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Muscle Mastery,
Body Mage Base List

Copyright Mason Matchak ©2001

Edited by Rich Kirkland for The Guild Companion

Muscle Mastery, Body Mage Base List

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Muscle Repair I

caster

P

self

U

2)

Strength Focus I

caster

Special

self

U

3)

Strength Enhancement I

caster

1 Rd/Lvl

self

U

4)

Bulge I

caster

1 Rd

self

U

5)

Flex Minor

caster

Special

self

U

           

6)

Strength Enhancement II

caster

1 Rd/Lvl

self

U

7)

Muscle Repair II

caster

P

self

U

8)

Twitch *

caster

1Rd

self

U

9)

Strength Focus II

caster

Special

self

U

10)

Bulge II

caster

1 Rd

self

U

           

11)

Muscle Wound I

1 target

P

attack

U

12)

Strength Enhancement III

caster

1 Rd/Lvl

self

U

13)

Flew Major

caster

Special

self

U

14)

Bulge III

caster

1 Rd

self

U

15)

Musle Repair III

caster

P

self

U

           

16)

Strength Focus III

caster

Special

self

U

17)

--

--

--

--

--

18)

Muscle Wound II

1 target

P

attack

U

19)

--

--

--

--

--

20)

Feat of Strength

caster

Special

self

U

           

25)

Strength Enhancement V

caster

1 Rd/Lvl

self

U

30)

Muscle Wound III

1 target

P

attack

U

35)

Strength Enhancement True

caster

1 Rd/Lvl

self

40)

Muscle Repair True

caster

P

self

U

50)

Muscle Mastery

caster

1 Rd/Lvl

self

U

1. Muscle Repair I: Caster may repair minor damage to his/her own muscles.
2. Strength Focus I: Caster focuses his/her strength for a strike that is intended to break through something. With this spell, the caster can break through up to one inch of material with a density and structure similar to wood. The spell lasts as long as it takes to perform the action. Alternatively, this spell can grant a special +25 to the skill Power Striking.
3. Strength Enhancement I: Caster's muscles grow more powerful, adding +2 to his/her Strength bonus.
4. Bulge I: Caster gains an additional half of his/her strength bonus - i.e. if the bonus was eight, the spell would boost it up to twelve - for one round. At the end of the round, the caster is at half of his/her strength bonus for one round.
5. Flex Minor: Caster's muscles grow dramatically, doubling his/her Strength bonus for a single action. Caster loses triple the usual exhaustion points for the action performed, because of the effects of the body going back to normal.
6. Strength Enhancement II: As Strength Enhancement I, but the bonus is +4.
7. Muscle Repair II: Caster may repair medium damage to his/her own muscles.
8. Twitch: The caster's muscles gain the ability to function at a higher speed. The caster's next action in the same round will take half as long to perform. Can only be used once per round, and the action costs double the normal amount of exhaustion points.
9. Strength Focus II: As Strength Focus I, but caster can break through five inches of material similar to wood or three inches of material similar in strength to stone. Alternatively, this spell can grant a special +40 to the skill Power Striking.
10. Bulge II: As Bulge I, but the caster gains an additional half of his/her strength bonus for two rounds and is at half of his/her strength bonus for one and a half rounds afterward.
11. Muscle Wound I: This spell must be cast before the caster attacks. The caster's next strike will target the major muscles of one of the target's limbs. If the attack does over 15 hits, the limb is numb and acts at a -30. If the critical does not specify a limb, then roll a limb at random.
12. Strength Enhancement III: As Strength Enhancement I, but bonus is +6.
13. Flex Major: As Flex Minor, but caster can perform three actions and loses quadruple the number of exhaustion points for both actions performed. The actions must be done within two rounds of when the spell is cast.
14. Bulge III: As Bulge I, but the caster gains an additional half of his/her strength bonus for three rounds and is at half of his/her strength bonus for two rounds afterward.
15. Muscle Repair III: Caster may repair major damage to his/her own muscles.
16. Strength Focus III: As Strength Focus I, but caster can break through ten inches of woodlike material or six inches of stonelike material and 1 inch of metal material. Alternatively, this spell may grant a special +60 to the skill Power Striking.
18. Muscle Wound II: This spell must be cast before the caster attacks. Caster's next strike will target the major muscles of one of the target's limbs. If the attack does over 25 hits, the limb is numb and acts at a -60, and the target is stunned for one round. If the attack does between 5 and 25 hits, the limb is numb and acts at a -30.
20. Feat of Strength: Caster is able to perform one feat of extraordinary strength that would otherwise be impossible. Examples include knocking down a stone wall, jumping ten stories straight up, or felling a giant in one strike. Under normal circumstances, this cannot be used in combat. Alternatively, this spell could grant a special +100 to Adrenal Strength or Adrenal Leaping with the stipulation that neither be used in combat.
25. Strength Enhancement III: As Strength Enhancement I, but bonus is +12.
30. Muscle Wound III: This spell must be cast before the caster attacks. Caster's next strike will target the major muscles of one of the target's limbs. If the attack does over 30 hits, the limb is completely useless and the target is stunned for two rounds and at a -60. If the attack does between 5 and 30 hits, the limb is numb and acts at a 30 and stunned one round.
35. Strength Enhancement True: As Strength Enhancement I, but bonus is equal to half of the caster's level.
40. Muscle Repair True: Caster's musculature is restored to its normal state. All damage is healed and all spells altering the musculature are ended.
50. Muscle Mastery: Caster can use one spell from this list each round. Caster still takes the same effects of spells that have penalties for rounds after their use.
Note: Strength Enhancements, Bulge and Flex spells may in no way be used in conjunction with one another.


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