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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 : 8 Seconds Power : 0
Duration : Instant
Target : One inanimate object no more than 1 cu metre and the same amount of raw material.
Type: Specialized
Check: Attack Roll
Effect: The target of the spell is transformed into a particular material, destroying an equal volume of raw material that must also be in range. Both the target and the raw material must be nonliving. The target and the raw material must be of the same phase of matter (solid to solid, liquid to liquid, gas to gas). Nonliving creatures (such as undead) change their Durability to match the new material, but are otherwise unharmed. Electrical devices and other machines probably cease to function.

Example: Johannes the Theurgist casts a spell with this seed to transmute a stone statue into gold. In order to do so, he must possess the same volume of gold as there is statue. After casting the spell, the stone statue is now made of the gold that Johannes was holding, which disappears. Where the stone that made up the statue went, nobody knows ƒ some theorize the matter is evenly distributed throughout the universe, or sent to another plane of existence.

Modifications:

+2 Complexity: 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 to the maximum size of the target.

Note : only matter may be affected by this spell, not light, energy, or the like. 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.


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