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There are seven elements in the world:
Each of these elements has an opposite, except Light/Dark, as follows:
Each player must select ONE element at which they will be a master, in which case the opposite element will be closed to them. In the element they are a master they may learn all spells. In the other elements they may only learn upto level II spells. In the opposed element they can learn no spells at all. The exception to this is Light/Dark. Unless you are a master of Light/Dark you may only learn level I Light/Dark spells. If you are a master of Light/Dark then you can learn all those spells, and upto level II in all other elements.
Notes on Elemental Attacks and Protections.Most elemental attacks will require the caster to throw or fire their attack at an opponent. In the first case always use the Rock missile modifiers for range or To Hit values. For fired missiles use the Pistol.
The skill used to do this will be a unique Throwing or Firing Elemental Missiles skill, one for each element, total of 14 skills. The appropriate CHAR used will be DEX/STR. If this seems to be a bit too many for you then reduce it down to 2 generic Elemental Firing and Elemental Throwing skills. If you use the skill specialising rules you can then allow specialising in specific elements.
Elemental attacks will be rated for their damage potential in damage dice. Each dice will roll to penetrate the targets protection (PENE) and inflict ONE point of damage. A naked target has a PENE of 2. Armour, natural, magical or artificial, will modify the targets PENE value.
Armour will commonly give some protection against elemental attack forms. The method of attack is not so important as the form - steam would have little difficulty penetrating some armour but would need time to do so. To some extent I have averaged out damage rather than say it wont work for two rounds then gets rapidly effective as the book-keeping is a little tedious. Where standard armour effects are applied I will note such.
The following table will give you a guide to the effects involved.
| Armour Type. | ||||||
| 0-3 | 4-6 | 7-9 | ||||
| Attack Form | Pene | Resist | Pene | Resist | Pene | Resist |
| Fire | N | N | -1 | N | N | -1 |
| Water | N | -1 | -1 | -1 | N | +1 |
| Air | N | N | -1 | N | +1 | N |
| Earth | N | N | N | N | N | N |
| Wood | -1 | N | N | +1 | +1 | N |
| Metal | -1 | N | N | +1 | N | N |
| Light/Dark | N | +1 | -1 | N | -1 | N |
A positive value is applied to the benefit of the armour, reducing the spells effect. A negative value reduces the effect of the armour, improving the effect of the spell. RESIST cannot be reduced below 0. PENE cannot be reduced below 2.
Elemental spells do not come in groups but are learned individually, which makes them less effective compared to other spell types.
The following spells are common to all Elemental groups, but only in relation to each type as appropriate. That is to say that each spell comes in seven different formls, one for each element, and must be learnt as seven different spells.
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III - CREATE |
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| Cast | Active | Effect | Target | Method | Nature |
| Level | Event | OneUse | Location | Thrown | Elemental |
The caster creates an amount of each element derived from the following:
The basic amount of matter created is a hex, which is nominally 2x2x2 = 8 cubic yards. This cubic volume is divided by the cost against each element type to give an actual yield.
| Element | Cost |
| Light/Dark | 2 |
| Air | 4 |
| Water | 8 |
| Earth | 16 |
| Wood | 32 |
| Fire | 64 |
| Metal | 128 |
Eg A single volume would create the following relative amounts:
A little calculating will yield some useful values here, for eg Metal can be reduced to inches as 9x18x18 = 2916 cubic inches. If you wanted a 1" sheet then one of the three dimensions is 1, so the other two dimensions must total 2916 inches. To create a square you need only find the square root of this value, 54 inches roughly . So you could create a 1x54x54 inch sheet, which nicely covers one hex (36x36 inches).
The number of units created is equal to the casters *(skill) at this spell.
Mandle the Wizard wants to block a door with a sheet of metal. He is a master of elemental Metal so can cast level III spells, and thus the Create Metal spell. His skill in that spell is 18, so he can create 4 units of metal at once. From above that means he can create 2916x4 cubic inches of bronze. 54(x2)x54(x2)x1 = 108x108x1 = approx 9x9 ft, 1 inch thick. He could double the thickness and come up with a 4.5x9ft sheet 2 inches thick.
Four blocks of metal above are, in total, 3/4 cubic feet of metal. Getting the weight of bronze from the table in Alchemy, this would weigh 412lb.
They may assemble them in any fashion as long as they are assembled so that they are all part of the single structure (must connect to another block). Part of the structure must begin "in contact" with the caster. Water and similar fluid forms will act naturally immediately they are created (water would collapse, a metal sheet might fall over, a cube of earth would collapse into a pile etc).
Matter cannot be created in a hex that is currently occupied by a living being, nor can it replace or merge with existing matter unless that matter is easily moved out of the way (air or water etc). The emphasis here is that matter cannot form in or around other matter in such a way as to damage it, if the GM feels no damage or weakening will occur then they may allow it. The form of matter created must be the same for all blocks (uniform), all stone, all water etc.
The type of matter created is always the commonest variety, water is water or ice, air is air (no gas), earth is earth, sand, gravel or light stone, metal is normally bronze but can be brass or iron, fire is normal (magical) fire (like from a large campfire).
Light and Dark will create an area that is covered with just that, the light/dark will have no source, it just exists like air in the area affected. It will reflect off objects within the area to illuminate its surrounds. The level of light will be equivalent to dull or overcast daylight, or alternatively starlight to complete darkness. A Dark area will absorb light entering that area, so looking through such an area will make things on the other side dark as well.
Similarly Fire will exist in a free form, not requiring fuel, as the source of the fire (heat) is the mana of the spell. Magical fire does not even consume oxygen, it just exists as a manifest form of heat.
Matter created is NOT permanent. It will last for the EVENT by default. Any special successes (6's) rolled will increase the time it remains in existance (if that option is taken), from EVENT to SESSION to EPISODE and finally to ADVENTURE.
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III - DISMISS |
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| Cast | Active | Effect | Target | Method | Nature |
| Level | Event | Event+ | Elemental | Touch | |
This spell can be used to dismiss any summoned elemental beings. Each successful Dismiss will absolve the elemental of one service, if no services remain the creature returns to its enviroment.
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Remove extra service. |
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I - LOCATE |
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| Cast | Active | Effect | Target | Method | Nature |
| Level | Event | OneUse | Self | Touch | |
This will give the direction and distance to all deposits of the applicable pure (homogenous) form of matter within line of sight or SPIRITx100 yds (whichever is greater). A pure form of matter could be metal, glass, bone, wood etc. More specific pure forms can be specified if wished, such as Oak, Brass, Gold etc. See Divination spells for restrictions on detections.
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III - REMOVE |
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| Cast | Active | Effect | Target | Method | Nature |
| Level | Event | OneUse | Matter | Touch | |
The reverse of the Create spell. Magically created matter can be removed with a normal successful casting. Real matter however can be much harder to remove.
Destroying real matter is not so simple, matter will inately resist its removal, and the more processed it is the stronger will be its ability to resist. Processing is any treatment of the matter by intelligent creatures to purify or shape it for a purpose. Matter that has a purpose is instilled with the spirit of its creator and tends to want to keep the form it has gained. Matter that has an ongoing purpose will have an even greater resistence, and matter that has been at its purpose for a long time will be stronger still.
What this means is that a newly created brick wall will be difficult to effect, an ancient brick wall will be very difficult, and an ancient structurally important wall will be near impossible to effect. The following table gives some examples.
| Target Material | Spell Target modifier |
| Organic matter (dead) | -3 |
| Solid non-organic matter | -2 |
| Liquid non-organic matter | -1 |
| Gaseous non-organic matter | 0 |
| Spell Target Modifier | |
| Simple Processing (Mud brick) | -1 |
| Highly processed (carved Sandstone, granite) | -2 |
| Extreme processing (glass jar) | -3 |
| Purified some (50%) | -1 |
| Highly pure (80%) | -2 |
| Pure form (99%) | -3 |
| Aged (1-10 years) | -1 |
| Old (10-100 years) | -2 |
| Ancient (101-1000) | -3 |
| Relic (1001+ years) | -4 |
| Important | -1 |
| Crucial | -2 |
| Vital | -3 |
If the roll is equal to or less than the spell target value then the spell works and the matter vanishes. This may well cause structural weakness and collapse, the GM will need to make a judgement as to the effects, but should tend toward causing the caster trouble if possible.
Removing matter from important structures is a taboo common to most cultures. Important structures will be protected by alarm spells at the very least (runes and symbols are more likely).
You cannot remove any part of a living organism or elemental life form.
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IV - SUMMON |
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| Cast | Active | Effect | Target | Method | Nature |
| Level | Event | Session | Self | Touch | |
The caster may summon an elemental being to perform one service within its abilities. An extra service can also be gained for each 6 rolled during casting. A service will be a single task. see??? The being summoned will be a standard for the environment, see the Creatures chapter for more details.
A suitable body of the elementals form must exist nearby from which to draw the elemental, eg a water elemental will require a lake etc.
The elemental will be favourable to the casters wishes, and does not fear death or destruction.
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Gain extra service |
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II - PROTECTION |
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| Cast | Active | Effect | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Elemental |
This spell protects against spell attacks from one selected elemental form (select the form as you cast). It allows the targets armour PENE value to be used against such attacks, and increases the targets PENE value by +2 against such attacks. It also negates any negative Elemental modifiers that may be applicable due to the armour worn.
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I - DEFEND |
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| Cast | Active | Effect | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Elemental |
This spell protects agianst spell attacks from one selected elemental form. It allows the targets armour RESIST value to be used against such attacks, and adds a further +2 to that value. If no RESIST value applies then a value of 2 is used. It cancels the negative effects of elemental modifiers for armour as well.
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III - RESIST |
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| Cast | Active | Effect | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Elemental |
This spell protects against spell attacks from one selected elemental form. It gives the target a MAGIC RESISTANCE of 4 against such spells. If the target already has Magic Resistance then it is increased by +1 instead (with a minimum of 4).
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IV - NEGATE |
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| Cast | Active | Effect | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Elemental |
This spell protects against spell attacks from one selected elemental form. This spell completely negates the next one such spell that the target does not wish to take effect on them. As an applicable elemental spell hits them the caster must decide if they will cancel the spell or not. They will know nothing about the spell other than it is one they can cancel, unless they gain information from other sources. They may elect to cancel or not, it is optional.
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Born on: November 1, 1998 |