Other types of magic interfere with sorcery. When a
sorcerer casts a spirit spell or Rune spell, they count against his Presence.
His Presence remains encumbered with these magics until they expire. However, he
cannot cancel them until they expire naturally, nor can he maintain them past
that point. Each point of spirit magic takes up 1 Presence. Each point of Rune
magic takes up 4 Presence. Instant spirit and Rune spells only use up Presence
for the round they are cast.
When sorcery and other types
of magic are cast on the same target, similar spells do NOT add together.
Instead, they "overlap”. For instance, if Boost Damage 6 and Bladesharp 4
are cast on the same sword, damage is increased by 6 (Boost Damage), and attack
is increased by 20% (Bladesharp).
Because of the wide variety of possible combinations, the gamemaster is the final judge of whether or not a particular spell pairing "overlaps". Note that some similar-appearing spells may not overlap. For instance, though Fireblade and Boost Damage both increase damage, they do not overlap –instead, Fireblade takes precedence, just as it does with Bladesharp.
An
"attack" spell, such as Hinder, requires the caster to overcome a
target's MPs with his own in order to take effect. A target can choose not to
resist. A non-attack spell, such as Treat Wound, normally does not have to
overcome the target. However, a target can
choose to resist such a spell.
When an "active"
spell is up, you cannot cast any other spells (except a Held one). You can only
utilize an active spell with some other spell if Multispell was used when it was
cast. (For instance, combining Fly with Animate Stone to make a flying
gargoyle). An active spell can be allowed to lapse into quiescence, and then
later brought back into activity by concentration. You can only control one
active spell at a time.
A "transient" spell
is active, but in addition, if you end your concentration the spell is
cancelled. You can only control one transient spell at a time.
Many spells cost points or do
damage defined as 1d(intensity). This means a die or combination of dice is
rolled with a maximum value equal to the Intensity. Thus: Intensity 3 = 1d3.
Intensity 6 = 1d6. Intensity 10 = 1d10. Intensity 14 = 1d8+1d6, Intensity 18 =
3d6, etc.
Some spells come in the format
VERB [noun] Ìsuch as Animate [substance]. Such spells come in a variety of
forms, sometimes individually described, but sometimes not. Hence, Animate
[substance] is not a single spell, but a whole category, each of which must be
learned separately. Knowledge of Animate Stone is useless in casting Animate
Fire.
ranged, active
Each Intensity animates 6 SIZ or 1d6 STR. Normally,
sufficient Intensity is required to make the entire corpse's SIZ animate (but in
special circumstances, just a corpse's arm, head, etc. need be activated). If
the corpse is not given at least half as much Intensity for STR as it has for
SIZ, it will only be able to wriggle around, not actively locomote. More SIZ
cannot be animated than the creature's original SIZ, but the creature can be
given more STR than in life. An animated corpse's move is 1 less than in life,
and an animated skeleton moves as fast as in life.
Example: Subadim the
sorcerer wishes to reanimate a dead horse, SIZ 32. This costs 6 Intensity for
SIZ, plus if he wants it to be able to walk around, he’ll need to spend half
as much Intensity on STR (i.e., 3, which gives a STR of 3d6). He can make the
horse stronger if he wants (and if has sufficient ability).
ranged, active
Each Intensity lets the caster animate 1 SIZ, 1
ENC, or 1 cubic meter, as appropriate (non-solid substances such as air, light,
or fire would be per meter, for instance). Different substances have different
characteristics. An Animate spell cannot be
used to affect a complex living creature, such as a human or troll. Unless the
animated substance is appropriately crafted, it cannot wield objects or tools.
The object retains its former armor points. Normally, a wooden object has a move
of 3, a stone object a move of 1, and a metal object a move of 2. Other
substances can have their move rates figured out appropriately. used for
animating substances such as stone, wood, metal, etc.
An Animate can be generic, such as Animate Metal,
or specific, such as Animate Bronze.
To determine the degree of control the caster has, you must to figure out how specific his Animate spell is, combined with certain other conditions. See the following chart for the basic system.
|
DEX Multiplier |
Spell |
|
x7 |
Specific – "Animate Weedeater the Sword" |
|
x5 |
Item & Material – "Animate Bronze Sword" |
|
x3 |
Material – "Animate Bronze" |
|
x1 |
Class –– "Animate Metal" |
·
If an object is very unsuitable for the desired
action, it cannot perform it regardless of DEX roll. f the target is especially
well–suited, the caster may get a bonus.
·
If the target object has moving parts (like a door
lock), the user's Devise skill applies, if lower than the DEX roll.
·
A damaged object can be repaired via Animate, if
the caster takes at least an hour (more, for very delicate jobs such as jewelry
or fine mechanisms) and is able to succeed at the appropriate Craft.
· When Animate ends, the target object returns to its original form, unless the caster makes the effect Permanent, or successfully uses a Craft, as above.
attack, touch, transient
The recipient tends to attract various harmful
attacks. It starts with a 10m radius around the target, and Range can be used to
widen the effect. If the target becomes inanimate (i.e., dies), the spell ends.
If two Attract spells would both affect a given attack, the higher Intensity
spell checks first to see if it succeeds. If two spells of equal Intensity
compete, the one nearer to the attack checks first.
Magic –ranged spells only.
The recipient must be a legal target of the spell in question. For instance, if
he is not visible to the spellcaster, he does not attract the spell. Match the
Attract's Intensity vs. an eligible spell on the resistance table. If the
Attract wins, the spell targets the recipient, even if he cast the spell
himself.
Missiles
–all eligible missiles roll 1d20. If the total is equal to or less than the
spell's Intensity, the missile hits the recipient. Impales and criticals apply
if the missile’s original roll to hit was such.
Spirits
–all spirits capable of offensive spirit combat must roll their MPs vs.
this spell's Intensity each round they are within the spell’s radius. If they
are overcome by the spell, they must attack the recipient. Spirits currently
engaged in spirit combat or who have 10 or more MPs than the Attract's Intensity
can ignore this spell.
Touch
Makes a specific tool or weapon slightly magical.
Each Intensity adds 5 percentiles to all skills using that tool. A weapon has
both Attack and Parry increased.
Touch
Requires Intensity equal to the object’s ENC.
Each additional Intensity past that adds +1 to its armor points. For instance,
if Boost Armor 8 were cast on a medium shield (ENC 3), the shield would receive
5 extra armor points. Because of the high weight of body armor, this spell is
normally cast upon a single piece of armor at a time, rather than the entire
suit (a medium suit of chainmail, for instance, takes 20 Intensity, but a chain
coif only 2).
Touch
Adds +1 to damage on the affected weapon per intensity. Can be cast on innocuous objects such as coins to give them a damage potential.
Touch (but Range is required when casting the
spell)
Adds the spell's Range to a missile's basic and long range. Requires Intensity equal to the missile’s ENC (1 Intensity is enough for all but siege missiles).
Touch
Each Intensity adds 1 to the selected stat. More than doubling a target’s APP by this technique makes the target unrecognizable. INT and POW cannot be Boosted beyond the user's original rolled INT or POW, but the spell can substitute for INT or POW lost due to Tap or disease.
Touch
Each 2 intensity adds 5 to the selected skill category modifier. All skills within that category are increased. For instance, Enhance Perception 4 adds 10 to all perception skills. Note: sorcery spells are NOT affected by Boost Magic, but Ceremony, Summon, and Enchant are.
ranged
Produces the specified energy everywhere within the
spell’s Range.
Call Calm – decreases
wind velocity by 2 kph per Intensity.
Call Cold –lowers
the temperature by 2C per Intensity.
Call Heat –raises the
temperature by 2C per Intensity.
Call Light –creates a
faint glow. Intensity 1 is enough to read by, Intensity 5 is near-daylight, 10
makes bright daylight.
Call Shadow –creates a
faint shadow. Intensity 5 makes a shadow even in full daylight, and 10 is like a
moonless night.
Call Tide –only usable
at the seashore. The water’s height is raised or lowered (caster’s choice)
by 2 cm per Intensity.
Call Wind –increases
wind velocity by 2 kph per Intensity.
touch
If an attack spell fails to overcome the target's MPs and has Intensity equal to or less than the Castback's, it bounces back at the caster. If both target and caster have Castback, the spell may ricochet back and forth until it finally affects one of the targets.
attack, ranged
Only STR, CON, SIZ, DEX, or APP can be Diminished.
Each Intensity subtracts 1 from the selected characteristic, down to a minimum
of 1. Diminishing APP makes the target unrecognizable if the APP is reduced to
less than half its normal value.
ranged
Each 2 intensity subtracts 5 from the selected
skill category modifier. All skills within that category are affected. Example:
Diminish Agility lowers all Agility skills, including parries.
attack, ranged, active
This is an assortment of spells, each tied to a
single species. Dominate requires an Intensity at least half the target's MPs.
If the target fails to resist, he falls under the caster's domination. If the
caster tries to force the target to perform an exceedingly repugnant action, it
gets an immediate chance to break free. In any case, a sentient creature gets
such a chance once a day.
A being inside a binding enchantment cannot resist this spell, and only one Intensity need be used regardless of the being's MPs.
attack, ranged, instant
Each intensity lowers the target's current fatigue by 1d6.
ranged, instant
Lets the user send a force as a beam towards a foe,
striking a randomly rolled hit location.
Evoke Cold
–does 1 pt of damage/round, continuing for the spell's Intensity in
rounds. Armor does not protect.
Evoke Flame
–does 1d(intensity) damage. Flammable materials may ignite, with a default
chance of 5x Intensity. Armor protects unless a flame hits the same location for
a second consecutive round or the target site ignites, armor stops helping.
Evoke Light
–the target is lit up brightly. Darkness entities (such as hags or shades) and
undead take 2d(intensity) damage. Evoke Light neutralizes darkness-based magic.
Evoke Lightning
–the target takes 1d(intensity) damage, ignoring metal armor.
Evoke Shadow –the
target's sight-based skills drop by 5 per intensity. This situation improves by
5 percentiles per subsequent round. Neutralizes earth-based magic.
Evoke Water
–delivers a knockback attack of 1d6/Intensity. Neutralizes fire-based magic.
Evoke Windblast –does 1d(intensity) abrasion damage, first destroying armor, then hit points. Neutralizes water-based magic.
ranged, active
Lets
the caster levitate 3 SIZ of a target object at a move of 1. Each additional
intensity adds 3 to the SIZ allotment or increases move by 1, at the caster’s
option. Cast on an unwilling target, this is an attack spell, of course.
ranged
Works much like Call Light, except that it is cast upon an object. That object then shines with the chosen Intensity (1 is enough to read, 10 is bright daylight) everywhere within the spell’s Range in a radius around it.
ranged
Each 2 Intensity increase the target's movement by 1m/round and lower his DEX SR by 1. No matter how low DEX SR drops, no action can take less than 1 SR. The target loses Fatigue equal to Intensity.
attack, ranged
Each Intensity decreases the target's movement by 1m/round, and increases his DEX SR by 1. If the total SR of the target adds up to more than 10, he can take action only once every other melee round.
attack (if cast vs. a living target), ranged
Minimum Intensity 2: Causes two 10cm by 10cm
surfaces to stick together with a STR of 3. Each Intensity either adds 10cm in
each dimension to the surface area to be commingled or adds 3 STR to the glue.
If used to affect living tissue, the target's MPs must be overcome.
The exact shape of the Holdfast can be altered by the sorcerer upon casting, so long as the total surface area is not increased beyond the spell's parameters. Once the Holdfast’s STR is overcome by the target, the spell ends.
ranged, instant
Allows the caster to identify a spell.
| Intensity | Perception |
| 1 | general category (i.e., Sorcery, Rune, Spirit Magic, Mysticism, Draconic, etc.) |
| 3 | point value (for Sorcery, only Intensity is given) |
| 5 | the spell's name |
| 7 | the spell’s full description |
ranged, active
The affected object becomes traceable by the sorceror. When he concentrates on the object, he receives an impression of its current direction and distance. If Locate Object is dispelled, at that moment the caster involuntarily learns the object's current direction and distance, and a mental picture of the individual casting the neutralizing spell. If the caster or object moves beyond Range, the spell is null, but remains in effect.
self–only
For each Intensity in this spell, you lose 1 ghp
and 1d6 fp, and gain MP equal to the rolled fatigue loss. You cannot increase
your MPs higher than your POW by means of Muster Power.
self-only (but Range is required in casting)
Only affects the caster himself (the spell's Range
is how far he sees). Darkness or opaque stuff blocks you. You see the exact
amount of MPs in all you perceive, up to Intensity x 3. Anything over that is
just "greater".
At close range (within a few meters), Mystic Vision can be used to tell whether an MP source is regenerating or non-regenerating. In this way, he could tell an MP Matrix from a spirit, or the living from the undead. A sorcerer can see spirit magic in effect, and he can see a flow of magic from a sorcerer to his maintained spell.
ranged, instant
Cancels a spell if the Neutralize Magic's intensity overcomes the defending spell’s on the Resistance Table. The Neutralize Magic’s intensity must be at least half that of the defending spell.
attack, ranged
Hits a random melee hit location. If the target fails to resist, and the Intensity is equal to or greater than the location's current hit pts, the location is paralyzed. A damaged hit location healed beyond the Palsy's Intensity remains Palsied. If the head is palsied, the target falls unconscious. If the chest is palsied, the target is incapacitated, and begins to smother (start rolling at CONx10). If a selected location is already Palsied, reroll until an unPalsied location is selected.
ranged, (active to move or attack, otherwise temporal)
This complex of illusion spells each affect a
particular sense. If the caster concentrates on the illusion, it can be moved
around, animated, or otherwise altered. An illusion can be moved with incredible
speed unless Phantom Touch is included in the effect, in which case it is
limited as described below.
Phantom Odor
–higher Intensity makes an odor more intense. Intensity 1 is mild, such as air
after a storm, while Intensity 3 is somewhat stronger, like fresh–cut grass.
Intensity 10 is quite potent – frying onions, cloying perfume, or dog breath.
An odor stronger than an ambient scent can be used to mask it. (Example:
an undead covering up his stink of corruption.) An odor weaker than an ambient
scent can be used to modify or alter it. (Example: transforming the smell of cut
wood into the smell of cut cedarwood.)
Foul odors can be used offensively. To do this, match the odor's
intensity vs. the target's CON. If the odor wins, the target is incapacitated
that round. Keep re-rolling each round until the target succeeds, in which case
he is now accustomed to it and does not have to roll again until the odor’s
Intensity rises.
Phantom Sight
–each Intensity creates a solid–looking illusion of SIZ 3. Alternately, a
caster can create a larger illusion that is more or less translucent. For
instance, an Intensity 1 SIZ 6 illusion would be mostly solid, though dim
outlines could be seen through it. Still assuming Intensity 1, a SIZ 6 illusion
is translucent; SIZ 12 is a colored transparency; SIZ 18 only an outline or
faint shading; and SIZ 24 hard to detect without a Search roll.
Phantom Sound
–creates a loudness of 10 decibels per Intensity. Any kind of lengthy or
comprehensible speech or music needs to be concentrated on as per an active
spell.
| Decibels | Typical Sound |
| 10 | normal breathing |
| 20 | rustling grass |
| 30 | large empty building |
| 40 | quiet village at night |
| 50 | quiet tavern in business hours |
| 60 | conversation |
| 70 | a busy highway |
| 80 | a hair dryer |
| 100 | subway train |
| 120 | gunshot |
| 140 | jetfighter at takeoff |
| 160 | wind tunnel |
Phantom Taste
–affects an area of 1 SIZ, with a strength equal to Intensity. Intensity 1
reproduces mild flavors, like lettuce or water. Intensity 3 provides stronger
flavors, such as apples or fried chicken, and Intensity 10 is very powerful,
able to reproduce flavors like red–hot peppers or biting into a fresh lemon.
A taste illusion can be used to attack a foe, like an odor illusion, but
the target must actually take the illusion into his mouth. The target must
overcome the illusion's Intensity with his CON, and is incapacitated any round
he fails. Once he has successfully overcome the illusion two rounds in a row, he
is purged of it until he takes it into his mouth again.
Phantom Touch –manifests as an invisible solid force. This sets up a framework so that other, non-illusion spells can be cast on it (such as Glow or Resist Magic), but cannot have a higher Intensity than the Touch. It cannot do damage by itself, but can be Damage Boosted, Heated, or have other spells cast on it. Each Intensity gives the Touch a move of 1 when concentrated on.
Touch
One Intensity is needed per ENC of the affected
item. The spell grants a bonus of +1 AP to the preserved item. The Blessed item
remains in the same state of repair as when the spell was cast: armour remains
shiny and new, clothing is difficult to soil, a room stays clean and tidy.
ranged, transient
Lets the caster project the specified sense out to Range. The caster can move the viewpoint at 1m/round, each additional Intensity adding 1 to speed. The spell cannot penetrate more than 10cm of dense material per Intensity. The viewpoint is invisible to normal (but not magic) senses. Spells directed vs. the Projected sense affect the caster as if he were present. Since the Projected sense is transient, the caster cannot himself cast spells through it (except for a single Held spell). Someone in mindlink with him could do so, but such spells must have Range enough to reach the viewpoint's distant location (wherever it is).
touch (Range must be used)
Creates a magical framework on which other spells
can be cast. Each Range gives the circle a 1m radius (at least one must be
used). Intensity provides the circle with its power, and none of the spells on
the Circle can have a higher Intensity than it does. The circle is immobile on
the substrate on which it is cast –– if the substrate is mobile (for
instance, a ship's deck), the circle moves with it.
Any spell can then be cast on the framework by the Circle's original caster or by anyone within the Circle, and that spell becomes part of the Circle. This is a good way to protect a group with Skin of Life, for instance. Instant and Attack spells placed on the Circle are quiescent until triggered when an appropriate object crosses the edge. For instance, a Neutralize Magic in the Protective Circle activates when a spell crosses the boundary. Dominate Human remains quiet until a human tries to cross the boundary, when it is cast on him. Attack spells act as if they have MP backing them up equal to any MPs used to boost the Circle.
touch
This spell causes a severed limb to regrow at a
rate of 1% per Intensity per week. The spell must be maintained until the limb
is fully restored. If Regenerate is dispelled or dropped before a limb is
completely restored, a medical crisis ensues. Roll 1d100 minus the Intensity of
the cancelled Regenerate. The result is the percentage of the limb that becomes
necrotic and must be cut off before another Regenerate can work. Note that a
very low roll might actually end up sprouting additional limb. The percentage
lost is subtracted from the entire limb. A result of more than 100 is considered
to be so badly damaged that the limb cannot be regrown.
Hapless Henifer loses 70% of his right arm in a fight. The healer casts Regenerate 12 on it, which will regrow the entire arm in 6 weeks. After a single week, the spell is dispelled. His arm is currently 30+12 = 42% there. He must now lose 1d100 – 12 off his limb as a percentage. If the final roll is negative, he’ll have grown back a bit! If the final roll is 43 or more his arm will be so destroyed that he can never regrow it.
touch
This spell is cast at one injured hit location, and requires Intensity equal to or greater than that location’s normal maximum HP. It accelerates the natural healing processes of the body. The wound stops bleeding and starts regenerating one HP per MR, starting with the MR when the spell was cast, until totally healed. If the location is injured again before it is fully healed, the process continues. Creatures with no CON or who do not regenerate HPs naturally cannot be healed by this spell.
touch
An incoming attack must overcome the Resist's
Intensity in order to cause harm. Most Resists must have an Intensity at least
half of the attack's value or it is ignored. In addition, an attack less than
half the Resist’s Intensity is normally ignored as well.
Resist Damage
– stops physical damage. Resist Damage must be cast on the outside of any
armor or armor–like spells or has no effect. Knockback can still occur, even
if damage is blocked.
Resist Infection
– helps vs. disease. If the target is attacked by a spirit of disease,
this spell acts like Resist Spirit. If the target is exposed to disease in the
normal fashion, use the Resist intensity as an “extra CON roll” that must be
failed before he is infected. Example: Deentim, CON 12, is exposed to the Shakes
and the GM deems it requires a CONx4 roll. Deentim has Resist Infection 8 up, so
first tries to roll 32 (8x4) or less. Only if that roll fails must he resort to
a CONx4 roll.
Resist Magic
– helps vs. incoming spells. Spells that harm one indirectly, such as Shake
Earth, are not affected.
Resist Poison
– helps vs. any kind of poison or venom.
Resist Spirit –an attacking spirit must overcome the spell’s intensity before it can attack the user in spirit combat. It must re-attempt the roll each round.
ranged, active
Upon
concentrating, the caster becomes aware of every source of the chosen substance
within range. The spell penetrates 10 cm of dense, opaque material per
Intensity. Commonly used substances include gold, silver, bronze, gems, etc.
Some unusual "substances" are listed below.
Sense Life
–any living creature. This does not include semi-living things like elementals
or undead, of course.
Sense Magic
– any spell or enchantment in effect.
Sense Malice
– anyone meaning immediate harm to the caster. Note that the target must be
aware of the caster before this detects him.
Sense [Species]
– the use is obvious. Trolls, humans, horses, are all useful targets.
Sense Undead
– any undead, or dead-but-animate creature is detectable. This includes not
only obvious undead like vampires, but animated corpses, ghosts, etc.
attack, ranged
This spell requires intensity equal to at least
half the target's SIZ. This spell is only usable on complete creatures. A
different version of this spell exists for each different target species but you
may choose what you want to transform the target into each time the spell is
cast. Shapechange does not alter any of the target's statistics, including SIZ.
Special powers of the target species are only transferred if they are inherent
in the body form and metabolism. Thus, a man shapechanged into a bat could fly
(there might be a learning process involved), and if he were a fish, he could
breathe water.
touch
The user is relieved from taking harm from certain
types of physiological threats.
Intensity 6 = no need to breath
Intensity 12 = no need to eat or drink
Intensity 18 = no need to sleep
attack, ranged, transient
Lasts 1 melee round per Intensity. The target takes
normal CON rolls as per asphyxiation, taking 1d3 damage per round once he fails.
attack, ranged
To be effective, this spell's intensity must equal or exceed the target's Free INT. If so, the victim ceases all action, and simply stands there, taking no will or interest in what goes on about him. He may be led or forced to walk, eat, or sit, but takes no independent action. He may babble incoherently. He remains in this state until he sustains physical or magical damage or the caster drops the spell.
attack, ranged
This spell affects a target sorcerer’s Presence. Each Intensity traps 1 Presence, rendering it incapable of supporting spells.
attack, touch, instant
This spell permanently destroys 1d6 of the specified characteristic and provides either MPs or FP to the caster in an equal quantity to the points taken. A characteristic cannot be reduced past 1. The Intensity needed for the spell to affect 1d6 of a particular characteristic varies.
| Tap Intensity per 1d6 loss | Tap Intensity per 1d6 loss |
| STR | 2 |
| CON | 3 |
| SIZ | 4 |
| INT | 5 |
| POW | 1 |
| DEX | 4 |
| APP | 3 |
Remember that the maximum MPs a person can have is twice his POW, except that beings lacking POW have no MP maximum.
ranged, active
Allows mind-to-mind communication between the
caster and a target, or between two targets chosen by the caster (it must be
Multispelled for this latter purpose). An unwilling target can attempt to
resist.
Intensity 1 = only the
life, death, or unconsciousness of a fellow communicant can be sensed.
Intensity 3 =
communication as in Mindspeech.
Intensity 5 = each caster can see through the other's eyes.
Intensity 7 = the users
can cast one another's spells.
Intensity 9 = they can use each other's MPs.
Intensity 11 = one user can control the other's actions by overcoming his
MPs with his own. He must renew such control every melee round (and if he fails,
his victim can try to control him.
Since Telepathy is Active, the benefits of
Intensity 7 and 9 can only be utilized if someone else cast the spell or if you
are mentally linked to a user (as with a familiar).
ranged, instant
Each Intensity teleports 3 SIZ (touching the caster) to a visible point within Range or to a Homing Circle within Range. If the caster has several Homing Circles, he can choose which to use.
touch, transient
This spell may be used in two ways.
Emergency form
– heals the target for 1d(intensity) damage.
Normal use – enables the target to receive First Aid a number of times equal to Intensity. Each success heals damage as per normal First Aid rules, and takes only a fraction of a melee round. Fumbles, special successes, and critical successes are all as per normal rules.
attack, ranged, instant
If the target is overcome, a venom with POT equal to Intensity infuses him. If he resists the POT with his CON, he takes half damage. Otherwise, he takes the full POT in damage.
Copyright © 1998, Sandy Petersen