The QuestFRP Player's Handbook

MAGE SKILLS

INTRODUCTION TO MAGE SKILL CLASS


[7.1.1]

Casting Spells

Spells are cast by the expenditure of time and Spell Power Points. The more potent the Spell the more power it takes to cast. One Spell Power Point is expended per Degree of Mastery needed to cast the Spell (i.e., if a Spell of the fifth Degree of Mastery is cast, 5 Spell Power Points are expended). To successfully cast a Spell, a d100 is rolled against Cast Chance which is calculated as follows:
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]

Mage Spell Casting Styles

There are 8 different ways to cast spells. They are: Base, Powerword, Runic, Internal, Glyph, Potion, Enchantments, and Glyph Enchantments. The differences are described below:

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.

A Glyph is activated under certain circumstances defined by the Mage. Glyphs have no reasoning ability, so activation must be triggered by physical properties or by True Name(s). They can be set to recognize species, individuals, or voice commands.

Examples of legitimate activation triggers include:

Examples of illegal triggers:

A Glyph is the easiest way to cast a spell on another person, though not all Mage Spells may be cast as Glyphs. Glyphs can serve a number of purposes: they can be used to hold a Juggernaut to discourage would-be thieves, or they can be used to hold Healing Spells that can act as emergency first aid kits. A common practice, once a party has a Mage capable of casting the Glyph version of Spells, is to set up camp at night with a series of Glyphs next to each person's bedroll. These Glyphs can contain Spells like Force Field or Flight, which are useful if the camp is attacked in the middle of the night.

This method must be learned by the Mage before learning the Glyph Enchantments casting style.

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]

Counterspells

In addition to the casting methods above, every Spell has a Counterspell that specifically abates, cancels or negates that spell. The cost for learning a Counterspell is half of the cost required to learn to cast the Spell. There is no requirement to learn the normal casting styles for the Spell, though normal prerequisites must be met. In other words, to learn the Counterspell for a higher DoM Spell, the Mage must either know the Base casting styles or the Counterspells for all of the prerequisites for that Spell. If a Mage wanted to learn Powerword Counterspell Force Field (to quickly remove an opponent's Force Field Spell as they approach) she would need to learn the Base casting for 250 points (500 / 2) plus the Powerword casting for another 250 (500 / 2), for a total of 500 experience. In addition, the Mage must know the Base casting style or the Counterspell for the prerequisites for Force Field: Mystic Shields, Minor Bindings, and Mend.

The effect of the Counterspell can vary. A Counterspell against a shield Spell would have the effect of immediately removing the opponent's shield. Since the range of a shield spell is usually self or touch, which would not be very useful for a Counterspell, the range of these type of Counterspells is 3 meters per DoM of Spell Casting that the Mage possesses. A Counterspell against a missile spell would protect the Mage against the next instance of that missile striking the Mage (or target). In such a case, the Counterspell should have a finite duration (usually 24 hours) before it would expire and have to be cast again. For detection spells, the Counterspell could be used to hide the Mage against the original Spell, or to remove an instance of that Spell currently running on an opponent.

[7.1.4]

Spell Fumbles

If a Spellcasting roll fails by 25% or more, a Spell Fumble occurs, and the Spell Fumble chart given in the Game Master's Handbook is used. When resolving a Spell Fumble, a d20 is rolled, the Degree of Mastery of the Spell is added to the roll, and the Spell Fumble table is consulted. While some of the Fumbles dictate additional SPP cost, no Spell Fumble can bring the Mage's SPP total below 0. Any additional SPP expenditure called for by the table will bring the Mage to 0 SPP if he or she has insufficient SPP to cover the extra. If a Boosted Spell is fumbled, the DoM of the Spell is added to the d20 roll, with any result over 20 being treated as a 20. This number is then added to the DoM of the Spell, and the table below is consulted. Thus, fumbling a Boosted Spell will tend to give the worst results possible for that DoM, while not allowing any more catastrophic results.

[7.1.5]

Example

Jason 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]

Spell Fatigue

Mages experience Fatigue when casting spells. Fatigue is related to the amount of energy being used to cast the spell, and how fast that magically energy is used. Each Spell description in the sections that follow give the Fatigue cost of the Spell. All spells cost at least the raw SPP cost of the spell (the amount the spell would need if the Mage had no spell cost cutting items or other benefits) in Fatigue Points. Internal Spells, those that have a range of self like shield Spells and detection Spells, are less fatiguing than those that have an external effect, like missile Spells and Dimensional Magics. External Spells generally add an additional DoM of the Spell worth of Fatigue. Speaking the Spell as a PowerWord doubles the Fatigue. Mages have a number of Fatigue Points equal to their SPP (Spell Power Points) and Fatigue Points recover at the rate of one per minute. When a Mage does not have enough Fatigue Points remaining to cast a spell, she cannot cast. The discipline Mystic Theory reduces the amount of Fatigue Points each spell costs.

[7.1.7]

Example

Oogah 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]

Spell Power Point Regeneration

Magical SPP are regained by meditation. The Mage must find a quiet place to meditate uninterrupted. While meditating the Mage may regenerate 20% of their total SPP per hour. There is no limit to how many SPP a Mage may recover per day. Therefore a Mage can use all her Spell Points in a flurry of spell casting, meditate, use them all again, and then meditate some more, use them again ... Of course, she can only do that a couple of times per day before she is out of hours in the day, and if there are other things going on in the world, she would not be able to devote all her time to meditation.

[7.1.9]

Boosting

Once a Mage has learned DoM 3 Spellcasting or higher, they gain the ability to Boost Mage Spells. Boosting enhances one or more aspects of a Spell, at the cost of additional SPP. Boosting can affect the range, duration or effect of the Spell. Depending on the Mage's DoM of Spell Casting, any one aspect can be Boosted by 150%-250% by expending twice the normal SPP cost, with an additional Cast Chance penalty of -5% per DoM of the Spell. Boosting can also be used to reduce an opponent's Saving Throw. This can be done by expending an additional 2 SPP for each -1 to the target's Saving Throw, with a -5% penalty to Cast Chance per -1 to Saving Throw. The Mage cannot gain a greater penalty to the target's Saving Throw than his or her DoM in Mystic Theory. For example, a Mage with DoM 5 in Mystic Theory could Boost no higher than -5, expending 10 SPP.

[7.1.10]

Example

An 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]

Spell Fatigue Rules

Fatigue cost = final SPP cost of spell

Fatigue cost is doubled (* 2) for boosted or pushed spell

Fatigue points is doubled (* 2) for powerword

Spells that have an internal effect are less fatiguing

Recover 1 fatigue point per minute

[7.1.15]

Shield Spells

The following holds for all magical damage absorbing spells, unless otherwise noted -- All magical damage absorption stack their effects with Enchanted and Mundane armor. Magical damage absorption from different spells does not stack, instead the most powerful effects are used (e.g. you take the damage absorption from Force Field and the Saving Throw bonus from Mystic Shields if you have both running). Magical armor reducing attacks, such as Fire attacks, are reduced by the full power of magical damage absorption, as are Mundane armor reducing attacks, such as Firearm attacks. Shield spells represent the first layer of defense, and subtract their damage absorption from an attack before Mundane armor.

AIR

[Display Tree]


[7.2.1]

DoM 1 ) Audible Glamour
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 60 pulsesR: 30 metersD: VariesST: NoneFatigue: 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:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Minor Air Manipulation [Display prerequisites graphically]

[7.2.2]

DoM 1 ) Minor Air Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 10 metersD: 5 minutesST: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.2.3]

DoM 2 ) Air Shield
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Minor Air Manipulation, Minor Bindings [Display prerequisites graphically]

[7.2.4]

DoM 3 ) Layered Air Shield
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 3
Long Description
An Air Shield that may be used simultaneously with other layered elemental shields.
Short Description
Air Shield that layers.
Base:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Air Shield [Display prerequisites graphically]

[7.2.5]

DoM 3 ) Major Air Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: 5 minutesST: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Air Manipulation [Display prerequisites graphically]

[7.2.6]

DoM 4 ) Deafen
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 meters @D: NoneST: ConstitutionFatigue: 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:400Powerword:400Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Audible Glamour [Display prerequisites graphically]

[7.2.7]

DoM 4 ) Silence
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 10 meters @D: 5 minutesST: NoneFatigue: 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:400Powerword:400Runic:400Internal:400
Glyph:400Potion:N/AEnchantments:400Glyph Enchantments:400
Prerequisites: Major Air Manipulation, Deafen [Display prerequisites graphically]

[7.2.8]

DoM 5 ) Flight
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Major Air Manipulation [Display prerequisites graphically]

[7.2.9]

DoM 6 ) Air Fist
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 50 metersD: 5 minutesST: Agility-10Fatigue: 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:600Powerword:600Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Major Air Manipulation [Display prerequisites graphically]

[7.2.10]

DoM 7 ) Greater Air Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: 5 minutesST: 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:700Powerword:700Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Major Air Manipulation [Display prerequisites graphically]

[7.2.11]

DoM 8 ) Resist Air
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Major Air Manipulation, Layered Air Shield [Display prerequisites graphically]

[7.2.12]

DoM 9 ) Explosive Decompression
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 50 metersD: 5 minutesST: NoneFatigue: 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:900Powerword:3600Runic:900Internal:900
Glyph:900Potion:N/AEnchantments:900Glyph Enchantments:900
Prerequisites: Air Fist [Display prerequisites graphically]

[7.2.13]

DoM 10 ) Tornado
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 1 minuteR: 500 metersD: 30 minutesST: NoneFatigue: 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:1000Powerword:6000Runic:1000Internal:1000
Glyph:1000Potion:N/AEnchantments:1000Glyph Enchantments:1000
Prerequisites: Greater Air Manipulation [Display prerequisites graphically]

[7.2.14]

DoM 12 ) Air Command
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 100 metersD: Until DispelledST: 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:1200Powerword:1800Runic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1200Glyph Enchantments:1200
Prerequisites: Great Pattern, Greater Air Manipulation [Display prerequisites graphically]

[7.2.15]


Air Tree
Air Tree: displays prerequisite relationships.


BLIGHT

[Display Tree]


[7.3.1]

DoM 1 ) Evil Eye
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 20 metersD: 1 dayST: WillFatigue: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.3.2]

DoM 2 ) Curse
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 10 metersD: Until DispelledST: Magic Talent -2Fatigue: 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:200Powerword:200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Evil Eye [Display prerequisites graphically]

[7.3.3]

DoM 2 ) Speak to the Dead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 minuteR: 3 metersD: 30 minutesST: NoneFatigue: 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:200Powerword:1200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Create Minor Undead [Display prerequisites graphically]

[7.3.4]

DoM 3 ) Create Minor Undead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 3 metersD: PermanentST: NoneFatigue: 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:300Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Curse, Pocket [Display prerequisites graphically]

[7.3.8]

DoM 3 ) Moment of Weakness
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 10 metersD: 60 secondsST: Magic Talent -3Fatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Curse [Display prerequisites graphically]

[7.3.9]

DoM 4 ) Demoralization
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SpecialD: 5 minutesST: Magic Talent -4Fatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Curse [Display prerequisites graphically]

[7.3.10]

DoM 5 ) Create Moderate Undead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 3 metersD: PermanentST: NoneFatigue: 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:500Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Create Minor Undead [Display prerequisites graphically]

[7.3.11]

DoM 6 ) Brain Freeze
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 30 metersD: 1 hourST: Magic Talent -6Fatigue: 12
Long Description
Target's Intelligence and magic talent is halved for the duration of the spell.
Short Description
Mages are screwed.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Moment of Weakness [Display prerequisites graphically]

[7.3.12]

DoM 6 ) Fear
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SpecialD: 5 minutesST: Will-6Fatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Demoralization [Display prerequisites graphically]

[7.3.13]

DoM 6 ) Paralysis
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 30 metersD: 1 hourST: Magic Talent -6Fatigue: 12
Long Description
The target's voluntary muscles are frozen in place for the duration of this spell.
Short Description
Target cannot move.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Moment of Weakness [Display prerequisites graphically]

[7.3.14]

DoM 7 ) Create Greater Undead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 3 metersD: Until DispelledST: NoneFatigue: 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:700Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Create Moderate Undead [Display prerequisites graphically]

[7.3.16]

DoM 8 ) Feeble Mind
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 30 metersD: Until DispelledST: Magic Talent -8Fatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Paralysis, Brain Freeze [Display prerequisites graphically]

[7.3.17]

DoM 8 ) Sleep
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SpecialD: 1 hourST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Paralysis [Display prerequisites graphically]

[7.3.18]

DoM 10 ) Become Lich
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 8 hoursR: SelfD: PermanentST: NoneFatigue: 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:1000Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Create Greater Undead [Display prerequisites graphically]

[7.3.19]

DoM 12 ) Death
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 1 minuteR: 100 metersD: 60 secondsST: Magic Talent-12Fatigue: 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:1200Powerword:4800Runic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1000Glyph Enchantments:1000
Prerequisites: Fear, Feeble Mind, Projective Telepathy [Display prerequisites graphically]

[7.3.20]


Blight Tree
Blight Tree: displays prerequisite relationships.


CHAOS

[Display Tree]


[7.4.1]

DoM 1 ) Weapon Energize I
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.4.2]

DoM 2 ) Chaos Shield
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Chaos Lock [Display prerequisites graphically]

[7.4.3]

DoM 3 ) Chaos Lock
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 1 minuteR: TouchD: Until DispelledST: NoneFatigue: 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:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.4.4]

DoM 3 ) Lightning Bolt
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 30 metersD: NoneST: NoneFatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:N/AEnchantments:300Glyph Enchantments:300
Prerequisites: Weapon Energize I [Display prerequisites graphically]

[7.4.5]

DoM 3 ) Magic Weapon
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Lightning Bolt, Chaos Lock [Display prerequisites graphically]

[7.4.6]

DoM 4 ) Incapacitate
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 10 metersD: 60 secondsST: Magic Talent-2Fatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Stun [Display prerequisites graphically]

[7.4.7]

DoM 5 ) Chaos Armor
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Chaos Shield [Display prerequisites graphically]

[7.4.8]

DoM 6 ) Energy Tap
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 50 metersD: NoneST: NoneFatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Magic Weapon [Display prerequisites graphically]

[7.4.9]

DoM 6 ) Magic Bow
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: TouchD: 10 minutesST: NoneFatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Magic Weapon [Display prerequisites graphically]

[7.4.10]

DoM 6 ) Spell Unraveller
Learning Rate:+ ( Magic talent* 3 )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: NoneST: NoneFatigue: 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:600Powerword:1200Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Chaos Armor [Display prerequisites graphically]

[7.4.11]

DoM 6 ) Thunder Bolt
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 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:600Powerword:600Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Lightning Bolt [Display prerequisites graphically]

[7.4.12]

DoM 9 ) Lightning Storm
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 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:900Powerword:900Runic:900Internal:900
Glyph:900Potion:N/AEnchantments:900Glyph Enchantments:900
Prerequisites: Thunder Bolt [Display prerequisites graphically]

[7.4.13]


Chaos Tree
Chaos Tree: displays prerequisite relationships.


DETECTION

[Display Tree]


[7.5.1]

DoM 1 ) Detect Movement
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 30 meters @D: 1 hourST: NoneFatigue: 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:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.5.2]

DoM 1 ) Detect Rift
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 2 kilometers @D: 1 hourST: NoneFatigue: 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:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.5.3]

DoM 1 ) Dowsing
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 10 metersD: 1 hourST: NoneFatigue: 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:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.5.4]

DoM 1 ) Sensitivity
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 15 cmD: 1 hourST: NoneFatigue: 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:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.5.5]

DoM 2 ) Compass
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: SelfD: 1 hourST: NoneFatigue: 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:200Powerword:800Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Dowsing [Display prerequisites graphically]

[7.5.6]

DoM 2 ) Detect Elevation
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: SelfD: 8 hoursST: NoneFatigue: 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:200Powerword:800Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Dowsing [Display prerequisites graphically]

[7.5.7]

DoM 2 ) Mask Magic
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: SelfD: 12 hoursST: NoneFatigue: 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:200Powerword:1200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Atmospherics [Display prerequisites graphically]

[7.5.8]

DoM 3 ) Atmospherics
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: 30 meters @D: 1 hourST: NoneFatigue: 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:300Powerword:1800Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Sensitivity [Display prerequisites graphically]

[7.5.9]

DoM 3 ) Detect Light/Dark Illusions
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 100 metersD: 1 hourST: NoneFatigue: 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:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Sensitivity [Display prerequisites graphically]

[7.5.10]

DoM 4 ) Detect Life
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: 30 meters @D: 8 hoursST: NoneFatigue: 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:400Powerword:1600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Detect Movement [Display prerequisites graphically]

[7.5.11]

DoM 4 ) Spectral Vision
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 1 minuteR: SpecialD: 1 hourST: NoneFatigue: 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:400Powerword:1600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Detect Light/Dark Illusions [Display prerequisites graphically]

[7.5.12]

DoM 5 ) Locate Object
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: SpecialD: 1 dayST: NoneFatigue: 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:500Powerword:3000Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Scry, Detect Life [Display prerequisites graphically]

[7.5.13]

DoM 5 ) Location
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: SelfD: NoneST: NoneFatigue: 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:500Powerword:3000Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Pocket, Detect Elevation, Compass [Display prerequisites graphically]

[7.5.14]

DoM 5 ) Magic Analysis
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: 3 metersD: NoneST: Magic TalentFatigue: 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:500Powerword:3000Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Atmospherics [Display prerequisites graphically]

[7.5.15]

DoM 6 ) Detect Reference Point
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: SpecialD: 1 hourST: NoneFatigue: 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:600Powerword:3600Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Locate Object [Display prerequisites graphically]

[7.5.16]

DoM 8 ) Make Reference Point
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: 10 metersD: Until DispelledST: NoneFatigue: 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:800Powerword:4800Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Location, Locate Object [Display prerequisites graphically]

[7.5.17]

DoM 8 ) True Sight
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: 30 meters @D: 1 hourST: NoneFatigue: 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:800Powerword:4800Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Spectral Vision, Locate Object [Display prerequisites graphically]

[7.5.18]

DoM 9 ) Discover True Name
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: SpecialD: NoneST: Magic Talent -9Fatigue: 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:900Powerword:5400Runic:900Internal:900
Glyph:900Potion:900Enchantments:900Glyph Enchantments:900
Prerequisites: True Sight, Magic Analysis [Display prerequisites graphically]

[7.5.19]


Detection Tree
Detection Tree: displays prerequisite relationships.


DIMENSIONAL MAGIC

[Display Tree]


[7.6.0]

This spell list deals with magic involved with other dimensions and the transporting of people and goods. The 'Space' Spells require the material component of a container. When the spell ends, the additional contents unable to be held by the container are lost. All of the Spells in this list may be Boosted for duration. A Mage may double the duration of the Spell by Boosting in an additional 1 SPP per DoM of the Spell, and taking an additional -5% CC for each doubling. The number of doublings is limited to 1/2 of Mage's number of DoMs in Mystic Theory.

Example: Knoll Nugget wants to create a minor Extradimensional Space to carry around all his Mage Spell Books. He has DoM 13 Mystic Theory and chooses to double the duration of the Spell 6 times (he doesn't want to have to do this very often!). His Cast Chance penalty is 3*10% +6*5% = -60% CC. Since his Base Cast Chance is 286, the Spell will go off with no trouble. It costs him 3 SPP + (3 DoMs * 6 SPP) = 21 SSP to Cast. The Spell will last for 64 days. He's grinning over his new satchel, full of all his books, when one of his students mischievously casts a Magic Abatement (Wards and Shields, DoM 3) on it.

Example: Professor Romero feels like treating his graduate students to a meal at his favorite inn in New London, which is unfortunately 500 km away. Since most of his graduate students cannot Teleport yet, he decides to open an Extradimensional Corridor to the inn. He has DoM 12 Mystic Theory and a Base Chance of 212. His Cast Chance penalty is 10*10% = -100 CC, so the Spell goes off unless he rolls a 100. The Spell costs him 10 SPP +240 SPP (for the additional kms) = 250 SPP. With his 70% spell cost cutter, the round trip only costs him 75 SPP. He has a Will of 17, which is more than enough to allow all of his graduate students to step through the doorway as well.

[7.6.2]

DoM 1 ) Dimensional Analysis
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 minuteR: SpecialD: NoneST: NoneFatigue: 2
Long Description
The Mage gains basic physical information (atmosphere, gravity, temperature, etc.) about a nearby plane.
Short Description
Analyze nearby plane.
Base:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.6.3]

DoM 1 ) Feather Fall
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 10 pulsesR: SelfD: 10 minutesST: NoneFatigue: 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:100Powerword:50Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Minor Air Manipulation [Display prerequisites graphically]

[7.6.4]

DoM 1 ) Pocket
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 minuteR: TouchD: 1 dayST: NoneFatigue: 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:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Dimensional Analysis [Display prerequisites graphically]

[7.6.5]

DoM 3 ) Levitate
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 50 pulsesR: SelfD: 10 minutesST: NoneFatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Mass Adjustment, Telekinesis I [Display prerequisites graphically]

[7.6.6]

DoM 3 ) Minor Extradimensional Space
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: TouchD: 1 dayST: NoneFatigue: 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:300Powerword:1800Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Pocket [Display prerequisites graphically]

[7.6.7]

DoM 3 ) Minor Mass Adjustment
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: TouchD: 1 dayST: NoneFatigue: 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:300Powerword:1800Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Extradimensional Space [Display prerequisites graphically]

[7.6.8]

DoM 3 ) Sky Hook
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 30 metersD: 1 hourST: NoneFatigue: 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:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Extradimensional Space [Display prerequisites graphically]

[7.6.9]

DoM 3 ) Weapons Holder
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: TouchD: 1 dayST: NoneFatigue: 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:300Powerword:1800Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Extradimensional Space [Display prerequisites graphically]

[7.6.10]

DoM 4 ) Plane Scry
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: SpecialD: 1 hourST: NoneFatigue: 8
Long Description
The Mage may look at nearby planes with his senses as defined in Scry.
Short Description
View nearby planes.
Base:400Powerword:2400Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Scry, Dimensional Analysis [Display prerequisites graphically]

[7.6.11]

DoM 5 ) Major Extradimensional Space
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: TouchD: 1 dayST: NoneFatigue: 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:500Powerword:3000Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Minor Extradimensional Space [Display prerequisites graphically]

[7.6.12]

DoM 5 ) Major Mass Adjustment
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: TouchD: 1 dayST: NoneFatigue: 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:500Powerword:3000Runic:500Internal:500
Glyph:3500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Major Extradimensional Space, Minor Mass Adjustment [Display prerequisites graphically]

[7.6.13]

DoM 5 ) Phase Door
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 3 metersD: VariesST: NoneFatigue: 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:500Powerword:3000Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Major Extradimensional Space [Display prerequisites graphically]

[7.6.14]

DoM 7 ) Great Extradimensional Space
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: TouchD: 1 dayST: NoneFatigue: 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:700Powerword:4200Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Major Extradimensional Space [Display prerequisites graphically]

[7.6.15]

DoM 7 ) Phase Portal
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: VariesST: NoneFatigue: 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:700Powerword:4200Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Phase Door, Plane Scry [Display prerequisites graphically]

[7.6.16]

DoM 10 ) Teleport
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 20 kilometersD: NoneST: NoneFatigue: 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:1000Powerword:1000Runic:1000Internal:1000
Glyph:1000Potion:1000Enchantments:1000Glyph Enchantments:1000
Prerequisites: Phase Portal, Make Reference Point, Detect Reference Point [Display prerequisites graphically]

[7.6.17]

DoM 12 ) Phase Corridor
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 20 kilometersD: VariesST: NoneFatigue: 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:1200Powerword:7200Runic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1000Glyph Enchantments:1000
Prerequisites: Great Extradimensional Space, Teleport [Display prerequisites graphically]

[7.6.18]


Dimensional Magic Tree
Dimensional Magic Tree: displays prerequisite relationships.


EARTH

[Display Tree]


[7.7.1]

DoM 1 ) Minor Earth Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 10 metersD: 5 minutesST: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.7.2]

DoM 2 ) Earth Shield
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Minor Earth Manipulation, Minor Bindings, Pocket [Display prerequisites graphically]

[7.7.3]

DoM 2 ) Slingshot
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: NoneST: NoneFatigue: 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:200Powerword:200Runic:200Internal:200
Glyph:200Potion:N/AEnchantments:200Glyph Enchantments:200
Prerequisites: Minor Earth Manipulation [Display prerequisites graphically]

[7.7.4]

DoM 3 ) Layered Earth Shield
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Earth Shield [Display prerequisites graphically]

[7.7.5]

DoM 3 ) Major Earth Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: 5 minutesST: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Earth Manipulation [Display prerequisites graphically]

[7.7.6]

DoM 3 ) Stone Bolt
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: NoneST: NoneFatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:N/AEnchantments:300Glyph Enchantments:300
Prerequisites: Slingshot, Pocket [Display prerequisites graphically]

[7.7.7]

DoM 3 ) Stone Walk
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Major Earth Manipulation [Display prerequisites graphically]

[7.7.8]

DoM 4 ) Construction
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 1 hourST: NoneFatigue: 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:400Powerword:1600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Major Earth Manipulation [Display prerequisites graphically]

[7.7.9]

DoM 6 ) Juggernaut
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 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:600Powerword:600Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Stone Bolt [Display prerequisites graphically]

[7.7.10]

DoM 7 ) Greater Earth Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: 5 minutesST: 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:700Powerword:700Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Major Earth Manipulation [Display prerequisites graphically]

[7.7.11]

DoM 8 ) Resist Earth
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Major Earth Manipulation, Layered Earth Shield [Display prerequisites graphically]

[7.7.12]

DoM 9 ) Flechettes
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: NoneST: NoneFatigue: 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:900Powerword:900Runic:900Internal:900
Glyph:900Potion:N/AEnchantments:900Glyph Enchantments:900
Prerequisites: Juggernaut [Display prerequisites graphically]

[7.7.13]

DoM 10 ) Earthquake
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 1 minuteR: 1 kilometerD: 30 minutesST: NoneFatigue: 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:1000Powerword:6000Runic:1000Internal:1000
Glyph:1000Potion:N/AEnchantments:1000Glyph Enchantments:1000
Prerequisites: Greater Earth Manipulation [Display prerequisites graphically]

[7.7.14]

DoM 12 ) Earth Command
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: 5 minutesST: 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:1200Powerword:1200Runic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1200Glyph Enchantments:1200
Prerequisites: Great Pattern, Greater Earth Manipulation [Display prerequisites graphically]

[7.7.15]


Earth Tree
Earth Tree: displays prerequisite relationships.


ENCHANTMENTS

[Display Tree]


[7.8.1]

Enchantments

There are two basic types of magic items in Quest: Enhanced items and Inscribed items. Inscribed magical items are those that allow the possesser to cast a Mage Spell as if they were a mage. These items are created as described below but, in addition, the Enchanter must know the Enchantment casting style of the particular spell that they wish to place into an item. None of the Spells below are required to make Inscribed items. Enhanced items are those items that have a permanent effect, like pluses to statistics, combat skills, damage absorption and the like. The Enchantment Spell Tree contains the Spells necessary for making the items with these permanent, continual effects.

[7.8.1.5]

Creating an Enchanted Item

The creation of permanent magic item is a relatively straight foward process. The Mage takes the item to be enchanted and either casts the Enchantment style of the spell, or one of the Enhancement Spells below, on the item. The process of casting the Spell includes tracing out the runes of the Spell on the item. After the first successful casting on the item, the faint glowing runes representing the spell will appear on the item. Each successive casting involves casting the spell and tracing the existing runes. The runes will grow brighter with each successful casting. Anyone who knows the Spell being Inscribed or Enhanced into the item may contribute to its creation. Multiple different Inscriptions or Enhancements may be cast on an item at the same time. After 1000 successful castings, the Inscription or Enhancement spell can be completed by "closing" the runes with a final casting of the spell. After the Enchantment is closed, the glowing runes will fade from visible sight, though they will still be visible to those with the Atmospherics Spell or with another means of seeing magic items.

For Inscribed spells, following the above procedure will create an item that can cast the desired spell once per day. To gain the ability to cast the Spell out of the item more than one time per day, the Mage does not close the runes, and continues additional castings. Each 1000 successful castings will add the ability to cast the given spell one additional time. So 5000 successful castings will allow the Inscribed spell to be cast 5 times per day.

To get Enhancements beyond +1 the Mage simply casts the Enhancement spell more times as for Inscriptions, though the progression is different, with each additional +1 costing that number of castings, in addition to the other pluses preceeding it. To make a +3 CR sword, for instance, the mage must cast +1 CR (1000 castings), then +2 CR (additional 2000 castings), then +3 CR (additional 3000 castings) for a total of 6000 castings of the Spell. So while +10 Enhancements are possible, they require 55000 castings of the Spell. A single mage, working 8 hours per day (5 minutes/Spell = 12 Spells/hour * 8 hours = 96 Spells) would take over 2 years to fashion a single +10 item, provided he had enough SPP each day to cast that many spells.

The use of precious metals and/or gems can reduce the number of casting required to create the item. By first tracing out the Spell runes in precious metals, and/or adding precious gems at key points, the total number of castings to create an Enchanted item can be reduced. Each separate Inscription or Enhancement is treated separately. To use precious metals or gems, certain other skills (listed below) are required.

To use precious metals, 1 gram mithril = 2 grams platinum = 4 grams gold = 8 grams silver = -1% casting time, up to a limit of -10%.
Requires:

Gems for Enchantments are divided into two categories, precious and semi-precious gems. Precious gems are traditionally diamonds, rubies, emeralds, sapphires and sometimes opals and pearls. Semiprecious gems are generally colored stones that are more common than those listed above. The price of gems will vary based on a number of variables, so Game Masters should determine a schedule of gem prices for their own particular worlds and campaigns. To use jewels or gems, 1 carat precious gems = 5 carats semi-precious gems = -1% casting time, up to a limit of -10%.
Requires:

[7.8.2]

Life of Enchanted Items

Enhanced and Inscribed items have no special properties of their own that enhance the physical nature of the target item. An Enhanced sword has a normal chance of breaking when used in combat, and a wooden staff made into a Focus (see below) will eventually rot. To increase the durability of a magical item, or to prevent it from decaying at the normal rate, the item must have at least a +1 Physical Improvement (see below) towards item durability. This effect is directed toward the item, not toward the bearer or any of their possessions. This will slow metal from rusting, wood from decaying, cloth from rotting, etc. For the purposes of aging, each +1 of durability will double the normal life of the item. If a normal wooden staff stored in a damp cellar would last 10 years before rotting and decaying, a +2 durability staff would last for 10 * 2 * 2 = 40 years. An item with +1 durability will reduce the chance of breaking under normal circumstance by -50%. Each successive +1 will reduce that chance by 50% again. Thus a +5 durability sword has only a 3% chance of breaking under normal circumstances, while a +10 durability sword would only break 0.1% of the time.

[7.8.4]

DoM 1 ) Physical Improvement
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 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:100Powerword:600Runic:N/AInternal:100
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory III [Display prerequisites graphically]

[7.8.5]

DoM 1 ) Rechargeable Light Sphere
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 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:100Powerword:600Runic:N/AInternal:100
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Light, Mystic Theory III [Display prerequisites graphically]

[7.8.6]

DoM 2 ) Mental Improvement
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 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:200Powerword:1200Runic:N/AInternal:200
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Physical Improvement [Display prerequisites graphically]

[7.8.7]

DoM 2 ) Spell Effect Improvement
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 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:200Powerword:1200Runic:N/AInternal:200
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory III [Display prerequisites graphically]

[7.8.8]

DoM 3 ) Focus
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 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:300Powerword:1800Runic:N/AInternal:300
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Effect Improvement [Display prerequisites graphically]

[7.8.9]

DoM 5 ) Storage Gem
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 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:500Powerword:3000Runic:N/AInternal:500
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Effect Improvement, Rechargeable Light Sphere [Display prerequisites graphically]

[7.8.10]

DoM 6 ) Re-open Enchanted Item
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 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:600Powerword:3600Runic:N/AInternal:600
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mental Improvement, Spell Effect Improvement [Display prerequisites graphically]

[7.8.11]

DoM 8 ) Token of Power
Learning Rate:+ ( Constitution )+ ( Intellect* 2 )+ ( Magic talent )+ ( Will )
CT: 5 minutesR: TouchD: NoneST: NoneFatigue: 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:800Powerword:4800Runic:N/AInternal:800
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Storage Gem, Re-open Enchanted Item [Display prerequisites graphically]

[7.8.12]


Enchantments Tree
Enchantments Tree: displays prerequisite relationships.


ENHANCEMENT

[Display Tree]


[7.9.1]

DoM 1 ) Jump
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 10 pulsesR: SelfD: 5 minutesST: NoneFatigue: 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:100Powerword:50Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Enhanced Physical Ability [Display prerequisites graphically]

[7.9.2]

DoM 1 ) Simple Self-Healing
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 10 pulsesR: SelfD: NoneST: NoneFatigue: 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:100Powerword:50Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.9.3]

DoM 2 ) Enhanced Perceptions
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 50 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:200Powerword:200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.9.4]

DoM 2 ) Feature Alteration
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 1 minuteR: SelfD: NoneST: NoneFatigue: 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:200Powerword:800Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Enhanced Perceptions [Display prerequisites graphically]

[7.9.4]

DoM 4 ) Universal Antidote
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 100 pulsesR: TouchD: 1 hourST: NoneFatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Greater Healing [Display prerequisites graphically]

[7.9.5]

DoM 2 ) Gills
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 50 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Enhanced Physical Ability [Display prerequisites graphically]

[7.9.6]

DoM 2 ) Spider Climb
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 50 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Enhanced Physical Ability [Display prerequisites graphically]

[7.9.7]

DoM 3 ) Casting Endurance
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 50 pulsesR: SelfD: 30 minutesST: NoneFatigue: 3
Long Description
Halves spell fatigue points, prior to other modifications, for the duration of the spell.
Short Description
Halves spell fatigue points.
Base:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Enhanced Physical Ability [Display prerequisites graphically]

[7.9.7]

DoM 3 ) Cat Nap
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Enhanced Mental Ability [Display prerequisites graphically]

[7.9.8]

DoM 3 ) Enhanced Mental Ability
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 1 minuteR: SelfD: 30 minutesST: NoneFatigue: 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:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Enhanced Perceptions [Display prerequisites graphically]

[7.9.9]

DoM 3 ) Enhanced Physical Ability
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 1 minuteR: SelfD: 30 minutesST: NoneFatigue: 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:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Enhanced Perceptions [Display prerequisites graphically]

[7.9.10]

DoM 3 ) Reduce/Enlarge
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Enhanced Physical Ability [Display prerequisites graphically]

[7.9.11]

DoM 4 ) Body Alter
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: 2 hoursST: NoneFatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Feature Alteration [Display prerequisites graphically]

[7.9.12]

DoM 4 ) Greater Healing
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: NoneST: NoneFatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Simple Self-Healing [Display prerequisites graphically]

[7.9.13]

DoM 4 ) Integrity
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 1 minuteR: SelfD: 1 hourST: NoneFatigue: 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:400Powerword:1600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Simple Self-Healing, Casting Endurance [Display prerequisites graphically]

[7.9.14]

DoM 6 ) Carapace
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Body Alter [Display prerequisites graphically]

[7.9.15]

DoM 6 ) Mimic
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 100 pulsesR: TouchD: 1 hourST: Magic TalentFatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Body Alter [Display prerequisites graphically]

[7.9.16]

DoM 6 ) Skill Enhancement
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 100 pulsesR: TouchD: 10 minutesST: NoneFatigue: 6
Long Description
This Spell will increase the recipient's CR,DR, and PR by +3.
Short Description
+3 CR,DR, and PR.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Enhanced Physical Ability [Display prerequisites graphically]

[7.9.17]

DoM 8 ) Polymorph
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 1 minuteR: SelfD: Until DispelledST: (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:800Powerword:3200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Body Alter, Reduce/Enlarge [Display prerequisites graphically]

[7.9.18]

DoM 10 ) Restore
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 5 minutesR: SelfD: NoneST: NoneFatigue: 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:1000Powerword:6000Runic:1000Internal:1000
Glyph:1000Potion:1000Enchantments:1000Glyph Enchantments:1000
Prerequisites: Integrity, Greater Healing [Display prerequisites graphically]

[7.9.19]

DoM 10 ) Shape Change
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 5 minutesR: SelfD: Until DispelledST: NoneFatigue: 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:1000Powerword:6000Runic:1000Internal:1000
Glyph:1000Potion:1000Enchantments:1000Glyph Enchantments:1000
Prerequisites: Mimic, Polymorph [Display prerequisites graphically]

[7.9.20]

DoM 10 ) Supercharge
Learning Rate:+ ( Intellect )+ ( Magic talent )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:1000Powerword:1500Runic:1000Internal:1000
Glyph:1000Potion:1000Enchantments:1000Glyph Enchantments:1000
Prerequisites: Carapace, Casting Endurance, Speed [Display prerequisites graphically]

[7.9.21]


Enhancement Tree
Enhancement Tree: displays prerequisite relationships.


FIRE

[Display Tree]


[7.10.1]

DoM 1 ) Minor Fire Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 10 metersD: 5 minutesST: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.10.2]

DoM 2 ) Fire Shield
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Minor Fire Manipulation, Bindings, Pocket [Display prerequisites graphically]

[7.10.3]

DoM 1 ) Fire Weapon
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Minor Fire Manipulation [Display prerequisites graphically]

[7.10.4]

DoM 2 ) Spark
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: NoneST: NoneFatigue: 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:200Powerword:200Runic:200Internal:200
Glyph:200Potion:N/AEnchantments:200Glyph Enchantments:200
Prerequisites: Minor Fire Manipulation [Display prerequisites graphically]

[7.10.5]

DoM 3 ) Fire Bolt
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: NoneST: NoneFatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:N/AEnchantments:300Glyph Enchantments:300
Prerequisites: Spark [Display prerequisites graphically]

[7.10.6]

DoM 3 ) Layered Fire Shield
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 3
Long Description
Casts a fire shield that may be used simultaneously with other layered elemental shields
Short Description
Fire shield that layers.
Base:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Fire Shield [Display prerequisites graphically]

[7.10.7]

DoM 3 ) Major Fire Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: 5 minutesST: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Fire Manipulation [Display prerequisites graphically]

[7.10.8]

DoM 5 ) Wall of Fire
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: 5 minutesST: NoneFatigue: 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:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Fire Shield [Display prerequisites graphically]

[7.10.9]

DoM 6 ) Canopy of Fire
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 10 meters @D: 5 minutesST: NoneFatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Movable Wall of Fire [Display prerequisites graphically]

[7.10.10]

DoM 6 ) Incinerate
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 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:600Powerword:600Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Fire Bolt [Display prerequisites graphically]

[7.10.11]

DoM 7 ) Greater Fire Manipulation
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: 5 minutesST: 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:700Powerword:700Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Major Fire Manipulation [Display prerequisites graphically]

[7.10.12]

DoM 7 ) Movable Wall of Fire
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: 5 minutesST: NoneFatigue: 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:700Powerword:1050Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Major Fire Manipulation, Wall of Fire [Display prerequisites graphically]

[7.10.13]

DoM 8 ) Resist Fire
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Major Fire Manipulation, Layered Fire Shield [Display prerequisites graphically]

[7.10.14]

DoM 9 ) Fireball
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 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:900Powerword:900Runic:900Internal:900
Glyph:900Potion:N/AEnchantments:900Glyph Enchantments:900
Prerequisites: Incinerate [Display prerequisites graphically]

[7.10.15]

DoM 10 ) Delayed Fireball
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: -0.3 secondsST: NoneFatigue: 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:1000Powerword:1000Runic:1000Internal:1000
Glyph:1000Potion:N/AEnchantments:1000Glyph Enchantments:1000
Prerequisites: Fireball [Display prerequisites graphically]

[7.10.16]

DoM 12 ) Fire Command
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: Until DispelledST: 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:1200Powerword:1200Runic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1200Glyph Enchantments:1200
Prerequisites: Great Pattern, Greater Fire Manipulation [Display prerequisites graphically]

[7.10.17]

DoM 12 ) Firestorm
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 1 minuteR: SpecialD: 30 minutesST: NoneFatigue: 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:1200Powerword:7200Runic:1200Internal:1200
Glyph:1200Potion:N/AEnchantments:1200Glyph Enchantments:1200
Prerequisites: Fireball [Display prerequisites graphically]

[7.10.18]


Fire Tree
Fire Tree: displays prerequisite relationships.


LIGHT/DARK

[Display Tree]


[7.11.1]

DoM 1 ) Dark
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 10 meters @D: 30 minutesST: NoneFatigue: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.11.2]

DoM 1 ) Light
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: TouchD: 30 minutesST: NoneFatigue: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.11.3]

DoM 2 ) Flash
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 10 pulsesR: 10 metersD: NoneST: DexterityFatigue: 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:200Powerword:100Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Light [Display prerequisites graphically]

[7.11.4]

DoM 2 ) Lensing
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 30 minutesST: NoneFatigue: 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:200Powerword:800Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Light [Display prerequisites graphically]

[7.11.5]

DoM 2 ) Shadow Blur
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Dark [Display prerequisites graphically]

[7.11.6]

DoM 2 ) Shield of Light
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Light [Display prerequisites graphically]

[7.11.7]

DoM 3 ) Hypnotic Pattern
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: 5 minutesST: Will -3Fatigue: 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:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Shadow Blur, Lensing [Display prerequisites graphically]

[7.11.8]

DoM 3 ) Light Spear
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 30 metersD: NoneST: NoneFatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:N/AEnchantments:300Glyph Enchantments:300
Prerequisites: Flash, Lensing [Display prerequisites graphically]

[7.11.9]

DoM 3 ) See in Darkness
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 3
Long Description
The Mage has clear vision in any level of darkness, including magical.
Short Description
See in any darkness.
Base:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Darkness [Display prerequisites graphically]

[7.11.10]

DoM 3 ) Double Vision
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 5 minutesST: NoneFatigue: 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:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Shadow Blur, Lensing [Display prerequisites graphically]

[7.11.11]

DoM 4 ) Darkness
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 30 meters @D: -0.3 secondsST: NoneFatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:N/AEnchantments:400Glyph Enchantments:400
Prerequisites: Shadow Blur [Display prerequisites graphically]

[7.11.12]

DoM 4 ) Room of Light
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 100 metersD: 1 hourST: NoneFatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:N/AEnchantments:400Glyph Enchantments:400
Prerequisites: Shield of Light [Display prerequisites graphically]

[7.11.13]

DoM 4 ) Static Light Illusion
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 1 hourST: NoneFatigue: 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:400Powerword:1600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Hypnotic Pattern [Display prerequisites graphically]

[7.11.14]

DoM 5 ) Invisibility
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 10 minutesST: NoneFatigue: 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:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Mobile Light Illusion [Display prerequisites graphically]

[7.11.15]

DoM 5 ) Mirror Image
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: 5 minutesST: NoneFatigue: 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:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Double Vision [Display prerequisites graphically]

[7.11.16]

DoM 6 ) Mobile Light Illusion
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 1 hourST: NoneFatigue: 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:600Powerword:2400Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Mirror Image, Static Light Illusion [Display prerequisites graphically]

[7.11.17]

DoM 6 ) Plasma Bolt
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 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:600Powerword:600Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Light Spear [Display prerequisites graphically]

[7.11.18]

DoM 8 ) Programmable Mobile Light Illusion
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 5 minutesR: 10 metersD: 1 hourST: NoneFatigue: 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:800Powerword:4800Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Mobile Light Illusion [Display prerequisites graphically]

[7.11.19]

DoM 8 ) Resist Light/Darkness
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Room of Light, See in Darkness [Display prerequisites graphically]

[7.11.20]

DoM 10 ) Sky Laser
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 10 minutesST: NoneFatigue: 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:1000Powerword:4000Runic:1000Internal:1000
Glyph:1000Potion:N/AEnchantments:1000Glyph Enchantments:1000
Prerequisites: Plasma Bolt, Mobile Light Illusion [Display prerequisites graphically]

[7.11.21]


Light/Dark Tree
Light/Dark Tree: displays prerequisite relationships.


MENTALISM

[Display Tree]


[7.12.1]

DoM 1 ) Mind Speak
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 10 metersD: 10 minutesST: Will -1Fatigue: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Enhanced Perceptions [Display prerequisites graphically]

[7.12.2]

DoM 1 ) Read Minds
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 10 metersD: 10 minutesST: Will -1Fatigue: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Enhanced Perceptions [Display prerequisites graphically]

[7.12.3]

DoM 1 ) Telepathy
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 10 metersD: 30 minutesST: Will -1Fatigue: 2
Long Description
Combines the effects of Read Minds and Mind Speak.
Short Description
Read Minds and Mind Speak.
Base:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Read Minds, Mind Speak [Display prerequisites graphically]

[7.12.4]

DoM 2 ) Empathy
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 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:200Powerword:200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Enhanced Perceptions [Display prerequisites graphically]

[7.12.5]

DoM 2 ) Mental Shield I
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: SelfD: 1 dayST: NoneFatigue: 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:200Powerword:800Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Bindings, Telepathy [Display prerequisites graphically]

[7.12.6]

DoM 2 ) Truth Read
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 30 minutesST: Will -2Fatigue: 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:200Powerword:800Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Empathy, Read Minds [Display prerequisites graphically]

[7.12.7]

DoM 3 ) Mental Shield II
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: SelfD: 1 dayST: NoneFatigue: 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:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Mental Shield I [Display prerequisites graphically]

[7.12.8]

DoM 3 ) Mind Detect
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: SpecialD: 1 hourST: NoneFatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Read Minds [Display prerequisites graphically]

[7.12.9]

DoM 3 ) Read Group
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: 10 minutesST: Will -3Fatigue: 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:300Powerword:450Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Truth Read [Display prerequisites graphically]

[7.12.10]

DoM 3 ) Stun
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 10 metersD: 5 minutesST: Will -3Fatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Moment of Clumsiness, Mind Speak [Display prerequisites graphically]

[7.12.11]

DoM 3 ) Suggestion
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 10 metersD: NoneST: Will -3Fatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Telepathy [Display prerequisites graphically]

[7.12.12]

DoM 3 ) Translation
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 1 hourST: NoneFatigue: 6
Long Description
The Mage has the combined language skills of everyone within the area of effect.
Short Description
Language skills match area.
Base:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Telepathy [Display prerequisites graphically]

[7.12.13]

DoM 4 ) Character Analysis
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: NoneST: NoneFatigue: 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:400Powerword:1600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Truth Read [Display prerequisites graphically]

[7.12.14]

DoM 4 ) Mental Shield III
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 1 dayST: NoneFatigue: 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:400Powerword:1600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Mental Shield II [Display prerequisites graphically]

[7.12.15]

DoM 4 ) Scry
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 30 minutesST: NoneFatigue: 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:400Powerword:1600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Read Minds [Display prerequisites graphically]

[7.12.16]

DoM 5 ) Mental Shield IV
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 1 dayST: NoneFatigue: 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:500Powerword:2000Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Mental Shield III [Display prerequisites graphically]

[7.12.17]

DoM 6 ) Neural Disruption
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: Magic Talent -6Fatigue: 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:600Powerword:600Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Stun [Display prerequisites graphically]

[7.12.18]

DoM 6 ) Suggest Group
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: NoneST: Will -6Fatigue: 12
Long Description
As Suggestion, but effecting anyone within the range of effect.
Short Description
Mental suggestion to everyone in area.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Read Group, Suggestion [Display prerequisites graphically]

[7.12.19]

DoM 6 ) Thought Implantation
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: NoneST: Will -6Fatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Suggestion [Display prerequisites graphically]

[7.12.20]

DoM 7 ) Static Mental Illusions
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 1 hourST: NoneFatigue: 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:700Powerword:2800Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Suggest Group, Projective Telepathy [Display prerequisites graphically]

[7.12.21]

DoM 8 ) Projective Telepathy
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 100 pulsesR: 100 metersD: 30 minutesST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Thought Implantation [Display prerequisites graphically]

[7.12.22]

DoM 9 ) Mental Projection
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: SelfD: 1 hourST: NoneFatigue: 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:900Powerword:3600Runic:900Internal:900
Glyph:900Potion:900Enchantments:900Glyph Enchantments:900
Prerequisites: Projective Telepathy, Scry [Display prerequisites graphically]

[7.12.23]

DoM 9 ) Psionic Bolt
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: Will -5Fatigue: 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:900Powerword:900Runic:900Internal:900
Glyph:900Potion:900Enchantments:900Glyph Enchantments:900
Prerequisites: Neural Disruption [Display prerequisites graphically]

[7.12.24]

DoM 10 ) Cloak
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 1 hourST: NoneFatigue: 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:1000Powerword:4000Runic:1000Internal:1000
Glyph:1000Potion:1000Enchantments:1000Glyph Enchantments:1000
Prerequisites: Mobile Mental Illusions [Display prerequisites graphically]

[7.12.25]

DoM 10 ) Maze
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 100 pulsesR: 30 metersD: 1 hourST: Will -10Fatigue: 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:1000Powerword:1500Runic:1000Internal:1000
Glyph:1000Potion:1000Enchantments:1000Glyph Enchantments:1000
Prerequisites: Mobile Mental Illusions [Display prerequisites graphically]

[7.12.26]

DoM 10 ) Mobile Mental Illusions
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 1 minuteR: 10 metersD: 1 hourST: NoneFatigue: 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:1000Powerword:4000Runic:1000Internal:1000
Glyph:1000Potion:1000Enchantments:1000Glyph Enchantments:1000
Prerequisites: Static Mental Illusions [Display prerequisites graphically]

[7.12.27]

DoM 12 ) Programmable Mental Illusions
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 5 minutesR: 10 metersD: 1 hourST: NoneFatigue: 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:1200Powerword:N/ARunic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1000Glyph Enchantments:1000
Prerequisites: Mobile Mental Illusions [Display prerequisites graphically]

[7.12.28]


Mentalism Tree
Mentalism Tree: displays prerequisite relationships.


MYSTIC THEORY

[Display Tree]


[7.13.1]

DoM 1 ) Find/Employ Ley Line
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: 1 minuteR: SelfD: 8 hoursST: NoneFatigue: 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:100Powerword:400Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory III [Display prerequisites graphically]

[7.13.2]

DoM 1 ) Mystic Theory I
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:100Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A

[7.13.3]

DoM 2 ) Mystic Theory II
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:200Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.13.4]

DoM 3 ) Magic Abatement
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: 1 minuteR: 10 metersD: NoneST: NoneFatigue: 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:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Mystic Theory V [Display prerequisites graphically]

[7.13.5]

DoM 3 ) Mystic Theory III
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:300Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory II [Display prerequisites graphically]

[7.13.6]

DoM 3 ) Teaching
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: 1 minuteR: TouchD: 8 hoursST: NoneFatigue: 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:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Mystic Theory IV [Display prerequisites graphically]

[7.13.7]

DoM 4 ) Mystic Theory IV
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:400Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory III [Display prerequisites graphically]

[7.13.8]

DoM 5 ) Mystic Theory V
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:500Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory IV [Display prerequisites graphically]

[7.13.9]

DoM 6 ) Mystic Theory VI
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:600Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory V [Display prerequisites graphically]

[7.13.10]

DoM 7 ) Channeling
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 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:700Powerword:700Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Mystic Theory VI [Display prerequisites graphically]

[7.13.11]

DoM 7 ) Mystic Theory VII
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:700Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory VI [Display prerequisites graphically]

[7.13.12]

DoM 8 ) Mystic Theory VIII
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:800Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory VII [Display prerequisites graphically]

[7.13.13]

DoM 9 ) Mystic Theory IX
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:900Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory VIII [Display prerequisites graphically]

[7.13.14]

DoM 10 ) Involuntary Channeling
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: 50 pulsesR: TouchD: 60 secondsST: 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:1000Powerword:1000Runic:1000Internal:1000
Glyph:1000Potion:1000Enchantments:1000Glyph Enchantments:1000
Prerequisites: Mystic Theory IX [Display prerequisites graphically]

[7.13.15]

DoM 10 ) Mystic Theory X
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:1000Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Mystic Theory IX [Display prerequisites graphically]

[7.13.16]

DoM 11 ) Spell Transfer
Learning Rate:+ ( Intellect* 3 )+ ( Magic talent* 2 )
CT: 10 pulsesR: TouchD: -0.3 secondsST: NoneFatigue: 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:1100Powerword:550Runic:1100Internal:1100
Glyph:1100Potion:1100Enchantments:1100Glyph Enchantments:1100
Prerequisites: Channeling, Mystic Theory X [Display prerequisites graphically]

[7.13.17]


Mystic Theory Tree
Mystic Theory Tree: displays prerequisite relationships.


ORDER

[Display Tree]


[7.14.1]

DoM 1 ) Break
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 3 metersD: NoneST: NoneFatigue: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.14.2]

DoM 1 ) Create Simple Familiar
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: TouchD: Until DispelledST: NoneFatigue: 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:100Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Minor Bindings [Display prerequisites graphically]

[7.14.3]

DoM 1 ) Mend
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 50 pulsesR: 3 metersD: NoneST: NoneFatigue: 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:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.14.4]

DoM 2 ) Hold Attention
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 10 metersD: 5 minutesST: Magic Talent-2Fatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Minor Bindings [Display prerequisites graphically]

[7.14.5]

DoM 2 ) Minor Bindings
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 minuteR: 3 metersD: 30 minutesST: NoneFatigue: 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:200Powerword:800Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Mend [Display prerequisites graphically]

[7.14.6]

DoM 2 ) Platform
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 minuteR: 3 metersD: 1 dayST: NoneFatigue: 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:200Powerword:1200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Minor Bindings, Telekinesis I [Display prerequisites graphically]

[7.14.7]

DoM 2 ) Telekinesis I
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 3 metersD: 5 minutesST: NoneFatigue: 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:200Powerword:200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Minor Bindings [Display prerequisites graphically]

[7.14.8]

DoM 3 ) Bindings
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 minuteR: 3 metersD: 30 minutesST: Magic Talent-3Fatigue: 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:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Bindings [Display prerequisites graphically]

[7.14.9]

DoM 3 ) Minor Pattern
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 3 metersD: 30 minutesST: NoneFatigue: 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:300Powerword:1800Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Mend, Break [Display prerequisites graphically]

[7.14.10]

DoM 3 ) Replicate
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 3 metersD: VariesST: NoneFatigue: 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:300Powerword:1800Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Minor Pattern [Display prerequisites graphically]

[7.14.11]

DoM 3 ) Telekinesis II
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 6 metersD: 5 minutesST: NoneFatigue: 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:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Telekinesis I [Display prerequisites graphically]

[7.14.12]

DoM 4 ) Ensnare
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 50 pulsesR: 10 metersD: 5 minutesST: Strength-6Fatigue: 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:400Powerword:400Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Bindings [Display prerequisites graphically]

[7.14.13]

DoM 4 ) Telekinesis III
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 12 metersD: 5 minutesST: NoneFatigue: 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:400Powerword:400Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Telekinesis II [Display prerequisites graphically]

[7.14.14]

DoM 4 ) Transmute
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 3 metersD: 2 hoursST: NoneFatigue: 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:400Powerword:2400Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Minor Pattern [Display prerequisites graphically]

[7.14.15]

DoM 5 ) Patternings
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 3 metersD: 2 hoursST: Magic TalentFatigue: 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:500Powerword:3000Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Minor Pattern, Transmute [Display prerequisites graphically]

[7.14.16]

DoM 6 ) Mond's Cage
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 10 metersD: 1 hourST: NoneFatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Simple Ward vs Magic, Ensnare [Display prerequisites graphically]

[7.14.17]

DoM 6 ) Telekinesis IV
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 24 metersD: 5 minutesST: NoneFatigue: 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:600Powerword:600Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Bindings, Telekinesis III [Display prerequisites graphically]

[7.14.18]

DoM 7 ) Telekinesis V
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 48 metersD: 5 minutesST: NoneFatigue: 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:700Powerword:700Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Telekinesis IV [Display prerequisites graphically]

[7.14.19]

DoM 8 ) Great Bindings
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 minuteR: 3 metersD: 30 minutesST: Magic Talent-8Fatigue: 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:800Powerword:3200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Bindings, Involuntary Channeling [Display prerequisites graphically]

[7.14.19]

DoM 8 ) Restore True Name
Learning Rate:+ ( Intellect )+ ( Magic talent* 3 )+ ( Will )
CT: 5 minutesR: 10 metersD: NoneST: NoneFatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Discover True Name [Display prerequisites graphically]

[7.14.20]

DoM 9 ) Telekinesis VI
Learning Rate:+ ( Intellect* 2 )+ ( Magic talent )+ ( Will* 2 )
CT: 50 pulsesR: 96 metersD: 5 minutesST: NoneFatigue: 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:900Powerword:900Runic:900Internal:900
Glyph:900Potion:900Enchantments:900Glyph Enchantments:900
Prerequisites: Telekinesis V [Display prerequisites graphically]

[7.14.21]

DoM 12 ) Great Pattern
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 3 metersD: 30 minutesST: Magic Talent-12Fatigue: 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:1200Powerword:7200Runic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1200Glyph Enchantments:1200
Prerequisites: Patternings, Great Bindings [Display prerequisites graphically]

[7.14.22]

DoM 14 ) Change True Name
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 3 metersD: Until DispelledST: Magic TalentFatigue: 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:1400Powerword:8400Runic:1400Internal:1400
Glyph:1400Potion:1400Enchantments:1400Glyph Enchantments:1400
Prerequisites: Great Pattern, Discover True Name [Display prerequisites graphically]

[7.14.23]


Order Tree
Order Tree: displays prerequisite relationships.


PROTECTIONS

[Display Tree]


[7.15.1]

DoM 1 ) Simple Ward vs Magic
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: TouchD: 30 minutesST: NoneFatigue: 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:100Powerword:150Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.15.2]

DoM 2 ) Magic Shield
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Mystic Shields [Display prerequisites graphically]

[7.15.3]

DoM 2 ) Mystic Shields
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 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:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Mystic Theory I, Minor Bindings [Display prerequisites graphically]

[7.15.4]

DoM 4 ) Protection versus Specific Creatures
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 10 meters @D: 30 minutesST: NoneFatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Simple Ward vs Magic [Display prerequisites graphically]

[7.15.5]

DoM 4 ) Ward vs. Enchanted Creatures
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 3 meters @D: 30 minutesST: Will-4Fatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Simple Ward vs Magic [Display prerequisites graphically]

[7.15.6]

DoM 5 ) Force Field
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Mystic Shields [Display prerequisites graphically]

[7.15.7]

DoM 5 ) Protection versus Specific Spell
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Simple Ward vs Magic [Display prerequisites graphically]

[7.15.8]

DoM 5 ) Shield Wall
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: TouchD: 1 hourST: NoneFatigue: 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:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Force Field [Display prerequisites graphically]

[7.15.9]

DoM 6 ) Kinetic Wall
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: TouchD: 1 hourST: NoneFatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Mystic Shields [Display prerequisites graphically]

[7.15.10]

DoM 6 ) Minor Globe of Invulnerability
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 10 meters @D: 1 hourST: NoneFatigue: 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:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Force Field [Display prerequisites graphically]

[7.15.11]

DoM 7 ) Projectile Barrier
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 30 metersD: 1 hourST: NoneFatigue: 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:700Powerword:1050Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Shield Wall [Display prerequisites graphically]

[7.15.12]

DoM 7 ) Wall of Force
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: TouchD: 1 hourST: NoneFatigue: 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:700Powerword:1050Runic:700Internal:700
Glyph:700Potion:700Enchantments:700Glyph Enchantments:700
Prerequisites: Kinetic Wall [Display prerequisites graphically]

[7.15.13]

DoM 8 ) Elemental Invulnerability
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Resist Air, Resist Earth, Resist Light/Darkness, Resist Fire, Resist Water, Minor Globe of Invulnerability [Display prerequisites graphically]

[7.15.14]

DoM 8 ) Moving Wall of Force
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Wall of Force [Display prerequisites graphically]

[7.15.15]

DoM 8 ) Shell vs Magic
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 10 meters @D: 1 hourST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Minor Globe of Invulnerability [Display prerequisites graphically]

[7.15.16]

DoM 8 ) Spell Reflector
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 50 pulsesR: SelfD: 5 minutesST: NoneFatigue: 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:800Powerword:800Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Minor Globe of Invulnerability [Display prerequisites graphically]

[7.15.17]

DoM 8 ) Sphere of Force
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 10 meters @D: 1 hourST: NoneFatigue: 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:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Wall of Force [Display prerequisites graphically]

[7.15.18]

DoM 10 ) Spell Redirection
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 50 pulsesR: SelfD: 5 minutesST: NoneFatigue: 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:1000Powerword:1000Runic:1000Internal:1000
Glyph:1000Potion:1000Enchantments:1000Glyph Enchantments:1000
Prerequisites: Spell Reflector [Display prerequisites graphically]

[7.15.19]


Protections Tree
Protections Tree: displays prerequisite relationships.


SPELL CASTING

[Display Tree]


[7.16.1]

DoM 1 ) Maintain Spell
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:100Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting IV [Display prerequisites graphically]

[7.16.2]

DoM 1 ) Spell Casting I
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 1
Long Description
The Character may subtract -5 pulses from spell cast time.
Short Description
Cast time -5 pulses.
Base:100Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A

[7.16.3]

DoM 1 ) Terminate Spell
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 1
Long Description
The Mage may voluntarily end any spell that he or she cast.
Short Description
Terminate running spells
Base:100Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting II [Display prerequisites graphically]

[7.16.4]

DoM 2 ) Spell Casting II
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 2
Long Description
The Character may subtract -10 pulses from spell cast time.
Short Description
Cast time -10 pulses.
Base:200Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting I [Display prerequisites graphically]

[7.16.5]

DoM 3 ) Participate in Group Casting
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:300Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting III [Display prerequisites graphically]

[7.16.6]

DoM 3 ) Spell Casting III
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:300Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting II [Display prerequisites graphically]

[7.16.7]

DoM 4 ) Choose Max Spell Damage
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:400Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting V [Display prerequisites graphically]

[7.16.8]

DoM 4 ) Spell Casting IV
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:400Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting III [Display prerequisites graphically]

[7.16.9]

DoM 5 ) Spell Casting V
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:500Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting IV [Display prerequisites graphically]

[7.16.10]

DoM 6 ) Hold Spell Release
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:600Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting VIII [Display prerequisites graphically]

[7.16.11]

DoM 6 ) Spell Casting VI
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:600Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting V [Display prerequisites graphically]

[7.16.12]

DoM 7 ) Spell Casting VII
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:700Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting VI [Display prerequisites graphically]

[7.16.13]

DoM 8 ) Lead Group Casting
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:800Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting VI [Display prerequisites graphically]

[7.16.14]

DoM 8 ) Spell Casting VIII
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:800Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting VII [Display prerequisites graphically]

[7.16.15]

DoM 9 ) Spell Casting IX
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:900Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting VIII [Display prerequisites graphically]

[7.16.16]

DoM 10 ) Spell Casting X
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: NoneR: NoneD: NoneST: N/AFatigue: 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:1000Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Spell Casting IX [Display prerequisites graphically]

[7.16.17]


Spell Casting Tree
Spell Casting Tree: displays prerequisite relationships.


SUMMONING

[Display Tree]


[7.17.0]

Summoning is concerned with the summoning of creatures, spirits, elementals, demons, or energies from other dimensions through one's magic and controlling them through force of will. When the Summonee is first summoned, the Mage must first successfully cast the summoning spell (just like any other spell). Then the mage must make a Summoning Skill Roll. The base Skill Roll is noted in each of the summoning spells. Every summonable entity has a resistance to being summoned, called the Summon Modifier, which may be found under that entity's entry in the Monstrous Manual. For example, if a mage has Summoning II, she has a base summoning skill roll of 120. If she is attempting to summon a Transportation Elemental (Summon Modifier of -50), she will need to roll a 70 or less (120 - 50) on percentiles to successfully summon the elemental. A roll of 71 to 95 will simply fail to summon the creature (but may attrack it's attention - be careful when attempting this with high level demons!), while a roll of 96 to 100 will fumble the summons, bringing the summonee (or something else from its plane of existence) into the mage's presence, but completely uncontrolled. Generally, if a summons fumbles, Demons will attempt to slay the Mage and escape into the world, Elementals will attempt to slay the Mage, and the other Summonees will either return to their homes peacefully or attack the Mage at the Gamemaster's discretion. A Mage may control one summoned entity per every 3 points of Will, regardless of the type of Summonee, but not including his or her familiar.

Additional levels of Summoning are available. DoMs follow the same progression as Summoning I through V; each DoM costs an additional 200 experience and grants an +20% Summoning Skill Roll.

A note on control: The Mage may summon an entity who will serve the Mage. As long as the Mage requires of the entity the type of behavior that is natural to the entity, the entity will generally be content. However, if forced to do things against their nature, the entities will revolt and will constantly test the Mage's Will (i.e., force the Mage to make Will saving throws). If the Mage fails, the entity will not necessarily slay the Mage. It would depend upon how the Mage has treated the entity. For example, demons love destruction and battle, so if forced to perform boring guard duty, or pick fresh flowers, they will rebel. Similarly, a nature spirit ordered to wantonly kill innocents will also offer resistance. Higher level entities are more complex, and their goals may or may not align with the mage's.

[7.17.2]

DoM 1 ) Create Familiar I
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: VariesST: NoneFatigue: 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:100Powerword:400Runic:100Internal:100
Glyph:100Potion:N/AEnchantments:100Glyph Enchantments:100
Prerequisites: Summoning I, Pentagram/Circle [Display prerequisites graphically]

[7.17.3]

DoM 1 ) Pentagram/Circle
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 30 minutesR: 10 metersD: 8 hoursST: NoneFatigue: 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:100Powerword:4800Runic:100Internal:100
Glyph:100Potion:N/AEnchantments:100Glyph Enchantments:100
Prerequisites: Pocket [Display prerequisites graphically]

[7.17.4]

DoM 3 ) Call Natural Creatures
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 kilometersD: 1 hourST: NoneFatigue: 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:300Powerword:1800Runic:300Internal:300
Glyph:300Potion:N/AEnchantments:300Glyph Enchantments:300
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.17.5]

DoM 3 ) Possess Minor Creature
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: VariesST: NoneFatigue: 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:300Powerword:1800Runic:300Internal:300
Glyph:300Potion:N/AEnchantments:300Glyph Enchantments:300
Prerequisites: Create Familiar I [Display prerequisites graphically]

[7.17.6]

DoM 3 ) Summoning I
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: NoneST: NoneFatigue: 6
Long Description
Gives a Mage a base Summoning Skill Roll of 100%.
Short Description
SR = 100%.
Base:300Powerword:1800Runic:300Internal:300
Glyph:300Potion:N/AEnchantments:300Glyph Enchantments:300
Prerequisites: Pocket [Display prerequisites graphically]

[7.17.7]

DoM 4 ) Banish Summoned Creature
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 100 pulsesR: 10 metersD: NoneST: NoneFatigue: 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:400Powerword:600Runic:400Internal:400
Glyph:400Potion:N/AEnchantments:400Glyph Enchantments:400
Prerequisites: Pocket [Display prerequisites graphically]

[7.17.8]

DoM 4 ) Summoning II
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: NoneST: NoneFatigue: 8
Long Description
Gives a Mage a base Summoning Skill Roll of 120%.
Short Description
SR = 120%.
Base:400Powerword:2400Runic:400Internal:400
Glyph:400Potion:N/AEnchantments:400Glyph Enchantments:400
Prerequisites: Summoning I [Display prerequisites graphically]

[7.17.9]

DoM 5 ) Call Supernatural Creature
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 kilometersD: 1 hourST: NoneFatigue: 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:500Powerword:3000Runic:500Internal:500
Glyph:500Potion:N/AEnchantments:500Glyph Enchantments:500
Prerequisites: Call Natural Creatures [Display prerequisites graphically]

[7.17.10]

DoM 5 ) Possess Major Creature/Create Familiar II
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: VariesST: NoneFatigue: 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:500Powerword:3000Runic:500Internal:500
Glyph:500Potion:N/AEnchantments:500Glyph Enchantments:500
Prerequisites: Possess Minor Creature [Display prerequisites graphically]

[7.17.11]

DoM 5 ) Summoning III
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: NoneST: NoneFatigue: 10
Long Description
Gives a Mage a base Summoning Skill Roll of 140%.
Short Description
SR = 140%.
Base:500Powerword:3000Runic:500Internal:500
Glyph:500Potion:N/AEnchantments:500Glyph Enchantments:500
Prerequisites: Summoning II [Display prerequisites graphically]

[7.17.12]

DoM 7 ) Call Sentient Creature
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 kilometersD: 1 hourST: NoneFatigue: 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:700Powerword:4200Runic:700Internal:700
Glyph:700Potion:N/AEnchantments:700Glyph Enchantments:700
Prerequisites: Call Supernatural Creature [Display prerequisites graphically]

[7.17.13]

DoM 7 ) Possess Greater Creature/Create Familiar III
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: VariesST: NoneFatigue: 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:700Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Possess Major Creature/Create Familiar II [Display prerequisites graphically]

[7.17.14]

DoM 7 ) Possess Inanimate Object
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 10 metersD: VariesST: NoneFatigue: 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:700Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Possess Major Creature/Create Familiar II [Display prerequisites graphically]

[7.17.15]

DoM 7 ) Summoning IV
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: NoneST: NoneFatigue: 14
Long Description
Gives a Mage a base Summoning Skill Roll of 160%.
Short Description
SR = 160%.
Base:700Powerword:4200Runic:700Internal:700
Glyph:700Potion:N/AEnchantments:700Glyph Enchantments:700
Prerequisites: Summoning III [Display prerequisites graphically]

[7.17.16]

DoM 9 ) Summoning V
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 5 minutesR: 10 metersD: NoneST: NoneFatigue: 18
Long Description
Gives a Mage a base Summoning Skill Roll of 180%.
Short Description
SR = 180%.
Base:900Powerword:5400Runic:900Internal:900
Glyph:900Potion:N/AEnchantments:900Glyph Enchantments:900
Prerequisites: Summoning IV [Display prerequisites graphically]

[7.17.17]


Summoning Tree
Summoning Tree: displays prerequisite relationships.


TIME

[Display Tree]


[7.18.1]

DoM 1 ) Battle Time
Learning Rate:+ ( Intellect )+ ( Magic talent* 3 )+ ( Will )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 1
Long Description
Gives the Mage +10 initiative and -10 to assessment roll time in combat.
Short Description
+10 initiative/assessment roll
Base:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Insight, Mystic Theory IV [Display prerequisites graphically]

[7.18.2]

DoM 1 ) Insight
Learning Rate:+ ( Intellect )+ ( Magic talent* 3 )+ ( Will )
CT: 10 pulsesR: SpecialD: NoneST: NoneFatigue: 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:100Powerword:50Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mysti