple action penalties are accrued. At the end of the duration those effect by the spell make actions normally once more. This spell carries

the Eldritch spell type.





Dune of Protection

Ra: 50 Feet. Du: Permanent. Sl: 10ft X 5ft X 10ft Per Re: None. Eq: 10 Pages Mummy Hand

Level.

De: This spell causes a volume of sand to suddenly spring up from the ground. The sand dune that is formed has a size of 10ft long by 10ft high by

5ft thick with each dimension expanding by its starting size every level. The dune forms a wall as directed by the caster but the primary portion

of the wall must start within the range. The wall is made of real sand and has all the properties of real sand. Though the maximum size of the

dune created is listed above the caster can shrink it as small as its starting size when cast but no smaller than this. This spell carries the Eldritch

spell type.





Exploding Fragment

Ra: Caster. Du: Instant. Sl: 5 Foot Radius. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell conjures into the caster’s hand a small block of volcanic glass which is fractured in many places. The caster can then throw a part of

or the entire block causing it to explode on impact. Each fragment deals 1d12 fire damage on impact and the block will fracture into 2 fragments

per level of caster making the total block deal damage equal to the total number of fragments. The explosion deals damage to a 5 foot radius and

everything in it. This spell carries the Eldritch spell type.





Hot Wind

Ra: 12 Yards. Du: 1d12 Turns Per Level. Sl: 12 Yard Radius. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to mystically form a ball of heated air beneath themselves which lifts all loose objects within the area of effect. The

air acts as both a cushion and a lifting device that can levitate. The cushion halves all falling damage taken when landing on it and can be moved

at the will of the caster at Speed 1/2. From the perspective of others the cushion resembles a swirling mass of air which is warm to the touch but

otherwise feels like a mattress. The cushion has no damage points and cannot be destroyed. This spell carries the Eldritch spell type.





Ignition

Ra: 100 Yards. Du: Instant. Sl: 1 Target Per Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to light things on fire. Targets can be of any kind whether living or inanimate the GM roles an Endurance check. If

successful nothing happens. If the subject fails the target is light on fire taking the casters P.P. bonus worth of fire damage each turn until they

manage to extinguish the fire. The fire once ignited is real and is treated like normal fire, continuing to burn so long as its fuel source exists.

This spell carries the Eldritch spell type.





Internal Energy Surge

Ra: Line Of Sight. Du: Instant. Sl: 1 Target Until 5th. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes massive amounts of energy to back up inside the target causing them to take 1d12 spirit damage per game level of caster. This

damage doubles on those sensitive to spirit energies. The caster cannot attack multiple targets until 5th game level. This spell carries the

Eldritch spell type.



Sand Armor

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Ra: Caster. Du: 1d12 turns. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: An encasement of sand and earth forms around the caster acting as a protection against physical attacks. Sand Armor acts as a full body suit of

armor with a Heavy RR (-4% agility) and 35 DR physical. Sand Armor stacks with already existing armor. This spell carries the Eldritch spell

type.





Sand Blasting Storm

Ra: 30 Yard Radius. Du: 1d12 Turns. Sl: 12 Square Yard Area. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell conjures a localized sandstorm which hits the targets with a massive wall of wind and sand. The targets suffer 1d12 physical damage

per game level of the caster. Damage is dealt each turn that the storm continues. Subjects that are within the storm may make an Agility check

to exit. This spell carries the Eldritch spell type.





Sand Fingers

Ra: Caster. Du: Until Dispelled. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to temporarily convert their hands to sand. Once converted to sand the character can spread the sand out and

manipulate it at will to form long tendrils or nets of sand. The sand can feel things on contact just like the caster’s normal fingers but with more

precise detail due to its small size. The caster can shape their sand appendages as they wish expanding them to as large a space as a 15 square

foot area, they can even form primitive tools but be warned that the character feels normally through the sand using them as weapons or armor

will deal damage to the character just like misuse of their natural hands. When the caster dispels the spell their hands will quickly shrink back to

normal. This spell carries the Eldritch spell type.





Sand Snake

Ra: Line Of Sight. Du: Instant Or Until Dispelled. Sl: 1 Target Until 5th Level. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell conjures a volume of sand in the shape of a snake that chases down and bites its targets dealing 2d12 physical damage per game level

of caster. The caster cannot attack multiple targets until 5th game level. The snake is made out of animated sand and will repair itself if it is

hacked or blast apart, it cannot be killed, it moves at the casters standard movement speed. A target which sees the shadow snake can make an

agility check to avoid the bite but the snake will continue chasing the character down until it succeeds its bite attack or it is dispelled by the

caster. This spell carries the Eldritch spell type.



Scorpion’s Sting

Ra: 25 Yards. Du: 1d8 Turns. Sl: 1d30 Targets. Re: End. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to conjure a number of scorpions from the ground around their targets. The spell creates 1d30 scorpions which will

sting their targets for 1d8 physical damage, and at the same time inflict a poison that deals 1d8 in poison damage every turn the spell is in effect.

Poison from multiple stings will stack. After the first sting a scorpion disappears crumbling back to dust. This spell carries the Eldritch spell

type.

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Ice Mummy Spells

The following spell book is designed for use with the Ice Mummy subclass of the Mummy Advanced Class.



Definitions of abbreviations:

Ra: range- how far away the target can be from the caster.

Du: duration- how long the spell lasts (instantaneous or number of turns).

Sl: spell limit- the size of the area affected or number of people affected.

Re: resistance- any special resistance method other than react and dodge or avoidance.

Eq: equipment- items required to equip the spell.

De: description- explains and describes the spell and its effects.





5th Level Ice Mummy Spells

Arctic Sleigh

Ra: Caster. Du: Until Dispelled. Sl: 1 Chariot Per 3rd Level. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to summon a mystical chariot. The character can summon one sleigh per third game level and each chariot can carry

4 characters of normal human size. The sleigh and horse teams mystically form into existence near the caster. Each chariot has 4DP/4EP in

vehicle scale and can move at the Speed 10 in relation to the caster. The sleighs are designed for winter but their runners can pass through any

terrain including water as though it were covered in thick snow. To direct the sleigh the rider must simply tell the horses where to go, the horse

has no concept of local geography and must be guided at all times but otherwise drives itself. These sleighs will serve the caster until they are

dispelled, at which point they simply vanish into thin air. The sleighs are considered dispelled when the caster says they aren’t needed or when a

sleigh is unused for more than 5 minutes of game time. This spell carries the Eldritch spell type.





Aura of Pain

Ra: Line Of Sight. Du: 1 Turns Per Level. Sl: 1 Target. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes the target to be engulfed in an aura that deals pain directly to their nervous system causing 1d8 in damage per game level of

caster each turn. The target must make an Endurance check or be Overcome with pain for the duration. This spell carries the Eldritch spell type.



Bitter Chill

Ra: 100 Yards. Du: 1d10 Turns Per Level. Sl: 1 Target Per Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes the air around the targets to drop rapidly. This spell over the span of a turn drops the temperature around the targets from its

normal room temperature range to as low as -120 degrees. This effect will inflict 10 cold damage each turn of the duration. If the targets do not

make an Endurance check they will be rendered Unconscious due to Hypothermia. This spell carries the Eldritch spell type.





Exploding Ice Globes

Ra: Caster. Du: Instant. Sl: 2 Targets Per Level. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell conjures into the caster’s hand a bowl of crystal spheres made of sparkling blue ice. The caster can then throw each of the globes

causing them to explode on impact. Each sphere deals 1d10 physical damage on impact. The bowl contains a total of 2 globes per level of

caster making the total amount of damage equal to the total number of globes. The explosion deals damage to a 5 foot area and everything in it.

This spell carries the Eldritch spell type.





Frost Breath

Ra: Caster. Du: 1d6 Turns. Sl: 1 Target. Re: End. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to breathe a gust of liquid nitrogen. This breath will instantly freeze that one target unless they make an Endurance

check. If the resistance roll is failed the target freezes solid for 1d6 in turns. If the resistance is successful the target will fail to freeze but will

still suffer be Debuffed Physical Actions 20% for 1d6 turns. This spell carries the Eldritch spell type.





Frost Shard Spray

Ra: Line of Sight. Du: 1d4 turns. Sl: 1 Target. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes a fine mist of razor sharp ice shards to spray from the caster at the target. Spray deals 1d10 physical damage per game level of

caster, to a maximum of 8d10, each turn for the duration. Though the spell limit dictates only one target the caster can choose to redirect this

spray at the beginning of each turn, the caster cannot however use this spell to attack multiple targets in the same turn. This spell carries the

Eldritch spell type.





Glacial Phantom

Ra: 100 Yards. Du: 1d12 Turns. Sl: 1 Target. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures into being an astral being resembling a frozen corpse. For all intents and purposes the Apparition is a clone of the caster

having the same DP/EP, stats, and alignment of as the caster. The apparition lacks the abilities of the caster and instead will utilize a series of

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Throwing Blades for ranged combat that does 2D8 damage or a Pick Ax for melee that does 2D8+1 damage. The Apparition is an ice spirit and

has the ability to freeze objects on touch by making a Astral to Hit check (AtH.). The Apparition has the Ethereal property and as such takes half

damage from all physical attacks. This spell carries the Eldritch spell type.





Glacier Shower

Ra: 50 Yards. Du: Instant. Sl: 1 Target Per Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to conjure giant blocks of ice which drop from the sky as directed by the caster. Each block is approximately 5 cubic

feet of solid ice that drops on the target from 30ft in the air. The caster can conjure 1 block per level of caster targeting up to 1 target per block.

Each block weighs approximately 600lbs and will deal 5d30 falling damage on impact. These blocks rapidly melt away in the turn following the

attack. The caster cannot attack the same target with multiple blocks since you would end up hitting your previous block. This spell carries the

Eldritch spell type.





Hoarfrost Spikes

Ra: 50 Feet. Du: Permanent. Sl: 10ft X 5ft X 10ft Per Re: None. Eq: 10 Pages Mummy Hand

Level.

De: This spell causes a spikes made of ice to suddenly spring up from the ground. The ice spikes will form a rudimentary wall with a size of 10ft

long by 10ft high by 5ft thick with each dimension expanding by its starting size every level. The spike wall will form as directed by the caster

but the primary portion of the wall must start within the range. The wall is made of real ice and has all the properties of real ice including the

fact it will eventually melt. Though the maximum size of the spike wall created is listed above the caster can shrink it as small as its starting size

when cast but no smaller than this. This spell carries the Eldritch spell type.





Ice Clone

Ra: 5 Yards. Du: 1d4 Turns Per Level. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: Ice forms an exact replica of the caster right down to their equipment. The clone produced is remotely controlled by the caster by rolling C.P.

checks. It has all the abilities of the caster and its equipment works the same except that any piece of equipment removed from clone reverts to

ice instantly and will melt. The clone is generated within 5 yards of the caster then can be moved freely. This spell carries the Eldritch spell

type.





Ice Flow Bridge

Ra: Line Of Sight. Du: 40 Turns. Sl: 10 Square Foot Area. Re: None. Eq: 10 Pages Mummy Hand

De: This spell generates a 10ft square platform of ice which can be moved at Speed ½ to reach any location. The platform can travel any distance by

spanning 10 square feet at a time. While an individual is standing on a portion of the platform it will remain stable but after pressure is removed

that portion of the platform can melt and be rearranged at the caster’s will. This spell carries the Eldritch spell type.





Ice Lens

Ra: Caster. Du: Until Dispelled. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures a crystal monocle through which the caster can see. The monocle can see through all natural vision impairing conditions

including Darkness, Fog, Blinding Light, and so on negating the Blinded, Confused, and status’s caused by illusions. The Monocle can see

through all natural and magical impairments including both mental and magical illusions This spell carries the Eldritch spell type.





Acid Spray

Ra: Line Of Sight. Du: 1d4 Turns. Sl: 1 Target. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes a fine green mist to spray from the caster’s body at a single target. The spray sticks to the target dealing 1d4 per game level of

caster for 1d4 turns. During the duration the target is unable to do anything unless they make a successful Resist on Endurance check. This spell

carries the Eldritch spell type.





Ice Mirror Shield

Ra: Caster. Du: 2d10 Turns. Sl: Caster. Re: Special. Eq: 10 Pages Mummy Hand

De: This spell conjures a tower shield made of ice and frost polished to a mirror shine. This shield acts as a normal tower shield with Medium RR (-

2% agility) and Physical DR and Magical DR All Damage. The important feature is that whenever the shield is used to prevent damage it will

reflect all or part of that damage back on the attacker. Ice Mirror Shield will reflect 1d12 physical or magical damage per game level of caster

back on the attacker. This spell carries the Eldritch spell type.





Iceberg Titan

Ra: Caster. Du: 2d6 Turns. Sl: Caster. Re: None. Eq: 10 Pages Mummy Hand

De: This spell allows the caster to encase themselves in a colossal body made of ice. This giant body is 4 times the size of their original one with 4

times the DP/EP and has all of the same abilities plus a susceptibility to fire damage. Damage dealt by physical attacks is multiplied by 4 due to

this size difference. At the end of the duration the ice body melts rapidly and any damage taken to the giant form which hasn’t reached below

the characters original DP is forgotten. During the effect of Iceberg Titan the character and all of their equipment is encased inside the chest of

the ice body. This spell carries the Eldritch spell type.

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Internal Chills

Ra: 50 Yards. Du: Instant. Sl: 1 Target. Re: Bod. Eq: 10 Pages Mummy Hand

De: This spell causes the internal temperature of the target to plummet rapidly. This sudden loss of body heat inflicts 20 points of cold damage per

game level of caster regardless of resistance. If the target fails their resistance roll they become Confused for 1d6 turns, at the end of this period

they will go Unconscious. This spell carries the Eldritch spell type.





Internal Energy Surge

Ra: Line Of Sight. Du: Instant. Sl: 1 Target Until 5th. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes massive amounts of energy to back up inside the target causing them to take 1d12 spirit damage per game level of caster. This

damage doubles on those sensitive to spirit energies. The caster cannot attack multiple targets until 5th game level. This spell carries the

Eldritch spell type.



Snow Pack

Ra: 50 Yards. Du: 1d12 Turns. Sl: 100 Foot Diameter. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell conjures a heavy storm which drops a mixture of snow, sleet, and hail which pelts the ground and packs into rock hard drifts. Those

within the snow storm are pelted with ice and snow taking 1d12 ice damage per turn in the storm and may become frozen Prone in the drifting

snow if they fail their Agility Check. Note: when all 3 Snow Storm spells are cast in the same turn a localized snow storm occurs dealing the

effects of all of the spells to everything within a 50 Yard Radius. This spell carries the Eldritch spell type.





Snow Screen

Ra: 50 Yards. Du: 1d12 Turns. Sl: 100 Foot Diameter. Re: End. Eq: 10 Pages Mummy Hand

De: This spell conjures a thick and wet snow storm which collects thick drifts making it hard to move. Those within the snow storm become bogged

down in the thick heavy snow drifts having their Speed reduced by ½ and must make an Endurance Check. Those who fail their Endurance

check are Overcome by the snow. Note: when all 3 Snow Storm spells are cast in the same turn a localized snow storm occurs dealing the effects

of all of the spells to everything within a 50 Yard Radius. This spell carries the Eldritch spell type.





Snow Shroud

Ra: 50 Yards. Du: 1d12 Turns. Sl: 100 Foot Diameter. Re: C.P. Eq: 10 Pages Mummy Hand

De: This spell conjures a blinding snow storm which reduces visibility and hearing within its area of effect to zero. Those within the snow storm are

Blinded and Deafened and must make a C.P. check or become Confused. Note: when all 3 Snow Storm spells are cast in the same turn a

localized snow storm occurs dealing the effects of all of the spells to everything within a 50 Yard Radius. This spell carries the Eldritch spell

type.





Winter Spring

Ra: Caster. Du: 1d12 Turns. Sl: 10 Foot Radius. Re: None. Eq: 10 Pages Mummy Hand

De: This spell causes geysers of fresh water to spring from the ground and freeze solid around the caster. These geysers form an enclosure around

the caster that is approximately 10 foot in radius with walls 2 feet thick. The wall has DP/EP equal to that of the caster and will only melt when

dispelled by caster or at the end of the duration. The geysers form a protective barrier which can function in many ways. It can be used as

shelter, a defensive wall if necessary, or even as cage trap. Winter Spring’s ice geysers are also made of pure untainted water which could be

used as potable drinking water if necessary, though mummies don’t need to drink. This spell carries the Eldritch spell type.

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Jade Mummy Spells

The following spell book is designed for use with the Jade Mummy subclass of the Mummy Advanced Class.



Definitions of abbreviations:

Ra: range- how far away the target can be from the caster.

Du: duration- how long the spell lasts (instantaneous or number of turns).

Sl: spell limit- the size of the area affected or number of people affected.

Re: resistance- any special resistance method other than react and dodge or avoidance.

Eq: equipment- items required to equip the spell.

De: description- explains and describes the spell and its effects.





5th Level Jade Mummy Spells

Breath of the Typhoon

Ra: Caster. Du: Instant. Sl: 10 Yard Radius. Re: Agil. Eq: 10 Pages Mummy Hand

De: This spell calls a pair of magical fish into being swimming around the caster’s hand. One fish is made of air the other water. The fish swim in a

circle chasing each other causing a large ripple of water and air to expand outward generating a maelstrom around the caster’s position. Those

within the 10 yard radius suffer 1d12 physical damage per game level of caster. All within 5ft of the caster are pushed backwards away from

caster and maybe knocked Prone unless they make an Agility check. The caster is unaffected by the spell. Note: when all 3 Typhoon spells are

cast in the same turn a localized typhoon occurs dealing the effects of all of the spells to everything within a 50 Yard Radius. This spell carries

the Eldritch spell type.



Dragon Spirit

Ra: 200 Yards. Du: 1d12 Turns. Sl: 200 Yards. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures into being a guardian dragon spirit. The dragon resembles the traditional dragon spirits of the caster’s people. Its stats are

cloned from the caster including its DP/EP, and Alignment. The Dragon has the Unlimited Flight ability and Bite and Claw Attacks that deal

2D12 damage each. The Dragon also has the ability to break astral flame which deals 1d20 damage per second game level of caster. This spell

carries the Eldritch spell type.





Dream

Ra: 12 Yards. Du: 1d4 Turns Per Level. Sl: 1 Target. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes a single target to become extremely fatigued and likely to fall asleep. The target becomes instantly exhausted and must make a

Moderate Will Power roll or fall asleep for the duration. If they succeed their save the exhaustion effect still continues requiring the target to

make a fatigue check each turn or be unable to act. This spell carries the Eldritch spell type.





Exploding Figurine

Ra: Line Of Sight. Du: Instant. Sl: Multiple Targets Only. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures a small terracotta figurine to form in the casters hands. This figure is generally about 5 inches tall and can form any shape

desired by the caster. The figure will then march to a location of the casters choosing where it will explode in a massive blast of fiery shrapnel

that deals 2d20 in damage per game level of the caster divided among those affected. If the figurine is damaged it detonates immediately. This

spell carries the Eldritch spell type.





Fiend Façade

Ra: Caster. Du: 1d12 Turns. Sl: Caster. Re: C.P. Eq: 10 Pages Mummy Hand

De: This spell gives the caster the appearance of a demon to those looking on. Though the character’s actual physical appearance and powers have

not changed those who look upon the caster during the duration must make a C.P. Check or be Overcome with Fear. The caster’s attacks against

those overcome gain a 1D30 Astral Damage bonus. This spell carries the Eldritch spell type.





Flash of Brilliance

Ra: Line Of Sight. Du: Instant. Sl: 1d4 Targets Per Level. Re: None. Eq: 10 Pages Mummy Hand

De: This spell generates a flash of brilliant white light similar to the flash that happens during a lighting strike. The flash occurs like a flair directly

in front of the targets and those who are not targeted cannot see the flash at all. Those affected by the spell will be Blinded for the next 4 turns.

Those sensitive to light will suffer 1d10 Light damage per game level of caster. This spell carries the Eldritch spell type.





Forerunner’s Tempo

Ra: 12 Yards. Du: 1d12 Turns. Sl: 1 Target Per Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell allows the caster and a select few others to move faster thanks to the aid of their ancestral spirits. This spell grants the character an

additional Non-Action and Public Action each turn during the spells effect. After the character has taken their extra action normal penalties for

multiple actions are accrued. At the end of the duration those effect by the spell make actions normally once more. This spell carries the

Eldritch spell type.

560211f9-7806-40c6-80ab-27c9322a2301.doc - 16 - 8/20/2009









Great Wall

Ra: Line Of Sight. Du: 1d12 Turn Per Level. Sl: 10ft X 5ft X 10ft Per Re: None. Eq: 10 Pages Mummy Hand

Level.

De: This spell conjures a wall made of shimmering translucent jade blocks that drops from the sky into place where directed. The wall itself is semi-

transparent, and can be seen through in a similar manner to colored glass but it is unbreakable. The wall is 10ft long, by 5ft wide by 10ft high

per game level of caster. The falling wall deals no damage to those who are in its way but it does push them instantly to one side of the wall or

the other. The wall is solid for its duration and can actually be used as a defensible wall if desired or simply as a barrier. The wall’s shape and

design is up to the caster, the character can form the wall into a variety of shapes including making small defensible fortresses if need be. At the

end of the duration the wall raises back into the sky brick by brick as mysteriously as it came. This spell carries the Eldritch spell type.





Imperial Decree

Ra: 100 Yards. Du: 2 Turn Per Level. Sl: 1d30 Targets. Re: Special. Eq: 10 Pages Mummy Hand

De: This spell causes a befuddling effect on a small group of people around the caster. This confusion convinces those effected that the caster is a

royal emissary. While in effect commands issued by the caster are interpreted as royal commands such as those given by a King or Emperor.

The royalty in question will always be the royalty which is most important to the target. Those affected will be convinced that disobedience will

carry the punishments associated with treason. Unfortunately some beings might be inclined to disobey the commands of royalty anyway in

which case this spell has little effect. In the minds of those effected the character is a royal envoy and will be treated as such during the spells

duration, if that means obeying them fine if it means kidnapping them and holding them for ransom that’s fine too. This spell carries the Eldritch

spell type.





Internal Energy Surge

Ra: Line Of Sight. Du: Instant. Sl: 1 Target Until 5th. Re: End. Eq: 10 Pages Mummy Hand

De: This spell causes massive amounts of energy to back up inside the target causing them to take 1d12 spirit damage per game level of caster. This

damage doubles on those sensitive to spirit energies. The caster cannot attack multiple targets until 5th game level. This spell carries the

Eldritch spell type.



Jade Flame

Ra: 150 Yards. Du: Instant. Sl: 1 Target Per Level. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures a ball of green flame which launches at the spell targets. The flame is both deals both fire damage and astral damage and

doubles against those sensitive to either damage type. It deals 1d12 damage per game level of caster. This spell carries the Eldritch spell type.





Poison Darts

Ra: 25 Yards. Du: Instant. Sl: 1d4 Targets Per Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell conjures a number of mystic darts which launch from the caster’s hand to strike targets. There are 1d4 darts per level of caster each

able to hit one target. Each dart deals the caster’s P.P. Bonus worth of physical damage plus 3d4 poison damage each turn for 4 turns. Target

may make an Endurance Check to half damage. This spell carries the Eldritch spell type.





Ronan Spirit

Ra: 100 Yards. Du: 1d12 Turns. Sl: 1 Target. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures into being an astral being resembling a swordsman. For all intents and purposes the spirit is a clone of the caster having the

same DP/EP, stats, and alignment of as the caster. The spirit lacks the abilities of the caster and instead will utilize a Long Bow for ranged

combat that does 2D10 damage or a Sword for melee that does 1D20+1 damage. The spirit is a master swordsman and has the ability to target

objects separate from their user by making a Weapon Skill: Swords check (Bod.). The spirit has the Ethereal property and as such takes half

damage from all physical attacks. This spell carries the Eldritch spell type.



Seek the Wisdom of the Ancestors

Ra: Caster. Du: 1 Turn Per Level. Sl: 1 Question Per Level. Re: None. Eq: 10 Pages Mummy Hand

De: This spell calls upon the spirits of the caster’s ancestors to find the answer to a question. The caster casts the spell and asks a question

concerning a hidden or concealed piece of knowledge or information. The ancestor will only answer one question on this subject per level of

caster once the question or questions are answered the connection with the ancestors disappear and will not appear again until summoned with

this spell regarding a different question. The answer of the question is always accurate though the preciseness of the answer and its helpfulness

are not always the best. This spell carries the Eldritch spell type.





Sudden Haze

Ra: 100 Foot Radius. Du: 1d4 Turns Per Level. Sl: 100 Foot Radius. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures a rapidly thickening blue-white haze the obscures the area of effect. The caster and anyone within the area of effect can see

out of the fog in a slightly blurry manner but no one can see into the fog. Attacks directed into the fog are treated as if the enemy were Blinded.

Those launched from inside the fog are treated normally. At the end of the duration the haze dissipates allowing normal vision. This spell

carries the Eldritch spell type.

560211f9-7806-40c6-80ab-27c9322a2301.doc - 17 - 8/20/2009









Swarm of Praying Mantis

Ra: 100 Yards. Du: Instant. Sl: Multiple Targets Only. Re: None. Eq: 10 Pages Mummy Hand

De: This spell conjures into being a swarm of golden praying mantises which swarm at the targets of the spell biting and slashing. The spell

summons a total of 1d10 mantises per level of caster with each mantis dealing 1d4 physical damage +P.P. Bonus of caster. The total damage is

divided among the targets. This spell carries the Eldritch spell type.





Teeth of the Typhoon

Ra: 100 Yards. Du: Instant. Sl: 1 Target Per Level. Re: None. Eq: 10 Pages Mummy Hand

De: This spell calls a shard of lightning to the caster’s hand which then strikes out at the targets. This shard of lightning will fork and twist to avoid

objects intervening between the caster and target. The shard deals 2d6 per game level of caster worth of electrical damage. Damage doubles on

those sensitive to electricity. Note: when all 3 Typhoon spells are cast in the same turn a localized typhoon occurs dealing the effects of all of the

spells to everything within a 50 Yard Radius. This spell carries the Eldritch spell type.





Venomous Smoke

Ra: Line Of Sight. Du: 1 Turn Per Level. Sl: 1 Target Per Level. Re: End. Eq: 10 Pages Mummy Hand

De: This spell conjures a cloud of noxious, toxic smoke which the caster directs at their targets. Guided by the caster, the vapor can attack 1 target

per game level of caster each turn of the duration. Targets attacked suffer 1d6 poison damage per game level of caster to a maximum of 8d6.

Targets may make an Endurance check to half the damage. This spell carries the Eldritch spell type.





Visible Invisibility

Ra: Caster. Du: 1d12 Turns. Sl: Caster. Re: C.P. Eq: 10 Pages Mummy Hand

De: This spell conjures a strange illusion which makes people ignore the caster. Though the caster remains visible and audible they are unable to be

seen or heard by individuals who have not made resistance. While in effect the caster could stand right in the middle of a crowded room

screaming and go completely unnoticed. While the caster remains unnoticed the casters actions do not, moved objects, mysterious foot prints, or

strange ghostly contacts may be noticed by those present, for the most part they are likely to be ignored. For practical terms, even though the

caster is still unnoticeable, attacking will dispel this effect since most people are observant enough to notice when they are struck. This spell

carries the Eldritch spell type.





Voice of the Typhoon

Ra: 100 Yards. Du: Instant. Sl: All Present. Re: C.P. Eq: 10 Pages Mummy Hand

De: This spell calls a ball of compressed air into the caster’s hand which then blasts out like a thunder clap. Those within the range suffer 1d20 sonic

damage per game level of caster if they fail their resistance roll. Those sensitive to sound will suffer double damage. Regardless of whether

they succeed with resistance they are considered Deafened for 1d6 turns after the spell is cast. The caster is unaffected by the spell. Note: when

all 3 Typhoon spells are cast in the same turn a localized typhoon occurs dealing the effects of all of the spells to everything within a 50 Yard

Radius. This spell carries the Eldritch spell type.



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