Non-Combat Spells


Run Like the Wind: +66" Ground Movement, PR=1/turn, CP=1

Breathe Like a Fish: (Water Breathing) 1 action to activate, PR=0, CP=5

Resiliance: (Adaption) PR=5/hour CP=14

Astral Expedition: (Astral Projection) PR=12 to use on self, PR=15 to use on a willing subject, CP=15, Character can not use any other spells or abilities while in this form unless they spend an additional 15 CP per spell or ability.

Ant Walk: Climb walls and sheer surfaces at a rate of (Str+Agil)"/turn, PR=1/hour, CP=5

Divination: (Cosmic Awareness) see pg 11, PR=10 + modifiers, CP=15

Dimensional Portal: (Dimensional Travel) Choose one dimension when the spell is learned, PR=4 for a 1"x1" portal, portal can be increased by 1" for each extra power point spent. CP=15

Wind Walk: (Flight) 90 mph (396" move), PR=1/hour, CP=6

Eyes of the Owl: (Ultraviolet vision), 1 action to activate PR=0, CP=5

Night Sight: (Infrared Vision) 1 action to activate PR=0, CP=5

Wings of Night: (Wings) 450" flying, PR=1/hour, CP=6

Summon Familiar: (Pet) Takes 1d12 days to effect. The animal's stats and abilities should be determined by the Gamemaster in concert with the player. Familiars are purchased using the same rules as pets. A player should not be allowed to use this spell more than once. I recommend for familiars that two of the following special abilities be chosen:
  1. Mental Link: The animal has a psychic link with the caster that allows them to communicate telepathically, and possibly allow the caster to see through the animal's eyes. Range is 150", PR=0, CP=5
  2. Human Voice: Animal can talk like a human in addition to making noises common to that animal. The animal may or may not talk in public, depending on its personality and the needs of its master. Even without this ability the familiar should be able to understand human speech. (Does not get Mute weakness)
  3. Super Abilities: choose one or more powers for the animal.

Resurrection: (Revivication) PR=25, CP=15

Serpentine Heal: (Regeneration) PR=1/turn, CP=14

Enslave Mind: (Mind Control) PR=20, 20" range, CP=30

Mirror Selves: Create up to 10 illusionary duplicates of the character. PR=5 to cast, PR=2/turn to maintain. Opponents must make a roll to detect the character, roll vs. Search skill if opponent is attacking, roll vs. Perception skill if opponent is being attacked by caster. If caster is hit or attacks spell dissipates and must be recast. CP=8

Create Homonculus: Preparation of a homonculus requires a large measure of the caster's blood, effectively reducing their max Power by half for one day, and the flesh and bones from any of several animals. The stats and abilities of the homonculus vary based on the type of animal used in it's creation. Note that the homonculus will not be able to be mistaken for any particular animal, but it will retain some of that animals characteristics. A normal homonculus will vary from 1-3 feet tall and is completely obedient to its creator. Due to the nature of the magic involved a caster cannot have more than one homonculus at one time. The creation spell wil take at least 24 hours to perform. Homonculi tend to be of higher intelligence than most magical constructs, so they can be given more complex instructions. If a homonculus is killed, its creator will suffer damage equal to the hit points of the homonculus. Sample statistics for homonculi will be added soon, but the homonculi is purchased with CPs the same as a pet.

Create Golem: An magically animated statue of any of several materials. A golem's stats are based on the type of material used in its creation. Tougher material will be more expensive to acquire and more difficult to shape into a humanoid form. It should take at least a week on the average to create the physical form. Once the form is created the creator must animate it with the spell. PR=(7*Structural Rating of material used) Golems are very stupid, they can be given simple instructions (5 words or less) or controlled directly by the creator. The golem must be within line of sight for the creator to control it. Any attempts to control the golem require the creator to make a successful save vs. Intelligence on d20. A saving throw is also required when giving the golem verbal instructions. It is gamemaster's discretion how often a player should be allowed to cast this spell. CP cost is based on what type of golem is created.
Golem Statistics (SR=Structural Rating)
Material:Clay/EarthGraniteBronzeIron
Weight (180*SR):720108016201800
Hit Points (7*SR):28426370
HTH Damage
(based on weight, pg. 25):
1d81d101d101d10
Agility:10101010
To Hit Modifier:-2-4-4-4
Move (33+Agility):43"43"43"43"
CP Cost:13203134

Villains and Vigilantes Mystic Rhythms Sourcebook
Created and maintained by Craig "Pandemonium" Griswold, pandemonium(at)elpasotel.net