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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 |
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Lvl |
Spell
|
Area of Effect
|
Duration
|
Range
|
Type
|
1)
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Leaping I
|
caster
|
1 Rd/Lvl
|
self
|
U
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2)
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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)
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Magic Resistance I
|
caster
|
1 Rd/Lvl
|
self
|
U
|
| |
|
|
|
|
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6)
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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
|
| |
|
|
|
|
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11)
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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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