[7.1.1]
Cast Chance = (Mystic Theory Base Statistic Number + Cast Chance Bonus )- (10% * DoM of the Spell)
The Cast Chance Bonus is the total of the Bonus from Mystic Theory, Spellcasting aids such as Enchanted Items, and any additional pluses from other Spells. If the casting roll fails by 1% to 24%, the Spell fails to be cast (commonly referred to as the spell 'clicks'). Regardless of final calculated Cast Chance, a roll of 100% always results in Spell failure. If the casting roll fails by 25% or more, a Spell Fumble occurs (see below)
[7.1.2]
Base: The 'normal' method of spell casting. A Mage must be able to speak and have free use of one hand in order to cast Spells, unless she has a familiar or a Focus (see Enchantments). This method must be learned by the Mage before learning any other of the casting styles, except Potion. Cast Times are as shown in the spell descriptions are for this type of casting.
Powerword: With this casting style, the Mage learns an accelerated version of the Spell. The spell can be cast and released in three pulses. The experience cost to learn the Powerword version of the Spell is dependent on the casting time of the Base style. A Mage must be able to speak in order to cast Powerword Spells. This method must be learned by the Mage before learning the Glyph casting styles.
Internal: The Mage may cast the spell by mental effort alone; there is no external sign that the Mage is casting a Spell. The cast time is the same as Base. If the mage knows the Powerword version of the Spell, that may be cast using this style as well, at the same accelerated speed.
Runic: With this casting style, the Mage may write out a form of the Spell onto a scroll, so that anyone who can read the scroll may cast it. (See Scroll Creation Rules in GM Guide). Not all Mage Spells may be cast in the Runic style. This method must be learned by the Mage before learning the Enchantments or Glyph casting styles.
Glyph: A Glyph is a single complex character that is written in glowing script by the mage's finger or Focus. Glyphs take 5 minutes to write. Upon completion of the Glyph, the Mage may choose to allow the Glyph character to fade from sight, or remain glowing. The Glyph holds the Spell which is activated by conditions set by the Mage (see below). When the Glyph activates, the Spell is cast as if the Mage cast the Spell at that time. Glyphs are long duration Spells that cannot move. A Glyph is cast in a particular area, not on a specific item. For example, to protect a door with a Glyph, the Glyph is placed in front of the door. To touch the door, a person would have to pass their hand through the Glyph, thus activating it. A Glyph normally lasts for 30 days. It may be Boosted for duration. Each Boost increases the duration by 30 days.
Enchantments: This is the method for making permanent magic items that allow individuals to cast the Spell as if they were a Mage. The Spell is inscribed onto an item, often incorporating the use of precious metals and/or gems (see the introduction to the Enchantments Spell Tree for complete details on the creation of Enchanted items). Once an Inscribed item is made, the Spell may be released from the item by concentrating on the item for 10 seconds and rolling a d100 to activate. On a roll of 75 or less, the item activates and the spell is cast. This form of casting is suitable for constructing larger magic items where there is sufficient room to write out the full inscription representation of the Spell. For smaller items, Glyph Enchantments must be used. This method of casting must be learned by the Mage before learning the Glyph Enchantments casting style.
Glyph Enchantments:Same as Enchantments, except that a Glyph Enchantment is far smaller so that smaller items (such as rings and amulets) can be made.
Potion: This casting style allows the Mage to capture the affects of the Spell in a potion. The Spell is released by drinking the potion, which takes 15 seconds, and rolling a d100 to activate. Normal potions activate on a roll of 80 or less. All Potions require specific ingredients, some common, some rare. Unless an ingredient is specifically listed with a Spell, or defined by the GameMaster, ingredients should be considered commonly available (see the GM guide for complete details of potion creation).
[7.1.3]
[7.1.4]
[7.1.5]
ExampleJason is a Mage with an Initial Cast Chance of 80% (5 times his Magic Talent) and DoM 5 Mystic Theory, which gives him a +50% bonus to Cast Chance. He attempts to cast a Juggernaut (DoM 6 Earth Magics). His Cast Chance is equal to 80% (Initial) plus 50% (Bonus) minus 60% (10% times the DoM of the Spell), for a final Cast Chance of 70%. He fails to cast the Spell on a d100 roll of 71% through 94%, and fumbles on a 95% through 100%. He rolls a 97%, a Spell Fumble and must roll on the Spell Fumble Chart. He rolls a seven on his d20 and adds the DoM of the Spell to this roll to give a total of 13. Consulting the table, the Game Master determines the result,'Spell fails; Mage expends 4 times normal SPP'; Jason must expend a total of 24 SPP for the failed Spell. Had Jason attempted to Boost the Spell (which would have reduced his Cast Chance to 40%!), the roll of seven would have resulted in a 19 result on the Spell Fumble table (a roll of 7 plus 6 for the DoM of the Spell plus another 6 because the Spell was Boosted). A 19 result is 'The Spell affects the mage if harmful, or an opponent if beneficial, but at double effect', which would have been a roll on the +3 column of the Melee/Missile Chart with a double-strength Boosted Juggernaut, with himself as the target!
[7.1.6]
[7.1.7]
ExampleOogah the Ogre Mage has 45 SPP and, therefore, 45 Fatigue points, and a 50% Spell Cost Cutter amulet. The Spell Cost Cutter effectively doubles his SPP to a total of 90 SPP, but his Fatigue points still remain the same. At the beginning of combat, he casts a Boosted, Powerword Mystic Shield Spell (DoM 2). The Spell costs him 4 SPP (DoM 2 Spell * 2 for the Boost). His fatigue is 8 (4 for the raw SPP cost of the spell * 2 for the PowerWord). When he casts a Boosted, Powerword Icicle (DoM 2) at his opponent, the SPP cost is still again 4, but the Fatigue cost is an additional 4 (the raw cast cost again) because the spell is not being cast on himself, for a total fatigue cost of 12. Obviously, he can only cast a couple more rapid spells before he is too fatigued to cast at all.
[7.1.8]
[7.1.9]
[7.1.10]
ExampleAn opponent is attempting to escape from battle and Ira has spotted him. Unfortunately he is just out of range of Ira's Powerword Stone Bolt, so Ira decides to Boost the range of the Stone Bolt. He also decides to Boost the damage, so that if it hits, it's sure to take the opponent down. Ira's Base Cast Chance is 130%, but casting a double Boosted Stone Bolt adjusts that to 130% - 3 * 10% - 3 * 5% (range Boost) - 3 * 5% (damage Boost) = 70%. Casting the Stone Bolt will cost him 3 SPP for the base Spell plus 3 SPP for the range Boost plus 3 SPP for the damage boost, doubled because it is cast as a Powerword, for a total of 18 SPP. The damage of the Stone Bolt is now 3d8 * 1.5, and the range of his spell is increased from 30 meters to 45 meters. His fatigue cost for the Spell, however, is 6 base * 2 for the Powerword * 2 for the Boost for a total of 24 Fatigue points.
[7.1.10.5]
[7.1.15]
[7.2.1]
| DoM 1 ) Audible Glamour | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 60 pulses | R: 30 meters | D: Varies | ST: None | Fatigue: 2 |
| Long Description | ||||
| The Mage may cause the air to vibrate, producing sound. The sounds have a limit of 60 decibels (normal speaking voices are 50 decibels), and will not cause injury. The spell may lie dormant for up to one week, and the sound be activated by a spoken key word (mage's choice). The Spell may thus be used to deliver a short message. | ||||
| Short Description | ||||
| Produce sound on keyword. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.2.2]
| DoM 1 ) Minor Air Manipulation | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 2 |
| Long Description | ||||
| The Caster may manipulate up to 0.03 cubic meters of air per Blow. Mages who have not learned additional Blows for Mage Spells may use one manipulation every 30 seconds. The Mage may input a certain amount of energy into the manipulated air. This energy is enough to make still air become a miniature wind storm, or vice versa. The exact effects depend upon the situation. For example, a windstorm around an opponent's head with no debris would cause 2d4 points of damage, stopped by armor. The Saving Throw is based on the situation, but it is usually Agility or Dexterity. | ||||
| Short Description | ||||
| Manipulate 0.03 m^3, 2d4 damage. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.2.3]
| DoM 2 ) Air Shield | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| This Spell creates a swirling zone of air around the Mage. The Mage adds +4 to his or her DR against missiles and +2 DR against melee attacks. Also, the Mage takes half damage from electrical or air attacks. The Mage may have only one type of Elemental Shield on his or her person at a time. | ||||
| Short Description | ||||
| +4 DR missiles, +2 DR melee. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.2.4]
| DoM 3 ) Layered Air Shield | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| An Air Shield that may be used simultaneously with other layered elemental shields. | ||||
| Short Description | ||||
| Air Shield that layers. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.2.5]
| DoM 3 ) Major Air Manipulation | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 6 |
| Long Description | ||||
| This Spell resembles Minor Air Manipulation save that the quantity controllable is increased 10-fold; that is the Mage can control 0.3 cubic meters of air per Blow granted by Spell Blows. For example, if an opponent is caught in a windstorm, 3d6 would be done to a random part of the target's body as he or she is thrown about (as determined on the +5 column of the Melee/Missile table). | ||||
| Short Description | ||||
| Manipulate 0.3 m^3, 3d6 damage. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.2.6]
| DoM 4 ) Deafen | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters @ | D: None | ST: Constitution | Fatigue: 8 |
| Long Description | ||||
| As audible glamour, but the sounds produced may be loud enough to temporarily deafen individuals, for a deafness duration of 5d10 minutes if the Constitution Save is missed, or 5d10 seconds if the Constitution Save is made. | ||||
| Short Description | ||||
| Deafen in area for 5d10 minutes (second w/ save). | ||||
| Base:400 | Powerword:400 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.2.7]
| DoM 4 ) Silence | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters @ | D: 5 minutes | ST: None | Fatigue: 8 |
| Long Description | ||||
| The Mage may prevent air from vibrating, so that sound may not propagate. It will prevent the casting of any spell that has a verbal component. The area of effect moves with the Mage. | ||||
| Short Description | ||||
| Stops all sound in an area. | ||||
| Base:400 | Powerword:400 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:N/A | Enchantments:400 | Glyph Enchantments:400 | |
[7.2.8]
| DoM 5 ) Flight | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 5 |
| Long Description | ||||
| This Spell allows the target to fly for 1 hour at a speed of 40 kph. Note that the Spell does not give the target the skill to fly well (though someone with the ability to cast flight will instinctually fly well). For each 5 kilograms the target weighs over 75 kilograms, the target's flight speed decreases by 2 kph. Conversely, for each 5 kilograms the target weighs under 75 kilograms, the target's speed increases by 2 kph. This Spell may be Boosted for speed: each 2 SPP and -5% Cast Chance penalty taken will add 2 kph to the base speed of 40 kph. As with other Spells, the Mage may only Boost once for each DoM of Mystic Theory. | ||||
| Short Description | ||||
| Fly at 40 kph. | ||||
| Base:500 | Powerword:750 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.2.9]
| DoM 6 ) Air Fist | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 50 meters | D: 5 minutes | ST: Agility-10 | Fatigue: 12 |
| Long Description | ||||
| The Mage rapidly increases the air pressure around the intended target, preventing them from breathing or from moving from the target region. Unless the Spell is dispelled or the target is forcibly displaced (external force, Strength-10), the target will suffocate in 4 minutes. The mage must maintain concentration for the duration of the attack. | ||||
| Short Description | ||||
| Contain and suffocate target in 4 min | ||||
| Base:600 | Powerword:600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.2.10]
| DoM 7 ) Greater Air Manipulation | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 14 |
| Long Description | ||||
| The Mage may affect the air as in Major Air Manipulation but he or she affects 3 cubic meters per Blow and the air affected will remain in the shape chosen by the Mage as long as the Mage maintains concentration on it, so that a bridge of air, for example, can be formed for the party to cross a chasm. When used as an attack, a 6d6 would be done to a random part of the target's body as he or she is thrown about (as determined on the +5 column of the Melee/Missile table). | ||||
| Short Description | ||||
| Manipulate 3 m^3, 6d6 damage. | ||||
| Base:700 | Powerword:700 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.2.11]
| DoM 8 ) Resist Air | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| Upon casting this Spell, the Mage becomes immune to all air effects, including suffocation, and air pressure. This Spell will only protect the Spell Caster, who may only benefit from one Resist Element Spell at any one time. | ||||
| Short Description | ||||
| Immune to air damage. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.2.12]
| DoM 9 ) Explosive Decompression | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 50 meters | D: 5 minutes | ST: None | Fatigue: 18 |
| Long Description | ||||
| The Mage rapidly lowers the air pressure around the intended target, causing 1d6 of damage per DoM of Spellcasting to the target's chest, not stopped by armor. When the spell is cast on an enclosed area, it will remove 1 cubic meter/second for the duration of the spell. | ||||
| Short Description | ||||
| 1d6 damage per DoM Spellcasting | ||||
| Base:900 | Powerword:3600 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:N/A | Enchantments:900 | Glyph Enchantments:900 | |
[7.2.13]
| DoM 10 ) Tornado | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 500 meters | D: 30 minutes | ST: None | Fatigue: 20 |
| Long Description | ||||
| Any creature within the area of effect is buffeted with air and debris and every 3 seconds 3d6 of damage is done to a random body part, not stopped by normal armor. The area of effect is equal to 5 meters of diameter per DoM of Spellcasting. The tornado may be controlled by the Mage and will move at a maximum of 2 meters per second. If uncontrolled, the tornado will move with the local winds. | ||||
| Short Description | ||||
| 3d6 damage every 3 seconds. | ||||
| Base:1000 | Powerword:6000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:N/A | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.2.14]
| DoM 12 ) Air Command | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 100 meters | D: Until Dispelled | ST: Agility (usually) | Fatigue: 24 |
| Long Description | ||||
| The Mage may affect the air as in Greater Air Manipulation but he or she affects 3 cubic meters per Blow and the air affected will remain in the shape chosen by the Mage until dispelled or reworked. This Spell will allow the Mage to make permanent storms, castles on clouds, and other such staples of the fantastic. In addition, the Mage may cast this Spell upon him or herself and gain the effects of a permanent Minor Air Manipulation, at will, with no expenditure of SPP. | ||||
| Short Description | ||||
| Manipulate 3 m^3. | ||||
| Base:1200 | Powerword:1800 | Runic:1200 | Internal:1200 | |
| Glyph:1200 | Potion:1200 | Enchantments:1200 | Glyph Enchantments:1200 | |
[7.2.15]
Air Tree
[7.3.1]
| DoM 1 ) Evil Eye | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: 20 meters | D: 1 day | ST: Will | Fatigue: 2 |
| Long Description | ||||
| With this Spell, the Mage may cast a curse of misfortune on the target. The target will incur a -1 penalty to CR and -5% to Cast Chance. | ||||
| Short Description | ||||
| -1 CR, -5%Cast Chance. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.3.2]
| DoM 2 ) Curse | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: 10 meters | D: Until Dispelled | ST: Magic Talent -2 | Fatigue: 4 |
| Long Description | ||||
| Curse is a fast casting spell with which the Mage may curse an entity with -1 to CR, DR, damage, Cast Chance, or Saving Throws, or -5% Skill Rolls. The target receives a Magic Talent Saving Throw. | ||||
| Short Description | ||||
| -1 to CR, DR, damage, Cast Chance, or Saving Throws, or -5% Skill Rolls. | ||||
| Base:200 | Powerword:200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.3.3]
| DoM 2 ) Speak to the Dead | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: 3 meters | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| This Spell allows the Mage to speak to any dead, sapient individual as long as the Mage has a piece of the creature's corporeal remains, is in the place where the creature died, or is in the place where the creatures remains reside. The Mage must speak to a specific creature and cannot cast the Spell at a spot and communicate with anyone that had died at the spot, without knowing who had died there. If the dead is reluctant to answer, the mage can compel by winning an opposed will roll. If the mage fails to win the will roll, he may try again after 24 hours. If the dead is Sinbad, he will be compelled to answer all questions fully and truthfully. | ||||
| Short Description | ||||
| Communicate with dead being. | ||||
| Base:200 | Powerword:1200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.3.4]
| DoM 3 ) Create Minor Undead | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 hour | R: 3 meters | D: Permanent | ST: None | Fatigue: 6 |
| Long Description | ||||
| As long as the necessary raw material (i.e., corpses) are available, the Mage may create Minor Undead: skeletons and zombies. Any Undead created are not controlled and the Mage must control them by making a will save to have any command over the newly created Undead. Zombies and skeletons are immune to fear, poison, cold, stun results, being rendered unconscious, and blood loss. | ||||
| Short Description | ||||
| Turn corpse into skeleton or zombie. | ||||
| Base:300 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.3.8]
| DoM 3 ) Moment of Weakness | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: 10 meters | D: 60 seconds | ST: Magic Talent -3 | Fatigue: 6 |
| Long Description | ||||
| This spell may be cast in one of four ways. Either: The target's Strength is halved for one minute. Damage is adjusted accordingly, and if they no longer have the strength to lift their weapon they drop it immediately. OR The target's Intelligence is halved for one minute. The target forgets what they are doing and must spend two seconds to figure out what he should do next. If the target was casting a spell, it is aborted. OR The target's Agility is halved for one minute. The target must immediately make an agility save (at the new half agility) or fall down. OR The target's Dexterity is halved for one minute. The target must immediately make a Dexterity save (at their new half-dexterity) or drop their weapon. | ||||
| Short Description | ||||
| A statistic is halved. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.3.9]
| DoM 4 ) Demoralization | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Special | D: 5 minutes | ST: Magic Talent -4 | Fatigue: 8 |
| Long Description | ||||
| All targets save versus Magic Talent or have their Will drop by 1/3. All within the radius must make a single Will Save at their new Will or leave the radius of effect as fast as they can. Radius of effect is 5 meters per DoM in Spell Casting. Creatures who are either not sentient enough to fear extinction or are Undead will ignore this Spell. | ||||
| Short Description | ||||
| -1/3 Will, radius 5m*Spell Casting | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.3.10]
| DoM 5 ) Create Moderate Undead | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 hour | R: 3 meters | D: Permanent | ST: None | Fatigue: 10 |
| Long Description | ||||
| If this Spell is cast upon a corpse, the Mage may create a ghoul. If it is cast on a still living person, when that person dies, he or she will become a wight. Any Undead created are not controlled and the Mage must control them by making a will save at -2 in order to have any command over the newly created Undead. A Character who becomes a ghoul loses all previous abilities and Statistics, and uses the ghoul Statistics. A Character who becomes a wight gains a 20 Strength and Constitution. A wight takes 24 hours to reanimate. A wight Character retains all previous Disciplines and experience, and may continue to gain experience at 1/4 the normal rate. The Disciplines of a wight depend upon the person who is transformed. Statistics for a typical wight (based on a fighter) are given in the Monstrous Manual. Ghouls and wights are immune to fear, poison, stun results, being rendered unconscious, and cold. | ||||
| Short Description | ||||
| Corpse become ghoul, living become wight. | ||||
| Base:500 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.3.11]
| DoM 6 ) Brain Freeze | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: 1 hour | ST: Magic Talent -6 | Fatigue: 12 |
| Long Description | ||||
| Target's Intelligence and magic talent is halved for the duration of the spell. | ||||
| Short Description | ||||
| Mages are screwed. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.3.12]
| DoM 6 ) Fear | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Special | D: 5 minutes | ST: Will-6 | Fatigue: 12 |
| Long Description | ||||
| Any and all creatures who come within the radius of effect of this Spell must make a Saving Throw or flee from the Mage's presence (until the creature drops from exhaustion). The radius of effect is 5 meters per DoM in Spell Casting. Creatures who are either not sentient enough to fear extinction or are Undead will ignore this Spell. | ||||
| Short Description | ||||
| All creatures flee the Mage. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.3.13]
| DoM 6 ) Paralysis | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: 1 hour | ST: Magic Talent -6 | Fatigue: 12 |
| Long Description | ||||
| The target's voluntary muscles are frozen in place for the duration of this spell. | ||||
| Short Description | ||||
| Target cannot move. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.3.14]
| DoM 7 ) Create Greater Undead | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 hour | R: 3 meters | D: Until Dispelled | ST: None | Fatigue: 14 |
| Long Description | ||||
| If this Spell is cast upon a corpse, the Mage may create a wraith. If it is cast on a still living person, when that person dies, he or she will become a vampire. Specters are created when a wraith absorbs sufficient life energy to become corporeal. Any Undead created are not controlled and the Mage must control them using the Control Spell in order to have any command over the newly created Undead. A Character who becomes a wraith or specter loses all previous talents and abilities, and uses those of the wraith or specter. A wraith begins with Base Hit Points equal to the original Character's Constitution. A wraith will become a specter when it absorbs enough life energy from Characters with SPP to increase the wraith's BHP to 39. When a Character becomes a vampire, his or her Strength becomes a 24, Constitution a 20, and the Character adds +4 to his or her Will, Dexterity and Agility. Wraiths, specter, and vampires are immune to fear, poison, stun results, being rendered unconscious, and cold. In addition, wraiths may only be damage by magic, specters may be harmed only by magic and fire, and vampire may be harmed only by wood, sunlight, fire, and magic. | ||||
| Short Description | ||||
| Corpse becomes wraith, living become vampire. | ||||
| Base:700 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.3.16]
| DoM 8 ) Feeble Mind | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: 30 meters | D: Until Dispelled | ST: Magic Talent -8 | Fatigue: 16 |
| Long Description | ||||
| Target's Intelligence is reduced to 5 until dispelled. With a 5 Intelligence the target has an Intelligence of a rather slow dog who does not obey commands well. | ||||
| Short Description | ||||
| Intelligence is reduced to 5. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.3.17]
| DoM 8 ) Sleep | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Special | D: 1 hour | ST: None | Fatigue: 16 |
| Long Description | ||||
| Any target in the area of effect who fails his/her Magic Talent Save falls into a normal sleep for an hour. The radius of effect is 5 meters per DoM in Spell Casting. | ||||
| Short Description | ||||
| Area of effect sleep. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.3.18]
| DoM 10 ) Become Lich | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 8 hours | R: Self | D: Permanent | ST: None | Fatigue: 10 |
| Long Description | ||||
| When this ritual is enacted the Mage will become one of the Undead, although independent. The Game Master should require certain rare or hard-to-come-by materials for the Mage to complete this ritual. The Mage will retain all of his or her knowledge and abilities, although all further experience gained will be divided by 4. The Mage's Constitution will rise to 20, his or her Strength will rise to 18, his or her Magic Talent, Will, and Faith will increase by +3, and his or her command abilities will rise with respect to those creatures led through fear. Of course, the Mage no longer needs to eat or sleep, and is tireless. During the night, a Lich may mimic any of the other Undead's powers and appearance. The Mage's main concern is healing of injury. Although the Mage is immune to disease, his or her normal healing processes have also stopped. Once damaged, the Mage will stay damaged. Clerical Spells will not heal the Mage and Technical medicine will aid the Mage little since medicine is concerned with letting the body heal itself, something now impossible for the Mage. Only the various Spells from the Enhancements and Order Spell Lists will restore the Mage. | ||||
| Short Description | ||||
| Mage turns self into Lich. | ||||
| Base:1000 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.3.19]
| DoM 12 ) Death | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 1 minute | R: 100 meters | D: 60 seconds | ST: Magic Talent-12 | Fatigue: 24 |
| Long Description | ||||
| Any target within range may be targeted by the Mage. The target's heart stops beating instantaneously and they will die within 4 minutes if the spell is not abated. Even if the spell is abated the target will die unless a Body Healing I or better is cast upon them, or is resuscitated with technological means. | ||||
| Short Description | ||||
| Kill target, few save. | ||||
| Base:1200 | Powerword:4800 | Runic:1200 | Internal:1200 | |
| Glyph:1200 | Potion:1200 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.3.20]
Blight Tree
[7.4.1]
| DoM 1 ) Weapon Energize I | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: Touch | D: 5 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| This Spell will imbue any weapon with a magical aura so that it will do +2 damage. This increase in damage is cumulative with damage bonuses gained through the Enchantment list. The magical aura takes the form of a glowing, electric blue field surrounding the weapon. Note that hands and feet, table legs, glass bottles, etc. may all have Weapon Energize cast on them. If cast on a person or creature, the entire body will be imbued with the magical aura (up to 10 square meters). | ||||
| Short Description | ||||
| +2 damage. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.4.2]
| DoM 2 ) Chaos Shield | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| With this Spell, the Mage may create a glowing silver magic shield, in whatever shape the Mage chooses, up to 3 square meters in size. The shield will function as melee shield, stopping 6 points of damage (normally). All six points are treated as magical for the purpose of stopping damage. In addition, the shield fluctuates chaotically. Every time the shield is struck, there is a 15% chance (85-100 on a d100) that the shield will stop all damage (magical and physical), and a 15% chance (01-15) that the shield will stop no damage at all. | ||||
| Short Description | ||||
| Tower shield, 6 points of armor. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.4.3]
| DoM 3 ) Chaos Lock | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 1 minute | R: Touch | D: Until Dispelled | ST: None | Fatigue: 3 |
| Long Description | ||||
| This Spell will create a magical trap which may be placed on pouches, letters, books, trunks, doors, etc. The Mage must set the trigger to activate in the circumstances under which the Storage Ward will activate. The trigger may be as large as a 1/2 meter sphere and as small as a 1 cm sphere. Upon activation, a bolt of raw magical energy will strike the limb or object triggering the ward, doing a d6+8 of damage. This damage is not stopped by normal armor. The ward activates on a 15 or less rolled on a D20, and fumbles on a 20. The ward may be modified by the following: 1) The ward may be boosted. Each 2 SPP of boost will affect the size or duration by a factor of 2, and decrease the Cast Chance by -1 per 2 SPP. 2) The chance of activation may be increased. To do this, the spell must be Boosted for this effect, and then 3 SPP per point of increase must be boosted in. For example, to have the ward go off on an 17 or less, the spell must be Boosted (costing 3+3=6 SPP) at a -9 cast chance, and then an additional 6 SPP must be boosted in, for a total cost of 12 SPP. | ||||
| Short Description | ||||
| Trap doing d6+8 damage. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.4.4]
| DoM 3 ) Lightning Bolt | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: 30 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| A bolt of lightning springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The bolt does 2d6 worth of damage, not stopped by nonmagical armor. | ||||
| Short Description | ||||
| 2d6 worth of damage, +3 CR. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:N/A | Enchantments:300 | Glyph Enchantments:300 | |
[7.4.5]
| DoM 3 ) Magic Weapon | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: Touch | D: 5 minutes | ST: None | Fatigue: 6 |
| Long Description | ||||
| This Spell will create a glowing silver magical weapon, in whatever shape the Mage chooses. No matter what the size and shape of the weapon, it will do a 3d6+2 of damage, with the +2 treated as magical damage, not stopped by normal armor. The Weapons Energize Spell is not cumulative with this Spell. This spell may not be boosted for increased damage. | ||||
| Short Description | ||||
| Weapon, 3d6+2 of damage. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.4.6]
| DoM 4 ) Incapacitate | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: 10 meters | D: 60 seconds | ST: Magic Talent-2 | Fatigue: 8 |
| Long Description | ||||
| The Character may move no faster than a walk, CR, DR, and PR suffer a -8 penalty , and a penalty of -80% to Cast Chance and Skill Rolls is incurred. The incapacitation lasts for the duration of the spell. | ||||
| Short Description | ||||
| -8 CR, DR, and PR, -80% to Cast Chance. | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.4.7]
| DoM 5 ) Chaos Armor | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 5 |
| Long Description | ||||
| This Spell surrounds the recipient with a glowing electric-rainbow shimmering field that will increase the recipient's armor absorption. It is cumulative with Enchanted armor. The armor absorption from this Spell is not reduced by firearms, lightning (or other magic only attacks), flame, or superior steels. Every time this armor is struck, it absorbs an amount of damage equal to 1d12 (rolled anew for each hit). | ||||
| Short Description | ||||
| 1d12 magical armor. | ||||
| Base:500 | Powerword:750 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.4.8]
| DoM 6 ) Energy Tap | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: 50 meters | D: None | ST: None | Fatigue: 12 |
| Long Description | ||||
| The Mage may strike a target down with raw magical power. The Mage will do 4d6 of damage, with a +4 to damage for every 3 additional SPP (and Fatigue Points) he or she devotes to the Spell, up to twice the Mage's DoM in Mystic Theory. Therefore a Mage with DoM 10 Mystic Theory could do (4d6) + 80 points of damage at a total cost of 66 SPP and 72 Fatigue (6 SPP for the Spell itself and 60 SPP for the additional damage, 12 Fatigue base plus 60 for the additional damage). The damage is not stopped by normal armor. The Mage must roll to hit with +3 CR. This Spell may not be Boosted for multiplying effect. | ||||
| Short Description | ||||
| 4d6 dmg (+4 per boost) | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:N/A | Enchantments:600 | Glyph Enchantments:600 | |
[7.4.9]
| DoM 6 ) Magic Bow | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: 10 minutes | ST: None | Fatigue: 12 |
| Long Description | ||||
| This Spell will create a glowing silver bow or crossbow that may be used as a normal melee weapon. The weapon will fire silver arrows or bolts capable of traveling 100 meters and doing 4d6+4 of damage, with the +4 treated as magical damage, not stopped by normal armor. The Character must roll to hit as normal, with a +3 CR bonus to the Character's normal skill with a blow. The archer may fire twice as fast as their skill normally allows them, as they need not place an arrow on the string. This spell may not be boosted for increased damage. The Weapons Energize Spell is not cumulative with this Spell. | ||||
| Short Description | ||||
| Bow appears. 4d6+4 damage, +3 CR. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:N/A | Enchantments:600 | Glyph Enchantments:600 | |
[7.4.10]
| DoM 6 ) Spell Unraveller | ||||
| Learning Rate:+ ( Magic talent* 3 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| This spell is intended to abate other magical spells. If the spell is successfully cast, it will affect the target spell. On a percentile die roll of 1 - 50: Spell abates gently. 51 - 65 Spell becomes less powerful (all effects 1/2x). 66 - 75 Spell abates explosively (3d8 damage not stopped by armor applied 3 times on the +5 melee table to everyone within DoM of the spell being abated times 3 meters ). 76 - 85 Spell reverses effect. 86 - 94 Spell becomes more powerful (all effects 2x). 95 - 100 Spell release causes a spell fumble (see fumble chart). | ||||
| Short Description | ||||
| Abate magic perilously | ||||
| Base:600 | Powerword:1200 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.4.11]
| DoM 6 ) Thunder Bolt | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: None | Fatigue: 12 |
| Long Description | ||||
| A tremendous bolt of lightning springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The bolt does 3d8+2 worth of damage, not stopped by nonmagical armor. | ||||
| Short Description | ||||
| 3d8+2 lightning damage | ||||
| Base:600 | Powerword:600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:N/A | Enchantments:600 | Glyph Enchantments:600 | |
[7.4.12]
| DoM 9 ) Lightning Storm | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: None | Fatigue: 18 |
| Long Description | ||||
| The Mage may create a cylinder of lightning bolts with its center within 30 meters of the Mage. The cylinder has a radius of 10 meters and is 15 meters wide. All entities (assuming human size) within the cylinder are attacked by 3 lightning bolts (per the DoM 3 Lightning Bolt Spell) on the +5 attack number column, regardless of the target's DR. | ||||
| Short Description | ||||
| 3 Lightning bolts per target, 5 CR | ||||
| Base:900 | Powerword:900 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:N/A | Enchantments:900 | Glyph Enchantments:900 | |
[7.4.13]
Chaos Tree
[7.5.1]
| DoM 1 ) Detect Movement | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 30 meters @ | D: 1 hour | ST: None | Fatigue: 1 |
| Long Description | ||||
| Allows the Mage to detect movement within the area of effect. The Mage may set size and/or mass exclusion limits. | ||||
| Short Description | ||||
| Detect movement within area. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.5.2]
| DoM 1 ) Detect Rift | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 2 kilometers @ | D: 1 hour | ST: None | Fatigue: 1 |
| Long Description | ||||
| This Spell, centered on the Mage, allows the Mage to detect any open dimensional rift within the area of effect. This will alert the Mage to the use of any Spell which uses dimensional magic in any way. | ||||
| Short Description | ||||
| Detect any rifts within area. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.5.3]
| DoM 1 ) Dowsing | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 hour | ST: None | Fatigue: 1 |
| Long Description | ||||
| Using a forked stick made of hazel or willow, the Mage may detect the location of a specific material if it is within range. While the Spell lasts the Mage is concentrating intensely and may do little but walk slowly unless the Mage gives up the search. | ||||
| Short Description | ||||
| Detect the location of a specific material. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.5.4]
| DoM 1 ) Sensitivity | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 15 cm | D: 1 hour | ST: None | Fatigue: 1 |
| Long Description | ||||
| When the mage casts this spell, he or she may feel magical vibrations within 15 cm of his or her hands. The mage is only informed of whether an object is magical or not. He or she will receive only a vague indication of power level. | ||||
| Short Description | ||||
| Detects any Mage or Clerical magic and power level. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.5.5]
| DoM 2 ) Compass | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: Self | D: 1 hour | ST: None | Fatigue: 2 |
| Long Description | ||||
| Allows the Mage to concentrate and determine compass headings. If desired, the Mage may choose a heading to follow and be guided by a gentle mental 'tugging' along the line of choice for the duration of the Spell. | ||||
| Short Description | ||||
| Become aware of compass directions. | ||||
| Base:200 | Powerword:800 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.5.6]
| DoM 2 ) Detect Elevation | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: Self | D: 8 hours | ST: None | Fatigue: 2 |
| Long Description | ||||
| Allows the Mage to determine relative height to a reference point of choice (normally sea level). | ||||
| Short Description | ||||
| Detect height or depth. | ||||
| Base:200 | Powerword:800 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.5.7]
| DoM 2 ) Mask Magic | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Self | D: 12 hours | ST: None | Fatigue: 2 |
| Long Description | ||||
| All magic touching or connected to the mage is rendered invisible to atmospherics and sensitivity (or clerical equivalents), e.g. a magical sword in a sheath would become invisible to magical detection, but if the mage dropped it on the ground it would be visible magically. This will also hide magical connections such as those that link summoned creatures to the mage, though the summoned creature will still be visible magically. | ||||
| Short Description | ||||
| Hide magic. | ||||
| Base:200 | Powerword:1200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.5.8]
| DoM 3 ) Atmospherics | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: 30 meters @ | D: 1 hour | ST: None | Fatigue: 3 |
| Long Description | ||||
| When this Spell is cast, the Mage may see the presence of any magical or spiritual entity or object, and its approximate power and location, including Glyphs and running Spells, even through mundane materials. Different types of magic may (at the discretion of the Game Master) appear differently, such as Enchanted items glowing green and Glyphs glowing yellow. | ||||
| Short Description | ||||
| Detect any magic and its power level. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.5.9]
| DoM 3 ) Detect Light/Dark Illusions | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 100 meters | D: 1 hour | ST: None | Fatigue: 3 |
| Long Description | ||||
| Allows the Mage to identify a Light Illusion as an illusion within the area of effect. The Illusion can still be seen but will appear to the Mage as translucent with a rainbow shimmer. | ||||
| Short Description | ||||
| Detect Illusions of Light. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.5.10]
| DoM 4 ) Detect Life | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: 30 meters @ | D: 8 hours | ST: None | Fatigue: 4 |
| Long Description | ||||
| Allows the Mage to detect any living creatures within the area of effect. The Mage may set size and/or mass exclusion limits. Criteria for 'what is living' to be determined by the Gamemaster (that is, can one detect silicon life forms) | ||||
| Short Description | ||||
| Detect any living creatures. | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.5.11]
| DoM 4 ) Spectral Vision | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 1 minute | R: Special | D: 1 hour | ST: None | Fatigue: 4 |
| Long Description | ||||
| Allows the Mage to see further along the electromagnetic spectrum than normal Mage visual range (e.g. this gives a human Mage the ability to see in infrared and/or ultraviolet). The range of this Spell is the same as the Mage's current ability to see. If the Mage's vision is enhanced by another Spell, such as Enhanced Perceptions, this Spell will layer with those spell effects. | ||||
| Short Description | ||||
| See in infrared and ultraviolet. | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.5.12]
| DoM 5 ) Locate Object | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: 1 day | ST: None | Fatigue: 10 |
| Long Description | ||||
| The Caster can sense the exact location of any distinctive object, animal or person. The Mage must either know the object, animal or person very well, or must have a piece of the thing, animal or person to be located. The target must be within the Spell range, which is 500 km + (100 km * DoM in Spell Casting). The caster will continue to be aware of the exact location of the target for the next 24 hours, or until the target moves out of range of the Spell. Note that several Spells (Atmospherics, Sensitivity) may alert a person being Located (and allow them to track down the Mage locating them). Only one Location Spell many be cast at a time. | ||||
| Short Description | ||||
| Detect specific target. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.5.13]
| DoM 5 ) Location | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Self | D: None | ST: None | Fatigue: 10 |
| Long Description | ||||
| This spell gives the mage an absolute awareness of his own location, no matter where the mage is, or how he arrived there, with respect to the mage's home. This awareness crosses all dimensions. It does not necessarily give the mage knowledge of a route to or from his current location. | ||||
| Short Description | ||||
| Know where you are. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.5.14]
| DoM 5 ) Magic Analysis | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: 3 meters | D: None | ST: Magic Talent | Fatigue: 10 |
| Long Description | ||||
| With this Spell, the Mage will gain exact information concerning the magical nature of any one object or creature. This knowledge would include Enchantment bonuses and Spell Inscriptions. The Game Master should give detailed information. Animate creatures receive a Magic Talent Saving Throw. | ||||
| Short Description | ||||
| Understand the magical properties of one thing. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.5.15]
| DoM 6 ) Detect Reference Point | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: 1 hour | ST: None | Fatigue: 12 |
| Long Description | ||||
| Allows the Mage to find all magically created Reference Points within the radius of effect, including compass heading and distance. The range of the Spell is 10 km per DoM of Spell Casting. If there are more than a handful of reference marks in the radius of effect, it will take the Mage some time to locate them all. He or she must spin slowly and will become aware of Reference Points in the direction being faced. | ||||
| Short Description | ||||
| Locate all reference points in area. | ||||
| Base:600 | Powerword:3600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.5.16]
| DoM 8 ) Make Reference Point | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: 10 meters | D: Until Dispelled | ST: None | Fatigue: 16 |
| Long Description | ||||
| Allows the Mage to create an absolute magical (non-physical) Reference Point which can be used later by teleport, compass, or location spells. | ||||
| Short Description | ||||
| Create magical reference point. | ||||
| Base:800 | Powerword:4800 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.5.17]
| DoM 8 ) True Sight | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: 30 meters @ | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| This Spell will grant incredible clarity of vision to the Mage. It combines the effects of Atmospherics, Magic Analysis, Character Analysis, Detect Illusions, Spectral Vision and Mental Shield IV. The Mage will see things as they truly are, and be able to instantly assess beings and objects. | ||||
| Short Description | ||||
| See reality rather than appearances. | ||||
| Base:800 | Powerword:4800 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.5.18]
| DoM 9 ) Discover True Name | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Special | D: None | ST: Magic Talent -9 | Fatigue: 18 |
| Long Description | ||||
| In order to cast this Spell, the Mage must either be able to see a creature or have some body part from the creature. If the creature fails the Saving Throw, the Mage discovers the creature's True Name. If the Caster does not possess a body part of the target, the target adds +4 to its Saving Throw. If a Spellcaster knows a target's True Name, the target's Saving Throw is decreased by -8 for any other effects the Spellcaster visits upon the target. | ||||
| Short Description | ||||
| Discovers True Name. | ||||
| Base:900 | Powerword:5400 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:900 | Enchantments:900 | Glyph Enchantments:900 | |
[7.5.19]
Detection Tree
[7.6.0]
[7.6.2]
| DoM 1 ) Dimensional Analysis | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: Special | D: None | ST: None | Fatigue: 2 |
| Long Description | ||||
| The Mage gains basic physical information (atmosphere, gravity, temperature, etc.) about a nearby plane. | ||||
| Short Description | ||||
| Analyze nearby plane. | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.6.3]
| DoM 1 ) Feather Fall | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 10 pulses | R: Self | D: 10 minutes | ST: None | Fatigue: 1 |
| Long Description | ||||
| The Mage shifts almost all of his or her mass to another dimension, allowing them to fall more slowly due to air resistance. | ||||
| Short Description | ||||
| Fall slowly | ||||
| Base:100 | Powerword:50 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.6.4]
| DoM 1 ) Pocket | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: Touch | D: 1 day | ST: None | Fatigue: 2 |
| Long Description | ||||
| The Mage may open a small rift to another dimension. The Mage may expand the volume of a small pouch or box up to 10-fold. The maximum volume that may be expanded is 10 cubic centimeters, which may be expanded to 100 cubic centimeters. This spell may be boosted for duration. | ||||
| Short Description | ||||
| Expand 10 cm^3 up to 10-fold | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.6.5]
| DoM 3 ) Levitate | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 50 pulses | R: Self | D: 10 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| The Mage may shift a portion of his or her mass to another dimension, allowing them to levitate with Telekinesis. The mage may drift at a slow walking speed thru the air. | ||||
| Short Description | ||||
| Lift self slowly into the air. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.6.6]
| DoM 3 ) Minor Extradimensional Space | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: Touch | D: 1 day | ST: None | Fatigue: 6 |
| Long Description | ||||
| When this Spell is cast upon a small bag, pouch, box, etc. it will allow the item to contain up to 100 times the original volume of the container, up to a maximum of 1 cubic meter. The external dimensions of the container remain the same, including the opening, though it will appear much deeper. The pouch will weigh only 1% of the weight of the objects placed into it. | ||||
| Short Description | ||||
| Expand volume 10-fold, up to 1 cubic meter. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.6.7]
| DoM 3 ) Minor Mass Adjustment | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: Touch | D: 1 day | ST: None | Fatigue: 6 |
| Long Description | ||||
| When this Spell is cast upon an inanimate object, up to 50% of the weight of the object may be shifted into extradimensional space, making it lighter. Note that shifting 50% of the weight of a suit of armor would have the necessary consequence of offering 50% less protection. | ||||
| Short Description | ||||
| Object becomes 50% lighter. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.6.8]
| DoM 3 ) Sky Hook | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 30 meters | D: 1 hour | ST: None | Fatigue: 6 |
| Long Description | ||||
| Allows the Mage to anchor an object (such as a rope) to any point within the range. The attachment will hold up to 400 kg of weight. | ||||
| Short Description | ||||
| Anchor rope to any point. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.6.9]
| DoM 3 ) Weapons Holder | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: Touch | D: 1 day | ST: None | Fatigue: 6 |
| Long Description | ||||
| When this Spell is cast upon a scabbard, quiver, or similar container, it will allow the item in question to contain up to 10 times as many objects of the same type. For example if cast upon a broadsword scabbard, up to 10 broadswords could be inserted into the same scabbard. As the first is drawn, the hilt of the next broadsword appears in the scabbard. Demon Knights have scabbards of this type. | ||||
| Short Description | ||||
| 10X weapons in sheath/quiver. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.6.10]
| DoM 4 ) Plane Scry | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: Special | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| The Mage may look at nearby planes with his senses as defined in Scry. | ||||
| Short Description | ||||
| View nearby planes. | ||||
| Base:400 | Powerword:2400 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.6.11]
| DoM 5 ) Major Extradimensional Space | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: Touch | D: 1 day | ST: None | Fatigue: 10 |
| Long Description | ||||
| When this Spell is cast upon a box, or other container, it will allow the item to contain up to 100 times the normal volume of material, up to a maximum of 100 cubic meters. The external dimensions of the container remain the same, including the opening, though it appears much deeper. The container will weigh only 1% of the weight of the objects placed into it. | ||||
| Short Description | ||||
| Container holds 100x its volume. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.6.12]
| DoM 5 ) Major Mass Adjustment | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: Touch | D: 1 day | ST: None | Fatigue: 10 |
| Long Description | ||||
| When this Spell is cast upon an inanimate object, up to 90% of the weight of the object may be shifted into extradimensional space, making it lighter. Note that shifting 90% of the weight of a suit of armor would have the necessary consequence of offering 90% less protection. No more than 5000 kilograms of mass can be affected by this spell. | ||||
| Short Description | ||||
| Objects become 90% lighter. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:3500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.6.13]
| DoM 5 ) Phase Door | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 3 meters | D: Varies | ST: None | Fatigue: 10 |
| Long Description | ||||
| This Spell will open a 3 meter x 3 meter extradimensional door which will allow the Mage or others to pass through solid material, such as stone walls or locked doors. The Phase Door is 3 meters deep but may be Boosted to increase this distance. Each Boost will add 3 meters of depth, at the cost of 2 SPP and -1 CC. The Spell may be Boosted up to the Mage's DoM in Mystic Theory. Note that a Phase Door is barred by Enchanted materials or Elementally Commanded material. The Phase Door may be held open for 3 seconds per point of Will of the casting Mage. The Mage must concentrate to hold the Phase Door open and may take no other actions besides passing through the doorway. | ||||
| Short Description | ||||
| Doorway thru solid material. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.6.14]
| DoM 7 ) Great Extradimensional Space | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: Touch | D: 1 day | ST: None | Fatigue: 14 |
| Long Description | ||||
| When this Spell is cast upon a 3 m X 3 m X 3m area of a room, it will allow that area to contain up to 100 times the normal volume of material, up to a maximum of 2700 cubic meters. The Mage may choose the dimension(s) of the expansion (i.e. choosing to make a 3 meter long section of a corridor into a 300 meter long section). The external dimensions of the room (or that section of the room) remain the same, though upon entering that area appears much larger. This Spell may be cast multiple times in a larger room, on separate 3 m by 3 m sections to increase the area of an entire room. | ||||
| Short Description | ||||
| Space holds 100x its volume. | ||||
| Base:700 | Powerword:4200 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.6.15]
| DoM 7 ) Phase Portal | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: Varies | ST: None | Fatigue: 14 |
| Long Description | ||||
| Creates a Phase Door to another dimension. Note that unless the Mage specifically targets the Spell to a previously known, or researched, dimension, the Portal will open on a random plane. | ||||
| Short Description | ||||
| Magical doorway to another plane. | ||||
| Base:700 | Powerword:4200 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.6.16]
| DoM 10 ) Teleport | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 20 kilometers | D: None | ST: None | Fatigue: 20 |
| Long Description | ||||
| The Mage may move great distances by magical means, without traversing the intervening space. The Mage may attempt to appear anywhere within line of sight or at a reference point they have previously created or located. If the Mage attempts to appear in a space already occupied by a solid object, the Mage returns to the original casting position and suffers an automatic Spell fumble. The Mage may teleport 20 kilometers, plus 10 additional kilometers per SPP expended beyond the minimum. | ||||
| Short Description | ||||
| Teleport to a reference (or seen) location. | ||||
| Base:1000 | Powerword:1000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:1000 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.6.17]
| DoM 12 ) Phase Corridor | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 20 kilometers | D: Varies | ST: None | Fatigue: 24 |
| Long Description | ||||
| This Spell will allow the Mage to traverse long distances almost instantaneously through the use of an extradimensional corridor. When cast, this Spell creates a 3 m x 3 m portal that may extend to any space up to 20 kilometers away. The Mage has complete control over the placement of the corridor and may search for an appropriate area to place the end of the corridor. Once the corridor is in place, the Mage may just step through the portal and arrive at his or her destination. The portal may be held open for 30 seconds for each point of Will of the casting Mage. The Mage must concentrate to hold the Phase Corridor open and may take no other actions besides passing through the portal. The range of the Spell may be increased 10 kilometers per additional SPP put into the Spell. | ||||
| Short Description | ||||
| Opens a path to a distant point. | ||||
| Base:1200 | Powerword:7200 | Runic:1200 | Internal:1200 | |
| Glyph:1200 | Potion:1200 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.6.18]
Dimensional Magic Tree
[7.7.1]
| DoM 1 ) Minor Earth Manipulation | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 2 |
| Long Description | ||||
| The Mage may manipulate 0.03 cubic meters of earth and stone. The Mage could violently roll a boulder, or create a minor earthslide. This Spell will generally do 2d8 in damage. He or she could not hurl a boulder through the air. The manipulated earth must keep in contact with the main body from which it came. The Saving Throw is based upon the situation, and is usually Agility or Dexterity. | ||||
| Short Description | ||||
| Manipulate 0.03 m^3 of earth. 2d8 damage. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.7.2]
| DoM 2 ) Earth Shield | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| This Spell coats the caster with a layer of stone that in no way impedes the caster's movement, adds +4 to damage absorption to all areas of the caster's body, and halves any damage incurred from earth-based attacks. The armor gained is considered normal and not magical. | ||||
| Short Description | ||||
| 4 points of earth armor. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.7.3]
| DoM 2 ) Slingshot | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters | D: None | ST: None | Fatigue: 4 |
| Long Description | ||||
| A small rock springs into existence from the Mage's finger and flies at the intended target (30 meter range), causing 2d8 damage. The Mage must roll to hit with +1 CR on the Melee/Missile Chart. | ||||
| Short Description | ||||
| 2D8 damage. | ||||
| Base:200 | Powerword:200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:N/A | Enchantments:200 | Glyph Enchantments:200 | |
[7.7.4]
| DoM 3 ) Layered Earth Shield | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| Casts an earth shield that may be used simultaneously with other layered elemental shields. | ||||
| Short Description | ||||
| 4 point earth armor that can layer. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.7.5]
| DoM 3 ) Major Earth Manipulation | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 6 |
| Long Description | ||||
| This Spell functions as Minor Earth Manipulation(DoM 1) save that it affects 0.3 cubic meters. Generally, this Spell will do a 3d8 in damage. | ||||
| Short Description | ||||
| Manipulate 0.3 m^3. 3d8 damage. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.7.6]
| DoM 3 ) Stone Bolt | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| A stone shard springs from the Mage's fingertips. He or she must roll to hit the target with a +2 CR bonus. The bolt does 3d8 worth of damage, which is stopped by armor. | ||||
| Short Description | ||||
| 3d8 damage. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:N/A | Enchantments:300 | Glyph Enchantments:300 | |
[7.7.7]
| DoM 3 ) Stone Walk | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 3 |
| Long Description | ||||
| This Spell allows the target to walk or run on any stone or earth, no matter what the situation. The Mage may slide along the earth at a speed of 20 kph with no effort. The Mage may walk on a ceiling made of earth, and it would be very difficult to move the Mage on an earth surface if the Mage wished to stand fast. The active area of Stone Walk is a named location on the body, normally the feet, though others such as hands and knees are viable. On the active area the spell is effective through clothing. Gravity still applies to the rest of their body. | ||||
| Short Description | ||||
| Move on earth at 20 kph. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.7.8]
| DoM 4 ) Construction | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| Allows the Mage to create perfectly straight and perpendicular walls. This allows the Mage to construct buildings of stone, up to four stories in height, without knowledge of terrestrial engineering. The Mage can manipulate 1 cubic meters of earth/stone per Blow granted by Spell Casting. | ||||
| Short Description | ||||
| Build good walls and buildings. | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.7.9]
| DoM 6 ) Juggernaut | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: None | Fatigue: 12 |
| Long Description | ||||
| A large cylinder of stone springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The Juggernaut does 5d10 worth of damage, which is stopped by armor. | ||||
| Short Description | ||||
| 5d10 worth of damage. | ||||
| Base:600 | Powerword:600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:N/A | Enchantments:600 | Glyph Enchantments:600 | |
[7.7.10]
| DoM 7 ) Greater Earth Manipulation | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 14 |
| Long Description | ||||
| The Mage may affect the earth as in Major Earth Manipulation (DoM 5) but he or she affects 3 cubic meters and the earth affected will remain in the shape chosen by the Mage as long as the Mage maintains concentration, so that a stone stair, for example, can be formed for the party to reach the roof of a tower. When used as an attack, a 6d6 would be done to the target. | ||||
| Short Description | ||||
| Shape 3 cubic meters of Earth. | ||||
| Base:700 | Powerword:700 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.7.11]
| DoM 8 ) Resist Earth | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| Upon casting this Spell, the Mage becomes immune to all earth effects, including burial and impact with earth. The Mage may only protect him or herself, and may only benefit from one Resist Element Spell at any one time. | ||||
| Short Description | ||||
| Take no damage from Earth. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.7.12]
| DoM 9 ) Flechettes | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters | D: None | ST: None | Fatigue: 18 |
| Long Description | ||||
| At any point within 30 meters of the Mage, the Mage may create a space filling area of stone bolts centered at the chosen point. The area is 10 meters high and is 15 meters in diameter. All entities (assuming human size) within the area are attacked by 3 Stone Bolts on the +5 attack number column regardless of the target's DR. | ||||
| Short Description | ||||
| Stone Bolts fill an area. | ||||
| Base:900 | Powerword:900 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:N/A | Enchantments:900 | Glyph Enchantments:900 | |
[7.7.13]
| DoM 10 ) Earthquake | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 1 kilometer | D: 30 minutes | ST: None | Fatigue: 20 |
| Long Description | ||||
| The Mage may cause the effects of an earthquake (7.0 on the Richter scale) on the surface stone under him or her. The Earthquake will extend up to 1 kilometer in radius, although a 3 meter radius around the Mage will be unaffected. | ||||
| Short Description | ||||
| Destroy small city. | ||||
| Base:1000 | Powerword:6000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:N/A | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.7.14]
| DoM 12 ) Earth Command | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 24 |
| Long Description | ||||
| The Mage may affect the earth as in Greater Earth Manipulation but he or she affects 3 cubic meters per Blow and the earth affected will remain in the shape chosen by the Mage until dispelled or reworked. This Spell will allow the Mage to make permanent storms, castles on clouds, and other such staples of the fantastic. In addition, the Mage may cast this Spell upon him or herself and gain the effects of a permanent Minor Earth Manipulation, at will, with no expenditure of SPP. | ||||
| Short Description | ||||
| Manipulate 3 m^3. | ||||
| Base:1200 | Powerword:1200 | Runic:1200 | Internal:1200 | |
| Glyph:1200 | Potion:1200 | Enchantments:1200 | Glyph Enchantments:1200 | |
[7.7.15]
Earth Tree
[7.8.1]
[7.8.1.5]
Requires:
Requires:
[7.8.2]
[7.8.4]
| DoM 1 ) Physical Improvement | ||||
| Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch | D: None | ST: None | Fatigue: 0 |
| Long Description | ||||
| This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magical item which is meant to improve CR, DR, PR, damage, damage absorption, durability, Strength, Dexterity, Agility or Constitution by 1. Other effects may include reducing the cost of casting spells by 10%, increasing Summoning Skill Rolls by 10%, or increasing Cast Chance by 10%. | ||||
| Short Description | ||||
| +1 Physical Attributes; 10% Spell Casting Aids | ||||
| Base:100 | Powerword:600 | Runic:N/A | Internal:100 | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.8.5]
| DoM 1 ) Rechargeable Light Sphere | ||||
| Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch | D: None | ST: None | Fatigue: 0 |
| Long Description | ||||
| This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of an item (usually a small stone sphere) that will generate a light fueled by spell power points. The item is charged by touching it and concentrating for 10 seconds. At that point, as many SPP as the person wishes may be transferred into the item. As virtually everyone has at least a few spell points, most people can charge these lights. Each SPP actively willed into the sphere will cause it to glow with the light of a 100 watt lightbulb for 1 hour. The item may be turned on and off by concentrating for 10 seconds and then willing the item on or off. | ||||
| Short Description | ||||
| Create rechargeable light source. | ||||
| Base:100 | Powerword:600 | Runic:N/A | Internal:100 | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.8.6]
| DoM 2 ) Mental Improvement | ||||
| Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch | D: None | ST: None | Fatigue: 0 |
| Long Description | ||||
| This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magical item which is meant to improve Intellect, Magic Talent, Faith or Will by 1. | ||||
| Short Description | ||||
| +1 Mental Statistic | ||||
| Base:200 | Powerword:1200 | Runic:N/A | Internal:200 | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.8.7]
| DoM 2 ) Spell Effect Improvement | ||||
| Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch | D: None | ST: None | Fatigue: 0 |
| Long Description | ||||
| This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magic item meant to improve the effect of any one spell by +1 or +10%. For example, the mage wishes to improve the Earth spell Juggernaut which does 5d10 of damage. The use of this Spell to construct an Enhancement item would increase the roll on each of the damage dice by one, effectively giving the Juggernaut Spell +5 damage. Or the Spell could be used to construct an item which would add +1 damage absorbtion to a shield spell, or increase the range or duration of a Spell by 10%. | ||||
| Short Description | ||||
| +1 Spell Effect | ||||
| Base:200 | Powerword:1200 | Runic:N/A | Internal:200 | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.8.8]
| DoM 3 ) Focus | ||||
| Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch | D: None | ST: None | Fatigue: 0 |
| Long Description | ||||
| This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magic item which will extend the mage's casting reach. Spells that normally require touch (Weapons Energize, Empathy, etc) can be cast thru the mage's focus, as if her hand were making the contact. A mage's staff is a very common choice for a focus, because of its 2 meter length. However, any inanimate object or living creatures may be made into a focus. In addition, the Focus will increase the Mage's SPP by 10%. | ||||
| Short Description | ||||
| Item to extend reach | ||||
| Base:300 | Powerword:1800 | Runic:N/A | Internal:300 | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.8.9]
| DoM 5 ) Storage Gem | ||||
| Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch | D: None | ST: None | Fatigue: 0 |
| Long Description | ||||
| This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a magic gem which will store mgae or clerical SPP. The gem must be a precious, flawless stone, and the completed gem will hold 10 SPP per carat weight of the gem. Anyone with mage or clerical SPP may charge the gem by actively willing some of their SPP into the gem after concentrating on the gem for 10 seconds. The mage uses the charged gem by consciously choosing to use the SPP in the gem rather than their own natural reservoir. The gem must be in contact with some part of the mage's skin. | ||||
| Short Description | ||||
| Item to store SPP | ||||
| Base:500 | Powerword:3000 | Runic:N/A | Internal:500 | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.8.10]
| DoM 6 ) Re-open Enchanted Item | ||||
| Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch | D: None | ST: None | Fatigue: 0 |
| Long Description | ||||
| With this spell the mage may re-open a previously completed enchanted item in order to add additional enchantments. There is a chance that the existing enchantment will be destroyed by this re-opening process. The chance of success is the mages cast chance - 60 (from the DoM of this spell) - 10 times the DoM of the enchantment being opened. A fumble result destroys the existing enchantment. | ||||
| Short Description | ||||
| Re-Opens enchanted item | ||||
| Base:600 | Powerword:3600 | Runic:N/A | Internal:600 | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.8.11]
| DoM 8 ) Token of Power | ||||
| Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will ) | ||||
| CT: 5 minutes | R: Touch | D: None | ST: None | Fatigue: 0 |
| Long Description | ||||
| This Spell is specifically meant for the construction of permanent magic items. With this Spell the mage may contribute to the construction of a small amulet, a Token of Power, which will allow the holder to regain 1 SPP every minute. The SPP can be either Mage or Clerical. The Token will function as long as the user has it on his or her person, and only one Token will operate per person. | ||||
| Short Description | ||||
| Make Token of Power | ||||
| Base:800 | Powerword:4800 | Runic:N/A | Internal:800 | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.8.12]
Enchantments Tree
[7.9.1]
| DoM 1 ) Jump | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 10 pulses | R: Self | D: 5 minutes | ST: None | Fatigue: 1 |
| Long Description | ||||
| This spell enhances the Mage's natural jumping ability. It will add an additional 5 meters to the Mage's running long jump, 3 meters to their vertical leap and 2 meters to their standing long jump. | ||||
| Short Description | ||||
| Target jumps much further. | ||||
| Base:100 | Powerword:50 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.9.2]
| DoM 1 ) Simple Self-Healing | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 10 pulses | R: Self | D: None | ST: None | Fatigue: 1 |
| Long Description | ||||
| The Mage may heal 2d6 worth of normal damage as per Simple Healing of the Clerical Healing Spell List. The Spell will only effect the Caster. | ||||
| Short Description | ||||
| 2d6 healing | ||||
| Base:100 | Powerword:50 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.9.3]
| DoM 2 ) Enhanced Perceptions | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 50 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| With this Spell the Mage's senses of smell, hearing, visual acuity and night sight are enhanced to be the equal of the bloodhound, red deer, eagle and cat, respectively. Note that sensory attacks will have a much greater impact upon the Mage. This Spell does not necessarily impart any knowledge on the use of these increased senses. | ||||
| Short Description | ||||
| Senses of bloodhound, red deer, eagle and cat. | ||||
| Base:200 | Powerword:200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.9.4]
| DoM 2 ) Feature Alteration | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: Self | D: None | ST: None | Fatigue: 2 |
| Long Description | ||||
| This Spell allows the Mage to change his or her facial features and skin color/texture permanently. No change may be out of the species range of the caster. Note that to return his or her face to its original form the Mage must cast the Spell again to reverse the change. | ||||
| Short Description | ||||
| Mage may change face and skin color. | ||||
| Base:200 | Powerword:800 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.9.4]
| DoM 4 ) Universal Antidote | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Touch | D: 1 hour | ST: None | Fatigue: 4 |
| Long Description | ||||
| When cast, this Spell will neutralize any toxins or poisons in or on the target. It will not heal any existing damage done by the toxin, but will prevent any additional damage. In addition, it will protect the target from the affects of toxins and poisons for 1 hour. This spell is species specific (human only, dwarf only, etc.). Additional versions of the Spell may be learned for other species. | ||||
| Short Description | ||||
| Neutralize and protect against poisons. | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.9.5]
| DoM 2 ) Gills | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 50 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 2 |
| Long Description | ||||
| Provides the Mage with gills and webbed hands and feet. The Mage may breathe under water like a fish or amphibian. No protection is given against toxins or poisons in the water. | ||||
| Short Description | ||||
| Mage grows gills, may breathe under water. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.9.6]
| DoM 2 ) Spider Climb | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 50 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 2 |
| Long Description | ||||
| Produces a magical aura surrounding the Mage's hands and feet that allow the Mage to adhere to surface or objects at will. The Mage is -3 to drop weapon rolls. | ||||
| Short Description | ||||
| Mage's hands and feet adhere to surface or objects. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.9.7]
| DoM 3 ) Casting Endurance | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 50 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| Halves spell fatigue points, prior to other modifications, for the duration of the spell. | ||||
| Short Description | ||||
| Halves spell fatigue points. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.9.7]
| DoM 3 ) Cat Nap | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| Upon casting this spell, the Mage will immediately fall into a deep sleep that lasts 30 minutes. This sleep gives a mage all the benefits of a normal 8 hours sleep. The Mage cannot be awakened during this nap, except by abating the spell. | ||||
| Short Description | ||||
| Sleep 8 hours in 30 minutes. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.9.8]
| DoM 3 ) Enhanced Mental Ability | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: Self | D: 30 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| Mage may add +3 to Intellect, Magic Talent, Faith or Will. This spell may be cast multiple times, but each Stastics may be enhanced only once. | ||||
| Short Description | ||||
| +3 to a mental statistic. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.9.9]
| DoM 3 ) Enhanced Physical Ability | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: Self | D: 30 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| The Mage may add +2 to any single physical statistic (Strength, Dexterity, Agility, or Constitution). This spell may be cast multiple times, but only once for each statistic. | ||||
| Short Description | ||||
| +2 to any single physical statistic | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.9.10]
| DoM 3 ) Reduce/Enlarge | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 3 |
| Long Description | ||||
| The Mage may reduce his or her body mass by 10% per DoM of Spellcasting, or enlarge his or her body mass by 25% per DoM of Spellcasting | ||||
| Short Description | ||||
| Increase or decrease body mass. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.9.11]
| DoM 4 ) Body Alter | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: 2 hours | ST: None | Fatigue: 4 |
| Long Description | ||||
| This Spell resembles Feature Alteration, but affects the whole body so that it may conform to any humanoid norm. If the Mage so elects, this Spell will heal 2d6+2 worth of blood points, bodily damage or reduce the toxicity of any poisons affecting the Mage by 2d6+2 instead of changing the Mage's body. | ||||
| Short Description | ||||
| Change body shape or heal. | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.9.12]
| DoM 4 ) Greater Healing | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: None | ST: None | Fatigue: 4 |
| Long Description | ||||
| This spell may heal 4d6+8 of normal damage on the Mage's body. Bleeding wounds are clotted, using 2 points of healing per point of bleeding. Toxins and poisons are reduced on a one for one basis. A single application of the spell will heal any one fracture or sprain on the Mage's person. | ||||
| Short Description | ||||
| Clot and heal 4d6+8, poisons, fractures. | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.9.13]
| DoM 4 ) Integrity | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: Self | D: 1 hour | ST: None | Fatigue: 4 |
| Long Description | ||||
| This Spell will allow the Mage to resist any involuntary change in bodily status, including unconsciousness, forced sleep, or transformation. The Mage will add +3 to all Saving Throws involved. It will halve the time spent stunned (round down, 1/2=0). The Spell will also reduce blood loss from any wounds at the rate of -1 blood loss every 30 seconds. | ||||
| Short Description | ||||
| Halve stun time, slow bleeding. | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.9.14]
| DoM 6 ) Carapace | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 6 |
| Long Description | ||||
| Changes the Mage's skin into hard chitinous armor, giving an additional 8 points of physical armor protection, with no agility penalties. Normal armor may be worn as well. | ||||
| Short Description | ||||
| Skin becomes 8 point armor. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.9.15]
| DoM 6 ) Mimic | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Touch | D: 1 hour | ST: Magic Talent | Fatigue: 6 |
| Long Description | ||||
| When the Mage casts this Spell and touches a humanoid, upon the failure of a Magic Talent Saving Throw, the Mage will become an exact duplicate of the individual touched, including speech patterns and physical mannerisms. The target is rendered unconscious for the duration of the Spell. If the Mage should change his or her form prior to the Spell's expiration, the Spell is broken and the target will regain consciousness. | ||||
| Short Description | ||||
| Duplicate an individual touched. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.9.16]
| DoM 6 ) Skill Enhancement | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Touch | D: 10 minutes | ST: None | Fatigue: 6 |
| Long Description | ||||
| This Spell will increase the recipient's CR,DR, and PR by +3. | ||||
| Short Description | ||||
| +3 CR,DR, and PR. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.9.17]
| DoM 8 ) Polymorph | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: Self | D: Until Dispelled | ST: (Will) | Fatigue: 8 |
| Long Description | ||||
| With this Spell, the Mage may assume the form and non-magical powers of any animal that is not more than four times or less than one-quarter the weight of the Mage. The Mage does not gain any of the supernatural abilities of the various were creatures. The Mage will stay in animal shape until he or she voluntarily breaks the Spell by making a Will Saving Throw. No recasting is needed to break the Spell, but the Mage suffers a -1 penalty to the Saving Throw for every day beyond the first he or she stays in animal shape. | ||||
| Short Description | ||||
| Assume an animal shape. | ||||
| Base:800 | Powerword:3200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.9.18]
| DoM 10 ) Restore | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: Self | D: None | ST: None | Fatigue: 10 |
| Long Description | ||||
| This powerful Spell allows the Mage to restore him- or herself to complete health, healing all wounds, fractures, mangled limbs, diseases, etc. Limbs that have been amputated will begin to regrow, becoming functional in about a week. Regular maintenance with this Spell will retard the aging process. | ||||
| Short Description | ||||
| Achieve perfect physical health.. | ||||
| Base:1000 | Powerword:6000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:1000 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.9.19]
| DoM 10 ) Shape Change | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: Self | D: Until Dispelled | ST: None | Fatigue: 10 |
| Long Description | ||||
| The Mage becomes the target of the spell in all regards, including innate magical abilities. The spell does not impart any knowledge that the target may have. The Mage will retain all his or her own knowledge and innate abilities. The Mage may Shape Change into any creature or object upon which the Mage has cast the Polymorph Spell. | ||||
| Short Description | ||||
| Become another creature in form and abilities. | ||||
| Base:1000 | Powerword:6000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:1000 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.9.20]
| DoM 10 ) Supercharge | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 10 |
| Long Description | ||||
| Adds +8 to Strength, Dexterity, Constitution and Agility, adds +1 blow, 10 points of natural chitinous armor (see Carapace), and halves the Mage's fatigue costs. | ||||
| Short Description | ||||
| +8 physical stats, +1 blow, skin is 10 points armor, and halves fatigue. | ||||
| Base:1000 | Powerword:1500 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:1000 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.9.21]
Enhancement Tree
[7.10.1]
| DoM 1 ) Minor Fire Manipulation | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 2 |
| Long Description | ||||
| This Spell allows the Mage to manipulate 0.03 cubic meters of fire. The Mage could make the fire stream about the area. This Spell will generally do 2d6 in damage, with normal armor giving only one half the damage absorption. In addition, the Mage may ignite easily combustible materials. The Saving Throw is based upon the situation, and is usually Agility or Dexterity. | ||||
| Short Description | ||||
| Control 0.03 m^3 of fire, 2d6 damage. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.10.2]
| DoM 2 ) Fire Shield | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| Upon casting this Spell, the Mage is coated with a shimmering 'body suit' of fire. The Mage adds +1 to his or her DR against all types of attacks, and anyone striking the Mage in melee with a weapon less than a meter in length (the length of a broadsword), will take a d8 worth of damage to the limb used in the attack. The Mage also halves all fire, and water-based damage. | ||||
| Short Description | ||||
| Fire armor, +1 DR, causes d8 damage to attackers. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.10.3]
| DoM 1 ) Fire Weapon | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: Touch | D: 5 minutes | ST: None | Fatigue: 4 |
| Long Description | ||||
| Encases a portion of a weapon, such as the blade of a sword, or another object with a flickering coat of flame. The weapon does an additional 2 points of fire damage. | ||||
| Short Description | ||||
| Weapon causes 2 pts damage. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.10.4]
| DoM 2 ) Spark | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters | D: None | ST: None | Fatigue: 4 |
| Long Description | ||||
| A small burst of flame leaps from the Mage's finger to strike a target, doing a 2d6 of fire damage, with normal armor giving only one-half normal protection. The Mage must roll to target the Spell. | ||||
| Short Description | ||||
| 2d6 of fire damage. | ||||
| Base:200 | Powerword:200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:N/A | Enchantments:200 | Glyph Enchantments:200 | |
[7.10.5]
| DoM 3 ) Fire Bolt | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| A bolt of fire streams from the Mage's fingertips. He or she must roll to hit the target with a +2 CR bonus. The bolt does 3d6 worth of damage, with non-magical armor's values being halved. | ||||
| Short Description | ||||
| 3d6 worth of fire damage. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:N/A | Enchantments:300 | Glyph Enchantments:300 | |
[7.10.6]
| DoM 3 ) Layered Fire Shield | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| Casts a fire shield that may be used simultaneously with other layered elemental shields | ||||
| Short Description | ||||
| Fire shield that layers. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.10.7]
| DoM 3 ) Major Fire Manipulation | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 6 |
| Long Description | ||||
| The Mage can control 0.3 cubic meters of fire per Blow granted by Spell Blows. This Spell will do a 3d6, halving non-magical armor, given a normal fire source. | ||||
| Short Description | ||||
| 3d6 fire damage. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.10.8]
| DoM 5 ) Wall of Fire | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters | D: 5 minutes | ST: None | Fatigue: 10 |
| Long Description | ||||
| Creates a wall of flame, up to 20 meters in length and 5 meters high. All creatures attempting to pass through the wall will take 3d6 of damage to each body part, one-half normal armor protection. Provides +2 DR versus missile attacks passing through the wall. | ||||
| Short Description | ||||
| Wall of Fire, 3d6 to any body part passing thru. | ||||
| Base:500 | Powerword:750 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.10.9]
| DoM 6 ) Canopy of Fire | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters @ | D: 5 minutes | ST: None | Fatigue: 12 |
| Long Description | ||||
| A hemisphere of fire that moves with the Mage, at up to a walking pace, up to 10 meters in radius, is formed above the Mage and his or her party. Wooden missile weapons will be incinerated and creatures attempting to pass through the shield will take 5d6 of fire damage, one-half normal armor, to each body part. Provides +5 DR versus missile attacks passing through the wall. All heat and flame is directed outward from the shield. | ||||
| Short Description | ||||
| Fire hemisphere, doing 5d6 to any body part passing thru. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.10.10]
| DoM 6 ) Incinerate | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: None | Fatigue: 12 |
| Long Description | ||||
| A bolt of fire springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The bolt does a 4d10 worth of damage, against which non-magical armor stops only half its normal value. | ||||
| Short Description | ||||
| 4d10 fire damage. | ||||
| Base:600 | Powerword:600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:N/A | Enchantments:600 | Glyph Enchantments:600 | |
[7.10.11]
| DoM 7 ) Greater Fire Manipulation | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: 5 minutes | ST: Agility (usually) | Fatigue: 14 |
| Long Description | ||||
| The Mage may affect fire as in Major Fire Manipulation but he or she affects 3 cubic meters per Blow and the fire affected will remain in the shape chosen by the Mage as long as the Mage maintains concentration on it, so that a wall of fire, for example, can be formed to shield the party. When used as an attack, an 8d6 would be done to a random part of the target's body as he or she is engulfed in flame (as determined on the +5 column of the Melee/Missile table). | ||||
| Short Description | ||||
| Control 3m^3 of fire. | ||||
| Base:700 | Powerword:700 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.10.12]
| DoM 7 ) Movable Wall of Fire | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters | D: 5 minutes | ST: None | Fatigue: 14 |
| Long Description | ||||
| Creates a moving wall of flame that moves with the Mage, at up to a walking pace. Wooden missile weapons will be incinerated and creatures attempting to pass through the shield will take 5d6 of fire damage, one-half normal armor, to each body part. Provides +5 DR versus missile attacks passing through the wall. All heat and flame is directed outward from the wall. | ||||
| Short Description | ||||
| Wall moves with mage. +5DR, 5d6 damage to any body part passing thru. | ||||
| Base:700 | Powerword:1050 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.10.13]
| DoM 8 ) Resist Fire | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| Upon casting this Spell, the Mage becomes immune to all fire effects, including blast effects. The Mage may only protect him or herself, and the Mage may only benefit from one Resist Element Spell at any one time. | ||||
| Short Description | ||||
| Mage is immune to all fire effects. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.10.14]
| DoM 9 ) Fireball | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: None | Fatigue: 18 |
| Long Description | ||||
| A ball of flame streaks from the Mage's palm, towards the intended target. The fireball does 1d6 of damage, one-half normal armor, per DoM of Spellcasting of the Mage, over a 10-meter diameter area. | ||||
| Short Description | ||||
| d6 per DoM of SpellCasting. | ||||
| Base:900 | Powerword:900 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:N/A | Enchantments:900 | Glyph Enchantments:900 | |
[7.10.15]
| DoM 10 ) Delayed Fireball | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: -0.3 seconds | ST: None | Fatigue: 20 |
| Long Description | ||||
| Same as the Fireball Spell, but the explosion of flame at the target may be delayed by up to 30 seconds. | ||||
| Short Description | ||||
| Fireball with delay. | ||||
| Base:1000 | Powerword:1000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:N/A | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.10.16]
| DoM 12 ) Fire Command | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: Until Dispelled | ST: Agility (usually) | Fatigue: 24 |
| Long Description | ||||
| The Mage may affect fire as in Greater Fire Manipulation (DoM 7) but he or she affects 3 cubic meters per Blow and the fire affected will remain in the shape chosen by the Mage until dispelled or reworked. This Spell will allow the Mage to make permanent firestorms, castles on clouds, and other such staples of the fantastic. In addition, the Mage may cast this Spell upon him or herself and gain the effects of a permanent Minor Fire Manipulation, at will, with no expenditure of SPP. | ||||
| Short Description | ||||
| Manipulate 3 m^3. | ||||
| Base:1200 | Powerword:1200 | Runic:1200 | Internal:1200 | |
| Glyph:1200 | Potion:1200 | Enchantments:1200 | Glyph Enchantments:1200 | |
[7.10.17]
| DoM 12 ) Firestorm | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: Special | D: 30 minutes | ST: None | Fatigue: 24 |
| Long Description | ||||
| The Mage causes a rain of fire to fall around him or her. Every unprotected creature in the radius of effect takes 2d6 of fire damage every 15 seconds and 1d6 of heat damage as well (the heat damage is not stopped by armor). All combustible materials in the radius of effect will ignite. Every minute of exposure a Will Save is required to maintain consciousness. Up to a 10 meter area around the mage may remain unaffected. The radius of effect is 50 meters per DoM of Spellcasting. | ||||
| Short Description | ||||
| d6 fire damage every 15 seconds. | ||||
| Base:1200 | Powerword:7200 | Runic:1200 | Internal:1200 | |
| Glyph:1200 | Potion:N/A | Enchantments:1200 | Glyph Enchantments:1200 | |
[7.10.18]
Fire Tree
[7.11.1]
| DoM 1 ) Dark | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters @ | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| A zone of darkness is created in a normally lit area within the radius of effect. Magical light sources or very bright sources are muted. In a well-lighted place the darkness is the equivalent of a cloudy night. In a poorly lit area the darkness is the equivalent of a sealed room. In a darkened area the blackness is impenetrable. | ||||
| Short Description | ||||
| Darkness fills the area. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.11.2]
| DoM 1 ) Light | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: Touch | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| The Mage may create a 10 cm diameter ball of cool, white light that will shine with the strength of a 60-watt light bulb. The sphere of light is almost weightless and may not be thrown any distance. This Spell may be Boosted for both duration and effect. When Boosting for duration, every 2 additional SPP put into the Spell will increase the duration by two-fold. For every 2 additional SPP spent Boosting the Spell for effect, an additional 60-watt light bulb equivalent is added. If the Spell is Boosted nine times for effect, the resulting sphere of light will be equivalent to a 600 watt light bulb. As with other Spells, the Mage is limited to the number of Boosts equal to their DoM in Mystic Theory and suffers an additional -5% Cast Chance for each Boost. | ||||
| Short Description | ||||
| Small, portable light. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.11.3]
| DoM 2 ) Flash | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 10 pulses | R: 10 meters | D: None | ST: Dexterity | Fatigue: 4 |
| Long Description | ||||
| The Mage may blind one target for 30 seconds by creating a sudden burst of light in the face of the target. The target may be blinded for more or less time depending on the lighting conditions when the Spell goes off. If the target's eyes are dark- adapted, the target would be blinded for 60 seconds. If the target is in the desert during the day, it would only be blinded for 15 seconds. | ||||
| Short Description | ||||
| Blind for 30 seconds. | ||||
| Base:200 | Powerword:100 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.11.4]
| DoM 2 ) Lensing | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 30 minutes | ST: None | Fatigue: 4 |
| Long Description | ||||
| Focuses or redirects (including mirroring) target light source(s). With concentration the lens may be moved slowly. | ||||
| Short Description | ||||
| Focus or redirect light. | ||||
| Base:200 | Powerword:800 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.11.5]
| DoM 2 ) Shadow Blur | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| The target will be covered with shifting shadows that will add +2 to DR and Stealth rolls in any lighting, and their features and body shape are indistinct. This may be cast upon an object as well, with appropriate casting style (i.e. casting this upon handwriting would make the writing illegible). | ||||
| Short Description | ||||
| +2 to DR and Stealth. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.11.6]
| DoM 2 ) Shield of Light | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| Creates a kite shield of light, worn on the arm which is blindingly bright and causes -2 CR to anyone looking in the Mage's direction (-4 CR for dark-adapted creatures) Any Light/Dark damage hitting the shield is halved. | ||||
| Short Description | ||||
| Kite shield of light. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.11.7]
| DoM 3 ) Hypnotic Pattern | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters | D: 5 minutes | ST: Will -3 | Fatigue: 6 |
| Long Description | ||||
| Creates a pattern, up to 30 cm in diameter that entrances anyone who looks at it until their line of sight is broken. This pattern may be attached to objects or people. | ||||
| Short Description | ||||
| Entrancing pattern. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.11.8]
| DoM 3 ) Light Spear | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 30 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| The Mage may cast a spear of light that will do 2d8, not stopped by non-magical armor. The Mage must roll to hit on the Melee/Missile Table, with a +3 CR bonus. | ||||
| Short Description | ||||
| 2d8 damage not stopped by non-magical armor. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:N/A | Enchantments:300 | Glyph Enchantments:300 | |
[7.11.9]
| DoM 3 ) See in Darkness | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| The Mage has clear vision in any level of darkness, including magical. | ||||
| Short Description | ||||
| See in any darkness. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.11.10]
| DoM 3 ) Double Vision | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 5 minutes | ST: None | Fatigue: 3 |
| Long Description | ||||
| This Spell creates a duplicate image of the Mage 1 meter away. The Mage may select where the duplicate image appears, which will remain fixed, in relation to the mage, for the duration of the spell and mimic the actions of the mage. | ||||
| Short Description | ||||
| Appear to be 1 meter offset. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.11.11]
| DoM 4 ) Darkness | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 30 meters @ | D: -0.3 seconds | ST: None | Fatigue: 8 |
| Long Description | ||||
| An inky cloud of magical darkness (impenetrable to natural vision) is created within the radius of this Spell. In a well-lighted place the duration is 5 minutes. In a poorly lit area the duration is 10 minutes. In a darkened area the duration is 30 minutes. | ||||
| Short Description | ||||
| Deep darkness fills the area. | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:N/A | Enchantments:400 | Glyph Enchantments:400 | |
[7.11.12]
| DoM 4 ) Room of Light | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 100 meters | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| This spell creates a diffuse light source that fills an area, up to a 10,000 cubic meters. This space may be filled with light to a readable level. Note that no shadows are cast by this light source unless the Spell is insufficient to fill the space, and then shadows will be formed at the periphery. | ||||
| Short Description | ||||
| Fill a large room with light. | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:N/A | Enchantments:400 | Glyph Enchantments:400 | |
[7.11.13]
| DoM 4 ) Static Light Illusion | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| Creates an illusion made of light of anything within the limits of size by the Mage. The size limitations are determined by the Mage's DoMs in Spell Casting. At DoM 1 Spell Casting the Mage may create a human sized illusion, at DoM 2 4x human sized, at DoM 3 9x human sized, etc. The illusion may not change. | ||||
| Short Description | ||||
| Create visual illusion. | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.11.14]
| DoM 5 ) Invisibility | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 10 minutes | ST: None | Fatigue: 5 |
| Long Description | ||||
| This Spells bends light to conceal the Mage. This renders the Mage invisible to detection by visible light, ultraviolet, and infrared spectrums. | ||||
| Short Description | ||||
| Light bends around the mage. | ||||
| Base:500 | Powerword:750 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.11.15]
| DoM 5 ) Mirror Image | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters | D: 5 minutes | ST: None | Fatigue: 10 |
| Long Description | ||||
| Multiple doubles of the Mage are created within 10 meters of the caster. The doubles may be facing different directions, as determined by the mage and mirror every action the mage takes, but in the direction which they are pointing - this includes running. The number of doubles the Mage may create is equal to 1 + 1/2 the Mage's DoM in Spell Casting. | ||||
| Short Description | ||||
| Create multiple visual images of self. | ||||
| Base:500 | Powerword:750 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.11.16]
| DoM 6 ) Mobile Light Illusion | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 hour | ST: None | Fatigue: 12 |
| Long Description | ||||
| Creates a moving illusion made of light of anything within the limits of size by the Mage. The size limitations are the same as Static Light Illusion. | ||||
| Short Description | ||||
| Create moving visual illusion. | ||||
| Base:600 | Powerword:2400 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.11.17]
| DoM 6 ) Plasma Bolt | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: None | Fatigue: 12 |
| Long Description | ||||
| The Mage may cast a super-hot bolt of plasma at a target. The Spell will do 4d10, not stopped by non-magical armor. The Mage must roll to hit on the Melee/Missile Table, with a +5 CR bonus. | ||||
| Short Description | ||||
| 4d10 damage, not stopped by non-magical armor. | ||||
| Base:600 | Powerword:600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:N/A | Enchantments:600 | Glyph Enchantments:600 | |
[7.11.18]
| DoM 8 ) Programmable Mobile Light Illusion | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: 10 meters | D: 1 hour | ST: None | Fatigue: 16 |
| Long Description | ||||
| The illusion may change in according to any algorithm the Mage describes. The illusion may react to any event which effects light (i.e. a shadow falling upon a stone). The more complex the pattern the longer it takes to create the first time it is attempted (GM's discretion). The Mage may integrate any of the damage effects from other Light/Dark spells into the illusion. | ||||
| Short Description | ||||
| A moving vision illusion that can react. | ||||
| Base:800 | Powerword:4800 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.11.19]
| DoM 8 ) Resist Light/Darkness | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| When under the influence of this Spell the Mage will be immune to all of the effects of light and darkness, including being blinded. The Mage will be able to see perfectly well in total darkness or blinding light. | ||||
| Short Description | ||||
| Immune to all effects of light and darkness. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.11.20]
| DoM 10 ) Sky Laser | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 10 minutes | ST: None | Fatigue: 20 |
| Long Description | ||||
| This Spell focuses the light of the sun (20d10 damage), moon (full moon is 10d10 damage), or stars (5d10 damage) into a intensely bright narrow beam of light which is aimed at the target point with +5 CR. The effect is produced by creating many magical lenses which gather the light of the source into a point. The more diffuse the light source, the less energy is produced. The beam may be retargeted once every 10 seconds for the duration of the spell. | ||||
| Short Description | ||||
| 10d10 damage. | ||||
| Base:1000 | Powerword:4000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:N/A | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.11.21]
Light/Dark Tree
[7.12.1]
| DoM 1 ) Mind Speak | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters | D: 10 minutes | ST: Will -1 | Fatigue: 2 |
| Long Description | ||||
| The Mage may project surface thoughts on one target every 3 seconds, where the target is within the radius of effect. Language differences do not inhibit this Spell. The Mage must direct this Spell against a known target. The Mage cannot search for a target. With practice an untrained person may be taught to allow Mind Speak to affect them without a save. However, this is indiscriminate of who is casting the Mind Speak (or any other Mental Spell). | ||||
| Short Description | ||||
| Project surface thoughts to one target. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.12.2]
| DoM 1 ) Read Minds | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters | D: 10 minutes | ST: Will -1 | Fatigue: 2 |
| Long Description | ||||
| The Mage may read and interpret the surface thoughts of one target every 3 seconds, that is within the radius of effect. Language differences do not inhibit this Spell. The Mage must direct this Spell against a known target. The Mage cannot search for a target. | ||||
| Short Description | ||||
| Read surface thoughts of one target. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.12.3]
| DoM 1 ) Telepathy | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters | D: 30 minutes | ST: Will -1 | Fatigue: 2 |
| Long Description | ||||
| Combines the effects of Read Minds and Mind Speak. | ||||
| Short Description | ||||
| Read Minds and Mind Speak. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.12.4]
| DoM 2 ) Empathy | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: Touch | D: 5 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| When this Spell is operating, the Mage may sense the feelings and emotions of any creature that he or she touches. In addition, the Mage may transfer damage from the creature touched to his or her body, thus healing the creature while suffering commensurate damage to the body part(s) healed on the target. Blood points, lost limbs, and death cannot be healed through Empathy, although stun, unconsciousness, bleeding wounds, and fractures may be taken by the Empath. The caster has full control over the amount of damage he or she takes onto his or her own body. Damage absorbed through Empathy does not affect the Empath's Cast Chance. | ||||
| Short Description | ||||
| Sense feelings and/or absorb damage. | ||||
| Base:200 | Powerword:200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.12.5]
| DoM 2 ) Mental Shield I | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: Self | D: 1 day | ST: None | Fatigue: 2 |
| Long Description | ||||
| Gives the Mage +3 Will versus Mental Spells and protects the Mage against DoM 1 and 2 Mental Spells. | ||||
| Short Description | ||||
| +3 Will. | ||||
| Base:200 | Powerword:800 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.12.6]
| DoM 2 ) Truth Read | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 30 minutes | ST: Will -2 | Fatigue: 4 |
| Long Description | ||||
| The Mage is allowed to detect truths and falsehoods in anyone speaking in the Mage's presence. | ||||
| Short Description | ||||
| Lie detector. | ||||
| Base:200 | Powerword:800 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.12.7]
| DoM 3 ) Mental Shield II | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: Self | D: 1 day | ST: None | Fatigue: 3 |
| Long Description | ||||
| Gives the Mage +6 Will versus Mental Spells and protects the Mage against DoM 1 thru 4 Mental Spells. | ||||
| Short Description | ||||
| +6 Will. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.12.8]
| DoM 3 ) Mind Detect | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: Special | D: 1 hour | ST: None | Fatigue: 6 |
| Long Description | ||||
| Allow the Mage to detect minds, including non-living minds, within the radius of effect. The radius scales linearly: 5 meters per DoM of Spell Casting. | ||||
| Short Description | ||||
| Detect minds in area. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.12.9]
| DoM 3 ) Read Group | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters | D: 10 minutes | ST: Will -3 | Fatigue: 6 |
| Long Description | ||||
| Allows the Mage to read all strong thoughts from anyone within the area of effect. | ||||
| Short Description | ||||
| Read all strong thoughts within area. | ||||
| Base:300 | Powerword:450 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.12.10]
| DoM 3 ) Stun | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters | D: 5 minutes | ST: Will -3 | Fatigue: 6 |
| Long Description | ||||
| This Spell will stun the target for a number of minutes equal to the number by which the target missed its Saving Throw. For example, if the target has a 15 Will, thus a 12 (15 - 3) Will Saving Throw, and rolls a 16, the target is stunned for four minutes. Does not effect targets that are immune to normal stun. | ||||
| Short Description | ||||
| Stun target. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.12.11]
| DoM 3 ) Suggestion | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 10 meters | D: None | ST: Will -3 | Fatigue: 6 |
| Long Description | ||||
| Allows the Mage to implant one suggestion in any target within the range of Mind Speak. If the saving throw is failed the target will follow the suggestion, as long as it is not deadly to the target. | ||||
| Short Description | ||||
| Implant mental suggestion into target. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.12.12]
| DoM 3 ) Translation | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 hour | ST: None | Fatigue: 6 |
| Long Description | ||||
| The Mage has the combined language skills of everyone within the area of effect. | ||||
| Short Description | ||||
| Language skills match area. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.12.13]
| DoM 4 ) Character Analysis | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: None | ST: None | Fatigue: 8 |
| Long Description | ||||
| When this Spell is cast, the Mage gains a general knowledge of the target's personality, morals, and foibles. The Mage will also gain an estimate of each of the Statistics of the target, in terms of very low, low, medium, high or very high. | ||||
| Short Description | ||||
| Know Personality and rough stats | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.12.14]
| DoM 4 ) Mental Shield III | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 day | ST: None | Fatigue: 4 |
| Long Description | ||||
| Gives the Mage +9 Will versus Mental Spells and protects the Mage against DoM 1 thru 6 Mental Spells. | ||||
| Short Description | ||||
| +9 Will. | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.12.15]
| DoM 4 ) Scry | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 30 minutes | ST: None | Fatigue: 8 |
| Long Description | ||||
| The Mage may sense at a distance as if they are at the location. Any single sense may be selected at the time of casting. | ||||
| Short Description | ||||
| Sense at a distance. | ||||
| Base:400 | Powerword:1600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.12.16]
| DoM 5 ) Mental Shield IV | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 day | ST: None | Fatigue: 5 |
| Long Description | ||||
| Gives the Mage +12 Will versus Mental Spells and protects the Mage against DoM 1 thru 8 Mental Spells. | ||||
| Short Description | ||||
| +12 Will. | ||||
| Base:500 | Powerword:2000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.12.17]
| DoM 6 ) Neural Disruption | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: Magic Talent -6 | Fatigue: 12 |
| Long Description | ||||
| This Spell will totally disrupt the target's thought processes. Autonomic functions will continue but the target will be senseless for 5 minutes. This effect will also destroy short-term memory, so that the target will not remember the last minute or so prior to the Spell's taking effect. | ||||
| Short Description | ||||
| Knock senseless for minutesn. | ||||
| Base:600 | Powerword:600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.12.18]
| DoM 6 ) Suggest Group | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters | D: None | ST: Will -6 | Fatigue: 12 |
| Long Description | ||||
| As Suggestion, but effecting anyone within the range of effect. | ||||
| Short Description | ||||
| Mental suggestion to everyone in area. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.12.19]
| DoM 6 ) Thought Implantation | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters | D: None | ST: Will -6 | Fatigue: 12 |
| Long Description | ||||
| Allows the Mage to implant complex series of instructions which may be triggered by specific events in any target within the range of Telepathy. If the Saving Throw is failed the target will follow the commands, as long as they are not deadly to the target. | ||||
| Short Description | ||||
| Implant complex mental suggestion. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.12.20]
| DoM 7 ) Static Mental Illusions | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 hour | ST: None | Fatigue: 20 |
| Long Description | ||||
| Creates an unmoving illusion affecting all senses that the Mage has experienced of anything within the limits of size by the Mage. The size limitations are determined by the Mage's DoMs in Spell Casting. At DoM 1 Spell Casting the Mage may create a human sized illusion, at DoM 2 4x human sized, at DoM 3 9x human sized, etc. The illusion may not cast Mental Spells. | ||||
| Short Description | ||||
| A static illusion affecting all senses. | ||||
| Base:700 | Powerword:2800 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.12.21]
| DoM 8 ) Projective Telepathy | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 100 meters | D: 30 minutes | ST: None | Fatigue: 16 |
| Long Description | ||||
| With this Spell the Mage may gain control of the target's thought processes and may read the target's memory, inmost secrets, and subconscious. The Mage may communicate with the target as if the target were speaking with the Mage (i.e., two-way communication is possible). In addition the Mage may implant/remove thoughts and knowledge in the target's mind, though if not done with care, the process may disrupt the target's current knowledge. Like with Mind Detect, the Mage is allowed to search for unseen entities with Projective Telepathy. | ||||
| Short Description | ||||
| Deep telepathic control. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.12.22]
| DoM 9 ) Mental Projection | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: Self | D: 1 hour | ST: None | Fatigue: 18 |
| Long Description | ||||
| The Mage may disassociate his or her spirit from his or her body. This spirit or astral body is able to travel at great speeds and little or nothing material can impede it, though magically imbued materials will stop the astral body. The Mage may not affect the material world while a spirit, except via Spells. The Mage may only cast internal spells (those with no verbal component). Any damage taken by the astral body will be reproduced on the Mage's physical body, though only magical damage or Spells will have any effect. If the Mage's physical body dies due to damage done to the astral body, the astral body also dies. If the physical body is slain independently of the astral body, the Mage becomes a disembodied spirit. | ||||
| Short Description | ||||
| Astral travel. | ||||
| Base:900 | Powerword:3600 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:900 | Enchantments:900 | Glyph Enchantments:900 | |
[7.12.23]
| DoM 9 ) Psionic Bolt | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: Will -5 | Fatigue: 18 |
| Long Description | ||||
| The Mage generates enough mental force to knock others unconscious. If the chosen target does not make a Saving Throw against Will -5, the target will be rendered unconscious for 1 to 5 minutes (d4 + 1 minutes). | ||||
| Short Description | ||||
| Knock target unconscious. | ||||
| Base:900 | Powerword:900 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:900 | Enchantments:900 | Glyph Enchantments:900 | |
[7.12.24]
| DoM 10 ) Cloak | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 hour | ST: None | Fatigue: 10 |
| Long Description | ||||
| This Spell will make the Mage unnoticeable by sight, sound, or mental means. It makes the Mage invisible, masks their sounds and smells, and tricks all minds in the area to make you undetectable. A Saving Throw is made at -20 to detection by mental means (this may only nullify the mental cloaking effects of the spell). If the Mage performs any action that would draw attention to him- or herself, the mental aspect of the Cloak is dispelled. However, the Cloak is dispelled only for those who note the action. Any actions affecting the environment will allow observers to make Perception Rolls to notice. Note that this Spell acts against all forms of magical detection, due to the mental component, as well. | ||||
| Short Description | ||||
| Become unnoticeable. | ||||
| Base:1000 | Powerword:4000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:1000 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.12.25]
| DoM 10 ) Maze | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 30 meters | D: 1 hour | ST: Will -10 | Fatigue: 20 |
| Long Description | ||||
| Causes anybody entering the area to perceive the surroundings as a virtually impenetrable labyrinth. Creatures failing their save will wander aimlessly in the effect of the spell for its duration. | ||||
| Short Description | ||||
| Target sees area as labyrinth. | ||||
| Base:1000 | Powerword:1500 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:1000 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.12.26]
| DoM 10 ) Mobile Mental Illusions | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: 1 hour | ST: None | Fatigue: 20 |
| Long Description | ||||
| Creates a moving illusion affecting all senses that the Mage has experienced of anything within the limits of size by the Mage. The size limitations are determined by the Mage's DoMs in Spell Casting. At DoM 1 Spell Casting the Mage may create a human sized illusion, at DoM 2 4x human sized, at DoM 3 9x human sized, etc. The illusion may not cast Mental Spells. | ||||
| Short Description | ||||
| A moving illusion affecting all senses. | ||||
| Base:1000 | Powerword:4000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:1000 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.12.27]
| DoM 12 ) Programmable Mental Illusions | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 5 minutes | R: 10 meters | D: 1 hour | ST: None | Fatigue: 24 |
| Long Description | ||||
| Creates a programmable moving illusion affecting all senses that the Mage has experienced of anything within the limits of size by the Mage. The illusion may change according to any algorithm the Mage describes. The illusion may react to any thought as programmed by the Mage (i.e. a "Gee, I'm hungry" thought). The more complex the pattern the longer it takes to create the first time it is attempted (GM's discretion). The Mage may integrate any of the damage effects from other Mental spells known to the Mage into the illusion. The size limitations are determined by the Mage's DoMs in Spell Casting. At DoM 1 Spell Casting the Mage may create a human sized illusion, at DoM 2 4x human sized, at DoM 3 9x human sized, etc. | ||||
| Short Description | ||||
| A reactive moving illusion affecting all senses. | ||||
| Base:1200 | Powerword:N/A | Runic:1200 | Internal:1200 | |
| Glyph:1200 | Potion:1200 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.12.28]
Mentalism Tree
[7.13.1]
| DoM 1 ) Find/Employ Ley Line | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: 1 minute | R: Self | D: 8 hours | ST: None | Fatigue: 1 |
| Long Description | ||||
| Allows the mage to find and employ the use of a ley line. As long as the mage is employing it, each lay line increases the rate at which they regain SPP by 2 times (so 2 ley lines would increase SPP regeneration 4 times). | ||||
| Short Description | ||||
| 2x SPP per ley line | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.13.2]
| DoM 1 ) Mystic Theory I | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 1 |
| Long Description | ||||
| The Mage may add +50% SPP, +10% Cast Chance, and subtract 1 fatigue points when casting. | ||||
| Short Description | ||||
| +50% SPP, +10% CC, -1 fatigue | ||||
| Base:100 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.3]
| DoM 2 ) Mystic Theory II | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 2 |
| Long Description | ||||
| The Mage may add +100% SPP, +20% Cast Chance, and subtract 2 fatigue points when casting. | ||||
| Short Description | ||||
| +100% SPP, +20% CC, -2 fatigue | ||||
| Base:200 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.4]
| DoM 3 ) Magic Abatement | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: 1 minute | R: 10 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| When casting this Spell, the Mage subtracts 10% per Degree of Mastery of the Spell the Mage is trying to cancel from the Cast Chance, in addition to all other penalties. If the Magic Abatement Spell is successful, the target Spell is abated. There is a 25% bonus to the Mages Cast Chance if they know the spell they are trying to abate. So a Mage with a Base Cast Chance of 100% would have a 50% Cast Chance to abate a DoM 2 Spell (30% for Magic Abatement + 2*10% for the spell being abated). | ||||
| Short Description | ||||
| -10% CC per DoM, +25% if known | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.13.5]
| DoM 3 ) Mystic Theory III | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 3 |
| Long Description | ||||
| The Mage may add +150% SPP, +30% Cast Chance, and subtract 3 fatigue points when casting. | ||||
| Short Description | ||||
| +150% SPP, +30% CC, -3 fatigue | ||||
| Base:300 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.6]
| DoM 3 ) Teaching | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: 1 minute | R: Touch | D: 8 hours | ST: None | Fatigue: 6 |
| Long Description | ||||
| When the Mage is instructing a student, the student will gain 40 experience points per day. The Mage must be able to speak normally to the student, and the Mage and the student must be in a quiet setting and remain reasonably undisturbed. The casting Mage must teach a specific Mage Discipline. This Spell may be Boosted for effect. | ||||
| Short Description | ||||
| 40 EP / day. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.13.7]
| DoM 4 ) Mystic Theory IV | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 4 |
| Long Description | ||||
| The Mage may add +200% SPP, +40% Cast Chance, and subtract 4 fatigue points when casting. | ||||
| Short Description | ||||
| +200% SPP, +40% CC, -4 fatigue | ||||
| Base:400 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.8]
| DoM 5 ) Mystic Theory V | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 5 |
| Long Description | ||||
| The Mage may add +250% SPP, +50% Cast Chance, and subtract 5 fatigue points when casting. | ||||
| Short Description | ||||
| +250% SPP, +50% CC, -5 fatigue | ||||
| Base:500 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.9]
| DoM 6 ) Mystic Theory VI | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 6 |
| Long Description | ||||
| The Mage may add +300% SPP, +60% Cast Chance, and subtract 6 fatigue points when casting. | ||||
| Short Description | ||||
| +300% SPP, +60% CC, -6 fatigue | ||||
| Base:600 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.10]
| DoM 7 ) Channeling | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: 50 pulses | R: Touch | D: 5 minutes | ST: None | Fatigue: 14 |
| Long Description | ||||
| When the Mage casts this Spell, he or she may voluntarily exchange SPP with any other Mage, up to their normal maximum amounts of SPP. The rate of SPP exchange is 1 SPP per pulse. Note that this exchange is voluntary and may not be forced (although a Mage may be under some Spell effects such a Suggestion, that will cause him or her to freely acquiesce to the exchange). | ||||
| Short Description | ||||
| Trade SPP with another Mage. | ||||
| Base:700 | Powerword:700 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.13.11]
| DoM 7 ) Mystic Theory VII | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 7 |
| Long Description | ||||
| The Mage may add +350% SPP, +70% Cast Chance, and subtract 7 fatigue points when casting. | ||||
| Short Description | ||||
| +350% SPP, +70% CC, -7 fatigue | ||||
| Base:700 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.12]
| DoM 8 ) Mystic Theory VIII | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 8 |
| Long Description | ||||
| The Mage may add +400% SPP, +80% Cast Chance, and subtract 8 fatigue points when casting. | ||||
| Short Description | ||||
| +400% SPP, +80% CC, -8 fatigue | ||||
| Base:800 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.13]
| DoM 9 ) Mystic Theory IX | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 9 |
| Long Description | ||||
| The Mage may add +450% SPP, +90% Cast Chance, and subtract 9 fatigue points when casting. | ||||
| Short Description | ||||
| +450% SPP, +90% CC, -9 fatigue | ||||
| Base:900 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.14]
| DoM 10 ) Involuntary Channeling | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: 50 pulses | R: Touch | D: 60 seconds | ST: Will (special) | Fatigue: 20 |
| Long Description | ||||
| When the Mage throws this Spell, he or she may force the exchange of SPP with any other Mage, up to their normal maximum amounts of SPP. The rate of exchange is the differential between the two Mages DoMs in Spell Casting, in pulses. If the difference is not in the casting Mages favor and the attacked Mage makes their Will save the attacking Mage must make a Saving Throw vs. Will or have their own SPP drained. The Saving Throw vs. Will is modified by the Spell Casting DoM differential as well. | ||||
| Short Description | ||||
| Save vs. Will - diff. in Spell Casting | ||||
| Base:1000 | Powerword:1000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:1000 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.13.15]
| DoM 10 ) Mystic Theory X | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 10 |
| Long Description | ||||
| The Mage may add +500% SPP, +100% Cast Chance, and subtract 10 fatigue points when casting. | ||||
| Short Description | ||||
| +500% SPP, +100% CC, -10 fatigue | ||||
| Base:1000 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.13.16]
| DoM 11 ) Spell Transfer | ||||
| Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 ) | ||||
| CT: 10 pulses | R: Touch | D: -0.3 seconds | ST: None | Fatigue: 22 |
| Long Description | ||||
| With this spell the Mage may transfer a spell to a recipient or take a spell from a willing giver. Once transferred the spell continues to operate and may be maintained by the Mage to whom it was transferred to (as per Spell Maintenance). There is no need for the receiver of the spell to have magical abilities, the only requirement is that the creature is a willing and knowledgeable recipient (or giver) of the spell. | ||||
| Short Description | ||||
| Hand off spell to willing recipient | ||||
| Base:1100 | Powerword:550 | Runic:1100 | Internal:1100 | |
| Glyph:1100 | Potion:1100 | Enchantments:1100 | Glyph Enchantments:1100 | |
[7.13.17]
Mystic Theory Tree
[7.14.1]
| DoM 1 ) Break | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: 3 meters | D: None | ST: None | Fatigue: 2 |
| Long Description | ||||
| The Mage may shatter any one object that does not have a mass greater than 30 kg. This Spell will not affect animate creatures or magically imbued items, including weapons with a Spell cast upon them, such as Ice Weapon. The break is permanent and no Saving Throw is allowed. | ||||
| Short Description | ||||
| Break up to 30 kg. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.14.2]
| DoM 1 ) Create Simple Familiar | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 hour | R: Touch | D: Until Dispelled | ST: None | Fatigue: 2 |
| Long Description | ||||
| The Mage may bind a natural animal to his or her self, giving the Mage +10% Cast Chance, and -2 to Fumble Rolls. | ||||
| Short Description | ||||
| Use a natural animal as Familiar. | ||||
| Base:100 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.14.3]
| DoM 1 ) Mend | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 50 pulses | R: 3 meters | D: None | ST: None | Fatigue: 2 |
| Long Description | ||||
| The Mage may mend any object that has been broken (up to 30 kg of mass). The object will be slightly weaker than before the breakage. The repair is permanent. Weapons so repaired will be 1% more likely to break. For example, a mended normal sword would break on a 04 or less, instead of 03 or less. | ||||
| Short Description | ||||
| Repair broken objects. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.14.4]
| DoM 2 ) Hold Attention | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 10 meters | D: 5 minutes | ST: Magic Talent-2 | Fatigue: 4 |
| Long Description | ||||
| The Mage may cause the target to remain focused on an object, task, or person of the Mage's choice for the duration of the spell. | ||||
| Short Description | ||||
| Target focuses for duration. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.14.5]
| DoM 2 ) Minor Bindings | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: 3 meters | D: 30 minutes | ST: None | Fatigue: 4 |
| Long Description | ||||
| With this Spell the Mage may bind up to 800 kg of inanimate, non-magical material, such as sand or water. The strength of the bound material will depend upon the bound matter. An example is sand, which has strength comparable to plaster board; or water, which is as strong as ice of the same thickness as the bound water. This Spell may also be used to bind a door or a container shut. If cast on an object, it will render that object impervious to the Break Spell (DoM 2). | ||||
| Short Description | ||||
| Bind up to 800 kg. | ||||
| Base:200 | Powerword:800 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.14.6]
| DoM 2 ) Platform | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: 3 meters | D: 1 day | ST: None | Fatigue: 4 |
| Long Description | ||||
| This Spell is a special way of casting any of the Telekinesis spells that the Mage knows. It uses the Mage's telekinetic force to create a small platform, with a surface area of 1 square meter. The Mage may determine the exact shape of the platform at the time of casting (i.e. shaping the platform into a box to hold items). This platform will remain at a fixed distance and height relative to the Mage, set at the casting of the spell. The platform will faithfully attempt to follow the Mage under all circumstances (flying, falling, through doorways, up stairs, etc.). Should the platform meet an obstacle, it will make limited attempts to circumvent the obstacle. The platform will move around trees, go over boulders, etc. If the platform cannot circumvent the obstacle it will hover in place at that location until the Mage returns and changes direction, unless the Mage travels to a distance further than the Mage's TK can reach, in which case the platform ceases to exist. Special care must be taken if the Mage is moving quickly. The platform will stop as abruptly as the Mage, but any objects not secured on the platform will continue to move forward with their same momentum. The platform will stop similarly at obstacles. The platform will support whatever weight the Mage can control with TK. Additional weight will cause it to sink slowly to the ground and remain there. If the Mage casts any TK spell while the platform is in existence, the platform will cease to exist, as the Mage may only have one TK spell running at a time. | ||||
| Short Description | ||||
| Small platform follows the mage. | ||||
| Base:200 | Powerword:1200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.14.7]
| DoM 2 ) Telekinesis I | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 3 meters | D: 5 minutes | ST: None | Fatigue: 4 |
| Long Description | ||||
| The Mage may move objects through the force of his or her mind up to 5 kg in weight and up to 3 meters away. The chance of hitting with the force or grabbing an object is dependent on circumstance, although the force is invisible and the Mage would thereby be greatly advantaged. A Mentalist wielding a weapon through Telekinesis would have as many Blows as is determined by his or her DoM in Spell Blows. | ||||
| Short Description | ||||
| Handle 5 kg, 3 meters. | ||||
| Base:200 | Powerword:200 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.14.8]
| DoM 3 ) Bindings | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: 3 meters | D: 30 minutes | ST: Magic Talent-3 | Fatigue: 6 |
| Long Description | ||||
| This Spell can affect 300 kg of animate material or 3000 kg of inanimate material. An animate creature so bound cannot move, i.e., is paralyzed. This Spell may also be used to stop bleeding, as the DoM 2 Healing Spell, Clot. | ||||
| Short Description | ||||
| Bind 300 kg of animate or 3000 kg inanimate. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.14.9]
| DoM 3 ) Minor Pattern | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 3 meters | D: 30 minutes | ST: None | Fatigue: 6 |
| Long Description | ||||
| The Mage may affect 300 kg of non-living material, but may temporarily change the material's shape. So a block of iron could be reshaped into a sword (with an iron hilt), or a wooden door could be reshaped out of the way. | ||||
| Short Description | ||||
| Pattern 300 kg material. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.14.10]
| DoM 3 ) Replicate | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 3 meters | D: Varies | ST: None | Fatigue: 6 |
| Long Description | ||||
| The Mage may duplicate the shape of any object in whatever material s/he has at hand. This spell will make multiple duplicates if desired and if the original object is smaller than the material source the mage has. The maximum amount of material that may be affected is 30 kg. So a mage could make thousands of identical watch gears out of a kilo of material. If he used phosphor bronze, they would be fine gears for a watch. If he made them out of wood, they would look fine, but wouldn't work very well. This spell only works with simple components, so could not, for example, replicate a cartridge bullet. The brass casing could be duplicated with one spell, then the slug duplicated with another, but then those components would need to be assembled along with the powder. | ||||
| Short Description | ||||
| Replicate an object. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.14.11]
| DoM 3 ) Telekinesis II | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 6 meters | D: 5 minutes | ST: None | Fatigue: 6 |
| Long Description | ||||
| The Mage may move objects through the force of his or her mind up to 10 kg in weight and up to 6 meters away. Refer to Telekinesis I for details. | ||||
| Short Description | ||||
| Handle 10 kg, 6 meters. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.14.12]
| DoM 4 ) Ensnare | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 50 pulses | R: 10 meters | D: 5 minutes | ST: Strength-6 | Fatigue: 8 |
| Long Description | ||||
| The Mage creates a magical net that holds all beings in the radius of the spell. The edges of the net are magically bound to the surface of the region where it appears. A Strength Save at -6 is required to break free. Follow normal rules to determine the frequency at which targets may attempt to break free. The Mage may boost ensnare for -1 to the Strength Saving throw up to their DoM in Mystic Theory. | ||||
| Short Description | ||||
| Magical net over area. | ||||
| Base:400 | Powerword:400 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.14.13]
| DoM 4 ) Telekinesis III | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 12 meters | D: 5 minutes | ST: None | Fatigue: 8 |
| Long Description | ||||
| The Mage may move objects through the force of his or her mind up to 20 kg in weight and up to 12 meters away. Refer to Telekinesis I for details. | ||||
| Short Description | ||||
| Handle 20 kg, 12 meters. | ||||
| Base:400 | Powerword:400 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.14.14]
| DoM 4 ) Transmute | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 3 meters | D: 2 hours | ST: None | Fatigue: 4 |
| Long Description | ||||
| Given a sample of a desired material during the time this spell is learned, the Mage may temporarily convert 10 kg per DoM of Mystic Theory of one particular other substance into that material. The new material will maintain the original shape. At the conclusion of the Spell, the material will revert to what it was before. This spell must be retaken to transform a different material combination. So, the mage could learn to convert lead into gold, then retake the spell to learn to convert iron into high carbon steel. | ||||
| Short Description | ||||
| Convert anything to sample temporarily. | ||||
| Base:400 | Powerword:2400 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.14.15]
| DoM 5 ) Patternings | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 3 meters | D: 2 hours | ST: Magic Talent | Fatigue: 10 |
| Long Description | ||||
| This Spell operates as a combination of Minor Pattern and Transmute. In other words, the mage may alter up to 300 kg of non-living material in both the material and shape at the same time. The mage is limited to transmutation choices that have already been learned. Used as a standard Pattern spell, the Mage may alter 3000 kg of material. | ||||
| Short Description | ||||
| Pattern 3000 kg of inanimate | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.14.16]
| DoM 6 ) Mond's Cage | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 10 meters | D: 1 hour | ST: None | Fatigue: 12 |
| Long Description | ||||
| A cube, three meters on each edge, appears trapping the target(s) within. The surfaces of the cage are composed of lattice of bars of force 2 centimeters in diameter, spaced at 20 cm. The bars are equivalent to iron in strength, and the cage weighs four metric tons. Each section of bar can withstand 150 points of damage. Mond's cages cannot be layered. | ||||
| Short Description | ||||
| Cage appears, trapping targets. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.14.17]
| DoM 6 ) Telekinesis IV | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 24 meters | D: 5 minutes | ST: None | Fatigue: 12 |
| Long Description | ||||
| The Mage may move objects through the force of his or her mind up to 40 kg in weight and up to 24 meters away. Refer to Telekinesis I for details. | ||||
| Short Description | ||||
| Handle 40 kg, 24 meters. | ||||
| Base:600 | Powerword:600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.14.18]
| DoM 7 ) Telekinesis V | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 48 meters | D: 5 minutes | ST: None | Fatigue: 14 |
| Long Description | ||||
| The Mage may move objects through the force of his or her mind up to 80 kg in weight and up to 48 meters away. Refer to Telekinesis I for details. | ||||
| Short Description | ||||
| Handle 80 kg, 48 meters. | ||||
| Base:700 | Powerword:700 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.14.19]
| DoM 8 ) Great Bindings | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 minute | R: 3 meters | D: 30 minutes | ST: Magic Talent-8 | Fatigue: 16 |
| Long Description | ||||
| This binding may be used to create mystical barriers in thin air that cannot be passed without countering magic, or it can be used to bind an individual's soul within his or her body, cut off and without senses. The latter experience can and has resulted in insanity. If the Spell is successfully repeated three times on the same object, it is permanent. | ||||
| Short Description | ||||
| Bind anything to prevent change. | ||||
| Base:800 | Powerword:3200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.14.19]
| DoM 8 ) Restore True Name | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 3 )+ ( Will ) | ||||
| CT: 5 minutes | R: 10 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| With this spell, the Mage can restore the target's True Name and dissolve any and all magical spells that are currently affecting the target. This spell acts as a 'rewind' and removes all memories, skills gained, etc. that have happened since the reset point. | ||||
| Short Description | ||||
| Rewind to past being. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.14.20]
| DoM 9 ) Telekinesis VI | ||||
| Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 96 meters | D: 5 minutes | ST: None | Fatigue: 18 |
| Long Description | ||||
| The Mage may move objects through the force of his or her mind up to 160 kg in weight and up to 96 meters away. Refer to Telekinesis I for details. This spell can be taken for additional DoMs, each DoM will double the weight and distance. | ||||
| Short Description | ||||
| Handle 160 kg, 96 meters. | ||||
| Base:900 | Powerword:900 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:900 | Enchantments:900 | Glyph Enchantments:900 | |
[7.14.21]
| DoM 12 ) Great Pattern | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 3 meters | D: 30 minutes | ST: Magic Talent-12 | Fatigue: 24 |
| Long Description | ||||
| When the Mage casts this Spell on an object or creature (up to 300 kg of animate material or 3000 kg of inanimate material), the Mage may alter simultaneously the shape and material and magical qualities of that object or creature. The material changes are limited to what the mage can Transmute, and the magical properties are limited to what the Mage knows of enchantments. This Spell will also restore limbs (given a source or organic material, such as the severed limb). It may also be used to repair broken magic items, restoring their full magical effects. See Game Masters Guide for further information. | ||||
| Short Description | ||||
| Change 300 kg animate or 3000 kg inanimate a lot. | ||||
| Base:1200 | Powerword:7200 | Runic:1200 | Internal:1200 | |
| Glyph:1200 | Potion:1200 | Enchantments:1200 | Glyph Enchantments:1200 | |
[7.14.22]
| DoM 14 ) Change True Name | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 3 meters | D: Until Dispelled | ST: Magic Talent | Fatigue: 28 |
| Long Description | ||||
| This formidable Spell will alter a creature's or object's True Name. The target will conform in all respects to its new True Name. The Mage must know both the target's old and new True Name in order to throw the Spell. See the Game Master's Guide for further information. | ||||
| Short Description | ||||
| Turn anything into anything permanently. | ||||
| Base:1400 | Powerword:8400 | Runic:1400 | Internal:1400 | |
| Glyph:1400 | Potion:1400 | Enchantments:1400 | Glyph Enchantments:1400 | |
[7.14.23]
Order Tree
[7.15.1]
| DoM 1 ) Simple Ward vs Magic | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Touch | D: 30 minutes | ST: None | Fatigue: 1 |
| Long Description | ||||
| This Spell will give the target +2 to all of his or her Saving Throws vs. Spells, base. The effect may be boosted for +1 per DoM of Mystic Theory. | ||||
| Short Description | ||||
| +2 to Saving Throws vs. Spells. | ||||
| Base:100 | Powerword:150 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.15.2]
| DoM 2 ) Magic Shield | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| With this Spell, the Mage may create a glowing silver magic shield, in whatever shape the Mage chooses, up to 3 square meters in size. The shield will function as melee shield, stopping 6 points of damage (normally). All six points are treated as magical for the purpose of stopping damage. | ||||
| Short Description | ||||
| Tower shield, 6 points of armor. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.15.3]
| DoM 2 ) Mystic Shields | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| The Mage may erect slightly glowing mystical shields around him- or herself that will protect him or her from both physical and magical attack. The shields will add +4 to armor absorption and Saving Throws. | ||||
| Short Description | ||||
| Glowing +4 armor and Saving Throws. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.15.4]
| DoM 4 ) Protection versus Specific Creatures | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 10 meters @ | D: 30 minutes | ST: None | Fatigue: 4 |
| Long Description | ||||
| The Mage may take this Spell multiple time, each time choosing a specific species. Within the Mage's own species, the spell is limited to a single specific individual, specified at the time of casting. This Ward will prevent specific creatures from getting within 3 meters of the Mage, or cast a Spell at anyone in the radius of the Spell without making a Saving Throw against Will with an additional -10 penalty. When directed at specific individuals, this Saving Throw penalty is increased to -15. The Mage must have piece of the specific individual that the Spell is directed against. | ||||
| Short Description | ||||
| Creature cannot approach or cast spells at mage. | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.15.5]
| DoM 4 ) Ward vs. Enchanted Creatures | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 3 meters @ | D: 30 minutes | ST: Will-4 | Fatigue: 4 |
| Long Description | ||||
| This Ward will prevent Enchanted creatures from getting within 3 meters of the Mage, or cast a Spell at anyone in the radius of the Spell without making a Saving Throw against Will with an additional -4 penalty. Enchanted creatures include Undead, Demons, Great Animals, Elementals, anything that is called into being via Summoning, or anything that relies on magic to exist. | ||||
| Short Description | ||||
| Enchanted creatures cannot approach or cast spells at mage. | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.15.6]
| DoM 5 ) Force Field | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 5 |
| Long Description | ||||
| The Mage is enclosed by invisible "armor" that will protect him or her against any physical weapon and all Missile Spells. The "armor" absorbs an additional 8 points of damage and will function with any other armor the Mage may be wearing. | ||||
| Short Description | ||||
| 8 points of armor | ||||
| Base:500 | Powerword:750 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.15.7]
| DoM 5 ) Protection versus Specific Spell | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 5 |
| Long Description | ||||
| The Mage may take this Spell multiple times, each time choosing a specific Mage or Clerical Spell. After casting, the Mage will be immune to the effects of that Spell for the duration of the protection Spell. The Mage must have the Spell in question or have access to someone who can cast the Spell in order to learn its protection Spell. | ||||
| Short Description | ||||
| Single spell immunity. | ||||
| Base:500 | Powerword:750 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.15.8]
| DoM 5 ) Shield Wall | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Touch | D: 1 hour | ST: None | Fatigue: 10 |
| Long Description | ||||
| The Mage may call into existence an invisible wall, 250 cm thick and up to 10 meters on a side, which will resist all physical attacks and damage-causing spells. This wall will absorb up to 100 points of damage before being destroyed. | ||||
| Short Description | ||||
| Create 100 hit point wall. | ||||
| Base:500 | Powerword:750 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.15.9]
| DoM 6 ) Kinetic Wall | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Touch | D: 1 hour | ST: None | Fatigue: 12 |
| Long Description | ||||
| An invisible wall of force, up to 20 meters in length and 5 meters high, springs into existence at location specified by the Mage. Any missile traveling through the wall will lose 12 points of damage. Creatures moving through the wall will be slowed for 30-Strength pulses as they force their way through. | ||||
| Short Description | ||||
| Create wall that slows movement thru it. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.15.10]
| DoM 6 ) Minor Globe of Invulnerability | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 10 meters @ | D: 1 hour | ST: None | Fatigue: 6 |
| Long Description | ||||
| This spell surrounds the Mage with a shimmering bubble of force, approximately 3 meters in diameter, which absorbs 150 points of damage before dissipating. Anyone within the range of the Globe when it is cast will be protected as well, so long as they do not leave the Globe. | ||||
| Short Description | ||||
| Globe surrounds mages, absorbs 150 points. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.15.11]
| DoM 7 ) Projectile Barrier | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 30 meters | D: 1 hour | ST: None | Fatigue: 14 |
| Long Description | ||||
| With this Spell, the Mage may call into existence an invisible barricade, up to 100 square meters in size, which will stop up to 200 points of physical or magical damage. After absorbing this damage, the barricade will disappear. The Mage may instantly move the barrier in any direction within 30 meters of him or her, for the duration of the Spell. | ||||
| Short Description | ||||
| Redirectable shield that absorbs 200 points. | ||||
| Base:700 | Powerword:1050 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.15.12]
| DoM 7 ) Wall of Force | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Touch | D: 1 hour | ST: None | Fatigue: 14 |
| Long Description | ||||
| A shimmering wall, up to 20 meters in length and 5 meters high, appears in front of the Mage. The damage of all missiles is reduced by 50 points. Creatures attempting to pass through the Wall take 50-Strength pulses to do so. | ||||
| Short Description | ||||
| Create strong wall that slows passage. | ||||
| Base:700 | Powerword:1050 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:700 | Enchantments:700 | Glyph Enchantments:700 | |
[7.15.13]
| DoM 8 ) Elemental Invulnerability | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| While under the influence of this Spell, the Mage may not be harmed by any of the four Elements. He or she has the equivalent of all four of the Elemental Resistance Spells simultaneously, along with Resist Light/Dark. | ||||
| Short Description | ||||
| Mage may not be harmed by any Element. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.15.14]
| DoM 8 ) Moving Wall of Force | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 16 |
| Long Description | ||||
| Like the Wall of Force, but the wall moves with the Mage, at up to a walking pace. | ||||
| Short Description | ||||
| A Wall of Force that moves with the Mage. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.15.15]
| DoM 8 ) Shell vs Magic | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 10 meters @ | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| This Spell will create a sphere of 10 meter radius around the Mage that is reasonably proof against magic. Whenever a Spell is thrown into this area, the casting Mage must make a Magic Talent Saving Throw at +4. If the Saving Throw is successful, the Spell does not function. If the casting Mage successfully saves vs. Magic Talent when a magical item is brought into the field, the item will not function. This does not dispel the Enchantment permanently, however. The casting Mage, however, may cast other Spells outside of the Shell. | ||||
| Short Description | ||||
| A globe surrounds the Mage that resists magic. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.15.16]
| DoM 8 ) Spell Reflector | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 50 pulses | R: Self | D: 5 minutes | ST: None | Fatigue: 8 |
| Long Description | ||||
| Reflects any spell cast at the Mage back at the original Mage. Normal saves apply on the reflected spell. The Spell Reflector has a shimmering blue electric glow and covers the Mages entire body. Spells that require targeting reflect back to the caster on the +5 column of the Missile/Melee table. | ||||
| Short Description | ||||
| Spells reflect back on caster. | ||||
| Base:800 | Powerword:800 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.15.17]
| DoM 8 ) Sphere of Force | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 10 meters @ | D: 1 hour | ST: None | Fatigue: 8 |
| Long Description | ||||
| This Spell will create an invisible sphere around the Mage which is extremely difficult to penetrate. Anyone within the range of the Spell when it is cast will be protected as well, so long as they do not leave the Sphere of protection. Items and Spells may pass out of the sphere easily, but it will prevent physical objects and damage causing Spells from entering. The sphere will absorb 50 points of damage and regenerate to full strength every 5 pulses. | ||||
| Short Description | ||||
| Sphere absorbs 50 points every 5 pulses. | ||||
| Base:800 | Powerword:1200 | Runic:800 | Internal:800 | |
| Glyph:800 | Potion:800 | Enchantments:800 | Glyph Enchantments:800 | |
[7.15.18]
| DoM 10 ) Spell Redirection | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 50 pulses | R: Self | D: 5 minutes | ST: None | Fatigue: 10 |
| Long Description | ||||
| Like Spell Reflector, but the Mage may choose the target of the redirected spell. Spells that require targeting use the Mage's CR. | ||||
| Short Description | ||||
| Any spell cast at the Mage is redirected as the Mage wills. | ||||
| Base:1000 | Powerword:1000 | Runic:1000 | Internal:1000 | |
| Glyph:1000 | Potion:1000 | Enchantments:1000 | Glyph Enchantments:1000 | |
[7.15.19]
Protections Tree
[7.16.1]
| DoM 1 ) Maintain Spell | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 0 |
| Long Description | ||||
| The Mage may maintain running spells by devoting additional spell points to the spell, equal to the amount that expended at the initial casting. The Mage may continue to maintain the spell until he or she has no SPP remaining. If the Mage desires, a spell may continue to draw SPP even when the Mage is asleep or unconscious. | ||||
| Short Description | ||||
| Maintain running spells | ||||
| Base:100 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.2]
| DoM 1 ) Spell Casting I | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 1 |
| Long Description | ||||
| The Character may subtract -5 pulses from spell cast time. | ||||
| Short Description | ||||
| Cast time -5 pulses. | ||||
| Base:100 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.3]
| DoM 1 ) Terminate Spell | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 1 |
| Long Description | ||||
| The Mage may voluntarily end any spell that he or she cast. | ||||
| Short Description | ||||
| Terminate running spells | ||||
| Base:100 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.4]
| DoM 2 ) Spell Casting II | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 2 |
| Long Description | ||||
| The Character may subtract -10 pulses from spell cast time. | ||||
| Short Description | ||||
| Cast time -10 pulses. | ||||
| Base:200 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.5]
| DoM 3 ) Participate in Group Casting | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 3 |
| Long Description | ||||
| The Mage may participate in a group spell casting, under the guidance of another Mage possessing the Lead Group Casting skill. | ||||
| Short Description | ||||
| Participate in group casting | ||||
| Base:300 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.6]
| DoM 3 ) Spell Casting III | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 3 |
| Long Description | ||||
| The Character may subtract -15 pulses from spell cast time. Spells may be boosted to 150% effect. | ||||
| Short Description | ||||
| Cast time -15 pulses. Boost 150% | ||||
| Base:300 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.7]
| DoM 4 ) Choose Max Spell Damage | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 4 |
| Long Description | ||||
| The Mage has the ability to control the maximum amount of damage that a spell can do (e.g. the Mage may take a Spell that does 3d6 damage and say that it will do no more than 5 damage - this does not cause the Spell to always do that amount of damage or raise the amount of damage that the Spell may do). The spell will require the same amount of SPP to cast. | ||||
| Short Description | ||||
| Control max spell damage. | ||||
| Base:400 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.8]
| DoM 4 ) Spell Casting IV | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 4 |
| Long Description | ||||
| The Character may subtract -20 pulses from spell cast time. Spells may be boosted to 150% effect. | ||||
| Short Description | ||||
| Cast time -20 pulses. Boost 150% | ||||
| Base:400 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.9]
| DoM 5 ) Spell Casting V | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 5 |
| Long Description | ||||
| The Character may subtract -25 pulses from spell cast time. Spells may be boosted to 150% effect. | ||||
| Short Description | ||||
| Cast time -25 pulses. Boost 150% | ||||
| Base:500 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.10]
| DoM 6 ) Hold Spell Release | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 6 |
| Long Description | ||||
| Upon the completion of a spell, the Mage may choose to hold the final release of the spell until it is needed or until a target presents itself. The Spell may be held for up to 3 times the Casting Time of the Spell. For example, if a spell requires 1 minute to cast, it may be held for up to 3 minutes. | ||||
| Short Description | ||||
| Hold spell release | ||||
| Base:600 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.11]
| DoM 6 ) Spell Casting VI | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 6 |
| Long Description | ||||
| The Character may subtract -30 pulses from spell cast time. Spells may be boosted to 200% effect. | ||||
| Short Description | ||||
| Cast time -30 pulses. Boost 200% | ||||
| Base:600 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.12]
| DoM 7 ) Spell Casting VII | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 7 |
| Long Description | ||||
| The Character may subtract -35 pulses from spell cast time. Spells may be boosted to 200% effect. | ||||
| Short Description | ||||
| Cast time -35 pulses. Boost 200% | ||||
| Base:700 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.13]
| DoM 8 ) Lead Group Casting | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 8 |
| Long Description | ||||
| The Mage may lead a group of Mages in the casting of a spell. Each of the participating Mages must already know the spell being cast. Each of the participating Mages casts the spell normally, simultaneously channeling their power into the lead Mage. The lead Mage may then cast the spell as normal. Spell effects are additive, allowing the creation of powerful shield spells, or great spells of destruction. If any of the Mages fumble their spell, the fumble effects will revert to the lead Mage. | ||||
| Short Description | ||||
| Lead group casting | ||||
| Base:800 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.14]
| DoM 8 ) Spell Casting VIII | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 8 |
| Long Description | ||||
| The Character may subtract -40 pulses from spell cast time. Spells may be boosted to 200% effect. | ||||
| Short Description | ||||
| Cast time -40 pulses. Boost 200% | ||||
| Base:800 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.15]
| DoM 9 ) Spell Casting IX | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 9 |
| Long Description | ||||
| The Character may subtract -45 pulses from spell cast time. Spells may be boosted to 250% effect. | ||||
| Short Description | ||||
| Cast time -45 pulses. Boost 250% | ||||
| Base:900 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.16]
| DoM 10 ) Spell Casting X | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: None | R: None | D: None | ST: N/A | Fatigue: 10 |
| Long Description | ||||
| The Character may subtract -50 pulses from spell cast time. Spells may be boosted to 250% effect. | ||||
| Short Description | ||||
| Cast time -50 pulses. Boost 250% | ||||
| Base:1000 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.16.17]
Spell Casting Tree
[7.17.0]
[7.17.2]
| DoM 1 ) Create Familiar I | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: Varies | ST: None | Fatigue: 2 |
| Long Description | ||||
| This Spell will allow the Mage to imbue any creature that may be summoned with "Call Natural Creatures" with either a Minor Spirit or a Minor Demon. The creature does not have to be summoned, however. Common animals can be purchased or captured via mundane means. In order to actually imbue the creature the Mage must actually be able to summon the Minor Spirit/Demon. The procedure is as follows: a natural creature is placed in a circle or pentagram, the demon or spirit is summoned, and then this Spell is cast to bind the spirit or demon to the creature, creating the familiar. This spell will establish a permanent telepathic link (as the spell "Thought Reception") between the mage and the familiar, and gives the Mage complete control of the familiar. As long as the Mage is within 5 meters of the familiar, he or she will receive +3 to his or her Magical Talent for purposes of SPP, attaining Degrees of Mastery and Cast Chance. The Mage's Magic Talent may exceed 20 with a Familiar. The Mage may only have one familiar at a time. If the Familiar's body dies, the imbuing spirit or demon is banished, and the Mage loses the bonus +3 to Magic Talent and suffers an additional -3 points of Magic Talent for 1 week. | ||||
| Short Description | ||||
| Permanent link with demon/spirit; +3 MT | ||||
| Base:100 | Powerword:400 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:N/A | Enchantments:100 | Glyph Enchantments:100 | |
[7.17.3]
| DoM 1 ) Pentagram/Circle | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 30 minutes | R: 10 meters | D: 8 hours | ST: None | Fatigue: 0 |
| Long Description | ||||
| The Mage learns how to draw a pentagram (for summoning evil spirits) or a circle (for summoning other spirits) and use the equipment needed to keep a summoned entity within the pentagram/circle. A small amount of ground silver and incense is required (worth about 50 Silver Schillings). The casting time includes the time necessary to trace out the pentagram or circle. The Spell may also be cast on a permanent pentagram or circle of inscribed metal; in this case, the casting time may be reduced to 5 minutes. Having a proper pentagam/circle gives the mage a +10% to her Summoning Skill Roll. A pentagram or circle will unconditionally hold a summoned creature on this plane of existence, though an uncontrolled creature is free to return to their own plane of existence without penalty. A fumbled Summoning Skill Roll means that the summoned creature is held within the circle for the duration of the summoning or until the creature decides to leave or is forced to leave. | ||||
| Short Description | ||||
| +10% SR | ||||
| Base:100 | Powerword:4800 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:N/A | Enchantments:100 | Glyph Enchantments:100 | |
[7.17.4]
| DoM 3 ) Call Natural Creatures | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 kilometers | D: 1 hour | ST: None | Fatigue: 6 |
| Long Description | ||||
| This Spell will allow the Mage to summon non-sentient natural creatures. This Spell will not establish any communication or control between the mage and the summoned creatures, merely cause the animals to approach the Mage closely. Once the animals are within arms reach, they will revert to their natural state. The mage may summon any single animal, or multiple animals up to 100 kilograms of mass, per DoM of Spell Casting. For example, a Mage with DoM 4 Spell Casting could summon 4 horses, or up to 400 kg of rats (at 500 grams each, approximately 800) or field mice (at 25 grams each, approximately 16000). The creatures will feel the tug of the calling for the duration of the Spell; when the Spell ends, the creatures will return to what they were doing before. | ||||
| Short Description | ||||
| Call natural creatures. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:N/A | Enchantments:300 | Glyph Enchantments:300 | |
[7.17.5]
| DoM 3 ) Possess Minor Creature | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: Varies | ST: None | Fatigue: 6 |
| Long Description | ||||
| Like Create Familiar I, but target does not become a familiar and Mage has no communication link, but may use other spells to commune with the spirit or the animal. The Mage may control one possessed creature per 3 points of will. If the Mage does not wish to control the creature, there is no limit to the number of possessed creatures that may be created. If the spirit is not controlled, however, it will very likely attack the Mage or anyone else in the area with its magic abilities. | ||||
| Short Description | ||||
| Turn creature into minion. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:N/A | Enchantments:300 | Glyph Enchantments:300 | |
[7.17.6]
| DoM 3 ) Summoning I | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| Gives a Mage a base Summoning Skill Roll of 100%. | ||||
| Short Description | ||||
| SR = 100%. | ||||
| Base:300 | Powerword:1800 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:N/A | Enchantments:300 | Glyph Enchantments:300 | |
[7.17.7]
| DoM 4 ) Banish Summoned Creature | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 100 pulses | R: 10 meters | D: None | ST: None | Fatigue: 8 |
| Long Description | ||||
| This spell sends the summoned creature back to where it was summoned from (demons go back to their plane, squirrels return to their home woods, etc). The chance of successfully casting this spell is modified by the Summon Modifier of the creature. | ||||
| Short Description | ||||
| Banish to origin; mod by Summon Modifier | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:N/A | Enchantments:400 | Glyph Enchantments:400 | |
[7.17.8]
| DoM 4 ) Summoning II | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: None | ST: None | Fatigue: 8 |
| Long Description | ||||
| Gives a Mage a base Summoning Skill Roll of 120%. | ||||
| Short Description | ||||
| SR = 120%. | ||||
| Base:400 | Powerword:2400 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:N/A | Enchantments:400 | Glyph Enchantments:400 | |
[7.17.9]
| DoM 5 ) Call Supernatural Creature | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 kilometers | D: 1 hour | ST: None | Fatigue: 10 |
| Long Description | ||||
| This Spell will allow the Mage to summon one non-sentient supernatural creature. This Spell will not establish any communication or control between the mage and the summoned creature, merely cause the animal to approach the Mage closely. Once the creature is within arms reach, they will revert to their natural state. | ||||
| Short Description | ||||
| Call a supernatural creature. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:N/A | Enchantments:500 | Glyph Enchantments:500 | |
[7.17.10]
| DoM 5 ) Possess Major Creature/Create Familiar II | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: Varies | ST: None | Fatigue: 10 |
| Long Description | ||||
| This Spell will allow the Mage to imbue any creature that may be summoned with "Call Sentient Creatures" or "Call Natural Creatures" with either a Major Spirit or a Major Demon. Otherwise, spell effects as described in "Create Familiar I". Alternatively, the Mage may cause the possession of a creature, but target does not become a familiar and Mage has no communication link, but may use other spells to commune with the spirit or the animal. A Mage may control one possessed creature per 4 points of will. If the Mage does not wish to control the creature, there is no limit to the number of possessed creatures that may be created. If the spirit is not controlled, however, it will very likely attack the Mage or anyone else in the area with its magic abilities. | ||||
| Short Description | ||||
| Possess a superior creature. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:N/A | Enchantments:500 | Glyph Enchantments:500 | |
[7.17.11]
| DoM 5 ) Summoning III | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: None | ST: None | Fatigue: 10 |
| Long Description | ||||
| Gives a Mage a base Summoning Skill Roll of 140%. | ||||
| Short Description | ||||
| SR = 140%. | ||||
| Base:500 | Powerword:3000 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:N/A | Enchantments:500 | Glyph Enchantments:500 | |
[7.17.12]
| DoM 7 ) Call Sentient Creature | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 kilometers | D: 1 hour | ST: None | Fatigue: 14 |
| Long Description | ||||
| This Spell will allow the Mage to summon one sentient natural or supernatural creature (this includes humans, undead, non-sentient creatures, demons already on this plane, etc). The creature may be a specific, named creature (one of the Mage's companions), or any of a specific type (a ghoul in the area). This Spell will not establish any communication or control between the mage and the creature, merely cause the creature to approach the Mage closely. Once the creature is within arms reach, they will revert to their natural state. | ||||
| Short Description | ||||
| Call a sentient creature. | ||||
| Base:700 | Powerword:4200 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:N/A | Enchantments:700 | Glyph Enchantments:700 | |
[7.17.13]
| DoM 7 ) Possess Greater Creature/Create Familiar III | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: Varies | ST: None | Fatigue: 14 |
| Long Description | ||||
| This Spell will allow the Mage to imbue any creature that may be called with either a Greater Spirit or a Greater Demon. Otherwise, spell effects as described in "Create Familiar I". Alternatively, the mage may cause the possession of a creature, but target does not become a Familiar and Mage has no communication link, but may use other spells to commune with the spirit or the animal. A Mage may control one possessed creature per 5 points of will. If the Mage does not wish to control the creature, there is no limit to the number of possessed creatures that may be created. If the spirit is not controlled, however, it will very likely attack the Mage or anyone else in the area with its magic abilities. | ||||
| Short Description | ||||
| Create greater minion. | ||||
| Base:700 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.17.14]
| DoM 7 ) Possess Inanimate Object | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 1 hour | R: 10 meters | D: Varies | ST: None | Fatigue: 14 |
| Long Description | ||||
| Allows the Mage to imbue an inanimate object with any spirit that the Mage can summon. The possessed object cannot move by itself. If the object is broken, the spirit is freed and will likely attack the owner of the object or any bystanders. A Mage may control one possessed object per 3 points of will. If the Mage does not wish to control the object, there is no limit to the number of possessed objects that may be created. If the spirit is not controlled, however, it will very likely attack the Mage or anyone else in the area with its magic abilities. | ||||
| Short Description | ||||
| Imbue spirit into an object. | ||||
| Base:700 | Powerword:N/A | Runic:N/A | Internal:N/A | |
| Glyph:N/A | Potion:N/A | Enchantments:N/A | Glyph Enchantments:N/A | |
[7.17.15]
| DoM 7 ) Summoning IV | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: None | ST: None | Fatigue: 14 |
| Long Description | ||||
| Gives a Mage a base Summoning Skill Roll of 160%. | ||||
| Short Description | ||||
| SR = 160%. | ||||
| Base:700 | Powerword:4200 | Runic:700 | Internal:700 | |
| Glyph:700 | Potion:N/A | Enchantments:700 | Glyph Enchantments:700 | |
[7.17.16]
| DoM 9 ) Summoning V | ||||
| Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 ) | ||||
| CT: 5 minutes | R: 10 meters | D: None | ST: None | Fatigue: 18 |
| Long Description | ||||
| Gives a Mage a base Summoning Skill Roll of 180%. | ||||
| Short Description | ||||
| SR = 180%. | ||||
| Base:900 | Powerword:5400 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:N/A | Enchantments:900 | Glyph Enchantments:900 | |
[7.17.17]
Summoning Tree
[7.18.1]
| DoM 1 ) Battle Time | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 3 )+ ( Will ) | ||||
| CT: 50 pulses | R: Touch | D: 5 minutes | ST: None | Fatigue: 1 |
| Long Description | ||||
| Gives the Mage +10 initiative and -10 to assessment roll time in combat. | ||||
| Short Description | ||||
| +10 initiative/assessment roll | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.18.2]
| DoM 1 ) Insight | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 3 )+ ( Will ) | ||||
| CT: 10 pulses | R: Special | D: None | ST: None | Fatigue: 1 |
| Long Description | ||||
| When this Spell is cast, the Mage receives a one or two word comment that will aid him or her in the urgent situation. For example, if the Mage is about to open a door and casts Insight, the words received might be -Duck! | ||||
| Short Description | ||||
| One or two word comment as aid. | ||||
| Base:100 | Powerword:50 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |