archive-org.com » ORG » S » SHUB-INTERNET.ORG

Total: 106

Choose link from "Titles, links and description words view":

Or switch to "Titles and links view".
  • Mystic Willow RCC
    to attack SEE ABOVE The quills can be shot out 40 feet as many as 20 per action they have 2 to hit against Supernatural creatures and act as wood against Vampires and similar creatures doing 1d6 MDC each Fruit 1 foot by 1 inch Bananas that s it just normal bananas OK Not Supernatural or nuthin Just like any other Bananas OK Moss The carpet of moss under the tree is actually part of the tree It can be squeezed for water Moss water mm mm good and releases a low altitude gas that acts as the psychic power Induce Sleep This gas covers the floor of the tree up to 2 feet up Makes small animals and anyone who lies down tired Gift The tree has gifts it can bestow to people if it wants see below Combat 4 attacks 1 50 years Shoots Quills SEE ABOVE also PPE Shock goes out 100 feet 2d6 MDC Paralyze Shock 75 feet Save vs Fairy Magic 16 or be Paralyzed for 1d6 melee If over 50 years the tree can cause Lay Line Storm See ATLANTIS book 1000 radius if not near Lay Line otherwise normal NOTE if someone is attacking the tree from inside EVERYTHING is doubled for the tree Bonuses damage caused by done to tree attacks etc Bonuses 5 vs Magic Natural kinship with animals Immune to Normal Fire Cold Poison Gas 1 2 Damage from other fire cold and Supernatural creatures Penalty NO DODGE OR PARRY It s a tree Magic Globe of Daylight inside tree only Concealment Energy Field Call Lightning Heal Control Plants 1 spell 10 years Psionics Telepathy Empathy NOTE Telepathy and Empathy are constant and automatic it is how the tree Sees and can penetrate Power Armor but NOT Mind Block Gifts Gifts are what the Mystic Willow gives to people who have helped it a great deal or it likes for some other reason They are difficult to make and the tree must go dormant for a few days and can only make 1 gift at a time The user of a gift need not be Psychic or Man of Magic All abilities go by the user s abilities They use the user s ISP or PPE and level to determine their power All items have 10 MDC for every day of the tree s dormancy unless otherwise noted They can regenerate within 24 hours if they have any MDC left Quill Ring This is a simple thin wood branch twisted into a ring With it comes 4 quills The ring gives telekinetic control over the quills as Super Telekinesis One quill per level can be manipulated using the wearer s ISP Dormancy 1 day Friendship Amulet This is the most basic gift It is a wood knot that is recognizable to all Mystic Willows and anyone with Mystic Herbology The Willows will treat the wearer as a friend The wearer also has a kinship with animals like a Psi Stalker

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/willow.html (2016-04-30)
    Open archived version from archive

  • The Necromancer OCC
    every Necromancer One may be approached in a dream by a powerful Spirit another may make several irrevocable evil actions and find himself endowed with these new powers Either way the Necromancer starts down a path very different from that of the average wizard He is no longer the person he was before his transformation be and can never ever go back This is why the Necromancer is a separate character class The character is not simply a wizard with a mean streak The Necromancer is a powerful frightening agent of decay and the perpetuation of evil The Necromancer class focuses heavily on interaction between the player and GM A Necromancer character is not really suited for dungeon crawls but is instead intended tnt is an extreme rarity OCC Skills Spell casting magic combat scroll conversion power words 4 common knowledge spells 6 see below speaks two additional languages 40 Read Write 70 Power Words Acba Kerin Pein Yin as well as two from Forces Common Knowledge Spells Decipher Magic sense magic cloud of slumber sphere of light tongues the enchanted cauldron Elective Skills Choose 7 at level one 2 at level three 2 at level eight and 2 at level twelve Recognize runes Study circles Study symbols Study wards Disguise 5 Forgery 5 Hand to Hand Non men of Arms Horsemanship General Identify Plants Fruits 5 Medical 18 Pick locks 3 Pick pockets 4 Prowl 4 WP Throwing Axe WP Blunt WP Knives WP Short Sword WP Staves WP Sling WP Crossbow WP Small Shield Secondary Skills Choose 4 at level one 3 at level four and 3 at level ten Demon and Devil Lore 30 Faerie Lore 15 Math 20 Racial Histories 20 Read Write Additional Language 30 Recognize Poison 5 Religious Doctrine 15 Speak Additional Language 40 Also due to the Necromancer s turn into the investigation of dark magics he gains the following powers Level Animate Dead animals Level 2 Sense Evil 80 Summon Control Spirits Level 3 Curse Pox Sores gains a power from Random Ability Table Level 4 Animate Dead 36 9 per each additional after level 4 level of experience Level 5 Sense Undead 100 gains a power from Random Ability Table Level 6 Recognize enchantment 50 Level 7 Recognize magic items 70 Level 8 1 vs spell magic Level 9 3 Spell attacks per melee Level 10 2 spell strength etc etc etc At every level following 5 the Necromancer will gain one power from the Random Ability Table GM s should roll or pick one power and then incorporate its gain into the story line the Necromancer gains the power from studious research a Twilight Creature that he overpowers etc Random Ability Table Healing Touch Heal Self Great Strength Impervious to Fire Impervious to Cold Adhesion Flight Glide or Winged Alter Physical Body Memust conceal his true nature like he now resides in a stronghold with servants to do his bidding or rules a town by fear and his subserviants are

    Original URL path: http://www.shub-internet.org/~brad/palladium/knight/necro.htm (2016-04-30)
    Open archived version from archive


  • Gods Level Eight Fakih Range Self Duration 3 melee per level Saving throw None This spell allows the caster to disarm opponents on natural rolls of 18 20 as per the standard disarming rules Disaster Level Thirteen Marthes Range up to 25 per level away radius 10 x 10 per level Duration Instant Saving throw Standard The most powerful of the various Marthesspells Disaster will inflict 2d6 SDC damage per level of the caster on all structures buildings bridges dams etc within range of the spell Save for one quarter Living beings and minor items within that radius do not need to test but may be required to dodge falling rock glass timbers etc Discorporation Level Five Nomad Gods Level Six Org Range Self Duration 50 melees Saving throw none The caster detaches his her spirit from his her body and reunites them at will or after 50 melees The body will remain comatose until his return The character has a 50 chance of traveling through the astral plane and peering into the physical world In astral form he cannot be seen or heard nor can he touch anything He can cast the summon ancestors spell if desired After 50 melees the character will return to his or her body automatically While gone the character s body cannot move etc the link to the body is gone and the character cannot sense any damage effects etc to the body While the shaman is gone his or her fetch if any can inhabit the body using weapons magic objects etc as per the shaman but with the fetch s abilities Dismount Level Seven Nomad Gods various subcults Range 20 per level Duration Instant Saving throw Special This spell will literally knock a single stated opponent off his her steed with a generally high percentage chance There is a 15 chance per level of the caster cumulative that the opponent will be dismounted with modification depending on the target s skill subtract 5 per level of General Horsemanship 10 per level of Knight 15 per level of Paladin and 20 per level of Nomad The resulting percentage is the score that the percentile dice must roll under to successful work Since this is a pseudo physical attack there is no magical save Note also that the target will take damage from falling off a steed particularly when traveling at high speed Example Sword of Red Stone casts Dismount on Taria Sword is Seventh level Taria is Fifth Level Sword has a 105 chance of dismounting Taria subtracting 75 for Taria s five levels of Paladin Horsemanship for a total chance of 30 He rolls a 41 and fails He tries the next round against Styler Styler has 3 levels of General Horsemanship so subtract 15 from his chances He rolls a 76 well below his 90 chance and Styler is dismounted The GM then determines the damage Drain Level Eight Kohm Kator Elgrun Level Nine Druj Leaders Level Twelve Ryllak Level Fifteen Gaves Talionis Talryan Range Touch Duration Permanent Saving throw Standard 1 This spell is very similar to the Animancy spell Drain Item but is subtly different and is common knowledge for some cults This spell allows the caster to drain an magical item of its abilities and powers This has the practical affect that the cleric may gain on the GM s discretion one or all of the following gain the spell powers of the item obtain experience to increase levels increase own spell strength saves increase own statistics INT from sentient items STR from magical constructs etc Increase knowledge by gaining some if any of the knowledge held within the item Other affects may be gained as well Example Doom having kidnapped Drazowl decides to drain Drazowl s magic 1 S longsword which can cast Chameleon once per day The GM determines that Doom gains a 1 to S while using any sword but as he already has Chameleon receives no other benefit The magic item is now inert and useless Drown Level Three Jagganath Level Seven Fahri Range Line of sight Duration Instant Saving Throw Standard This spell will initiate drowning on a given target the target will then have to save vs drowning as per the standard rules On a roll of a natural 20 the process is further accelerated and the lungs begin to fill with water Dullblade Level Four Wazbok Assassin Level Five Shinran Kahnon Thaks Level Six Khaldur Zahm Range Caster Duration 10 melees per level of caster Saving Throw none This spell in addition to any other armor worn including the Armor of Ithan spell reduces all bladed weapons to 1 2 damage when used against the caster Smashing and impaling weapons including shortswords and daggers do normal damage Duplicate Text Level Eight Thenae Level Ten Ys Level Eleven Masorah Range Self Duration Takes 1 hour per 100 pages Saving throw Standard This spell will duplicate any one scroll book text etc The spell cannot duplicate magical items however if magical items fail their saving throws approximate copies of the information they contain can be made Note that this spell will set off the wards surrounding a diabolists s ward book if any E Earth to Stone Level Three Issaj Level Five Kytal Range 10 per level Duration Instantaneous Saving throw None This spell will transmute a 10 per level of the caster by 10 per level of the caster by 5 per level of the caster section of earth into hard stone brick or the caster s choice The resulting construction will be plain but serviceable Note that this spell does not shape the earth in any way such must be pre fabricated into the shape desired before this spell is used Earthpower Level Three Heen Range Self Duration 10 melee per level Saving throw None This spell adds 1 to save for every three levels of the caster roll fractions up for the duration of the spell however this occurs only when some portion of the caster is in contact with the soil Soil may be carried to meet this requirement but at least 10 pounds must be carried Empower Level Eleven Domia Ran Range Self Duration 3 melee per level Saving throw None This spell effectively increases spell casting abilities hand to hand chart one chosen WP and one chosen skill to the next level The caster does not gain another spell but can cast spells at higher levels The caster may gain any benefits from the HtH chart and any new bonuses on the WP chart Enchant Armor Level Five Turlog Ristan Kormath Qadar Ristan Zandragal Dasni Shinran Range 10 per level of caster Duration 10 melees per level of caster Saving throw none This spell adds 4 to the AR of all friendly targets within range and doubles the current SDC points At the end of the spell the current SDC should be divided by two to find the SDC remaining Enchant Guardian Level Six Zahm Level Seven Ristan Level Twelve Tsirlithe Range Touch Duration 5 melee per level of the caster Saving Throw None This spell will enchant a sword spear or melee weapon into a floating guardian which will attack parry and act on the caster s command The guardian will have a strike and parry bonus equal to the caster s level 2 enchanted shields will have a parry bonus equal to me caster s level Enchant Weapon Level One Kahnon Zandragal Turlog Tsirlihte Qadar Ristan Level Two Dasni Zahm Shinran Level Three Black Devourer Leaders Range Touch Duration Permanent Saving throw None This spell allows the caster to enchant a weapon this has the practical affect of blessing the weapon as well as allowing more powerful spells Bladelight Bladestore Missile Parry Spell Parry etc to be cast on it in the future Any one caster can only have a number of weapons equal to his her level enchanted at any one time The spell can be dispelled at will to allow other weapons to be enchanted Encumbrance Level Two Elgrun Level Three Myssal Level Four Ary Range 5 per level of the caster Duration 10 melee per level of the caster Saving throw Standard The weight of all armor carried by the target is doubled this may inflict penalties as the GM sees fit Endure Temperature Level One Nusku Zask Level Three Prvar Nahum Range Self Duration 15 melee per level Saving Throw None This spell allows the caster to better survive at the GM s discretion extremes of temperature For cultists of Zask a comfortable temperature range would thus extend from roughly 30 F to 80 F For cultists of Nusku a comfortable temperature range would extend from roughly 50 F to 130 F For cultists of Prvar and Nahum the comfortable range is from 30 F to 100 F Enhance Construction Level Four Issaj Range Touch Duration Permanent Saving throw None This spell will add 1d6 per level of the caster worth of SDC to a single complete construction Each priest can only bless a particular construction once but more than one priest can bless the same construction Enhanced Senses Level One Athtar Dulce Level Three Thorson Kharij Level Four Myssal Range Self Duration 12 melee per level Saving Throw None This spell will increase a character s basic five senses to a higher level i e ordinary senses might become superior superior senses become extraordinary extraordinary senses become supernatural Two cults Dulce and Myssal can cast this spell on others for reasons specific to the cult Entropy Level Eight Elgrun Range 10 per level Duration Instant Saving throw Standard This spell interestingly enough makes it difficult for a character to change his or her physical laws of mass the force of inertia is greatly enhanced and it requires more energy exertion and what have you to move from a stationary position or stop from a moving position It will take one action to begin movement and once action to cease movement i e if Drazowl wished to move for one melee and stop at the end of the melee with three actions he would spend one action starting one action moving 1 3 his SPD and one action stopping A character with two actions would require one and a half rounds to accomplish the same effort Exorcise Elemental Level Ten Ling Chos Range 100 Duration Instant Saving throw 1 This spell will instantly banish an elemental back to its elemental plane of existence literally by severing the spells ties or summonings which have drawn it to the Palladium world The elemental takes no damage from the spell and any possessions or devices carried by it remain in the mundane plane Eye of the Cloud Level Four Brastan Range Self Duration 8 melee per level Saving throw None This spell allows the caster to observe the ground as if from a height of 1 000 feet directly above the caster It may be combined with spells to focus sharpen or zoom one s vision Eye of the Dragon Level Four Cult of the Dragonfly Level Seven Ryllak Range Self Duration 7 melee per level Saving throw None This spell allows the caster to increase visible daylight vision to 240 nightvision range if possessed naturally or by spell is increased to 300 F False Swear Level Three Druj Level Four Wazbok Thief Asan Athtar Level Eight Wazbok Trickster Wazbok Assassin Thaks Averun Range 10 per level Duration 10 rounds per level Saving Throw Standard When cast on a willing target this spell allows the target to automatically resist the effects of any and all truth spells potions etc cast upon him or her In addition any promises oaths geases etc taken during the spell s duration may be broken without supernatural penalty When cast on an unwilling target the Saving throw is missed this spell causes the target to lie uncontrollably No matter the question Is the sky blue Are you a hidden witch Do you mind if I kill you the target must lie lie lie This spell is often used in the later format upon unsuspecting truth and justice worshippers for a cheap laugh It also can provide hours of enjoyment in courts allow assassins and thieves to get off the hook and provides a curious interrogation tool for yes no questions after all everything s he says is a lie right False Trace Tracks Level Six Athtar Averun Level Eight Asan Sphael Level Ten Kharij Range one 50 section of tracks per level Duration 1 hour per level Saving throw None This spell will create a set of false tracks prints magical traces or other such traces as specified by the caster for the length of ground specified by the caster When the spell s duration ends the false set of tracks trail etc will degrade and be detectable as false FarHear Level One Malak Ta us Range Self Duration 10 melee per level Saving throw None This spell extends one s audible hearing range 60 for normal spoken words 15 per level of the spell i e if cast at 6th level a character could hear spoken words 150 clearly Fear Level Four Druj Range 100 feet Duration 4 melee per level Saving throw Special save vs horror This spell creates a radius effect equal to 5 per level of the caster The invocation creates a sensation of fear over a particular area The caster may place the enchantment on an area occupied with people or an area that is not presently occupied Anybody entering that area of enchantment must roll to save vs horror factor 16 A failed roll means the person is suddenly washed with terror and will be momentarily stunned loses initiative is the last person to attack and cannot defend against an opponent s first strike each melee the person is in the area of fear This rolled may be attempted at the beginning of each round Fearshock Level One Org Khshathra Range 90 feet Duration instant Saving throw 1 to save A feeling of terror and fear overwhelms the victim s motor parts of the brain rendering him her completely paralyzed The victim cannot move or speak but can breath hear and think Paralysis lasts for 6 melees per level of the level of the spell caster Fearshock takes place automatically welling up as the caster channels the manic hatred of Org into the victim s psyche Feather Fall Level Seven Athtar Level Eight Wazbok Thief Level Nine Averun Thaks Level Ten Wazbok Assassin Range Self Duration 1 melee per level Saving throw None This spell allows the caster to land from a fall and take no damage furthermore none of the items in his her possession will take damage either However the spell must be active when the character actually impacts so it is important to time its casting appropriately Fertilize Level Three Revesna Keth Heen Xiola Matya Range 10 square per level Duration 1 month Saving throw None This spell will fertilize a field giving it greater yield and richness it will also help the field to maintain the proper levels of nutrients This spell should be cast on a field at least once per year in order to maintain the proper balance of the soil Fetch Level Three Nomad Gods Level Five Org Range Self Duration Permanent Saving throw none This spell results in the creation of a fetch a shamanic familiar First the caster must create a circle of Summon Ancestor Random The spell is then cast when the circle is triggered when cast the spell creates a link between the caster and a willing spirit Fetches have the following characteristics an IQ of 3d6 an ME of 4d6 and d6 1 levels of shamanic powers spells taken at random from the shamanic spell list fetches have no abilities with circles or symbols Some shamans are reputed to have vastly more powerful spirits The spell caster and the fetch share a unique bond which results in the following abilities a The fetch will inhabit the shaman s body whenever the shaman discorporates While in the shaman s body the fetch acts in all ways as the shaman except that weapons abilities and magic will be different Magic items scrolls etc can still be used and the spirit can use the shaman s body to lay hands b The disembodied fetch can cast spells into the physical plane by using the shaman s senses to direct the spell however this counts against the total spells the shaman can use in a day c The fetch can intercept spirits which attempt to possess or spiritually attack the shaman d The disembodied fetch has a permanent Second Sight which the shaman can tap into at will and use The following restrictions apply as well however First if the shaman dies the fetch is lost and the spell must be re cast Second the fetch cannot leave more than 100 from the caster and the caster cannot use the fetch s senses if it is more than a few feet away Fist of Force Level Four Khshathra Range Self Duration 12 melee per level Saving throw None This spell overlays the caster s hand and forearm with a mystical force The character can now strike for greater damage 2d4 can parry opponent s weapons with their hands and has armor equivalent to AR 12 on the forearms FlameArrow Level Five Nusku Level Six Wazbok Magi Zahm Level Seven Shinran Range 1 per level of the caster Duration 4 melee per level of the caster Saving throw None This spell allows the user to enchant arrows to become mystic arrows of flame Shortbow arrows will now do 2d6 damage longbow arrows will do 3d6 damage crossbow bolts will do 2d6 2 and large crossbow bolts will do 3d6 2 The caster may enchant one arrow per action spent doing nothing else s he can affect any arrow or bolt within the range of the spell Flame Curse Level Eleven Revesna Range 10 per level Duration 3 melee per level Saving Throw 1 This spell will if successful resulting making the targeted entity flammable The degree of flammability is proportional to the roll of the d20 when cast a roll of 20 indicates that even stone metal or water will burn Flash Level One Nusku Nahum Level Two Rephaim Level Three Farhi Range Cast within 10 per level of caster Duration 10 melee Saving throw Standard This spell creates a bright flash of light equal to 100 candlepower per level of the caster Color and shape can be altered as desired This may in some cases blind the effects last only for the duration of the spell Flexibility Level Five Wazbok Thief Range Self Duration 12 melee per level Saving throw None This spell allows the caster to make his her armor flexible as such the armor will protect 100 against stun effects to the detriment of the armor if light 75 if heavy Float Level One Avesta Level Three Jagganath Range Self Duration 1 hour per level of the caster Saving throw None This spell allows a character to enjoy normal buoyancy in water it does not counteract the effects of weight armor weapons etc but will allow a character to float in water for much longer than normally possible Flock of Birds Level Three Prvar Range 100 feet Duration 10 rounds Saving Throw None This spell summons a number of birds equal to the caster s level x d6 The birds will attack stated opponents for 10 rounds then leave the spell may not be cast more than once per battle not enough birds in most areas and is of limited effect in areas where no or few birds live tundra deep ocean etc Fly as the Dragon Level Eight Cult of the Dragonfly Level Twelve Zandragal Range Self Duration 1 hour per level Saving throw None This spell allows the caster to fly at heights up to 1500 feet up to 350 miles per hour and to climb at speeds of up to 250 feet per minute Also the caster may lift carry up to 500 pounds as long as total can be easily grasped by the hands or harnessed Fog Level Two Fahri Level Four Prvar Jral Level Eight Cult of the Dragonfly Range 60 Duration 20 melee per level Saving Throw None This spell allows the caster to create a patch of fog equal in size to 50ft2 per level of the caster Force Blade Level Three Averun Range Self Duration 5 melee per level Saving throw None This spell allows the caster to summon any dagger to long sword sized blade within the caster s hand When the spell is dispelled the blade disappears The blade will generally appear a dull shifting black Forge Level Four Chiasmus Range Self Duration 1 hour per level Saving throw None This spell adds 25 to the caster s skill at Blacksmithing Armorsmithing and Weaponsmithing In addition s he will not grow fatigued or hot during the duration of the spell and will ignore nicks cuts and small sparks Freak Drive Level Six Tvarak Range Self Duration 10 melee per level Saving throw None This spell will literally run the caster into overload turning the caster into a virtual killing machine The caster may continue to function and attack until his her body has been reduced to negative double PE at which point the character dies Furthermore the character does not suffer bleed damage The caster gains d6 to PS Finally all damage done to the caster during the spell s duration is reduced by half After the spell runs out is negated or is canceled the caster takes damage equal to the total number of rounds the spell was maintained Freesword Level Eight Shinran Range 1 military unit Duration Instant Saving throw None This spell is an appeal to the god to allow a mercenary company to break a contract This will be granted in cases where the client has proven abusive missed payments been careless with strategy and the like In such cases spells like Oath Greater Oath etc are voided by the God Note that Freesword may not be used in cases of treachery in order to obtain a better contract ant the like Fuel Flame Level Four Brastan Range 100 feet Duration Instant Saving throw None This magic feeds any existing fire doubling it in size If can affect an area 10 in area per level up to 100 feet away Fumbling Level One Usal Level Three Gaves Level Eight Tvarak Elgrun Level Ten Talryan Level Fifteen Rankcol Rephaim Range 2 per level of the caster Duration 5 melees per level of the caster Saving throw Standard 1 This spell increases the target s chance of fumbling by 1 per 4 levels of the caster round fractions up For example if Styler fumbles on a 1 and a 10th level spell user casts this spell successfully against him he now fumbles on natural roles of 1 2 3 and 4 Note that against Myrmidons every two levels of the target lowers the effects of the spell by one Thus the same 10th level magic user targeting Valkris a 5th level Myrmidon only gives her a fumble chance on a natural 1 G Garrote of Air Level Three Wazbok Assassin Thaks Level Four Averun Qadar Level Five Kohm Kator Range Caster Duration 10 melees per level of caster Saving Throw none This spell creates a mystical force garrote out of mid air which the assassin can then use It is useful in that it can be summoned as needed leaves no trace of a murder weapon behind and can be used to damage creatures which only are affected by magical weapons Glass from Earth Level Three Issaj Level Four Chiasmus Dakhma Level Six Zadron Range Touch Duration Permanent Saving throw None This spell allows the caster to successfully create glass from simple earth If the earth has already been shaped into a form i e through Mold Solid the caster may create a glass object of some sort Great Geas Level Eight Ras shamra Tokos Level Nine Turlog Level Twelve Golan Range touch Duration permanent Saving throw none This spell can only be cast on a willing recipient After casting the recipient will have to follow to the letter 10 restrictions created by the caster These are typically such things as never fight me or my friends never aid those who oppose me and my friends never allow the helpless to come to harm never lie etc The caster must be careful how each restriction is phrased This spell can only be removed by the caster s agreement or through divine intervention or through exotic powerful Level 11 and beyond magical spells It is directly powered by Turlog who will notify cult members if the spell is ever broken It will continue after the caster s death The spell is often used to reform criminals within the Realms who are guilty of non capital crimes the spell ensures that the criminal will not act contrary to the laws of the state It is occasionally used on suspicious wanderers and the like and notably is often cast by Nightfur Turlogi upon visiting humans Grease Level Seven Usal Range 90 Duration Permanent until naturally eroded Saving Throw Special This spell creates a patch of grease with a radius equal to the caster s level x 5 The patch requires a P P roll of five dice for each point of movement attack or parry failure means the character falls down requiring a 6d6 P P to get up Greater Charm Level Seven Fahri Inari Xiola Range Self Duration 10 melee per level Saving Throw None This spell will double the Mental Affinity of the caster for the duration of the spell This spell may furthermore increase this MA above normal species maximum Greater Death Level Ten Larz Ling Chos Level Fifteen Ryllak Range Touch Duration Instant Saving throw Standard This spell will do 3d6 damage per level of the caster to a single foe the caster is physically touching skin to skin This spell is usually only available to High Priests of Larz or Ling Chos Greater Defense Level Six Fakih Level Eight Zandragal Level Ten Ryllak Range Self Duration 8 melee per level Saving Throw None This spell adds to a character s parry saves and AR class The parry bonus will be increased by one point per 2 levels of the caster The save vs poison insanity horror and psionics will be increased by one point per 3 levels of the caster The AR class will be increased by one point per 4 levels of the caster The save vs magic wards and circles will be increased by one point per 6 levels of the caster Round fractions up Greater Fireball Level Four Nusku Level Five Brastan Level Six Revesna Level Twelve Zadron Range 50 per level of the caster Duration Instant Saving throw dodge This spell creates a greater fireball which is then hurled at a target instantly the target will take 2d6 points of damage for each level of the caster The victim may dodge must know the attack is coming and roll an 18 or higher Greater Fog Level Six Fahri Level Eight Jagganath Range 1 mile Duration 15 melee per level of the caster Saving Throw None This spell creates a patch of fog equal in size to 100ft2 times the level of the caster When the spell s duration is over the fog will gradually dissipate over 2d4 x 10 melee Greater Havoc Level Twelve Tvarak Level Fourteen Talryan Range 90 feet Duration 2 melees per level of the spell caster Saving throw Standard A more powerful spell of chaos than the standard Havoc it affects everyone in a 20 feet radius and can be cast up to 90 feet away Victims take 2d6 points of damage per melee are confused roll 3 dice against IQ to take an action 5 to strike parry and dodge and have no sense of direction Greater Healing Level Three Ulriei Level Five Xiola Kormath Level Seven Matya Heen Inari Elgrun Revesna Range touch Duration instant Saving throw none This spell heals a character or animal of 3d10 points of damage It is a quicker and more effective version of ordinary clerical healing It is usually restricted to Temple Priests or to High Priests It is also usually reserved for times of great emergency regular healing is free but using Greater Healing takes up magical energies which can often be put to greater use elsewhere Greater Lightning Level Five Nahum Range 20 per level of the caster Duration Instant Saving throw Standard This spell creates a lightning bolt which can be directed at any specific target within range The lightning bolt shoots down from the sky hitting the desired target the target or area must be within line of sight and must be open to the sky The lightning bolt does 2d6 per level of the cleric Greater Oath Level Five Ras shamra Range Touch Duration Permanent until satisfied Saving throw None This spell grants a 1 to strike a 1 to parry dodge and a 1 to all saves in return the target swears an oath acceptable to the cleric pledging to fulfill an oath The effects of the spell will last until the oath is fulfilled characters who fail to maintain adequate status toward fulfilling the oath lose the bonus and characters who abandon the oath suffer a 1 to strike 1 to parry dodge and 1 to all saves until recompense is made Greater Telekinesis Level Ten Talionis Range 100 Duration 10 melee per level Saving Throw None This spell allows the caster the same powers as the standard Telekinesis spell with the exception that the caster may manipulate weights of up to 5 000 pounds Greater Truth Level Six Golan Eight Turlog Ras shamra Tokos Range 5 per level Duration 20 melees 5 melee per level Saving throw Standard general for the spell as a whole This spell when cast on an intelligent creature will force them to say associated words when questioned by a cleric This is different from the standard truth spell in that an affected creature will suggest things Example Grag the Orc is being questioned by the cult of Golan regarding a thievery Grag fails his saving throw for the spell this means he is susceptible to all questions When asked Grag says truthfully that he did not rob the store When asked if he knows who did he says truthfully he does not But he will add he knows a few good suspects Note that the appropriate spells Geas Greater Geas Blank Divination etc can overcome this chemical and mental training may block it as well This is not a general thief catch all by any means but it is useful for questioning ignorant or confused witnesses suspects etc Great Spawn of Chaos Sixth Level Tvarak Range 10 per level of caster Duration Permanent Saving throw None This ritual is cast upon the earth itself It transforms a portion of the ground into a spawn of chaos a protoplasmic blob of change and formlessness The typical spawn is as follows IQ 1 ME 11 3d6 MA 0 PS 0 PP 11 3d6 PE 11 3d6 PB 0 SPD 1 Hit Points 15 PE d6 The spawn attacks with an enveloping acid attack This attack typically does 8 points of damage the spawn acid will damage armor and parrying weapons as well as flesh Other types of spawn are possible if seldom seen Grow Claws Level One Mistayn the Beast Level Two Org Level Four Sphael Range Self or 10 per level of the caster on others Duration 10 melees per level of the caster Saving throw none This spell causes mystic claws to protrude from the target s hands paws etc The affected creature character now has the option of making 1d8 attacks with the claws with a 1 bonus to strike or parry If cast on a creature which already has claws the claws will do an additional d4 of damage and gain a 1 bonus to strike or parry If a disarm result is rolled against the affected creature character a saving throw must be made to maintain the spell H Hail Storm Level Six Zask Prvar Range 100 Duration 10 melee per level Saving Throw Dodge This spell creates a fierce and localized hail storm equal in radius to 5 per level of the caster Each round d6 hail stones the size of a baseball will be flung at each creature except the caster within the storm each does 2d6 damage if not dodged Hand of Holding Level Six Asan Athtar Wazbok Thief Level Seven Wazbok Assassin Thaks Level Ten Zadron Range Self Duration 10 turns per level of the caster Saving Throw None This spell allows the caster to hold as many items as he she wants within a designated hand this operates in general as a bag of holding and anything which can be placed in a the area of the outspread fingers 10 by 10 on most Wolfen can be held When the spell ends all the items will clatter forth out of seeming midair This spell is obviously useful for catburglers and the like who can carry equipment or stolen goods without encumbrance or movement problems Harmony Level One Fakih Kormath Range 20 per level radius emanating from caster Duration 1 hour per two levels of the caster Saving throw Standard This spell will create a feeling of harmony and peace around the caster Although it will not halt combat it will allow people to feel better about working with others etc It further provides a 1 to save on morale rout panic etc checks Hatred Level Two Org Level Three Khshathra Level Seven Malak Ta us Range 30 feet Duration 20 melees per level of the spell caster Saving throw standard This spell affects any intelligent being causing that person to hate and loathe a second designated target Victims of the spell will suffer animosity and hatred of the target and may in some situations go on to attack the second target When the spell wears out the victim will return to normal There is a 10 chance that this will become a permanent situation This spell can only be cast upon one person at a time Healing Trance Level Two Ulriei Level Four Xiola Level Eight Leaders Range 10 per level Duration Special Saving throw Standard if desired This spell will speed up the healing rate of a specified target For the duration of the spell the target will remaining in an unbreakable trance during this trance the target will heal HP STUN and coma damage at four times the normal rate i e 1 day of rest equals 8 hit points 1 minute of rest equals 4 STUN points It also will slowly leech away poisons speed regeneration at double rate and will add a bonus of 10 for any attempts by the target to regain consciousness after a coma Hell s Sharp Flame Level Six Lokar Level Eight Ling Chos Range Touch Duration 10 melee per level Saving throw None This spell increases the damage of an impaling weapon by d8 Hesitation Level Four Valt Ristan Domia ran Level Five Leaders Vaul Level Eight Ys Masorah Kormath Elgrun Ary Rephaim Range 10 per level of the caster Duration 10 melees per level of the caster Saving throw Standard This spell lowers the target s INIT by 5 also if the target is not currently engaged in melee combat the target requires one additional round to engage into combat Finally multiple round spells wards circles etc now require 150 the actions

    Original URL path: http://www.shub-internet.org/~brad/palladium/theraven/spells.txt (2016-04-30)
    Open archived version from archive


  • Thieves Ordered Human Averun Murder Ordered Human Avesta Sailors Human Black Devourer Power Wolfen Wolfen Brastan Sky Human Chiasmus Smiths Human Dakhma Smiths Dwarven Dasni Amazons Human Domia ran Light Chaos Human Druj Dishonor Human Dulce Music Human Elgrun Stability Human Fakih Law Human Farhi Fog Mist Shipwrecking Human Gaves Chance Luck Human Golan Truth Human Heen Earth Orc Inari Love Human Intichiuma Disease Human Issaj Construction Dwarven Jagganath Sea Human Kahnon War Orc Keth Earth Fertility Human Khaldur Justice Vengeance Human Kharij Hunting Human Khshathra Hatred Rape Human Kohm Kator Hunger Ambition Human Kormath Peace Draconic Jral Night Wolfen Kym nark mar Wisdom Draconic Kytal Wealth Earth Dwarf Larz Death chaotic Human Ling Chos Death ordered Human Lokar Evil ordered Human Malak Ta us Gossip Rumor Human Marthes Destruction Dwarven Masorah Trade Human Matya Fertility Crops Human Mistayn the Beast Lycanthropy Weres Moon Sisters Moons Human Myssal Torture Human Nahum Weather Human Nomad Gods Ancestor Worship Human Orc Nusku Sun Human One Above All All creator Elven Org Hatred War Wolfen Pao p o Undead Human Prvar Sky Weather Orc Qadar War Dwarven Rankcol Evil chaotic Human Ras shamra Honor Dwarven Rephaim Illusion Human Revesna Earth Human Ristan War

    Original URL path: http://www.shub-internet.org/~brad/palladium/theraven/gods.txt (2016-04-30)
    Open archived version from archive


  • 40 Arm armor 20 Leg armor 30 These numbers are based on the amount of the body that each piece would cover this is similar to the way that AR was created in the first place as per the rulebook Each statistic is computed using these percentages Round AR and SDC to the nearest single digit but leave all fractions in for Weight and DEX for example a character wearing a plate breastplate backplate and helm with chain limbs would calculate AR by adding Head plate 10 17 1 7 Body plate 40 17 6 8 Arm chain 20 13 2 6 Leg chain 30 13 3 9 Total 15 Actual AR 15 Repeat for Weight DEX and SDC in this case these stats would be 49 5 libs 1 5 and 102 respectively Any SDC damage will be distributed among all the pieces for practical purposes using these percentages if it becomes important in the future we can roll hit locations for those situations most likely if a character has a special piece of armor he she wants to preserve As a reminder characters with restrictions on what armor they can wear must also apply that to stacked and or combined suits of armor Armor Damage When a strike roll is lower than the AR of the defender a successful attack will hit armor rather than the character inside This damage is applied directly against the SDC of the armor think of SDC as the hit points of the armor Since armor doesn t heal the damage must be repaired There are three ways of repairing armor using the general repair skill taking the armor to a smith leatherworker to repair or using magical means The general repair skill is covered in the Skills section refer to those rules for a complete explanation The only caveat is that the character needs to have an armor repair kit basically just the tools needed to fix the armor These tools are usually very easy to purchase and are normally not very expensive A smith or leatherworker can repair suits of armor according to their trade of course Expect that the cost will range from 5 10 gold per SDC point to repair more complicated suits such as studded leather or plate will cost the most while the lighter suits will cost less The time it takes to restore this SDC will be on the order of 1 2 days per 5 SDC for the leatherworker and 3 7 days per 10 SDC for a smith again the heavier suits will cost more time Jobs can be completed faster but expect to pay much more in this case A few magic spells and items can restore SDC to armor these typically work instantly Alchemists can also repair armor for the cost of casting the spell a more expensive but much faster process than taking the armor to an armorer A few priests may be able to cast these spells as well but

    Original URL path: http://www.shub-internet.org/~brad/palladium/theraven/armor.txt (2016-04-30)
    Open archived version from archive

  • Sendmail Performance Tuning for Large Systems
    file names Creating queue files Step by step analysis Transmitting messages Transmitting messages Transmitting messages Each delivery attempt Implications Implications Implications Further implications Things you can do Things you can do Things you can do Things you can do Things you can do Things you can do Things you can do Things you can do Things you can do Things you can do Things you can do Things you can

    Original URL path: http://www.shub-internet.org/brad/papers/sendmail-tuning/ (2016-04-30)
    Open archived version from archive

  • Papers: Brad Knowles
    E mail Systems As presented at LISA 2000 MTA Review portion that was omitted due to time constraints As presented at UKUUG Winter Conference 2001 As presented at the IEEE

    Original URL path: http://www.shub-internet.org/brad/papers/dihses/ (2016-04-30)
    Open archived version from archive

  • Design and Implementation of Highly Scalable E-mail Systems
    Review Beattie99 Review Beattie99 Review Beattie99 Review Beattie99 Review Beattie99 Review Beattie99 Review Beattie99 Review Beattie99 Publications Review Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Review Yasushi99 Skynet Statistics Skynet Statistics Skynet Statistics Skynet Statistics Skynet Statistics Skynet Statistics Skynet Statistics Skynet Statistics Protocol Implementation Analysis Analysis Typical POP3 Analysis Typical POP3 Analysis Qpopper Server Mode Analysis Qpopper Server Mode Analysis Qpopper Server Mode Analysis Indexed Mailbox Analysis Indexed Mailbox Analysis Indexed Mailbox Analysis Indexed Mailbox Analysis Indexed Mailbox status Analysis Limiting User Login Analysis Mailbox Directory Analysis Mailbox Directory Analysis Mailbox Directory Analysis Mailbox Directory Analysis Mailbox Directory Implications Implications Implications Scaling Growth Scaling Growth Scaling Growth Scaling Growth Scaling Future Improvements Scaling Future Improvements Scaling Future Improvements Scaling Future Improvements Scaling Future Improvements Scaling Future Improvements Scaling Future Improvements Scaling Future Improvements Best Current Practice Best Current Practice Best Current Practice Best Current Practice Functional Architecture Storage Detailed Architecture Storage Functional Architecture Retrieval Detailed Architecture Retrieval SMTP POP3 Benchmarking SMTP POP3 Benchmarking SMTP POP3 Benchmarking Bibliography Bibliography Bibliography Bibliography Bibliography Bibliography Questions Author Brad Knowles

    Original URL path: http://www.shub-internet.org/brad/papers/dihses/lisa2000/ (2016-04-30)
    Open archived version from archive



  •