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Spellcraft pdf

SPELLCRAFT.

Binding

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.


Material Component:

  1. Binds any two people together.
  2. Binds a number of people equal to the *(mind) value of the caster.
  3. Binds a number of people equal to the *(mind) x 2 value of the caster.
  4. Binds a number of people equal to the *(mind) x 3 value of the caster.

Concentration

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.


Material Component:

  1. Reduces distraction modifiers by 1 for one spellcasting, the very next.
  2. Reduces distraction modifiers by 1.
  3. Reduces distraction modifiers by 2.
  4. Reduces distraction modifiers by 3.

Detect Magic

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.


Material Component:

  1. Allows the caster to be aware of whether an object is magical or not, it reveals a magical aura. The aura will reveal the broadest nature of the magic - arcane spell, divine spell, enchantment etc.
  2. The caster will be aware of the type of magic in effect. With regard to a spell this would be the group involved - Fear spell/Arcane casting.
  3. The caster will be aware of the type and strength of the magic involved. With regard to a spell this would be group and level involved.
  4. This will tell the caster exact details of the magic, the GM should simply tell the player anything they wish to know about the spell and its origins (unless some other spell has been used to cover the information).

Dispell

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.


Material Component:

  1. If the exact spell, name and level, is known then this will destroy it. Eg; if a creature is under the effect of a Mind/Fear/Level 2 spell then this could be disrupted.
  2. If the type of spell is known but not the level. eg; Fear spells.
  3. If the class of spell is known. eg; Mind spells.
  4. Will disrupt any spell of equal or lesser level.

Duration

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.


Material Component:

  1. Extend level i spells with a target of Self.
  2. Extend level ii spells with a target of Self, or a level i spell on those Bound to you.
  3. Extend level iii spells with a target of Self, or a level ii spell on those bound to you.
  4. Extend level iv spells with a target of Self, or level iii spell on those bound to you.

Familiar

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.


Material Component:

  1. Recall. The familiar receives a command to return to its master which it will try at all costs to do so. Alternatively the spell will return the current direction of the familiar to the caster.
  2. Sets up a telepathic link that allows the caster and familiar to communicate.
  3. Sets up an empathic link that allows the caster to see and feel what the familiar does, as well as talk to it.
  4. Allows the caster to control the familiar as if they had possessed it. The casters own body enters a trance type state.

Guards

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.


Material Component:

  1. Alarm, the guard will make a noise when any trigger passes through it.
  2. The guard will materialise and attack whatever is triggering. It counts as rating 9 in all areas. it wears half chain and a small shield.
  3. As level 2 but its ratings are all level 16.
  4. As level 2 but its ratings are all level 25.

Mana Blast

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.


Material Component:

  1. Inflicts 1 point of damage.
  2. Inflicts 2 points of damage.
  3. Inflicts 3 points of damage.
  4. Inflicts 4 points of damage.

Mana Shield

Cast Active Duration Target Method Nature
Level Event Event Other Touch Low

This spell protects against mana blast spells.


Material Component:

  1. Prevents 1 points of damage.
  2. Prevents 2 points of damage.
  3. Prevents 3 points of damage.
  4. Prevents 4 points of damage.

Marks

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).


Material Component:

  1. Make mark.
  2. Reveal marks, all within the zone will glow faintly.
  3. At the time of creation the caster may declare that the mark will remain active, in which case it lowers thier fatigue continually. The benefit of this is that at anytime they may throw this spell and a magical line will appear tracing their path back to the mark. only one mark can remain active at a time.
  4. At the time of creation the caster may declare that the mark will remain active, in which case it lowers their fatigue continually. This spell allows them to store one other spell within the mark along with a trigger for that spell. The trigger has an effective range of touch. The embedded spell does not count as active. It must be ruled suitable by the gm in its effect. So the sequence is: Make Mark (active), Cast this spell, immediately cast spell to be embedded.

Messages

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.


Material Component:

  1. Message upto 5 words.
  2. Message upto 20 words.
  3. Message upto 40 words.
  4. Message upto 60 words.

Misdirection

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.


Material Component:

  1. Decrease base value of detection spells by 1.
  2. Decrease base value of detection spells by 2.
  3. Decrease base value of detection spells by 3.
  4. Decrease base value of detection spells by 4.

Multispell

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.


Material Component:

  1. Creates a one copy of the spell.
  2. Creates two extra copies of the spell. Casting chance is lowered by -1.
  3. Creates three extra copies of the spell. Casting chance is lowered by -2.
  4. Creates four extra copies of the spell. Casting chance is lowered by -3.

Range

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.


Material Component:

  1. Improve thrown or fired spell ranges by 1 zone.
  2. Improve thrown or fired spell ranges by 2 zones.
  3. Improve thrown or fired spell ranges by 3 zones.
  4. Will improve thrown or fired spell ranges by 4 zones, or, will give a touch (not body touch) spell a range of same zone. Ranged touch spells will require targeting exactly like a thrown spell and will require its own area of expertise (default is *(dex) ).

Reflections

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).


Material Component:

  1. Reflects, see above.
  2. Reflects, see above.
  3. Reflects, see above.
  4. Reflects, see above.

Resistance

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.


Material Component:

  1. Magic resistance 1, only for the next spell.
  2. Magic resistance 1.
  3. Magic resistance 2.
  4. Magic resistance 3.

Sense

Magic
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.


Material Component:

  1. This spell merely warns that magic is present in the zone.
  2. This spell warns and shows the magic involved. Any magic present will become visible to the target if they concentrate (action), sort of like an aura effect.
  3. As level ii but will show which kind of magic is present, whether a SPELLCRAFT spell or an ENCHANTMENT etc.
  4. As level iii but will reveal the spell name (but not level) of the magic viewed.

Spell Storage

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".


Material Component:

  1. Level i spell may be trapped.
  2. Level ii spell may be trapped.
  3. Level iii spell may be trapped.
  4. Level iv spell may be trapped.

Suppression

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.


Material Component:

  1. Suppresses those with a mage skill up to level 9. Those with a higher skill cast at -1 to their base number.
  2. Suppresses those with a mage skill up to level 16. Those with a higher skill cast at -1 to their base number.
  3. Supresses those with mage skill up to level 25. Those with a higher skill cast at -1 to their base number.
  4. Suppresses those with a mage skill up to level 36. Those with a higher skill cast at -1 to their base number.

Trigger

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.


Material Component:

  1. Store level I spells.
  2. Store level II spell.
  3. Store level III spell.
  4. Store level IV spell.

Ward

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.


Material Component:

  1. Basic ward spell, caster only to warned of a breach.
  2. Basic ward spell, all those inside at the time it is cast are warned of a breach.
  3. One spells may be placed into the ward, everyone inside at the time it is cast are warned of a breach.
  4. Two spells may be placed into the ward, everyone inside at the time it is cast are warned of a breach.

 


Born on: November 1, 1998