Supplement #1
This supplement:
you asked for spells... (Dave Martin)
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From: cccdave@vega.ucdavis.edu (Dave Martin)
Subject: you asked for spells...
I am sorry I have not had time to furnish explanations for most of these, and
it looks like I will not have the time until after summer at the earliest, so
I'm just sending it half done. Many of the spells are self-explanatory, but if
anybody has any questions about particular spells, feel free to mail a question
or two to me directly.
I will let the rest of the file speak for itself.
===============================================================================
OK, you asked for it. The following is a list of spells that I have compiled
and detailed for use in an RQIII type sorcery system that I use with my
(warped) Call of Cthulhu campaign.
Notes : Whenever a spell lists a type of thing in parentheses, it is listing a
type of spell. Each spell which deals with individuals of the type (ie : sound
for (Sensation)), is an individual spell. Thus Amplify Sound is a seperate
spell from Amplify Sight, and must be learned seperately.
Enchentment spells of any type will take a long time to cast. They are by no
means combat spells, though you may allow "quick" casting of some of them at
penalty. In addition, enchantments usually require the expenditure of permanent
attributes. In RQIII this comes from POW, but in other systems you could say
this came from mana pts/spell pts or something else, but whatever attribute it
comes from should be recoverable in some way, be it through training, level, or
whatever.
The Summon (Species) spell should probably be used to summon enchanted beings
like demons and elementals, not just animals or "ordinary" monsters (whatever
they may be in your campaign). The Call spell should be used for the more
ordianry beasties.
Absorb Damage : For duration, damage done is turned into healing and/or
"magic points", or the equivalent.
Absorb Magic : As above, but absorbs spells and magic cast at target,
even if the magic is beneficial to the target.
Acid : Shoots an acid spray at the target. More useful for
damaging equipment than people.
Add (Sense) : Gives the target a new type of sense for the duration of the
spell. Can also enhance existing senses in special ways, but can't just
increase range or clarity. Note that all senses given have some area/range,
and only specify direction (not exact location) unless otherwise specified.
Darksense : Best described as very precise radar. Target emits special waves
and determines what they bounce off of. Gives accurate location near
target, but only direction and silhouettes past about 20 ft..
Eyes Behind : Target can see in a 360 degree arc around him/her.
Heat Sense : Not infravision, but a precise heat sense accurate to within
1/10 degree F. Can distinguish easily between living and non-living
things, and even between different species and the thickness of peoples
clothes. Note that insulation of any kind will still hamper the sense.
Motion Sense : Target knows what is moving near him/her and how fast. Very
accurate while things move, but "blind" to anything that stays still.
Fast objects come out clearer than slow ones. Gives accurate location.
Dark Vision : Target can see as well in complete darkness as in normal
torchlight.
Sense : A general sense spell that allows the caster to specify what is to
be sensed at the time of casting. Gives less specific results than other
sense spells due to it's more general nature.
Sense (Alignment) : Target can sense any things of the specified alignment
within range, and will have some idea about the strength of the alignment,
from mild sympathy with the alignment to absolute embodiment of it.
Some examples :
Sense Chaos
Sense Evil
Sense Good
Sense Law
Sense Alignment : Target senses the alignment (if any) of all things within
range and gets a general idea about the strength of the alignment, weak,
moderate, or strong.
Sense (Emotion) : Target senses the emotion anywhere in range and the object
and strength of the emotion. Some examples :
Sense Anger
Sense Envy
Sense Fear
Sense Hate
Sense Emotion : Basically an empathy spell. Target senses all emotions
within range and the relative strengths of the emotions, weak, moderate,
or strong. Does NOT sense the object of the emotions.
Sense (Species) : Target senses any beings of the species within range and
the strength of their lineage within the species. Target could thus tell
if the being was a half-elf as opposed to an elf. Eighth bloods or less
will all be sensed only as having some distant lineage. Some examples :
Sense Animals
Sense Demons
Sense Enemies
Sense Ogres
Sense Plants
Sense Spirits
Sense Undead
Sense Species : Target senses all beings within range and their broad
species such as 'Elf', not 'Sylvan Elf' or 'High Elf'.
Sense (Substance) : Target senses all things of the substance type within
range and the realtive percent of the substance in the thing and the
form of the substance. Thus sensing carbon would give info on coal,
diamonds, plants, and humans, and differentiate between the types, as
well as the purity of the coal. Some examples :
Sense Fire : Fairly obvious. Gives some idea of strength : weak,
moderate, strong, very strong, inferno.
Sense Gems : Fairly obvious, but doesn't tell what kind of gem other
than it's basic composition, color, worth, etc. depending upon mindset
of caster. Spells with more specific gem types specified will give
better information about the quality and location of the gem(s).
Sense Gold : Will give info on the relative purity and quantity of the
gold, and whether it has been worked or is raw.
Sense Poison : Target senses any substances which would cause him harm
(based on chemical properties) to ingest, inject, or touch. Gives
some idea of the amount of damage that would be done : mild, moderate,
major, fatal, overkill.
Sense Water : Similar to sense fire but will give some indication of
state of water (ice, liquid, gas), and purity.
Sense Substance : Target can tell what substance things within range are
made of to a very general degree. What the substances are classified as
(ie : plant vs. carbon vs. living tissue) depends on the target's view of
the world. In the above example, an elf might know the plant was a
conifer, while the dwarf might just know it was carbon.
Sense (Thing) : This can be almost anything, but remember that the more
specific the definition of the thing is, the more specific the information
gained will be, and vice-versa. Some examples are given below :
Sense Danger : Target will sense anything within range which poses an
immediate danger to the target or poses a fairly certain or determined
long range danger. Some information about the nature of the danger may
be given. the target will thus know if there is someone within range
who plans on harming him/her, or if there is a marauding creature
within the area that is fiarly likely to find him/her. The amount of
info about the danger depends on the likelihood that the danger will
manifest and the imminence (time till manifestation) of the danger.
Sense Hidden : Target will sense all things in range which were
intentionally hidden, and get a general idea of why they were hidden
ie : trap, defense, protection from thieving, etc..
Sense Life : Target will sense all living things within range and what
their life is based on be it carbon, water, silicon, etc..
Sense Magic : The target will sense when any spells are cast, if anything
within range is magic, and if the magic of anything within range is
active, but will not know anything about the nature of the magic.
Sense Traps : Very much like sens hidden but only things which were
intended as traps (ie : set for the purposes of trapping, not just
dangerous to the unwary) are sensed, and a better idea of the damage
the trap will do and/or why it was set will be gained.
Sonar : Basically self explanatory. Similar to darksense, but subject to
sound alterations, and target makes an audible high-pitched noise. Sonar
works very well under water, where darksense does not work at all.
Age : Ages the target, but NOT a great deal. NOT a combat
spell.
Alter Limb : Allows caster to alter a random limb of the target
like shaping clay.
Amplify (Sensation) : Amplification of sound produces loud noises, visual
makes things bright or very vivid, etc..
Analyzation : A generalized Analyze spell, the caster may choose any
particular thing to be analyzed at the time of casting, but analyzation will
be less specific than it would with an Analyze spell specific to the thing.
Analyze (Alignment) : Obviously only useful where the term Alignment has meaning
Gives full information about the alignment of the target, any alignment
specific abilities of the target, and whatever else GM feels is alignment
related.
Analyze (Species) : Gives full information about how a particular being relates
to others of his/her species, possibly including social relations.
Analyze (Substance) : Gives full information about the (relative) strength,
shape, origin, etc. of any one particular thing of the appropriate substance.
Analyze (Thing) : Gives full information about any one type of thing and how the
particular relates to the type being analyzed.
Anger : Causes anger in the target, with high skill, caster can choose target of
the anger.
Animate (Substance) : Self Explanatory.
Animate Dead Enchantment : Caster animates a corpse. Chance of success and
power of resulting undead depend on freshness of corpse.
Antipathy/Sympathy Enchantment : Cause an object or place to give bad or good
"vibes" to certain types of beings, influencing their reactions toward the
object/place. Type of person or being specified at time of casting.
Apport : Caster teleports an object from one place to another.
Apprentice Bonding Enchantment : In my game, a teacher must bond his student
with this ritual before he can effectrively communicate what is needed to
perform magic.
Autonomy : Cast on or with another spell, will allow the other spell to
continue functioning without concentration. Cast on a spell matrix (see
below) allows the spell matrix to operate constantly without the user of the
item expending any power.
Avoidance : Target of this spell must resisit the spells power with his/her
strength to approach the point specified by the caster. Movement around the
point or to the side suffers no penalty.
Avert : As Avoidance, but target must move AWAY from the point constantly unless
a resistance roll is made.
Awaken : Wakes any one target up, nomatter what. Does not reduce the target's
need for sleep, but brings the target FULLY awake.
Bestow Reason : The caster sacrifices some of his own sanity to make the target
somewhat sane. (In CoC this is a direct transfer of SAN).
Bind (Species) : Caster binds a particular of the species into an appropriate
binding device or sigil.
Binding : Reduces the targets movement speed, but not combat or other speed.
Blast : Generic damage spell, pure energy, must get through armor.
(Element) Blast : Similar to blast, but based on some element (In my game the
elements are : Earth, Water, Air, Fire, Light, and sometimes Flesh and
Plant. Darkness is a color of light and Electricity is a form of fire.)
Bless : Increases the luck of the target, modifying all rolls which DIRECTLY
involve luck. You may wish to have it affect all random occurrences (thus
all rolls), but by very little.
Blink : Teleportation to a place a specified distance away, that need not be
seen. Very short range. Placement is exact, so it is very dangerous unless
bounce (see below) is also used.
Block : Instantaneous to cast, the caster may block one blow completely with
his/her arm, taking no damage to the arm. Should be very expensive magic,
and it's use must be specified before the attack is determined to hit or not.
Note on Block Spells : All Block (Type) spells are defensive spells which set up
a "buffer" of points which any things of the appropriate type must do their
damage or other effects to. The points in the "buffer" are one-use, so
many attacks will eventually use up the points in the buffer and get through.
The buffer absorbs ALL appropriate things, whether beneficial or harmful to
the thing protected by the block.
Block (Alignment) : Blocks any effects (magic, damage, etc.) from things and/or
beings of the alignment.
Block (Species) : As Block Alignment, but blocks beings of a particular species.
Block Damage : Blocks all physical damage.
Block Spells : Blocks all magic which does not cause physical effects.
Block Spirits : Blocks spirit attacks. (Probably only useful in a RQIII type
environment, and is really just a specific Block (Species) spell.)
Blur : Blurs the targets outline, making the target difficult to hit, especially
with ranged attacks.
Borrow (Category) Skill : The category refers to typoe of skill, be it stealth,
combat, communication, etc.. The categories are up to you, but if you want
to know how I break it down (Which is based on my revision of the RQIII
system), send me a line of inquiry.
Borrow (Characteristic)
Bounce : Anything with this spell in effect that teleports into an object will
"bounce" back to their starting point with no ill effects other than the
magic wasted in the teleportation.
Call (Species) : Summon a particular of the species within range. Target will
move at average speed till it arrives at point where casting took place.
Call (Weather) : Will cause a specific weather effect to form, taking time to
form equal to minimum "natural" time for that specific weather, and lasting
as long as the "natural" thing.
Calm : Calms the target, basically reducing all emotions to nothing. The target
will not feel either good or bad emotions.
Contact (Diety) : Puts the caster in contact with the diety, or more likely one
of the diety's servants. Only the most basic communication is possible, the
spell being mainly to draw the diety's attention to the caster's situation.
Cast Back : Sends spells cast on the target back at whoever cast the spell.
Chameleon : Target takes on the color of the terrain/background closest to him/
her, or the most visible one if two backgrounds are equally close. Target
can not turn this off, it must run full duration.
Cloaking : Makes the target hard to notice. The target is in plain sight, but
people who do not resist the spell will not notice that the target is there,
unless they come into PHYSICAL contact with the target, even if someone else
points the target out visually. They can still sense the target in all ways,
but they will ignore every aspect of the target except for touch.
Clone (Species) Enchantment : Makes a clone of the target. Accuracy of dup-
lication depends on skill of caster, and accuracy reflects on both the clones
physical and mental characteristics, including memories.
Communicate : This spell has two targets, both of whom may communicate perfectly
for the duration of the spell. Any ideas understood by one may be communi-
cated to the other with no chance of failure unless the idea is beyond the
receivers ability to comprehend.
Consume : Turns a random limb of the target to gray sludge if the power in the
spell exceeds the limbs hits. (If you don't use hit locations, you can
match the spell vs. the target's total hits or CON/Health/etc.).
Consume Mind : Caster steals memories from the target permanently, but what
memories are taken is random. Target must be alive and unmoving.
Consume Text : Caster absorbs the information contained in any writing,
destroying the text. If caster cannot read the language of the text, he/she
memorizes the text, but cannot understand it.
Control (Weather) : Allows caster to manipulate the weather for the duration.
Weather effects caused will take time to manifest equal to minimum time for
the "natural" equivalent.
Control Dream : Caster may control the target's dream completely. Target must
be asleep, and need not know the spell is taking place. Death in dreams
should be traumatic, but not fatal. You might just want a CON/Health roll
to see if the target has a heart attack.
Copy Spell : The caster duplicates the effects of the last spell cast within
the range/area if the power of the spell to be copied is equal to or less
than the power put in the copy spell. If the power in the copy spell are not
sufficient, nothing happens.
Corrupt : Corrupts the target, making them more evil and/or insane.
Counter (Alignment) : As Neutralize Magic (see below), but works twice as well
vs. spells of the specified alignment, regular vs. neutral spells, and at
half effectiveness vs. spells of the opposite alignment.
Note : This only works if you classify spells themselves into alignments,
designating some spells as Black Magic and some as White, or something
similar.
Create (Characteristic) Enchantment : Target gains points of the characteristic
permanently.
Create (Emotion) : Target will feel the emotion fully, whether the target was
feeling that emotion before or not. If this causes conflicting or
contradictory emotions, the conflicting emotions will cancel each other out
in strength, and the result will be either no emotion or a weak emotion of
whichever of the two was strongest.
Create (Familiar) (Characteristic) Enchantment : You really need to understand
RQIII to understand this. Basically when you create a familiar you must
give the familiar any characteristics it does not already possess, or which
is "fixed". In RQIII animals this is usually Charisma (don't have it) and
INT (which is fixed). The points for this come directly from the casters
stats, permanently.
Create (Object) : Caster creates one (or several if that is how the spell is
defined) of the object out of thin air.
Create (Sense) : Adds a new sense to the target permanently. Only works if
target does not have the sense beforehand -- will not improve a sense that
already exists.
Create (Species) (Ability) : Similar to Create (Species) (Characteristic) but
creates a certain power of special ability that the creature will not have
by way of it's basic shape and attributes. This is only for special things
that are not necessary for the survival/existance of the creature. Some
examples include a musk gland (skunk), poison, exceptional senses, etc..
Create (Species) : Once a creatures characteristics have been created, this
spell must be cast to bring the creature to life.
Create (Species) (Characteristic) Enchantment : As Create Familiar
(Characteristic), but when cast creates the attribute for a creature that
does not yet exist, and the spell is powered by huge temporary expenditures
(usually stored up over months) rather than permanent stats from the caster.
Create (Substance) : Creates a volume of the substance, in it's natural form :
Earth and rocks will be in a lump, water will be liquid, etc.. This only
creates the substance - to mold/control it you need Form/Set (Substance).
Create (Weather) : Calls up the weather effect from nowhere, without dealing
with the current weather conditions. Usually creates some havoc with the
pre-existing conditions, while mixing in with them. conflicting or contra-
dictory conditions will cancel each other out (Similar to Create (Emotion)),
leaving the stronger of the two in a much weaker state.
Create Head Enchantment : Extremely evil. Enchants the head of a being so that
the caster may draw upon the heads knowledge and power as if the caster knew
the heads spells and memories and had the heads spell casting abilities. This
spell is very powerful and evil, and the only reason practitioners of this
spell are not common is that they are very easy to spot and very quickly make
enemies.
Curse : The opposite of Bless, reduces the target's luck. (See Bless).
Damage Boosting : Increases the damage done with the target weapon.
Damage Reduction : Reduces damage done to the target to a fraction of that
rolled, though some always gets through (unless the fraction = 100%).
Darkness : Fairly obvious.
Darkwall : Creates a wall of darkness through which nothing can be seen. Non-
physical.
De-Evolve (Species) : Sets the species backwards on the evolutionary tract by
many (50-500) generations. Note that this produces very little change, even
though the number of generations is high.
Deflect : Deflects physical blows away from target. Chance of deflection is
inversely related to damage done.
Decrease Temperature : Fairly obvious.
Demoralize : Demoralizes the target, reducing the target's chance of doing just
about anything, and making the target more likely to surrender or run.
Desecrate Enchantment : Desecrates a sacred or holy place or object. Which
alignment it works against may be a factor, in which case either the spell
must be learned for a specific alignment, or works against all alignments but
yours. May also be specified to work against particular gods or groups of
gods instead of alignments.
Destroy (Category) Skill : Permanently reduces one of the targets skills in the
specified area, skill chosen by caster or at random.
Destroy (Characteristic) : Permanently reduces the target's characteristic.
Destroy (Emotion) : The only destroy spell that is not permanent, though a
permanent version would be interesting (and powerful). Simply causes the
target to completely cease to have the specified emotion.
Destroy Emotion : As Calm, but where Calm reduces the target's emotions, Destroy
Emotion reduces them all to nothing. As Destroy (Emotion), the results are
not permanent.
Destroy (Object) : Destroys an object of the appropriate type permanently.
Since this spell is so specific it is more powerful in it's effects and there
should be greatly a reduced chance to resist the spell.
Destroy (Sense) : Permanently reduces the target's sense.
Destroy (Substance) : Permanently destroys a volume of the target substance.
Destroy Memory : Permanently destroys a portion of the target's memory, chosen
at random or at GM's choice.
Notes on Destroy spells : these spells do not destroy things completely, they
only reduce things, but the effects are permanent (at least until a create
or restore spell is cast to counter the effects).
Detection : A general detect spell which allows caster to specify what is being
detected at time of casting. As with all detect spells, it gives only the
direction of the thing, not the location, and gives only a general idea of
the thing, not an analyzation of it.
Detect (Alignment)
Detect (Emotion)
Detect (Species)
Detect (Substance)
Detect (Thing)
Detect Detection
Detect Lie
Detect Weather
Diminish (Category) Skill : Reduces a skill in the category for the duration of
the spell.
Diminish (Characteristic) : Reduces the characteristic for duration.
Diminish (Sensation) : Reduces the sensation a particular thing gives off for
duration. Thus an onion could be made to smell less strongly, a sword to
be felt less (less pain but same damage), etc..
Diminish (Sense) : Reduces the sense for duration.
Diminish (Weather) : Reduces the specific weather effect within range.
Dispel (Species) : send a _summoned_ creature of the species back to where it
was summoned from. Does not effect Called creatures, though it might negate
a Call spell.
Dispel (Weather) : Eliminates the specific weather effect within range instant-
ly, but does not effect whether the effect can re-manifest.
Dispel Illusion : dispels any illusionary senses, but points in dispel must be
equal to or greater than the points in all the senses to be dispelled com-
bined. May be used to dispel only one sense of an illusion if desired.
Dominate (Species) : caster may control a particular of the species for duration
Enhance (Category) Skill : Opposite of Diminish.
Enhance (Characteristic) : Opposite of Diminish.
Enhance (Sense) : Opposite of Diminish.
Enhance (Weather) : Opposite of Diminish.
Evolve (Species) : Evolves a member of the species several generations. Exact
effect is up to GM, but effects are usually slightly beneficial. May cause
development of abilities/characteristics which are beneficial in specific
environments, but not in general.
Excorcise Enchantment : Forces a possessing being out of it's host, if points
in Excorcise exceed possessing beings power. Note that possessing beings
will rarely sit still for this to happen.
Externalize : Caster may externalize effects which are harmful to his/her body,
inflicting those effects on the nearest person, whether friend or foe. This
is an instinctive reaction, once learned, so skill with this spell indicates
that the mage can prevent the effect from happening (usually so a friend
doesn't get toasted). This should have a low chance of working in any case,
but during a prolonged negative effect, it should be checked against several
times.
False (Sense) : Causes the target (only) to experience a Phantom (Sense).
False Analyzation : Makes the target resistant to Analyzations of any type,
so that any analyzations cast on the target must resist the points in the
False Analyzation or give misleading and/or false results.
False Location : As above, but for Locations.
False Detection : As above, but for Detections.
False Sense : As above, but for Sense spells.
Fanaticism : Makes target berserk, increasing attack abilities. Target will
ignore damage (up to a point) and refrain from using defensive skills.
Far(Sense) : Target may use the sense at range, basically giving Clairaudience,
Clairivoyance, Clairgustance, etc..
(Species) Fertility : Makes the target more fertile. Note that this will make a
person who cannot have children barely fertile. Duration is one month base.
Flash : Creates a brilliant flash of light, blinding all who see it.
Fly : Self-Explanatory, but points in spell indicate maximum size/weight of
target (including what target is carrying). Excess size/weight will make
the target bouyant, but not able to fly.
Forget : Causes the target to forget at random some percent of recent memory
Increase in points can increase percent of memory affected or width (how
recent) of memory effected. What precise memories are effected may be
specified if percent is reduced to 1/3 normal.
Form/Set (Substance) : Allows caster to shape the particular substance with
his mind. For fine manipulation a skill rpoll of some sort might be
required. Caster can use this to move a mass of the substance if he forms
it to have some mode of locomotion and then forms it to use the mode, but
animation works much better.
Freeze (Substance) : Causes a liquid, gaseous, or energy-form substance to
become solid for the duration. Hardness of the solid depends on original
form of substance and points in spell, ranging from liquid as hardest to
energy as softest. When duration ends the substance will return to the
form it would have most naturally in the environment, not necessarily what
it was befor the spell, so liquid glass in a furnace frozen this way would
remain solid at the end of the spell if the temperature had been lowered or
the glass otherwise removed from the heat.
Fumble : Causes the target to make one clumsy maneuver, be it tripping over
his/her own feet or dropping his/her weapon, or whatever. Exact interpre-
tation is up to the GM, but the effect should be more detrimental with
higher points in the spell.
Gate : Creates a teleportation gate within ones own plane to another place.
Max distance of the transport point is logarithmically related to points
in spell, so twice the points will take you base^2 times as far, where base
is the base distance of the spell. This gate is one way.
(Plane) Gate : As Gate, but the gate goes to another plane. Distance in this
case indicates the amount of difference between the target plane and the
current one unless you have some sort of a distance scheme between the
planes in your universe.
Gestalt Enchantment : Cast by several mages at once, allows them to use points
and skills from all of them. Thus, the points available become the total
of all their points, and the skill used for any spell become the highest
skill of all members in the group for that particular spell.
Glue : Covers target area with a powerful adhesive. Strength of adhesive based
on points in spell.
Hallucination : Gives the target hallucinations controlled by the GM. Halluci-
nations are not very realistic, although target will experience them fully.
For realistic type hallucination-effect (which the target might think is real
even after the spell ends) see Mind Trap.
Harmonize (Species) : A limited possession/control spell which causes the target
to exactly mimic the casters every move. Note that though the caster could
make the target look like he was casting a spell, the caster could not
actually cause the target to cast the spell or speak.
Haste : Makes the target speed up a great deal, both physically and mentally.
Heal : Target wound is healed a degree depending upon points in spell. Only
effects one wound per spell, so multiple wounds have to be treated with
seperate applications of the spell, and huge/general wounds like burns over
the entire body cannot be effected.
Homing Circle Enchantment : Enchants a circle that one can always teleport to
(with no chance of failure) if it is within range of the teleport spell, and
with no time needed for spotting or memorization. If more than one are
within range, the caster may choose one.
Imbed Enchantment : Imbeds the effects of a particular spell into the item so
that rather than making the spell available to a weilder of the item, the
spell effects the item. Thus, imbedding invisibility into a sword would
make the sword invisible when invoked, rather than allowing the weilder to
turn him/herself or another target invisible. Usually used only with
permanent enchantments.
Immortality : Target of the spell will not age at all for the duration, though
the target will be as vulnerable to damage by non-ageing as normal.
(Spell) Immunity : Makes the target completely immune to the specific spell for
the duration of the Immunity spell.
Increase Temperature : Self explanatory.
Inscribe (Rune) Enchantment : Inscribes a rune and the runes effects onto a
surface. The rune will remain permanently, effecting the item/thing it
is inscribed on. For some ideas of the kinds of runes I mean, see Runequest
III. The GM will have to determine the exact effects of each rune on the
individual thing they are inscribed on, and the effects may even vary among
items that are otherwise the exact same.
Interrupt : Interrupts the target in the casting of a spell, making the target
need to start over. Points in Interrupt must equal or exceed points in spell
being interrupted.
Inverse Spell : Causes the targeted spell to do the exact opposite of normal
effect. Points in Inverse must equal or exceed points in spell to be
inversed, and Inverse spell must go off at the same time as the other spell
or before, so timing is crucial. Note that if the mage casting the spell to
be inversed realizes what is going on before he/she casts the spell, he/she
may opt to cancel the spell (making the FULL points in Inverse wasted if it
has already gone off), or changing the target of the spell so as to still
give the mage desireable (if not the exact desired) results.
Invisibility : Self explanatory - points determine maximum size/weight affected,
and insufficient points produce no effects and are wasted.
Invoke (Rune) : As the Inscribe (Rune) enchantment, but allows caster to
sketch the rune and invoke it for one use, or for a duration.
Jump : Increases the distance the target can jump, but not the target's jump
or landing skills. Lasts longer than Flight.
Kill (Species) : If the points in the Kill spell overcome ALL of the target's
defenses, the target will be killed. This spell forces the target to defend
in all ways possible to avoid the effects, up to the points of the Kill spell
. Thus, the target MUST use all the defenses he needs to resist the Kill
spell, but you cannot use the Kill spell to make the target use up all
defenses leaving the target helpless. The target will have whatever points
left he/she had in excess of the points in the Kill spell.
Know (Alignment) : Basically an Analyze (Alignment) spell, but also tells the
caster more general things about the target's power, and exactly what
Aligned magic spells and/or items the target knows/has.
Last Rites : Assures that the target corpse may not be raised from the dead
as undead, though does not prevent animation (Animate Flesh) of the corpse.
Launch Spell : Causes a spell to originate from a point at a distance. At first
glance it seems like this spell only increases the distance, but with proper
use it can make spells go around corners, go "through" walls, etc..
Lend (Category) Skill : As Enhance (Category) Skill, but there are two targets
of the spell, and the secondary target of the spell recieves an increase in
skill not to exceed the difference between the primary target's skill and the
secondary target's skill. Thus, before a duel between a warrior and the
party's champion, the mage may cast this spell so that the party's other
warrior lends the party's champion some of his skill for the fight.
Lend (Characteristic) : As Lend (Category) Skill, but a characteristic is loaned
and the maximum loan is 1/10 the primary target's characteristic, whether or
not the primary target has a higher characteristic than the secondary target.
Light : See Create (Substance).
Lightwall : As Darkwall, but the wall is pure (white) light, and may not be
seen through.
Liquify (Substance) : Basically self-explanatory, but will liquify solids only.
A more general idea of the spell might be Increase (Substance) Density and
Decrease (Substance) Density, which would change liquid-solid/gas-liquid and
change solid-liquid/liquid-gas respectively.
Locate (Alignment)
Locate (Emotion)
Locate (Species)
Locate (Substance)
Locate (Thing)
Locate Weakness : Locates a weakness in the object or being which, if hit
(must be aimed for), allows greater damage to be done. If done on a
being's armor, and the point is hit, the armor protection will be reduced
or nullified.
Location : A general Location spell, the thing to be located specified by the
caster at the time of casting. Results should be more general (if possible)
than Location spells that are learned with specific targets.
Longevity : As Immortality, but target will age slower than normal instead of
not at all. Has a longer duration than Immortality.
Longstrike (Weapon Type) : This spell creates a duplicate of the target weapon
at range, that moves as the target weapon moves, so the weapon's wielder may
cause the duplicate to strike. Note that the duplicate is a normal iron
weapon of the same size as the target weapon, so it will not have any
magical or (non-iron) substance-dependant properties that the target weapon
possesses, but any damage bonuses the wielder has may be used. Since the
wielder is not in close proximity to the duplicate, he/she should be at
some penalty to attack.
Madness : The target goes temporarily insane, with the results to be determined
by the GM. Typical reactions are : berserk (attack anything that moves),
collapsing and gibbering, screaming at the top of the lungs continually,
and anything else a not-sane person might do. If the character's reaction
to the spell is particularly bad, the character might keep some minor quirk
even after the spell is over.
Mask : The target of this spell takes on the facial features of any being of the
specified species. The size of the face will be scaled to the size of the
target's face.
Matrix Enchantment
Mind Drain
Mind Trap : Puts the target within a specific dream-world state in which the
target perceives only the dream-world. There must always be some "out" to
the dream world, which the target will have a chance of finding each