Magic

Magic:

Primal Energy

Black Wind

Curse

Familiar

Concentration

Buff

Detect Magic

Dispel

Duration

Buff

Marks

place wizard marks

Messages

leave wizard messages

Misdirection

anti-detect

Multi-spell

very hard

Range

buff

Sense Magic

buff

Spell Storage

buff

Suppression

suppress magic

Trigger

delay spell

Spell Immunity

buff

Spell Speed

buff

Spell Targeting

buff

Spell Area/TFs

buff

Spell Shields

prot

Spell Protections

prot

Spell Reflections

prot

Magic

Arcane/Major

Arcane spells are the oldest and most powerful of all spells. Their use requires drawing from the most primitive sources of magic and because of this they are disruptive to the body and mind that uses them.

In many cases Arcane magic is considered evil by practitioners and societies. This is not true, Arcane magic merely reflects the primitive nature of the time from which they come.

Casters of Arcane magic will suffer various extra effects depending on the manner in which the spell is cast.

Fatigue Casting: the user will suffer normal FAT loss and an extra Stun (2 levels instead of 1), which means they are automatically Shocked. They will also suffer a number of burn wounds equal to the level of the spell being cast.

Power Stone: the user suffers normal Power Stone FAT loss and an extra Stun(2), which means they are automatically Shocked. If they fumble the roll then the powerstone explodes and does its number of charges doubled in damage to all InContact and half that to those within the zone.

Device: If a one is rolled during casting (succeed or fail) then the device breaks, whether successful or not. (not commonly cast from devices) If two 1's are rolled it explodes doing damage to all InContact equal to the number of charges left in damage dice, and half that to those in the zone.

The GM should ensure that Arcane magic is NOT available to starting players, and should be very rarely known by others. Even if known, most other users will rarely teach the spells due to their powerful nature.

Arcane spells can not be stored using Alchemy.

Spells.

ARCANE BOLTS

This spell throws small fiery balls of naptha at various targets, exploding on contact and spreading fire nearby.

This fire will ignite flammable materials it comes into contact with (1-4/d6). Any other creature in contact with the target will suffer a number of 'heat' wounds equal to the level of the spell. Resist values of armour will reduce damage inflicted, otherwise the damage by passes all armour.

Material Component: A small lump of the appropriate metal in the shape of a lightning bolt is required to activate the spell, which is lost on casting. The caster is not fully protected from the effects of this spell and will suffer 1 wound per round they keep the spell active in their hand.

ASCEND TO THE PLANES

This spell allows the spirit of the willing target to leave their body and travel to the planes of Limbo, Law and Chaos. See the Planes rules for a detailed explanation of this option. Targets of this spell must be voluntary.

The targets body slumps into a coma, during which it will lose 1 FAT per time period, followed by 1 Wound per time period when all FAT is gone. This loss is not reflected in the spirit form until it returns to its body, they effectively run separate levels once split. Damage to either does not transfer to the other until they rejoin, at which time they combine.

Material Component: a piece of sail cloth (calico 1 ft square).

BLACK WIND

This spell brings forth a dark coloured cloud of air that issues from the mouth of the caster and spreading in a cone 1/3. The Wind smells of death and putrid flesh, making all who are in its area of effect make a Body roll or become afflicted with immediate Wasting Disease (rated: [spell]/8 - 2 - 1d/1d/10d - 1d - 10%). This spell has no active period, it must be used immediately it is cast. It will remain in existence from the effect time to the start of the casters next action. The cloud will have a wind resistance of 16.

Material Component: a clove of garlic and a chilli, which are eaten

CURSE

This spell places a curse on the afflicted target that will have the selected effects. The target will be allowed a single immediate MIND roll with a base value of 5 to resist the Curse. A Curse is permanent in effect until removed. It can be removed with a suitable Divine Magic spell to counter curses, it cannot be dispelled once it takes effect.

If the caster is unable to "effect" the spell then the Curse will afflict the caster as if it were cast on themselves.

The affect of the curse does not manifest immediately, it will take effect over the next 24 hours. If a CHAR is reduced to 3 then the target is bed ridden until cured. If reduced to 0 then they are dead.

Material Component: The material component is a dead rat.

DEATH

This spell will cause the touched victim to die unless they can make a Death roll based on their BOD, with a base determined by the spell. A target must be nominated at the time of casting, and only they can see the effect that follows.

The caster of this spell will take on an image of Death (skeletal with robe) whilst the spell is active. If the spell is active then the caster will lose one point of any chosen CHAR temporarily at the start of each round until effective, or until the caster abandons it. If the spell is not made effective by the end of its active period, or it is abandoned, then the caster themselves are attacked (using their reduced values). Lost values are restored if they survive.

Material Component: a clip of hair from a dead sentient.

DISINTERGRATION

Any object up to the weight of the caster must roll to avoid taking damage due to massive vibration attack from this spell. The nature of the target material will modify the effectiveness of the spells base number. Ignore armour.

Material

Modifier

Material

Modifier

Ice

-2

Metal

+2

Glass

-1

Flesh

+3

Rock

0

Jelly*

+4

Wood

+1

Liquid*

+5

*Liquid forms are basically unaffected unless contained within some other substance which might be damaged as the attack is passed through the liquid, or is itself living.

Items affected will suffer as many dice of damage as the difference between the casters tohit roll and the target number plus one. Thus a roll of 9 with a target of 11 would inflict +3d damage ontop of the base.

The affects of damage to materials is left to the GM and the situation. A table can be found elsewhere giving structural points for various kinds of materials.

Whilst the spell is active the caster is shivering uncontrollably and all physical actions are at -3 other than the Touch attack roll to make the spell effective.

Material Component: a handful of sand.

DRAIN SPIRIT

This spell is used to draw the power of another living creatures soul for your own use. It causes temporary loss of one chosen CHAR (recovered at 1 point per day). Each point drained will yield 5 FAT points for use by the caster. These points remain available for the remainder of the session.

There is a danger with every use of this spell that the caster will become addicted to the energy surge gained. Every time the spell is effective consult the casting roll dice. If the total value of any two chosen dice (players choice) is less than or equal to the level of the spell then the caster loses FAT equal to the level of the spell permanently. The caster may not increase their natural FAT score by ANY means (short of Intervention or this spell). If the casters FAT is reduced to 0 or less via this spell they become a Vampire.

Material Component: a waxed straw.

EVIL EYE

This spell is used to bring misfortune or bad luck to the target. The actual misfortune that occurs is left to the GM to decide as it occurs. The spell effect remains active for one day. The misfortune will be triggered every time the target rolls a 1 during a 3d6 roll, regardless of success. Even if they roll special successes it will merely indicate a special misfortune. Misfortunes will never be directly responsible for death unless it is patently the right thing to do. May only be removed via a divine magic remove curse spell, or an Intervention.

Material Component: a small handful of fresh frogs eggs, which must be eaten.

FAMILIAR

With this spell the caster creates a unique kind of familiar drawn from the Limbo Plain. Most people would consider this creature to be an imp or demon and thus evil. You may not have any other form of familiar whilst you have an Imp (it will kill it). The material component for this spell is a lump of clay.

The four spells of this group are required to obtain and control the imp, starting with the highest and working downward.

· The uses of an imp are as follows:

· You may leave your body and occupy the imps at anytime, using all your skills and MIND value, but the imps physical CHAR. During this time the body slumps into a coma, during which it will lose 1 FAT per hour, followed by 1 Wound per hour when all FAT is gone. This lose is not reflected in the spirit form until it returns to its body, they effectively run separate levels once split. Damage to either does not transfer to the other until they rejoin, at which time they combine.

· You may turn off individual senses of your own and use those of the imps. This may cause confusion when performing tasks.

· You may talk to the imp via telepathy at anytime.

· You may transfer wounds from your own BOD to the imp, or vice versa.

· You may draw on the imps FAT, and vice versa.

· You and the imp are always considered "bound", but does not count as active magic.

Legend suggests that your imp will eat your soul when you die (GM discretion, means no resurrection).

1. Command. Each and every time you wish the imp to perform a specific task (at the discretion of the GM), you will need to cast this spell. If you fail to cast the spell successfully, or chose not to use it, a contest of wills occurs. Both sides make a CHAR roll using any selected CHAR value, this is a contested roll. If the caster wins then the imp obeys. If the Imp wins then they draw another CHAR (5 points, one point to each of five CHAR,see below). At anytime that the imp wins they may instead challenge its master to a contest of any one selected CHAR of the imps choice. If the imp wins this test it is free and the masters loses all their invested CHAR points permanently.

2. Shape Familiar. This spell is used to shape the imp into any appearance you desire. For each CHAR point you permanently allocate to the imp, you will have 5 points with which to modify the creature. These points are used to give the imp its CHARs. The GM may allow points to be spent to buy special abilities (skin armour etc). The CHAR points the caster sacrifices are not lost unless the imp is killed or escapes, at which time they vanish from the caster. Whilst the imp lives the caster retains the points allocated. The imp can be improved at a later date by recasting this spell and allocating extra CHAR points. Once allocated they can never be recovered from the imp.

3. Bind Familiar. This spell must be cast within 10 rds of the summoning of the imp. Once successfully cast the imp is immobilized and open to your will. If you do not get to cast this spell in time then the imp will cast a level IV Curse and leave.

4. Summon Familiar. This spell must be cast within a normal magical circle created with fine powders and materials. Such materials will cost $5000. If the casting is unsuccessful the materials are lost. If the spell is successful then the materials swirl up in a cloud and coalesce into the new imp. The newly created imp has 1 point in all CHAR.

GATE

The Gate spell allows the caster to open a direct link to one of the other plains, Limbo, Law and Chaos. The location linked to will be the maTouching one to your current material plane position.

Material Component: a bats wing.

1. Link. This spell creates a link between the caster and everyone (willing) the caster wishes to take through the Gate. Those affected must be touching at the time of casting. This spell remains active whilst the group remains away, costing one FAT per person linked.

2. Return to Home. When cast this spell immediately returns the group to where they left their original plain.

3. Locate. This spell allows the caster to find anyone to whom they are linked (via level 1 spell). They will know the direction and distance of that person if on the same plane, or that they are not on this plane.

4. Open Gate. This spell opens a Gate allowing the caster and any linked friends to pass through.

PLAGUE

This spell creates a virulent disease that the caster can pass on to those they make contact with. The strength of the disease varies with the level of the spell. Once infected the disease will run its normal course. If the caster is unable to contact anyone during the effective period they will become infected himself.

Material Component: a slice of mouldy bread. The plague created attacks STR and BOD with the indicated values.

Power

Damage

Period

Ret

Contagion

1

9/10

-1

14/3/14

1d

20%

2

8/9

-2

12/2/16

2d

30%

3

7/8

-3

10/2/18

2d

40%

4

6/8

-4

8/1/21

3d

50%

POSSESSION

This spell allows the caster to take possession of any body they can successfully contact. The target must have a MIND value greater than 0 and be living.

Once contact is made the two combatants conduct a contested CHAR roll based on the casters choice of CHAR. If the target wins the spell fails and the caster is Stunned an extra level. If the caster wins then they take control of the target body, repressing the owners mind.

The casters body slumps into a coma, during which it will lose 1 FAT per hour, followed by 1 Wound per hour when all FAT is gone. This lose is not reflected in the spirit form until it returns to its body, they effectively run separate levels once split. Damage to either does not transfer to the other until they rejoin, at which time they combine.

Once in control of the target they may use any skill they themselves know, using their own MIND value and the bodies values for other skills.

To return to their own body they must make physical contact before the end of the spell, if unable to they are dead.

If they try to do anything that would slay the targets body, or in the opinion of the GM absolutely opposed by the target, then a new contest is held. This time the target gets to select the CHAR used. If the caster wins it can complete the action. If the target wins the caster is killed and the target retakes control of their body. The GM may chose to tell any possessor that a contest is imminent and allow him to abort the planned action.

Material Component: a small red gem ($100).

POWER WORDS

Power Words are magical words that invoke great primal powers of nature. The effect is to attack those in the area of effect and cause harm. The spell is cast by calling out the required word.

The caster is also affected by the spells effects but improves any rolls by 1 to resist the effects.

Material Component: a sheet a parchment with writing on it, describing the effects.

1. Stun: all affected must make a Stun roll or be Stunned.

2. Shock: all affected must make a Stun roll or be Shocked.

3. Trauma: all affected must make a Trauma roll or be considered to have suffered a Trauma wound, even though they have not suffered any wounds. Internal bleeding will result in 1 wound being taken each round for 1d6 rounds.

4. Death: all in the affected area must make a Death roll or fall unconscious for 1d6 hours. All will have their FAT reduced by 2d6 and suffer 1d6 wounds, pass or fail. If anyone has negative wounds (before or after effect) and fails the roll then they die immediately.

QUIVERING PALM

This spell manifests itself through the palm of the primary hand of the caster. The palm will turn utterly black and begin making a noticeable humming noise due to its rapid vibration. It remains in effect until used. Nothing can be held in the hand while it is in this state, anything currently held is dropped.

The Quivering Palm can be used to inflict damage to an opponent by a touch contact. This contact will result in one portion of the target being paralysed and useless for the remainder of the event. Roll for body location 1 Left leg, 2 Right Leg, 3 Torso, 4 Left Arm, 5 Right Arm and 6 Head (or based on target defence if successful). A paralysed Torso or Head will mean the target falls unconscious. A paralysed limb will put -3 to all physical actions for each limb.

Alternatively it can be used to parry attacks with a base value as indicated and a skill level equal to your skill with this spell (?). It neutralises all special successes (6's) if successful. Any special defences will shatter the attacking weapon (unless magical), or do 1d6+1 damage if it is a natural weapon, ignoring armour.

The user of this spell has their arm paralysed for 24 hours after the spell expires.

Material Component: a handful of live worms.

1. Base parry value of 7. Paralyse for remainder of event.

2. Base parry value of 8. Paralyse for 1 day.

3. Base parry value of 9. Paralyse for 7 days.

4. Base parry value of 10. Paralyse for 28 days.

SOUL TRAP

This spell creates a trap out of a gem. Once cast on the gem it remains active (counts against FAT) until the very next sentient (Mind>5) being touches it with bare flesh. The caster may stipulate a minimum MIND value that it will work against. When someone touches it the spell is released and attacks the spirit of the target. If successful it removes the spirit from the body of the target and stores it within the gem. The spirit attack is done by comparing the strength of the spell to a chosen CHAR (base 8), which is set by the caster at the time the gem is created.

Conditions can be placed on what the gem will attack. No other magical effects can be present on the gem whilst this spell is active. It traps one spirit only.

If the gem is broken the spirit is destroyed. The gem will have a faint gleam whilst it has a trapped spirit inside. The body will collapse into a coma, losing 1 FAT per day. The only way to return the spirit to its body is to slay the caster then touch the gem to the original body, or have the original caster touch the gem to the original body.

The caster must commit one point of permanent SPIRIT value to the gem each time the spell is cast. This is not recovered.

Material Component: the gem.

1. Attack strength is 4 (CHAR value). Gem must cost at least $1000.

2. Attack strength is 9. Gem must cost at least $4000.

3. Attack strength is 16. Gem must cost at least $9000.

4. Attack strength is 25. Gem must cost at least $16000.

GLYPHS

Glyphs are ancient devices that allow magical power and spells to be stored for any desired purpose. They are a primitive form of enchantment, not to be confused with the spell group Runes & Symbols.

The glyph must be drawn, see below, by the caster on part of a large (at least 1000 cubic metres) unmoving stone structure. If the structure moves even one millimetre the glyph is destroyed. It requires a Craft Skill roll to successfully draw the glyph, and a casting roll to activate it. The glyph itself cannot be larger than one metre.

Once the glyph is created it remains ready to absorb a single spell of an appropriate level. It will remain ready until a spell is cast into it, or the Glyph spell is dropped. The spell cast into the glyph can be by anyone. They can then set trigger conditions. The spell placed in the glyph will then be released against the target who touches it. The spell stored does not count as Constant against the caster but the glyph spell itself does.

The caster may only ever have one glyph existing at any one time. Old ones will vanish as new ones are cast.

The ink used to create the glyph should be expensive, around $1000 per spell per spell level (higher level symbols using more ink).

Other spells may be cast ON a symbol, such as Conceal which would make it difficult to see. A symbol counts as an object for this purpose once created.

1. Craft roll base is 10. glyph can hold any level one spell.

2. Craft roll base is 9. glyph can hold any level two spell.

3. Craft roll base is 8. glyph can hold any level three spell.

4. Craft roll base is 7. glyph can hold any level four spell.

Mandle the Wizard wishes to protect the entrance to a cave where he has hidden some stuff. The cave entrance is part of a large rock outcropping sufficiently large to hold the spell. He has ink sufficient for a level 3 glyph ($3000 worth). He starts by drawing the glyph on the rock, requiring a craft roll vs base of 8. HIs craft skill (calligraphy) is 9 with a MIND value of 24 (not more than double his STR of 12). His craft roll will be vs 8+*(9+24) = 13, and he gains +2 modifier by doing this at his leisure. He rolls successfully. He now casts the glyph spell itself at 7 + *(16+25) - 3 = 10. He gains a +2 modifier by casting at his leisure. The glyph spell will count as a permanent drain of 9 FAT.

He then casts a Lev3 Fear spell into the glyph, costing a temporary 9 FAT, with a target of 7 + *(16+25) - 3 = 10. As time is running out he casts at normal speed with no modifiers. Once successfully cast into the glyph the owner of the glyph may set triggers, such as "release onto everyone except me". The trigger is tested every time someone touches the spell.

Mandle then wishes to hide the glyph, which is plainly visible to the eye, he throws some dust over the glyph to partly conceal it then casts the Conceal spell to improve this. If he had cast the glyph spell at normal speed he might have also cast the Spell Disguise spell to disguise the glyph for another spell. The Disguise spell can only be cast on spells cast within the current event, and the time modifier he took excludes this.

TERROR

This spell begins with the caster creating a terrifying image in their own mind, which they then project against their opponent.

To make the terror truly effective they must undergo a test against their own fear. The caster sets its own base value for a MIND roll. If they pass then the base value is used against the target, modified by the power of the spell. If they fail then they have terrified themselves and become Stunned (extra).

The caster must then make contact. If the target fails a similar test, modified by the spell level, it will be Shocked. Further, a non-player character will flee the area in terror.

Material Component: a small clay mask.

TIME STOP

One of the most powerful and dangerous of all spells. Once effective time itself is stopped for all except the caster. They have a number of dice to generate APs during which they may act completely as normal. They may slay beings which they can reach the vital areas of, or attack without defence, using 18 as a target number and doing maximum damage. All other creatures may not get any Response, Free or Opportunity actions.

The draw back to this spell is that the caster may not be able to get out of it. At the end of the duration of the spell they must make a second casting roll, exactly the same as the first. If they fail they remain locked in time, they roll 1d and this is their new AP total (discard 1s, so you may get caught out), they also suffer a new Stun. When this has been used up they make another casting roll and repeat. This continues with the target getting more stunned each time until they fall unconscious, at which time the caster is removed from the game and time returns to normal.

There is no Stun recovery phase during this spell, the caster is extending their normal action. They can take a Rest action if they wish.

Once the spell ends the caster suffers a extra Stun(1) effect automatically.

Material Component: an acorn.

Ceremonial/Major

Enchanting/Major

Raw/Minor

Runes&Symbols/Minor

Spellcraft/Major