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The Glyph Magic of RelPek

(Deep Magic);
Deep Magic is a mysterious discipline, believed
to have roots in both psychic and magical
energy, as it requires only concentration to
create a spell-like effect, but gives no tell-tale
component like gestures or chants. It seems to
be associated with chaos but, like sorcery, its
power can be used for good or evil.
Deep Magic in RelPek works the same way as
Advanced Magics Deep Magic, but with the
following changes:
A POW of 16 is required to learn Deep Magic.
Magi choose a Sphere and Glyph to specialize in
at the beginning of their careers, and may
prepare up to Half of their INT in spells at any
time, recording other ideas as Deep Magic Spells
in their spell books (if desired). Deep Magi can
specialize in a different rune (One more Sphere
or One more Glyph) for every 6 points of INT
above 16.
Casting outside the Specialization:
The success of spells used outside of the Magis
specialization rely on INT, rather POW. Before
casting such a spell, the sorcerer must make a
special Idea roll, based on the mages INT, less
the number of Magic Points needed to cast the
spell, and multiplied by 5. If the Idea roll fails, or
if 96% 100% is rolled, then the spell does not
work and the caster loses 1 Magic Point.

immediately make the required Special Idea roll


or he loses 1 MP and the spell fails. If the makes
the check, then he can continue casting the spell
(on the final round of casting, his chance to
succeed doubles.
Preparation: New spells require 1 round per
MP of base cost to prepare. A magi may have
number of spells prepared at one time equal to
his INT score.
Prepared spells require one action to cast.

Base Cost: 2 MP (1 MP minimum)


+1 for each space from a specialization on the
Sphere Wheel.
Note that through the Ethereal Plane, no
Elemental Sphere is more than 2 spaces from
any other Elemental Sphere. However, when
trying to access an Elemental (or a ParaElemental) sphere from its opposite, the cost is
automatically +2 MP. Some Magi balance this
by specializing in opposite elemental/paraelemental spheres.
When passing from an elemental specialization
to an Upper (or Lower) plane, one has to pass
through the Ethereal Plane, to the Astral Plane,
then to the upper plane, costing +3 MP.
+1 for each space from a specialization the
Glyph Wheel.
Reductions to Deep Magic Casting (a minimum
MP cost of 1 MP applies to each of the below).

The spell caster may increase the time required


to cast a spell to improve his chances of casting
the spell; increase the time needed to cast the
spell to 1 round per MP cost of the spell. If
uninterrupted, then the idea roll noted above is
considered to be Easy.

Subtract 1 from the MP cost of each spell for


each 3 points of INT above 16, with a minimum
cost of 1 MP.

If the caster is interrupted (hit by a mace,


jostled, forced to dodge or parry, knocked off a
building, etc), then he must he must

Subtract 1 from the MP cost if the magi speaks


the spell aloud.

Verbal and Somatic Components may be added


to the spell on the fly to reduce the cost of the
spell being cast.

THE PLANES AND THE SPHERES OF


INFLUENCE:
There are three Planes that govern the Spheres
of Influence; The Prime-Material Plane, the
Inner Planes, and The Outer Planes.
Some planes are considered to be adjacent to
other, specific planes, despite their cosmic
positions. These allow spells that require the
influence of the adjacent spheres to cost less
MP to cast.

The Astral Plane


Magma Fire
Smoke
PrimeEarth
Material: Air
Flesh
Fauna
Mind/Spirt

Ooze

Water
Ice
The Astral Plane

The Upper Planes

The Lower Planes

The Planes of Magic:

The Inner Planes includes the Ethereal Plane,


the Elemental Planes, the Para-Elemental
Planes, the Positive Energy Plane, and the
Negative Energy Plane.

The Prime-Material Plane:


Flora
Flesh

Mind/Spirt

Astral Plane
Ethereal Plane

There are three Sub-spheres within the PrimeMaterial Sphere; Flesh, Fauna, and Spirit. Each
considered to be one place from the other two
(Imagine a triangle).
FLORA: The spawn of earth. This Sphere
includes all vegetation, from the lowliest fungi
to the greatest of trees.
MIND/SPIRIT: Intellect, mind emotions and the
soul, POW and INT the base from which all
senses are judged to have emerged from.
FLESH: This sphere covers all aspects of physical
being, including natural animals, insects, fish,
birds, reptiles and of the physical world.
Anything that directly affects the flesh is the
province of this Sphere.

The Inner Planes:


The Ethereal Plane
Magma Fire
Smoke
Earth

Positive
and
Negative
Energy
Planes

Air

The Ethereal
Plane

The Prime Material Plane consist of the Spheres


of Flesh, Fauna, Mind/Spirit. The Sphere of
Mind/Spirit is considered to be adjacent to both
the Ethereal Plane and the Astral Plane.

The Outer Planes includes the Astral Plane,


which is considered adjacent to the Ethereal
Plane, the Upper Planes, and the Lower Planes.
The Astral Plane divides the Upper Planes from
the Lower Planes.

The Ethereal
Plane

Subtract 1 from the MP cost if the magi adds a


somatic component to the spell by tracing the
Glyph in the air with his hands. Apply the
physical skill penalty for any armor worn to the
required Idea Roll. If casting within own
specialization(s), then subtract the armors
physical skill penalty from 100%. Spells with a
somatic component always fumble on a roll of
96-100%.

Ooze
Water Ice
The Ethereal Plane
THE ETHEREAL: Also known as the Bardo. This is
the plane that wraiths and spirits who cannot
pass to either the higher or lower planes get
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stuck. It is the gateway from the material world


into the dangerous and chaotic realms of the
elements. Is Considered to be adjacent to each
of the Inner Planes, the Prime Material Plane,
the Energy Planes (Positive and Negative), and
the Prime Material sphere of Mind/Spirit.
POSITIVE ENERGY: This is the plane of the lifeforce, said to be a lush verdant forest of
dangerous plants and beasts in some places and
endless pools of white energy in others. Heals
and adds to CON while damaging undead.
Invoked to Create Light. Is considered to be
adjacent to the Ethereal Plane, and each of the
elemental planes. Is not adjacent to the Prime
Material Plane.
It forms regions of the following quasielements, from which many spells derive their
origins: Lightning (Air), Mineral (Earth), Radiance
(Fire), and Steam (Water). Thus, Positive Energy
sphere can be used to create or manipulate
effects regarding, Lightning, Mineral, Radiance,
and steam.
NEGATIVE ENERGY: Nothing with remotely
touched with a life force can exist for long in this
all-consuming realm. It is the energy that
animates the undead. Damages and drains CON
while animating and healing the undead.
Invoked to create Darkness. Is considered to be
adjacent to the Ethereal Plane and each of the
elemental planes. Is not adjacent to the PrimeMaterial plane.
It forms regions of the following quasi-elements,
from which many spells derive their origins:
Vacuum (Air), Dust (Earth), Ash (Fire), and Salt
(Water). Thus, the Negative Energy Sphere can
be used to illicit effects regarding Vacuum, Dust,
Ash, and Salt.
MAGMA: The para-elemental region between
the Earth and Fire elements. Can be used to

transform earth or fire into lava to devastating


effect.
FIRE: This Sphere governs all aspects of fire:
smoke, heat, and flames...
SMOKE: The para-elemental region between
Fire and Air. This sphere can be used to
transform air or fire into smoke. Can create
thin, obscuring smoke or thick choking ashen
fumes.
AIR: Air governs the movement of the winds,
the hurricanes and the tornadoeselements
which have the capability to soothe or to
destroy.
ICE: This is the para-elemental region between
air and water. Can be invoked to create walls of
ice or a devastating cold, or utilized to transform
air or water into Ice.
WATER: represents all liquids composed mainly
of water or which rely on it for their
composition: lakes, rivers, streams, the sea, the
rain, wine, milk, and dew.
OOZE: The para-elemental region between
water and earth. Can be used to transform a
volume of earth or water into mud or quicksand.
EARTH: This Sphere includes all minerals and
metalsbe they base or precious, solid or
liquid.

The Outer Planes:


The Upper Planes
The Astral Plane
The Lower Planes
THE ASTRAL PLANE: This is the plan that all
souls pass through on their way to the Upper or
Lower planes, according to the disposition of
their accumulated actions. Considered to be

adjacent to the Upper Planes, the Lower Planes,


and the Prime Material sphere of Mind/Spirit.
THE UPPER PLANES: These are the various
planes of the heavens and nirvanas, native
regions of existence for such beings as angels,
devas, couatl, and ascended elves and dragons.
THE LOWER PLANES: These are the hells and
abyssal realms of demons, devils, and similarly
damned beings. Some are as beautiful as the
heavenly realms, but the beauty veils something
sinister.

Inhibition
Direction

TRANSMUTATION: The Transmutation glyph


allows for the changing of one thing into
another - be it water into ice or steam, or flesh
into stone or metal. This is the glyph of ultimate
Chaos.

Limit to Spell Levels:


Like other Spellcasters, magi cannot cast spells
with more than half their INT in levels.

THE GLYPHS OF POWER


Transmutation
Summoning
Enhancement

DISMISSAL: The opposite glyph to Summoning.


This power allows a sorcerer to dismiss from this
world creatures that may have come from
others.

Diminution
Dismissal
Creation

Duration of Magic:
Rounds per point of Magis POW.

INHIBITION: This enables the stopping and


prevention of things.
DIMINUTION: The Diminution glyph effects the
reduction of things in size, shape, mass and
density.
SUMMONING: This glyph calls beings or objects
from some other place; either in the world or
the realms that are unseen and untouchable by
ordinary people.
CREATION: The Creation glyph governs the
making of raw materials where no raw materials
are available.
DIRECTION: This glyph masters the movement
and redirection of things, either up, down, side
to side, or in any permutation possible within
the limits of earthly physics.
ENHANCEMENT: The glyph of Enhancement is
the opposite of Diminution and promotes the
growth or acceleration of things.

-3 MP to cost if reduced to Instantaneous.


+ 3 MP if extended to minutes.
+ 6 MP if extended to hours.
The target or caster may sacrifice a POW to
make effect permanent (DM approval may be
required). Undo Magic and like effects will
temporary suppress these permanent effects if
the caster of the undo magic spell overcomes
the POW of the target (not the original caster).

Number of Targets:
Single target or creation of single area-effects.
Single area-effects (field of fire, for example)
grant 5 diameter of effect.
+1 MP to increase the radius of the effect by 5
feet.
Note that in the case of spells that dont have an
effect which cannot described in terms of area
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(like heal and armor spells), this simply extends


the number of targets. Visualize a 5 squared off
battle mat. Free is one space, +1 is four spaces
(a square), +2 is nine spaces (a 3 square by 3
square, square).

Rule of Four to One:


For every 4 points of POW, one point of healing
or damage may be inflicted to hit points.
The Rule of four has the per spell level
descriptor. For example, Magi with 20 POW can
spend 2 MP per level for an effect within their
specialization for an effect that is 5 points per
level (then add other modifiers afterwards).
This rule also applies to enhancing, healing or
damaging characteristics, such as STR, SIZ, APP,
CON, INT, POW, and DEX. Increases to POW do
not increase MP; but MP can be temporarily
increased or damaged with this effect.
Sphere of Flesh, Glyph of Inhibition can be used
to stay the effects of poison or disease. See the
Durations listed above.
For every 4 points of POW, one point of armor
may be granted (Flesh, Enhancement). Each 4
points of AP reduces DEX and MOV by 2 for the
duration of the spell.
+1 MP; randomized damage; change the rule of
four to D6 damage per level descriptor to the
spell. Thereafter, cost is +1 MP per D6 damage
(+2 MP for D6 dmg, +3 for 2D6, +4 for 3D6.)

Creation and targeting of Mass


To create, or move, or manipulate a target, use
the rule of four to one; 1 MP per 4 points of SiZ.

Creation (expansion/growing):
Expands inert matter only; a plank can be
created from a splinter, but a tree would not
grow from a seed. Requires a 1/10th of the
material that is to be created as a seed; Follows
the rule of 4; for every 4 points of POW, one pint
of liquid, or 10 pounds of material, or 1 cubic
foot of gas. Expansion is permanent by default.
Poisonous and rare materials are halved in the
amount of material created and require a
difficult luck roll.
Potions can be expanded (require a full dose as
a seed). This requires a Difficult Idea roll:

Fumble - potion is destroyed, kiss it


goodbye

Fail - potion is destroyed unless a


successful craft potion check is made

Success - potion divides into two equal


potions

Special - potion divides into three equal


potions

Critical - potion divides into four equal


potions, but recipe is gleamed (make a
successful craft potion roll to remember
the recipe)

Summoning Demons, Spirits,


Elementals and Para-Elementals;
follow the established guidelines for the systems
used.
Demons: Sphere of Lower Planes, Glyph of
Summoning. Follow the Demon Summoning
system desired.
Spirits: Sphere of the Ethereal Plane, Glyph of
Summoning. Of not bound, they are
commanded for a number of rounds equal to
the POW of the magi.
5

Elementals: Sphere of Fire, Earth, Water, or Air.


Glyph of Summoning. Follow the Elemental
Summoning system desired.

Other Effects:
Use the Rule of Four for deeper and other
Effects: when a magi wishes to use one of these
effects in a way thats different from how its
noted below, or when the player desires an
effect that is not otherwise noted, it may seem
appropriate to add to the cost. I suggest using
the Rule of Four; simply add 4 MP to the cost.
For instance, if a comrade is dying on the field,
due to being stabbed by an orc pirate, and the
Magi is the only healer nearby, but Flesh is not
one of his specializations. Rather than leave his
comrades life to chance, he uses a MindSpirt/transmutation effect to anchor the
comrades soul his body. This buys he party
several rounds in which to heal the damage to
his body before his soul departs (this assumes
there is enough of the body left to warrant
healing). 2 points seems a little low for this lifesaving effect, so the GM can decide the Rule of
Four comes into play here. The cost is now 6
MP (which can be mitigated if the magi both
speaks and traces the glyph in the air).
As another example, the players have capture a
suspected member of an assassins guild and
wish to use speak to mind to wrench the secrets
of the guild from the prisoners mind. Add 4
and a POW vs POW contest per secret (the
Name and role of each contact, how they
contact each other within the guild, etc).
BONDS UNBREAKABLESphere: Flesh. Glyph:
Inhibition. By manipulating the Flesh sphere
with the Inhibition glyph, the mage creates
tendrils of magical energy that bind and clasp
whatever the spell has been cast upon. Like the
Magic World spell, a POW vs. POW roll is
needed to break the effect. If another mage is

affected, he or she can try to undo the spell with


the equivalent of Undo Magic.
BOUNTY OF THE SEA Sphere: Water. Glyph:
Summoning. To simulate this spell, the mage
needs to summon water using the summoning
glyph. However the amount of water that
appears every round for the spells duration is
equal in gallons to the casters POW
characteristic; thus a mage with a POW of 17,
allowing the spell to last for 17 rounds.
BREATH OF LIFESphere: Air, Glyph: Creation.
By manipulating air with creation, the mage can
create a small pocket of air for use in whatever
medium he or she is submerged. The air pocket
lasts for a number of rounds equal to the
sorcerers POW.
Countermagic: (Spirit/Direction) Apply the rule
of four for levels of protection; for the duration
of the Countermagic, any spell effect targeting
the caster must overcome the spell levels of
countermagic or rebound upon the caster. This
will affect spells currently targeting the caster.
Curse of the Dark God; (Lower Planes or Flesh
/Enhancement or Transmutation) 4 MP plus size
modifier. Grants or inflicts upon the target one
selected mutation form the Mutations table for
the duration of the spell. The caster gains 2
points in Evil/Dark, and the target gains 2 as
well if it is a willing target.
Create Food or Water; (Flesh or Water or
Flora/Creation or Enhancement). Any food
created by the spell is nourishing but any excess
food vanishes after the spells duration.
Enhance or Diminish a skill: (Flesh or
Spirit/Direction or Enhancement or Diminution)
10 points of penalty/bonus per level, for the
duration of the spell. Targets May resist POW vs
POW each round to cancel the spell.
Enhance a weapon to inflict Max damage. A
weapons damage die may be enhanced, this
6

generally requires Earth/Enhancement, but


other effects may be used. Apply the
randomized damage rule noted below.

organic tissue, although wood and other


vegetable fibers can be affected. Use the SiZ
modifier for spell cost.

FURYSphere: Spirit, Glyph: Enhancement. The


caster enrages the spirit of the target into
wanting to fight unceasingly until the spell is
either dismissed or comes to the end of its
duration. A POW vs POW resistance roll is
necessary if the target is unwilling to accept the
spells effect. The effect is the same as described
in the Magic World rules.

Manipulate Mental State; (Spirit/Enhancement


or Inhibition). 4 MP to induce Fury as the spell,
to effectively stun the target, or to Charm the
target, causing it to defend the caster and attack
anybody who attacks the caster. Target may
attempt POW vs POW to resist each round
effected by this spell. 4 MP to calm an angered
target, or to anger a calmed target, or to make a
calm/neutral target to regard the caster
favorably.

GIFT OF THE EARTHSphere: Earth, Glyph:


Summoning. Similar to Bounty of the Sea, save
for the summoning of earth, dust and rubble
instead of water.
HOLD FASTSphere: Earth or Flora, depending
on substance, Glyph: Direction. The direction
rune causes the substances to flow together at
subatomic levels, creating in indissoluble bond.
Use the SiZ modifier for spell cost.
Invisibility: (Fire or Positive Energy (for Light
manipulation) /Direction) this will render the
target invisible for the duration of the spell until
it attacks. Apply the rule of four to cost of the
spell, based on the SIZ.
Lift: (Flesh or Earth or Air (if winds do the lifting)
for creatures or objects/Direction) moves the
target object or self MOV 6 as directed by the
caster. Targets May resist POW vs POW each
round.
LIKEN SHAPESphere: Flesh, Glyph:
Transmutation. To take on the semblance of
another creature, the caster manipulates the
body of the target; may require POW vs POW
and requires +1 MP per four points of SIZ.
MAKE WHOLESphere: Element appropriate to
thing being mended, Glyph: Creation or
Transmutation. This spell recreates the bonds
between the two parts of whatever has been
broken. The spell does not work on living

MIDNIGHTSphere: Negative Energy Plane,


Glyph: Creation. Absolute darkness is the result.
Mindblast Sphere: Spirt, Glyph:
Transformation. The targets mind is filled with
a rush of distracting, disorienting thoughts,
leaving him unable to take actions, or even to
take defensive actions while the spell persists.
The target may attempt an idea roll each round,
on his initiative rank to shake off the spell.
Success means that he may act normally that
round.
MOONRISESphere: Positive Energy Plane,
Glyph: Creation. The opposite of Midnight;, a
cool ball of light can be created to provide
limited illumination.
MUDDLESphere: Spirit, Glyph: Inhibition or
Transformation. The inhibition glyph prevents
rational thought from taking place, resulting in a
disorientation of the target, as described in by
the spell of the same name.
POXSphere: Spirit, Glyph: Dismissal. The
caster attempts to dismiss an opponents Magic
Points by attacking the spirit. With a successful
POW vs POW roll on the resistance table, MP
regenerate in the normal way.
Scry; (Spirit/Enhancement) allows the caster to
mentally observe events anywhere in the world
7

with his eyes closed. The Magi must have some


personal familiarity with either the place or
person/object being spied upon. May be used to
extend line of sight for spells cast afterwards.
CounterMagic/Spirit Screen/Undo magic type
protections stymie this spell.
SORCERERS SOULSphere: Spirit. Glyph:
Enhancement. POW is increased by the rule of
Four to One. Magic Points are not affect- ed,
although the benefits described in the Magic
World rules remain.
SORCERERS SPEEDSphere: Flesh, Glyph:
Enhancement. The movement of the caster is
increased by the rule of Four to One. The spell
can be cast on a different species although
Dexterity is unaffected.
Speak to Mind: (Spirit/Enhancement or
Transmutation) Allows direct mental
communication between the caster and a target.
Store MP in an object: (Spirit/Creation) Use the
rule of four as a casting cost 1 MP to store 4
MP in the item. These MP do not regenerate.
Sacrifice a point of POW to make the effect
permanent, allowing the item to regenerate the
MP. The base Max set at the casting (rule of
four), but these items can be overcharged as
normal.
Teleport: (Flesh or Earth or Fauna for creatures
or objects/Dismissal or Summoning) instantly
transports a single target from one location
visible to the caster to another location visible to
the caster, and both points must be within a
range of POW X 10 feet of the caster. Targets
may resist POW vs POW (and certainly any
object held by another requires a POW vs POW
contest).
UNDO MAGICSphere: Spirit, Glyph: Dismissal.
Undo Magic works differently to the sorcery
spell of the same name. When cast, the Undo
spell has a strength determined by the rule of
Four to One. Undo Magic can be directed

against spells that have a strength based on the


POW of the caster, with each point of the Undo
Magics potency reducing the strength of the
target spell by one point. Undo Magic can be
countered by the Refutation.
Vampirism: (Spirit or Flesh/Direction);
temporarily drains points from the targets
characteristic or magic points and grants them
to the caster. These points return to the target
at the end of the spells duration. Magic points
are transferred to the caster as a separate pool
and will return the target if not used up. If the
target is slain before the spell ends, then the
points immediately dissipate.
Warp: (Lower Planes or Flesh/Enhancement or
Transmutation). 3 MP plus size modifier. Grants
or inflicts upon the target one selected ability
from the Demon Abilities table for the duration
of the spell. Reduces the APP of the spell by 3
for each ability, as its appearance is demonically
altered in some way to reflect the ability gained.
WITCH SIGHTSphere: Spirit. Glyph:
Enhancement. Allows the caster to sense
targets soul, its relative POW score can be
roughly determined as described in the Magic
World rules, as well as its predominant
alignment. A POW vs POW contest may be
required.

Sample Spells:
Note that the following spells were made using
a Magi who has the unusually high INT of 16 and
POW of 18, with the specializations of Fire, and
Enhancement. Ive allowed spells to be
memorized more as templates, with variables
being adjusted for the situation as noted.
Spells that have their rune-types in bold will also
require an Idea roll to be successfully cast.
Increasing the cost of the spell may lower the
chance of a successful Idea Roll.
Flash

Cost 2/level
8

(Fire/Creation)
Target takes 4 fire damage, requires POW vs
POW or Dodge if changed to AoE, Instant
Duration
Range POW X 10
Cost +1 to extend 5' diameter.
Chance of Success: 70% or lower (minus 5% per
MP required).

See Aura
Cost 4
(Flesh/trans)
Alters the caster's vision to be able to see
magical emanations and the relative POW and
alignments of objects and beings in range May
require POW vs POW
Chance of Success: 60% or lower (minus 5% per
MP required).

Light:
Cost 5/level
(Positive Energy/Creation)
Fills an area with light, 30 foot diameter
POW minutes (HR duration, +6 MP hours)
Chance of Success: 55% or lower (minus 5% per
MP required).

Spirit Amor
Cost 6/level
(Spirit/Diminution)
Reduces the effects of magical attacks upon the
target by 4 levels, with a minimum of 1 level
affecting the target.
Cost +5 to increase protection 4 levels
Cost +1 to extend 5'radius
Chance of Success: 50% or lower (minus 5% per
MP required).

Travel Lightly
Cost 5 +
(Positive Energy/Transmutation)
Target travels as a beam of light between two
points visible to caster and within range
Range: POW X10
Cost +1 per 4 max SIZ of target
Cost +1 per 5' radius of targets.
Chance of Success: 55% or lower (minus 5% per
MP required).
Invisibility
Cost 5+
(Positive Energy/Diminution)
Turns target invisible until they attack, up to the
duration. Target may spend an attack action to
return to invisibility.
Cost +1 per 4 max SIZ of target
Cost +1 per 5' radius of targets.
Chance of Success: 55% or lower (minus 5% per
MP required).
Fire Extinguisher
Cost 4/lvl
(Fire/Diminution)
Extinguishes 4 points or 1 Die (D6) per lvl worth
of flames in 5' diameter
Cost +1 per 5' radius of target
Chance of Success: 60% or lower (minus 5% per
MP required).

Flame weapon(s)
Cost 5/level
(Fire/creation)
Sheaths a weapon in flames (damages wooden
weapons) to inflict 4 extra fire dmg per hit.
POW vs POW if wielder is unwilling
Cost +1 to extend 5' diameter
Chance of Success: 55% or lower (minus 5% per
MP required).
Mighty Dodge
Cost 6/lvl
(Flesh/direction)
Makes a target twitchy but enhances defensive
rolls by 10% per lvl. (Subtract half from
communication skills)
Cost +1 to extend 5' diameter
Chance of Success: 50% or lower (minus 5% per
MP required).
Heal Wounds
Cost 5/level
(Flesh/Enhance)
Target heals 4 damage by accelerating natural
healing for the target.
Cost +1 to extend 5' diameter
Chance of Success: 55% or lower (minus 5% per
MP required).
9

Toughen Skin
Cost 5/lvl
(Flesh/Enhance)
Grants Target 4 AP/lvl but reduces Dex and MOV
by 2 per level and Physical skills by 5% per level.
Cost +1 to extend 5' radius
Increasing protection increases penalties.
Chance of Success: 55% or lower (minus 5% per
MP required).
Identify
Cost 4
(Spirit/transmutation)
Caster learns the magical properties of target
object (if enchanted) via a direct mental
connection. (May require POW vs POW)
Chance of Success: 60% or lower (minus 5% per
MP required).
Charm Being
Cost 8
(Spirit/Transmutation)
Charms a creature inimical to the caster, causing
it to defend the caster and attack those who
attack him.
Being is favorably disposed to the caster for the
duration of the spell. POW vs POW
Cost +1 per 5' radius of targets.
Chance of Success: 40% or lower (minus 5% per
MP required).
Mindlink
Cost 4
(Spirit/Transmutation)
Allows telepathic communication between
target(s) and the caster via surface mental
bonding.
Cost +1 per 5' radius of targets.
Chance of Success: 60% or lower (minus 5% per
MP required).
Undo Magic
Cost 7/lvl
(spirit/dismissal)
Cancels/reduces/suppresses magic with POW vs
POW plus a bonus of 4/lvl to caster's POW
Cost +1 to extend 5' radius

Chance of Success: 45% or lower (minus 5% per


MP required).
Drain Magicka
Cost 7/lvl
(Spirit/Direction)
Transfers 4 MP/lvl from target to caster
Cost +1 per 5' radius target, POW vs POW
POW returns to target at end of duration if not
used.
Chance of Success: 45% or lower (minus 5% per
MP required).
Repair Item
Cost 7
(Earth/Creation)
Repairs and item of wood, metal, crystal; any
non-organic material (cost 4 for leather, 3 for
wood). Reassembles scattered parts and
regrows lost parts. Restores object to full hit
points.
Cost + 1 per 4 SIZ of target.
Chance of Success: 45% or lower (minus 5% per
MP required).

Other Sample spells:


These were designed for a spy-type spell caster
who is also part thief/rogue. His INT is a more
typical 13 and his POW is 16, his Specializations
are Mind-Spirit and Transmutation.
These samples will illustrate how the same spell
can be easier or more difficult, depending on
the nature of the caster, as well as illustrate how
magi will vary in their abilities according to their
specializations.
Identify:
(Spirit/Transmutation)
Cost: 2
Caster Learns the Magical Properties of the
target object (May require POW vs POW).
See Aura
(Spirit/Transmutation)
Cost 2
Caster is able to perceive the auras of living
beings and magical emanations within range.
10

This connection to the spirit realm allows him to


perceive relative POW, prevailing allegiance,
and magical auras.
Travel Lightly:
(Positive Energy/Transmutation)
Cost 4+
Target Travels as a beam of light between two
points visible to the caster and within range.
Cost +1 per 4 Max Siz of target
Chance of Success: 45%
(Minus 5% per additional MP Cost
Charm Stranger:
Mind-Spirit/Transmutation
Cost 6
Charms a creature so that it will either defend
the caster from harm, or tell him the truth of
things as he perceives it.
Speak to Mind
Mind-Spirit/Transmutation
Cost 2
Allows telepathic communication between
target(s) and the caster for the duration of the
spell.
Cost +1 per 5' radius of targets.
Cost +6 MP if extended to POW Minutes

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