Sorcery
Sorcery is the technique of invoking magical effects through the understanding and application of transcendent knowledge. Once a sorcerer comprehends the objective rules of reality, they can employ them in a repeatable and methodical manner. Of course this does not mean a sorcerer can figure out these fundamental laws for themselves, only that once a technique or formula is learned, they can manipulate it in a variety of ingenious ways.
The path of sorcery is often a hard one, requiring much time spent in study and research. Even its reputation can be viewed with an element of suspicion when compared to the worship of communal gods or the veneration of tribal spirits; as those not privy to its secrets tend to regard it with jealousy or perhaps fear, especially when the sorcerer is an aloof recluse without need for or responsibility towards his community.
Not all practitioners are loners. Some take apprentices to pass on the art to those of the next generation, whilst others form schools or guilds in which they share their knowledge in return for mutual protection or a degree of respectability. More sophisticated societies often evolve specialised orders, utilising their unions to practice particular types of sorcery as a profession, from itinerant weather- workers to mercenary spell-swords. At its pinnacle, sorcery can even be used to shield nations from more ‘primitive’ forms of magic, or provide an increase to the standard of living by the maintenance of innovative enchantments.
Whilst the ability to cast sorcery, depending on the campaign setting, may be limited to those born to it or trained in the art from childhood, each sorcery spell is merely an invocation which can be mastered by those sorcerers willing to spend the time to grasp its philosophical meanings, or at least to memorise the methodology. As such, most orders of sorcery keep the secrets of their most potent magics well hidden, even to their own students, for fear of the spell’s power being abused, or corrupting its wielder.
Although sorcery is often viewed as a dark or evil in Sword & Sorcery literature, it need not necessarily be so. Sorcery can be used beneficently or play a key role in societies lacking other forms of magic, depending on the manner in which the Games Master wishes to present it.
Manipulating the Cosmos
The practice of sorcery requires two core skills, Invocation and Shaping. Invocation reflects the depth of knowledge concerning a particular philosophy or school of sorcery; whilst Shaping is the skill of the sorcerer to manipulate the parameters of a spell, so that can be cast in a flexible and innovative manner.
Invocation (INT x2)
Invocation represents a sorcerer’s ability to successfully cast spells learned from a particular source, be that a grimoire, mentor, school, extra-planar demon or even an ancient artefact. The precise scope of what the skill covers depends upon the campaign setting, but each incidence of Invocation must be assigned to a specific type or wellspring of sorcery.
The skill encompasses a plethora of magical principles from comprehending the philosophy underlying how that type of sorcery works; to being able to achieve the necessary mental state to manipulate reality. As the value of this skill increases, so does the capability of the sorcerer to create greater changes.
The Intensity of a sorcery spell is equal to one tenth of the Invocation skill used to cast it.
Shaping (INT+POW)
In their default form, sorcery spells are relatively feeble in scope. Shaping is the method used to change the parameters of a sorcery spell so that it can be wrought to meet certain requirements, such as increasing its range or duration.
Once the base concepts of Shaping are known, they can be applied to any spell known by the sorcerer, no matter its school or tradition. Thus sorcerers normally need only learn a single Shaping skill (see Restricting Components of Sorcery Spells page 165).
Shaping is never rolled against when casting sorcery, rather it acts like a governor to limit the degree of modification which can be applied to a spell. The maximum level of alteration is equal to one tenth of the value of the Shaping skill. Thus a sorcerer with Shaping 47% would be able to apply 5 points to shape the parameters of any sorcery spell he cast.
These points may be divided up amongst any of the following components to optimise the spell as desired:
- Combine: Used to fuse together several spells into a single casting
- Duration: Used to extend the period of time the spell’s effects last
- Magnitude: Used to penetrate magical defences or resist magical attacks
- Range: Used to increase the distance a spell can be cast over
- Targets: Used to increase the number of targets affected by the spell
Combine
This component permits the sorcerer to combine the effects of several sorcery spells into a single casting, so that they all affect the target simultaneously. This not only saves time on casting, but also preserves Magic Points, as all the conjoined spells share the same shaping components (see Invocation Costs page 165). Use the following guidelines when combining spells:
- A spell may not be combined with another instance of itself; only different spells may be combined
- If the conjoined spells come from different sources, then the lowest Invocation skill is used as the base casting chance
- The conjoined spells must all share the same target or targets
- Any shaping applied to a combined casting is assigned to each, and every one of the spells involved at no extra Magic Point cost
- Each additional spell added using combine, costs one extra Magic Point and increases the difficulty grade of the Invocation roll by one step (see Focus page 165)
Although combined spells might require several different resistance checks, the target only makes a single resistance roll – the result matched against each requisite opposed skill. Thus it is perfectly possible, for example, to save against all the combined spells requiring Resist Endurance whilst simultaneously failing to throw off the Resist Willpower spells.
Duration
Sorcery spells have a default duration equal to the POW of the caster in minutes.
Applying one or more points of Shaping to the Duration component will extend the length of a sorcery spell as noted in the table. The spell remains running for the entire duration, although in some cases part of its effect may require active concentration to function (see Concentration page 166).
Some spells may end up with an extended duration which can last hours, or even longer. In these cases the Magic Point Attribute of the sorcerer is temporarily reduced by the number of Magic Points used to cast that spell until the magic is dropped or expires.
Further Extending Duration
Some Games Masters may find the duration of sorcery to be too limited for how magic works in their campaign setting. The following alternative progression is offered to those that like to greatly extend the active effects of spells. Bear in mind however that until a sorcery spell has finally completed, the Magic Points used to cast it do not recover.
Points of Shaping | Duration |
None | Caster’s POW in Turns |
1 | Caster’s POW in Rounds |
2 | Caster’s POW in Minutes |
3 | Caster’s POW x 5 Minutes |
4 | Caster’s POW x 15 Minutes |
5 | Caster’s POW x Hours |
6 | Caster’s POW x 6 Hours |
7 | Caster’s POW x Days |
8 | Caster’s POW x Weeks |
9 | Caster’s POW x Months |
10 | Caster’s POW x Years |
Each point… | Continue progression: Decades, Centuries, Millennia, and so on... |
Shaping Table
Points of Shaping | Combine | Duration (Mins) | Magnitude | Range | Targets |
None | None | POW | 1 | Touch | 1 |
1 | 2 Spells | 2xPOW | 2 | 1m x POW | 2 |
2 | 3 Spells | 3xPOW | 3 | 5m x POW | 3 |
3 | 4 Spells | 4xPOW | 4 | 10m x POW | 4 |
4 | 5 Spells | 5xPOW | 5 | 50m x POW | 5 |
5 | 6 Spells | 6xPOW | 6 | 100m x POW | 6 |
6 | 7 Spells | 7xPOW | 7 | 500m x POW | 7 |
7 | 8 Spells | 8xPOW | 8 | 1km x POW | 8 |
8 | 9 Spells | 9xPOW | 9 | 5km x POW | 9 |
9 | 10 Spells | 10xPOW | 10 | 10km x POW | 10 |
10 | 11 Spells | 11 x POW | 11 | 15km x POW | 11 |
Each point… | +1 Spell | +1 x POW | +1 Magnitude | +5km x POW | +1 |
Magnitude
Sorcery spells have a default Magnitude of 1, making them weak and vulnerable.
Applying one or more points of Shaping to the Magnitude component will improve its ability to overwhelm magical defences or resist magical attacks. It has no effect on the Intensity of a sorcery spell which is solely based upon the caster’s Invocation skill.
Range
Sorcery spells have a default Range of Touch, requiring that the recipient be within physical reach of the caster.
Applying one or more points of Shaping to the Range component will allow the spell to be cast over greater distances, potentially achieving ranges beyond the immediate perception of the caster. In such cases the sorcerer will need alternate methods of observing the target.
Sorcery spells limited to Touch range may only be cast on others if physical contact can be maintained for the entirety of the Invocation.
Once someone or something is affected by a sorcery spell, it continues even if they travel beyond the spell’s Range. Spells which require Concentration (see page 166) lapse into passive mode once the target exceeds this distance, but only for the period it remains beyond the Range limit.
Targets
Sorcery spells have a default Target of one object, creature or person, which may be the caster himself.
Applying one or more points of Shaping to the Targets component will allow the spell to affect an increasing number of multiple targets, each one receiving the full consequence of the magic. That is to say, each target receives an identical copy of the original spell. Unless specifically permitted by its description, the targets of a spell may not be changed once it is cast.
Sources of Knowledge
The fundamentals of sorcery are as varied as the sources from which its knowledge can be learned. All depends entirely on who, or what, has preserved such arcane knowledge. Although sorcery is often tied to the archetype of reading cryptic old spellbooks, it need not have any relationship with that particular stereotype.
Sorcery might instead be recorded in the form of towering prehistoric pictograms carved into the sides of mountains or be accessible only to those that drink the waters of a legendary well. Perhaps only those that journey beyond the boundaries of reality can master its esoteric secrets.
Of course the theory and practice of sorcery can be passed on by living beings too, without need for books or artefacts. Lone masters might hand down their sagacity as ancient aural traditions to their students. Maybe such wisdom is held only by demons or spirits of the otherworld, which must be summoned and appeased before they teach those who dare to call them up. Sorcery could even be learned by listening to the hidden meanings of mournful hyena howls around campfires at night.
Infinite are the sources of sorcerous knowledge. The only limit is your imagination.
Schools and Spells
A sorcerer’s power and spells are restricted to the particular philosophy or tradition of sorcery he studies. Named schools of sorcery, the term represents a collated body of knowledge rather than a formal organisation.
Access to a specific school of sorcery can be held by particular groups, individuals, objects or even locations. Thus a sorcery tradition need not necessarily be taught by a formal cult, rather it can potentially be self-learned if the sorcerer can comprehend the source for himself.
For instance a sorcery cult could be nothing more than a group of loosely affiliated wizards who are all aware, and make use of a particular source; an infamous tome such as the Scroll of Khronus or the psychic powers gained by inhaling the deadly narcotic smoke of the ebony lotus; some discovering the secrets by themselves, others guided by a mentor already privy to the knowledge.
In a similar vein, there are no preset limitations as to how many spells are available to a particular school of sorcery. Yet the spells accessible to that philosophical path will generally be related in terms of metaphysical mechanics as to how they work, or will possess similar supernatural effects.
For example the Stygian Path is a school of sorcery which specialises in manipulating darkness, granting access to the spells: Animate Darkness, Dominate (Reptiles), Palsy, Sculpt Darkness, Smother, Teleport (via Shadows), and Wrack (Darkness). Whereas the Masters of Metamorphosis may learn a school of sorcery that controls the changing of things using the spells: Abjure, Diminish, Enhance, Haste, Regenerate, Shapechange and Transmogrify.
With this in mind, schools of sorcery should be crafted to fulfill a particular concept. They need not be balanced with one another; corrupt diabolic cults might indeed offer more spells than their benevolent counterparts. A grimoire might only grant a single, albeit potent, spell; whereas a respected guild of sorcery could provide a dozen. The precise balance or lack thereof is for the Games Master to decide when designing his campaign.
Further consideration should be made towards whether a sorcerer can join several guilds or discover additional sources of arcane knowledge. Mythras is not predisposed towards the limitless accumulation of innumerable spells, but rather the clever and innovative use of a few. However, this should not preclude such occurrences if that is what is desired.
Starting Sorcerers
A character starting the game as a sorcerer should choose a single school of sorcery to study; one designed by the Games Master, agreed to between the player and Games Master, or chosen from the examples given in these rules or the relevant setting. Only one school of sorcery can be chosen at this stage but others can potentially be discovered during the course of play.
In addition, the source of this sorcery should be decided also; whether it is an object, a mentor or a cult. There is no penalty to being self-taught, a common conceit of the Sword & Sorcery genre.
Sorcerer characters begin with a number of spells from that school equal to one twentieth of their Invocation skill. Once the campaign starts they are restricted in what additional spells they can study, and when they can learn them.
Learning Spells
Learning new spells requires an investment of Experience Rolls as described in the Magic chapter on page 118. Whether or not new spells are available is a different matter. For example, an adept member of a powerful guild may be withheld from freely acquiring the more dangerous spells of the order; only being taught once they demonstrate the correct level of understanding or responsibility. A mage who learns his art from a demon might instead need to provide the entity with a suitable offering (a diabolical deed or rare sacrifice) before he is shown a new spell.
Likewise a self-taught sorcerer who picks up a grimoire cannot learn every spell inscribed within its pages as soon as they have the Experience Rolls to invest. There are limits to how much, and how quickly a sorcerer can understand and absorb knowledge from the complex metaphysical implications of such a work.
As a rough guideline, spells accessible to a school of sorcery are usually linked or entwined in such a way that they must be learned:
- In a particular order; acquisition of lesser incantations being needed to comprehend the underlying techniques to invoke higher ones.
- When a specific degree of mastery is reached, each spell limited to a particular cult rank or value of the Invocation skill may be learned as the sorcerer has demonstrated the necessary level of comprehension.
- Only after the student has shown the correct attitude, behaviour or dedication to be permitted deeper knowledge.
Thus the learning of new spells is not an automatic ability or right. Access to them must be earned through roleplaying and over a period of time in the campaign. A new spell should be regarded as a reward for completing a particularly difficult task, as a consequence of advancing cult rank or even as the result of many months research and study. When knowledge is quite literally power, a sorcerer should not be able simply to purchase spells by handing over a cartload of silver. Although a gift might influence the mind of a sorcerer’s mentor, the spell itself is almost always priceless.
Using Sorcery
Although sorcery is not necessarily the most potent type of supernatural power available to mortals, the ability of a sorcerer to shape his magic makes it extremely versatile. Sorcerers can weave a handful of awesome spells into a single, magic-efficient casting; blast small units of warriors with the same spell; or even control the mind of a victim from hundreds of kilometres away. This ability, which greatly augments one or more spell components, enables their magic to far exceed the more rigid parameters of other types.
The inherent flexibility of sorcery extends beyond its ability to be shaped. Unlike animism there is no dependency upon third party spirits which might slip from control. Similarly they need not return to specific holy places to recover their magical strength unlike theists. In effect, sorcery grants its practitioner freedom from needing things or places. All that is required is knowledge of the spell, and enough Magic Points to invoke it.
Invoking a Spell
Casting a sorcery spell requires that the sorcerer performs a short invocation, allowing him to mentally impose the spell’s transcendental formula upon the cosmos, changing reality. It may be an envisioning of a complex glyph or articulate utterance of a harmonic mantra. Whatever the procedure, for the spell to work the sorcerer must meet the following prerequisites.
Firstly they must actually know the spell being cast. Simply reading or repeating a spell parrot fashion from something like a scroll will not work if the sorcerer has no understanding of its underlying metaphysics.
Secondly they must have the requisite number of Magic Points remaining. Attempting to cast a spell with insufficient Magic Points means that either the spell doesn’t work, or something bad occurs to the sorcerer to find the last fragments of power (see Running out of Magic Points page 117).
Thirdly on the last turn of casting, the sorcerer must pass an Invocation skill check. Failing to cast the spell correctly usually results in nothing bad save that the magic doesn’t work, or at worst the squandering of a few Magic Points.
Invocation Costs
The cost of casting a sorcery spell depends on how much it is shaped, and the success level of the Invocation skill roll.
Base cost is 1 Magic Point plus an additional one point per spell component modified. For instance a spell which has its Range and Duration components increased will have a base cost of 3 Magic Points. If several spells are woven together using Combine, then an additional Magic Point is added to the cost for each extra spell.
Once the base cost is known, the Invocation roll is made:
- Critical Success: the spell works but only half the Magic Point cost is expended.
- Success: the spell works, and the full Magic Point cost is expended.
- Failure: the spell fails, but no Magic Points are expended.
- Fumble: the spell fails, and the full Magic Point cost is expended.
Invocation Time
The time taken to cast a sorcery spell is equivalent to 1 Turn plus an additional Turn for each spell component modified. This is usually the same as its Magic Point cost except in cases where Combine (or the optional Swiftness component) is utilised.
The Invocation skill check is made on the final turn of casting; the result of the roll occurring immediately.
Magnitude and Intensity
Sorcery spells have a default Intensity equal to one tenth of the caster’s Invocation skill. Their Magnitude depends on how many shaping points were devoted to that spell component.
Sorcerers need not apply the entirety of their available Intensity if they desire to limit the spell’s effect.
Restricting Components of Sorcery Spells
Not all schools of sorcery need have access to the same component parameters, not even the default ones. A campaign could be created where certain paths of sorcery lack knowledge of a particular shaping technique, perhaps being compensated for by the addition of a different, more exotic component. If used in this way, sorcerers should require a separate and specific Shaping skill for each type of Invocation they know.
The Zemgarian School of Unseen Sorcery for example could teach Shaping but using only the components of Magnitude, Range, Targets and Focus. Whereas the Inebriated Sorcerers of Tzushan may teach their apprentices the components of Combine, Duration, Magnitude and Fortune.
Alternate Components for Sorcery Spells
Other parameters can be added to Shaping, granting sorcery spells additional strange and exotic abilities. Some of these components are not strictly balanced with one another, so care should be taken if introducing them to a campaign.
Ablation – Used with spells which have the Resist trait, each point of shaping applied to Ablation grinds down any protective magic on the target which tries to block the incoming spell; reducing its Magnitude by the level of ablation. This is still the case even if the protective magic successfully blocked the sorcery spell.
Focus – Used to ensure that a spell works, no matter what the mental and physical distractions, each point of shaping applied to Focus permits the sorcerer to ignore one level of difficulty applied against them. This covers the loss of verbal or somatic components, mental state due to narcotics, combining multiple spells, and even penalties applied for suffering wounds. This component cannot raise the casting chance above its base value.
Fortune – Used with spells which have the Resist trait, each point of shaping applied to Fortune allows an additional casting roll from which the sorcerer selects the most favourable result. A spell cast with 3 points of shaping applied to Fortune would permit the sorcerer to roll four times and choose the best roll.
Precision – Used with spells that randomly target Hit Locations, each point of shaping applied to Precision allows the caster to adjust the dice roll by 1 to select the most advantageous location.
Swiftness – Used to hasten the casting of complex or heavily manipulated spells, each point of shaping applied to Swiftness reduces the casting time by 1 Turn, to a minimum of one.
Dispelling a Sorcery Spell
Sorcery spells resist dispelling using their Magnitude. Thus if this component is left unaugmented sorcery can be fairly easy to dismiss.
Limitations of Sorcery
There are no restrictions to the number of concurrent spells a sorcerer can maintain, save that only a single Concentration spell can be focused on at any moment in time.
Due to the boggling complexity of sorcerous invocations, there is a limit to how many spells a sorcerer can keep in his mind. Thus a sorcerer may only memorise a number of spells up to the value of his INT characteristic. In the rare situation that the sorcerer has access to more spells than he has the space to memorise them, spells may be swapped by spending a week of intense deliberation in reclusive isolation to exchange them.
Spell Descriptions
All sorcery spells are defined by several traits which control how each spell functions. By design sorcery spells lack a degree of physical and temporal description since these parameters can be modified by Shaping as it is cast.
This flexibility can make certain spells appear to be remarkably potent, especially those which have their duration or range greatly extended. Such possibilities are intentional, providing an interesting opportunity for those who wish to cunningly manipulate their magic.
Most potential game abuses are handled in the spell descriptions. However, Games Masters who find that certain spell combinations are causing problems should feel free to impose extra restrictions – such as reducing spell functionality, preventing the same spellsbeing available to a single school of sorcery, or using the same tactics against the player characters.
The following two traits are available to sorcery spells:
Concentration
The spell’s active effects only function so long as the character specifically concentrates on it. During this time the sorcerer is usually restricted to moving at a maximum of walking pace, and performing Free or Reactive Actions (when necessary; use common sense). Any passive elements of the spell continue running without the need to concentrate; for example a Fly spell requires concentration to actually move, but it will simply keep the sorcerer floating in place if his concentration lapses. By default a sorcerer may only concentrate on a single Concentration spell at any one time.
Resist (Endurance/Willpower/Evade)
Offensive spells allow the target to make an opposed test of their Endurance, Willpower or Evade skill (as specified by the spell) against the casting roll of the sorcerer, to avoid the effect of the spell entirely. To resist using Evade, the character must expend a Combat Action.
Be warned that some of the following spells are extraordinarily powerful, included only for the use of major antagonists or as long lost arcane secrets. They are extremely rare and not intended for starting player characters.
Abjure (Substance/Process)
Resist (Special)
Abjure allows the recipient of the spell to abstain from something
usually required for life, utterly removing its need (or effect) until
the spell ends. Each variant of the spell affects a specific substance
or process, which could be anything, including Food, Water, Breath,
Sleep, Dreams, Narcotics, and so on. Due to its flexibility, the Games
Master should use common sense when more unusual versions of
the spell are used, for example Abjure (Narcotics) will not only
remove any desire to take narcotics in the first place, but also ensure
any already taken will no longer affect the target.
The sorcerer can affect targets with a maximum SIZ of three
times the spell’s Intensity. If the recipient is unwilling they are permitted
to resist using Willpower. Exceedingly rare and exotic versions
of this spell exist such as Abjure Pain, Abjure Sensory Perception,
and even Abjure Ageing.
Animate (Substance)
Concentration, Resist (Special)
Animate quite literally invests an inanimate object with a semblance
of life, permitting it to move under its own power. Each variant of
the spell affects a specific type of substance, which can be fairly
broad in scope. For example wood, stone, fire, darkness, rope, fabric,
and so on. The sorcerer can animate an object with a maximum
SIZ of three times the spell’s Intensity. Insubstantial substances such
as air, fire, darkness or clouds are instead measured in terms of volume,
with the sorcerer able to affect a number of cubic metres equal
to the spell’s Intensity. The animated object gains a default Movement
Rate of 1m, which may be incremented by assigning points
of Intensity (on a one for one basis) to movement rather than to the
amount of SIZ or Volume affected.
Providing they have some degree of flexibility or the ability to
extrude portions of themselves, animated objects may perform complex
physical manipulations. These are performed by using the sorcerer’s
own skills, reduced by one difficulty grade. If combined with
the appropriate Sculpt spell (see Shaping), the sorcerer can achieve
much finer control and ignore this penalty. Where necessary, treat
the object as having a Damage Bonus based on twice its SIZ, or as
an elemental of equal volume.
To Rock and Roll
The material and shape of an object has important implications on
how the Animate spell is used.
For instance, a sorcerer who knows Animate (Stone) 78% could use it
to move a boulder of up to SIZ 24 (a little over 200kg), but he couldn’t
affect a solid cliff face with a much larger size, nor could he break a lump
from it unless the fault lines and cracks already existed. However, a more
insubstantial material like water is easier to divide up, so there would be
no problem splitting off a small pool of water from a lake.
Shape is also vital. Animating a boulder would allow it to ponderously
roll about, but it obviously could not pick up an object, open a door
(although it might be able to smash through it) or anything else which
required limbs or digits to achieve. An animated statue on the other hand
would possess the requisite appendages.
Some objects may appear innocuous but can be potentially formidable
in the right circumstances. An animated bunch of ropes or a carpet could
be an excellent way of entangling opponents, or an animated fire sent
dancing through a tent encampment a deadly distraction.
Sorcerers must actively concentrate to cause animated objects
to move or perform complex manipulation. If their concentration
lapses the object becomes quiescent until the sorcerer can focus his
will through it again. Objects which are already under magical control
are only affected if the Magnitude of the Animate is equal or
greater than the previous effect.
If the animated object is carried or worn by a living creature,
then it may resist the spell with Endurance. Whilst the spell can be
used to discommode/break such objects, their manipulation cannot
be used to directly inflict harm on the creature (see Shrink page 174).
Attract (Threat)
Resist (Willpower)
Attract makes the recipient of the spell a scapegoat for certain, and
usually harmful, occurrences. Each variant of the spell affects a specific
type of threat, for instance spells, creatures, spirits or even missiles.
Often used as a punitive curse or self-sacrificial gesture rather
than an offensive weapon, Attract draws all incidences of its particular
threat which pass within a radius equal to the spell’s Intensity
in metres, redirecting them so that they target the recipient instead.
The mechanical effects of the spell depend entirely upon the
type of threat:
hhCreatures: Attracts aggressive beasts with a SIZ of up to three
times the spell’s Intensity.
hhMagic: Attracts offensive ranged magic with a Magnitude
equal or less than the spell’s Intensity.
hhMissiles: Attracts ranged weapons with a maximum damage
(including magical augments) equal or less than the spell’s
Intensity.
hh Spirits: Attracts aggressive spirits with a maximum Intensity
of half the spell’s Intensity.
Banish
Resist (Willpower)
Banish enables a sorcerer to dismiss a spiritual or demonic entity
with a maximum POW of three times the spell’s Intensity, back to
the Plane from whence it was summoned (or from which it travelled).
If the target is unwilling it is permitted to resist using Willpower.
This spell does not work on spirits which are residing within a
fetish to which they are bound. If brought forth from the object
to perform a service, however, the spirit becomes vulnerable to the
banishment; which if successful, sunders the binding. Likewise Banish
does not work on spirits currently possessing a victim, but only
those which are tricked into abandoning the host first.
Bypass Armour
Bypass Armour affects objects, armaments or the natural weapons
of creatures so that they pass through armour. The spell allows the
weapon or trap to ignore a number of Armour Points equal to the
spell’s Intensity. This spell also works against magical protection,
such as Damage Resistance or Shield.
Castback
Castback shields the recipient from magic in a somewhat haphazard
manner, with the chance that any spell cast at them may potentially
be reflected back at its caster. The sorcery can only affect spells possessing
the Resist trait which have a Magnitude equal to or less than
the Magnitude of the Castback.
In such cases if the recipient of the Castback fails to resist the
incoming spell, then it affects him normally. If on the other hand he
succeeds in resisting, the reflected spell is sent back to its caster who
in turn must roll to see if he himself suffers its effects!
Castback has no way of discerning the difference between hostile
or beneficent magic, and affects all spells save those the target casts
on himself.
The recipient cannot exceed a maximum SIZ of three times the
spell’s Intensity.
Damage Enhancement
Damage Enhancement augments the physical damage inflicted by
an object or creature. This can be anything from natural weapons, a
two handed axe or even the spikes of a pit trap. The magic increases
the minimum amount of damage that is inflicted during a successful
attack, raising it to the value of the spell’s Intensity if the dice roll
is lower. The spell cannot inflict more damage than the weapon is
normally capable of.
Damage Resistance
Damage Resistance protects an (entire) object or person against
physical damage. It provides the recipient with a number of Armour
Points equal to the spell’s Intensity. These do not stack with existing
protection (whether worn or natural) so that only the highest value
protection works.
This magic does not necessarily need only to be cast on living
creatures. It can just as easily be used to toughen a sword, make a
door more difficult to hack through, or render a delicate glass bottle
near unbreakable. The target cannot exceed a maximum SIZ of
three times the spell’s Intensity.
Diminish (Characteristic)
Resist (Willpower/Endurance)
Diminish allows a sorcerer to reduce a physical or mental trait of a
living target. Each variant of the spell affects a specific characteristic,
diminishing it by 2 points per Intensity of the spell – to a minimum
of 1. The target must possess the characteristic in question to
be effective.
If the target is unwilling it is permitted to resist the spell, using
Endurance if the spell is affecting a physical characteristic (STR,
CON, SIZ or DEX) or Willpower if affecting a mental one (INT,
POW or CHA). Note that creatures affected by Diminish (SIZ) actually
shrink, rather than becoming wasted and skeletal as with the
Tap spell.
Dominate (Creatures)
Concentration, Resist (Willpower)
Dominate grants the sorcerer psychic control over a creature of the
specific species the spell affects. The spell is limited by the intellect of
the target, the caster only able to subjugate creatures with an INT or
INS up to twice the spell’s Intensity. Those that fall within this range
may resist with Willpower.
Whilst the sorcerer concentrates, he may mentally issue commands
to the victim, who (in most circumstances) cannot refuse. If
the sorcerer allows his concentration to lapse, the victim temporarily
regains volition; at least until the next time the sorcerer re-establishes
concentration. Dominate does not grant any awareness of what
the target is doing when beyond the perception of the sorcerer. In
addition, if the target escapes the Range of the spell they are freed
from control, although it can established again if they return.
Certain circumstances permit a new resistance roll to break the
spell, such as acts which run contrary to the target’s strongest beliefs
or instincts, for example being forced to murder a loved one. In these
cases the subjugated victim may resist using a Passion, Oath or some
similarly relevant skill. Suicidal commands instantly break the spell.
Draw (Creatures)
Resist (Willpower)
Draw summons creatures of a specific type within range towards a
target. Each variant of the spell affects a family of species, such as
fish, felines or birds. It affects creatures up to a maximum SIZ of
three times the spell’s Intensity, which may resist the summons using
Willpower. Those that fail are drawn towards the target, moving at a
natural speed suitable to that type of creature.
Physical obstructions may prevent the creatures from reaching
the desired location. Upon their arrival, some other magic must be
used to control the creatures since Draw provides no protection or
domination against them. Aggressive species may potentially rampage
or mindlessly attack depending on their natural instincts.
The target of the spell may be an object, location or person –
although the latter, if unwilling, may also attempt to resist. If successful
the target throws off the curse, and the spell fails.
Although the magic may seem extremely potent, it is balanced
by the amount of time required to gather together creatures from
overly long distances. In addition, interfering with nature on a wide
scale often results in unforeseen (and dire) consequences. Thus Draw
is most often used for things like: pestering an individual with insects,
clandestinely stealing an entire herd of cattle, or blighting a city with
a plague of rats.
Enchant (Object)
Resist (Special)
Enchant enables a caster to make one of their sorcery spells everlasting,
but at the cost of seriously reducing their magical strength.
Normally enchantments are bound into inanimate objects, something
which will last beyond the life of the sorcerer, perhaps even
becoming a legendary object. On the other hand a living target can
be enchanted, although the spell is often one of a deleterious nature.
A spell which is to be made perpetual must be Combined with
the casting of Enchant. In addition, it is limited to possessing only as
many points of shaping as the Intensity of the Enchant. The strain
of creating the enchantment permanently reduces the sorcerer’s
Magic Points attribute by the magic point cost of the combined spell.
These can be recovered later if the enchantment is unwoven by the
original caster or the object (or person) is destroyed. Dismissing or
Neutralising an enchantment only suppresses its powers temporarily.
It is recommended that only objects be permitted to be enchanted
with spells requiring the Concentration trait. Enchantments should
be recorded with the Invocation skill of the enchanted spell at the
time of its creation, along with whatever shaping was performed.
Why Enchant?
Few player character sorcerers are likely to create enchantments since
the ultimate cost always comes from their own Magic Points attribute.
Although it may seem foolish to enchant objects or people with permanent
spells due to this crippling reduction in power, there are some circumstances
where it can actually be a reasonable act.
In magically poor settings, recovery of Magic Points may be slow and
difficult. An enchanted object in this case, will actually save the sorcerer
from expending power, especially if it is a spell which he uses regularly – a
carpet enchanted with Fly for instance.
Progression in a magical guild or cult might require the creation of an
enchantment, a wizard’s staff being a common concept. Combining this
with the right spell could create a dangerous weapon of sorcery (Wrack),
grant a supplementary pool of Magic Points (Store Manna), or some other
imaginative use.
Last but by no means least, a sorcerer can use an enchantment to bless
or curse a victim with a persistent effect. A rather infamous example would
be changing a prince into a baboon with a permanent Shapechange spell,
although with the right shaping entire cities could be damned with some
nefarious sorcery.
Enhance (Characteristic)
Resist (Willpower/Endurance)
Enhance allows a sorcerer to increase a physical or mental trait of
a target. It works in precisely the same way as Diminish, save that it
improves a specific characteristic, enhancing it by 2 points per Intensity
of the spell – to a maximum of twice the original characteristic
value. Malevolent use of the spell may be resisted.
Careful consideration should be taken before permitting characters
access to certain versions of this spell, such as Enhance (DEX,
INT or POW), due to the potentially unbalancing nature of these
spells.
Enlarge
Resist (Special)
Enlarge is the opposite of the Shrink spell. It is used to expand
non-living or inanimate objects, the initial SIZ of which cannot
exceed a maximum of three times the spell’s Intensity. Under its
effect, the dimensions and weight of the object are multiplied by a
factor equal to the Intensity. For instance a plank of wood subject to
an Intensity 7 Enlarge spell it would grow to seven times its length
and mass, possibly allowing it to form a bridge.
Normally objects cannot resist the magic, but if it is carried or
worn by a living creature, then the victim may resist the spell with
Endurance. Used offensively in this way, the creature has the chance
to brace itself or simply drop the object as it expands. Thus whilst
having a suit of mail grow to five times bigger and heavier may be a
hindering inconvenience, it will not cause direct harm. Additionally,
an object will stop growing when it meets too much resistance.
Enslave (Creatures)
Resist (Willpower)
Enslave grants the sorcerer power to manipulate large numbers of
targets, all of whom must be of the same species as specified by the
spell. Instead of crushing the will of its victims, turning them into
helpless automatons (as per the Dominate spell), the magic instils
a powerful yet wholly artificial zeal or desire within those which it
affects – giving them a temporary Passion at a value equal to the
caster’s Invocation skill. This can be anything from devoted adoration
towards the sorcerer to an unremitting hatred for a hitherto
friendly nation.
The potential number of victims a sorcerer can Enslave is equal
to ten times the Intensity of the spell, multiplied by its Targets component;
thus if cast at Intensity 7 with four Targets, the spell will
actually attempt to affect 280 victims. These are normally gathered
in a crowd or restricted area so that both the sorcerer can see them,
and they can hear him. The sorcerer can only enslave creatures with
an INT or INS up to twice the spell’s Intensity. Those that fail to
resist will listen to the words of the sorcerer and be influenced by
them.
Whilst under the influence of this spell, victims cannot directly
harm the caster, thinking him sacrosanct or a fount of wisdom.
However they can baulk at a command if the order brings them
into conflict with another Passion of equal or higher value. Enslave
is normally used by powerful sorcerers to raise armies, subjugate
tribes or corrupt ruling bodies, enabling them to subtly seize power
or ensure their own safety in an otherwise hostile society.
Evoke
Resist (Willpower)
Evoke brings an extra-planar being to the presence of the caster;
which can be anything from a demon or genie, to an intangible
spirit. The only requirements are that it cannot be native to the
plane of existence to which it is summoned, that it does not possess
a POW greater than three times the spell’s Intensity, and that the
sorcerer knows its true name. For some settings, each incidence of
this spell might be specific to a unique individual.
Although Evoke may summon the entity, it does not grant him
any power over the extra-planar being. Unless some sort of magical
protection or compulsion is used, the sorcerer is completely at the
mercy of the entity, relying on ritual tradition or good nature. Ofcourse the being may not necessarily attack or punish its summoner,
but few are happy about being yanked from their native plane without
some sort of suitable raison d’être or a gift to smooth ruffled
feelings.
Summoned entities only remain in the world for as long as the
Duration of the spell. In addition they cannot travel further from the
place of their summoning than the spell’s Range.
Summoning Otherworld Entities
Using Evoke to summon entities from other worlds or dimensions is
one of those spells which, according to the genre, commonly requires a
great deal of preparation as described in the Introduction to Magic chapter
(see Ritualistic Casting Times page 115).
In this particular case, the Games Master could require that the initial
summoning of the entity requires roleplaying a long drawn out ritual, with
full descriptions of the laying down of protective wards, and any required
sacrifices. Then, assuming the summoned creature doesn’t just destroy the
sorcerer or drag him back to its own realm, some form of negotiation
should take place for future services.
Once this deal is struck the entity could be allowed to return home,
ready to respond the next time it is called by the Evoke spell. However,
these future summonings merely require the sorcerer to call out the being’s
name whilst casting the spell, allowing it to respond near instantaneously.
Fly
Concentration
Fly enables the recipient to move freely through the air at their own
behest. The spell can affect a person, creature or object of a SIZ up
to three times its Intensity, granting them a base Movement Rate of
6. Further levels of Intensity not allocated to SIZ can instead be used
to augment the speed of flight, each point granting an additional 6
metres per round. For instance an Intensity 7 Fly spell could grant a
SIZ 14 creature a Movement Rate whilst flying of 18.
Fly requires concentration only when actively moving. If concentration
lapses the magic continues, keeping the recipient hovering
aloft; although if travelling at high speed it might take a round or
two to coast to a stop.
If the spell is used on a beast of burden or an object used to support
others (such as a carpet) it must be capable of lifting the combined
SIZ of both the creature or object, and those mounted upon
it. Otherwise it either fails to take off, or sinks towards the ground at
a rate deemed fitting by the Games Master.
Haste
Haste augments the Movement Rate of whatever it is cast on,
whether a person, creature or object. The spell can affect targets up
to a maximum SIZ of three times the Intensity of the spell. Under
its effect, the recipient’s Movement Rate is increased by an amount
equal to the Intensity. If the target is an inanimate object, it increases
the top speed of the vehicle or vessel, but does not provide motive
power.
Hide Life
Hide Life conceals the recipient’s soul in a specially prepared object
called a soul jar, which can take any form the caster desires. It works
only on targets with a maximum POW of up to twice the Intensity
of the spell. Under its effects the recipient loses a single Hit Point
from every location, but in exchange cannot be killed. Each time
they suffer an injury, affliction or spell which would normally slay
them, at the moment of death their body discorporates and reforms
next to the object in which the life force is stored.
It takes the body a period of one month divided by the Intensity
of the spell to fully reform and heal. Conversely, if the recipient
ventures further away from its soul jar than the Range of the spell, it
begins to degenerate, suffering damage in reverse. Dying beyond the
reach of the spell is permanent.
Hide Life can be dismissed or neutralised, but requires the counter-
magic to be cast directly onto the soul jar, which is normally well
hidden or protected. The only other way of ending the spell is to
smash the object itself, which may prove hard if it is carved or fashioned
out of exceptionally durable material. Although Hide Life
prevents death, it does not cease ageing, as many sorcerers who later
become withered liches have discovered to their cost.
Hinder
Resist (Endurance)
Hinder reduces the Movement Rate of whatever it is cast on, in a
similar manner to Haste. The spell can affect targets of up to a maximum
SIZ of three times the spell’s Intensity. Those that fail to resist
are slowed by a number of metres equal to the Intensity. However, a
target’s Movement Rate cannot be lowered to less than 1 metre per
round with this spell.
Holdfast
Resist (Endurance)
Holdfast magically adheres an object (of a SIZ up to three times the
spell’s Intensity) to another surface. The bonding is unbreakable by
normal means, save for the destruction of the target or the surface
it is bonded to. It can only be dispelled by magic if the counter spell
can overcome the Magnitude of the Holdfast.
The materials of the two surfaces make no difference to the
spell. However, if the target is a living being, it is permitted to resist
using its Endurance. This magic is often used to seal doors into
their frames, stick weapons into scabbards, or even fasten thieves to
objects they were trying to steal!
Imprison
Resist (Willpower)
Imprison creates an invisible barrier around a person or creature,
blocking it from leaving the area. The magic only affects corporeal
beings with a maximum POW or SIZ of up to three times the spell’s
Intensity. If either characteristic exceeds the limit the spell fails. The
imprisoned creature is permitted a single chance to resist. If they
successfully overcome the magic, they can escape.
Depending on the setting, Imprison may require the area of the
imprisonment to be pre-prepared with use of powders, glyphs or
geometric designs. It is often combined with the Evoke spell to provide
some degree of protection when summoning hostile entities.
Intuition
Concentration, Resist (Willpower)
Intuition permits the sorcerer to discern the true emotions and
motives of the target, as if he had made a successful Insight roll.
The spell can only affect targets with an INT up to twice its Intensity.
Although the magic allows a deeper awareness of psychological
state, it does not enable the sorcerer to read memories or guarded
thoughts. Targets who are aware of the spell may try to veil their
feelings, gaining another resistance roll against the caster’s Invocation
skill, each time they try to deflect the sorcerer’s probing.
Mark
Resist (Willpower)
Mark is used to magically tag an object with a mystical sigil, so that
it may be located, summoned or even targeted by another spell without
being in range of the caster’s perception. The magic can mark
an object of a SIZ up to three times the spell’s Intensity. Whilst the
caster is within the Range of the spell, he is aware of the object’s
distance and direction. Whether or not the magical mark is visible
depends on the setting, but once placed it cannot be removed until
the spell ends. If cast upon a living creature, it may attempt to resist
the effects of the spell.
Mystic (Sense)
Concentration
Mystic (Sense) enables the caster to perceive magic using the sense
of perception as specified by the spell. This could take the form of
seeing auras, hearing faint tinkling, smelling peculiar scents or even
feeling his skin crawl.
Due to the diversity of senses, the magical object need not be in
direct perception, but less precise sensory methods may make it difficult
exactly to locate the source. The power of Mystic (Sense) permits
it to extend into alternate planes, for example the Spirit World,
if such exist in the setting.
The sorcerer will be able roughly to judge the Magic Points
of objects and people to within 1d3 points. If observing a spell or
enchantment with an Intensity equal or less than that of the sorcerer’s
Mystic (Sense), he may discern what the type of magic (Theistic,
Mystic, etc), what it does, and the unique signature of whichever
cult, guild or tradition cast it – or if already a member of that group,
the individual.
Neutralise Magic
Neutralise Magic suppresses a single spell or miracle on a target,
with a Magnitude equal or less than its own. The magic is negated
only as long as the Duration of Neutralise Magic, which in most
cases is more than enough time for the targeted spell to expire.
Magic with a longer duration reinstates itself when Neutralise ends,
thus it cannot be used to permanently negate long-running curses or
break enchantments for example, but could be used to briefly bring
relief or bypass them.
If used against spells or miracles which specifically protect against
magic (such as Spell Protection or Reflect), Neutralise Magic takes
precedence in those situations when the Magnitude of both is equal.
Neutralise Magic can be used defensively to negate incoming
spells using the Counter Spell reactive action. It affects targets with
a SIZ up to three times the Intensity of the spell.
Palsy
Resist (Endurance)
Palsy renders a single random Hit Location on the target completely
useless, the affected area twitching and unresponsive. The precise
effect depends on the location struck. Being hit in the head causes
the victim to become completely incapacitated, the chest results in
paralysis from the neck down, the abdomen paralysis from the waist
down, and a limb simply ceases functioning.
The spell cannot affect Hit Locations which normally possess Hit
Points greater than the Palsy’s Intensity. Nor can a single casting of
the spell be used to target multiple locations on the same victim.
Perceive (Sense)
Resist (Endurance)
Perceive grants the recipient a new and unusual sensory perception.
This could be anything from Echolocation to X-Ray Vision.
The recipient cannot exceed a SIZ more than three times the spell’s
Intensity and if unwilling, may resist. Each version of the spell
relates to a single unique sense, which can be made up by the Games
Master or chosen from the Creature Traits table.
Depending on the setting, the spell may strangely mutate existing
sensory organs, or grow exotic new ones, such as giant bat-like ears,
delicate antennae or even glowing slit eyes – potentially causing distrust,
fear or nausea to observers.
Phantom (Sense)
Concentration, Resist (Special)
Phantom produces an illusory effect on a target, tailored to fool a
specific sense. There are many versions of this spell, each one affecting
a different type of perception. The most common are used to
subvert sight, sound, smell, taste and touch; but others exist to fool
more exotic senses such as temperature, magic or emotion. Several
phantasm spells can be woven together to form a single illusion,
using the Combine component.
Illusions produced by the Phantom spell confuse the senses of
those who interact with them, but do not change the underlying
reality hidden beneath. As such, phantasms cannot inflict direct
harm, but can be indirectly dangerous. For example a visual illusion
of a paved floor could hide the existence of a spiked pit beneath it,
or the smell and taste of a deadly acid could be hidden under the
illusory bouquet of fine wine.
Of course, illusions need not be used to hide danger but could
intimidate or bluff instead. The same visual illusion could make a
pony appear to be a deadly sabre-toothed tiger, or turn the rags of a
beggar into princely robes.
Detecting an illusion is not normally permitted unless the
observer has good reason to question its validity. The audible and
visual phantasm of a tiger cast on a pony will fool almost anyone, yet
a dog witnessing the same illusion would notice that the tiger smelled
very strongly of horse, and would have a strong suspicion that it was
not all it seemed. In such cases the observer may attempt to resist
using their Willpower against the Invocation skill of the caster. Resistance
rolls are also permitted if the phantasm attempts to aggressively
overwhelm those subject to its illusory effects (see below).
Phantasms can react to their surroundings provided the sorcerer
concentrates on the spell. If the caster’s attention lapses the illusion
enters a relatively static standby mode, still operant but not longer
dynamically responding to the environment; so background noises,
scents and such like rarely need to be concentrated on.
For instance casting the phantasm of a tiger out of thin air
would require the caster to concentrate to make it move or respond
to attacks; whereas casting the same phantasm on the pony would
need no concentration, since all he has done is changed its external
appearance, and the animal will move by itself – although cropping
grass and fleeing at the first sign of danger might be giveaways.
Phantom can only be used to replicate senses and memories previously
experienced by the caster, or things he can mentally imagine.
Thus a sorcerer could create some horrific looking monster with a
hundred eyes, but correctly mimicking the taste of Fireberry Juice
may be beyond his ability if he hasn’t already sampled it. Such
minor oversights are often a good way of recognising phantasms.
The following guidelines are provided to help judge the effects of
particular sensory illusions:
Sight
Creates a visible yet non-corporeal illusion which cannot exceed a
length, height or width of more than the Intensity of the spell in
metres. This can range from simply changing the colour of a door to
creating a carpet of aggressive, multicoloured snakes which continually
wriggle over each other. If used subtly, a visual illusion can help
disguise the true appearance of an object or creature, changing skin
tones or the pattern of clothing. Creating a fabrication completely
out of context with the setting allows the viewer a chance to resist,as does physically interacting with it. Animate illusionary creatures
use the relevant skills of the sorcerer to perform physical actions; for
example, an illusionary giant spider attempting to avoid a thrown
javelin would use the sorcerer’s own Evade skill to scuttle clear.
Smell
Reproduces any single scent of something, from a pleasant perfume
to the stench of vomit or the smell of cut grass to freshly cooked
food. The illusory scent has a detectable radius in metres (to humans
at least) equal to the Intensity of the spell. When used creatively, the
smell can drive off those who find the odour unpleasant, or cause
them to involuntarily gag or choke. Conversely the scent might draw
the attention of persons or creatures who find it attractive.
Sound
Generates an audible illusion, anything from a faint, distracting
whisper to an overwhelming clap of thunder. The sorcerer can
influence the nature and volume of the sound so long as he continues
to concentrate upon it. Although very loud sounds can be
produced, the illusion cannot cause permanent deafness or damage.
On the other hand the volume can be high enough to interfere with
verbal communication, or hide the sounds of other things happening.
Treat the volume to be equal to ten times the Intensity on the
Decibel scale. Any task which requires hearing one’s own voice or
maintaining concentration (such as spell casting), can attempt to
resist, or suffer the usual consequences.
Taste
Produces any taste the sorcerer has previously encountered, from the
most subtle of flavourings to mouth fouling tangs. The target of this
spell need not just be food or drink, although that it is primary focus.
It can be used to make the skin of a lover taste like lemon zest or be
applied to a knife so that whatever it cuts is tainted with the flavour
of rotted fish sauce. Using this spell offensively is somewhat difficult,
but it might be utilised to cause a faux pas; forcing someone to spit
something out unexpectedly, or perhaps make somebody abandon a
complete meal, allowing the caster to claim it for himself.
Touch
Creates an illusion of tactility, which when combined with other
types of phantasm can grant them a greater degree of reality. The
sense imposed can range from feathery tickles to resilient impact,
although in truth there is nothing actually there. So a target could
be goosed from afar or the bite of a phantasmal tiger given crushing
force. Indeed the spell is so versatile it can be used to replace
the painful lash of a whip with the sense of being gently caressed.
Such sensations simply fool those that interact with target, thus the
spell cannot inflict, and is itself immune to, damage. Victims may
still believe they have been wounded (or not as the case may be),
and must resist the spell to avoid psychosomatic effects of receiving
wounds, even though they have not suffered any actual harm.
Portal
Concentration
Portal creates a magical gateway connecting two places, which when
stepped through, allows instantaneous transportation between the
caster’s side to the terminus, which may be located anywhere within
Range. The portal is large enough for objects or creatures with a SIZ
up to three times the spell’s Intensity to pass through. However, the
portal only remains open for as long as the sorcerer concentrates. If
his attention lapses, the portal remains in place, but is impassable.
The appearance of the portal usually depends on the setting.
Games Masters should decide whether a portal terminus can be
placed blindly, whether it relies on close personal familiarity with
the chosen location, or requires use of other magic such as Project
(Sense) or Mark.
Conversely portals may require a specially enchanted spot or
object to function, such as a set of standing stones. Another consideration
is whether sensory information can pass through the portal
as if it were a window to another place, or if the surface remains
mysteriously opaque.
Project (Sense)
Concentration
Project allows the recipient to send one of his senses beyond his body
in the form of an astral projection. This discorporated ‘receptor’ is
both invisible and intangible, permitting it to travel anywhere with
no chance of observation save for those with magical perception.
Each individual Project spell relates to a specific sense, which is not
necessarily limited to just human perceptions. A sorcerer who knows
several of these spells can Combine them together, clairvoyance and
clairaudience for example.
Wherever the projected sense travels, it relays back its particular
sensory information, allowing the recipient to see, listen, touch or so
on via the receptor. Whilst one of his senses is projected in this way,
the recipient can no longer use it with his physical body. So a sorcerer
who projects his hearing off to a distant location becomes deaf
until the spell ends or he brings the projected sense back.
Concentration is required for two aspects of the spell: moving
the astral receptor, and attempting a Perception check with the projected
sense. Relatively speaking the sense moves quite slowly, with
a maximum speed of ten times the spell’s Intensity in kilometres per
hour. When focus lapses, the receptor remains static but it keeps on
relaying ambient information. If for any reason the projected sense
is detected, it can be dispelled or even attacked with a magicallyaugmented weapon or spell – which if successful, transfers the magical
effect or damage back to the head of the recipient.
A sorcerer can use Project (Sense) to be able to aim a second spell
at a target who is out of direct observation – whether because of distance
or blocking obstacles. The piggy-backed spell must also have
sufficient Range to reach the target, and cannot possess a greater
Intensity than that of the Project spell.
Death from Afar
Although Project (Sense) is often used to search or spy from remote
yet secure locations, its main advantage is that it enables a sorcerer to cast
spells at extreme Range, ostensibly safe from reprisal. Whilst this may
seem the perfect way to curse or assassinate a victim (and indeed is a staple
of the Sword & Sorcery genre), there are certain difficulties with using it
in this manner.
Firstly there is no guarantee the sorcerer will actually know the precise
location of his intended victim. Of course the location of a public figure
such as a king may be guessed at, but it still might take some time to find
his exact position, especially if he lacks a regular schedule. Once a victim
discovers he is being magically hunted it would be easy to hide or move
somewhere unforeseen by his hunter, making it nigh impossible to locate
by scrying.
Secondly, after extending the Range of a sorcery spell to reach tens or
hundreds of kilometres, few Shaping points remain to augment its Magnitude;
meaning that even modest magical protection will block the attack.
This is especially true for places such as temple sanctuaries or wizard’s
towers which tend to be warded against such magical assaults.
Protective Ward
Protective Ward is an augmenting spell which must be cast in association
with one or more other sorcery spells, using the Combine component
to meld them together. Its purpose is to form an extended
wall to which spells such as Damage Resistance, Spell Resistance or
Spirit Resistance can be bound, so that the magic defends an area or
volume, rather than individual targets.
The ward can cover an area (or encompass a volume) of up to
1 metre per point of Intensity in width, height and depth. Thus an
Intensity 6 Protective Ward could be used to create a simple wall 6
metres wide, a trapezoid pyramid measuring 6m along each vertices,
or even a hemisphere 6m in diameter. As preparation before it
is cast, the ward must be inscribed upon a solid surface, its sigils or
lines either drawn, scratched or etched along the perimeter of the
area so protected.
When cast, the sorcerer decides in which direction the ward is
permeable, if any. Thus a warding could be set up to affect anything
entering the warded area, or conversely anything leaving it. In certain
circumstances the caster may wish that the magics woven into
the perimeter work in both directions.
Regenerate
Concentration
Regenerate allows the sorcerer to slowly heal injuries by accelerating
the natural healing processes of the target. The magic will counteract
bleeding and stabilise a dying target, but cannot repair Major
Wounds. Targets regenerate a number of Hit Points per hour equal
to the Intensity of the spell. These points may be divided across several
locations or all applied to one location at the will of the caster.
However, the sorcerer must actively concentrate on the spell for
healing to occur. If concentration lapses or the spell is terminated
early, the amount of Hit Points recovered is proportional to the time
spent regenerating.
Repulse (Creatures)
Resist (Willpower)
Repulse is the exact opposite of the Draw spell (see page 168), driving
off creatures of a specific type within range of the target. It has
a range of useful applications, such as a personal insect repellent
or purging homes of vermin. On a larger scale Repulse can keep
villages clear of especially dangerous creatures, which might pose a
threat to the inhabitants. As a curse it works well too, from driving
prey away from a hunter up to the damning of entire cities by repelling
people from entering their forbidding gates!
The precise nature of the repulsion is left to the caster to decide.
It takes the form of some emotive response, for example disgust,
nervousness or outright terror.
Revivify
Concentration
Revivify is used to animate a dead body, creating a mindless undead
automaton such as a skeleton or zombie. The spell requires the relatively
whole corpse of a dead creature in order to work, although
bodies can be assembled piecemeal from dismembered parts of
several less intact carcasses, provided time is spent stitching flesh or
wiring bone together first.
The sorcerer can revivify corpses with a maximum SIZ of three
times the spell’s Intensity. The characteristics of the skeleton or zombie
are as described in the Creatures chapter, but gain a bonus to
STR and CON equal to the Intensity of the spell. All other attributes
are based on the original creature.
Being mindless, revivified undead rely on their creator to guide
them. Thus they act with physical skills equivalent to those of the
sorcerer (capped by the value of the caster’s Invocation skill), but if
he allows his concentration to relax, they lapse into quiescence until
actively guided again. Nothing prevents the sorcerer from further
augmenting the undead servitor with other magic or arming it, provided
it has the physiology to wear or wield such items.
Sculpt (Substance)
Concentration, Resist (Special)
Sculpt enables a sorcerer to mould the form of a particular substance,
shaping it to his will. Each variant of the spell affects a specific type
of substance, which can be fairly inclusive, for instance sand, stone,
water, metal, and so on. The sorcerer can sculpt a volume or object
with a maximum SIZ of three times the spell’s Intensity. Insubstantial
substances such as smoke, shadows or mist are instead measured
in terms of cubic metres equal to the spell’s Intensity.
Concentration is only required to actively shape the substance,
the spell maintaining the new form until the next change the sorcerer
wishes to make. At the conclusion of the spell the substance
will retain its final form, provided the material is rigid. For instance
a hole opened in a wall would remain, but a statue moulded out of
water would collapse.
Although sculpt can create any form imaginable, the actual artistic
value or architectural strength of the new shape is limited by the
appropriate Craft or Engineering skill; thus a sorcerer who tried to
repair the hull of a ship with this spell would only be as effective as
his Craft (Carpentry), albeit he’d need no tools, and could perform
the task in mere moments.
If the targeted object is carried or worn by a living creature, then
they may resist the spell with Endurance. Whilst the spell can be
used to discommode/break such objects, their manipulation cannot
be used to directly inflict harm on the creature (see Shrink, opposite).
Exotic versions of this spell can be used on living substances,
provided the spell can affect the entire plant or creature. Unwilling
targets may attempt to resist. No damage is inflicted on those that
fail, but their physique and appearance may be warped as the sorcerer
desires.
Sense (Object, State or Substance)
Concentration
Sense is utilised as a means to detect valuables, lost possessions or
hidden objects from afar. Each incidence of this spell senses a specific
type of object, physiological status or unique substance. Such
categories are usually quite broad, to ensure some degree of versatility.
Examples include precious metals, fresh water, weapons, flesh
and bone, edible food, or even undeath.
The caster must concentrate to detect his spell’s objective, which
reveals its presence by tweaking one of the sorcerer’s primary senses.
Thus the location of water might be indicated by a gurgling, tinkling
noise which strengthens as the caster draws closer to its source.
Sufficient thickness of interposing material will block the spell,
which can penetrate a number of metres of solid wood, earth or
water equal to the spell’s Intensity. Denser materials such as metal or
stone reduce this to a number of centimetres equal to the Intensity.
Penetrating magical protections require that the Intensity of Sense
exceeds that of the protective spell.
Sense cannot discern more insubstantial things like emotions or
intents.
Shapechange (to Creature)
Resist (Endurance)
Shapechange morphs the physical body of the target into that of
another species. The sorcerer can affect any living creature of a SIZ
up to three times the Intensity of the spell. The SIZ of the original
form, added to the difference in SIZ between the original and modified
form, must be within this range.
The magic transforms the target into an average example of the
new species. He adopts the physical Characteristics (STR, CON,
SIZ and DEX) of the creature assumed, plus whatever inherent
attacks and modes of locomotion it possesses. The recipient may
use the creature’s base skills or his own, if they are better. Magical or
supernatural abilities are not granted, and nor are any of the mental
characteristics.
For example, a sorcerer of SIZ 10 who wishes to change into a lion (average
SIZ 22), requires a Shapechange of Intensity 8; whereas if the same sorcerer
wished to turn into a rat (average SIZ 1), he would only need an Intensity of 7.
There are many variants of Shapechange, each one specific
to a species of creature. The categories are quite broad in scope,
however, covering an entire family: for example: rodents, canines,
snakes, etc. To change into a Wyvern, for example, one would need
Shapechange (Draconic); assuming the sorcerer had sufficient Intensity
to achieve the new form. The spell only works on living things,
which may resist if they are unwilling.
Shrink
Resist (Special)
Shrink is used to miniaturise non-living or inanimate objects, the
SIZ of which cannot exceed a maximum of three times the spell’s
Intensity. The manner in which objects decrease their proportions is
different to the Diminish spell, since objects targeted with this magic
may be quite small and light. Instead Shrink reduces their dimensions
and weight by a factor equal to the Intensity. For example a
broad sword has a default SIZ of 1, but if subject to an Intensity 8
Shrink spell it would be reduced to an eighth of its length and mass,
making it much easier to conceal.
If the targeted object is carried or worn by a living creature,
then they may resist the spell with Endurance. Otherwise the object
gets no save against the magic. When used offensively upon worn
objects, the targeted item either tears open, squeezes off, or if it is
too resilient to break, simply stops shrinking when it meets too much
resistance. So using Shrink on a soldier’s full helmet might miniaturise
it to the point where it is painfully tight and impossible to remove,
but it will not inflict any significant harm on its wearer.
Smother
Resist (Endurance)
Smother slowly asphyxiates a target, starving it of air so that it collapses
choking and gasping. The magic affects targets with a SIZ up
to three times the Intensity of the spell. Those that fail to resist begin
to suffocate immediately, suffering damage at the start of the next
Round (see Asphyxiation page 71). The spell can also be used on
flames to extinguish candles, lamps, and even fires of up to 1 cubic
metre per Intensity.
Normally this spell ceases to inflict damage once the victim
passes out. Rarer versions possess more dire effects, actually filling
the victim’s lungs with water, blood, flies or even sand so that they
actually die.
Spell Resistance
Spell Resistance provides the recipient protection against magic cast
at them. It blocks incoming spells with a Magnitude equal to, or less
than, its own. If a spell or miracle manages to overcome this protection,
the Spell Resistance suffers no harm, unless of course it itself
was the target of magical dismissal.
The negative side of Spell Resistance is that it cannot discern
between friendly or hostile magic. Thus someone seriously wounded
under its protection may need to terminate the spell or be prevented
from receiving magical healing. Spell Resistance affects targets with
a SIZ up to three times the Intensity of the spell.
Spirit Resistance
Spirit Resistance blocks spirits and intangible entities of other planes
from coming into contact with the recipient. The magic blocks spirits
of an Intensity up to half the Intensity of the spell. For example,
an Intensity 3 disease spirit would be blocked by an Intensity 5 or 6
Spirit Resistance.
A blocked spirit is unable to touch, discorporate, possess or otherwise
engage the recipient in Spirit Combat. Likewise any magic
cast by a spirit at the recipient is also blocked unless the Magnitude
of the spell exceeds the Intensity of the Spirit Resistance.
Store Manna
Store Manna creates a temporary storage vessel for Magic Points,
a reservoir which can charged, then later be called on to power the
sorcerer’s own spells. It requires an object to be the target of the
spell in which the Magic Points are physically stored. This can be
anything from an eggshell to an iron idol, but more delicate objects
can be prone to breakage. The object can store a maximum number
of Magic Points equal to the Intensity of the spell. Travelling further
from this object than the Range of the spell cuts the sorcerer off
from his Magic Points.
When initially cast, Store Manna has no Magic Points of its
own. These must be transferred from other sources; such as voluntary
donations from other sorcerers. Depending on the setting,
Magic Points might also be gathered from ritual sacrifices, tapping
of magical locations, and other more unusual methods (see Where
Do Magic Points Come From? Page 115).
If the spell expires, naturally coming to the end of its duration or
from being dispelled (or the object is broken), any remaining Magic
Points stored within the object are lost.
The sorcerer can only benefit from a single casting of Store
Manna at a time, additional castings either not working or replacing
the previous incidence of the spell. In addition, the application
of the Targets component does not permit multiplication of the
Magic Point storage, but simply allows the default number to be split
between multiple objects.
Summon
Resist (Evade)
Summon brings a non-living, inanimate object to the sorcerer, teleporting
it from wherever it previously rested to his hand or body
as desired. The magic can summon an object of a SIZ up to three
times the spell’s Intensity. Usually this is something he can directly
perceive with his own senses, although objects residing at greater
distances can be summoned via magical observation, or previously
prepared with the Mark spell.
If the object is something in the possession of a living creature,
it may attempt to resist the magical theft by snatching it back or
diving away. This spell is often used to call forth prepared equipment
the sorcerer does not wish to carry, or to arm himself in a
moment’s notice. Clothing and armour must be prior mounted on
a mannequin for it to be instantly settled about the sorcerer’s body.
When the spell ends the object returns to the precise location it was
summoned from.
Switch Body
Resist (Willpower)
Switch Body enables a sorcerer to switch his consciousness with that
of another, so that they exchange bodies. The caster can affect targets
with a POW up to twice the Intensity of the spell. Unwilling
targets who fail to resist become host to the caster’s mind, and their
own psyche finds itself in the sorcerer’s body.
Both the sorcerer and the target retain their own skills and mental
Characteristics, but gain the STR, CON, SIZ and DEX of the
other’s body, which may require recalculation of some attributes.
Since this spell can be used upon creatures as well as sapient
beings, the sorcerer takes provisions to ensure his own body cannot
suffer harm from the temporary occupant; for instance by leaving it
under the supervision of servants or magically binding himself into
immobility.
If the sorcerer’s body is killed whilst switched with a victim, his
consciousness will also die when the spell ends. Using this spell a
sorcerer could briefly escape the death of their own body in order
to wreak revenge. Casting Switch Body as an Enchantment (see
Enchant, page 168) can technically allow a sorcerer permanently to
inhabit the body of a target and assume its status or influence, if he
can carry off the exchange.
Tap (Characteristic)
Resist (Special)
Tap is used to drain Characteristic points from victims in order to
boost sorcerer’s own, potentially achieving superhuman levels. Each
version of the Tap spell affects a different characteristic. Targets
may willingly submit to the spell or attempt to resist its effects, using
Endurance if the spell is affecting a physical characteristic (STR,
CON, SIZ or DEX) or Willpower if affecting a mental one (INT,
POW or CHA).
The number of points drained from each target is equal to the
spell’s Intensity (down to a minimum of 1 point). The sorcerer however
only gains one fifth of these points – up to a maximum of double
his original characteristic value. For instance if a sorcerer cast
Tap (STR) at Intensity 7 on four targets, each of the victims would
lose seven points of STR whilst the sorcerer’s own strength would be
augmented by +6 points.
Once the spell concludes, the characteristic points of all involved
revert to normal. Certain versions of this spell such as Tap (INT) or
Tap (DEX) can be very potent, especially if combined with Enchant.
When using Tap to steal a creature’s SIZ, the magic causes the victim
to become wasted and skeletal, rather than shrinking them.
Telepathy
Resist (Willpower)
Telepathy allows a sorcerer to establish mental two way communication
with a target, without the need for shared language or even
species. The caster can form the telepathic link with beings of an
INT up to twice the Intensity of the spell. Non-sapient creatures use
their INT equivalent and not their INS. In this case, communication
is limited to the exchange of mental pictures or emotions.
The spell also grants the ability to experience memory, if the target
is willing to share it. If cast on multiple targets, the sorcerer can
decide if everyone connected via the Telepathy can communicate
freely, or whether he acts as a hub for numerous private links.
Teleport
Concentration, Resist (Evade)
Teleport enables a sorcerer to instantaneously move the recipient
anywhere within the Range of the spell. Several limiting factors
apply to this transportation, these being that the destination is in
direct observation (or tagged by the Mark spell), there is solid footing
and no object bars their arrival; otherwise the spell automatically
fails. A sorcerer is limited to teleporting creatures with a SIZ up to
three times the Intensity of the spell.
Although the spell permits contiguous jumping until its Duration
expires, the recipient is forced to teleport back to its origin before
selecting a new destination to travel to. Each jump is treated as a
Reactive Action requiring the expenditure of an Action Point, and
can be used to avoid attacks in an opposed roll in a similar fashion to
Evade. When the spell ends or is dismissed, the recipient returns to
his starting point. This occurs even if he is dead.
Teleport can be further limited by requiring the presence of a
certain material or substance at either end of the jump, through
which to pass. For example a sorcerer may only be able to pass from
one shadow to another. Likewise this could be pools of water, burning
fires or even living trees!
Transfer Wound
Concentration, Resist (Endurance)
Transfer Wound allows a sorcerer to transfer physical damage from
himself to the target or vice versa. By spending an Action Point and
concentrating on his Turn he may move a single wound of damage
equal or less than the spell’s Intensity between the target and himself.
Wounds must be shifted between identical or at least roughly
similar locations, which cause the spell to fail if cast on a target
with alien physiology. When the spell ends, transferred wounds
remain where they were last shifted. If multiple targets are incorporated,
then damage transferred from the sorcerer is divided equally
between each recipient.
Transmogrify (to Substance)
Resist (Endurance)
Transmogrify converts the base substance of a creature or object
to some other material. Each variant of the spell converts targets
to a specific type of substance, which can be as broad or narrow as
is suitable for the setting, for example salt, mud or even gold! The
sorcerer can transmogrify a target with a maximum SIZ of three
times the spell’s Intensity. Living creatures and magical constructs
are permitted to resist.
The effect of the spell depends on the substance it was converted
to. A solid material such as gold will place a living victim into a state
of suspended animation which lasts until the sorcery terminates.
Unless defaced, the temporary golden statue reverts back to its original
form unharmed. If the substance was ice or salt on the other
hand, some wearing might occur due to abrasive winds or melting.
Being transformed into a fluid substance usually spells doom
for the original target. Objects converted to sand or water collapse
under their own weight and may disperse entirely. Those transmogrified
into more viscous substances often deform, and living creatures
which emerge alive from such an experience are often horribly
warped or mutated by the experience.
Whilst it can be used as a horrible curse, transmogrify is normally
used in more productive (or at least inventive) ways, anything
from tricking merchants to undermining fortifications. Games Masters
should restrict this spell to only the most foul sorcerers if it is
likely to be abused for the purpose of killing.
Trap Soul
Resist (Willpower)
Trap Soul snares the spirit of a corporeal creature so that at the
moment of its death, it can be trapped within a specially prepared
object or location. The magic can affect targets with a POW up to
twice the Intensity of the spell. Unwilling targets may attempt to
resist nefarious use of this spell.
Only those beings that die before the Trap Soul spell ends, and
whilst still within its Range have their souls imprisoned, unable to
depart for the spirit world or afterlife until the object containing
them is destroyed, or the spell concludes.
Whilst held within their prison, the soul is unable to communicate,
unless contacted by magic with a Intensity greater than the
Trap Soul’s Magnitude. Sorcerers specialising in necromancy often
combine this spell with Enchant to create immortal oracles, to eternally
imprison deadly enemies, or to bind the soul of a slain victim
to its own place of death or body, where it endures as a Haunt (see
page 150).
Undeath
Resist (Endurance)
Undeath enables the sorcerer to turn the recipient into an undead
monster, gaining the ability to forgo air, food, water, warmth or rest;
to experience immunity to disease and poison; and no longer to suffer
the adverse effects of Serious Wounds, fatigue or ageing. In effect
they gain the Undead creature trait. All this comes at a cost however;
whilst under the effect of the magic, the recipient is infertile, no
longer heals, and is incapable of generating Magic Points naturally.
The sorcerer can affect living targets with a CON up to three
times the Intensity of the spell. Unwilling targets may attempt to
resist. Sorcerers who fear death often resort to this spell, and combine
it with Enchant to make it permanent, turning themselves into
an immortal lich or mummy. Occasionally it is used to impart a
terrible curse on those that transgress cult taboos or some equally
heinous crime.
Wrack (Substance or Harm)
Concentration, Resist (Evade)
Wrack enables a sorcerer to harm opponents with deadly bolts or
waves of sorcerous energy. On his Turn as a Combat Action, he
may launch a magical attack against the target or targets, using his
Invocation skill as the attack roll, which may be resisted with Evade.
Successful attacks strike a random location, the Intensity of the spell
denoting the damage it inflicts. Worn armour does not protect, but
natural or magical Armour Points reduce damage as normal.
The caster must concentrate to launch a Wrack attack, but can
let the spell drop into dormancy to perform other actions in-between
each magical assault.
Each variant of this spell inflicts damage in a different manner,
according to the school from which it was learned. For example
Wrack (Darkness) taught by the Stygian Path would strike the target
with serpent-like tendrils of freezing shadow, whereas Wrack
(Death) learned from the Guardians of the Grave, may cause a victim’s
limbs to rot with necrotic lesions.
Wrack Damage
Intensity Damage
1-2 1d2
3-4 1d4
5-6 1d6
7-8 1d8
9-10 1d10
11-12 2d6