[7.4.1]
| DoM 1 ) Weapon Energize I | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: Touch | D: 5 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| This Spell will imbue any weapon with a magical aura so that it will do +2 damage. This increase in damage is cumulative with damage bonuses gained through the Enchantment list. The magical aura takes the form of a glowing, electric blue field surrounding the weapon. Note that hands and feet, table legs, glass bottles, etc. may all have Weapon Energize cast on them. If cast on a person or creature, the entire body will be imbued with the magical aura (up to 10 square meters). | ||||
| Short Description | ||||
| +2 damage. | ||||
| Base:100 | Powerword:100 | Runic:100 | Internal:100 | |
| Glyph:100 | Potion:100 | Enchantments:100 | Glyph Enchantments:100 | |
[7.4.2]
| DoM 2 ) Chaos Shield | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 30 minutes | ST: None | Fatigue: 2 |
| Long Description | ||||
| With this Spell, the Mage may create a glowing silver magic shield, in whatever shape the Mage chooses, up to 3 square meters in size. The shield will function as melee shield, stopping 6 points of damage (normally). All six points are treated as magical for the purpose of stopping damage. In addition, the shield fluctuates chaotically. Every time the shield is struck, there is a 15% chance (85-100 on a d100) that the shield will stop all damage (magical and physical), and a 15% chance (01-15) that the shield will stop no damage at all. | ||||
| Short Description | ||||
| Tower shield, 6 points of armor. | ||||
| Base:200 | Powerword:300 | Runic:200 | Internal:200 | |
| Glyph:200 | Potion:200 | Enchantments:200 | Glyph Enchantments:200 | |
[7.4.3]
| DoM 3 ) Chaos Lock | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 1 minute | R: Touch | D: Until Dispelled | ST: None | Fatigue: 3 |
| Long Description | ||||
| This Spell will create a magical trap which may be placed on pouches, letters, books, trunks, doors, etc. The Mage must set the trigger to activate in the circumstances under which the Storage Ward will activate. The trigger may be as large as a 1/2 meter sphere and as small as a 1 cm sphere. Upon activation, a bolt of raw magical energy will strike the limb or object triggering the ward, doing a d6+8 of damage. This damage is not stopped by normal armor. The ward activates on a 15 or less rolled on a D20, and fumbles on a 20. The ward may be modified by the following: 1) The ward may be boosted. Each 2 SPP of boost will affect the size or duration by a factor of 2, and decrease the Cast Chance by -1 per 2 SPP. 2) The chance of activation may be increased. To do this, the spell must be Boosted for this effect, and then 3 SPP per point of increase must be boosted in. For example, to have the ward go off on an 17 or less, the spell must be Boosted (costing 3+3=6 SPP) at a -9 cast chance, and then an additional 6 SPP must be boosted in, for a total cost of 12 SPP. | ||||
| Short Description | ||||
| Trap doing d6+8 damage. | ||||
| Base:300 | Powerword:1200 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.4.4]
| DoM 3 ) Lightning Bolt | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: 30 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| A bolt of lightning springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The bolt does 2d6 worth of damage, not stopped by nonmagical armor. | ||||
| Short Description | ||||
| 2d6 worth of damage, +3 CR. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:N/A | Enchantments:300 | Glyph Enchantments:300 | |
[7.4.5]
| DoM 3 ) Magic Weapon | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 50 pulses | R: Touch | D: 5 minutes | ST: None | Fatigue: 6 |
| Long Description | ||||
| This Spell will create a glowing silver magical weapon, in whatever shape the Mage chooses. No matter what the size and shape of the weapon, it will do a 3d6+2 of damage, with the +2 treated as magical damage, not stopped by normal armor. The Weapons Energize Spell is not cumulative with this Spell. This spell may not be boosted for increased damage. | ||||
| Short Description | ||||
| Weapon, 3d6+2 of damage. | ||||
| Base:300 | Powerword:300 | Runic:300 | Internal:300 | |
| Glyph:300 | Potion:300 | Enchantments:300 | Glyph Enchantments:300 | |
[7.4.6]
| DoM 4 ) Incapacitate | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: 10 meters | D: 60 seconds | ST: Magic Talent-2 | Fatigue: 8 |
| Long Description | ||||
| The Character may move no faster than a walk, CR, DR, and PR suffer a -8 penalty , and a penalty of -80% to Cast Chance and Skill Rolls is incurred. The incapacitation lasts for the duration of the spell. | ||||
| Short Description | ||||
| -8 CR, DR, and PR, -80% to Cast Chance. | ||||
| Base:400 | Powerword:600 | Runic:400 | Internal:400 | |
| Glyph:400 | Potion:400 | Enchantments:400 | Glyph Enchantments:400 | |
[7.4.7]
| DoM 5 ) Chaos Armor | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Self | D: 1 hour | ST: None | Fatigue: 5 |
| Long Description | ||||
| This Spell surrounds the recipient with a glowing electric-rainbow shimmering field that will increase the recipient's armor absorption. It is cumulative with Enchanted armor. The armor absorption from this Spell is not reduced by firearms, lightning (or other magic only attacks), flame, or superior steels. Every time this armor is struck, it absorbs an amount of damage equal to 1d12 (rolled anew for each hit). | ||||
| Short Description | ||||
| 1d12 magical armor. | ||||
| Base:500 | Powerword:750 | Runic:500 | Internal:500 | |
| Glyph:500 | Potion:500 | Enchantments:500 | Glyph Enchantments:500 | |
[7.4.8]
| DoM 6 ) Energy Tap | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: 50 meters | D: None | ST: None | Fatigue: 12 |
| Long Description | ||||
| The Mage may strike a target down with raw magical power. The Mage will do 4d6 of damage, with a +4 to damage for every 3 additional SPP (and Fatigue Points) he or she devotes to the Spell, up to twice the Mage's DoM in Mystic Theory. Therefore a Mage with DoM 10 Mystic Theory could do (4d6) + 80 points of damage at a total cost of 66 SPP and 72 Fatigue (6 SPP for the Spell itself and 60 SPP for the additional damage, 12 Fatigue base plus 60 for the additional damage). The damage is not stopped by normal armor. The Mage must roll to hit with +3 CR. This Spell may not be Boosted for multiplying effect. | ||||
| Short Description | ||||
| 4d6 dmg (+4 per boost) | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:N/A | Enchantments:600 | Glyph Enchantments:600 | |
[7.4.9]
| DoM 6 ) Magic Bow | ||||
| Learning Rate:+ ( Magic talent* 4 )+ ( Will ) | ||||
| CT: 100 pulses | R: Touch | D: 10 minutes | ST: None | Fatigue: 12 |
| Long Description | ||||
| This Spell will create a glowing silver bow or crossbow that may be used as a normal melee weapon. The weapon will fire silver arrows or bolts capable of traveling 100 meters and doing 4d6+4 of damage, with the +4 treated as magical damage, not stopped by normal armor. The Character must roll to hit as normal, with a +3 CR bonus to the Character's normal skill with a blow. The archer may fire twice as fast as their skill normally allows them, as they need not place an arrow on the string. This spell may not be boosted for increased damage. The Weapons Energize Spell is not cumulative with this Spell. | ||||
| Short Description | ||||
| Bow appears. 4d6+4 damage, +3 CR. | ||||
| Base:600 | Powerword:900 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:N/A | Enchantments:600 | Glyph Enchantments:600 | |
[7.4.10]
| DoM 6 ) Spell Unraveller | ||||
| Learning Rate:+ ( Magic talent* 3 )+ ( Will* 2 ) | ||||
| CT: 100 pulses | R: 10 meters | D: None | ST: None | Fatigue: 6 |
| Long Description | ||||
| This spell is intended to abate other magical spells. If the spell is successfully cast, it will affect the target spell. On a percentile die roll of 1 - 50: Spell abates gently. 51 - 65 Spell becomes less powerful (all effects 1/2x). 66 - 75 Spell abates explosively (3d8 damage not stopped by armor applied 3 times on the +5 melee table to everyone within DoM of the spell being abated times 3 meters ). 76 - 85 Spell reverses effect. 86 - 94 Spell becomes more powerful (all effects 2x). 95 - 100 Spell release causes a spell fumble (see fumble chart). | ||||
| Short Description | ||||
| Abate magic perilously | ||||
| Base:600 | Powerword:1200 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:600 | Enchantments:600 | Glyph Enchantments:600 | |
[7.4.11]
| DoM 6 ) Thunder Bolt | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: None | Fatigue: 12 |
| Long Description | ||||
| A tremendous bolt of lightning springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The bolt does 3d8+2 worth of damage, not stopped by nonmagical armor. | ||||
| Short Description | ||||
| 3d8+2 lightning damage | ||||
| Base:600 | Powerword:600 | Runic:600 | Internal:600 | |
| Glyph:600 | Potion:N/A | Enchantments:600 | Glyph Enchantments:600 | |
[7.4.12]
| DoM 9 ) Lightning Storm | ||||
| Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 ) | ||||
| CT: 50 pulses | R: 100 meters | D: None | ST: None | Fatigue: 18 |
| Long Description | ||||
| The Mage may create a cylinder of lightning bolts with its center within 30 meters of the Mage. The cylinder has a radius of 10 meters and is 15 meters wide. All entities (assuming human size) within the cylinder are attacked by 3 lightning bolts (per the DoM 3 Lightning Bolt Spell) on the +5 attack number column, regardless of the target's DR. | ||||
| Short Description | ||||
| 3 Lightning bolts per target, 5 CR | ||||
| Base:900 | Powerword:900 | Runic:900 | Internal:900 | |
| Glyph:900 | Potion:N/A | Enchantments:900 | Glyph Enchantments:900 | |
[7.4.13]
Chaos Tree