TEXT: Villains and Vigilantes - Mystic Rhythms Other Spells
  Non-Combat Spells
   
  Run Like the Wind: +50" Ground Movement, PR=1/round 
   
  Breathe Like a Fish: (Water Breathing) PR=2/day 
   
  Resiliance: (Adaption, adapt to hostile environment only) PR=2/environment/day 
   
  Astral Expedition: (Astral Projection) PR=12 to use on self, PR=15 to use on a willing subject 
   
  Ant Walk: Climb walls and sheer surfaces at a rate of (Str+Agil)"/turn, PR=1/hour 
   
  Divination: (Cosmic Awareness) see pg 11, PR=10 + modifiers 
   
  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. 
   
  Wind Walk: (Flight) 90 mph, PR=1/hour 
   
  Eyes of the Owl: (Ultraviolet vision) PR=1/hour 
   
  Night Sight: (Infrared Vision) PR=1/hour 
   
  Wings of Night: (Wings) 396" flying, PR=1/hour 
   
  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. 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 
  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. 
  3.  Super Abilities: choose one or more powers for the animal. 
   
  Resurrection: (Revivication) PR=25 
   
  Serpentine Heal: (Regeneration) PR=1/turn 
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  Villains and Vigilantes - Mystic Rhythms Other Spells
   
  Enslave Mind: (Mind Control) PR=20, 20" range 
   
  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. Detect Hidden if opponent 
  attacking, roll vs. Detect Danger if opponent is being attacked by caster. If caster is hit or attacks spell 
  dissipates and must be recast. 
   
  Icy Constructs: (Ice Powers, create ice only) PR=2, otherwise same as creating ice masses on page 13. 
   
  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. Statistics 
  for homonculi will be added soon. 
   
  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. 
  Golem Statistics (SR=Structural Rating)
  Material:
  Clay/Earth Granite Bronze Iron
  Weight (180*SR):
  720
  1080
  1620
  1800
  Hit Points (7*SR):
  28
  42
  63
  70
  HTH Damage 
  (based on weight, pg. 25):
  1d8
  1d10
  1d10
  1d10
  Agility 
  (base 10 modified by weight): 6
  4
  4
  4
  To Hit Modifier:
  -2
  -4
  -4
  -4
  Move (20+Agility):
  26"
  24"
  24"
  24"
   
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  Villains and Vigilantes - Mystic Rhythms Other Spells
  Create Zombie: See Opponents Unlimited pg 6. 
  Villains and Vigilantes Mystic Rhythms Sourcebook
  Created and maintained by Pandemonium 
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SOURCE: textdata/thevault/Villains & Vigilantes/Extra Material/Villains & Vigilantes Non-Combat Spells.pdf