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Transport pdf

TRANSPORT.

Transport spells deal in enhancing movement, either on an individual level, or in gross terms relating to the Planes if Existence.  They allow for very rapid movement from one place to another, but usually require the physical journey be made at least once.

At no time will any of these spells allow a caster/target to appear in an area that would result in matter being intermixed. At the discretion of the GM a teleport is allowed if the target area can be pushed away or compacted easily, to allow the arriving body to fit. Air and water easily fit into the category, but the GM may also allow some other forms, such as sand. If the target is not a valid one then the spell fails.

Containers

Cast Active Effect Target Method Nature
Level Event Constant Other Touch Low
Containers to help.
  1. A large bag: standard large bag.
  2. A backpack: average backpack.
  3. A mounts saddle bags/panaquin.
  4. Floating Disc: 5ft wide, floating disc that will remain still on touch command, or follow. Will remain at a set height relative to the caster ("stay at waist hieght"). Can carry upto 100kg of gear.


Material Component:

Servants

Cast Active Effect Target Method Nature
Level Event Constant Other Touch Low

Servants to help

  1. A wisp able to carry one light item (less than 2 kg). Will follow caster around.
  2. A large wisp able to carry one light item (less than 10 kg). Will follow caster around.
  3. A ghostly man servant, able to perform mundane tasks and to carry upto 40kg
  4. A mule.


Material Component:

Marching

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

Improved overland travel options


Material Component:

Jumps

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

The target is able to physically jump better.

  1. Add +1 to the base value of any jump roll.
  2. Caster is able to physically jump/leap from a standing position to any place within the same zone (this could still trigger opportunity attacks).
  3. Caster can jump vertically upto five times thier height. This can be upward or as a safe leap downward a similar distance. They can also jump horizontally a distance equal to ten times their height at the same time if they wish.
  4. The caster is able to jump like a ninja, leaping from one spot to another to another using the smallest of purchase points, each leap being upto twice their height, with three such leaps allowed each turn (plus another per special success). This should be used creatively by the GM and player to allow suitable advantages.


Material Component:

Teleports

Cast Active Effect Target Method Nature
Level Event OneUse Other Touch Low

Teleports allow for travel over greater distances, but only to predetermined locations. This means the caster must have been to both ends of the jump to be able to perform it.

  1. Set location: this spell allows the caster to memorise a location so it may be used as a target for the following spells. The caster must stand at the location they wish to set and cast this spell. A caster may have a number of set locations equal to their *(MIND) value.
  2. The caster may teleport their body from one set location to another.
  3. The caster may teleport from their current location to any set location.
  4. Same as level 3 but the caster may include a number of other people equal to their *(MAGE) skill, or a number of hexes of creatures equal to that value, whichever is less. All creatures must be willing to perform the teleport, or mentally and physically captive (which is not easy to judge).


Material Component:

Flying

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

Spells that allow the caster to float or fly through the air.

  1. Float, the caster will become stationary at whatever position they currently occupy at the moment this spell is cast. They will still have weight but will remain stationary until some new force is applied to them. That means casting this spell in a hurricane will not be much good as the wind will just start moving you again, but casting during a fall would be effective as it would stop the fall. The caster would have a wind force equal to their *(BOD).
  2. The caster is able to glide under their own control as long as environmental forces do not interfere. The caster will have a flying movement rate of 1/1/1-(2/1)(2-2)+2.
  3. The caster is able to fly reasonably well. They will have a flying movement rate of 1/2/2-(3/1)(2-2)+3
  4. The caster can fly like a bird, with a flying movement rate of 2/2/2-(3/1)(2-3)+4


Material Component:

Carry

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

These spells increase the capacity of the caster to carry a load, or assist them in that function.

  1. The caster will have thier rank 1 handles increased by +1.
  2. The caster will have their rank 2 handles increased by +2
  3. The caster will have their rank and handles values increased by a total of 12 points. A rank 1 handle will cost 5 pts, rank 2 handle by 4 pts etc. Cannot be chnaged once set.
  4. As with level 3 but with 16 points.


Material Component:

Shifts

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

The target is able to teleport over distances visible to their naked eye.

  1. The target flickers and shifts around their current position, giving them a +1 to their base Dodge value.
  2. Target may shift from one zone to anywhere in the current zone, or to an adjacent zone. If there was a special success in the roll they may then still perform a normal action but with -2 penalty (as if they had done a FAST move). The penalty can be reduced by a further one for each extra special success.
  3. The target may teleport upto 4 zones in total for the round. At any point during the move they may perform a normal action with a -3 penalty, then continue their jump (if any left). Any special successes can be used to reduce the penalty.
  4. The target may teleport to any place CLEARLY visible to the naked eye. For exact positioning, spells or optical devices can be used, but the target must be in line of sight of the caster at the time the spell is cast. No other actions can be performed after this jump.


Material Component:

Doors

Cast Active Effect Target Method Nature
Level Event Constant Other Touch Low

These spells allow the caster to create a magical door through some material obstruction, such as a wall. The spell manifests as a glowing portal, visible to all, through which all can see. The distance between entry and exit is magically nil, despite the distance that may be being passed through. There is a limit to how far these doors may extend through material, and this is the reach of the casters body. One foot must remain at one end, and the far end can be upto any point that any part of his body could reach to (outstretched arm). The caster doesnt actually have to do this, it is just a method of determining a distance. Giants are very nasty because of this!

  1. The existing door is locked, so no one can use it till it is unlocked, by casting this spell again. The barrier becomes obscured.
  2. Secure the door, only you may Lock this door.
  3. This spell runs a diagnostic that gives minimal information about the chances of casting a successful door at the touched spot. To be successful the door must pass completely through the material obstruction. The other end must be the same physical environment as the start, so air to air, water to water, vacumm to vacumm etc. No door may exist that if cancelled would result in any part of anyone appearing inside matter that would kill them.
  4. The door is created.


Material Component:

Portals

Cast Active Effect Target Method Nature
Level Event Constant Other Touch Low

This spell can only be used to link two controlled/aligned Circles of Power (see spell group). It will create a permanent link between the two circles, allowing anyone who can activate the link to pass through, along with anyone they allow.

  1. Deactivate the link.
  2. Activate an existing link.
  3. Set one end of a link that has yet to be created. The caster must be physically touching the Circle. The 'set' will remain availables as long as the caster remains in control of the Circle.
  4. Create the portal. The caster must be physically touching the other end of the Circle pair, having 'set' one end already. A portal appears and can be used.


Material Component:

Gates

Cast Active Effect Target Method Nature
Level Event Constant Other Touch Low

Gates open up access to other planes; Limbo, Law and Chaos. These can only be created at a Circle of Power.

  1. Lock (or unlock) the gate so that no one can use it.
  2. Secure (or unsecure) the gate so that only you and those 'bound' to you may use it.
  3. Create a gate to an aligned plane.
  4. Create a gate to a non-aligned plane.


Material Component:


Born on: November 1, 1998