Monks Bridge

Lvl Spell

1) Leaping I * Landing * Traction Edgcrunning Leaping III *

Area of Effect Duration Range Ty

Cornering I * Lévitation Landing True * Wallwalking Great Leap *

11) Cornering HI *

12) Wall Flip*

13) Wallrunning

14) Fluidrunning

15) Breezerunning

16) Earth walking

17) Fluidrunning True

18) Breezerunning True

19) Ceilingwalking

20) Run True caster caster caster caster caster caster caster caster caster caster caster caster caster caster caster

25) Ceilingrunning Lib 30) Earthrunning Sp 50) Monk's Bridge caster caster caster caster caster caster caster caster

1 round varies 10 min/lvl 1 min/lvl I round

1 min/lvl varies 1 min/lvl (C) 1 round

1 round

1 rnd/lvl C

1 rnd/lvl (C) 1 rnd/lvl sel sel sel sel sel sel sel sel sel sel sel sel sel sel sel sel sel sel sel sel sel sel sel

Monk's Bridge

1. Leaping I — Allows the caster to leap 50' laterally or 20' vertically in the round that the spell is cast.

2. Landing — Allows the caster to land safely in a fall up to 20' per level, and to take that distance off the severity of any longer fall.

3. Traction — Caster can run on even, unstable surfaces (sand, ice, etc.) as he would on a hard stable surface.

4. Edgerunning — Caster can run on even, narrow (at least 2" wide) surfaces as if he were on normal ground.

5. Leaping III — As Leaping I, except the caster can execute three "leaps" in succession. Each leap must be within 90 degrees of the last leap's direction.

6. Cornering I — Allows the caster to execute a turn up to 180 degrees with no deceleration or unbalance (this spell can be used with any of the Running spells).

7. Levitation — Allows caster to move up or down vertically at a rate of 10' per round. Horizontal movement is only possible by normal means.

8. Landing True — As Landing, except caster can land safely from any fall 99% of the time.

9. Wall-walking — Caster can walk on solid surfaces up to 90 degrees as if he were on normal ground.

10. Great Leap — As Leaping I, except limit is 10' per level laterally and 5' per level vertically.

11. Cornering III — As Cornering I, except castcr may execute three such turns in one round.

12. Wall Flip — If the caster has a wall within 10', he can leap up to the wall, bounce off and land up to 25' from the wall (facing any direction - no orientation roll required).

13. Wallrunning — As Wallwalking, except caster may run.

14. Fluidrunning — Caster may run on any calm fluid surface as if on level ground.

15. Breezerunning — Caster can run on air if there is a wind blowing. However, he cannot run into the wind, and when running in any other direction, the wind's speed will modify his movement rate (i.e., like the effect of wind on a sail boat).

16. Earthwalking—Caster can walk just underneath the surface of the ground. Loosely packed ground will betray the caster's direction of movement. The caster cannot go deeper into the ground than his body height. In addition, this spell will not function in hard rocky soil.

17. Fluidrunning True — Caster can run on any fluid surface as if on level ground, regardless of turbulence.

18. Breezerunning True — As Breezerunning, except castcr may run against the wind, and his movement rate is unaffected by the wind speed.

19. Ceilingwalking — Caster can walk on any solid surfaces as if he were on normal ground (includes ceilings).

20. Run True—Caster use any of the lower level Running spells once per round.

25. Ceilingrunning — As Ceilingwalking, except caster may run.

30. Earthrunning — As Earlliwalking, except caster may run.

50. Monk's Bridge — Caster can use any one of the lower level spells (on this list) each round.

Special Note

See Section 7.1.12 in Spell Law for more information on encumbrance limits for spells.

Note: This list is identical to the Monk Base list with the

Nature's Forms

attacks.

- Caster gets a +5 bonus to all unarmed t u

2. Cunning of the Fox — Caster gains increased sense of hearing | and smell like those of a fox. Adds +50 to Awareness maneuvers with only those senses; +20 to Awareness maneuvers using these senses combined with others.

3. Coil of the Snake I — Caster may roll one extra die for initiative and choose which ones he wants to use.

4. Eyes of the Eagle — Caster gains an increased sense of sight like that of an eagle. Adds +50 to awareness maneuvers using only sight; +20 if using sight combined with other senses.

5. Lash of the Dragon I — Caster can strike an inanimate object and deliver damage to it (taking no damage himself). Caster makes a normal Martial Arts Strikes attack against the object. In addition, there is a chance that the object will break if it has any Haws (e.g., cracks, fractures, etc.) in it. The chance is equal to 10% plus 1 % per degree of severity of the critical delivered in the attack (i.e., 'A' critical = 11%, 'B'critical = 12%, etc.). This chance is modified by +10% to +50%, depending on the severity of the flaws.

6. Coil of the Snake II — As Coil of the Snake 1, except caster may roll two extra die.

7. Strength of the Bear II — In melee, the caster does double normal concussion hits and his Strength stat bonus is doubled.

8. Fury of the Tiger II — As Fury of the Tiger I, except bonus is +10.

9. Shell of the Turtle III — For the duration of this spell, the caster's skin is treated as AT 3 (this is only effective if the caster is wearing no armor at all).

10. Heart of the Tiger — The caster may ignore the effects of the next critical strike made against him. At the end of this spell's duration, all effects apply normally. Only one wound can be ignored in this fashion at a time (i.e., the caster cannot have more than one Heart of the Tiger spell active at any given time).

11. Coil of the Snake III — As Coil of the Snake I, except caster may roll three extra die

12. Lash of the Dragon II — As Lash of the Dragon I, except chance of breakage is equal to 25% plus 3% per degree of severity of the critical delivered in the attack (i.e., 'A' critical = 28%, 'B' critical = 31%, etc.). This chanceis modified by + 10% to +50%, depending on the severity of the flaws.

13. Precision of the Crane — Caster's next attack this round becomes more precise. If the attack delivers a critical, the critical roll is modified by +/-5 by the caster.

14. Strength of the Bear III — Ki, Strength of the Bear II, except caster does triple normal concussion hitdamage and his Strength stat bonus is tripled.

15. Fury of the Tiger III — As Fury of the Tiger I, except bonus is+15.

16. Shell or the Turtle IV — As Shell of the Turtle III, except the caster's skin is treated as AT 4.

17. ('oil of the Snake IV — As Coil of the Snake I, except caster may roll four extra die.

18. Lash of the Dragon III — As Lash of the Dragon I, except chance of breakage is equal to 40% plus 6% per degree of severity of the critical delivered in the attack (i.e., 'A' critical = 46%, 'B' critical = 52%, etc.). This chance is modified by +10% to +50%, depending on the severity of the flaws.

19. Fury of the Tiger IV — As Fury of the Tiger I, except bonus is +20.

20. Wrath of the Dragon — Caster's unarmed attack this round I will do an additional elemental critical of equal severity (same roll) to the martial arts critical (if any). For purposes of special defenses, this attack will count as magical. The elemental

Taoist Monk Base List 20.1.5

Nature's Forms

S Lvl

Spell

Area of Effect Duration

Range

a i)

Fury of the Tiger 1

caster

1 rnd/lvl

seir

p 2)

Cunning of the Fox

caster

1 min/lvl

self

P 3)

Coil of the Snake I *

caster

1 round

self

2 4)

Eyes of the Eagle

caster

1 min/lvl

self

I 5)

Lash of the Dragon I

caster

self

P:" 6)

Coil of the Snake II*

caster

1 round

self

g 7)

Strength of the Bear II

caster

1 round

self

P 8)

Fury of the Tiger II

caster

1 rnd/lvl

self

a 9)

Shell of the Turtle III

caster

1 rnd/lvl

self

I 10)

Heart of the Tiger

caster

1 min/lvl

self

1 1»

Coil of the Snake III *

caster

1 round

self

0 12>

Lash of the Dragon II

caster

self

P 13)

Precision of the Crane *

caster

self

0 14)

Strength of the Bear III

caster

1 round

self

p 15)

Fury of the Tiger III

caster

1 rnd/lvl

self

ä i6)

Shell of the Turtle IV

caster

1 rnd/lvl

self

□ 17)

Coil of the Snake IV *

caster

1 round

self

□ 18)

Lash of the Dragon III

caster

self

□ 19)

Fury of the Tiger IV

caster

1 rnd/lvl

self

□ 20)

Wrath of the Dragon *

caster

□ 25)

Fury of the Tiger True

caster

1 rnd/lvl

self

□ 30)

Strength of the Bear IV

caster

1 round

self

□ 50)

Master of Forms

caster

1 rnd/lvl

self

rv

critical can be either heat, cold, lightning, or impact. The caster must chose one elemental effect when the spell is developed and cannot change it.

25. Fury of the Tiger True — As Fury of the Tiger I, except bonus is +30.

30. Strength of the Bear IV — As Strength of the Bear II, except caster does quadruple normal concussion hit damage and his Strength stat bonus is quadrupled.

50. Master of Forms — Caster can use any of the lower level spells (from this list) once per round.

TaoistMonk Bash List 20.1.6

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