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Phanton's Movements

Nightblade Training Package List

Copyright Glen E. Terry, 2000

Level

Spell

Area of effect

Duration

Range

1

Landing

Self

---------

Self

2

Body Control

Self

1 maneuver

Self

3

Water Vision

Self

10 min/lvl

100’

4

Phantom Step

1’ Radius

1 min/lvl

Self

5

Underwater Movement

Self

10 min/lvl

Self

6

Spider Climb

Self

1 min/lvl

Self

7

Leap

Self

1 round

Self

8

Long Dive

Self

--------

Self

9

Water Breathing

Self

10 min/lvl

Self

10

Cling

Self

1 min/lvl

Self

11

Wall Walking

Self

1 min/lvl

Self

12

Phantom Landing

Self

---------

Self

13

Wall Running

Self

1 min/lvl

Self

14

No Sense

Self

C

Self

15

Wind Walking

Self

1 min/lvl

Self

16

Stillness

Self

4 hr/lvl

Self

17

Water Dwelling

Self

10 min/lvl

Self

18

Airless Lungs

Self

10 min/lvl

Self

19

Merge

Self

1 min/lvl

Self

20

Ceiling Walking

Self

1 min/lvl

Self

25

Wind Riding

Self

C

Self

30

Mote Form

Self

1 min/lvl

Self

50

Wind Ride

Self

1 min/lvl

Self

  1. Landing: Allows the caster to land safely in a fall of up to 20’/lvl, and to take that distance off the severity of any longer fall.
  2. Body Control: adds 50 to any one maneuver involving balance, or +25 to leaping or contractions.
  3. Water Vision: Allows caster to see up to 100’ underwater in clear conditions, and 10’ in even the most murky waters.
  4. Phantom Step: Caster can move silently, so long as he does not cause a sound to originate more than 1’ from his body.
  5. Underwater Movement: Caster can take action underwater as if on land.
  6. Spider Climb: Caster may move along (half walking pace) any solid service angled up to 90 degrees so long as he maintains at least a 3 point contact with the surface (i.e., both feet and one hand or both hands and one foot). The GM may require a moving maneuver roll each round with the difficulty based upon the surface and angle of the surface.
  7. Leap: Caster may leap up to 5’/lvl laterally or 2’/ lvl vertically in the round that the spell is cast.
  8. Long Dive: Caster can safely dive up to 50’/lvl if the water deep enough is present.
  9. Water Breathing: Caster can breathe water but not air.
  10. Cling: As Spider Climb except that the caster can move along and cling to any surface, even ceilings.
  11. Wall Walking: As Spider Climb caster only needs to maintain a 2-point contact and may move at a full walking pace.
  12. Phantom Landing: Allows caster to land safely from any fall 99% of the time, and he makes no sound when he lands.
  13. Wall Running: As Wall Walking caster may move at a running pace (only 1 point contact required).
  14. No Sense: As Invisibility on the Open Mentalist list: Cloak, except that the caster is also undetectable by smell and sound and the spell only lasts as long as the caster concentrates.
  15. Wind Walking: Caster can walk on air if there is a wind blowing. However he may not walk "against" the wind.
  16. Stillness: Caster is able to assume a death-like sleep state. He will appear to be dead by his physical sings. Caster must establish a signal and/or duration when the sleep will end, up to a maximum of 4hrs/lvl. The caster will be very difficult to waken (-70) without a proper signal or before the duration is over. During the sleep, the caster heals and requires only 10% of normal bodily needs (e.g., air, food, etc.).
  17. Water Dwelling: Combines the effects of Watervision, Waterlungs, and Water Maneuvering.
  18. Airless Lungs: Caster does not need to breathe to survive for the duration.
  19. Merge: Caster can merge into any solid, inanimate material (up to body +2’ depth). Caster may move freely while merged (up to 10’/rnd). Caster can ‘see’ out of the material if within 6" of the surface. Caster can cast spells on self while merged.
  20. Ceiling Walk: As Wallwalking except that the caster can walk on any solid surface (includes ceilings).
  1. Windriding: Caster can run on air if there is a wind blowing. However, the wind will affect his actual movement rate (add the wind speed if moving with the wind, subtract it if moving against the wind, etc.).
  1. Mote Form: Caster takes the form of a cloud of tiny dispersed particles. While in this form, he is fully aware in all of his senses. He is able to move at a rate of 1’/round when in contact with the ground: He can seep through cracks and extend himself to become virtually invisible. However, he may not cast spells.
  1. Wind Ride: As Mote Form and Windriding except that the caster’s base movement rate (before the wind modification) is 300’/round.

Editor's Note

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