Binding |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | Low |
This is an extremely important spell to a cohesive adventurer group. There is a section of the text that deals with its uses; Binding. All involved must be willing. Once effective this spell is permanent until a new Binding is cast.
Concentration |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Low |
This spell enhances the power of the caster to concentrate on spell casting, to the exclusion of all other activities. The effect of this is to allow them to cast spells whilst ignoring various levels of penalties that would normally be applied to their casting roll. The down side is that the same value is applied as a negative to all other actions, on top of the ones cancelled.
Eg: a wizard has suffered a SHOCK but needs to cast a big spell. The SHOCK will take time to wear off so he casts this spell at level 3 to negate the 2 penalty to casting. He would then be at -4 (-2 + -2) to all other actions.
Detect Magic |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | OneUse | Other | Touch+ | A |
This spell is used to detect the presence and more specifically the type and nature of magic in use. The caster must touch the object that they wish to detect magic on, which may trigger traps etc. Touch can be avoided by casting the spell at one level higher, in which cast placing your hand close to the object will reveal its nature. The level IV spell cannot be cast higher however.
Note there is no chance of failure, if the detect is cast of the appropriate level then the target spell is revealed. Some GMs may not like this, in which case you permit a skill roll of some kind.
Dispell |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | BodyTouch | A |
This spell is used to destroy other spells. To do so you must come into sustained contact with some part of the spell, or some object directly affected by the spell. The effectiveness of this spell depends on your knowledge of the spell to be disrupted, as per the following levels. If the correct information is not known then the dispell fails. Note that this spell has no effect on permanent enchantments. The target spell can be of any kind; arcane, divine or shamanistic.
Note there is no chance of failure, if the dispell is cast of the appropriate level then the target spell is disrupted. Some GMs may not like this, in which case you permit a skill roll of some kind.
Duration |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Constant | Other | Touch | Low |
This spell simply allows the caster to extend the duration of any existing spell they have cast, depending on the natural duration of the spell and its level. An event based spell would be extended to become Session based, Session to Episode etc. You do not need to make contact with the spell to do this, although it must be visible to your naked eye. Only spells with a active duration may be extended. Eg; fireballs may have their active period extended to allow the ball to be held longer, buts it is only effective once. Likewise spells that are expended once effective cannot be extended (One Use).
This is an Active Duration spell.
Familiar |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Low |
These spells are used in conjunction with a familiar you may have (see later). They allow improved communications with that familiar. All these spells have a range of 10xMAGE skill in meters, or LOS, whichever is greater.
Guards |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Thrown | A |
This spell creates a single semi-spiritual being that will act as a guard for a single location, being one zone. The guard can be given commands of upto 20 words. It cannot move from its area of effect. Once triggered the guard remains effective for 10rds. It fights as if a soldier of the indicated skill level, armed with any weapon designated at the time of casting.
Mana Blast |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | OneUse | Other | Thrown | Low |
This spell is a direct assault by one mana user against any living creature. It is a crude and ineffective form of attack but will work against all lifeforms with a material form. It can be prevented by a mana shield, otherwise it impacts directly on the target, bypassing armour.
Mana Shield |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Low |
This spell protects against mana blast spells.
Marks |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | 28 days | Other | Touch | Low |
Wizard marks are often used for various reasons, mainly because they are only visible to their caster or someone casting the level 2 version of this spell. Wizard marks are always individual and are created at the time the spell is learned. They cannot be altered in anyway short of death. They remain in existence for 28 days (lunar month).
Messages |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Perm | Other | Touch | Low |
Allows the caster to leave a message that will be triggered by a particular event that occurs within one hex of the spot touched by the spell. The trigger must be explained in 20 words or less. the message can be set to trigger between one or any numbers of times.
Misdirection |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Session | Other | BodyTouch | Low |
A spell to confound the use of detection spells. This spell may be cast on any inanimate item (only) and will resist the efforts of others to detect that item for the remainder of the session.
Multispell |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Low |
This spell last until the very next spell is cast during the event. That spell will then be cast an appropriate number of times in the same round. The spell can only be effective on beings who are bound to the caster and each may only accept one spell. eg; a heal II spell could be cast whilst a Multispell III is active, four heal spells would appear ( as long as one casting roll was passed at -2). Only one may be cast upon a single target however. The total cost of the multiplied spells are all totalled. Casting the above heal spell would cost 4x4=16 fatigue. Only one casting roll is made. You cannot multi-spell this spell, see stacking rules.
Range |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | OneUse | Other | Touch | Low |
This spell improves the range of some spells, in particular those that have thrown or fired manifestations. It also allows some touch spells to have range. It effects the next spell cast within the next 10 rounds.
Reflections |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | |
This spell creates a faint shimmering shield around the caster. This shield will reflect any incoming non-physical ranged spell (fired or thrown). Spells cast by binding arrangements bypass this defence.
Reflect will work on a roll of 1-5 with a d6 against spells of a lesser level. Against spells of the same level on 1-4. Against one level higher it will be successful 1-3 on d6. at two levels higher 1-2 on d6, and 1 on d6 at three levels.
The reflected spell will seek a new target at the discretion of the gm, but 50% of the time against the caster. Range limits may result in the spell failing (count total distance travelled).
Resistance |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Low |
This spell imbues the target with magic resistance (qv). This resistance, as per normal, is applied to all incoming magic, regardless of source. The value is added to any inate resistance, assuming the spell works. Multiple casting are ineffective as normal.
Sense Magic |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Low |
This spell will detect the use of magic within the same zone. The degree of sensing depends on the level of the spell.
Spell Storage |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Constant | Other | Touch | Low |
This allows one spell to be held in storage ready to be cast at will. The storage spell allows the caster to cast a spell then trap its effects and hold them at bay until needed. The spell to be stored is cast immediately after this spell has been cast. The trapped spell is not "active".
Suppression |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Event | Other | Touch | Low |
This spell is used to suppress the casting ability of any other individual. It requires that a symbolic rune be drawn on the forhead of the target so the target must be compliant or helpless. A suppressed being is unable to cast any spells or activate magic in anyway, they are effectively isolated from mana contact. The rune will indicate if the spell has been effective.
Trigger |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Constant | Other | Touch | Low |
This spell allows another spell to be cast immediately after it, which it will capture and store permanently until released. It will be released when the conditions of the trigger are meet. The spell must be cast on an unmoving surface or object, if the spell moves more than 1 mm froms its original position it will vanish. The Trigger spell remains active (constant), the cast spell is merely stored and counts as effective but delayed.
Ward |
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| Cast | Active | Duration | Target | Method | Nature |
| Level | Event | Constant | Other | Touch | Low |
This spell remains active (constant) as long as the caster remains within its area of effect. As an active spell it counts as a permenant drain against your fatigue.
A ward is a perimeter defence system, it protects against the passage of enemies or objects that seek to enter the area being guarded, either by warning or by response. The area protected by the spell is one zone. The basic ability of a ward is to warn the caster of anything crossing the boundry of the area protected from outside. The caster may set restrictions and conditions on this as they chose, but no more than 20 words in length. Eg; reporting any object crossing that is larger than a bee. If anything triggers the ward it sounds a warning, which can be designated by the caster.
Higher levels of the spell allow other spells to be included in the warding and they will be triggered if the ward is set off. These spells are active within the ward and therefor also count against your fatigue. They must be cast directly after the warding spell is cast. Fatigue costs for this spell can be drawn from anyone within the area affected at the time it is cast, if they are willing.
Born on: November 1, 1998 |