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Superhuman Ways,
Body Mage Base List

Copyright Mason Matchak ©2001

Edited by Rich Kirkland for The Guild Companion

Superhuman Ways, Body Mage Base List

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Leaping I

caster

1 Rd/Lvl

self

U

2)

Stretch I

caster

1 Rd/Lvl

self

U

3)

Speed I

caster

1 Rd/Lvl

self

U

4)

Super I

caster

1 Rd/Lvl

self

U

5)

Magic Resistance I

caster

1 Rd/Lvl

self

U

           

6)

Stretch III

caster

1 Rd/Lvl

self

U

7)

Leaping III

caster

1 Rd/Lvl

self

U

8)

Speed III

caster

1 Rd/Lvl

self

U

9)

Regeneration I

caster

C

self

U

10)

Invulnerability I

caster

1 Rd/Lvl

self

U

           

11)

Magic Resistance II

caster

1 Rd/Lvl

self

U

12)

Superhuman Minor

caster

1 Rd/Lvl

self

U

13)

Spider-Sense

caster

1 Rd/Lvl

self

U

14)

Regeneration II

caster

C

self

U

15)

Super II

caster

1 Rd/Lvl

self

U

           

16)

Magic Resistance III

caster

1 Rd/Lvl

self

U

17)

Invulnerability II

caster

1 Rd/Lvl

self

U

18)

Super III

caster

1 Rd/Lvl

self

U

19)

Hyper-Sense

caster

1 Rd/Lvl

self

U

20)

Superhuman Major

caster

1 Rd/Lvl

self

U

           

25)

Invincibility Minor

caster

1 Rd/Lvl

self

U

30)

Invulnerability III

caster

1 Rd/Lvl

self

U

35)

Regeneration III

caster

1 Rd/Lvl

self

U

40)

Invincibility Major

caster

1 Rd/Lvl

self

U

50)

Superhuman True

caster

1 Rd/Lvl

self

U

1. Leaping I: Caster is able to leap up to 50' laterally or 20' vertically. A maneuver may be needed to ensure a safe landing.
2. Stretch I: Caster is able to stretch one of his/her limbs one foot for every two of the caster's levels.
3. Speed I: Caster is able to move at double his/her usual movement rate.
4. Super I: Caster gains +5 to all actions. This does not apply to OB, DB or crit rolls.
5. Magic Resistance I: Caster gains +10 to his/her RR for one realm of magic, specified at the casting of the spell.
6. Stretch III: As Stretch I, but caster can stretch two limbs one foot per level.
7. Leaping III: As Leaping I, but caster is able to leap up to 100' laterally or 50' vertically.
8. Speed III: Caster is able to move at quadruple his/her usual movement rate.
9. Regeneration I: While caster concentrates, he/she heals 1 hits per round.
10. Invulnerability I: Caster reduces all crits by one severity and prevents the first 5 hits of damage taken from the first attack per round.
11. Magic Resistance II: As Magic Resistance I, but the bonus is +20.
12. Superhuman Minor: Caster is able to use two lower spells (any from 1-11) from this list simultaneously.
13. Spider-Sense: Caster is able to detect something that is an immediate threat to him, and react appropriately. This sense acts freely of the other five.
14. Regeneration II: As Regeneration I, but caster heals 2 hits per round.
15. Super II: Caster gains +20 to all actions. This does not apply to OB, DB or crit rolls.
16. Magic Resistance III: As Magic Resistance I, but the bonus is +30.
17. Invulnerability II: Caster reduces all crits by two severities and prevents the first 8 hits of damage taken from the first attack per round.
18. Super III: Caster gains +25 to all actions.
19. Hyper-Sense: Caster gains +30 to any roll using any of the five senses, specified at the time of casting.
20. Superhuman Major: Caster is able to use three lower spells (any from 1-19) from this list simultaneously. This spell cannot be used in conjunction with Superhuman Minor.
25. Invincibility Minor: For the duration of this spell, the caster will take no damage from non-magical weapons. Spells, special crits, and magical weapons will still affect him/her.
30. Regeneration III: Caster heals 4 hits per round for the duration of the spell.
35. Invulnerability III: Caster reduces all crits by three severties and prevents the first 15 hits of damage taken from the first attack per round.
40. Invincibility Major: as Invincibility Minor, but the caster will take no damage from non-magical weapons and takes damage on the Super Large Critical Chart.
50. Superhuman True: Caster is able to use one spell from this list each round.

Note: Unless one of the Superhuman spells is used, the caster cannot have more than one of these spells affecting him/her at once.


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