PUCS - Outline

PUCS - Rules
- Character Attributes
- Movement
- Skills
- Gap
- Combat
- Initiative
- Round
- Melee
- Magic
- Critical Blunders
- Critical Hits
- Free Attack
- Missile
- Damage
- Weapons
- Armor
- Healing
- Misc
PUCS - Topics
- Creating a Character
- Improving Skills
- Improving Attributes
- Running A Game
- Example Melee
PUCS - Skills
- Skills Magical
- Skills Martial
- Skills Other
PUCS - Lists
- Equipment
- Armor
- Weapons
PUCS - Monsters
PUCS - Glossary

PUCS | Skills / Skills Magical

Skills Magical Descriptions See Also: Magic Rules, Skills Magical


All spell skills unless stated otherwise grant the character an equal number of casts per round as level in the spell. All spell skills unless stated otherwise grant the character a 5 point bonus per skill level in the spell for skill checks.

Basic Spell Casting

Description:This skill reflects the characters capacity for casting spells in a round. It is the fundamental prerequisite for casting any spell. Skill levels in Basic Spell Casting are equal to the maximum number of the actions in a round for the caster. Additional levels in this spell give the caster additional actions for casting in the round.

Melee Spell Caster

Description:Casting spells requires concentration and attention to details. This skill adds 5% for each level to any Willpower Check the character must make to complete a spell.

Batear

Description:A character with this spell can project their hearing up to 1000ft (+100ft/level). It allows the caster to hear the location as well as if they were standing there at distance of 10'. The character must have line of site to what they are hearing. Where they are listening can change so long as line of site is maintained. Players using this spell can not move while using this spell. Moving, attacking or defending negates the spell.

Detect Evil

Description:A character who casts this spell can sense evil with in range. The caster will know the direction and distance to any evil creatures or objects with in range of the caster. The spell's range is 10' per skill level in the spell. The caster can maintain the sense for as many rounds as the Gap on the skill check.

Detect Lie

Description:A character who casts this spell can sense the truthfulness of statements made by another person whom they are in physical contact with. The caster will not know what the truth is, but can determine the statement is: truthful or deceptive. The caster can maintain the sense for as many rounds as the Gap on the skill check when cast.

Detect Magic

Description:A character who casts this spell can sense magical objects that with in range. The caster will know the direction and distance to any magical object with in range of the caster. The spell's range is 10' per skill level in the spell. The caster can maintain the sense for as many rounds as the Gap on the skill check.

Detect Poison

Description:A character who casts this spell can sense poison in food or objects touched. The caster will not know the potency or type of poison. The caster can maintain the sense for as many rounds as the Gap on the skill check.

Disguise Object

Description:A character who casts this spell creates a visual illusion that allows an object to appear as something else. The illusion is limited to a 1' x1' x1' cube. The spell is cast on an object and creatures viewing the object will see it as something else. The illusion is visible only, it does not effect the sound or feel of the object. The caster can maintain the illusion for as many rounds as the Gap on the skill check.

For example a window could be made to look like the wall. A golden cup could be made to look as common pottery, Copper to look like gold etc.

Disguise Sound

Description:A character who casts this spell alters the sounds produced by an object into something else. The spell can be cast on one object per level in the spell. The spell is cast on an object and sounds coming from the object are changed into something else. For example a bell, could be made to sound like a drum of the same size. The effect is audible only, the appearance of the object is unchanged. The caster can maintain the spell for as many rounds as the Gap on the skill check.

Fetch Object

Description:A character with this spell can fetch an object to their hand. The object can weigh no more then 10% of the skill value. The object must be visible to the caster. The object fetched, can not be fastened or held by another character/creature. With each level of skill the range is increased by 10'. The fetched object, upon a successful skill check flies in a straight path to either hand of the caster. The fetched object can not avoid obstacles.

Hawkeye

Description:A character with this spell can project their vision up to 1000ft (+100ft/level). It allows the PC to see as the location as well as if they were standing there at 10'. The character must have line of sight to what they are seeing. Where they are looking can change so long as line of site is maintained. Players using this spell can not move while using this spell. Moving, attacking or defending negates the spell.

Light

Description:A player can cause an object to emit its own light. The enchanted object will provide light in a 20' radius. It lasts for as many rounds as the Gap on the skill check.

Spark

Description:A character can shoot from the finger tip a short burst of electricity. The burst is sufficient to start a fire, light a torch or candle, presuming the target item can readily burn.

Command

Description:A character who is the target of a successful command attempt, can make a willpower check to avoid the effects. A character who falls under the influence of command will attempt to fulfill the command to the best of his ability. Commands must be simple and must be able to be completed in one round. If a command cannot be executed in one round, the character will still attempt to follow the command but will stop after one round. The command cannot directly cause the character any harm. Thus, jump off the cliff will not be followed or even attempted. However, the command can indirectly cause the character harm. The caster can make one command attempt per round.

Disarm

Description:A character with this spell can disarm another character by fetching the weapon into their own hand. The weapon can weigh no more then 10% of the skill value. The object must be visible to the caster. The weapon fetched is assumed to be held by the target character/creature. With each level of skill the range is increased by 10'. The fetched weapon, upon a successful skill check flies in a straight path to either hand of the caster. The fetched weapon can not avoid obstacles. The target creature can make a strength check. If that check's gap is higher then the caster's gap on the spell. The spell fails.

Disguise Creature

Description:A character who casts this spell alters the look feel and sounds produced by a creature into something else. The spell can be cast on one creature per casting. The spell is an illusion to the eye, ear and touch. The effected creature is not actually altered in anyway. For example Carter needs to hide in a room, he casts the spell on himself too look like a table. The caster can maintain the spell for as many rounds as the Gap on the skill check.

Disguise Voice

Description:A character casts this spell on one creature and temporarily alters the sound of their voice. The voice can be any voice the caster has heard. The caster can maintain the spell for as many rounds as the Gap on the skill check.

Entangle

Description:A character can attempt to entangle everyone within a radius of 20'. A character who is within the radius of the entangle, can make a reflex check to avoid the effects. A character who falls under the influence of entangle will be unable to move for 1d4 rounds. He can still perform other actions that do not require movement such as casting spells. A character who falls under the influence of entangle can make a strength check each round instead of any other action to attempt to break free. The caster can make one entangle attempt per round.

Fatigue

Description:A character with this spell can cause fatigue by touching. The amount of fatigue is equal to the Gap between the characters skill check roll and their chance of succeeding. The resulting gap reduces the strength of the target. All dependent skills and attributes are recalculated for the the reduced strength. The minimum fatigue the character can inflict is the same as their skill level.

If the target's strength falls below the zero the target must make a willpower check to stay conscience. If they pass the willpower check, they have a strength of 5

Flame Strike

Description:A character with this spell can direct a a small flame towards a target. The fire damage is 1d8, and Damage reduction from armor applies.

If the target's strength falls below the zero the target must make a willpower check to stay conscience. If they pass the willpower check, they have a strength of 5

Harm (minor)

Description:A character with this spell can harm by touching. With each cast the character causes 1 point of damage in the zone touched.

Harm

Description:A character with this spell can harm by touching a creature. The amount of wound damage caused is equal to 10% of the gap applied to all zones. The minimum damage the character can cause is the same as their skill level.

For Example: The character has a 65% in Harm at skill level 3.

The character casts the spell and rolls a 35 and succeeds. The amount of damage caused is 10% of the gap, or 10% of 30, 3 points wound damage to all zones.

The character casts the spell and rolls a 75 the harm fails.

The character casts the spell and rolls a 64 and succeeds. The amount of damage caused is 10% of the gap or zero. However the minimum damage the spell can do is equal to the skill level, so 3 points of damage to all zones.

Heal (minor)

Description:A character with this spell can heal by touching. With each cast the character removes 1 point of damage in the zone touched.

Heal

Description:A character with this spell can heal by touching. The amount of wound damage removed is equal to the gap between the characters skill check roll and their chance of succeeding. The resulting gap can remove equal amounts of damage (wound or bruise) as the caster sees fit. The minimum the character can heal is the same as their skill level.

For Example: The character has a 65% in Heal at skill level 3.

The character casts the spell and rolls a 45 and succeeds. The amount of damage (wound or bruise) that the character can heal is the skill minus the roll, 65 - 45 = 20 points. The character removes 20 points of damage from whomever was touched as the player sees fit.

The character casts the spell and rolls a 75 the heal fails.

The character casts the spell and rolls a 64 and succeeds. The amount of damage (wound or bruise) that the character can heal is the skill minus the roll, 65 - 64 = 1 point. However there is a minimum heal equal to the skill level so the character can still remove 3 points of damage from whomever was touched even though the gap was only 1.

Identify Object

Description:A character who casts this spell can understand the nature of a magical object they touch. The caster will know the object enhanced properties but not the extent of those properties. For example the caster inspects a magic sword and understands that sword does a bonus on damage but not how much of a bonus. The caster might inspect an amulet and come to understand that it boost healing, or offers some protection from fire. The caster can understand the benefit or the curse but not know its full extent of either.

Magic Missile

Description:A missile does 1d4 points to any one area hit. The area hit is determined in the usual fashion (the last digit of a successful to hit role). Characters may bump the hit location just as they would with any other weapon based on the skill level. There is no defense against a magic missile, and DR (Damage Reduction) of the target DOES NOT effect the damage. The missile always hits if the caster makes the skill check. The caster can fire one missile per round.

The magic missile is near instantaneous, and the caster must have line of site to the target. The target being in Melee or moving does not effect the skill check.

Missile Protection

Description:A character with this spell can protect another creature from missile attacks damage equal to the Gap on the successful check. The spell's duration is 1 round per level or until all the missile damage is absorbed. Missile weapons would be any non magical projectile that strikes the creature: Arrow, Bolt, Bullet, Thrown Axe, Thrown Knife etc. The protection goes into effect after any Damage Reduction provided by armor or other means. To the observer the missile strikes the target normally, but does not penetrate the skin. NOTE: The spell can be combined with other protection spells, but it can not be cast multiple times on the same creature without loosing the protection from the previous cast. NOTE: The minimum damage reduction the spell provides is the equal to the skill level.

The spell is cast and rolls 54. The spell succeeds but the Gap is 1 point of damage reduction. The skill level is 3, the character has 3 points of Damage Reduction from the spell, because the minimum reduction is the skill level.

The spell is cast on a player and the caster rolls a 45. The player is protected from missile weapons for the amount of damage by the Gap. In this example the player is protected from missile damage up to 10 points (55-45=10).

Round 1 The protected PC is ambushed and takes a cross bow bolt to the head (zone 0) for 4 points of the damage after DR from PC's armor. The spell's Gap absorbs the 4 points, leaving 6 points of protection remaining. Round 2 As the character struggles to find cover a 2nd cross bow bolt strikes the foot (zone 9) for 5 points damage after DR from armor. The spell absorbs those 5 points as well, leaving the PC a single point of protection. Round 3 The PC finally finds some cover but is struck in the chest (zone 2) by another cross bow bolt for 2 points damage after DR from armor. The spell absorbs 1 point of damage and is used up. The PC takes 1 point of damage in the chest (zone 2).

Push

Description:A character with this spell can push a target creature 5' away from the caster. The target creature who makes a dexterity check negates the effect. Otherwise the creature is pushed 5' in the direction away from the caster. The affected creature can still take action but acts last as if they had the lowest initiative roll.

Pull

Description:A character with this spell can pull a target creature 5' towards the caster. The target creature who makes a dexterity check negates the effect. Otherwise the creature is pulled 5' in the direction of the caster. The affected creature can still take action but acts last as if they had the lowest initiative roll.

Trip

Description:A character with this spell can trip a target creature. The target creature who makes a dexterity check negates the effect. Otherwise the creature is tripped, falls to the ground. The affected creature can still take action but acts last as if they had the lowest initiative roll.

Sanctuary

Description:The target of this spell can not be attacked by any creature without the attacker making a will power check. If the attacker makes their check, they can attack normally and are unaffected by the spell. If the attacker fails the check, they can not attack the target by any means, even other spells. The target can not attack any creature who is affected by the spell without negating the spell.

Shield

Description:Shield creates a protective force around the target creature. The force creates a damage reduction of 1 point per skill level. This damage reduction is cumulative with any other armor and lasts for Gap in rounds.

Shocking Cold

Description:This spell causes 1d4 damage cold damage to the zone where the target creature is touched. Furthermore the target creature must make a will power check. Failing the Will Power check causes the target to be last to act (loose initiative) in the current and following round. The damage taken by the target gains no benefit from armor. No Damage reduction applies.

Shocking Grasp

Description:This spell causes 1d4 damage electric shock damage to the zone where the target creature is touched. Furthermore the target creature must make a will power check. Failing the Will Power check causes the target to be last to act (loose initiative) in the current and following round. The damage taken by the target gains no benefit from armor. No Damage reduction applies.

Sleep

Description:A character who is the target of a successful sleep attempt, can make a willpower check to avoid the effects.

Slow Fall

Description:A character with this spell can cause an object or creature to fall slowly. The target is limited to double the weight of the caster. The target falls slowly at 5' per second. The target falls straight down and can not avoid obstacles.

Transform Object

Description:A character who casts this spell temporarily transforms an object into another object of equal weight. The caster must be able to touch both the object being transformed and at least a sample of the object that it is being transformed into. The transformed object is limited to 10% of the caster's weight per level in the spell. The spell is cast on an object and it transforms into another object. The caster can maintain the transformation for as many rounds as the Gap on the skill check. When the spell is spent the object returns to it original form. If the object has been broken while transformed it's pieces revert to their original form.

For example the caster could transform a stone into a rope. Use the rope, leave it behind and it will revert to a stone when the spell ends.

Acid Missile

Description:A missile does 2d4 points to any one area hit. The area hit is determined in the usual fashion (one's digit of a successful to hit role). Characters may bump the hit location just as they would with any other weapon. There is no defense against this spell, they always hit if the caster makes his skill check.

Blindness

Description:With this spell a character can cause a person/creature to temporarily loose go blind. The target of the successful cast can make a Will Power check to reduce the effects by 1/2 duration. The blindness lasts Gap Rounds.

Compel Truth

Description:With this spell a character can force a person/creature to speak truthfully without deception. The target of the successful cast can make a Will Power check to negate the effect. The spell lasts Gap Rounds.

Deafness

Description:With this spell a character can cause a person/creature to temporarily loose their hearing. The target of the successful cast can make a Will Power check to reduce the effects by 1/2 duration. The deafness lasts Gap Rounds.

Levitate

Description:A character with this spell can cause an object or creature to levitate slowly. The target is limited to double the weight of the caster. The target floats up slowly at 5' per second. The target floats straight up and can not avoid obstacles.

Memory Purge

Description:A character with this spell can remove the memory of recent events. Memories can be erased backward up to one minute per level. The target of the successful cast can make a Will Power check to negate the effect. The spell's effect is permanent.

Send Message

Description:The caster can send a voice message to another creature with in range. Line of site is not required. The message is limited to one sentence, 20 words or less. The message is received by the target as if someone were whispering in their ear. No creature other then the target will hear the message.

Fireball

Description:A fireball does 1d6 points to every area of every character within the 20' radius. A character/creature caught within the blast radius of a fireball can make a reflex check to take 1/2 damage. A character protected by fire resistance takes 1/2 damage or 1/4 damage if they make the reflex check. The caster can launch one fireball per round.

Fly

Description:A character with this spell can a creature to fly. The creature is limited to double the weight of the caster. The creature flys in any direction the same amount as the creatures movement. All normal movement rules apply to creature flying.

Hold Creature

Description:A character with this spell can hold a creature as if paralyzed. The target creature who fails a will power check, becomes paralyzed and freezes in place. The creature is aware, biological functions continue but can take no actions, or speech. The duration of the effect is the GAP in rounds from the caster's skill check. Each round the affected creature can make a willpower check to break the hold. If the willpower check succeeds the creature is released from the hold but takes action last (as if they had the lowest initiative) at the end of the end of the round. Note: A winged creature who is affected can not flap its wings and falls. A swimmer can not swim and may drown.

Lightning Bolt

Description:A Lightning Bolt does 1d6 points of damage to every area of every character in the line of the lightning bolt. The straight line is from the casters hand to the extent of the range. Anything in the line is effected by the spell.

A character caught within the line of the lightning bolt can make a reflex check to take 1/2 damage. A character protected by resistance to lightning takes 1/2 damage or 1/4 damage with a successful reflex check. The caster can launch one Lightning Bolt per round.

Magic Mount

Description:The caster instantly creates a magic mount (horse) that can follow the casters commands and/or bear the caster until the spell runs out. The horse is in all other ways a real horse and can be damaged. Presume 8 points per zone and a kick attack, 50%, 1d12 + 4 damage.

Greater Magic Missile

Description:A missile does 3d4 points to any one area hit. The area hit is determined in the usual fashion (the last digit of a successful to hit role). Characters may bump the hit location just as they would with any other weapon based on the skill level. There is no defense against a greater magic missile, but DR (Damage Reduction) of the target applies. The missile always hits if the caster makes the skill check.

The greater magic missile is near instantaneous, and the caster must have line of site to the target. The target being in Melee or moving does not effect the skill check.

Flaming Missiles

Description:This spell is cast on missiles (javelins, spears, bolts and/or arrows). The spell effects the same number of missiles as the gap in the skill check. The missile then becomes consumed by a magic fire, that does not burn the missile or it's bearer. Once launched the missile becomes white hot, and if it hits, does 1d6 in additional damage. The magic damage from the Flaming Missile is not reduced by the target's DR from armor.

Flaming Missile's remain enchanted for 6 rounds per skill level. A missile that has had Flaming Missile cast upon it and is used, is destroyed and can not be recovered or reused.

Fear

Description:A character with this spell can cause fear in creatures within a 20' radius. Any creature who fails a will power check or with a gap less then the caster will flee in a random direction for as many rounds as the Gap the spell caster succeed by.

Summon Monster

Description:A character with this spell can ...

Transform

Description:This spell transforms (only the willing) from one creature to another creature of the same size. For example a man could be transformed into a small tree, or large dog or an other living thing of the same weight.

Master Will

Description:This skill gives the caster the ability to make any spell based on Willpower that has a duration permanent, provided that spell is at least skill level 10. The spell takes no more time to cast, nor does it penalize the caster spells per round.

Master Intellect

Description:This skill gives the caster the ability to make any spell based on Intelligence that has a duration permanent, provided that spell is at least skill level 10. The spell takes no more time to cast, nor does it penalize the caster spells per round.

Master Focus

Description:This skill gives the caster the ability to make any area of effect spell focused on a single target provided that spell is at least skill level 10. The potency of the spell is unchanged, the are of effect is reduced to 1 target. However the target, in order to make a successful Save vs Magic must have a greater Gap then the caster. Furthermore with this skill the caster need not make a Willpower check to cast in melee.

Page Last Updated: 2008-04-29 15:19:02