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SECT SPECIAL SPELLS
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Arrolian College of Magic (Lunar)
Borist College of Magic
Brithini College of Magic
Carmanian College of Magic
Chaotic and Evil Cults
East Isles Sorcery
Galvosti College of Magic
Hrestoli College of Magic
Kralorelan Sorcery
Lunar Magic
Henotheistic Church of Otkorion
Perfecti
Rokari College of Magic
Sedalpist College of Magic
Stygian College of Magic ******************
Vadeli College of Magic ************
Valkarist College of Magic **********
Vivamort *******************
Waertagi Sorcery ********
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Arrolian College of Magic (Lunar) **************************
Arts - accessed via the Red Goddess; each of the Seven Mothers is considered to
provide one Art, as follows:
Danfive Xaron = Speed
Deezola
= Ease
Irrippi Ontor = Multispell
Jakaleel
= Hold
She Who Waits = Intensity
Teelo Norri = Range
Yanafal Tarnils = Force
Each Full Moon, the initiate is able to sacrifice 1 POW to the proper Mother to
gain the designated Art. Other Arts are also provided, by lesser Lunar deities.
Once he has started on this progression, the sorcerer is tied to cyclical
magic, and able to utilize Lunar elemental magic. Only Lunar sorcerers can use
Lunar elemental magic.
Phase of the Moon Effect on Sorcery
Full Moon May use all
Arts. In additional, each Art can be cast at a level
determined by his skill in the spell. Example: a sorcerer who could normally
use 9 Art levels in a spell could use 9 levels of each separate Art during the
Full Moon.
Half Moon May use all
Arts.
Crescent Moon May only
use Basic Arts.
Dark/Dying Moon May only use Intensity.
A Lunar sorcerer can take a specialty. A Lunar specialist casts his specialty
spells as if the Moon was one phase "better", and he casts his non-specialty
spells as if the Moon was one phase "worse". During the Full Moon, his
specialty spells cost 1 MP less to cast (to a minimum of 1). During the Dark or
Dying Moon, he cannot even cast a non-specialty spell.
Vows - may not take Abjure Rune Magic, Flee [element], or Shun [Element].
New Spells
POISON TOOTH
Ranged
This is cast on a weapon, and causes wounds caused by that weapon to administer
1 POT of poison per Intensity until the spell is cancelled.
SHOCK
Attack, ranged
Target takes 1d(Intensity) damage to his general hit points.
Borist College of Magic ***********************************
Arts - accessed via St. Malkion.
Saints - only recognize four saints: Saint Malkion, Saint Hrestol, Saint Arkat
(in a different form than other Arkat-worshipers), and Saint Boris.
Vows - May not take Sacrifice Power or Shun Tap.
Spells
HAND OF DEATH
attack, touch, instant
If the target fails to resist, match Intensity vs. his CON. If his CON is
overcome, he dies at once. This spell costs the caster 1d3 general HP per
casting.
NEUTRALIZE POISON
touch, instant
Relieves the effects of poison. The Intensity of Neutralize Poison is matched
vs. the poison's Potency on the Resistance table. If the POT is overcome, all
poison is purged from the victim's body. The spell must be cast before any
actual damage has been taken by the target. If the target is poisoned more than
once, all the combined Potency must be purged at once. A Multispell may be used
for this; matching the Neutralizes each vs. one of the poison doses - no more
than one spell per dose.
Unlike most Neutralize spells, Neutralize Poison has a chance to take effect
even if its intensity is less than half the poison's POT.
SHRIVING
Ceremony
Purges a sinner of all his accumulated evil since the last time he was Shriven.
This evil expresses itself in the form of a chaotic taint or feature which
manifests either in the spell's caster, the sinner himself, or in the caster's
(or the sinner's) familiar, if any. Normally, the familiar is so utilized.
Regularly-shriven folk do not generate enough evil to create an entire chaos
feature. Instead, over the course of time the evil accumulates until there is
sufficient present to express itself.
This spell is painful to the sinner, and costs MPs, general hit points,
fatigue, possibly even POW or other stats, depending on how evil he has been
and what his crimes were.
TRUE SELF
Enchant
This spell is only useful if the target has one or more overt or automatic
chaos features. It masks all such features, giving the user back his "normal"
appearance, i.e., what he looked like before gaining said features. The
underlying chaos is NOT hidden from special abilities such as the Storm Bull
Sense Chaos. The enchanted individual can "turn off or on" True Self spell at
will. When he has True Self up, then he cannot access or use any of his chaos
features, even those which are not normally visible. When he lowers the spell,
all his chaos features become manifest, even harmful ones.
This spell costs 1 POW to cast.
An individual who has been transformed into a chaos creature (such as a human
transformed into a broo or scorpion man) once more looks like a human while he
maintains the enchantment's effect. A creature who was never human still looks
like it did before when using this spell, though it would not appear to have
any chaos features. The spell is found to be useful for two purposes: it
enables a Borist with a harmful chaos feature to escape its effects, and it
enables an advanced Borist priest to go about his business aboveground. It is
also useful on the notorious Borist familiars. When the spell is dropped, the
effect can be quite alarming, as the enchanted being may balloon in size,
sprout tentacles, extra eyes, etc.
Brithini College of Magic **********************************
Arts- accessed via Study.
Vows - May not take Abjure Armor, Devotion, Shun Harm, Shun Immortality, or
Shun Tap.
New Vows
・ GREAT RITUALS (equal to High Vow): you must spend an hour in preparation
before casting any spell. If you already have Rituals, it is subsumed into this
vow (and you only get total presence equal to your High Vow).
・ MIGHTY RITUALS (equal to triple your High Vow): you must spend a year in
preparation before casting any spell. If you already have Great Rituals, it is
subsumed into this vow (and you only get total presence equal to triple your
High Vow).
Spells
DECREPITUDE
attack, ranged, instant
The target is instantly aged by 1d(intensity) years. If the target is a being
that normally does not age, the spell has no effect. Immature individuals are
immune to this spell -- only adults that have reached their full growth can be
affected.
MAGIC SINK
Enchant
Creates an object which tries to drain MPs from anyone touching it. It cannot
hold more MPs than its Intensity. It can match its current MPs vs. anyone
touching it, and if it overcomes the person, it drains 1d6 MPs into itself. It
attempts this once per round until it is filled or the person drops the object.
This MP drain is painless and can only be sensed if the holder concentrates on
it when it is happening. The sink expels its MPs onto the spirit plane at the
rate of 1d6 per hour, emptying it for further use.
This spell costs 1 POW to cast.
THE SPELL FORBIDDEN
Ranged
This spell may only be cast when ordered by a Talar. It may only be cast on a
Dromal (normally, it is multispelled). The Dromal's STR, CON, and DEX are each
doubled, and he adds +50 to his Attack & Parry bonus. Once cast, the Talar plus
all Zzaburi and Dromals involved permanently lose their Brithini immortality.
SUPPRESS [Art]
attack, ranged
This spell comes in several subtypes -- one for each Art. The most common is
Suppress Intensity, naturally. Each time a victim wishes to cast a spell, he
must overcome the Suppress with his MPs on on the Resistance table. If he
fails, he may not cast any spell using that Art for the remainder of the round.
If a spell takes more than one round to cast, he must resist the Suppress on
each round of casting, or the spell is cancelled.
SUPPRESS WIZARD
attack, ranged
Each Intensity reduces a target magician's chance for success with all d100
rolls having to do with magic by 1 percentile.
WREST MAGIC
ranged
Lets you take over a spell that someone else is maintaining. You must actually
have learned the spell you wish to grab, and your Wrest Magic must have
Intensity greater than the target spell's Intensity. If these requirements are
met, match your MPs vs. the spell owner's. If you succeed, the spell is placed
under your control, and takes up your Presence. When Wrest Magic is successful,
the owner notices at once, and will awaken if sleeping.
Carmanian College of Magic *******************************
Arts - accessed via Art Vows.
Vows - may not take Abjure Rune Magic or Shun Tap.
Spells
PROSCRIBE [cult]
ranged
The chance of the target successfully casting spirit or divine magic from the
named cult is reduced by 5 percentiles per Intensity. The target cannot resist,
but defensive magic may block the spell.
Proscribe spells exist for Gorgorma, Yu-Kargzant, Shargash, Storm Bull, Tawar,
Kyger Litor, Humakt, Chalana Arroy, Lodril, and most of the panoply of Pentan
and Char-Un spirits.
Chaotic and Evil Cults *************************************
Arts - Vivamort receives all its Arts via Art Vows.
Vows - Never Kill a Human, Shun Harm, Shun Darkness, Shun Immortality and Shun
Tap are forbidden to Vivamort.
New Vows
・ ABJURE DAY (3): may cast no spells during daylight hours. Ritual spells may
start in daylight, but must conclude during the hours of darkness.
・ CANNIBALISM (2): must eat the flesh of your own species at every meal.
・ DEEP CANNIBALISM (6): may never eat any food but human flesh.
・ DEVOUR FOE (2): must feed on any creature you kill. Even a small bit will
suffice (or even just a successful Bite attack in combat). Blood counts as
"food".
・ HUMAN SACRIFICE (1): must sacrifice a person of your own species yearly.
・ KILL A FOLLOWER YEARLY (12): this must be someone who has voluntarily sworn
to your service. His sacrifice need not be voluntary on his part, though.
・ KILL OFFSPRING (9): sacrifice one of your children each year, unless you
have no living children.
・ NECROPHILIA (1): must sleep with a corpse weekly. This Vow does not conflict
with Celibacy.
・ NEVER TAKE A WOMAN BUT BY FORCE (2): for males only. This Vow conflicts with
Celibacy.
・ SHUN HOLY GROUND (2): never enter the holy ground of a non-chaotic cult. If
you are taken there against your will, the Vow is still broken.
CREATE BASILISK
Enchant
You need a live toad or adder, and an egg laid by a rooster. The ritual is
performed, and then the toad or snake must incubate the egg for a month per POW
sacrificed. The sorcerer can use Glue or Dominate or some similar technique to
make the incubator behave. When the basilisk hatches, it is not automatically
friendly towards its creator.
This spell costs 3 POW to cast.
The creature's characteristics are rolled randomly. However, the points in the
Create Basilisk spell can be added to the basilisk's stats, divvied up as the
caster pleases. Points can be added to the creature's INT, but it remains a
fixed-INT creature. Its glance acts as a 3-pt Rune spell.
Create Basilisk 7 would let the caster add 4 to the basilisk's STR, 2 to its
SIZ, and 1 to its DEX, for instance.
CREATE VAMPIRE
Enchant
The victim of this ritual must be alive for the first six days of the ceremony,
and is killed one day before its completion.
This spell costs 7 POW to cast, regardless of the number of points in it. If it
has more than 7 points, all "extra" points are added to the vampire's final
characteristics in any way the enchanter wants. For instance, a Create Vampire
10 has 3 extra points, which could be added to the vampire's final STR or DEX
or SIZ, etc.. It could not be added to its POW, because it has none.
NIGHTMARE OF HELL (see East Isles); only found in East Isles
ONE WITH CHAOS (see East Isles); only found in East Isles
ONE WITH HUNGER (see East Isles); only found in East Isles
SHACKLE SOUL
Enchant
A ritual considered evil and chaotic by most societies. It prevents a fresh
corpse's spirit from passing on to the afterlife, and the spirit often responds
by transforming into a ghost or wraith over time. The spell's range determines
how far it can travel from the site of its burial (i.e., 50m for spirit spells,
100m for Rune spells, and as per Range for sorcery). A true Banishment cancels
out the Shackle Soul, and also sends the spirit on to its afterlife.
It costs 1 POW to cast this spell.
East Isles Sorcery ***************************************
Note: the Valkarists have access to these spells, Arts, and Vows, as well as
their own.
Many Islander spells provide a multipurpose effect on the target. They
like
this style of spell, and flexibility, even at the cost of efficiency, is
valuable to them.
Lucidity
Much of the East Isles higher philosophy is devoted to the study of Dreams and
Lucid Dreaming. Sorcerers who have become Lucid have new and exciting powers
and Arts available to them.
Arts - use Study for the art of Intensity, then Art Vows for Range &
Multispell, then sacrifice POW to Thella for secondary Vows. With a +10 bonus,
it takes ...
210 hours = 25% skill
840 hours = 50% skill
1900 = 75% skill
2750 = 90% skill
New Art: Knowledge -Each level of this Art adds +1 to each of the three basic
Arts of Intensity, Range, and Multispell. However, it also decreases your
chance of success in spellcasting by +10. This does not correspondingly
decrease the total Art levels available in casting. Example: Elamar the keet
has a skill of 89 in Call Shadow. He has no use for Multispell, but plans to
use Intensity 2, Range 3, and Knowledge 4. This gives him a final result of
Intensity 6 and Range 7, but subtracts -40 from his chance of success, leaving
it at 49.
New Vows
・ NEVER KILL A KEET (2, or 3 if you have never killed a keet): Sorns do not
count as keets.
・ DAWN LOVE (1): sing a hymn every daybreak.
・ LOCATION (varies): this Vow cannot be broken, but the amount of Presence it
provides to the caster varies with his geographic position:
1) On his home island: +5
2) If you can see your home island, but are not on it: +2 (this applies to
magic techniques of "seeing" your island, too)
3) If you are in the eastern seas: +1
4) If you are on another east isle which is not your home: +0
5) If you are not in the eastern isles or seas at all: -1
・ MOON LOVE (2): perform minor blood sacrifice (a small animal or fish) every
low tide.
・ SEA LOVE (2): wash in sea water once a day.
・ STORM LOVE (4): never seek shelter from storm.
New Spells
BLESSING OF VITHELA
touch
Strengthens the target's defenses vs. magic (only) by 1/Intensity. For most
spells, this simply increases the target's MPs as measured for resistance, but
the exact defense will change per spell. For instance, the target's effective
POW or CON vs. spells that target those is increased as well.
BREATH OF THELLA
Touch (but Range is used), either instant or temporal
Can be cast either as "exhalation" or "inhalation".
"Exhalation" forms a bubble of breathable air around the
caster with a radius
equal to the spell's Range in meters. It can be used underwater, in poison gas,
etc. It may repel hostile sea creatures.
"Inhalation" creates a bubble of vacuum within the radius.
Each living being
within takes 1d(intensity) damage to its general hit points; no resistance
allowed. The caster is always inside. In this form, the spell is instant, as
the vacuum swiftly collapses.
BREATH OF VITHELA
Self-only, instant
Requires an Intensity of at least 9. However, when it is cast, it immediately
restores the caster's MPs to his maximum (i.e., twice his POW) minus 1d6. Each
time this spell is cast, an additional 1d6 is subtracted from the maximum,
until the user goes a full season without casting it.
DANCE OF THE GOLD MAIDEN
Touch
This spell's effects vary with the target. When cast upon a female, a faint
rosy-gold glow surrounds the target,, whose Fatigue and Hit Points are
increased by 1 per Intensity for as long as the spell lasts. This spell cannot
be cast upon a being lacking a clear female gender.
When cast upon a male of the caster's species, it is an Attack spell,
and
requires an Intensity equal to at least half the target's POW. The victim is
rendered incapable of attacking any female in hand-to-hand combat so long as
the spell lasts. He can fire missiles or spells, and can attack females of
other species. A female not recognizable as such (in boy's clothing, cloaked),
can also be attacked. An affected male can parry, shout for help, etc.
DANCE OF THE PINK GODDESS
ranged
The Dance of the Pink Goddess is not necessarily considered evil, but is at
least unethical and forbidden in all densely-inhabited lands. It creates a
radius effect equal to the spells' Range in meters (i.e., range 6 would affect
an area 6m in radius). Anyone that enters the area immediately matches his or
her MPs vs. the spell's Intensity. If he fails to resist, he sees the Damsel of
Despairing Delight, and becomes a devotee of the most salacious Aspects of the
Pink Goddess. He must be restrained from committing obscene acts upon anyone
within reach, and even if he then leaves the radius, he remains under its
effects. Nothing can free the victim but the spell's being cancelled or a some
kind of dispelling magic.
This spell only affects creatures with normal (i.e., non-fixed)
Intelligence,
and that have some kind of sex drive.
DREAM OF DARKNESS
Touch
All the "Dream of ..." spells are explicitly designed to be maintained for long
periods of time on the sorcerer himself. While maintained, the target has the
ability to spend MPs to get particular effects. In any case, he cannot spend
more MPs than the spell's Intensity.
1) 1 MP adds +10 to a chosen Stealth skill for the next hour.
2) 3 MPs + 1 pt/meter lets you attempt to Command a shade.
3) 1 MP adds +1 to your POW for the next hour.
DREAM OF ELUCIDATION
Self-only, Multispell must be used
The caster is temporarily gifted with the knowledge of a selected Sorcery spell
which he does not already know. He must Multispell the other spell with his
Dream of Elucidation, and is considered to have a skill in casting said spell
equal to his skill in Dream of Elucidation.
Only a Lucid islander can learn or cast this spell.
DREAM OF THE ISLAND
Touch
While this spell is maintained, the target has the ability to spend MPs to get
particular effects. He cannot spend more MPs than the spell's Intensity.
1) 1 MP adds +10 to First Aid, Treat Poison, or Treat Disease for the next
hour.
2) 1 MP adds +5 to a chosen Stealth skill for the next hour.
3) 3 MPs + 1 pt/meter lets you attempt to Command a gnome.
4) 1 MP adds +1 to your CON for the next hour.
DREAM OF LIGHT
Touch
While this spell is maintained, the target has the ability to spend MPs to get
particular effects. He cannot spend more MPs than the spell's Intensity.
1) 3 MPs + 1 pt/meter lets you attempt to Command a salamander.
2) 1 MP adds +10 to a selected Knowledge skill for the next hour.
DREAM OF THE SEA
Touch
While this spell is maintained, the target has the ability to spend MPs to get
particular effects. He cannot spend more MPs than the spell's Intensity.
1) Each MP spent lets you hold your breath underwater for 1d10 rounds without
needing a CON roll. Example: Mad Mark has been underwater for 3 rounds, so now
needs a CONx8 roll. He spends 1 MP and the next 1d10 rounds he needs no roll.
At the end of this time, if he does not spend another MP, he'll need to roll
his CONx8, then CONx7, etc.
2) 1 MP adds +10 to a chosen Magic skill (not counting Sorcery spells) for the
next hour.
3) 3 MPs + 1 pt/meter lets you attempt to Command an undine.
DREAM OF THE SKY
Touch
While this spell is maintained, the target has the ability to spend MPs to get
particular effects. He cannot spend more MPs than the spell's Intensity.
1) 3 MPs tells you the exact compass direction, regardless of cloud cover.
2) 1 MP adds +5 to any selected skill for the next hour.
DREAM OF THE STORM
Touch
While this spell is maintained, the target has the ability to spend MPs to get
particular effects. He cannot spend more MPs than the spell's Intensity.
1) 1 MP predicts whether or not there will be precipitation on the following
day. Additional MPs increase the length of the prediction. Weather affecting
spells mean all bets are off.
2) 3 MPs + 1 pt/meter lets you attempt to Command a sylph.
3) 1 MP adds +10 to a selected Agility skill for the next hour.
DREAM OF WARMTH
Touch
While this spell is maintained, the target has the ability to spend MPs to get
particular effects. He cannot spend more MPs than the spell's Intensity.
1) 3 MPs creates a 1d6 Intensity flame at a place you touch. A live target can
try to resist. Extra MPs increase the flame's intensity as follows: 4 = 1d8; 5
= 1d10; 6 = 2d6; 7 = 1d8+1d6; 8 = 2d8; etc.
2) Each MP adds +10 to a selected Perception skill for the next hour.
EVOKE DEATH
Ranged
This spell is to be cast upon a weapon, including natural weapons. When it is
cast, the user must immediately decide which of the three following effects he
wishes to implement. If it is Multispelled, all weapons must receive the same
effect.
1) Spend Intensity equal to triple the number of dice damage done by the
weapon, and the ensorceled weapon always does maximum damage when it hits (for
instance, a handaxe does 7 points instead of 1d6+1). This does not apply to
damage bonuses.
2) Add 2d(Intensity) to the damage done by the weapon upon receiving a special
or critical hit.
3) Add 2d(Intensity) to the damage done by the weapon upon its next successful
hit (only).
EVOKE LUCK
ranged
This spell is often cast on an unwilling target, in which case it is an attack
spell. When cast, the user selects a particular skill. While the spell is in
effect, the results of the target's using that skill are altered, depending on
the Intensity used. Only the named skill (such as "Shortsword Attack" ) is
affected.
Intensity Effect
3 All
rolls but fumbles become normal successes (even critical or special
rolls act only
as
normal successes)
6
Critical rolls remain critical. Special &
normal successes become special
successes.
However, any failure becomes a fumble, instead.
9 Any critical or special roll becomes a
critical success. A normal success
becomes a failure, and any failure becomes a
fumble.
12 Any roll becomes a fumble.
EXPEDITE DESTINY
Touch, but Range must be used.
The target is projected forwards in time, to a limit determined by the spell's
Range on the following table. He disappears and reappears later, in the same
place and condition, along with everything he is carrying. The place where he
is due to appear is visible to magical senses or detection, and can be
dispelled (which precipitates the target's immediate reappearance). An
unwilling target can resist.
Range Time projection
1 1 round
2 1 minute
3 1 hour
4 1 day
5 1 week
6 1 season
7 1 year
8 1 wane
9 1 age
10 eternity
THE JOYFUL BROTHERHOOD
Attack, Ranged
One hostile being is made neutral towards the caster while the spell lasts. The
target won't attack nor issue commands to others to do so. If threatened, he'll
defend himself. If constrained by outside factors, he may act to the caster's
detriment, though still not feeling any ill will. For instance, a hangman is
required by his superiors to hang his prisoners, and will do so. The spell is
mainly for use in turning a confrontation into a neutral situation. The spell's
Intensity determines who can be affected.
2 a member of the caster's species
4 a member of any intelligent species which is
normally friendly to mankind
6 a member of a species which is not normally
friendly to mankind
8 a semi-intelligent or unintelligent animal
10 a member of a chaotic species, or an undead
NIGHTMARE OF HELL
Attack, Ranged
This is an evil spell. It must be cast upon a sleeping victim known personally
to the caster, who must be within Range but need not be visible. It projects
the nightmare of the caster's choice, and knowledge of the target's fears and
phobias is thus desirable. Such knowledge adds 25 to the chance of overcoming
the target's resistance. Intimate knowledge of the target's fears adds 50. If
the victim moves outside the spell's Range, it is instantly cancelled.
Each time the target sleeps while the spell is in effect, he loses 1
CON from
fear and pain. This loss is cumulative. Once the spell is cancelled, he regains
lost CON at the rate of 1/day. Neutralize Magic dispels the Nightmare, but the
CON loss remains till restored. If the target's CON is reduced to 0, his hair
turns white, he goes into convulsions, and dies in his sleep.
ONE WITH BEAST
Attack, Ranged
This spell can only be cast on a fixed-INT creature which is otherwise
complete. It requires an intensity equal to the creature's minimum possible POW
roll (for instance, a POW 3d6 beast requires Intensity 3). If the beast fails
to resist, then while the spell is maintained it will treat you as one of its
own kind. This does not necessarily mean it will be you friend.
ONE WITH CHAOS
Attack, ranged
This is an evil spell. Each Intensity permanently reduces a selected skill of
the target by 1d6.
ONE WITH HUNGER
Attack, Ranged
This is an evil spell. If the target fails to resist, he loses 1d[intensity]
HPs, which are transferred to the caster as MPs. The lost HPs are taken as
evenly as possible from all hit locations. Locations with the most HPs are
drained first. Thus, when attacking an uninjured human, the chest would be
affected first and the arms last.
ONE WITH MOON
Summon
This spell predicts the exact time of the next tide. Each additional 4 points
beyond the first used predicts one further tide into the future. If it is cast
at the exact moment of the Blue Streak, it summons a Selene instead, with a
size in meters equal to the points in the spell. This selene is not under the
caster's control.
ONE WITH PLANT
Ceremony
This spell must be cast upon a plant, and requires 1 point per SIZ of the
plant. The spell keeps that plant, or portion of a plant, alive, despite being
cut, unwatered, etc. Normally used to keep cut flowers alive, or to prevent
fruit from spoiling. Can also be used to keep a plant alive when you know
you'll be unable to water it for a prolonged period. This spell will not save a
plant from being killed by disease or fungus or from being eaten. The elves of
the Islands consider this spell to be the equivalent of Food Song when cast
upon plant food that is about to be eaten.
RESIST [harm]
touch
The exact type of damage resisted must be specified. Thus, there is Resist
Burns, Resist Drowning, Resist Falling Damage, Resist Impales (the latter
resists only the impaling part of an attack), etc. . An incoming attack must
overcome the Resist's Intensity in order to cause harm. Unlike other Resists,
incoming damage only ignores Resist Harm spell if it exceeds it by 10 or more.
In addition, if Resist Harm is at least twice as great as the incoming damage,
it automatically stops it.
SLEEP OF REASON
Touch
This spell requires an Intensity of at least 5. For each hour the target sleeps
while under the effect of this spell, he regains 1 MP, in addition to whatever
he would gain normally. In addition, he is protected against nightmares and
evil dream-sendings.
SONG OF DAWN
self only, but Range is used with it
The caster's face is illumined with the beauty of the Perfect Radiance of
Thella. No being of evil, darkness, or chaos can look upon his countenance and
must fight, launch missiles, or cast spells at the caster as though blind. The
light illuminates an area with a radius equal to the spell's Range in meters,
making it as bright as day. Undead suffer 1d3 damage per round they remain
within.
SPASM
Attack, ranged, instant
If the target fails to resist, a random hit location cramps up and is unusable
for the rest of this melee round. Intensity is not applicable, except to
penetrate defensive magic, however Multispell is quite common. If it is
Multispelled on a single target, then if the same location is rolled more than
once, that location takes 1 damage (ignoring armor) for each additional time it
is rolled past the first.
STUTTERBLADE
Ranged
This spell only affects melee weapons and requires an Intensity equal to the
weapon's maximum damage (not counting impales or other special hits). The
effect is to deliver another attack 1 SR after the strike, with the same chance
to hit as the original blow, and strike the same hit location. This attack can
be parried at half normal chance for success. Damage done is the same as the
weapon, but not counting any magical adds. The second attack cannot impale, but
can do critical damage.
If enough Intensity is used to double the weapon's normal max damage,
then a
third blow can be delivered 2 SRs after the initial strike, and so forth.
TRANSFORM TO [species]
attack, touch
This spell acts like Shapechange (q.v.), but instead of restricting which
creature is transformed, it dictates the species to which the target is
transformed. For instance, Transform to Tree can transform a man, a bear, an
elf, or a horse into a tree. You still need Intensity equal to at least half
the target's SIZ.
TRANSMOGRIFICATION
Self-only
A phantasmal being must be created via Phantom Sight, Sound, Touch, etc. Then
this spell is cast, and it sends the caster's soul into the illusion. His body
remains comatose for the Duration, and he becomes in effect the creature. While
in the phantasmal body, he can cast spells and use appropriate skills (for
instance, a phantasmal creature lacking hands could not wield weapons).
If the illusion is dispelled, the caster is instantly killed.
WARD DAMAGE
ranged
This useful spell requires Intensity equal to the user's CON, and halves all
damage penetrating armor.
Galvosti College of Magic *********************************
Arts - accessed via St. Malkion.
Saints -the only saints acceptible to the Galvosti are Malkion, Hrestol, and
Arkat.
Vows - may not take Adulation, Sacrifice Power, or Shun Tap.
Spells
BAN
Enchant
This is used in an area enchantment. The caster must name the species or
entities banned and must place MPs into the enchantment. A banned entity must
overcome the Ban's points with its own to enter the area. Once inside, it must
attempt the die roll again each melee round or lose 1 MP. An entity with 10+
MPs more than the Ban's points can ignore it.
This spell costs 1 POW per species banned.
CLEAR MIND
ranged
Each Intensity gives the target 1 point of protection vs. spells which act
against INT. For instance, it provides false "free INT" for defending against
Stupefaction; and subtracts 1 from the target's effective INT for recovering
from Befuddle. Other spells that target INT are affected likewise, by raising
or lowering the caster's INT, whichever is most helpful.
The target becomes resistant to all mind- and emotion-affecting spells.
If he
is under a mind-affecting spell with a lower Intensity than the Clear Mind, the
latter masks the former's effects until the Clear Mind is allowed to lapse.
This renders one immune not only to harmful spells, but certain beneficial
spells as well, such as Fanaticism, Telepathy, Erotocomatose Lucidity, and
Mindlink. Mental contact with a familiar or apprentice remains intact.
RESIST DEATH
ranged
Per Intensity of Resist Death, the target can go 1 HP beyond normal death
without actually dying (he is still unconscious, though).
Resist Death does work in the normal Resist manner to try to block
Death
magic; i.e., any spell which causes death directly; such as Sever Spirit, Fang
of Wachaza, etc.; when it attempts to resist the actual number used to kill the
target. For instance, it would try to resist a Sever Spirit by pitting itself
vs. a Sever Spirit caster's MPs (and the target would still suffer 1d6 CON
damage if Resist Death worked), and it would try to resist vs. the damage done
with a Fang of Wachaza.
Hrestoli College of Magic ***********************************
Arts - accessed via St. Malkion.
Vows - May not take Abjure Armor, Abjure Arms, Sacrifice Constitution,
Sacrifice Power, Sacrifice Strength, or Silence.
Spells
BANISH UNDEAD
ranged, instant
This spell affects only on the dead, the undead, and undead magical constructs.
The Banish's Intensity is matched vs. the undead creature's MPs on the
Resistance table, with the following possible results:
Success Level Result
Critical Undead
destroyed, dissolved, etc.
Special If caster
immediately spends 1 POW, Undead is destroyed. Otherwise,
Undead
loses 3d6 MPs.
Normal if caster
immediately spends 1 POW, Undead is destroyed. Otherwise,
Undead
loses 1d6 MPs.
Failure No effect
Fumble Undead receives
MPs equal to Banish Intensity
DRAIN SOUL
attack, ranged, instant
If the target fails to resist, he loses 1d(Intensity) MPs.
DRAW SOUL
Attack, ranged, instant
If the target fails to resist, 1 MP is transferred from him to the caster. This
spell is normally cast with stored MPs, for obvious reasons.
FALSE ARMOR
ranged
This spell gives the target 1 mock hit pt per Intensity in each hit location.
These "extra" HPs are destroyed by incoming attacks, point for point. False
Armor must be destroyed hit location by hit location, and are located "under"
any armor worn.
NEUTRALIZE ARMOR
ranged
This spell is cast on a weapon. When the weapon strikes home, the Intensity of
the Neutralize spell is matched vs. the target's APs. If the spell succeeds,
the enemy's armor does not protect vs. that blow. The value of the Neutralize
must be at least half that of the armor in question. Casting Neutralize Armor
on a bow is useless, unless you physically strike the foe with your bowstave.
It can be cast on arrows or quarrels, however.
SHIELD OF FAITH
Ranged
This spell must be cast on a shield, and requires Intensity equal to the
shield's ENC. It causes all special parries with that shield to protect at
double normal armor points.
SUPPRESS PAGANISM
attack, ranged
The target's chance to cast spirit spells is reduced by 5 percentiles per
intensity.
SUPPRESS PRIESTCRAFT
attack, ranged
The target can cast no non-ritual Rune spells unless he expends 1 MP per
Intensity of the Suppress spell during the casting. MPs that would normally be
spent anyway (such as in a Heal Wound) count towards the total needed. In
addition, the extra MPs do count towards boosting a spell to blast through an
opponent's defenses.
Kralorelan Sorcery ***************************************
Mysticism
Many Kralori use Mysticism instead of, or in addition to, Sorcery.
Arts - use Art Vows for the basic arts of Intensity, Multispell, and Range,
then Study for all remaining Arts.
ATTUNE MAGIC FLOW
Ceremony
Requires points equal to the caster's POW. It doubles the chance of his POW
increasing with a successful POW gain roll, but must be continuously in effect
from before he gets the POW check until after the POW gain roll is made.
BLADE OF PUISSANCE
Touch
Creates a brilliant sword of emerald-hued energy which does 3d(Intensity)
damage and has 15 AP for parrying (but can't be broken). If the target drops
the blade, it dissipates.
GEM OF REALITY
Summon
This Summon produces a fist-sized stone resembling a gigantic pearl. For each
point in the spell, the caster can put 1 MP into the gem, which can be used to
power other spells. When the spell lapses, the jewel evaporates, along with any
unused MPs.
VOYAGE TO THE MAZE OF LONG SHADOWS
Attack, instant
If the target fails to resist, he is immediately bodily transported to the
dreaded Palace of Eleven Pylons, a place lit only by a dim blue light. The
wretched victim wanders through this tenebrous edifice for 1 melee round per
Intensity. Each round spent here, he has a 10% chance of meeting one of the
Palace's hideous insectoid servants. Simulate such an encounter with a 1d100
roll -- the target also rolls 1d100, adding his Special Success chance in his
highest weapon or sorcery skill. High roll lives. A dead victim's corpse
reappears wrapped in silk.
MOCKERY OF REALITY
self only
This spell requires Intensity equal to at least half the caster's SIZ, and it
transforms him into an inanimate object. He cannot cast spells or perform any
actions while transformed, and can only see in one direction, having no "head"
to turn. He has no need to eat and drink and has all the normal characteristics
of any article of its class; thus, if he is a goblet, he could be shattered and
thus killed. He can drop the spell at any time.
The basic spell lets him turn into an object with a SIZ equal to his own. He
can divide this total by twice the amount of "extra" Intensity used in the
spell. Example, a SIZ 12 caster who used Intensity 8 could mimic an object as
small as SIZ 3. Intensity 6 is used just to cast the spell, and then his size
is divided by twice the remaining 2 points.
PREVARICATION
touch
The target is normally an inanimate object. The spell can be dispelled, but
this must be done before any other spell on the object can be countered.
Effects vary with Intensity.
3 Allows caster to create a false history for the object (making it
appear
non-magical, if desired) to foil information-gathering spells.
5 Makes the object appear to have another spell on it (caster's choice)
7 Target is a being, whose POW and MPs can be made to appear anything
desired.
Used to fool Mystic Vision, Second Sight, etc.
9 Makes an object indetectible and impenetrable by any form of detection
magic.
11 One living or undead being is given a new identity, though he is
unchanged
physically. Detection spells cannot reveal his true nature, nor can Domination
force him to do so.
TRUE SIBLING
Touch, but Range must be used
Intensity equal to half the target's SIZ is required. The target is "cloned"
while the spell lasts. All HP and MPs are divided evenly between the clone and
the original. His weapons and armor are the same, as are other stats and
skills. If the clone moves further than the spell's Range from the original, it
vanishes.
A dispel magic cast at the clone (but not the original) causes the
replica to
vanish. When the spell expires or the clone is dispelled, the caster adds the
HPs and MPs it had left onto his own. The target & clone possess no mental
link, but the clone knows everything he knew up until the spell was cast, so if
he had a plan in mind before creating the clone, it can attempt to fulfill its
part of the plan. The clone is aware that it is a temporary magic construct.
WALL
Instant
Creates a wall which moves away from the caster at 2m/sr until it has reached
the spell's Range (when it dissipates), or until it encounters a major
obstruction (a turn in a passage, a pit, building, etc.) A wall does damage for
one round to those it strikes, then passes on.
A wall is 3m high and 1m thick. It is 1m wide per level of Multispell
used,
but may be made smaller. It blocks all physical blows and missiles, and acts as
a shield against spells as well.
If two opposing walls meet, a D6 is rolled for each; the one with the
highest
score continues, while the loser is dissipated. A tie halts both in place and
further rolls are made each round till one wins. Each wall normally defeats one
other type of wall, against which it has +2 added to its D6 roll. Intensity
does not help a wall survive such a conflict.
Type of Wall Effects
Knives [defeats Stings]
Target takes (Intensity x 2) damage which can be
parried, but not
dodged.
Armor is effective.
Calm [defeats Wind] All
living beings are calmed, and must succeed in an
INTx5 roll (once
per
round) before they can take any action. Subtract the spell's
Intensity
from their
Intelligence
before attempting the die roll.
Fire
[defeats
Ice] Target is engulfed in fire doing 1d(Intensity) damage to
each hit
location,
and all flammable objects touched are set alight. Armor helps vs.
damage,
but
target may remain aflame after the wall passes, doing 1d6 damage per
round
ignoring
armor till the fire is extinguished.
Hunger [defeats Blades]
This rolling avalanche of ghostly teeth, sucking
mouths, and staring
eyes
does Intensity damage ignoring armor.
Ice
[defeats
Water] Target takes 1d(intensity) damage and is frozen (all
skills halved
until
he rolls CONx1).
Mist [defeats Hunger]
Target loses Intensity MPs.
Poison [defeats Calm]
Target takes 1d(intensity) damage and 1d(intensity)
more each round
a
CONx5 fails; must keep trying till he succeeds.
Stings [defeats Mist]
Target is poisoned if he fails to resist its Intensity
with his CON. Then, he needs some kind of poison treatment within his CON in
rounds or he dies.
Water [defeats Fire]
Target takes drowning damage of 1d(intensity) each round
a CONx5
roll
fails; must keep trying until he rolls CONx1.
Wind [defeats Poison]
Target must try to resist the wall's Intensity with his
STR. If he succeeds, he takes 1d(intensity) buffeting damage to a random hit
location. If he fails, he takes the damage and is knocked sprawling, carried
along with the wall, and must roll again next round.
Lunar Magic *********************************************
Arts - accessed via Art Vows.
This is an unusual sorcery variant. The sorcerer is tied to cyclical magic, and
is able to utilize Lunar elemental magic. Only Lunar sorcerers can use Lunar
elemental magic.
Phase of the Moon Effect on Sorcery
Full Moon Use skill/5 to
determine Art levels per spell
Half Moon Use skill/10
to determine Art levels per spell
Crescent Moon Use
skill/20 to determine Art levels per spell
Dark/Dying Moon Use skill/50 to determine Art
levels per spell
A Lunar sorcerer can take a specialty. A Lunar specialist casts his specialty
spells as if the Moon was one phase "better", and he casts his non-specialty
spells as if the Moon was one phase "worse". During the Full Moon, he casts his
specialty spells at skill/3. During the Dark or Dying Moon, he can use only a
single Art level on a non-specialty spell.
New Art: Lunar Magic -a sorcerer who joins the cult of the Red Goddess (q.v.)
automatically gains this new Art, which lets him manipulate spirit spells. The
sorcerer needs as many levels of Lunar Magic as the highest of any other Art
used. Each level of Range increases the spirit spell by 50m of distance.
Phase of the Moon Effect on Sorcery
Full Moon Each Art can be up to the sorcerer's
Free INT in size. I.e., a
priest with Free
INT 10 can use both Intensity 10 and Multispell 10.
Half Moon The total Art levels used may not
exceed the caster's Free INT.
Crescent Moon As above, plus only one Art may be
used.
Dark/Dying Moon No spirit magic manipulation is possible.
New Art: Time - this art affects the spell it is cast on by delaying the time
it takes effect. The spell is cast normally. If it successfully overcomes any
resistance rolls, countermagic, etc., it then does not "go off" until a certain
time later, depending on the number of Time levels used. When the spell is
cast, the user states exactly when the spell will take effect, at any time up
to or including the delay he has ensorcelled. For instance, with 3 levels of
Time, he could name any delay up to an hour.
When the spell finally takes effect, it bypasses all countermagic and
resistance rolls and directly affects the target, no other rolls necessary.
Time levels Delay
3 1 round
4 1 minute
5 1 hour
6 1 day
7 1 week
8 1 season
9 1 year
10 1 wane
11 1 age
12 eternity
Non-Sorcerers -an individual who joins the Red Goddess's cult but who has not
learned the Arts gets Lunar Magic, plus limited access to the Arts, which he
may use only to manipulate spirit spells. If he later learns the arcane Arts
properly, he can manipulate both spirit magic and sorcery.
Vows - may not take Abjure Rune Magic, Flee [element], Shun [Element] (except
for Shun Storm),
LUSTROUS MISSILE
Touch
This spell requires Intensity 6 and may only be cast upon a missile with a
striking head of pure silver. When the weapon is loosed, the silver part is
consumed by a glowing blue light. If the missile hits the target, the blue
light deals the caster's POW in damage to the location struck, and then
dissipates. The missile cannot impale, but a critical does ignore armor.
Henotheistic Church of Otkorion ***************************
Arts - accessed via "St. Arkat". Once initiated into his cult, magic works
quite differently. There are no Arts - or, rather, all arts are accessible to
the user, up to his skill and Presence limits. However, learning each different
sorcery spell costs 1 POW, as it is accessed like a Rune spell. Sacking the POW
gives the Aeolian 1d6+Magic bonus in the spell, or a minimum of 1.
Vows -may not take Abjure Rune Magic, Flee Storm, or Shun Storm. Shun Tap must
be the 3rd vow.
Lore Mastery - Speak Stormspeech, Sword Attack, Hide, Jump, Listen,
Orate, and
Scan give 1 Presence. Read/Write Stormspeech gives 2 Presence.
New Vows
・ NEVER SPEAK TO NON-STORM (1): only converse with people who are initiates of
cults allied to Orlanth, or with their underage children.
・ THE GREAT VOW (3): only converse with people who are initiates of Orlanth
himself (or an acceptable equivalent) or their underage children. Orlanth
variants are legitimate, so a worshipper of Entekos or Kargzant is out, but
initiates of Humath or an Aeolian (but not the Praxian Storm Bull) are
legitimate.
LAWSPEAKER (1): may only be taken by those who have a Human Lore of 50+ and St.
Lhankor Mhy as patron. The sorceror must attend and arbitrate all matters of
law when asked.
Adept Membership- an Otkorion sorcerer may not become an Adept until he has
vowed Shun Tap and has three patron saints.
Perfecti *************************************************
Arts- accessed via Study.
Saints - only Malkion & Hrestol are acceptible to the Perfecti. But Malkion is
not used to gain Arts.
Vows - may not take Adulation.
Reformed Hrestoli *************************************************
New Spells
ASSESS CHARACTERISTIC
This spell allows you to discover the level of a person's characteristics. When
cast, the sorcerer must specify the characteristic being measured. Intensity
affects the spell's result:
Intensity Result
1 tells you whether it is greater, lesser, or equal to the average
for his
species
2 tells you whether it is greater, lesser, or equal to the
caster's identical
stat.
3 tells you the current value including magic additions
10 tells you the exact stat, as well as the
amount of magic additions
ASSESS SKILL
This spell allows you to discover the level of a person's skills. Intensity
rules the effect.
Intensity Result
1 tells you whether it is greater than the base chance
2 tells you whether it is greater, lesser, or equal to your own
score in that
skill.
3 tells you the exact percentile score.
Rokari College of Magic *************************************
Arts - accessed via St. Malkion.
Vows - may not take Sacrifice Power. Abjure Armor gives +1 Presence. Celibacy
gives +2 Presence.
New Vows
・ ABJURE KNIGHTLY ARMS (1): like Abjure Arms, but permits you to use staffs,
daggers, and other un-military arms. If you later take Abjure Arms, this lesser
vow is subsumed (and you only get 2 total Presence).
・ ABJURE METAL ARMOR (1): like Abjure Armor, but permits you to wear leather,
wood, or other non-metal armor. If you later take Abjure Armor, this lesser vow
is subsumed (and you only get 2 total Presence).
・ GREAT RITUALS (equal to High Vow): you must spend an hour in preparation
before casting any spell. If you already have Rituals, it is subsumed into this
vow (and you only get total presence equal to your High Vow).
New Art: Banish -this Art is used to cancel another spell. For each level of
Banish, 1 point of the defending spell is cancelled. To use this Art, you
actually cast the very spell you wish to dispel (but it does not take effect).
You need sufficient Range to reach the offending spell (even if the spell being
cast is normally Touch). Banish can be Multispelled to affect a number of
defending spells. Example: Rokar the Rokari uses Banish 2 on a foe's Resist
Magic 6. The foe's spell is reduced to Resist Magic 4.
When a spell is Banished, the owner notices at once, and will even awaken if he
sleeps.
Special Spells
BANISH UNDEAD (see Hrestoli)
BLOCK PAGAN
attack, ranged
Has no effect on non-shamans. If the shaman fails to resist, and the intensity
of the spell is equal to or greater than the fetch's MPs, the shaman's fetch is
severed from him, and can take no actions until Block Pagan expires. If the
shaman is on the spirit plane, he cannot return to his body until Block Pagan
expires.
If the fetch's MPs exceed this spell's intensity, the fetch is blocked from the
shaman for one melee round per Intensity.
DAMPEN DAMAGE
ranged
This spell is cast on a weapon, and requires Intensity equal to the weapon's
minimum damage roll. For instance, a broadsword (1d8+1) requires Intensity 2. A
poleaxe (2d6+2) requires Intensity 4. The affected weapon's weapon's damage
roll is always the minimum possible. Bonuses for special hits or magic add
normally. For instance, a Dampened scimitar that impales does 3 + 1d6+2 damage.
A Dampened rapier with Truesword does 2 + 1d6+1.
NEUTRALIZE DAMAGE
touch, instant
Heals damage to a hit location as per other Neutralize spells. The Neutralize
Intensity must be at least half that of the damage, as with other Neutralize
spells.
QUEST
Ceremony, Attack
When the ceremony is finished, the spell is cast vs. a particular opponent.
Since it takes an hour to cast, like any other ritual spell, Range or
long-distance vision spells may be useful to affect targets. If the target is
overcome, the caster names a particular task he wishes to force the victim to
perform. If he does not proceed with the task, he loses -5 from all 1d100
chances of success until he starts back on the task again or this spell ends.
For each additional point in the spell beyond the first one, he loses an
additional -5 per day he is dilatory, until he reaches the maximum loss of -5
per point in the Quest.
SUPPRESS PAGANISM (see Hrestoli)
SUPPRESS PRIESTCRAFT (see Hrestoli)
WREST MAGIC (see Brithini)
Sedalpist College of Magic *********************************
Arts - accessed via St. Malkion.
Vows - May not take Sacrifice Power or Shun Tap. Never Kill a Human gives +2
Presence
New Vows
・ GREAT RITUALS (equal to High Vow): you must spend an hour in preparation
before casting any spell. If you already have Rituals, it is subsumed into this
vow (and you only get total presence equal to your High Vow).
・ PARTIAL VEGETARIANISM (1): forbids eating the flesh of warm-blooded animals
(only). If you later take Vegetarianism, this lesser vow is subsumed (and you
only get 2 total Presence).
・ VEGAN (3): you are required to be a vegetarian and in addition must avoid
milk and other animal products. If you already have Vegetarianism, that vow is
subsumed (and you only get 3 total Presence).
Spells
COUNTERCONCEPTION
Attack, ranged
This spell requires an Intensity at least 1/3 the target's CON. If the target
fails to resist, he or she becomes totally infertile until this spell is
cancelled.
POISON TROLL
Enchant
Each point infects 1 ENC of any foodstuff with a poison that affects only
trolls and their kin. Any troll which eats a full ENC of an affected food
ingests a potency 20 poison. Ten minutes after ingesting, he must match his CON
vs. the poison. Success means he takes 10 pts of damage. Failure delivers a
full 20 points. If the troll eats only part of an ENC, pro-rate the poison.
The poison is odorless and tasteless, but the enchantment can be exposed by
Detect Magic, Second Sight, or similar spells.
This spell costs 1 POW to cast.
SENSE DETECTION
ranged, active
Upon concentrating, the caster becomes aware as to whether or not the spell's
target is currently targeted by or is being detected by any sensory spells.
SLUMBER OF PEACE
attack, ranged
If the target fails to resist, he matches the Intensity vs. his CON. If he is
overcome, he falls asleep. Otherwise, he is stunned for one round and can take
no actions. A sleeping target remains so until awakened by being injured,
splashed with water, etc., or the spell lapses.
SMITE [non-human]
Ranged
Must be cast upon a weapon, and requires Intensity equal to or greater than the
weapon's maximum damage roll, not counting specials. All damage done by that
weapon to the target species that penetrates armor is doubled. Thus, if Smite
Slarge were cast on a greatsword, which then hit a Slarge with 10-pt armor for
14 pts of damage, the 4 pts that got through would be doubled to 8.
WITHER ELF BOW
attack, ranged, instant
This spell is only efficacious vs. magic elf bows. If the caster overcomes the
bow's magic points, the bow takes 1 pt of damage per Intensity. Defensive
magic, such as Protection, Resist Damage, Shield, etc. all lower the damage
done.
Stygian College of Magic *********************************
Arts - accessed via "St. Arkat". Once initiated into his cult, magic works
quite differently. There are no Arts - or, rather, all arts are accessible to
the user, up to his skill and Presence limits. However, learning each different
sorcery spell costs 1 POW, as it is accessed like a Rune spell. Sacking the POW
gives the Stygian 1d6+Magic bonus in the spell, or a minimum of 1.
Vows -may not take Abjure Rune Magic, Flee Darkness, Never Kill a Human, Shun
Darkness, or Vegetarianism.
New Vows
・ EAT ONLY ALDRYAMI (4): may eat only Aldryami, dead or alive.
・ EAT ONLY BURNT FOOD (1): all solid foodstuffs must be cooked, even the
smallest leaf.
・ GLUTTONY (1): must ritually devour five or six times the normal amount of
food daily. Sometimes results in an increase of SIZ over time, and often a
decrease in CON as well.
・ DEVOTION (3): must attend a selected temple at least 1 day a week,
preventing long distance travel (or requiring the Teleport spell). This vow may
be repeated, for the same or different temples, but must be a different day
each time, of course.
・ ILLUMINATION (varies): gain 1 presence for every 10% progress towards
Illumination he has. Once illuminated, this Vow becomes static. The Presence
gained for it does not go away, but it no longer increases.
・ NEVER KILL A TROLL (2, or 3 if you have never killed a troll): Trollkin do
not count as trolls.
Spells
BOOST [elemental]
ranged
This spell must be cast on an elemental. The spell's Intensity is added to the
elemental's hit points. If the spell lapses, the extra hit points vanish,
possibly destroying the elemental.
PROJECT DARKSENSE (as per other Project [sense], but for Darksense)
SEE RUNE MAGIC
ranged, instant
Informs the user as to what Rune magic the target knows. The target cannot
resist, but defensive magic can block the effect. Use the following chart to
determine the effect.
1 Only the presence or absence of Rune magic is sensed.
3 At least one major Rune of the spells involved is sensed.
5 The total number of points
of Rune magic is perceived.
7 All the Runes of the gods
involved are perceived.
9 The names of all the spells
known are perceived.
This spell only detects spells known by the target, not spells in effect. It
does not detect "one-use" spells that have been been cast.
SHADE CLOUT
Ranged
This spell only affects blunt weapons, and turns it translucently black. When
the weapon strikes a hit location, an amount of damage equal to a third of the
spell's Intensity ignores armor.
SHUDDER OF DARKNESS
Ranged
This spell only affects blunt weapons, and causes said weapon to leave a dark
"trail" behind as it is swung through the air. If the weapon penetrates armor
to cause injury, match the spell's Intensity vs. the location's normal full hit
points (after damage from the blow is calculated) on the Resistance Table. If
the spell wins, the location is disabled as if at zero hit points.
TRIUMPH OF DARKNESS
Ranged
This spell affects only blunt weapons, and turns the weapon pitch-black and
non-glossy. If the weapon penetrates armor to cause injury, match the spell's
Intensity vs. the target's remaining general hit points (after damage from the
blow is calculated) on the Resistance Table. If the spell wins, the victim is
knocked unconscious. Each time he receives Healing, he can awaken with a
successful CONx5 roll, or a successful First Aid will waken him in any case.
This spell can be combined with Shudder of Darkness.
Vadeli College of Magic ************************************
Arts- accessed via Study.
Vows - may not take Abjure Armor, Abjure Arms, Adulation, Celibacy, Never Kill
a Human, Shun Harm, Shun Immortality, or Shun Tap.
Spells
DRAIN [characteristic]
Attack, touch
Works like Tap, except the caster gains HP, which may be applied per location
or as general HP. It is morally and ethically considered identical to Tap.
Valkarist College of Magic ********************************
Arts - accessed via St. Malkion.
Vows - may not take Sacrifice Power or Silence.
New Vows
GREAT RITUALS (equal to High Vow): you must spend an hour in preparation before
casting any spell. If you already have Rituals, it is subsumed into this vow
(and you only get total presence equal to your High Vow).
Spells
BAN (see Galvosti)
HAND OF DEATH (see Boristi)
Waertagi Sorcery ***************************************
The Waertagi have always had a very pragmatic approach to their magic. They
believe in no afterlife, and worship sea gods in addition to Malkionism. Their
magic has evolved along its own lines, and now has many differences from
conventional sorcery, including many unique spells and at least one unique Art.
A Waertagi sorcerer has a host of very unusual spells -- they have been "out of
the loop" with respects to mainstream sorcery for many centuries, and so their
sorcery has evolved along rather different lines. Very few of their spells work
exactly the same as the "normal" varieties. They're often specialists to
enhance their ability in those spells they prefer.
Arts- accessed via Study.
New Art: Immersion -this Art may only be used if the caster's skin and hair are
wet with seawater. Each level of Immersion is added to each other Art used in
the spell.
Example: Darkdemon the Waertagi, soaked by spray, casts Dominate Human at the
crew of a fleeing ship. His skill of 98% gives him 10 levels of Art. He applies
Intensity 1, Range 1, Multispell 1, and Immersion 7. The latter adds +7 to his
Intensity, Range, and Multispell, so he affects 8 targets each with Dominate
Human 8 at Range 8 (2.5 km).
Immersion seems rather unfair to most sorcerers.
New Spells
STINGRAY
Ranged
This spell only affects slashing or impaling melee weapons. The weapon
continues to do normal damage, although all its damage is considered magical
for purposes of hitting appropriate targets (such as shades or werewolves).
On any hit penetrating armor, the weapon becomes stuck in the wound.
The user
has the option to rip the weapon out, which causes an additional 1d6 damage
ignoring armor, or he can drop it, in which case it acts as if the weapon had
received an impale result and stayed stuck in the wound.