[net.games.frp] Time spells for you

erik@resonex.UUCP (Erik Guttman) (07/28/84)

	I just finished M. A. R. Barker's book MAN OF GOLD.  I found it very in-
spiring.  The possibilities of intricate and "complete" fantasy worlds rarely 
are tapped.  Barker's Tekumel is a mountain of inspiration.  Personally, I enjoy
creating my own mountains.  This doesn't diminish my pleasure at observing the 
accomplishments of others.  We'll see to what degree that each of us are satis-
fied with our own 'mountains.'

	I will extend the list of Time Spells yet another 2 levels, into the
NET.   And they go like this:

Level 5:

Temporal Retreat: (TIME DOOR OTHERS): Range 120', duration: instant.
	The victim must save or be teleported back to the position in space that
	s/he occupied 1d6 seconds (per caster level) ago.

Solitude of the Frozen Instant: (TIME WARP): Range: Self, Duration: Instant.
	The mage is the only thing which is able to move, as he is 'between
	moments'.  All else is frozen in place except his body and the air, 
	(or other gasses).  He has 3 seconds per level to move in any way he
	can.  To all onlookers this is a TELEPORT spell, as the mage disapears
	from one spot and reappears in another simultaneously.  Another note
	is that magic will not work in the Frozen Instant.  Note that nothing
	but nothing may be moved or effected during the frozen instant.

Countercasting: Range: 240', Duration: Amount of time necessary for the victim
	to cast his spell or more.  The the victim of this spell is the caster
	of another spell.  The Counter Casting will be doing the equal and opp-
	osite magic as the victim's magic.  The result is that if the caster
	is 4 levels higher that the victim, the spell will never occur, it will 
	be an impasse, nothing will happen either way.  If the victim is three
	levels less than the caster or more, then the TIME of CASTING of the 
	victim's spell will be three times as long.

Precasting: Range: none, duration: 1 minute per level squared.
	A spell is cast into a web of timeless filiments in one's palm instead 
	of into the outside world.  The spell may be released at any time up
	to the spell's duration.  If it hasn't been released and the duration
	runs out the spell goes off on the mage him/herself!  Note also that the
	hand that holds the spell is useless for any other purpose.

Forecasting:  Range: 360' radius, Duration: 1 second per level into the future.
	The magic in the process of being released in the radius will become
	known the the caster, if it will be finalized within the duration of 
	his/her future-duration.  Roll percentile dice to determine how much 
	s/he will learn of the releasing forces.

Simulcasting: Range: Self, Duration: For the casting of the component spells.
	The mage will become split into two distinct time dialations.  Half of 
	his or her body, mind, soul, etc. will cast one spell, while the other
	half casts another!  The effect is that the caster gets off two spells
	in the time it would take to do one.  The caster will receive four times
	the fatigue, and be unable to cast anything for eight times the longest
	of the casting times of the two spells simulcasted.

Synchrocasting: Range: 10' radius, Duration: the casting of a spell.
	Two mages + 1 per 2 levels over ninth may be synchronized together by
	the caster of this spell.  The result is that the linked mages who cast
	the same spell will add their levels together into the casting of a 
	single spell.  Example:  A twelfth level time mage may link together
	three mages casting the same spell.  Say that one is L3, another is L5
	and the last is L11.  The results will be as though produced by a L19 
	caster.

Level 6:

Wall of Severence: (STOP WALL) Range: 120', Duration: d6 seconds per level.
	A 10' high, 10' wide square of wall is produced for each 3 levels of
	caster.  All objects entering the opaque black wall ( it is only a
	fraction of an inch thick) will leave it when the duration is over. 
	They will feel as though they are moving straight through, but in 
	actuality they are 'missing' several seconds of real time.

Timeport: Range: 1 second per level squared.  Duration: instant.
	The caster skips all intervening time between the moment the spell is
	cast and the desired moment in the future.  The destination may be any
	moment up to and including the maximum possible 'range.'  Note that this
	is identical to a teleport, except teleportation skips intervening space
	in no time, whereas timeportation skips intervening time without moving
	in space.

Future at a Moment's Glance:  Range: 250' per level, Duration: 5 mins. per lev.
	The caster's awareness stays at the place he cast the spell until he
	or she decides to return to their body or the duration runs out.  The 
	caster's body will be completely without ability to move, as the mind
	is 'elsewhere.'  It may be carried, though.  This spell is very useful
	for leaving a 'sentry' or a difficult to detect 'spy' in one's path.
	Note that the caster's soul is left in the casting place, all too vul-
	nerable to undead detection and attacks.

Future History: (TRACING POSSIBLE FUTURES): Range: 100 miles, Duration: A look
	1 day into the future per level squared.  This requires a 4 hour casting
	ritual and 24 hours of dreaming afterwards.  The results are the forsee-
	able futures in the area, of the largest possible scale, GIVEN WHAT THE 
	caster ALREADY KNOWS.  This gives the GM a chance to piece together bits
	of experience and culture the character may possess into a clear state-
	ment to the player.

Transient Deliverance: (TEMPORARY ESCAPE): Range: 10' radius + 1'/3 levels. 
	Duration: 10 seconds per level.  A Sphere appears which is a shell out-
	side of time and space.  It is impermeable to all but dispells, demons,
	undead, and other time magic.  Those inside the sphere experience six
	times the normal elapsing of time.  This can give a group time to heal,
	etc. in a relatively safe ball.  Note that no air can come in, so a very
	cautious mage would limit the number of those he gave refuge to avoid 
	suffocation.


	Have any of you come up with entirely new types of magic?  I'd really
like to see them.  I wonder why so much time and energy is spent discussing
the nuances of a limiting and stagnant rulesystem (I am blatantly referring to
the TSR genre.)  How many people abide by the same list of magic spell/treasure/
monster creations, year after year?  Am I being elitist at calling this behavior
reactionary?  Defend yourself.  

	I mean no offense, I merely cannot understand voluntarily locking 
oneself in a box.  Someone else's box.

	Quite the endless frontier,

	Erik Guttman.