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