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Started by IO11085
Tue, 11 Aug 1992 10:33
Sorcery Grimorie
Author: IO11085
Date: Tue, 11 Aug 1992 10:33
Date: Tue, 11 Aug 1992 10:33
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133497 bytes
**SHA
**Temani Sha
Free the Accursed Body, Gen.
Touch, Inst.
Cancels the effects(short of death) of a malign Sha spell if you
can match the level of the spell on die+level.
Charm Against Putrefaction, 5
Touch, Moon/Perm
Prevants decay of a corpse.
Bind Wound, 10
Touch, Inst.
A wound is sealed by magical means, stopping and bleeding.
Gentle Touch of the Purified Body, 15
touch, Inst
Stops the progression of any disease of typical strength. It does
not remove damage that has already occured nor cure such dread
diseases as leprosy.
The Healing Touch, 15
touch, Inst.
The person touched recovers one body level.
Restoration of the Defiled Body, 25
Touch, Inst.
Removes the crippling or malignant effects of poison, disease or
premature aging. The effects of natural aging can not be undone
by this or any other spell.
The Severed Limb made Whole, 25
Touch, Inst.
A limb which has been severed from the body can be reattached,
but any decay that has occured to the limb, remains after it has
been reattached. After one day the limb is week, after 7 days it
is nearly useless and infects the player, after 14 days it is
totally useless.
Incantation of the Body Made Whole, 40
Touch, Inst.
Heals all damage to the human body at the rate of 1 body level
per 30 seconds. The caster must maintain concentration during the
entire time the spell is working.
Curse of the Ravenous Swarm, 25
1 mile, Moon, Ritual, Makor, Tupopula
Calls a pestilence upon an area, destroying plant life and
fields. The pestilence will not extend past the one square mile,
and at the end of the spell's duration, the insects all die,
leaving many thousands to rot.
Creating the Magical Mannikin, 10
Near, Sun/Inst., Hasara, Halapatari
Turns a small precreated mannikin into a link to the targets body
identical to that provided by a piece of their body,taking on an
almost exact miniature likeness of the individual.Appropriate
forms depending on the material from which the mannikin is
originally made. Their are rumors of versions of this spell
which mimic their target to the extent that they change forms to
copy the current form(Perm max duration)
Blessing the Union, 25
Touch, Sun/Moon, Ritual
Cast upon a man and woman, this spell insures that their next
union will bear fruit (i.e. the woman will become pregnant) if
such union takes place within the spell's duration. Furthermore,
the child will be born healthy and whole, and will display a good
resistance to normal childhood aliments. The spell can overcome
most causes of infertility, including a Curse of the Barren
Years, and most natural causes, but it cannot make a woman past
the age of childbearing fertile again.
Usury of the Body, 25
Touch, Sun./Instant, Makor
The caster "borrows" any one physical characteristic from the
target, who must be willing. The target will have a score of 0
in the borrowed characteristic for the duration of the spell, and
the target's original score is added to the caster's normal
score. The caster chooses which characteristic is taken, but
the target must be willing to lend that characteristic, or the
spell will fail.
Strength of the Bear, 25
Touch, Sun./Year
Adds +25 to the target's Strength for the duration of the spell.
Sustenance of the Heart, 25
Body, Sun.
Allows the target to go without food and water for one day. Using
this spell repeatedly for more than a week is very dangerous.
Curse of the Barber's Neglect, 30
Near, Concentration
Targets head and body hair grows at a rapid rate, getting in the
way and cramping clothes. The target suffers -5 to all physical
actions and perceptions per round, cumulative.
Restore the Bounty of Flesh, 30
Body, Year, Ritual
Reduces the age of the caster, effects lasting one year. At the
end of that time, normal aging rolls are made and applied, though
this spell can be cast again to offset some of the effects of
aging. Thus, an aging botch will still kill someone protected by
this spell.
Making of the Child Unborn, 35
Near, Sun/Inst
Causes the target, who must be female, to become pregnant; it
literally creates a embryo inside the woman's womb, to be born 9
months hence. The child will be reasonably healthy (unless the
caster desires otherwise and uses a Makor requisite), but is
otherwise like any other child.
Hummingbird's Speedy Flight, 35
Touch, 1 minute
Doubles the targets speed, both for actions and movement. Upon
completion of the spell, the target loses a fatigue level (long
term) and must make a constitution roll or lose a second. If the
constitution roll is a botch, the target falls unconscious and
suffers some permanent physical mark of aging, such as some white
hairs or wrinkles. On a double or triple botch, the target will
gain decrepitude points or actually make 1 or 2 aging rolls.
Healer's Ring, 70
Spec, Ring, Ritual
Creates a ring 7 yards across. Every round, every person in can
make a constitution roll to regain a body level. Useful for
pitched battles.
**Hasara Sha
Physican's Eye, 5
Sight, Inst.
Determines the health of a single person. Specific Inflictions
appear to you as areas of yellow on the person's body. A medicine
+ Perception roll is necessary to determine what the specific
affliction is.
Revealed Flaws of The Mortal flesh, 10
Sight, Inst.
You are able to find any medical defects in the person or being
that yo examine.
Sight of the True Form, 10
Sight, Inst.
You see the true, original form of any being whose form has been
changed or masked.
The Inexorable Search, 20
100 miles, Conc.
Determines the location of a specific being. To cast this spell,
you need a map, and something intimate to the person sought.
After this spell is cast, you can move your finger (or other
locus) over the map at the rate of 1 hour per square foot. When
your finger passes over the area of the map where the person is
located, you feel their presence. You can locate the person to
withing a thumbwidth on the map. Thus a map witha larger scale
provides more information. Each casting of the spell allows for
the searching of one map.
Tracing the Trail of the Death's Stench, 25
100 miles, Conc.
As The inexorable search but allows you to find a corpse. You
must have something intimate to the being.
The Eye of the sage, 25
100 miles, Conc (1 hour), kanaki
Lets you see the specified person and what is within one yard of
that person. The image is clear enough to allow reading. The
vision lasts for an hour or until concentration is broken. To
cast this spell you need something intimate with the taregt or an
arcane link.
Sparrow's Southward Call, 10
Body, Sun./Year
The caster always know which way is south and which way his or
her home is at all times, even if knocked unconscious or
after sleeping. The caster must know these directions before the
spell is cast, or the directions indicated will be as faulty as
the caster's ideas of the directions at the time of the casting.
Nose of the Wolf, 15
Body, Concentration
This spell analyzes smells in the air. It allows (with
concentration rolls) tracking by smell with a quality similar to
a wolf. It requires casting requisites for appropriate forms to
analyze smells on object. For example, Gari would be needed to
analyze smells left on the earth.
Seeking the Elusive Being, 15
Special, Sun./Year
Traces a particular kind of animal, allowing the caster to find
the closest specimen within a day's travel. If, at the
expiration of the spell, the caster has not found the animal, he
will gain some idea of how far away the animal is. If the animal
is found before the natural expiration of the spell, the spell
ends anyways (so it does not allow one to continue tracking the
animal).
Eyes of the Lowly Beast, 15
Special, Concentration, Kanaki
Caster can sense through the senses of an animal. Thus, though
the animal may not be able to understand speech, the caster,
hearing the sounds, could. Range is Near to cast the spell, 10
miles once the spell is in effect.
Assassin's Eye, 20
Near, Sun/Year
You sense the location and general body position of every person
in range.
Useful for avoiding ambushes in the wild, though the sense may be
too overloaded to do you good in a city. Also good for finding
invisible people.
The Running Mannikin, 25
Touch, Sun, Hori
Once again animates the mannikin,but instead when placed upon the
ground it will run off towards the person it is linked to by the
most direct route unless it was placed upon his tracks in which
case it will follow those.
The mannikin at full sprint moves at effectively a brisk walk and
it can leap gaps up to a pace wide.When it reaches the target it
will leap onto his leg and hug the person tightly until pried
off.
Animating the Magical Mannikin, 35
Touch, Sun/Perm., Hori
A variant of the inexorable search,using the above spell either
from the person directly or from a previously acquired physical
link,it animates the mannikin.When the mannikin is placed upon a
map representing the targets location it comes to life and walks
to the point on the map where the person it is linked to is.For
the duration of the spell it moves around the map following their
movements exactly.Should the person leave the map it will walk
continuously around the edge until it remeets its counterparts
position and then will follow again.Should the mannikin be
removed from the map the spell will end and will need to be
recast.
**Halapatori Sha
Eyes of the cat, 10
Body, Sun
You gain the eyes of a cat which allows you to see in darkness
(but not complete darkness).
Disguse of the New Visage, 15
Body, Sun/Year
Your facial features are transformed to any approximately of
human configuartion.
Preternatural Growth and Shifting, 20
Body, Sun/Year
Adds +1 to your size or decreases it by 1 or 2 points.
Curse of the Glutton, 30
Sight, Sun./Perm.
Turns a person into a pig. Casting requisites: various forms for
any accouterments you choose to transform.
Gift of the Bear's Fortitude, 30
Body, Sun/Year
Your flesh becomes resistant to physical damage. Your flesh is
tough and insensitive, -10 to all rolls that require sensitivity
or dexterity.
The Silent Vigil, 30
Self, Spec, gari
You can move into and become part of a rock formation that is at
least twice your size. While in the stone, you can hear what is
going on around you, but cannot use any of your other senses. The
spell lasts until you come out, and you must come out where you
came in. While inside the rock you have no need for food or
drink, though you do age. Healing takes twice as long.
Stance of the patient tree, 40
Self, Sun./Perm, Tupopula
You turn into an oak tree about 1 foot thick and twelve feet
tall.
Form of the Wizard's Desire, General
Self, Sun./Permanent,
Allows the sorcerer to assume the form of any beast or bird, of
the type specified at the time of casting. The form may be any
that the caster could get with a halapatori Sha spell of 5 levels
lower, if the caster has some part of such an animal, or half the
level, if he does not.
Voice for the Beasts, 20
touch, Sun
Transforms the Vocal cords of a beast to allow intelligible
speech. It does not transform the mind of the beast however.
Requires a finesse roll of 9+ for a perfect human voice. Other
wise the amount the roll is missed by counts as a negative spell
modifier.
Restoring the Original Form, Gen
Near, Inst, Hasara
Returns a transformed person to their natural form. You must
match the level of the transformation spell on die + level;
success cancels it. The Hasara component is to work out what
that form is.
Crafting the Sad Remains, 10
Touch, Concentration
The caster can shape bone touched as if it were clay. The
quality of the work depends entirely on the caster's appropriate
craft skills.
Enchantment of Intoxication 15
Near, Instant,
Changes a small percentage of the target's blood into wine, not
enough to kill him, but certainly enough to make him drunk.
Doppleganger, 10
Body, Sun./Year
Allows the caster to alter his voice into any human sounding
voice.
Mold the Living Clay, 15
Touch, Sun./Permanent
The caster can shape the targets limb like clay so long as the
caster concentrates. The limb (including skin, muscle, and
bones) can be shaped in any way, and the blood in the limb ceases
to flow while the shaping is taking place. This spell will
greatly help the caster heal a damaged or wounded limb,
giving +30 to the caster's Chirurgy roll. The target will feel
no pain while the shaping occurs, but will feel other sensations,
and the sensation of the limb being warped and molded.
Disguise of the New Body, 20
Body, Sun./Year
Allows the caster to alter his body into any configuration of the
same size. Sex may be altered, but the sexual apparatus is
non-functional for reproductive purposes.
Disguise of the Stolen Form, 25
Body, Sun/Perm
Essentially an advanced form of Disguise of the New Visage, only
more limited. The caster is transformed into an almost exact
physical replicate of the target, a piece of whom is used in the
spell. Physical characteristics are replaced by those of the
target. Perception and presence are refigured on the average of
the two individuals, rounding down.
Bloodfires, 45
Near, Sun, Gari
Turns the target's marrow into molten lead. They get to soak +40
damage with Size+constitution every round, plus extremely
painful! Useful for those times when you don't just want to kill
them; you want to hear them scream first.
Basilisk's Hideous Gaze, 45
Sight, Sun/Instant, Gari
The target of this spell is turned to solid granite, instantly.
The target gets one chance to resist, with a constitution roll.
The target will look like a very finely crafted statue. Any
changes (eg carvings, cracks, breaks, etc.) to the statue will be
reflected on the target as wounds when the spell ends. Such
wounds will begin healing normally as soon as the spell ends.
Molding the Fluid Form, 60
Self, Sun./Instant
The caster gains the ability to change his shape at will,
choosing any form he wishes, either to duplicate another form or
to take an entirely new form. The caster only changes form, not
material, so the caster is limited to materials carried at the
time of transformation, and the caster's own body materials.
The caster must concentrate to change form, and if the form is
particularly alien or difficult (arbiter's judgement), the
caster must make an additional fatigue roll when the change is
made. Casting Requisites: Appropriate form for accoutrements.
If the caster lacks requisites for any form, that form may not
be transformed with the caster.
**Makor Sha
Rusting the Unnatural Armor, Gen
Near, Inst
Cancels the effects of a body-enhancing Sha spell (of other than
'instant' duration) which has been cast on the target. You must
match the level of the spell to be cancelled on die + level.
Grip of the Choking Hand, 10
Near, Conc.
The target feels an invisible, choking hand around his throat.
Each round a save vs. constitution or lose a body level.
Dust to Dust, 15
near, inst.
Turns a dead body into dust in to rounds. It does not work
against undead possessed by spirits.
The Wound that Weeps, 15
Near, Inst.
Opens a bleeding wound on your target. This is a serious injury.
Sense Steal, 20
near, Inst.
Takes away one of the target's senses. Ususally leaves a visible
sign, like taking away sight would give the target milky
cataracts.
Twist of the Tongue, 20
Near, Inst.
Twists the targets tongue into a spiral, completely destroying
their ability to speak.
Agony of the Mortal, 15
Sight, Conc
Causes intense pain in a being. Each round the target must make a
Constitution+Size+Conc roll of 15+ to do anything but scream in
pain.
The Curse of Wearying Illness, 15
Near, Inst
Gives the target a rather nasty flu. Target may resist with a
constitution -Decrepitude roll. If the roll is failed, the target
will start showing symptoms in about 24 hours and lasting for up
to 2 weeks. They will be extremely tired all the time (start with
a fatigue level of Tired), and generally will not feel like doing
much of anything. Since this is something that happens naturally
too, it is often useful for subtle intrigue, for making people
delay doing things for a while, without the messiness and
complications of killing them.
The Freezing Touch, 15
Near, Sun
Destroys the target's ability to move one of his limbs (determine
randomly which one). The limb will hang useless and numb until
the duration expires or the spell is dispelled.
Curse of the Barren Years, 20
Near, Instant
Makes the target infertile and barren.
Decay of the Rotting Corpse, 20
Near, Instant
Withers one of the target's limbs (determined randomly) to a
feeble, useless husk.
The Serpent's Bite, 20
Near, Inst,
Poisons the target as if bitten by a venomous snake. Constitution
roll or drop 2 body levels, otherwise still drop 1, botch is
death. Also quite painful.
Bane of the Decrept Body, 25
Near, Inst.
Target ages a number of years equal to simple die+level. Works
only on adults.
Arrow of the Certain Death, 25
Touch, Instant, Ritual
Enchants a normal arrow to slay a specific person, from whom you
have a piece of hair, nail, skin, etc.. When the arrow is fired,
it will hit if the target is even marginally exposed within 15
yards, unless the archer rolls a 0 or the target resists this
spell magically. Once hit, the target must make another
magic resistance roll against the caster's penetration total+20
or die.
Bonecrusher, 25
Near, Inst
Shatters bones in one area of the target's body, as if the target
had been hit by a mace, though no damage is done to soft tissue
directly. Roll on the chart below; the caster may add or subtract
his Finesse.
Roll Place broken Effects
0 Nose Painful, and may lead to disfigurement.
1 Jaw Painful, target has trouble eating or
speaking (-4 to spell casts with voice!)
2 Foot Painful, cannot use/walk on one foot.
3-4 Hand Painful, cannot grasp with one hand
5-9 Leg Painful, cannot walk on leg
10-13 Arm Painful, can use arm or hand
14-19 Ribs Extremely painful, hard to breath
(constitution+Conc roll of 9+ to do
anything coherent, 12+ to cast spells.
Take a -3 to -7 to all actions from
pain.)
20-21 Lower Spine Paralysed from waist down
22-23 Middle Spine Paralysed from neck down
24+ Upper Spine/Skull Instant Death
The Stagnant Flesh, 25
Special, Instant, Ritual
This spell requires a piece of the target's body (hair, nails,
skin, etc.) and an arcane connection to the target, such as that
provided by Opening the Intangible Tunnel. This spell destroys
the target's ability to heal naturally, without actually doing
any damage to the target. Thus, wounds will fail to clot, and
the target's body will not fight off illness, infection, or
poison. The target may be magically healed as normal, but the
effects of this spell will remain even after the individual
wounds or illnesses are healed.
The target must still make wound recovery rolls, but suffers a
-15 to all such rolls, in addition to the wound penalty, and
ignores any results which indicate recovery - such results
indicate that the condition remains the same, rather than
healing, and that the target must make another wound recovery
roll the next month. The target suffers one extra botch roll on
all Soak and ageing rolls while under the effects of this spell,
and will automatically contract any disease s/he is exposed to.
The Kiss of Death, 35
Touch, Inst.
the person you kiss dies a sudden death, the only mark upon them
is the black imprint of your lips. No words or gestures are
necessary. Very hard roll on health to resist.
Clenching Grasp of the Crushed Heart, 40
Near, inst.
You hold out a hand and make a clenching motion; the target's
heart is crushed and instant death results. An absurd
constitution roll to resist, resistance still means the loss of 5
body levels.
Incantation of the Being's Demise, 40
Near, Inst
Kills a being instantly if it fails its Magic Resistance roll.
**Hori Sha
Touch of the Lead Feet, 10
Near, Sun./Year
Target of the spell is slowed to 1/2 normal movement (for all
movement involving use of the legs).
Endurance of the Running Wolf, 15
Self, Sun/Moon
The caster's body acts as if it were unfatigued for the duration
of the spell.
After the spell ends, the caster will feel the full effects of
his fatigue level. If he is below Unconscious, he will remain
unconscious for 2 additional hours per point below Unconscious.
The caster MUST sleep for at least 6 hours between casting of
this spell (e.g. It may not be recast when the duration
ends.) Similar to Endurance of the Berserkers.
Endurance of the Berserker, 15
Touch, 5 minutes
The target's body acts as if unfatigued and unwounded, as long as
it is not killed. Even if incapacitated the taregt will continue
to fight. At the end of the spell's duration all the effects are
felt. This spell can be cast no more times consecutively then
size +4.
Error of the Bumbling Fool, 15
Near, Instant
Causes the target to make one clumsy maneuver, be it tripping
over his/her own feet, dropping something, or whatever. The
particular action is up to the arbiter, but will be about the
equivalent of a single botch.
Fall of the Lazy Leaf, 15
Self, Special
Makes the caster fall very slowly, preventing damage from falls.
Like Rise of the Feathery Body but the caster may only
go down. The spell lasts until the caster encounters something to
stop him/her from descending. Good spell for fast cast (or magic
item).
Rise of the Feathery Body, 15
Body, Conc.
Allows you to float up and down to any height, but you cannot
move horizontaly via this spell. You move as fast as the smoke
rises. You can carry about 50 lbs over your body weight.
Leap of Homecoming, 20
self, inst
Teleports you back to the one place you know best.
Lifting the Dangling Puppet, 20
Lifts a person of size+1 or less straight into the air.
Treading the Surface of the Waves, 15
Self, Concentration
Enables the sorcerer to walk on water as though it were solid
(though loose) ground. Treat the surface as loose earth or sand.
Arm of Steel, 20
Body, Instant
The caster's arm becomes as tough as steel for a split second,
and moves to intercept any one blow with a parry skill of +50.
The spell, once cast, may be delayed indefinitely as long as the
caster concentrates. If fast cast, this spell may be used
against any attack which occurs at the same time or following the
completion of this spell.
Curse of the Leper's Rejection, 20
Near, Special
The target of this spell will be physically repulsed from a
specific object, person, or location specified by the caster.
The target must make a Str roll to come within 5 yards of the
object, and must make a new Str roll each pace further, at a -1
to the roll per pace, cumulative (thus the roll is at -3
within 3 yards) failure in this roll means the target is forced
back one pace, must make a Dex roll (at the same penalties) to
avoid falling, if still within 5 yards, must make another Str
roll immediately (or be forced back another pace), and must make
a Fatigue roll or lose a Fatigue level. Once the target touches
the object of the avoidance with a (possibly gloved) hand, or at
sunrise/sunset, the spell is ended.
Rebellion of the Earth's Pull, 20
Self, Concentration
The sorcerer can move from one wall to another at a 90 degree
angle with a Dex roll of 6+ - failure means the sorcerer falls
(breaking concentration and ending the spell). Sloped walls and
lesser angles cause problems less often, but the sorcerer may
never walk at an angle greater than 120 degrees from vertical.
Rooted Feet of the Shackled Felon, 20
Near, Sun./Year
Prevents the target from moving his/her feet from the ground.
Sleep Walker, 20
Near, Special, Shadu
Cast on a sleeping target, allows the caster to control the
target's physical motions completely, so long as the target
remains asleep. None of the target's own motions will cause the
target to wake, but any other things that would normally wake the
target (noise, being shaken, pain, etc.) will still wake the
target, and thus end the spell.
Treading the Paths of the Clouds, 20
Self, Concentration
Enables the sorcerer to "walk" on air. Note that this is not
true flight, being much slower, and requiring the caster to walk
on "stairs" to ascend and descend.
Harmony of Duplication, 25
Near, Concentration
A limited version of Strings of the Unwilling Marionette, the
target of this spell is controlled by the caster so that s/he
must exactly mimic the caster's actions.
Sanctity of the Flesh, 25
Touch, Instant
The target of this spell (which must be dead) will become
sanctified so that it may not be raised as an undead. This spell
is not perfect - certain powerful spells may be able to overcome
it, but it enchants the body in such a way that the body is
highly resistant to manipulation. Some sorcerers cast this spell
with a Watching Ward, so that when they die, it will
automatically be cast on their body. This spell may be cast on
an already animated corpse, in which case the corpse will be laid
to rest if the caster's penetration total exceeds the corpses
magic resistance.
The Living Arrow, 25
Near, Inst
Throws the target straight upwards with great speed. The spell
only lasts an instant, but during that instant, the target gets
propelled upwards 10 yards, and then gets to soak the falling
damage...
Teleport, 25
Self, Inst.
teleports you anywhere that you have a psychic or physical
connection to.
Aversion of the Expanding Sphere, 30
Near, 5 min/Sun.
The target of this spell will be physically repulsed from some
designated object, person, or place, as in Curse of the Leper's
Rejection, but the target will be forced to continue
moving away from the given object (at a rate of 1 pace per round)
until the spell is complete. The target of this spell must make
a Str roll just to remain in place, and all rolls to move towards
the object of aversion are at -3 (with 2 extra botch rolls)
Failure in an attempt to move towards the object of aversion
requires a Dex roll at -3 to avoid falling, another Str roll to
avoid being forced another pace away, and a Fatigue roll to avoid
losing a fatigue level. As with Curse of the Leper's Rejection,
the target touching the object of aversion will end the spell.
Strings of the Unwilling Marionette, 30
Near, Conc.
You can contro, the gross physical movements of the target, such
as walking, standing, turning, and so on. If the target resists
the movements are jerky. The target has control of her voice, but
you can make all sounds unintelligable. The target must be
consious to be moved around.
Calling the Man, 35
Unlimited, Concentration, Shadu
Like Calling the Creature, save that it works on humans. The
target gets a resistance roll against Int of 14+. The person will
be obviously entranced. A target will attempt to use all the
modes of transportation that he would consider normal; but he
will not be creative. For example. he will book passage on a ship
if he had done so before, but not if he was, say, a peasant who
had never done so.
Suspending the March of Life, 40
Touch, Special, Ritual
Puts the target into suspended animation, slowing down bodily
functions to 1/20th normal. This spell lasts until the name of
the target is spoken three times in succession within hearing
range of the target. Only works on willing targets.
Calling the Creature, 30
Unlimited, Concentration
The caster calls a creature, of which he must have a body part or
arcane link with, to her. The creature, if it fails it's
magic-resistance roll, will go in a trance to the caster's
location at the time of casting by the fastest means possible.
Something suicidal (asking a fish to cross land) will break the
spell. The being will know the caster's location immediately,
whether or not it makes its resistance roll, and that the caster
was attempting to force it to go to that place.
The Black Carpet, 40
1 mile, Sun./Moon
Summons all the black, crawling insects within one mile of you to
perform at your command, biting, stinging, and moving as you
direct. The insects can only perform the simplest of actions,
and you must concentrate to keep the insects performing a more
complex action, or to change the action that the insects perform.
The insects will not fight amongst themselves (unless that is
what you direct), but when the spell wears off, the insects will
revert to their normal behavior, probably including eating,
dispersing, and fighting amongst themselves.
**TUPOPULA
**Temani Tupopula
Preserve the Tardy Banquet, 5
Touch, Sun./Year
Preserves food from decay, and with an gari prerequisite, will
even keep the food warm.
Conjure the Sturdy Vine, 10
Near, Sun.
Creates 10 yards of vines from a moderate quanity of wood or from
fertile soil. The vine is extremely strong and pliable, suitable
for rope.
Trap of the Entwining Vines, 15
Near, 1 hour
Causes strong, woody vines to grow rapidy out of fertile earth.
The vines cover a circle 2 yards across and reach 6 feet high.
Anything caught within them is immobilized. Someone not trapped
can cut a trapped person free in two rounds. The vines weaken and
wither to dust after an hour.
Preserving for Posterity, 20
Near, Permanent, Ritual
Protects books or other paper from the ravages of time. Such
books will never decay or grow brittle, though they are not
protected from other dangers, such as fire. If the object is
destroyed, the spell ends. It also protects objects from Makor
Tupopula spells that simulate the effects of aging unless the
Makor spell beats the _Preserving_ on a die + Level. Even then,
the _Preserving_ will restore the object to its pristine state in
10 days if the object is not completely destroyed. One casting
can affect all the books in a library.
It can also be used to restore ancient, brittle books, though the
spell is powerless unless the book is still whole.
Thicket of Staves, 20
Reach, Hour/Instant
Creates a thicket of 30 or 40 staves, 6 feet high. If the area
where they are created is fertile, woody, or soft, they appear
and are anchored upright in a mazelike configuration, if not
(like in a stone building), they appear upright and then fall
over. The mazelike configuration adds +2 to the target number of
incoming missiles and incoming persons must thread the thicket or
bowl it over. They may thread it in 2 rounds, or 1 if they make
an Int roll, they may bull through in two rounds or 1 if a
Str roll is made. Slashing weapons used against the
sorcerer in the center are at -25 Atk , while thrusting weapons
are at -10. The thicket endures for 1 hour, and the staves are
suitable for use in Piercing Shaft of wood type spells.
Note: Slashing weapons are at -25 the first round, then minus 20,
and so on as the staves are not deeply rooted.
Wall of Thorns, 20
Near, Sun/Inst
Creates a straight wall of wood, thory bushes up to 20 yards
across, one yard thick, and 12 feet high. The wall grows out of
exiting bushes or fertile soul.
Tangled Thicket, 22
Near, 1 Hour
Causes strong woody vines to grow out of fertile earth. The
vines cover an area 3 yards across and reach 2 yards high.
Anything caught in the area is trapped until they make a very
hard Str roll. Someone outside the circle may cut those who are
trapped free in two rounds. After an hour, the vines weaken and
wither away.
Wall of Living Wood, 25
Near, Sun./Inst.
A straight wall of living oak is created, growing out quickly
from nearby trees, other plant growth, or fertile earth. The wall
is 20 yards long, one yard thick, and 5 yards high.
Bridge of Wood, 30
Near, Sun/Inst.
Creates an ornate and exquisitely carved bridge made from living
leaves, vines and wood. The bridge can reach up to 50 feet and is
sturdy enough to support creatures up to size+4.
Spray of Thorns, 30
Spec, Inst, Makor, Hori
A shower of fast-moving, sharp thorns sprays from the caster's
outstretched hand in a 60 degree arc. Though the thorns are not
enough to seriously hurt someone (unless it hits them in the
eyes!) they are each coated with a tiny bit of poison, so that
all people in the area must make a poison resistance roll. (Size
hurts since you get more poison, but armor helps since it stops
the thorns and their poison from reaching you). Anyone who sees
the thorns coming can make a hard Dex - Enc roll, with a +5 bonus
for each pace the target is away from the caster, to drop flat
and avoid most of the thorns (take half damage). The thorns have
a maximum range of about 8 yards, after that they fall to the
ground and vanish inside of a round.
The Bountiful Feast, 35
Spec, Year, Ritual
This ritual, which is cast at noon the day after the winter
solstice, attempts to insure all crops that are grown within its
range will be healthy and fruitful. The spell protects against
blight and the like. It can't control the weather or prevent
others from harming the crops, but the crops will still be
healthier and larger than they otherwise would be (unless
something happens to completely kill the plants - burning and
salting fields will still kill crops.) The spell will affect all
plants within 1 miles, plus half a mile for each extra
participant in the ritual. Note that the spell
affects all plants to some degree, but food plants are affected
more than others.
**Hasara Tupopula
Probe Nature's Hidden Lore, 5
Touch, Inst.
Lets you know what kind of plant you touch. You get an image of
it in its natural habitat. Works with plant products as well as
with plants themselves.
Intuition of the Forest, 10
Gives you an intuitive sense of how to get along in the forest
and how to get the most out of the forest without doing harm. It
is a type of communion with the Woods. causing significant harm
to the forest cancels this spell and gives you a headache.
Concerse with Plants and Trees, 25
You speak with plants for one conversation. Onlookers cannot
understand your conversation. The level of the conversation
depends on the type of plant; longer lived and more noble plants
have more to say. Typically plants can talk about the soil and
the other plants around them, but have limited awareness of more
rapid events, such as the passing of animals or people.
Rediscovering the Lost Knowledge, 40
Touch, Sun./Year, Temani
This spell takes a small piece of a book and temporarily
recreates the whole book for a short time. Though the book is
only temporary, the sorcerer can copy the knowledge therein into
a permanent record. Note that this spell will only recreate
knowledge written before the piece being used was lost-if
something was recorded afterwards, it will not appear. Remember,
this spell will have to be cast many times to allow the entire
book to be transcribed.
**Halapatori Tupopula
Staff of Wisdom, Gen
Touch, Moon/Perm, Sae
"Inscribes" a number of spells on a staff. They will be written
in a strange rune-like format, incomprehensible to all but magi.
A sorcerer who meditate on the runes for 5 minutes may make
Int+Med rolls. If the roll is greater that 2x the rank of the
spell, the sorcerer may cast the spell as if casting from a
text, during which time he will be in trance and mainly unaware
of the world around him. If he breaks out of the trance (or fails
a Int + Meditation to stay in when someone tries to distract him;
same ease factors as concentration on a spell), he must re-enter
the trance state to understand the runes again.
The spell will inscribe up to its level * 2 spell levels on a
single staff. A staff may hold up to 200 levels of spells.
Transformation of the Throny Staff, 5
Touch, Sun./Perm.
Causes a length of Wood to grow thick, sharp throns in whatever
spot you tough(up to 6 feet length). If cast on a staff, they
provide +20 to hit/damage the first time they hit, then they
break off.
Dance of the Staves, 10
Near, Inst.
Causes a pole, staff, haft, or any other long, thin, non-living
wooden object to bend and lash about widely for a few seconds
then stop suddenly, keeping its new twisted shape. A staff, spear
etc that hits someone when whipping around does +20 to hit.
Assassin's Subtle Touch, 10
Touch, Instant, Makor
Poisons food up to the size of a large roast, making it very
slightly acidic to the taste (Per roll to notice) and +10 damage
to ingest.
Twist the Living Tree, 15
Near, Sun/year
You make a living tree bend into unusual positions. Depending on
your needs, you can make a cage, a shelter, a wall, etc. Even the
leaves can be bent to form a solid roof that sheds rain so as to
form a tree tent. Takes 1 to 10 minutes to complete depending on
the complexity, during which time you must maintain
concentration.
Piercing Shaft of Wood, 20
Touch, Inst., Hori, Aimed +2
Turns a piece of wood into s sleek, barbed, strong shaft that
flies through the air at a target.
Stir the Slumbering Tree, 25
Reach, Sun./Perm., Shadu
Raises any tree into a consiousness resembling that of a
human.Such a tree can see and hear what is going on around it at
normal human speed. These trees often share some mental
attributes and personality traits with those that woke them. The
trees can move their branches about slowly, to slowly to be
detectable by people.
**Makor Tupopula
Curse of the Rotted Wood, 10
Near, Inst.
Causes a non-living, wooden object to rot and fall apart. Objects
up to the size of a single door can be affected.
Wizard's Autumn, 15
Sight, Inst.
Causes all deciduous leaves within one mile radius, first to
brown, then fall to the ground, the entire process takes about
one minute. The trees will not bud again until the next spring.
Plant's Withering Bane, 20
Near, Inst.
Withers and destroys one living tree or all small living plants
in an area 20 square feet.
The Great Rot, 25
Near, Inst.
Rots a large amount of dead Wood, up to the amount found in a
wooden house or small inn. Wooden structures creak and groan
mightily for about a minute before collapsing.
Treading the Ashen Path, 30
Spec, Inst.
As you walk through a forest after casting this spell, all the
plant material 10 yards in front of you and 5 yards to either
side withers and dies. Trees are reduced to bare trunks, while
their leaves and all smaller plants turn to ash. You can walk for
seven miles with each casting of this spell.
**Hori Tupopula
Repel the Wooden Shafts, 10
Near, Conc.
Deflects the blow of any weapon made of wood, up to the size of a
two-handed club. You can deflect a different weapon each round.
The weapons automatically miss, but attackers must still roll to
see if they botch(with two extra botch rolls for melee weapons).
Strike of the Angered Branch, 15
Near, Inst., Aimed
Causes a tree branch to swing at a target. You must target the
spell in order for the branch to hit; damge is +30.
Arrow's Deadly Speed, 15
Near, Conc
Each round that the caster concentrates on this spell, he may
give choose one arrow or other wooden missile and boost its speed
enormously. The arrow will have normal chances to-hit, but if it
does hit, it will do 15 additional points of damage.
Snake of Sturdy Rope, 15
Near, Concentration
Animates a rope, leaving it strong enough to hold itself up and
be climbed, so long as at least one pace of the rope remains on
the ground (or secured to a solid base). Fine manipulation with
the rope (such as having it tie itself) requires finesse rolls.
Tangle of Wood and Thorns, 15
Near, Spec, Aimed +1.
Hurls a length of wood that you hold at a target(targeting roll
required). The wood wraps around and immbolizes the target, who
must make a strength roll of medium difficulty to break free. If
the length of wood has thorns it does +30 attack when it hits and
every round the target tries to break free.
Binding the Oaken Portal, 20
Touch, Sun/Perm
Keeps a wooden door (or any other wooden, openable object) fast
shut, unless the caster or up to 5 people that he chooses by
sight during the spell attempt to open it, in which case it will
open easily. The force keeping to door shut is strong enough to
resist anything short of a battering ram.
(Of course, the door itself may give way long before that.) Also
comes in Hori Gari.
Coils of the Entagling Plants, 20
Near, Spec.
Animates all the grass and other plants smaller than adult trees
within a field delinated by your outstretched arms and no more
than 15 yards away, causing them to grab and wrap themselves
about the people nearest them. You can free one individual per
round as long as you maintain concentration.
Lord of the Trees, 25
Near, Conc.
Causes a tree to move its brances and bend its trunk in any way
that you mentally direct. Normal weapons are virtually useless
against a large tree.
Ward Wood, 25
Self, Sun/Year
Keeps all wood away from you, spells using wood must beat lvl
+die to affect you.
Freeing the Striding Tree, 30
Near, Conc.
Like Lord of the Trees above, but the tree can walk half as fast
as a human can. If you botch a concentration roll to maintain
control, the tree will probbaly attack you, having been awakened
and disturbed by this spell.
**Kanaki
**Temani Kanaki
Illusory Magics, General
Near, Special, Sae
Mimics the image created by a given formulaic spell the caster
knows or spontaneous spell the caster can come within 5 levels of
casting.
The range of the Illusory Magics spell is that of the spell being
mimicked, so long as it is Near or closer. The duration of the
Illusory magics spell is that of the spell being mimicked. Note
that this spell only mimics the visual, auditory, and olfactory
images of a spell, so the effects of many spells (especially
Shadu spells) cannot be effectively duplicated with this spell.
Restoration of the Lost Image, General
Near, Inst.
Cancels the effects of a Makor Kanaki spell that masks some
sensation, such as invisibility spells, if you can roll the
target spell's level on die+level.
Fragile Image of the painted Satatue, 5
Creates an illusionary image up to one yard in every dimension.
Phantasm of the Talking Head, 10
Near, Spec.
Creates an illusionary face upon a wall or other flat surface. It
can say up to 20 words before the spell expires, but cannot sing.
Sorcerer's Script, 10
Touch, Spec
Writes up to 20 words in a silvery script on any flat surface.
They are visible only to the intended recipient(s), and will fade
even as they are read.
Chimes of the Hours, 15
Touch, Sun./Year, Hasara
The target sets a magic alarm upon a target, which will go off at
a time the caster specifies at the time of casting. The chime
will go off whether the caster is nearby at the appropriate time
or not. Casting requisite: appropriate form for the target.
Enchantment of the Uncontrollable Bliss, 25
Near, Concentration, Shadu
The target is completely overcome with pleasure, both emotional
and physical. The target must make a concentration roll of 15+ to
perform any action other than sitting, standing, or writhing in
pleasure. Those with personality traits which conflict with such
hedonistic feelings may apply the traits to Concentration rolls,
and have one chance to make an appropriate personality roll of
10+ to shake off the effects.
Shadow of the Viscous Beast, 25
Near, Concentration, Sha
Creates an image of an animal up to size +2, which will act as
the given type of animal, under the control of the caster. The
animal impacts all senses as if it were a real animal of the
given type, but the results of it's actions are not "real", and
will not impact the real world in any way. Thus, the animal's
bite will cause pain (exacting wound penalties), but there will
be no wound and no blood, and the animal will leave no tracks and
will have no weight (ie: it cannot knock someone over, but
neither can it be lifted). The image will respond to images
(real or magical) which impact it, and thus it will take
"damage" from normal attacks, and will leave images of blood
where it has been wounded (and where the image of the blood
fell). No matter what beast the image appears to be, it will at
best have all attributes at +50 and combat totals at +80. The
beast will have appropriate abilities up to a maximum bonus
of the caster's Finesse*5.
Cherished Reminiscence, 30
Near, Special, Shadu
The target relives, in complete detail, the most physically
painful experience of the target's life. This spell will last as
long as the event did originally, so it may last instants (eg-
memory of a great wound that knocked the target unconscious) or
up to days (eg- memory of the pain suffered by a crushed leg
while the target was trapped in a cave-in). The target must make
an hard Int+constitution roll or suffer actual physical damage
from the memory; a critical success allows the target to throw
off the effects completely.
Displaying the Imagination, 35
Near, Concentration
The caster creates an illusion of whatever picture he has in his
"mind's eye."
He can cause the image to change to whatever he thinks of. This
spell is interesting in that it has NO REQUISITES. The image
created by this spell is only as good as the caster's internal
image of it. Having many objects or a lot of motion lowers image
quality as well. This spell is extra-difficult to concentrate on:
-3 to all such roll, -5 to concentration on any spell being
concentrated on at the same time, and, whenever distracted, the
caster must make 2 concentration rolls- the first to maintain the
spell, and the second to keep the image in his mind.
Note that it is possible to cast this spell and "hold" it without
projecting any image for a while.
Warrior of the Shadows, 35
Near, Concentration, Shadu
Creates an image of a human warrior in arms and armor of your
choice, who will act at your command, similar to Shadow of the
Viscous Beast. The warrior impacts and is impacted by the
surroundings exactly as in Shadow of the Viscous Beast, but, no
matter what weapons and armor the warrior appears to possess,
they will act at best as Full Ring Mail and a Broadsword (Shields
act normally), and the warrior will act as a normal human with
50's in all attributes and non-combat skills. The warrior will
have combat skills equal to the caster's Finesse*5.
**Hasara Kanaki
Sight of the Blind, 10
Self, Conc
Allows the caster to see the images he would see if he had his
eyes open and working.
Sight of the Finger, 15
Self, Conc
A limited form of clairvoyance which allows the caster to shift
his point of view to any body part, thus allowing sight while,
for instance, blindfolded. Also provides protection against Eye
spells.
Eyes of the Fleeing Fox, 20
Body, Sun./Year
The caster can see in a 360 degree arc, 180 degrees at a time.
The caster may shift the angle of his/her gaze by concentrating.
Sight of the Sounds Flow, 25
Body, Concentration
The caster can "see" sound as waves in the air, similar to smoke.
The caster can thus trace the origin of sounds by following the
motion back to the source. Sounds of different pitches are
different colors(mostly shades of yellow and red) and louder
sounds are more distinct.
Window to the World, 25
100 yards, Concentration
The caster may gaze into a mirror, and see within whatever is
reflected from any other mirror within range that the caster
knows about or has a piece of.
The caster may change which mirror's reflection is viewed with a
Concentration roll of 12+ (failure in this roll ends the spell).
All people with a gift of operancy may see what is shown in the
mirror.
**Halapatori Kanaki
Wizard's Lens, General
Near, Sun./Year
Magnifies an image to a multiple of it's normal size equal to the
rank of the spell. Thus, a rank 4 spell can make the target (a
door, picture, book, etc) appear as 4 times it's original size.
Images thus magnified must be non-moving (moving the target
breaks the spell), though they may be living. Casting
prerequisites: appropriate form for the target.
The Dark Silhouette, 10
Near, Sun./Year
The shadow cast by the target is changed, as though the target
were any object or being within one size point of the target.
The shadow cast will stretch and move as a normal shadow when the
lighting changes.
Mask of Sincerity, 10
Body, Special, Shadu
The caster may feign any one emotion, specified at the time of
casting, for the duration of one conversation. The casters
facial expressions and voice are altered to reflect the emotion
as the caster normally expresses it.
Vision of Beauty, 10
Near, Sun./Year, Sha, Shadu
Causes the target to become quite good looking, in fact appearing
to be close to the ideal of beauty for their time (though still
recognizable themselves).
In addition, this spell subtlety influences the minds of those
around the target, causing them to become more interested in the
character. To those who have no magic resistance, or those whose
magic resistance fails them, the target gains the effects of a
_Venus's Blessing_, as the virtue.
To others, it is only a +1 to Pre.
The Herald's Voice, 15
Touch, Concentration
The target's voice is amplified to twice it's normal volume, and
will carry 5 times as far as normal.
Visions through the Mist, 15
Body, Sun
The caster's image becomes blurred and difficult to make out,
especially at a distance. Rolls to attack or perceive the caster
are at -1 per yard from the caster, making missile weapons at any
distance virtually useless.
Cloak of the Chameleon, 25
Touch, Sun./Year
The target will take on the color of it's surroundings for the
duration of the spell. Unlike a natural chameleon, this color
change is immediate, making the target very difficult to spot
even when the target is moving. All perception rolls to see the
target are at -50, modified normally for cover, motion, etc..
Apparent Healing of Wounds, 45
Touch, Sun./Year, Sha
Causes the target to believe that he has been restored to full
health. All the wounds disappear (an Kanaki effect, there still
there in reality), and he feels no pain. The target has no wound
penalties for wounds received before this spell is cast, but may
have a hard time judging when he is close to death. He will not
notice the wounds, even at incapacitated, but when the character
takes enough total wounds to kill him, he is dead. This
spell has several uses, since it allows for natural healing while
still allowing the target to function in the here-and-now (i.e.
something of a temporary healing w/o the no-natural-healing
penalty), but sadly, its most common use is to fool those a
sorcerer does not like into over-extending themselves into death.
**Makor Kanaki
Binding the Sight, 15
Near, Concentration
Creates a magical patch of darkness in the shape of a blindfold
over someone's eyes, blinding them. The darkness is immaterial,
so the blindfold cannot be "taken off" or touched in any way.
Masking the Lingering Odors, 15
Touch, Sun./Year
The target of the spell and anything he/she/it carries does not
give off odors of any kind for the duration of the spell.
Barrier of Direct Vision, 20
Near, Sun./Year
Creates a 7 yards long by 3 yards high wall which cannot be seen
through, but which blocks no other senses. The wall may be
passed through without obstruction.
Hiding the Flame, 20
Near, Sun./Year
Makes a flame and it's burning source (such as coals) invisible,
giving off no light. Flames up to the size of a campfire can be
affected. The flame still gives off heat, however, and can still
spread - fires started by the flame are visible as normal flame.
The Path of Darkness, 20
Self, Special
The caster is completely invisible so long as s/he stays in
shadow or darkness. Caster will not cast a reflection in a
mirror, but the spell is canceled as soon as the caster is
touched by direct sunlight, or exits shadows and darkness.
Reflections of the Empty Soul, 20
Self, Sun./Year
The target does not cast a reflection for the duration of the
spell. This spell is incompatible with Veil of Invisibility, the
Veil of Invisibility always taking precedence. Casting
requisites: Forms of all accoutrements.
Ward against Sound, 20
Ring, Ring
Creates a magical ring, 1 to 7 yards across, which no sound can
get in or out of. Does not affect spells except those that
require communication between the target and the caster. Useful
for private conferences or shutting out distraction in the lab.
Numbing the Fingers, 25
Near, Sun./Year
The target can feel nothing s/he touches for the duration of the
spell. Most actions involving the use of the hands will be
difficult, and the target will feel no pain (meaning no wound
penalties).
**Hori Kanaki
Pains of the Heart, 15
Special, Sun./Year, Sha
This spell requires two willing targets. By means of this spell
one target (called the primary target) takes on the pains of the
other (secondary) target, for the duration of the spell. The
primary target will still feel a shadow of the normal pain
(enough to know what hurts), but not enough to cause any wound
penalties. The secondary target feels all of the primary
target's pain, as well as his/her own, incurring all the wound
penalties (penalties for the primary and secondary targets are
added). Often, the primary target is a pregnant woman, and the
secondary target is her husband.
Sight of the Distant Point, 25
Sight, Concentration
While the caster concentrates, s/he sees as though s/he were
standing at a given point within the caster's sight. The caster
may see in any direction from that point. This spell can be used
to look around corners, look at things from above (though the
targeting of the point will be difficult), or double the
caster's effective range of sight.
**Shadu
**Temani Shadu
Lust of the Dog in Heat, 15
Eye, Special
Causes the target to feel an overwhelming desire for the caster.
The target's actions will depend on circumstances, but will
definitely be aimed towards bedding the caster. When first cast,
the target get one chance to resist the spell by making avery
hard Int roll, with appropriate personality rolls modifying. If
the caster is not a person the target would ordinarily
consider sexually compatible, (i.e. if the caster was male and
the target lesbian), the ease factor is halved. The spell will
last until sunrise (*not* sunset) or until satisfied.It is said
that this spell has no power over true love, though this has
never been proven. Furthermore, it has been said that several
lovestruck Sorcerers have attempted to create a Love spell, to
win the target of their affections, but such attempts have been
universal failures. The possible philosophical implications on
the essential nature of man are quite interesting, to say the
least...
Obedience of the Loyal Hound, 15
Near, Sun./Year
The target of the spell gains +4 Loyalty towards a specific goal
or person for the duration of the spell. The target gets a
natural resistance roll of Int-Loyal (appropriate personality
rolls adding or subtracting).
Snap of the Rude Awakening, 20
Near, Instant
Convinces the target of the validity of one thing which the
caster believes to be true. If the target has a vested interest
in believing otherwise, or a strong belief to the contrary, s/he
may resist the spell with a medium Int roll, with appropriate
personality traits thrown in. If the caster does not believe
that the thing to be validated is true (even if the caster does
not know whether it is true or false), the spell will fail.
Thicker then Water, 20
Near, Sun./Permanent
The target believes that the caster is a distant but legitimate
relative, and will treat the caster appropriately. The target
gets one roll to attempt to resist, an Int roll of 9+ cancelling
the spell.
Most effective with nobles, but is usually useful for requesting
aid from most anyone.
Words of the Waking Dream, 20
Reach, Moon/Year
Caster speaks softly into the targets ear while the target is
asleep, implanting a suggestion of a particular behavior or
action. The target may resist with a medium Int roll, including
modifiers for personality traits. Upon waking, the target will
perform the specified behavior or action without thinking about
it (almost as if asleep). If the target's actions are brought
to the target's attention, the target gets another chance to
resist, with an Int roll of 6+.
Confidence of the Undaunted Child, 20
Near, Special
The target of this spell will gain extreme confidence with
regards to one action or task, giving +4 to all rolls applicable
to the task at hand, but making the target rash and overconfident
(-3 Reliable).
The target gains no extra inclination to perform the task, so
those that balked out of most anything but fear or uncertainty
will still not desire to perform the action. The spell will end
when the task is no longer imminent (a battle ends) or when the
target fails in any action related to the given task. The target
suffers from 4 extra botch rolls in any action related to the
task at hand.
Memory of Morning's Past, 20
Touch, Instant
The target will remember any single day back to the last new moon
(day chosen by the caster) in vivid detail. No particular part
of the day will be remembered better than any other, and the
memories will immediately begin to fade as normal.
Speaking Through the Unbroken Silence, 15
sight/arcane or psychic link, Conc
Where Words of Unbroken Silence speaks two words into
the mind of the target, this spell allows the sorcerer to
speak for as long as the range and concentration are
maintained. This is not "telepathy" in the sense that
the caster can not hear the thoughts of the target.
Rewards of Good Faith, 25
Near, Sun./Year, Kanaki
The target is rewarded by feelings of satisfaction and pleasure
when performing a specific type of action or exhibiting a certain
behavior, as chosen by the caster. This spell has a subtle
effect, usually causing a gradual preference by the target for
the specified action or behavior. The target gets no initial
resistance roll, but any time the spell encourages an action that
the target is averse to, the target may attempt a hard Int roll
(including any modifiers for personality traits) to throw off the
spell (the roll is high because the effect is subtle). A botch
in such a roll means the target wholeheartedly embraces the
behavior (which may permanently affect personality traits).
Consumption of the Sage's Bread, 25
Touch, Instant, Ritual, Makor
The caster "consumes" the information contained in a text or
other record, gaining all the information contained therein. The
record is completely destroyed, leaving no trace of material.
The information gained in this fashion may not be more than 2
levels of increase in any knowledge or 1 level of increase in any
skill or magical art. Regardless of how much information is
retained, the entire record is destroyed. Casting Requisites:
appropriate form for the target (usually sha for parchment).
Painting the Picture of the Dream, 30
Near, Concentration, Hasara, Kanaki
The caster can control the target's dream world completely, but
not how the target will react to the dream. The caster will
become embroiled in the dream as well, perceiving the dream as it
occurs. The target of the spell must be sleeping when the spell
is cast, and if the target wakes up for any reason during the
course of the spell, the spell will end. Death in dreams should
be traumatic, but not fatal. In extreme circumstances
(especially with injured or otherwise weak individuals), the
arbiter may require the dreamer to make a Stm roll of 3+ to avoid
a heart attack.
Usury of the Mind, 25
Touch, Sun./Instant, Makor
The caster "borrows" any one talent, knowledge, or skill from the
target, who must be willing. The target loses the borrowed
ability for the duration of the spell, and the caster performs as
though s/he had the ability at the target's original level. The
caster chooses which ability is taken, but the target must
be willing to lend that ability, or the spell will fail.
The Headsman's Mask, 25
Near, Sun./Instant
The target of the spell is made to believe that if s/he takes or
fails to take any one action, something very bad will happen.
Exactly what will happen is up to the caster to specify, and it
will affect the target's natural resistance roll (an Int roll of
12+ (modified by the believability and fear of the supposed
danger) will end the spell). The sorcerer may choose not to
specify anything, in which case the target gets a +10 to resist,
and will only feel a vague sense of foreboding and doom about the
action. The target may still act in any way desired, but will
usually require a Brave roll of some kind (also modified by the
reality and fear of the supposed danger) to act in the face of
the supposed danger.
Aura of Awesome Terror, 30
Self,Sun/Year
This causes all who view you to become terrified of your presence
until you go out of sight.A very hard bravery rolls to melee,a
hard roll to use attacks from a distance.
Elephant's Memory, 30
Eye, Sun./Wood
Gives the target perfect recall. He will not recall anything that
he had forgotten before the spell started, but during the
duration, the target will forget NOTHING. While under the
influence of this spell, the target need not make memory rolls at
all for things learned while under this spell, and +25 for
other things. Furthermore, if studying knowledges while under
this spell, every month that the spell is up gains the target 1
additional experience point. However, this has a tendency to be
quite dangerous, for if overused, this spell can erode the
target's natural memory.
The Well Placed Word, 30
Near, Instant
The caster places one thought (up to one full sentence) into the
target's mind. The target will consider the thought to be a
conclusion if the target was considering something pertaining to
the thought at the time, or will take the thought as a flash of
inspiration otherwise.
Lost in the Depths, 35
Special, Special
Puts the target within a specific dream-world state in which the
target perceives only the dream-world, which is created by the
caster. The caster must be able to touch the target, unless
something intimate to the target (hair, clothing, etc.) is
possessed, in which case the caster need only see the target to
cast the spell. There must always be some "out" to the dream
world, which the target will be able to find with an Int+Per roll
of 15+, rolled each time s/he wakes up within the dream-world
(once/day). The target will suffer no physical effects from any
actions s/he believes to be taking place (unless s/he is killed -
see Painting the Picture of the Dream above), but will take long
term fatigue instead. Once the target is free from the trap,
s/he will still remember the actions in the dream-world as if
they really happened (experience gained to all but knowledges
while within the dream-world remains).
Eversharp Mind, 50
Eye, Concentration/Moon, Halapatori
This spell increases the target Int by 40 points. The target
gains all applicable bonuses, being able to reason more clearly
and make intuitive leaps more readily. Only one such spell can be
cast on a target at a time. For a target to gain the applicable
bonuses, the spell must be in effect for the duration of the
action; thus, using this spell to increase lab totals takes 3
castings. Some find this spell rather additive.
**Hasara Shadu
Detection of Other Minds, General (25 minimum)
Near, Concentration
This spell detects the presence of other minds in the vicinity.
The caster gets an accurate feeling for the number and location
of all other minds in the area of effect, but no insight into
what they are or what they are thinking. This spell is mostly
used to detect hidden or invisible people. Since it relies on the
mind instead of sight, it will go right through most Kanaki
spells. However, a sorcerer can defend himself by casting his
Kanaki spell with a Shadu requisite at 5 levels higher than
normal. Thus, Veil of Invisibility, cast at level 35 with a Shadu
requisite, would cause this spell to not detect any presence, and
an Image from the Wizard Torn, cast at level 20 with Shadu
requisite would make the image seem to have a mind. This spell
cast at a higher level than the Kanaki spell will still see
through it. (So the above Image must cast at least level 26 to
stand a chance of fooling this spell.) This spell works only on
humans, intelligent undead and corporeal demons.
Perceiving the Eyes of Knives, 15
Body, Sun./Year
The caster can sense hostile thoughts directed at the caster or
the caster's group. The caster does not glean the contents of the
thoughts, but will know from which direction the thoughts are
coming, and on a Per roll of 9+, will be able to determine from
whom the thoughts originate if the originator is within the
caster's vision. This spell only detects hostile thoughts from
those who are near the caster (15 yards), or from those farther
away who can see the caster.
Sense of the Unbridled Emotion, 15
Near, Concentration
The caster can sense any one emotion specified at the time of
casting, in all beings within 15 yards. The caster can sense who
or what is having the emotion and about how strong the emotion is
being felt.
Sense the Hostile Thoughts, 15
Near, Concentration
Caster can sense when anything nearby has thought to harm or
actively interfere with him personally or the group he is in.
Caster cannot sense the source of the thoughts, though he/she may
(on a good Per roll) be able to sense the general direction.
Motives of the Near Minds, 20
Near, Conc
Detects the surface thoughts/emotions of all minds within 15
yards. The caster can try to pick out one mind from the rest to
study it specifically but the target then gets a resistance roll,
as normally resisting a Shadu spell. Also the caster must make a
Perception roll dependent on the situation to see if they can
target the correct mind.
Very intense emotions 'overload' the atmosphere making it
difficult to get anything else and someone thinking of nothing
much is very hard to pick out of a crowd.
This spell is very dependent on the arbiter in this case to
decide how hard it is to target one mind. Group emotions are of
course easy.
Sense the Spirits of the Night, 20
Body, Sun./Year
Caster can see spirits and ghosts for the duration of the spell.
Riding the Eyes of Man, 20
Special, Concentration, Kanaki
Basically Eyes of the Lowly Beast (see above) with a human.
Could be used on a spirit of some kind if the spirit could sense
with normal human senses.
Voices of the Damned, 20
Near, Sun./Year
The subject of this spell can suddenly hear the voices of the
dead, as they cry, scream, and mumble in the afterworld. This
power is not selective - the subject will hear the voices of all
dead souls within 5 yards, and may not block out the voices
except by an act of extreme concentration. The subject of
the spell may act differently depending upon their personality,
but the subject in any case suffers a distraction of -5 per two
dead souls within the area,(at which point the target can hear
almost nothing else). The target will usually exhibit noticeable
discomfort around dead bodies and places of burial, and will be
extremely distracted every time someone dies in the presence of
the target (-5 for one round, not cumulative with the
aforementioned penalties). Particularly nasty souls that can
somehow sense the target's discomfort may purposefully berate and
harass the target, providing additional penalties, at the
arbiters's option.
Warning of the Imminent Attack, 20
Body, Sun./Year
The caster will be able to sense imminent danger to himself or
his group, getting a sense of foreboding, starting very weak up
to 5 rounds before the danger strikes, and getting suddenly
strong the round immediately before the danger manifests. The
caster will always be under stress once the sense of foreboding
begins, even if the caster has not yet noticed it.
Perception of the Nasty Surprise, 25
Near, Concentration
The caster can see traps of any nature hidden within his/her
field of sight. Only things intended as traps and intentionally
hidden will be seen - traps left in plain view (or hidden
unintentionally) will not stand out. This spell will determine
that there is a trap and where it is, but not what it does.
With a Sae requisite, this spell will detect magical traps as
well.
The Living Colors, 30
Body, Sun./Year, Kanaki
The caster of this spell will see a person's aura.
Peering Into the Decaying Mind, 35
Eye, Conc
Like Peering into the Mortal Mind, save that it works on a corpse
or someone with Night of the Mind (see below) cast on them. It
reveals the same thing as Peering into the Mortal Mind would have
if cast just before the target died. The corpse must be in a
state that eye contact is possible.
Perception of the Secret Places, 35
Near, Concentration
The caster can see hidden things within his range of vision.
Only things which were intentionally hidden can be sensed, as it
is the hider's intent that this spell finds. This spell only
finds hidden physical things - it does not deal with anyone's
mind directly.
Mind's Bridge, 35
Self, Year/Perm
Allows you to communicate over long distances with others. Once
you cast this spell, anyone who knows you may contact you by
concentrating on your face and name for one round and making an
Int+Conc roll of 4+. You will then feel that someone is trying to
make contact with you, and some idea of who it is and where they
are. The feeling is strong enough to wake a person out of sleep.
If you choose to accept the communication, you can hold a
conversation with the person, but at the beginning of the
conversation and for every minute spoken thereafter, both
people must make will rolls of 101+ or lose a 5 points of will.
Also, you may attack them over this link. Same idea as Certamen,
save that the roll bonus is Int+Conc( +Shadu/5, if any) (+Strong
Will, if any), the roll to fatigue is Int+Conc vs. Stm+Conc, and
no final spells can be cast. The link ends when either person
chooses to end it, either person falls unconscious, or either
person is distracted and fails a Conc roll, so a person can pull
out of a combat between rounds.
**Halapatari Shadu
The Glory of Creation, Halapatori Shadu 25
Eye, Sun.
This spell allows the target to see all the glory and wonder and
beauty of nature. The target will generally be filled with a
sense of wonder and awe.
They will gain +20 to most nature-oriented rolls; and many gain a
distinct aversion to cities.
Perception of Extreme Intoxication, 25
Near, Sun./Year
The target suffers from extreme hallucinations which make the
real world a very distant concern. Who knows what the target
perceives, but if possible, they should play it out. The target
may resist with an Int roll of 12+, made when the spell is first
cast and whenever the target is having a particularly bad
trip.
**Makor Shadu
Banish the Possessing Spirit, General
Near, Sun./Permanent
Forces a spirit possessing any body other than it's own to end
it's possession, and prevents the being from possessing the same
body for the duration of the spell. The possessing spirit may
resist this spell if it's magic resistance roll exceeds a roll of
Level+die+possessed body's Int (if any).
Hidden Mind, General
Touch, Sun.
This spell cloaks the mind of the target. The target has no
ill-effects, but spells such as Peering into the Mortal Mind or
Detection of Other Minds will not work on the subject if Hidden
Mind was cast at higher level. Spells that affect the target's
mind, like Passion's Lost Feeling, still work, but any natural
resistance roll is made at +2 if the spell is of lower level than
the Hidden Mind.
Aversion of the Mind's Subtle Poison, 15
Near, Sun./Year
Breaks the target's concentration completely, requiring that the
target think through the interrupted thought from the beginning
again. The target may resist with a Concentration roll (or
Meditation roll, if the target is
meditating) of 15+.
Stealing the Threads of Thought, 20
Touch, Instant, Temani
The caster steals thoughts from the target, which are permanently
removed from the target's mind, and learned by the caster. The
thoughts taken will be random, but recent thoughts are more
likely to be stolen than old ones, and important thoughts are
more likely to be taken than less important ones. The
target will know s/he has lost the train of thought, but without
magical restoration, will never actually *remember* the original
thoughts (though the same thoughts and conclusions can be arrived
at again normally).
Aura of Total Insignificance, 25
Self,Sun/Year
Whilst under the effects of this spell one is viewed by everyone
met as unimportant,indeed scarcely there...apart from going to
the trouble for not walking into your path they will continue
with their own affairs as if you were not there at all.
Effectively you are invisible but can go about your business much
more easily,however it needs to penetrate magic resistance.
Should you act in such a way as to directly affect the persons
surrounding you they get a Int+Per roll vs. an appropriate target
number to realize your presence(Hitting them:3+,Stealing an
important item in full view:6+,Opening a door:15+).
Curse of the Dottering Fool, 25
Eye, Sun/Inst
Lowers the target's Int by 15 points.
Incantation of the Wearisome Mind, 30
Sight, Sun
Destroys targets ability to resist shadu spells gives -5 on all
shadu resistance rolls.
Stealing the Pages of Memory, 30
Touch, Instant, Temani
The caster steals memories from the target, which are permanently
removed from the target's mind. The memories taken will be
random, but recent memories are more likely to be stolen than old
ones, and strong memories (important events) are more likely to
be taken than less important ones. The target will know
s/he has a gap in memory, but without magical restoration, will
never actually *remember* the original memories (though new ideas
of what took place might replace the old ones if the target is
informed of what happened).
The caster gains these memories as current information, not as
memories, though a botch might cause the memories stolen to
"overwrite" the caster's memory, causing some personality shock.
Note that this is different from the spell Stealing the Threads
of Thoughts in that this spell takes memories (past thoughts) and
Stealing the Threads of Thoughts takes current thoughts.
Watchman's Wandering Eyes, 35
Self, Sun./Year
The caster will be very difficult to notice, able to simply walk
by even those actively searching for him. Those not searching
for the caster will not notice the caster unless they run into
the caster physically.
Those actively searching for the caster, or who contact the
caster physically, must still make Int+Per rolls of 15+ to notice
the caster, at which point the spell will no longer effect them
(until it is cast again).
Night of the Mind, 40
Near, Inst
Destroys a persons' mind. The target can make an Int roll of 15+
to resist. If the target does not, his mind is gone: His body is
still alive, but inert (it will still breath, but nothing else.)
If the person is ever brought back, he will remember nothing of
what happened after this spell was cast.
Shadu spells cast upon such a person will fail as if they had
been cast on a corpse.
This spell might be undone by a Temani Shadu Ritual of about 60th
level, and an Hasara requisite, to actually recreate the person's
mind.
Poisoning the Will, 50
Sight, Year/Perm, Ritual
With this spell, the caster curses a place, be it a valley, a
town, a city. There are no obvious effects, but the curse
will gradually sap the will and vitality of people there. People
will be less energetic. They will slowly stop to care about the
place, about the things and happenings around them, about other
people, and finally about themselves. Colors will seem drabber,
the days longer, emotions lower under an all-pervading sense of
boredom and lassitude. Strong willed individuals and those with
strong passions will be less affected, but they will be affected
all the same.
This spell only affects someone while they are within the area
cursed, and people who have been under this curse for a long time
and who then leave the area may be nearly overwhelmed by the
return of their sense of purpose and energy. Few will show any
desire to return to the cursed area.
**Hori Shadu
Effect of Concentration, General
Effect Only
This is not a spell one casts - it is an effect one installs in a
magic item. It must be used as a continuous effect. Its purpose
is to boost the sorcerer's concentration - it adds +1 to all
concentration rolls for each 2 ranks of the effect. The sorcerer
must be touching the item to gain the bonus, and only one
such effect can affect a given sorcerer at a time. The effect
still needs a triggering ritual of some sort - the person
performing the ritual is the one to gain the bonus (only one
person at a time can gain the bonus).
Mystical Vortex of Spirit Entrapping, General
Near, Concentration/Instant, targeting
Creates a blue swirling vortex, into which the unhappy
incorporeal spirit is sucked.
The caster decides where the 'end point' of the vortex is (where
the ghost is to be sucked), but it must be within 15 yards of the
caster. The mouth of the vortex is maximum of 1 pace diameter.
The mouth may be up to 15 yards distance from the end point. The
end point of the vortex is immovable once set, but if its
location is a movable object (like a staff/etc) the vortex's end
CAN be moved by moving the object.
The mouth of the vortex is not movable by any means, however.
The Vortex appears only for several seconds and its success
depends on the targeting roll.
The mouth of the vortex must ALWAYS be within line of sight. The
end point of the vortex must always be within 15 yards of the
caster.
If either (or both) of these requirements are not met, the vortex
disappears. The mouth of the vortex must be targeted. Only
incorporeal spirits, which have their Mystic Might less than or
equal to die roll + spell level are affected. If the object into
which the spirit is sucked is not ready to hold the spirit (trap
it), the spirit can exit the object at will.
Enchantment of the Rapt Attention, 15
Near, Concentration
The target of this spell must make an Int roll of 9+ or continue
to look into the caster's eyes so long as the caster
concentrates. Even if the target resists, they will feel
compelled, and must make an additional resistance roll
each time they change actions, and whenever the caster addresses
them by name.
The spell will be broken when the caster breaks concentration or
when the target successfully resists three times (not necessarily
in a row). The target is not completely spellbound - s/he may
perform other actions while enchanted, but will take appropriate
penalties for not looking at the subject of the actions. Neither
the target nor the caster will blink while this spell is in
effect.
Meal of the Tasty Foot, 15
Near, Instant
Places up to three words in the target's mouth, so to speak. The
victim may resist with a Qik+Int roll of 15+. There is known to
be an Kanaki version of this spell, but it is more limited, as
the words come out in the caster's voice.
Aura of Insincerity, 20
near, sun.
The target is shrouded by an aura that makes him/her seem
insincere about everything the target says for the duration of
the spell. No matter what the target says or what proof is
provided, others will remain suspicious of the
target and what s/he says (even if what is said is a lie).
Hold on the Slumbering Mind, 20
Special, Special, Kanaki, Ritual
This spell allows dream control. This caster must have something
important to the target, something touched in the last month.
When cast, the target must be sleeping (NOT unconscious or
incapacitated).
The target gets a natural resistance roll against Int at 12+. If
failed, the caster slips into a trance and the target starts to
dream-a dream controlled by the caster. In this dream, anything
can happen (though strong fear, anger, pain, etc will wake the
target). The target does not necessarily realize that he is in a
dream, either then or when he wakes (but the caster must be
extra-careful to have any chance of having the dream believed on
awakening). The dream can have time-leaps, missing details, etc,
without the target necessarily noticing (the exact chances of the
target knowing what's going on should be determined by the
arbiter.) The caster can control everything in the dream,
including the target's sleep-self, but to access knowledge of the
dreamer's mind, the caster must relinquish control of that part
of the dream.
The spell lasts for an hour, or until the target wakes, whichever
comes first. The spell cannot hold a person in sleep longer than
he otherwise would be, but the caster can make dream events
happen at up to ten times the rate of normal life without the
target noticing.
Pressing the Weight of Sleep, 20
Near, Inst, Sha
The target of this spell will become sleepy and fall
asleep immediately if they fail a stamina roll of 12+.
Roundabout, 20
Near, Sun./Year
The target's direction sense and perceptions become warped, so
that unless the target uses some infallible means or trail
marking, the target will continue travelling in circles, and even
if the target does have some infallible way of marking the trail,
the target will feel as though s/he were going in circles
instead of following the trail.
Gaze of the Piercing Eye, 25
Near, Concentration, Temani
The target of this spell must make an Int roll of 10+ or continue
to look into the caster's eyes and will feel uncomfortable under
the caster's gaze, especially when attempting to hide something
from the caster (physically or mentally). The target will have a
-5 penalty to all rolls due to distraction, and will suffer an
additional penalty of -40 to any attempts to hide something from
the caster (additional penalties may be levied due to lack of eye
contact with the target of the action). Like Enchantment of the
Rapt Attention, this spell will end when the caster breaks
concentration or when the target resists the spell for the third
time.
Rebel Tongue, 30
Touch, Concentration
The target will be forced to speak only the truth so long as the
caster concentrates, but the target is not forced to speak. The
target may attempt to lie about something, but what the target
actually says is the truth about the situation. Once the target
realizes s/he is under the influence of this spell (after the
first lie is unsuccessfully attempted), s/he may choose either to
say nothing at all, or may attempt to twist the meaning of the
questions asked so as to answer truthfully to a twisted version
of the question, which has a different meaning than the one
intended by the asker. This "twisting" requires an Int+Guile
roll of 12+ by the would be liar for each lie attempted, modified
by the directness of the question (arbiter's judgement). A roll
of 20+ for any lie will break the spell, and a botch on any lie
will prevent the target from lying for the rest of the spell.
Compulsion of the Single Task, 30
Near, Moon
Compels the target to perform a single task for the caster. The
target gets a natural resistance roll of Int+Stm+stress roll vs.
a target of 12 to resist. Even if the target fails the
resistance, he/she will still act in his/her own best interests
so long as they do not conflict directly with the casters.
Actions which conflict with the target's motives and best
interests are more easily resisted. If the task is not completed
as the end of the month approaches, the target will get more
intense, driven, and violent in pursuit of the goal. If
the action is not completed by the end of the month, the spell
ends with no penalties to the target.
Control of the Unwilling Mind, 40
Near, Conc
A shadu variant of Strings of the Unwilling Marionette.
The target gets a stm+int roll of 15+ each round. If they fail
they lose control of their movements. The caster can then control
them similar to the above spell. The target gets an easier
resistance roll if they are made to do something against their
nature or harmful to themselves.
Moment of Privacy, 40
Spec, Spec, Sae
This spell subtly affects the minds of those in the general
vicinity, so that they don't bother the caster. People who wish
to speak to him will remember something else they wanted to,
decide it's not important, get distracted, etc. This allows the
sorcerer too, for instance, hold a private and secret conference
with an ally without being obvious about it -he and his ally
meet, he casts the spell, and people just "happen" not to bother
him. This spell is Sun duration, but the longer the spell is
held, the harder it becomes to maintain, for there is only so
long people can be distracted or will find other things to do. In
general, a person who has a urgent reason to see the sorcerer
must make a Int roll of 13+, modified by Arbiter's whim and at +1
for each five minutes person has had an urgent reason to see the
caster. People who think about it can make an Int + Per roll of
15+, with +1 to the roll for each five minutes the spell was up,
to realize what was going on. A person aware of the spell, or
passionately bent on seeing the caster is immune to the direct
effects of the spell.
One interesting innovation made by this spell's inventor was its
way of handling Magical Shields. He realized that the spell would
be useless if other sorcerers noticed it bouncing off their
shields; instead, the spell will not attempt to direct affect any
sorcerers in the immediate vicinity unless their resistance roll
to the spell is at most 30. (Hence the Sae requisite.)
However, sorcerers and others who are not directly affected are
still slowed by the spell, as those affected by the spell will
(indirectly) attempt to slow them down. For instance, a sorcerer
might be approached by the autocrat with important business, or
be distracted by a fight.
Trapping the Soul, 40
Special, Special, Ritual
Traps the targets soul in a previously prepared container
(Crafting the Prison of the Soul - see below), leaving the body
alive, but empty.
The caster must have a piece of the targets hair or other bodily
part (blood, sweat, flesh, etc.), must know the location of the
target at the time of casting. The spell will last until the seal
on the prison object is broken, at which time the soul of the
victim is freed to try to possess any one body within 5 yards (or
the nearest body if none are within 5 yards). This spell is
often associated with demons and demonologists.
Traversing the Mind's Eye, 40
Body, Special, Slow, Kanaki, Hasara
The mind of the caster leaves his/her body, to travel in the
realm of the spirits and the dead, commonly known as the Astral
plane. The spell lasts as long as the caster can sustain
concentration, or until sunrise/sunset, whichever is shorter.
Due to the nature of the spell (leaving worldly ties behind), you
gain +3 to all concentration rolls while travelling the Astral
plane. Leaving your body behind strips you of all worldly
senses, but enables you to perceive the world as spirits do,
sensing minds and spirits (and magic that affects minds and
spirits) rather than bodies. You may speak with spirits
while out of your body, and you may travel away from your body,
similar to Image from the Sorcerer Torn. Also similar to Image
from the Sorcerer Torn, you must make a Concentration roll of 9+
for each league your spirit travels, or your concentration will
be broken, and the spell will end. You do not need to make a
concentration roll when you pass through walls or other
obstacles, since they are physical, not mental, barriers. The
complications of this spell are numerous (your astral "body", the
silver cord, combat with spirits, etc.), which will not be
discussed here, but remember that this spell is very dangerous
both in the actual casting and in the course of the spell,
and if you ever roll a double or triple botch on the casting,
your spirit will be forever cut off from your body, leaving your
body a soulless, mindless husk (effectively killing you).
Call of the Siren, 45
1 mile diameter, Concentration
The caster sings a magical song which summons all humans of the
opposite sex within a 1 mile diameter to the caster, in a daze.
They will come until they get to within 5 yards of the caster, at
which point they will stop and stare at the caster until they are
broken out of the stupor by an appropriate action or until the
caster stops singing. This spell may be resisted if the target's
Int+Stm roll exceeds the casters Sing+Prs roll, but the target
must make this roll every minute s/he remains in the area, or the
target will succumb.
The song extends for several miles outside of the radius, but
those outside the radius will not feel obliged to appear (though
they may investigate on their own).
*****GARI
**Hasara Gari
Joining the Severed Shaft, 10
Touch, Instant
Repairs an object broken into three or fewer pieces.
Distant Shadow of Manipulation, 20
Sight, Concentration, Hori
Creates a duplicate of some item anywhere within the casters line
of sight, which moves as the original item does. Thus, a copy of
a sword can be created to attack an enemy at range, a page can be
written from across a room, etc..
Penalties for range will apply to all actions, making fine work
difficult. The duplicate is an exact, mundane duplicate of the
original, so it will not possess any enchantments the original
may have. The spell ends when the caster stops concentrating, or
when the item is prevented from mimicking the original (by
destruction, restraint, etc.).
Gleam of the Recent Polishing, 20
Touch, Permanent, Ritual
Causes any one metal object to be unaffected by the passage of
years. It will, in fact, continue to gleam as if polished. Any
Makor Gari spell aimed at affecting the metal as if it had aged
must win a die + level. Even if the Makor Gari spell wins, the
_Gleam_ will remain, and will return the object to its undecayed,
polished state in 10 days if the object is not destroyed in the
meantime. It does NOT increase the object's strength, except
insofar as it was weakened by decay. It can be cast on one object
of up to man-sized. If the object is broken, the spell vanishes.
This spell can also be used to restore rusted items, but it will
not regenerate the item.
The Workman's Bench, 20
Touch, Instant
Repairs an object broken into any number of pieces.
As Once Was, So Shall Be Again, 70
Touch, Inst, Hasara, Sae, Ritual
Makes an object for which you have all the pieces whole and
complete as if it had never been broken - it does not repair the
object; it actually undoes the breakage. The object regains its
magical powers and other special properties. Useful for mending
artifacts and other such things where lesser spells are not
appropriate. The effectiveness of this spell is ALWAYS up to
the arbiter, especially for artifacts. The ritual might also take
special components or other hard-to-find stuff related to the
artifact.
Casting Requisites: Form of the target, and maybe arts
appropriate to any major powers of the artifact.
Patch of Glue, 15
Near, Sun/Instant
Creates a 1 pace diameter patch of very sticky glue. Anything
which comes into contact with the patch will be stuck, and must
roll a 15+ on Strx3+stress die
to be freed.
Acid Spit 25
4 yards, Instant, Aimed +2, Makor
Creates a spray of acid that arcs out from the caster's hand,
covering the target. The spray is 1/2 foot across at the peak
(the caster's hand) and 2 yards across at the base 5 yards away.
Damage from the acid is +20 within 1 pace, decreasing by 5 per
pace beyond the first, and will do damage to everything it hits.
Armor will protect normally, but the amount of damage it
absorbs will be lost permanently, as the armor is dissolved by
the acid.
Normal clothing adds +1 to a target's soak total, but is
destroyed by the acid.
Weapons and other equipment will be affected as well, exact
effects should be determined by the arbiter. An exceptional
targeting roll (15+) indicates that the target was struck in the
face, and will have to make a Stm roll of 12+ or be blinded
permanently (a roll of less than 9+ indicates blinding in only
one eye).
Fire's Perfected Fuel, 25
Near, Inst, Tupopula
Dries out all wood (living or dead) in range. Wood so affected
will burn easily and quickly, so a town or forest or part of a
city that has had this spell cast upon it can be burned down with
little trouble. While in such an area, the fire will be nearly
impossible to put out and will probably cost many lives.
Plants in the area of effect will be weakened but, if not burned
and not in a drought, will recover within a day.
Breath of the Black Sleep, 35
Body, Instant, Aimed
The caster becomes empowered to breathe one breath of foul,
black, poisonous gas. The gas spreads out in a cone from the
caster's mouth up to 4 yards away, where it covers an area 4
yards in diameter. The poison does +25 damage to all within each
round, and will remain for 3 rounds, after which it will
dissipate. Damage from the gas may only be soaked with Size+Stm,
but those enveloped by the gas may make Qik rolls to hold their
breaths. A Qik roll of 7+ means only some of the gas was inhaled
(only +15 damage), and a roll of 11+ allows the target to avoid
damage entirely. Once the spell casting has been completed, the
caster may hold his/her breath, and expel the gas at will.
Botches with this spell often involve the caster inhaling the gas
by accident (where it will remain for 3 rounds unless the caster
can concentrate long enough to cancel the spell - a very bad way
to die).
**Hasara Gari
Measurement of the Three Dimensions, 5
Near, Instant
Will give the caster the measurements of one object.
Sense of the Subtle Motions, 30
Near, Sun./Year
The caster can sense motion, and when something is in motion, can
sense it's size. Things which are not in motion are "invisible"
to this sense, and though things which make slight motions or
vibrations may be sensed, they are very difficult to sense (Per
roll of at least 12+).
History's Strong Duties, 20
Body, Concentration
Gives the caster a vision of the environment an object was in
at/around a specified time in the past up to 10 years ago.
The Miner's Keen Eye, 20
Near, Concentration
The caster can see any one type of mineral (gold, diamonds, sand,
etc.) specified at the time of casting, through up to 3 yards of
intervening material (intervening open space is not counted in
this). The caster will have a good idea of how much is there and
how pure it is, if appropriate.
Vision of the Fatal Flaw, 20
Sight, Instant
The caster perceives what the weakest spot in an object is,
allowing the caster to target the spot (and direct others to it).
Most items, unless magically crafted or enchanted, will have some
flaw, which can be exploited so as to make the object more
vulnerable to attack. The weak spot of an item must still
be aimed for and hit, but if it is hit, the object should take
more damage from the blow, or at least have it's Soak reduced
(perhaps with a low roll for Soak rather than a stress roll).
Enchantment of the Crystal Images, 30
Special, Concentration, Kanaki
The caster can see things at a distance using a globe of unflawed
crystal. The range of the crystal's vision is only 100 yards
unless the caster has an arcane link (piece of clothing from a
person, piece of soil from a place, etc.) with another place up
to 10 miles away.
The caster may only see one place or person per viewing, as the
crystal focuses on one thing and may not shift focus once the
vision is started (though the focus may be more detailed or less
at another casting).
The people and things viewed by this spell often (Per roll of 6+)
feel uneasy, and some (rolls of 9+) even realize (at least feel
like) they are being watched.
Greeting the Maker, 30
Touch, Instant, Ritual
Gives the caster a vision of the maker of an item and the process
(up to 15 minutes worth) used to create the object. When used in
conjunction with magical investigation in the laboratory,
provides a +5 to the investigation roll, and in any case gives a
hint as to the nature of the item being investigated.
**Halapatori Gari
The Scathing Blade, General
Touch, Instant, Ritual
Enchants a blade to be stronger than natural, resisting breakage.
Doesn't make much sense without resilience rules, but normally it
adds resilience equal to the level of the spell.
Diamond of Intimacy, 15
Sight, Instant, Hasara
This spell takes a diamond and gives it a special link to any
person, place, beast, or thing in range. From then on, the
diamond can be used in place of an "intimate" object for spells
such as The Inexorable Search, Image of the Beast, The Ear for
Distance Voices, etc. A casting requisite is required
appropriate to the form of the being being linked to.
The Faithful Ring, 15
Touch, Sun/Year
Enchants a ring so that it will stay on a person's finger. It
will fit snugly and comfortably, but cannot be removed unless a
command word is spoken. Useful in magic items.
Spell of Wholeness, 30
Touch, Conc/Sun, Temani, Hori
Makes a broken, holed, or otherwise damaged object act as if it
is whole and undamaged for the duration of the spell. A boat with
many holes and rottin planks will still float; a ruined tower
will still hold. Any attempt to break the object forces the
caster to maintain the wholeness of the target with sheer
strength of will - he must make a Int + Concentration roll
based of the servity of the attack. (A catapult hitting a stone
tower would be 10+, a wave crashing across a large ship would be
5+. Note that, in many ways, the wholeness exists only in the
caster's mind, so that only an object that the caster thinks of
as whole can be bound by this spell, and only for tasks the
caster thinks of the whole doing. Casting Requisites: Form of the
target.
Pass the Unyielding Earth, 40
Self, Concentration, Sha
The caster may pass through up to hard packed earth as though it
were thick mud, though the caster does not gain the ability to
breathe in the earth. Softer earth will be easier to pass
through, with sand or mud the resistance of water. Earth passed
through will stick to the caster as mud or water would.
**Makor Gari
Shriek of Shattering Metal, 25
Near, Instant
Causes all metal items within range to immediately break with an
terrible high pitched shreik.
**Hori Gari
Avoidance of the Leper's Touch, 15
Near, Sun./Year
The target of this spell is an object, which will be repulsed
from anything coming near it except the surface upon which it
rests. Whenever anything comes within 3 yards, the object will
move in a random direction away from whatever is approaching.
The object will stop when forced against an obstruction.
Casting Requisites: appropriate form for the target.
Lifting the Weighty Burden, 15
Touch, Sun./Year
Makes an inanimate object up to 10 lbs. in weight only half as
burdensome as normal. Divide Enc for the object by 2.
Blessing of the Lightened Load, 15
Touch, Instant, Ritual
As Lifting the Weighty Burden above, but a permanent enchantment
on an item.
Terror of the Stones, 15
Self, Sun./Year
Protects the caster from stone and metal missles. Adds +6 to the
ease factor of an archer trying to hit the caster with fully
stone or metal missles (sling pellets, rocks, etc.), and +3 to
the ease factor of an archer attacking the caster with a missle
partly made of metal or stone (wooden arrows with stone or metal
arrowheads, etc.). Also provides a +2 bonus on rolls to avoid
damage from falling rocks, avalanches, etc. If Stone Tell of the
Mind that Sits or a similar spell is cast while this spell is in
effect, all rocks will be fearful and hostile.
Shield of Faith, 20
Touch, Conc/Sun
This spell is meant to be cast either on a weapon or a shield.
The item will then move to intercept blows, giving a +4 parry
bonus. However, if the target of this spell is a weapon, the
weapon gets a -3 first, attack, & damage penalty, as the wielder
will have to fight the weapon's defensive motions to get a blow
in. Also, all parry rolls get an extra botch die, as the shield
may occasionally fight the will of the wielder. Note that, since
the spell was designed for use in melee, the Int + Concentration
roll needed to maintain the spell while in melee is only 6,
though if the caster takes damage, the normal 12 + amount by
which soak roll was missed roll must be made. There is also an
Tupopula version of this spell.
Sword of Wrath, 20
Touch, Conc/Sun
Causes a sword or other weapon to attack faster, surer, and
stronger, giving a +3 first, attack, and damage bonus. If the
weapon is used for parrying, it will have a -3 to parry. Also,
all 1st and attack rolls get an extra botch die, at the weapon
may occasionally fight the will of the wielder. Note that, since
this spell was designed for use in melee, the Int + concentration
roll need to maintain the spell while in melee is only 6, though
if the caster takes damage, the normal 12 + amount by which soak
roll was missed roll must be made. There is also an Tupopula
version of this spell.
Call of the Possessor, 30
Special, Instant
Summons a previously prepared item to the caster. The item can
weigh no more than the caster's own weight, can be no larger than
the caster's own body, and the caster must know where the object
is (ie - if it has been moved, the spell will fail). The object
must have been prepared by the caster, requiring the caster to
put a mark on the item (if you use Wizard's Mark, then that is
what is meant, else a mundane mark will do). The item appears
touching the caster's hand (in the hand, if the caster desires
and the object is small enough).
Casting Requisites: appropriate form for the item.
Recall the Thieve's Bounty, 40
Special, Instanty
Transports anything you own and know well back to you, if it has
not been away from you for more than one month. This spell will
work within 10 miles unless you have an arcane connection with
the item in question, in which case it will work at any distance.
Enchantment of the Rightful Return, 40
Ring, Instant, Ritual
Sends all objects within a 5 pace ring around the caster to their
rightful owners, no matter how far away the owners are, or
whether they are dead or alive. Even the items worn by the
caster are affected, though they will not actually go anywhere so
long as the caster owns them. The caster will have no idea where
the items go unless s/he makes other arrangements.
Casting Requisites: appropriate form for the target.
**Sae
**Temani Sae
Endowment of the Changing Nature, General
Touch, Instant,
The caster enchants a living subject with the capabilities of a
single spell which the caster knows or can cast spontaneously at
the time this spell is cast. The subject's magical nature is
changed to incorporate the bestowed ability, so that neither this
spell nor the powers it endows may be removed by any means other
than destroying the target's magical abilities in their entirety.
Any effect or combination of effects up to one fifth Level may
be Endowed, and will function exactly as would the same effects
in a magic artifact. Thus, the penetration, duration, usage per
day, etc. may all be changed by modifying the level of spell as
per magic artifact creation rules.
Shell of False Determinations, General
Touch, Month/Instant
Similar to Shell of Opaque Mysteries below, but the Shell
provides false information about the powers of the item as well
as preventing the true powers from being determined. The Shell
of False Determination will be discovered if the investigating
sorcerer' roll exceeds half the level of the
Shell.
Shell of Opaque Mysteries, General
Touch, Month/Instant
Creates a "shell" of magic on an item, shielding the item from
investigations by other magi. In effect, all attempts to
investigate the item will fail until the investagator equals or
exceeds the level of the Shell of Opaque Mysteries, preventing
enchanted items from being easily investigated. Once a
particular sorcerer has determined the presence of the Shell,
that sorcerer may ignore that particular Shell in all future
investigations of the item.
The Ritual of Endowment, 60
Touch, Instant, Ritual, Sha
The target of the spell is endowed with full magical abilities,
and, with training, may become a sorcerer. It is somewhat akin
to creating a familiar, but involves the soul of the target as
well, making it a different process. The target's magical
abilities will be balanced except for Sae (for which the
target will have an affinity) unless the caster's magical arts
are particularly unbalanced or the spell is cast with an
appropriate requisite, in which case the target will be
appropriately influenced.
**Hasara Sae
Seer's Discerning Eye, General
Body, Concentration
Caster can identify active magic (spells in effect) up to the
level of the Seer's Discerning Eye spell by the technique and
form. On a good Per roll, rank of the spell and general purpose
will be hinted at as well.
Scarlet Flash of the Demon, General
Near, Instant
Cause one near target to flash with a red light for an instant if
it is a demon and the caster exceeds the targets demon points
with the Level of the spell, +5, + a simple die. If the roll
does not exceed the targets DP or the target is not a demon there
is no result.
Tracing the Sigil, General
Body, Instant
Caster can identify the caster of the spell, sensing a signature
much like the sorcerer's sigil. This is useless unless the
caster has seen the signature before, as the spell does not link
the signature to a particular sorcerer. This spell works only on
spells up to Level.
Study of the Enchanted Item, 20
Touch, Inst
Reveals if an item is enchanted with powers. It does not,
however, reveal anything about the powers themselves.
Peals of Magic's Work, 25
Body, Sun./Year
The caster can hear magic as notes of music. This "sound"
travels as normal sound, and stronger spells will produce louder
"songs". Most spells will be fairly simple, repetitive melodies,
but complicated spells (especially ritual spells) can be as
complicated as whole symphonies.
Tale of the Magical Blow, 30
Self, Sun/Year
The caster knows the technique, form, general level, and general
source of any spells he resists or detects through normal magic
resistance.
Sight of the Active Magics, Hasara Sae 35
Body, Concentration
Caster can see magic as "auras" around things and people. Color
of the aura depends on the form of the magic, and shape of the
aura depends on the technique and/or the specific effects of the
magic, so some basic information about the magic can be
determined. The stronger the magic, the more bright the aura.
Note that some colors overlap and that these colors cannot be
distinguished readily from normal light, so Kanaki spells could
be used to fool you.
**Halapatari Sae
Boost the Lofty Spell, General
Special, Special
Increases the range of a spell, making Body spells Self, Self
spells Touch, and Touch spells Near. Near spells are boosted to
work on anything within the caster's line of sight, or at any
distance so long as you have an arcane link. Spells which
already work at any distance with an arcane link are not
affected. Targeting for the spell being boosted is normal within
Near range, but targeting for Line of Sight spells will be at a
penalty of -1 past 15 yards, increasing with greater range,
penalty to be determined by the story guide.
Duration of the spell boost is that of the spell being cast or
sunrise/sunset - whichever is shorter.
Help with the Difficult Art, General
Reach, Instant
This spell allows sorcerers to pool their knowledge to cast a
spell with requisites. The spell must at most twice the level of
the _Help_. When used, the effective score in all arts used as
requisites to the spell is the higher of the two sorcerer's
score. Note that the caster must still provide the
base Technique and Form arts on his own, without help from this
spell, and that another sorcerer must cast this spell on the
caster- it does no good from the caster to cast this spell
himself. Only the primary caster takes fatigue from the primary
spell. This spell may be cast by more than one sorcerer for the
same spell.
Mirror of Opposition, General
Special, Special
Cast on another spell while the other spell is being cast, causes
the targeted spell to have the exact opposite of it's normal
effect. Works on spells up to half the level of the Mirror of
Opposition spell. May be cast on another sorcerer' spell, but
must overcome the penetration total of the other spell to take
effect. The effects of the inversion are up to the arbiter to
determine, but the target of the inverted spell usually remains
the same as that of the original spell. It is very dangerous,
giving double the normal number of botch dice, and cannot be
mastered.
The Sorceror's Fork, General
Special, Special
This spell splits another spell into two or more identical spells
of reduced power, which may be cast against two or more seperate
targets. Each of the resulting spells will be a fraction of
power of the original spell, so if two forks are created, each
will be at one half power, if three forks are created, each will
be at one third power, etc.. The level of the forks may not
exceed half the level of the Fork spell. The caster suffers
targeting penalties as per multicasting, and suffers a penalty to
the spellcasting roll for the Fork equal to the number of forks
made (not the number of targets).
The penetration total of each of the spells a fraction of the
spellcasting roll for the original spell, not to exceed the level
of the Fork.
Twisting the Spell, Gen
Near, Inst
Causes the target spell, which must be less that the level of the
Twist, to be twisted and change in some way. The effects
sometimes make the spell more powerful, sometimes less, but
always interesting. A Mighty Torrent of Water might turn to wine;
a Despair of the Quivering Manacles might end with the target
dancing uncontrollably, unable to preform any useful actions,
until he drops from exhaustion; a Summoning the Distance Images
might end with a vision so beautiful that it leaves the caster
uninterested in the mortal world for days.
Sorcerer's Immortality, Gen
Spec, Perm, Ritual
Makes a spell immortal (permanent). The spell to be affected can
be at most half the level of the ritual, and cannot have a
duration of instant.
Note that the spells are made Perm, not Inst.
Crafting the Prison of the Soul, 30
Touch, Instant, Ritual, Shadu
Enchants a special magic item into which a soul can be placed.
Souls put into the item will remain trapped there until the seal
on the prison is broken (usually by purely mundane means). The
object must be a container with an airtight seal or a gem of some
sort. Containers are easier to use since they are easier to
engrave with the proper incantations and runes. With a gem
prison, however, the face of the trapped victim can be seen when
staring intently into the gem.
See Trapping the Soul above.
**Makor Sae
Banish the Mobile Forms, General
Near, Sun./Year
This spell will banish a single elemental, sending it back to
whatever place it calls home, where it must remain until the
spell expires. Banished elementals rarely hold ill will towards
the caster unless the banishing interferes with something the
elemental was doing of it's own accord (possibly including
services that are the result of bargaining). An elemental can be
banished if a stress roll plus the level exceeds the elementals'
resistance. Bound elementals resist this spell with the binder's
binding roll *minus* the elemental's might (the elemental assists
in banishing itself). Elementals voluntarily in service(note
that Petrocean Magi and elementals are always volunatry) or
acting entirely on their own will resist this spell with their
full magic resistance.
Destroy the Offending Spell, General
Self, Special
This defensive spell that will reduce the level of the spell it
is cast against by the level of this spell. This spell may only
be cast against formulaic spells the caster knows, or knows a
variant of. Multiple castings of this spell (by the same sorcerer
or different sorcerers) do not add - the target spell is reduced
by the level of the greatest Destroy the Offending Spell cast on
it. Destroy the Offending Spell is an art of countering magic
more than a spell, so it is considered always working against
spells that directly affect the caster, so long as the caster is
aware of the attack. When cast deliberately against another
spell, it's duration is instant.
Erasing the Wizard's Handiwork, General
Near, Instant
Cancels any of the caster's own spells if the level of the spell
is matched on twice level + die. Spell must still be active
(i.e. not instant).
Masking the Odor of Magic, General
Touch, Sun./Year
Prevents a magic spell or power on an item or being from being
detected by Hasara Sae spells if Level+stress die exceeds the
punch roll of the "attacking" sorcerer. Must be cast separately
for each spell or power on an item or being.
Oathbreak, General
Special, Instant, Ritual
Specifically designed to thwart the Enchantment of the Heartfelt
Oath, this spell will disperse such an Enchantment if a roll of
Level+die exceeds the level of the Enchantment. In addition,
this spell prevents the other participants from learning about
the Enchantment being broken (including who broke the
enchantment).
Suspend Enchantment, General
Touch, Sun./Year
Suspends a single _known_ enchantment (via ritual spell or
laboratory work) on an item for the duration if a roll of
Level+die exceeds the level of the enchantment.
The Empowered Blade, 25
Reach, Spec., Gari
Cast on a weapon (of any kind, provided that it was made to be a
weapon - it will work on a club cut from the hedge, but not on a
shovel), this spell empowers it, enhancing it to do double damage
on the next blow it strikes, provided this is within 15 minutes
of the casting.
Stealing the Gift, 60
Touch, Instant, Ritual, Hasara
This ritual destoryes a sorcerer's gift. He retains all magical
knowledge, but cannot cast spells, engage in certamen, use Parma
Magica, get bonuses to resistances from Forms, or do any lab
work. He gets one chance to resist, on a roll of Creo + Sae + Int
of 18+. Note that the ritual requires the sorcerer to be affected
to stand inside of a circle of power (drawn as part of casting
the spell) about one pace across for the entire spell, so an
unwilling target (and how many willing targets have there been of
this spell?) can simply jump away and ruin the spell.
Furthermore, as this spell starts to take effect, the target can
FEEL his Gift being ripped out of the innermost core of
his being. This is VERY painful, starting at 5 minutes after the
spell is started and building to the spell's end. It will wake
the sorcerer out of any natural sleep and most spell-induced
sleep. The sorcerer would probably have to be
bound or incapacitated for this to work. At the Arbiter's
discretion, it will also affect people with mystic virtues, but
it does not have any effect on demons, elementals, undead, and
the like.
**Hori Sae
Bane, General
Touch, Instant, Ritual
Enchants an item to work especially well vs. a particular
opponent or class of opponent, making enchanting the item easier
(+10 to laboratory work and +5 level effect to ritual spells) to
enchant after this spell is cast, but preventing the effects to
work on anything but the enemy specified in the bane. The bane
must be a fairly specific class of things, such as dragons,
nobles, or demonologists - more general classes than this will
not work. The bane only affects spells of a level equal
to or lower than the level of the bane+10 put into it.
Catching the Fleeing Spell, Gen
Self, Spec
Helps the caster control his magic. If the next spell he casts is
of lower or equal level to the Catch, he gets 2 less botch dice
on it. (1 die if he would get 2, 0 if he would get 1.) The spell
must be cast before the next sunrise/sunset. If the next spell
cast is of higher level than the Catch, or the caster doesn't
zero his roll, the spell fades with no effect.
This spell can also be fast-cast if the caster starts to lose
control of a spell he is casting. If this is attempted, he must
make an Int+Magic Theory+Qik roll of 15+ to catch the spell
before it goes off. If sucessful, the caster gets 1 less botch
die than normal (no effect if he would have only 1).
This spell is often put in a "continuiously on" magic item.
However, if used this way, it can become a crutch, leaving the
caster unable to control his magic at all without the item...
Enchantment of the Heartfelt Oath, General
Touch, Special, Ritual
A special form of Watching Ward, this spell places another spell
in waiting on at least two targets, who must all be willing. All
the targets make an oath during the casting, and all are bound so
that the oath will be fulfilled. If one of the targets ever
breaks the oath s/he will be subject to the spell placed in
waiting, which can not be stopped by any form of magical
protection. Unlike the normal Watching Ward, this spell relies
upon the belief of the participants (hence the Shadu requisite) -
if any of them believes they have broken their oath, they will be
affected by the spell in waiting.
Once one of the targets is affected by the spell in waiting, the
Enchantment of the Heartfelt Oath if broken, releasing all
participants from their oaths, and giving all participants an
impression of the oath breaker and knowledge of their release.
All participants must be present when this spell is cast, but
once the oaths are made, there is no limit to the range at which
this spell works. The spell placed in waiting may be of any level
up to the level of the Enchantment of the Heartfelt Oath, minus 5
levels per participant in the spell. Because of the nature of
this spell (involving willingness and oaths by the part of the
participants, and distance between the targets), this spell acts
as double it's normal level to resist dispelling unless all
participants are present, and if it is dispelled with only one
participant present, the other participants will still gain
knowledge of the participant who broke the spell.
If at any time all participants agree to the abolition of this
spell, it will dissolve, and the spell placed in waiting will
disperse.
[This spell is powerful, but relies on willingness by all
participants, and oaths, which can be strong magic all by
themselves]
Guiding the Spell, General
Special, Special, Hasara
This spell helps aim other spells. It is cast, and then, while
concentration is maintained on the Guide, another spell of not
more that the Guide's level is cast. The second spell then gets a
+5 to its aiming roll. If the second spell is not more that half
the Guide's level, the bonus is +10, if quarter, then +15, etc,
because lower level spells, having less power and thus less
"inertia", are easier to turn towards their target. Note that
this spell actually perceives the target the other spell is
aiming towards, and actively changes the spell's direction, thus
there is a casting requisites of the form of the target (normally
Animal or Corporem).
Immunity of the Familiar Spell, General
Body, Sun./Year
The caster becomes completely immune to the effects of one spell
the caster knows, and all lower level versions of the same spell
(Arbiter's discretion for borderline cases). Only spells of
level equal to or lower than the level of the Immunity spell can
be protected against.
Mirror of Warding, General
Near, Special
Cast on another spell *when that spell is cast*, this spell
causes the target spell to be cast on it's caster, rather than
the intended target.
The penetration roll of the caster of this spell must exceed the
penetration roll of the caster of the target spell, and in any
case, only spells up to the level of this spell can be Mirrored.
This spell will not work on a spell which has already taken
effect on a target.
Pentagram, General
5 yards, Sun./year
General supernatural being warding spell, preventing beings with
might scores up to Level/2+die from crossing the circle. This
spell will last any length of time if it is used to contain a
supernatural being, but will have a duration of only Sun/year if
it is used to keep supernatural beings from entering the ring.
In either case, the spell depends upon the containing force of
the pentagram, and if the markings of the pentagram are broken,
the spell will cease.
Shielding the Prying Eyes, General
5 yards, Sun./Year, Hasara
Protects against Hasara spells, acting as magic resistance
against intelligo spells. Level of resistance is equal to
Level+10+die.
Spell's Faithful Guardian, General
Special, Special, Shadu
Makes a spell independent of the casters control, giving the
spell freedom within certain guidelines outlined by the caster.
Botches on this spell usually make the guidelines wrong (not
necessarily disastrous), and even on successes the spell may end
up taking liberties with the guidelines (especially if the spell
runs for a long time). Spells up to the level of the Spell's
Faithful Guardian spell may be made independent, but once this
spell has been cast, the spell it was cast on may no longer be
controlled by the caster. May only be cast on spells the caster
has control of (see Stealing the Wizard's Arts, Gen., above).
This spell ends when the target spell ends, and extends the
duration of spells normally requiring concentration to
Sun/Year. Xund scholars continue to argue whether this spell
creates a pattern for the spell or calls up a minor elemental
(Sae elemental?) to run the spell.
Stealing the Sorcerer's Art, General
Special, Special
The caster of this spell may wrest control of a spell already
cast or being cast by another sorcerer, allowing the caster of
this spell to determine the course (target, motion, etc.) of the
original spell.
An already cast spell resists with Level+die vs 1/2 Level of this
spell + die. A spell being cast is resisted by the casting
sorcerer with a roll of Sae+Hori+Int+die, where Form is the form
of the spell being cast.
Once the spell has been taken over, it acts exactly as if the new
controller had cast it except where the power of the spell is
concerned. Casting Prerequisites: Technique and Form for the
spell being usurped.
Suppressing the Sorcerer's Handiwork, General
Near, Concentration
Cancels caster's spell (as above), but only for duration of
concentration (after which the effects return). Must match level
with level + die. Effects take about 1 round to fade out,
then another round to fade back in after concentration is broken.
Again, spell must be active to suppress. This spell is designed
to be held while doing something else, so concentration rolls are
easier than normal (3+ walking, 6+ simple conversation, 9+ spell
casting, etc.).
Suspension of the Powers, General
Special, Special
Suspends a single spell, to be resumed when the caster wills it.
The suspended spell will completely cease to function until
either the caster resumes it or sunrise/sunset, whichever comes
first. The suspended spell is considered as though it were not
on, so that when it is resumed, it will resume on the same
target, with the same duration it had remaining when it was
suspended (though spells which end at a given time (like
sunrise/sunset) will still end at that time). Spells up to the
level of the Suspension may be suspended, and the
caster may suspend the spells of other magi if the caster's
penetration total can exceed the penetration total of the spell
to be suspended.
Casting Requisites: Technique and form of the spell to be
suspended.
Thaumaturgic Triangle, General
Special, Ring
This spell amplifies and focuses magical energies, causing them
to affect a larger area than normal. The caster draws a circle
on a surface, inscribed with a triangle, that defines the area of
the spell. Cast on another spell, the Thaumaturgic Triangle
creates a ring which will affect everything that comes into
contact with the perimeter (which extends in a dome above the
circle) as though it had been effected by the contained spell.
The circle is 2 yards in diameter, but may be expanded (see
below). Any spell up to the level of Thaumaturgic Triangle may
be affected, minus five levels per pace beyond 2 the circle
diameter is extended. If the circle is too large for the
spell it contains, the contained spell will be weakened by 5
level equivalents per extra pace diameter (or fraction thereof)
of the Thaumaturgic Triangle.
Casting Requisites: Technique and form of the contained spell.
The Trickster's Indirection, General
Special, Special
Cast on another spell involving the caster and a target, this
spell shifts the originating point of the spell (the effective
caster) to another person or thing. The original caster of the
spell (the caster of this spell) determines the target normally,
and then determines the effective caster with this spell.
In essence, the caster acts only as a catalyst for the spell,
designating where both "ends" of the spell will be. Any spell up
to the level of The Trickster's Indirection may be effected.
Throw of the Distant Arm, General
Near, Instant
Causes another spell cast to originate from a point at a
distance. The spell may be cast in any direction from the
origination point, allowing the sorcerer to cast spells around
corners, at great distance, etc.. However, normal targeting
modifiers apply, based on the location of the caster of the
spell, not on the origination point. Any spell up to half the
level of this spell may be affected.
Sorcerer's Mark, 10
Touch, Instant, Ritual
Creates a magic mark on a surface or object which makes that
surface or object more easily affected by the caster. The mark
made is physical as well, but the full signature is only
detectable magically.
Note that the signature here can be correlated with that
determined by Tracing the Sigil (Hasara Sae Gen. above), and that
the sorcerer' name will always be included in the sorcerer's
mark. Sorcerer's marks are assumed to be used in all
laboratory work (and included in all lab totals already), and is
included in the ease (lower level of spell) with which a sorcerer
can affect him/herself, but on anything else with a sorcerer's
mark, the sorcerer gets a +5 to affect the target. This spell
can be cast on living beings (with appropriate casting
prerequisites) only if they are willing.
Nothing may have more than one sorcerer's mark on it at any time.
To erase a sorcerer's mark, one need only cast the spell again
with your own mark; however, if the item is resistant to magic
(due to another sorcerer's mark (see below) and/or an
enchantment), it will resist your Sorcerer's Mark. In addition,
anything with a wizard's mark on it gets a bonus of +5 to resist
any other sorcerer' magic. This provides some minor protection
for a sorcerer' lab work. It is impossible to duplicate another
sorcerer' mark.
Seer's Guarding Ring, 20
12 Yards, Sun./Year
Caster will sense when anything physical enters the ring, and
where it has entered the ring. A Per roll of will wake the
caster if this happens while the caster is asleep.
The Sorceror's Revenge, 40
Body, Year/Permanent, Ritual, Sha
This spell enchants the caster's own body and mind so that when
the caster is killed, s/he will be preserved long enough to utter
one last spell - a dying curse on the caster's murderer. In
addition, this spell will channel the caster's magical energies
upon it's release, effectively doubling the level of the curse
(making the level of the spell equal to the total of the caster's
Int+arts+affinities) and adding +20 penetration, but draining the
caster's body of all magical and mental energies (meaning the
body will have no vis and the caster's soul will be destroyed,
leaving no ghost). Note that the caster is who determines (at
the time of his/her death) who exactly his/her murderer was,
which can lead to some incorrect blame being placed. Legends in
the College of Sorcery tell of the mad sorcerer Telyanos, who,
upon his death by a rock slide, cursed the mountain itself,
making the mountain a dangerous place for many years, and
eventually reducing the mountain to a huge pile of rubble. It is
the preservation of life long enough for selection of the target
and the use of the vis in a sorcerer's body that makes this spell
different than a Watching Ward carrying a given spell.
The Ties that Bind, 40
Touch, Moon/Permanent, Ritual, Sha
Binds the caster and a willing consors together magically, so
that they may share magic and strength. They will know the
direction and approximate distance, the wounds and state of
fatigue, and the general emotions of each other at all times.
They are considered under Sorcerer's Communion, and each may
choose to take body and fatigue levels from the other instead of
themselves when they are wounded or fatigued. Spells cast on
either must overcome the magic resistance of both, and if
successful, will affect both equally. In addition, each
may add their Cnf to the others' rolls, whether they know what
the other is rolling for or not.
**ABSTRACT MAGIC
This is magic based only on Creo, Hasara, Halapatari, Makor,
Hori, and Sae.
**CREO Makor
Circle of Destruction, 50
Ring, Abstract
Everything, apart from the caster, within the circle is slowly
degraded and destroyed, by a gradual insidious weakening effect.
Earth slowly turns to dust, stone weathers, living beings lose 1
stm every five minutes, metal twists and weakens, plants wilt and
so on.
**Hasara CREO
The Craftsman's Eye, 10
Touch, Inst., Abstract
Tells you how an object was crafted (not enchanted). Has no
result for an object which was not crafted, and gives no hint as
to purpose, creator etc. It only gives the method used.
**Hasara Hasara
The Burning Eyes, 20
Body, Conc., Abstract
Tells you if you are being watched actively by any being, and the
location of any watcher if they are within one mile. Doesn't
tell what the watcher is, but does tell whether anyone is paying
any attention to you.
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