Vala magic was given to the race of the Vala
from their unknown creator. It is very powerful and even supercedes
Dzurian magic in might.
Each spell listed
below follows the same format and is listed in alphabetical order
Spell Name
Variable or Non-Variable
Magic Point Cost
Spell Description (including area of effect, whether the spell
is offensive-requiring a magic point vs. magic point roll, and
other notes.) |
Atmosterraform
Variable
28 Magic Points/Level
This spell converts hostile planet environments to standard earth-like
environments. Each level affects the effectiveness and durability
of the new environment. |
Blackhole Generator
Non-Variable
12 Magic Points
This spell creates a 4-foot diameter black hole which draws everything
inside it that is within 15 feet. Anything drawn inside the hole
is automatically crushed to death. |
Bolt of Life
Non-Variable
17 Magic Points
This spell produces a white discharge of electric energy which
restores life to a dead object or creature. |
Cloak
Non-Variable
19 Magic Points
This spell turns the caster immediately invisible. The caster
is undetectable by any means except for the magic stronger than
Vala. |
Clone
Non-Variable
15 Magic Points
This spell creates an exact clone of the caster in terms of appearance
and characteristics only. It must be cast on a dead creature of
the caster's same race for it work. Although the caster creates
the clone, the clone's personality is not defined by the caster. |
Deflector Shield
Variable
20 Magic Points/Level
This spell creates an electric blue shield with a 12-foot radius.
The shield can absorb and then deflect up to 50 points of damage.
Each additional level increases the deflection damage by 5 points. |
Displacement
Non-Variable
11 Magic Points
This spell shifts the caster in and out of subspace several times
per melee round. Anything attacking the caster during this time
has 1/5 of their normal percentage to strike him/her. |
High Energy Focus
Non-Variable
24 Magic Points
This spell increases the range and damage of magical missile attacks.
The range increases by x 2 and the damage increases by x 3. |
Indict
Non-Variable
25 Magic Points
This spell creates intense gravity walls around a celestial body.
The walls help deflect anything trying to penetrate that bodies'
atmosphere. |
Kurzin Repair
Non-Variable
20 Magic Points
This spell automatically repairs all damage, including severed
limbs, at the end of each round. |
Long-Range Teleport
Variable
26 Magic Points/Level
This spell provides instantaneous teleportation for the caster
at great distances. The distance is defined by the level of the
spell. The first level provides a distance of 10,000 miles. Each
additional level increases this amount by 25,000 miles. |
Nullify
Non-Variable
10 Magic Points
This spell neutralizes a spell with points equal to the caster's
POW. |
Oracle
Non-Variable
8 Magic Points
This spell focuses a multiple of attacks simultaneously at a single
location on the target. |
Planetary Shield
Variable
30 Magic Points/Level
This spell creates a shield that acts similar to the deflector
shield. It deflects any debris from space or attacks against it.
Each level increases the effectiveness of the shield by 2. |
Plasma Beam
Variable
24 Magic Points/Level
This spell creates a direct trans-light energy beam which strikes
the target almost instantly. It hits a specified location for
100 points of damage which no armor, except impenetrable, can
defend against. The range is 50 feet. Each level of intensity
adds 25 points of damage and increases the range by 15 feet. |
Plasma Storm
Non-Variable
18 Magic Points
This spell creates a fury of flourescent green plasma balls that
rain down on the surface, igniting anything they strike. The resulting
magical fire spreads out in all directions for a great distance.
Each ball does 60 points of damage and the magical fire does damage
equal to all the balls' damage combined. The fire cannot be put
out unless it is dispelled. |
Plasma Storm
(Continent)
Non-Variable
54 Magic Points
Similar to Plasma Storm, but destroys an entire continent. |
Plasma Storm
(Planet)
Non-Variable
162 Magic Points
Similar to Plasma Storm, but destroys an entire planet. |
Plasma Storm
(Star System)
Non-Variable
486 Magic Points
Similar to Plasma Storm, but destroys an entire star system. |
Plasma Storm
(Galaxy)
Non-Variable
1,458 Magic Points
Similar to Plasma Storm, but destroys an entire galaxy. |
Plasma Storm
(Universe)
Non-Variable
4,374 Magic Points
Similar to Plasma Storm, but destroys an entire universe. |
Powered Armor
Variable
30 Magic Points/Level
This spell provides a + 20 STR bonus and a + 30 DEX bonus. In
addition it gives 35 impenetrable armor points per level used. |
Pulsar
Variable
12 Magic Points/Level
This spell produces a wave of energy in every direction which
inflicts 20 points of damage per location per level of the spell.
Each level of the spell increases the damage by 10. The range
is 100 feet and is unaffected by the level of the spell. |
Repulsor Beam
Variable
7 Magic Points/Level
This spell pushes back a mobile target up to 25 feet away with
a STR of 20 per level of the spell used. |
Soil Enrichment
Non-Variable
16 Magic Points
This spell fertilizes a piece of ground 20 x 20 feet. |
Star Gate
Non-Variable
30 Magic Points
This spell creates a permanent visible gate between 2 star systems.
Travel time takes 1 hour regardless of the distance. |
Stasis Field
Non-Variable
10 Magic Points
This spell traps targets inside a time bubble. While trapped,
the target cannot attack or be attacked until the field wears
off after 5 rounds. |
Stream Projection
Non-Variable
2 Magic Points
This spell reduces the target's armor points by 20% for 1D6 rounds.
May only be used once per target. |
Wormhole Generator
Non-Variable
60 Magic Points
This spell creates a permanent stable wormhole between two galaxies.
Travel time takes 1 hour regardless of the distance. |
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© 2001-2003 Ultimate RuneQuest Gamemasters. All Rights Reserved.
RuneQuest is the Trademark of Chaosium
Inc., and is used with their permission. Chaosium Inc. is the Registered
Trademark of Chaosium Inc.
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