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Chapter 5: Magic

Stay back. You don't know what you're dealing with.

Magic Basics

Spells

A …spell‚ is generally a fairly specific magical ability used by spellcasters with the Magic Skill and/or Magic Power skills. Spells are custom-made by the individual caster well ahead of time using one or more spell seeds (individual effects such as Damage, Dispel, and Summon) and Metamagic Components (techniques learned with Magic Skill and Complexity that modify a spell in some way, such as increased range). Spells are completely memorized by their creator, who can cast them on the fly. Spells are generally …quick-and-dirty‚ magic, cast in a few seconds (usually four) with some brief arcane utterances and a gesture or two. While spell seeds detail the in-game effects of a spell, it is up to the player to decide cosmetic details ƒ what does the spell look like to viewers? What does the player‚s character say and do, exactly, to produce the spell?

The act of casting a spell with a Power rating equal to the maximum available to the caster is roughly as tiring for a magic user as swinging a Heavy weapon with maximum effort is to a warrior. A high Magic Power skill represents both the ability to handle more powerful spells safely and for spells to be relatively less tiring. So a character with a 14 ranks in Magic Power casting a spell with a power rank 1 (for example) would barely expend more effort than clapping one‚s hand. Spellcasters don‚t have any hard limit on how frequently they can use their magic any more than melee fighters have a hard limit on axe swings before resting, but the GM could impose the Tired condition on a character who continually casts spells for hours at a time (just as he would for a woodsman chopping down trees for hours without rest).

Spell Aspects

Magic spells are constructed from one or more spell seeds and metamagic components. A metamagic component is a technique learned from skills (primarily Magic Skill and Magic Power) which can be added to a spell. Metamagic components usually grant some benefit to the spell at a cost of increasing the spell‚s Power or Complexity rating.  See Building Spells (below) for more information.

Spell seeds all have several aspects, including range, casting time, target, duration, and effect. Most of these can be modified with spell metamagics. See Building Spells (below) on how multiple spell seeds with conflicting aspects work together.

Range:

Melee : you must physically touch the target. You use your natural reach (typically Close reach- see Combat). If you are proficient with unarmed attacks, you can use an unarmed attack roll instead of a magic skill check to hit enemies. Also, you can use a silver weapon for a similar effect: see Materials in Chapter 6: Equipment for more information.

Short Range : The spell has a 5m range increment

Medium Range : The spell has a 20m range increment

Long Range : The spell has a 40m range increment

Casting Time: Typically, the casting time of a spell is one 4SA (4 seconds). The spell comes into effect at the end of the casting time.

Target: The target of the spell. The target must be in range. Unless otherwise specified, you need Line of Effect to the target, just like with a ranged attack.

Type:

Attack: You must roll to hit the target with an attack roll using your magic skill modifier. The target can defend as normal. Projectiles are always clearly visible, although their exact appearance is based on the spell.

Reactive: Reactive spells are usually Immediate Action castings, and are only useful in a specific situation. Reactive spell seeds generally do not require an attack roll, and can therefore not be defended against normally.

Specialized: Specialized seeds vary the most. Generally, they are useful outside of combat in a utility role, although with a little creativity they can turn the tide of battle. Specialized seeds generally do not require an attack roll, and can therefore not be defended against normally.

Duration:

Instant: the spell lasts for less than a second, then is over before the caster's turn ends. Any effect remaining after the spell‚s duration ends is completely real and non-magical. An Instant spell can only be countered by a defence roll, a readied action or an immediate action, otherwise the magic is gone before it can be countered or dispelled.

Rounds : the spell lasts for one round per point of magic skill bonus the caster has. For example, if Magnus the Black (a sorcerer extraordinaire) casts a spell with Rounds duration and has a +3 Magic Skill modifier, the spell lasts for 3 rounds (18 seconds).

Minutes : One minute per point of magic skill bonus the caster has.

Hours : One hour per point of magic skill bonus the caster has.

Days : One day per point of magic skill bonus the caster has.

Permanent : The spell lasts forever, or until some other effect causes it to dissipate.

Concentration : The spell lasts for as long as you concentrate on it. Concentrating on a spell takes one 4SA every round.

Effect: What the seed does. Effects vary dramatically; see the spell‚s description for information.

Modifications: While building the spell, you  may select these modifications in order to make the spell more Complex or more Powerful.

Spontaneous Effects: Sometimes, the power of your spell is modified on the fly, in play and not during spell creation. For example, this happens when a caster has been Severed, or is using Go All Out.. The character must make changed to the spell to accommodate the increased or decreased complexity or power. Modifications and metamagics that can be changed on the fly like this are clearly marked.

As a rule of thumb, any change to a spell's power rating not done at spell creation can only be made using these specially marked modifications and metamagics.

The player is encouraged to do this quickly so as not to slow down play.

Whenever a spell's Power rating is lower than the character's maximum, he can fill in the gap using these  spontaneous modifications.

Spell Description: How the spell looks is defined by the player who created it. There are a few restrictions, however:

Spells are always clearly visible, with a Visual Perception DC of 0 minus the spell's Power rating. So, a powerful spell is brighter and easier to see than a weak one.

Spells are always clearly audible, with an Auditory Perception DC of 0 minus the spell's Power rating. So, a powerful spell is louder and easier to hear than a weak one.

Creatures with especially good noses can detect spells by scent. This has an Olfactory Perception DC of 10 ƒ the spell's Power rating.

Despite this, how exactly the spell looks, sounds, and smells is up to the player, subject to GM approval. Spells usually reflect their caster's quirks and personality in some way.

Magic Components:

Verbal: To cast a spell with a Verbal component (all spells without the specific metamagics), the caster must speak in a loud clear voice the words of the spell. The caster can choose the verbal components of the spell upon spell creation. They are almost always either deliberately nonsensical words or words in a dead language to prevent the caster from accidentally casting the spell mid-conversation. Verbal components have a DC of at most 3 to hear (before modifications from distance, intervening obstacles, etc.). A character can make an Arcana check at DC 4 + the spell's Complexity score to determine the seeds involved in a spell cast from hearing the Verbal components. This does not reveal the metamagics in the spell.

Spells designed for use in combat typically have short, simple verbal components of one or two syllables. Players are encouraged to come up with the coolest sounding verbal components they can think of.
Circle: Some highly delicate spells must be cast from the inside of a Magic Circle. This prevents random magic in the air from disrupting the spell during casting. At the end of the casting time, the caster must break the circle to release the spell. See Magic Circles in the Arcana Skill for more information.

Focus: spells require a material focus to work properly. The focus may be any object, and come in two flavours:

  1.   Worn: The Focus  must be carried on your person somewhere. If it is article of clothing or jewellery or the like, it must be worn. Casting a spell with a carried focus requires a hand free for arcane gestures. Examples: Bracelets, boots, gloves, rings, charms, etc.
  2.   Held: The Focus must be held in one of your hands. Casting a spell with a Held focus does not require a free hand. Examples: wands, staves, weapons, rods, musical instruments, sceptres, etc.

Multiple spells may have the same Focus object as a component, and while this is convenient, it is much like carrying all of your eggs in one basket. If a Focus is lost or destroyed, it may be replaced. It takes 4 hours of work per the total complexity of all spells included to turn a mundane object into a Focus component. As casters increase in skill and spells become more complicated, they must spend time updating previously constructed Focuses. A character can make an Arcana check at DC 4 + the complexity of the spell in the focus to determine the seeds involved in the spell. This does not reveal the metamagics in the spell.

Building Spells

When you build a spell (whenever you get a rank in the Magic School skill) you may choose one or more Seeds  and Metamagics to include. Metamagics are always marked in Bold Italic and are followed by a description of how complicated or powerful they are in square brackets. Some Metamagics actually decrease the complexity or power of the spell, but are detrimental in some way. Add the Power ratings together to determine the Power score, and the Complexity ratings together to determine the Complexity score.

Range : Use the shortest range of all seeds present in the spell.

Casting Time : Use the longest of all seeds present in the spell. If all seeds involved are casting time: Immediate, then the spell can be cast as an immediate action.

Type: If any of the seeds are Type: Attack, then the spell becomes Type: Attack and requires an attack roll before any other effect comes into play. If there are no attack seeds, but there are Specialized seeds, the spell becomes type: Specialized. If all of the seeds are type: Reaction, then the spell is Type: Reaction.

If any of the seeds require an attack roll, then the whole spell needs to hit before any of the effects work.

Check : If the seeds require checks that are identical, you only need to make the check once. A success on the check makes both seeds succeed, a fail makes them both fail.

If the seeds require checks that are against different DCs but use the same skill, still only roll once. Apply the check against both DCs (so, if one DC is 7 and the other 8 and you rolled a 7, you beat the first but not the second).

If the seeds require checks that use different skills, then roll the separate skills separately.

For example, a spell with the seeds Damage, Telekinesis: Move and Sever is cast. The caster rolls one Magic Skill check and one Magic Power check. The magic skill result is 8 (on a roll of 4), which is enough to beat the target's Target score but not his Wrestle DC. The Magic Power check is 7 (on a roll of 3) fails to beat the target's Magic Power DC.

Target : The seeds' effects only apply to targets valid for that seed. For example, say you cast a fireball spell (targets objects and creatures) with the Dispel seed (only targets spells) added. All spells in the area are affected by the Dispel seed (but not the Damage from fireball ), and all creatures and objects are affected by fireball 's Damage effect (but not Dispel).

If one or more seeds can target Spells, or the effects of other seeds, you may choose when building the spell to have those seeds target the spell or its effects. For example, a Teleport seed combined with a Damage seed could teleport itself to a location. Or, a Seed that creates a quantity of stone combined with Transmute could build a wall all in the same action.

Duration : Use the shortest duration present with two exceptions:

If there is a mix of Instant and any other duration, the Instant affect applies immediately and the others start right afterwards. For example, say you were combining the Conceal seed (duration of Rounds) with the Heal seed (duration Instant). The target is Healed immediately and Concealed for one round per Magic Skill Bonus.

If there is a mix of Concentration with Rounds, Minutes, Hours, Days, or Permanent, then the duration becomes Concentration with a maximum of Rounds, Minutes, etc.

Effect : What the seed does. The effects all apply to any valid target in the spell's area.

Area : If more than one seed affects an area, use the one with the smallest scale. If they are of equivalent scales, then you can pick (at spell creation) which area to use

Modifications : While building the spell, you  may select these modifications in order to make the spell more Complex or more Powerful.


Seeds

Attack Seeds

The seeds in this section function much like a weapon attack. The caster must make a Magic Skill check to against the target's Target score (who can attempt to defend as normal). On a successful hit, the spell's effect affects the target. They almost always have a casting time of one 4SA.

Damage

Range : Melee    Complexity: 0
Casting Time : 4SA   Power: 1
Target : anything in range
Type : Attack
Check: Attack Roll; Damage vs. Toughness
Duration : Instant
Effect : The target(s) of the spell takes 1d6 points of damage plus your Spirit score.

Choose one damage type: heat, electrical, cold, sonic, chemical, piercing, slashing, or  bludgeoning. The damage is of that type.

Modifications:

+5 Complexity: Instead of killing or destroying the target outright on a successful Kill roll, the target is disintegrated into dust. It skips dying entirely and goes straight to Dead.

+1 Complexity: Choose another damage type. This spell does damage of either type, whichever would be more advantageous to you. You can take this modification multiple times, each time adding another damage type.

+1 Complexity: Depending on the damage type you chose, the spell gains a secondary effect. You can take this modification multiple times, one for each damage type the spell can deal.

+1 Power: [ Spontaneous ] The spell deals +1 damage. You may add this multiple times, its effects stack

-1 Power: [ Spontaneous ] The spell deals -1 damage. You may add this multiple times, its effects stack

Damage Type

Special Effect

Heat

If the target is wounded and at least slightly inflammable (this includes people), it catches fire.

Cold

Sonic

Any target that takes a wound must make a Fortitude check (DC=damage dealt) or be deafened for 1d6 minutes. A failure by more than 6 results in permanent deafness.

Chemical

Electric

On a successful wound, electrical devices take 1d6+1 EMP damage. Targets made of metal, wearing a lot of metal, or wearing metal armour take +2 damage.

Piercing, Slashing, or Bludgeoning

Choose a material. The spell deals damage as if it were a weapon made of that material for the purposes of monster weaknesses and the like. It does not behave in any other way like that material (ex. Dealing damage as if it were Uranium or Arsenic does not expose the target to radiation sickness or poisoning)

Cause Fear

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 0
Target : 1 Creature in range
Type : Attack
Check: Attack Roll; Morale Damage vs. Will
Duration : Instant
Effect : The target(s) of the spell takes 1d6 points of Fear Morale damage plus your Spirit score plus.

+1 Complexity: The spell deals +1 damage. You may add this multiple times, its effects stack

Insanity

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 0
Target : 1 Creature in range
Type : Attack
Check: Attack Roll; Morale Damage vs. Will
Duration : Instant
Effect : The target(s) of the spell takes 1d6 points of Insanity Morale damage plus your Spirit score.

+1 Complexity: The spell deals +1 damage. You may add this multiple times, its effects stack

Sap Will

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 0
Target : 1 Creature in range
Type : Attack
Check: Attack Roll; Morale Damage vs. Will
Duration : Instant
Effect : The target(s) of the spell takes 1d6 points of untyped Morale damage plus your Spirit score.

+1 Complexity: The spell deals +1 damage. You may add this multiple times, its effects stack

Curse

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 1
Target : Creature in range
Type : Attack
Check: Attack Roll; Magic Power vs. Will
Duration : Instant
Effect : Choose one effect from the list during spell creation. If your magic power check beats the target‚s Minimum Will, the effect from the Minimum Will column occurs. If you beat the target‚s Will, then the effect in the second column occurs (which overrides the first column). Unless otherwise specified, the effects last until they wear off normally.

Curse Of...

Minimum Will

Will

Clumsiness

1 Dex drain

1 Dex drain, -1 penalty to Dex skills*

Sickness

1 End drain

1 End drain, -1 penalty to End skills*

Weakness

1 Str drain

1 Str drain, -1 penalty to Str skills*

Fatigue

Fatigued for 1d4 +1 hours

Exhausted for 1d4 +1 hours

The Drunkard

Drunk for 1d4 +1 hours

Drunk for 1d4 +1 hours, Staggered for one minute

Shock

Staggered for one round

Stunned for one round, staggered for one nine rounds after that

Slumber

Target  falls asleep for 1d6 rounds. Sound does not wake it, but taking damage or being slapped (a 4SA) does, falling prone in the process. This adds +2 power to the spell.

Target falls into a deep coma-like state of repose, and appears dead without a DC 6 perception or DC 4 medicine check. Target is otherwise unconscious for one minute

*This penalty goes away when the ability drain is removed.

Modifications:

+1 Power, +1 Complexity: Choose a different Curse effect. The target is afflicted with both.

Telekinesis: Throw

Range : Melee    Complexity : 0
Casting time: 4SA   Power : 1
Target : 1 creature or object in range
Type: Attack
Check: Either Attack Roll and damage vs. Toughness or Attack Roll, Magic Power vs. Wrestle
Duration: Instantaneous
Effect : You can use your magic to throw characters or weapons. To throw a weapon or other unattended object, the object must be within range (the GM may require an attack roll of it is far away). From the objects original position, you can throw it at its normal range increment (its target need not be within the spells range). Make an attack roll to hit your target as usual, except that you use your spirit to calculate damage and range. For example, Saul the Psion decides to use telekinesis to throw a knife at a goblin. His telekinesis spell only has range: melee, so he must be touching the knife to throw it. Then, he makes an attack roll against the goblin (who can defend normally) using his Magic Skill modifier and the weapon‚s range increment (equal to his spirit score in meters). Then he rolls for damage, which is 1d4 + 4 (Saul‚s spirit). The thrown weapon must have a mass of less than a standard weapon for you, using your spirit multiplier in place of your strength multiplier.

Throwing a character is more difficult, because they can fight back. First, make an attack roll to hit the character you wish to throw. Then, make a Magic Power check opposed by your target‚s Wrestle check. If you succeed, you can throw the character one square of your scale per point of Spirit you have. So, a human with spirit 3 can throw someone up to 3m away from their original location. If they collide with a hard surface (such as a wall or another person), they take 1d6 + your spirit score in bludgeoning damage. If the surface is particularly hazardous, the GM may add circumstantial damage using the falling damage chart as a guideline. If you throw them off an edge or something similar, they may take falling damage as well. You can try to throw an enemy at another one. Thrown targets land prone unless they succeed on a DC 8 acrobatics check. If you throw your target through another character‚s occupied space, they might collide. Both characters can make a defence roll (generally speaking, parry and block would be impossible in this situation) with a DC equal to 4 + your Magic Skill modifier. Both characters take 1d4 + your strength score of damage in the event of a collision.

Telekinesis: Trip

Range : Melee     Complexity : 0
Casting time: 4SA    Power : 1
Target : 1 creature or object in range
Type: Attack
Check: Attack Roll, Magic Skill vs. Wrestle
Duration: Instantaneous
Effect : If you hit the target, you get to make Trip attempt against the target. Use your Spirit instead of your Strength, and your Magic Skill modifier in place of your Wrestle modifier.

Telekinesis: Disarm

Range : Melee     Complexity : 0
Casting time: 4SA    Power : 1
Target : 1 creature or object in range
Type: Attack
Check: Attack Roll, Magic Skill vs. Wrestle
Duration: Instantaneous
Effect : If you hit the target, you get to make Disarm attempt against the target. Use your Spirit instead of your Strength, and your Magic Skill modifier in place of your Wrestle modifier.

Telekinesis: Move

Range : Melee    Complexity : 0
Casting time : 4SA   Power : 1
Target : 1 creature or object
Type : Attack
Check: Attack Roll; Magic Skill vs. Wrestle
Duration : Concentration
Effect : You may lift up to 75 kg of material and move it anywhere within the spell's range at a maximum speed of your Spirit score in metres every turn. Every round you may move a different object, or continue to move the same one. To lift an unwilling creature, you must succeed a Wrestle check using your Magic Skill modifier in place of your wrestle modifier. Creatures lifted in this way are considered Held (see the wrestle skill). You may do anything not specifically mentioned with telekinesis as long as it can be done using one hand. If you use this seed with the Rapid Fire spell modification, divide the total weight you can move by the number of projectiles fired.

Modifications:

+1 Power: [ Spontaneous ] Increase the maximum weight by 75 kg. You may take this modification multiple times, it's effects stack.

+1 Power: Double the speed at which you can move objects. This modification may be taken multiple times, its effects stack. Remember that a doubled double is a triple, etc.

+1 Complexity:  Pin: Held creatures are instead Pinned. (see wrestle skill)

+1 Complexity: Suffocate: Held creatures cannot breathe or make vocal noise (including casting spells with a verbal component)

Notes : You may not lift yourself with telekinesis. You must be firmly positioned (for example, standing on solid ground) to cast a telekinesis spell to full effect. If you are standing on extremely slippery ground (ice), swimming, flying, falling, or the like then the maximum lift power of Telekinesis is halved (the other half is preventing you from going flying in the other direction).

Dispel

Range : Melee    Complexity : 1
Casting Time: 4SA   Power : 0
Duration : Instant
Target : One spell cast within range, or one active spell effect in range
Type: Attack
Check: Attack Roll, Magic Skill vs. Magic Skill DC
Effect: You may attempt to dispel an active spell. An active spell is any spell with a duration greater than Instant that is currently in effect. The DC to dispel the spell is 4 + the original caster's Magic Skill at the time of casting. If you succeed, the spell unravels.

If you modify this spell to give it an area, you affect all spells in the area (you may  not designate particular spells). Roll the check once and compare it to the DC of each spell active.

If you modify this spell with the Rapid Fire metamagic, you may attempt to dispel multiple spells in range. Roll the check individually for each spell targeted.

The spell's Target is either the Target of the creature or object the spell is cast on, or the Target of the area of the spell; whichever is lower.

Sever

Range : Melee    Complexity : 1
Casting   Time : 4SA   Power : 1
Duration : Concentration
Target : One creature
Type: Attack
Check: Attack Roll; Magic Power vs. Magic Power
Effect : Make a Magic Power check opposed by a Magic Power check made by the target. If you succeed, the target's Maximum Power rating for spells decreases by one (the change is Spontaneous) for the duration of the spell. Sever can lower the target‚s maximum Magic Power rating to below zero. This just means that they can‚t cast zero (or lower, as appropriate) level power spells.

Modifications :

+1 Power: [ Spontaneous ] The target's maximum power decreases by an additional one point. You may add this multiple times, its effects stack.

Mark

Range : Melee     Complexity : 1
Casting Time : 4SA    Power : 0
Duration : Rounds
Target : An object of up to 1 cu metre or one creature
Type: Attack
Check : Attack Roll, Magic Skill vs. Minimum Will
Effect : The target object or creature is Marked. This does not directly harm it, but allows for other spells or effects to target it. For example:

  1.   With the Call seed, you can transport the target to you
  2.   With the Clairvoyance seed, you can observe the target

Modifications:

+1 Power: [ Spontaneous ] add 1 cubic metre to the maximum size of target to be marked.

+1 Complexity : Add +1 to the DC for others to try to summon the Marked object using Call or a similar ability. This modification may be taken multiple times, its effects stack.


Reactive Seeds

Spells with reactive seeds are usually cast in response to another action. They always have a casting time of one immediate action.

Counterspell

Range : 5m     Complexity : 1
Casting Time: Immediate 2SA   Power : 0
Duration: One round
Target : One (or more) spell(s) cast within range
Type: Reactive
Check: Magic Skill vs. Magic Skill DC
Effect :  For the remainder of the round (or longer with Extend Spell )  you may attempt to make a sort of defence roll against any spell cast within range. The spell does not have to be cast against you. As the spell is cast, you attempt to dissolve the magic holding it together. Make a Magic Skill check against the target's Passive Magic Skill DC (4 + his Magic Skill bonus). If you succeed, the spell has no effect. If you fail, it acts as normal. As with all defence rolls, you can only make one check against each spell being cast.

Each projectile from a spell with the Rapid Fire metamagic counts as a separate spell that you must counter individually.

Modifications :

+1 Complexity: You may counter one additional spell per round.  You may add this multiple times, its effects stack

Note: Using the Extend Spell metamagic increases this spell's duration to Rounds on the first addition.

Block

Range : Self     Complexity : 0
Casting Time: Immediate 2SA   Power : 1
Duration : One Round
Target : One (or more) attack(s)
Type: Reactive
Check: Magic Skill Defence Roll
Effect : You defend yourself against physical attacks using magic. After you cast the spell, at any point in the rest of the round (or longer with Extend Spell ) you may make a defence roll against  one attack. You may only defend against low-powered ranged or melee physical attacks.

Modifications :

+1 Power: [ Spontaneous ] You may make an additional defence roll. You may add this modification multiple times. Its effects stack.
+2 Power: You may defend against area attacks with this spell.
+1 Complexity: Change the target of the spell to one creature, and the range to Melee. Instead of protecting yourself, you make defence rolls for the target creature. This range may be increased using Reach Spell .

Note: Using the Extend Spell metamagic increases this spell's duration to Rounds on the first addition.

Slowfall

Range: Melee     Complexity : 1
Casting Time: Immediate 2SA   Power : 1
Duration : One Round
Target : One or more creatures or objects in range with a total mass of less than 75 kg
Type: Reactive
Check: none
Effect : The air around you actively resists movement. This has no effect if you are walking, but if you are travelling through the air (being thrown, falling, or flying) you move extremely slowly (no more than 2m per second). You take no falling damage (or damage from being thrown).

Modifications:

+1 Power : [ Spontaneous ] Add +75 kg to the maximum amount you can effect with this spell. You may add this modification multiple times, its effects stack.

Note: Using the Extend Spell metamagic increases this spell's duration to Rounds on the first addition.


Specialized Spell Seeds

The only thing these spells have in common is that they don't fall into any other convenient category.

Clairvoyance

Range : Short    Complexity : 1
Casting time : 4SA   Power : 0
Target : one creature or Object
Type: Specialized
Check : None
Duration : Your choice at spell creation: Concentration or Rounds
Effect : The spell indicates the exact direction from you to the target. You require either a piece of the target or something symbolically connected to the target (GM's discretion) for the spell to work. The spell does not require Line of Sight or Line of Effect unless other Seeds do. This spell must be cast from inside a Magic Circle, and as part of the spell you must break the circle (included in the casting time). Clairvoyance does not require line of sight or line of effect to work.

Some examples of symbolically connected objects are:

  1.   Something the target owns
  2.   The blood of a close relative of the target
  3.   The blood, hair, or skin of the target
  4.   A portrait in the likeness of the target
  5.   An object the target owns
  6.   The other object of a matched pair (the left glove or sock to find the right glove or sock)

Alternatively, you can use Clairvoyance on any target that you have Marked with the Mark seed even without a connected object.

Modifications:

+2 Complexity: The spell's range becomes infinite, but must be cast from inside a Magic Circle (see Arcana  Skill).
+2 Complexity: The spell does not require a Magic Circle

+4 Complexity: You can see everything within ten metres per Magic Skill bonus of the target.

+2 Complexity: You can hear anything audible from the position of your target, using your Perception skill and any special listening powers you have.

+1 Complexity: You can smell from the position of your target, using your Perception skill and any special smell powers you have.

Notes : If you choose a duration of concentration, then the direction to the target is simply known to you. If you chose modifications that let you see and hear the target, then you can see  and hear them within your mind's eye.

Conversely, if you chose the duration of Rounds, then the effect is different. The piece of the target or symbolically connected object will pull very slightly in the direction of the target for the duration of the spell, even if you get up and leave it. If you added the ability to hear, then the object makes the noise clearly audible. If you chose the ability to see, then any reflective or transparent surface you choose (you must touch it during casting of the spell) will display everything the spell makes visible.

The Clairvoyance seed cannot penetrate Cold Iron, lead, antimagic areas, or magic circles

Illusion: Figment

Range : Melee    Complexity : 1
Casting Time: 4SA   Power : 0
Duration : Concentration
Target : Scale 0 Area in Range
Type: Specialized
Check : Magic Skill vs. Perception
Effect : You create an illusion in the spell's target area. When you cast the spell, make a Magic Skill check. This determines the realism of the illusion. Whenever the illusion is encountered by a character, the character can make a perception check to determine if it is real or not.  See the Disbelieve use of perception for more information. The Figment seed cannot change the appearance of anything already there, it can only create new things. You can use Conceal to hide objects or Glamour to change them, however. Cameras and other sensors cannot see or hear figments. What exactly the illusion depicts you can decide when casting the spell. Without modifications, the spell can only affect one of the following senses (choose at spell creation):

Tactile: The illusion can be felt as if it were a physical object. Unless the illusion also has sight component, every round the character  touches it he may make a free disbelieve check. Tactile illusions can deal damage if they appear to be a weapon. An illusory weapon always deals 1d4 + your Spirit score in damage. The damage type is based on what the illusion appears to be. A character who can feel a wall in front of him and fails the disbelieve check cannot walk through the illusory wall. Tactile illusions have a toughness equal to your Magic Power plus your Magic Skill modifier, regardless of size. They can support up to 2 kg x your Magic Power modifier before shattering. Characters who realize it is an illusion fall right through.

Auditory: The illusion can make noise. The noise must originate in the spell's target area, but can be heard outside of it. The illusion has a DC to hear as low as -6  minus your Spirit score, although this can be increased with modifications. The DC can be as high as you want (making things quieter is easy). If you can get the DC low enough, you might risk deafening targets who believe the illusion. Only creatures actually inside the illusion's target area risk being deafened, however. Creatures who hear the sound outside the area are just mildly discomfited. See the Perception skill for more information. If you try to make music, you must make a Perform check along with the spell you cast to determine how good the music is.

Visual: The illusion has a visual component. The figment cannot appear to be any larger than the spell's target area. It can appear to be one object or many, or anything in fact that you can think up of, so long as it all fits in the spell's area. Your imagination is the limit. Visual illusions can create dangerously bright lights with a perception DC as low as -6 minus your spirit score. A light created in this manner illuminates the area of the illusion, and risks blinding any creatures in the spell's area. Creatures outside of the spell's area cannot be blinded in this manner. See the Perception skill for more information on blinding lights.

Spatial: You can try to disorient the sense of inertia of creatures in the spell's area. You can make them feel as if they are moving, as if they are not moving (if they already were) or as if they were weightless. Creatures who believe they are weightless suffer the usual penalties for being in zero-G.

Sixth Sense: You can try to trick a character's precognitive abilities. Characters who fail their perception check can believe they are in danger or totally safe. You can only implant vague feelings with this illusion.

Taste:

Olfactory:

Modifications:

+1 Power: [ Spontaneous ] Tactile illusions can deal up to +1 damage. You may take this modification multiple times, its effects stack.

+1 Power : [ Spontaneous ] Tactile Illusions can support an additional 2 kg x your Magic Power modifier before shattering. You may take this modification multiple times, its effects stack.

+1 Power: [ Spontaneous ]  Decrease the DC to hear your auditory illusions by up to 2 points. You may take this modification multiple times, its effects stack.

+1 Power: [ Spontaneous ] Decrease the DC to see your blinding lights by up to 2 points. You may take this modification multiple times, its effects stack.

+1 Complexity: Choose one sense. Your illusion can affect that sense as well. You may take this modification multiple times, its effects stack.

+2 Complexity: Your illusion shows up on cameras, radar, microphones, sensors, etc.

Spirit Projection

Range : Melee (see text) Complexity : 1
Casting Time : 4SA   Power : 0
Target : one creature or object
Type: Specialized
Check : None
Duration : See Text
Effect : When you cast this spell, your spirit „ your mind, your memories, your personality, everything that is you „ leaves your body to go for a …walk.‚ Your projection appears within the spell‚s range, but afterwards can walk or float at a speed of your Spirit in metres to anywhere, regardless of distance. Your projection can see, hear, and smell in the same way that you could (if your body had night vision, so does your spirit, for example) but being insubstantial, you cannot feel anything. In many ways, your spirit is like a ghost. Your projection cannot cast spells with any target other than yourself (and even that is limited, as you have no hands, mouth, or capacity to hold focuses or other components), attack, speak, or otherwise have any effect on the material world.  Your projection can be noticed if it goes within 5 m of a creature that makes a DC 8 perception check. The creature feels as if he or she were …being watched,‚ but gains no further information.

Your body gains the Soul Coma condition while your spirit is absent.

At any time, you can end the spell as a 4SA and return to your body.

Your projection can move through walls and floors as if they were insubstantial, or stand upon them as if they weren‚t (so, a moving ship wouldn‚t leave you behind unless you wanted it to). Your projection cannot move through cold iron or any material denser than platinum, but can move through silver (even silver as thin as a wire) instantaneously. You cannot dismiss the spell if you cannot trace a path from your projection to your body without going through any cold iron, or material denser than platinum.

If the spell is ended any way other than you deliberately dismissing it (it is dispelled, for example) then you return to your body immediately but are stunned for 1d6 rounds. This experience is extremely unpleasant. Being hit by a weapon or other object made of cold iron or a suitably dense material  instantly ends the spell. If the spell is ended and you can‚t trace a safe path (no matter how winding or complicated) to your body, your spirit is trapped until it can trace a path. While trapped, you cannot move, act, or even think  - you are effectively unconscious.

As a spirit creature, your projection can interact with other spirit creatures. See the monster descriptions for info.

Your projection has a spirit copy of all of your gear, although the copies keep no magical effects or special material properties of the original.

If your body dies while you are under the effects of Spirit Projection, your soul immediately becomes a ghost (see the creature description for more information) permanently.

Modifications:

+2 Power: Your projection can exert force as if it had a strength of your spirit -2

+3 Power: Your projection can exert force as if it had a strength of youSr spirit -1

+4 Power: Your projection can exert force as if it had a strength of your spirit.

+1 Complexity: At your option, you can send your shadow along with your projection. Your body now has no shadow regardless of the surrounding light, and your projection is visible to those around you. It appears exactly like you, although any clothing or armour you wore appears to be nearly black, and your face appears indistinct, as if concealed in shadow. Your shadow projection can speak, although its voice sounds raspy and hoarse. A DC 8 Perception or DC 6 Arcana is required to identify the shadow as belonging to you (assuming the person watching knows who you are, of course, and even then you can try to disguise your appearance with the Charisma skill).

This spell seed has no effect if it is cast by a creature that is already a spirit, such as a demon or ghost.

+3 Complexity: At your option, the projection includes an illusory replica of yourself, as if created with the Illusion: Figment seed.

Soul Lock

Range : Melee     Complexity : 1
Casting Time : 4SA   Power : 0
Target : One possessed creature or object
Type: Specialized
Check : Magic Skill vs. Will
Duration : Concentration
Effect: This spell can only be cast on a creature or object that has been possessed by a creature with the Possession ability. You make a Magic Skill check when you cast the spell opposed by the Will of any and all creature or creatures possessing the target. Any creature whose Will is beaten by your check is trapped in the target and cannot leave for the duration of the spell. For example, if an imp (a type of demon) possesses a statue, you may cast a spell with this seed to keep it from exiting the statue and (for example) possessing a friend.

+2 Complexity : You may deliberately exempt any number of creatures possessing the targeted object from the effects of this spell.

Mind Read

Range : Melee     Complexity : 1
Casting Time : 4SA   Power : 0
Target : one creature
Type: Specialized
Check : Magic Skill vs. Will
Duration : Concentration
Effect: Using this spell seed allows you to pluck the answer to one or more questions from your target‚s mind, possibly without his notice.

First, make your magic skill check against your target‚s Will. If you succeed, you may (telepathically) ask up to one question per point of Magic Skill bonus plus one, but no more than one per round. The question is answered by a simple (and honest, according to the target‚s best knowledge) yes or no answer. If the question cannot be answered by a yes or no, there is no response.

The target makes a Perception check to notice the effects of the spell (if the target or someone else can detect magic using Arcane Sight or in another manner, this is largely irrelevant) each time a question is asked. The DC equals 4 + your Magic Skill modifier. On a success, the target becomes aware that his mind is being probed, and can take steps. He becomes aware of any future questions asked, and can attempt to mentally lie about the answers. He makes a Charisma (deception) check as usual, but the mind reader gets a +2 circumstance bonus to perception checks to detect the lie.

As a character‚s Will is generally extremely difficult for a spellcaster to beat with a magic skill check, Mind Read is only effective against the weak minded, or against the seriously agitated (i.e., one who has taken several morale penalties).

Modifications:

+1 Complexity: For the duration of the spell, you get a +2 circumstance bonus to Perception against any sort of deception, disguise, or similar Charisma-based skill uses. This does not stack with the existing +2 bonus against attempts to fake the answer.

+1 Complexity: Add +1 to the DC to detect your mindreading. This modification can be added multiple times, its effects stack.

+3 Complexity: If you beat the target‚s Minimum Will, but not the target‚s Will, you can ask a single yes or no question; but there is a 50% chance that the spell will simply fail. The answer is always a yes, no, or no answer; regardless of other modifications the spell has.

+3 Complexity: The answers to your questions can be as complicated as any one-word answer, rather than simply yes or no. The answers are still limited by the target‚s understanding, so a creature with animal-level intelligence may not be able to convey more than a feeling.

+9 Complexity: The answers to your questions can be full sentences. The answers are still limited by the target‚s understanding, so a creature with animal-level intelligence may not be able to convey more than a feeling.

Necromancy

Range : Melee     Complexity : 1
Casting Time : 4SA   Power : 0
Target : one dead creature (see text)
Type: Specialized
Check : Magic Skill vs. Fixed DC, Magic Skill vs. Min. Will
Duration : Concentration
Effect: With this spell seed, you can attempt to raise the spirits of the recently deceased for questioning. This is an extremely hazardous and risky endeavour.

First, cast the spell upon a dead body, and make a Magic Skill check. The base DC is 3, but the modifier increases based on those that apply from this chart:

DC Modifier

Situation

+1

Per hour since death (maximum +4)

+4

If at least one sunrise has passed since death

+1

Every sunrise after the first sunrise has past

+2

The sun is up when you cast the spell

+2

One or more bones are missing

+1

Less than 50% of the body is present (stacks with the penalty for missing bones)

+2

Less than 75% of the body is present (stacks with the penalty for missing bones, but not with the penalty for less than 50% missing)

+2

You do not know which race the creature is (for example, you mistakenly identify the body as an elf, when it is a human)

The targeted body must comply with the following restrictions:

  1.   Have had a soul at the time of death (which excludes any creature with the Soulless type, such as most undead)
  2.   Have a corporeal body (which excludes spirit creatures such as ghosts)
  3.   Not currently have a Ghost or other spirit creature anywhere else ƒ so if you and another caster each have a part of a body, you cannot summon the creature‚s spirit if the other caster already has.

If you succeed your Magic Skill check, you raise the creature as a Ghost. The Ghost appears directly above its former body. If, when the creature died, it was Confused, Panicked, or Berserking; the Ghost is instead a Shade, Spectre, or Revenant (as appropriate). This makes raising the spirits of ghosts who died in extremely stressful circumstances, such as battles, extremely risky.

The Ghost, when summoned, is not necessarily under your control. When the spell is cast, and every round afterwards, make a Magic Skill check against the Ghost‚s Minimum Will. If you succeed, the Ghost is compelled to answer one simple yes or no question (similar to with the Mind Read seed), except that verbal communication is necessary. If you and the Ghost do not share a spoken language (the Ghost speaks any language the creature did at the time of death), communication is virtually impossible ƒ the Ghost will not communicate with anyone else (unless compelled to in some other manner), but a third party can tell you what to say in the Ghost‚s language, and then translate the Ghost‚s response. The Ghost cannot lie or try to deceive the caster in any manner whatsoever, even by manipulating the truth. Regardless of their motives while living, they don‚t care enough anymore to twist the truth one way or another.

If you fail the check against the Ghost‚s Minimum Will, it immediately begins to attack you, and you cannot attempt to control it in the manner presented above again. If for some reason it cannot get to you, it will attack whatever it perceives as the easiest target for its Soul Drain. Fortunately, the Ghost will only linger for 1d6 rounds after you end the spell (which you really should do if the Ghost breaks loose). If the Ghost manages to devour any creature‚s soul using Soul Drain, it remains a Ghost permanently, generally haunting the location of its death, taking revenge upon its enemies, or the like. It will usually leave as soon as it has succeeded in devouring any creature‚s soul. This is one of the most common ways in which permanent Ghosts are created.

If you, or someone helping you, have the Arcana: Magic Circle technique, it is strongly recommended that the ghost is summoned into a circle. The act of casting the spell triggers the circle, trapping the Ghost inside. This does not sever the spell compelling the spirit to speak, even though there is a magic circle between you and it.

Modifications:

+2 Complexity: The answers to your questions can be as complicated as any one-word answer, rather than simply yes or no. The answers are still limited by the Ghost‚s understanding.

+5 Complexity: The answers to your questions can be full sentences. The answers are still limited by the Ghost‚s understanding.

+1 Complexity: Add +1 round to the duration that the Ghost stays after you lose control of it. You‚d better have a really good reason for using this modification. You can add this modification multiple times, its effects stack.

+1 Complexity: Subtract 1 round from the duration that the Ghost stays after you lose control of it. You can add this modification up to three times, its effects stack.

+4 Complexity: You can attempt to summon the creature‚s spirit even if it is already a ghost or other spirit creature somewhere else. You must make a Magic Skill check opposed by a Magic skill check made by the initial summoner (if the spirit is in any way controlled by that caster still), or by the target‚s spirit‚s Will if it is not. The spirit, whichever type of creature it is, appears over the body you are casting the spell at if you succeed, and you can try to compel it to answer questions. If you do not, nothing happens, but the spirit can make a Perception check (DC= 4+ your Magic Skill modifier) to realize someone has attempted to summon it. If it succeeds by more than 2, it also learns your name.

Teleportation

Range : Melee/Close (see text) Complexity : 1
Casting Time : 8 Seconds   Power : 1
Duration : Instant
Target : Matter up to 75 kg. This may be one object, creature, or many, all in range.
Type: Specialized
Check: Attack Roll, Magic Skill vs. Will
Effect : the Target(s) are immediately transported somewhere within Close range that you designate. The spell fails if you try to teleport into another object- into a solid wall, or a person, etc. or if you try to teleport a part of an object or person. You must have been to or seen the destination. The spell leaves a vacuum behind as the target disappears. Normally, this just results in a loud 'popping' sound as air rushes to fill the space. For extremely large vacuums, small objects might get sucked towards the displaced area. See the Void effect of the Creation spell for more information, void created by the Teleportation seed works the same way.

This spell has two 'ranges.' The one before the slash is how close the target of the spell has to be to you, and the one after the slash is how far away the area your target can be teleported to is. Each can be increased using Reach Spell , but for any other purpose the spell's range is treated as the one before the slash.

Restrictions: (the spell fails if any of these are attempted)

  1.   You cannot teleport through a vacuum (as in, space)
  2.   You cannot teleport through cold iron
  3.   You have to teleport someplace you have seen or been to. For example, you can't just teleport "ten metres in that direction" unless you've actually been there or can see the place.
  4.   You cannot teleport into another object, even partially.

Modifications:

+1 Power: [ Spontaneous ]  add +75 kg to the maximum target mass. You may add this multiple times, its effects stack.

+1 Power : Instead of teleporting targets, you create a gate from your location to the target location. The gate must appear in an area in the spell's range ( not the teleport tange). The gate lasts only as long as you concentrate, and disappears as the original caster enters it. It also disappears after it has transported a mass equal to the maximum mass of the teleport (default 75 kg, but increased with modifications). The gate created this way is one-way. With this modification, the duration of the spell changes to Concentration from Instant.


Transform: Transmute

Range : Melee    Complexity : 1
Casting Time : 4SA   Power : 0
Duration : Instant
Target : One creature or object no more than 1 cu metre and the same amount of raw material.
Type: Specialized
Check: Attack Roll (willing targets only)

Effect:

Simple Transformation: The target of the spell is transformed into a particular material using up a volume of same material (referred to hereafter as the "raw material")  that you possess in the process. You must be in physical contact to the raw material. If the target is a creature it must be willing, unconscious, or dead. The target and the raw material must be of the same phase of matter (solid to solid, liquid to liquid, gas to gas). This transformation process kills any living creature. Nonliving creatures change their Durability to match the new material. Electrical devices and other machines probably cease to function.

Example: Johannes the Theurgist casts Simple Transformation to transmute a stone statue into gold. In order to do so, he must possess the same amount of gold as there is statue. The stone statue is now made of the gold that Johannes was holding, which disappears.

Modifications:

+2 Complexity: Complicated Transformation: You can choose what parts of the target to transmute. For example, you could turn a car into gold but leave the windows and engines as they are.

+1 Power: [ Spontaneous ]  add 1 cubic metre of material transmuted

Note : The original does not simply disappear per se. Instead, it is ground up into a fine atomic dust and distributed evenly about the universe. Creatures die unless they could reasonably survive this (most can't).

Note : only matter may be affected by this spell, not light, energy, etc. Also, immaterial objects and beings (like most ghosts) are not affected.


Call

Range : Infinite/ Short (see text)   Complexity : 1
Casting Time : 4SA    Power : 1
Duration : Rounds
Target : A Marked inanimate object or a Summoned creature
Type: Specialized
Check : none

Effect : The target object or creature appears within Short range of you (this is modifiable with the Reach metamagic) for the duration, then goes back from whence it came. Only objects that have been Marked with the Mark seed or Summoned creatures (see the Summon seed) can be Called in this manner. If the target was Marked or Summoned by someone other than you, you must succeed in a Magic Skill check. The DC is equal to 6 + the Magic Skill of the original caster. Success indicates that you Call the target to you normally (although, if it is a Summoned creature, you gain no control over it).

The manner in which the Called target appears is very similar to the Teleport seed. Any effect that blocks Teleportation also blocks Calling. The creature to be Called can be anywhere on the same plane of existence, but must appear with in Short Range (thus the range of Infinite/Short).

Modifications:

+10 Complexity : The duration changes to Instant. The Called object or creature appears, then the magic vanishes and the target remains. It cannot be counterspelled, dispelled, etc. because it is nonmagical.

Summon

Range : Interplanar/ Short (see text)   Complexity : 1
Casting Time : One hour or more Power : 1
Duration : See Text
Target : One summonable creature
Type: Specialized
Check: Magic Skill vs Will

Effect : You risk your very soul to summon an otherworldly being. First, you must know the creature's name. Supernatural beings take great care to hide their true names, going by aliases when dealing with mortals. Then, if you are able, you may draw a circle in the ground (see the Arcana: Circle Magic technique) and then cast the spell (which takes an hour to cast). To succeed in summoning the creature, you have to beat its Will with a Magic Skill check. If you fail this check, the being does not appear, but you can try again (which takes another hour). Each consecutive time you attempt this check, you get a cumulative +1 bonus. If you succeed, (or the creature deliberately allows you to summon it) the creature appears in the circle you drew, activating the Magic Circle. See the Arcana skill for more details on Circles. If you choose to cast this spell without first drawing a circle, the creature is free to act normally (with the same three restrictions as laid out below).

A summoned creature will immediately try to escape from its confinement. If they can escape from the circle in any way, they are free to act as they will for 24 hours or until the next sunrise, when they go back to from whence they came. Typically, they will kill the summoner first.

Once you've successfully summoned the creature, you need to decide what to do with it. It is in no way under your control, but it is bound by a few restrictions. Summoned creatures must:

  1.   Speak no word that is not true (but are by no means required to speak the whole truth)
  2.   Follow through on any agreements or deals made with the summoner
  3.   Follow the same restrictions as a Magic type creature.

If the summoner is looking for information from the summoned creature, typically he must swap information that the creature perceives as equally valuable. Individual monster descriptions detail the relative value that creatures place on various items or pieces of information.

If the summoner wants the creature to perform services, he must offer the creature something that it wants. See the creature's individual entries for loose guides on this.

The summoner can attempt to persuade the creature using the Charisma skill, but the summoned creature is almost always Hostile to the summoner. The summoner can also threaten the creature into working for him.

Notes:

No Circle: This spell can be cast without a circle, but it is a spectacularly bad idea. It works the same way, but the caster doesn't need to make a circle. He must provide his own protection from the creature. Usually casters only do this if they absolutely have to, and avoid it like plague. They also do this if they don't have the Magic Circle technique in Arcana.

Call: Summoned monsters can be Called with the Call seed. Any caster can Call a Summoned monster, but he must know it's name and say it outloud as part of the verbal component in a Call spell.

Typical Uses of Summon:

  1.   Information: Even the simplest of otherworldly beings are usually immortal, and have over the eons gathered huge fonts of knowledge.
  2.   On-call Service:  The summoner summons the creature for a fairly long period of time (a few days) and uses the Call seed to make it appear at his side whenever he needs help-- for fighting or scouting or heavy lifting or the like.

Modifications:

+1 Complexity and Power: Increase the maximum level of creature you can summon by +1

Animate

Range : Melee     Complexity : 1
Casting Time : 4SA   Power : 0
Duration : Concentration
Target : A non-magical object of up to scale -1
Type: Specialized
Check : none, or Magic Skill vs. Will
Effect : The target object becomes an Automaton under your control for the duration. See the Monsters entry for more information. After the spell ends, the Automaton reverts to its original state. If the spell is cast on the corpse of a dead creature, the automaton gains the [undead] type. Unless the creator has some means of communicating telepathically, commands are generally given vocally. Commands could range from simple to elaborate, such as “kill that man” or “protect this area” or “when you hear an alarm, attack anyone who enters this room that isn‚t wearing this uniform.” Commands are limited by the creature‚s lack of understanding.

A living creature can be turned into an Automaton with this spell. You must defeat the creature's Will with a magic skill check. Success leaves the creature unharmed, but you gain control of its body for the duration of the spell. You must make another magic skill vs. Will check every round, a failure ends the spell. The stats and abilities of the creature animated in this manner are ignored; the Automaton is treated as a flesh automaton of the creature's scale. Any special bonuses a creature has against Possession can be used to defend against this effect.

You can control a number of automatons equal one plus the sum of your Magic Skill and Magic Power ranks. Any attempt to create additional automatons results in spell failure.

Modifications:

+2 Power: [ Spontaneous ] Increase the maximum scale of the automaton by one. You may take this modification multiple times. Its effects stack.

+2 Complexity: the automaton is level 2. You may take this modification multiple times, its effects stack, each time increasing by one level.

Ward

Range : Melee     Complexity : 1
Casting Time : One Hour Power : 0
Duration : Hours, or until spell trigger, whichever comes first
Target : A scale 0 (or smaller) area or object
Type: Specialized
Check : none

Effect : You create an Anchor Point for up to one spell at the area of the spell. If the ward is dispelled or otherwise disappears, then all spells anchored to it vanish. See the Arcana skill for more information.

Modifications:

+1 Complexity: Increase the maximum number of anchorable spells by one. All spells are triggered simultaneously. You may take this modification multiple times, it's effects stack.

+1 Complexity : If the anchored spell has a duration of greater than Instant and other than concentration, then at your option (decide when anchoring the spell) the anchored spell may be active for the entirety of the existence of the Ward.

+1 Power : The spells present 'reload' themselves once- they may be discharged one additional time. You may take this modification multiple times, it's effects stack.

Notes : Two wards may not overlap in position. The one there first cuts its area out of the new one.

Create

Range : melee    Complexity : 0
Casting time : 4SA   Power : 1
Target : anything in range
Type : Specialized
Duration : Concentration
Check: None or Engineering vs. DC

Effect :  You can create solid objects of any shape and a variety of materials by mixing the four elements. The object or objects created may not have any moving parts, and all parts of it must remain within a 5m radius sphere of the target point. Any part of the object that leaves this area crumbles into dust, then disappears. To create anything complicated, you must make a Engineering check while casting the spell, as long as you have the relevant techniques. Creation can't create valuable metals ƒ that's one of the major reasons why they're valuable in the first place. They're rare partly because magic can't make them.

State

Simple

Average (+4 complexity)

Complex (+9 complexity)

Advanced (+14 complexity)

Solid

Dirt, sand, loam, mud, ice

Stone, Copper, Brass, Wood

Bronze, Iron, lead

Gas

Air, fog, mist

Smoke, Solid fog

Toxin

Void

Liquid

Water (fresh or salt)

Acid

Magma

Fog or Mist: Both provide concealment after 1m in, and block sight entirely after 3 m.

Smoke: Smoke acts like fog or mist, except characters in smoky areas cannot breathe.

Toxin: Functions Fog or Mist, except that if characters breathe, they

Void: All air and nonmagical gas is removed from the area, and evenly distributed around the universe. If cast in a confined space, targets may suffocate. Otherwise, air rapidly fills up the now vacant space; everything within double the radius of the spell's effect gets thrown towards the centre. To avoid being sucked into the middle, make an Athletics check (DC= the number of squares of your scale between you and the centre of the spell).

Modifications:

+4 complexity : Make materials out of the Average column

+9 complexity: Make materials out of the Complex column

+14 Complexity: Make materials out of the Advanced column

+1 power : [ Spontaneous ]  Increase the maximum size of the object by adding one metre to the radius restriction. This modification may be taken multiple times, its effects stack.


Healing Spell Seeds

Heal: Wound

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 1
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Instant
Effect : The target of the spell heals one wound. A single character can only be healed in this manner once per hour.

Modifications:

+2 Power: This spell heals an additional wound.

Heal: Drain

Range : Melee    Complexity: 2
Casting Time : 4SA   Power: 2
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Instant
Effect : Choose one ability at spell creation. The target of the spell is cured of one drain to that ability. A single character can only be healed in this manner once per day.

Modifications:

+2 Power: The spell heals one more ability point, of the same or a different ability.

Heal: Syndrome

Range : Melee    Complexity: 3
Casting Time : 4SA   Power: 3
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Instant
Effect : Make a Faith check against the fortitude DC of one syndrome (such as poison or disease) the target is afflicted with. This generally works even if there is no known cure for the disease, although the GM may specify some rare diseases or poisons are immune to this ability. If you succeed, the target is cured.

Heal: Revive

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 1
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Instant
Effect : Make a Faith check against DC 6. If you succeed, the dead target comes back to life. Every round for which the target has been dead for increases the DC by +1. A target who comes back to life is treated as Disabled until he is healed a wound. This seed has no effect if it is cast on a target who is not dying. This seed also has no effect if it is cast on an undead creature.

Modifications:

+4 Power: Instead of the DC increasing by +1 per round, it increases by +1 per minute
+9 Power: Instead of increasing by +1 per round, the DC increases by +1 per day
+14 Power: The DC does not increase with time.

Heal: Shell

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 1
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Rounds
Effect : The target of the spell gains a sort of buffer against wounds. The next wound they take is ignored. The buffers dissipate at the end of the spell.

Modifications:

+1 Complexity: The target can ignore another wound. You may take this modification multiple times, each time adding one to the maximum number of …wound buffers‚ the target can have.

Secret Spell Seeds

Reflect Spell

Range : Short     Complexity : 4
Casting Time: Immediate 4SA   Power : 0
Duration: One round
Target : One (or more) spell(s) cast within range
Type: Reactive
Check: Magic Skill vs. Magic Skill DC
Effect :  For the remainder of the round (or longer with Extend Spell )  you may attempt to make a sort of defence roll against any spell cast within range. The spell does not have to be cast against you. As the spell is cast, you attempt to seize control of the magic. Make a Magic Skill check against the target's Passive Magic Skill DC (4 + his Magic Skill bonus). If you succeed, you may designate the target of the spell. If you fail, it acts as normal. As with all defence rolls, you can only make one check against each spell being cast.

Each projectile from a spell with the Rapid Fire metamagic counts as a separate spell that you must Reflect  individually.

Modifications:

+1 Complexity: You may reflect one additional spell per round. You may take this multiple times, it's effects stack.

Hex

Range : Melee    Complexity: 5
Casting Time : 4SA   Power: 1
Target : Creature in range
Type : Attack
Check: Attack Roll; Magic Power vs. Will
Duration : Instant
Effect : Choose one from the list during spell Casting, not spell creation :

Hex Of...

Effect...

Sloth

Beating the target's Will results in 1 Dex drain, and -1 to all Dex skills for 1d6 minutes

Frailty

Beating the target's Will results in 1 End drain, and -1 to all End skills for 1d6 minutes

Langour

Beating the target's Will results in 1 Str drain, and -1 to all Str skills for 1d6 minutes

Exhaustion

Target becomes Fatigued for 1d4 + 1 hours

Nausea

Target becomes Nauseated for 1d4 +1 hours

The Drunkard

Target becomes Drunk for 24 hours and gains Alcohol Poisoning

Pain

Target becomes Stunned for 1d4 + 1 rounds

Slumber

Target  falls asleep for 1d6 rounds. Sound does not wake it, but taking damage or being slapped (a 4SA) does, falling prone in the process.

Tenacity

Target must follow through with any decisions he makes for 1d6 days ƒ He can't change his mind.

Candour

The Target cannot lie for 1d6 days. GM may give him a circumstance penalty to Charisma of up to -3, depending on the situation.

Dearth

The Target becomes ravenously hungry, but eating simply doesn't help. The target may starve to death. See: Starvation for more information. This lasts for 1d20 days, and the Target immediately is treated as having been starving for one week.

Blindness:

The target is Blinded for 1d6 minutes

Deafness

The target is Deafened for 1d6 minutes

Suffocation:

The target cannot breathe this round. Every round after casting, make another Magic Power vs. Will check. Success prevents the target from breathing that round, too. Failure  means the curse is broken, and he can breathe just fine.

The Tower:

The target can only speak one language (that you choose) for 24 hours. The language need not be one they already knew, or one that you know.

Modifications:

+1 Power, +5 Complexity: Choose a different Hex effect. The target is afflicted with both. If the effects have the same duration (ex. Nausea and Exhaustion) just roll the die once, and they have the same duration.

Solar Ray

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 5
Target : Anything in range
Type : Attack
Check: Attack Roll
Duration : 1 Round
Effect : The target gets struck by beams channelled directly from the sun. This is usually harmless, but certain creatures and objects react to sunlight ƒ particularly certain types of undead, like vampires. Particularly vampires.

Modifications:

+2 Power: The light is so bright that any creature in the area must make a Fortitude Check (DC = 4 + your Magic Power) or be blinded for 1d6 minutes. Failure by 5 or more results in permanent blindness.

Smite

Range : Melee     Complexity: 0
Casting Time : 4SA    Power: 1
Target : anything in range
Type : Attack
Check: Attack Roll; Damage vs. Toughness
Duration : Instant
Effect : The target(s) of the spell takes 1d6 points of damage plus your Faith modifier.

The damage is of a type determined by your Deity.

Against unholy targets, you add your Spirit to damage in addition to your Faith modifier.

Modifications :

+0 Divine Power: You can decrease the damage by 1 point to increase the die size by one (from d6 to d8 then d10 and d12) to a maximum of d12. You may take this multiple times, its effects stack.

+1 Divine Power : [ Spontaneous ]This spell gains a Blast area of scale 1. This modification may be chosen multiple times, each time increasing the blast area by one step. Unlike with most blast spells, you can deliberately choose not to target any targets or creatures in the area you specifically designate.


Divination

Range : Short    Complexity : 10
Casting   Time : Varies   Power : 0
Target : See text
Type : Specialized
Check : Varies
Duration : Instant
Effect : Choose one of the following when casting the spell:

Cast Dice: Casting Time: 4SA. Both you (the player) and your character roll a pair of dice to determine one Target's short-term future. Add the total together and consult the chart for your fortune. The target must be on the same plane, but otherwise can be anywhere, as long as you know where they are to within a 10 m area. Nothing but the Screw Fate use of the spell (below) can affect or allow you to reroll the dice.

Die Result

Means

Effect

2

Doom

For every skill check for the rest of the day, roll twice and pick the lower result.

3

Poverty

For all treasure rolls, roll twice and pick the lower value. This lasts for  the rest of the day.

4

Sickness

Every 24 hours for a number of days equal to your Magic Skill, roll a d6. On a 1, the target catches an Infection.

5

Unconfident

Maximum will decreases by 1 point for 24 hours

6

Unpopularity

When you meet new people for the next day, they default to Unfriendly instead of Indifferent.

7

Tall, Dark Stranger

No effect

8

Popularity

When you meet new people for the next day, they default to Friendly instead of Indifferent.

9

Confident

Maximum will increases by 1 point for 24 hours

10

Health

Target immune to all diseases for the rest of the day.

11

Fortune

For all treasure rolls, roll twice and pick the higher value. This lasts for the rest of the day.

12

Blessed

For every skill check for the rest of the day, roll twice and pick the higher result.

Screw Fate: Casting Time: 2SA. This must be cast immediately after using Cast Dice . The player can attempt to change the fate predicted. Make a Magic Skill check against DC 14. If you are successful, you can reroll one of the two dice you rolled for Cast Dice . If you beat the DC by more than 4, you can attempt another check at DC 16 to reroll either die again if you are still not satisfied. You may do this indefinitely ƒ if you beat the DC by 4, you can roll again at a DC of 2 higher than the time before. If you beat that DC by 4, you can do it again, etc.. Once you've predicted the target's fortune, you can't use it on them again for three days.

Read Tea Leaves: Casting Time: 2SA. By glancing at undisturbed tea leaves, you can tell the rough fortune of the person who drunk the tea.  Although the casting time of the spell is only a 2SA, boiling water, steeping tea, and drinking it take several minutes. Make a DC 15 magic skill check. If you succeed, you can predict their fortune.


Power

Range : melee    Complexity : 0
Casting time : 4SA   Power : 1
Target : Powerable device in range
Type : Specialized
Duration : Concentration and see text
Check: None
Effect : You can use your own magical energy to provide power for a device. The object gains a power point reserve (even if it didn't have an engine or reactor at all) of 8 pp at scale 0. (or 2 pp at scale 1, or 32 pp at scale ƒ

1, etc.).

Casting a spell with this seed can be exhausting.

If the pp reserve ever drops to ½ or less of its maximum, you become fatigued. If it drops to ¼, you become exhausted. If its reserve ever hits zero, you immediately fall unconscious.

At any point while concentrating, you can (as a 0SA) take a wound to recharge 8 pp. You can do this only once per round.

If you stop concentrating on the spell (whether deliberately or because you fall unconscious) the object remains powered at first, but loses 1 pp per round until you start concentrating again. When the reserve hits zero, the spell ends.

Modifications:

+4 Power: You create a buffer between yourself and the object. You do not become fatigued, exhausted, or fall unconscious from this seed's effects.

+1 Power: [ Spontaneous ]  The object's pp reserve increases by +8 points. You may take this modification multiple times, its effects stack.

+4 Complexity: You can concentrate on this spell as a 0SA.


Sample Spells

This is a list of basic sample spells, just so players can understand how they work. Players can choose their spells from this list if they want, and modify them however they like. The spells on this list are cast so frequently that any character with a rank in Arcana can recognize them without a skill check.

Detonate

Range : 20 m Range Inc Complexity: 4
Casting Time : 4SA Power: 4
Target : anything in range
Type : Attack
Check: Magic Skill vs. Target; Damage vs. Toughness
Duration : Instant

Favoured by demons and other supernatural beings for its simple efficiency, Detonate is a reliable and destructive precision attack.

Effect : The target(s) of the spell takes 1d12 + your spirit in Sonic damage. This spell is commonly found dealing other types of damage, however. An Afrit's detonate is always Heat damage.

Required Metamagics: Reach Spell, Supersonic Arcana

Components: Verbal, Focus (a plain simple brass band worn like a ring on the right hand)

Fireball

Range : 40 m Range Inc Complexity: 4
Casting Time : 4SA Power: 4
Target : Everything in a scale 2 Sphere
Type : Attack
Check: Magic Skill vs. Target; Damage vs. Toughness
Duration : Instant

"Catch"

Effect : The target(s) of the spell takes 1d6 + your spirit in Heat damage, then are lit on fire. The spell has an explosive area with a 4 m radius.  

Required Metamagics: Reach Spell,  Explosive Spell

Components: Verbal, Focus (a carved oaken rod about a foot long, usually carried in the right hand)

Spear of Will

Range : Melee/12 m line   Complexity: 4
Casting Time : 4SA Power: 4
Target : anything in range
Type : Attack
Check: Magic Skill vs. Target; Damage vs. Toughness
Duration : Instant

Thousands of glimmering, deep purple tendrils shoot out of your open hand. The tendrils are razor sharp.

Effect : The target(s) of the spell takes 1d6 + 3 + your spirit in Piercing damage. The spell effects a line originating from you that is 12m long.

Required Metamagics: Supersonic Arcana,  Line Spell

Components: Verbal, Focus (A long, thin purple cloth strip worn wrapped and tied around the right hand and wrist)

Shout

Range : Melee     Complexity: 3
Casting Time : 4SA Power: 3
Target : Everything in a 4m cone
Type : Specialized
Check: Magic Skill vs. Perception
Duration : Concentration

You take a deep breath and then scream with a deafening blast.  

Effect : You create noise in a 4m long and 2m wide cone originating on you. The noise has a DC as low as -12-your Spirit. If this hits -15 or lower, targets who fail their Perception disbelief check must make a DC 6 Fortitude check or be deafened for 1d6 hours. Failure by 5 or more leaves the target deafened permanently.

Required Metamagics : Cone

Components: Verbal, Focus


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