RQ sorcery spells

From: Mark C Wallace (mcwalla@algol.cs.umbc.edu)
Date: Sat 21 Mar 1992 - 09:56:33 EET


BTW, MC= material components which may boost chance to cast

NOTES:

Emotions Include: Anger, Fear, Love, Hatred, Envy, Jealousy,,,

Group: Equivalent to the exclusion/inclusion groups described for
Enchantment rules. Complex groups (involving one or more conjunctions)
are likely to be misdefined under stress; probability is INT x (6 - # of
conjunctions).

Species include: Munande animals(fixed INT), free int (always rare, always
inner circle spells), Spirits (rare), Monsters and magical beings (Very
rare).

Substances include: Gold, Silver, Copper, Amethyst, Iron, Coal, Tin,
Emerald, Fire, Water, Earth, Air, wood, Leather, Stone, Fire, Cotton,
Brick, bronze, dead bone, glass, quartz and Darkness.
[mcw] any metal, any gem, any element(Lune?), any specific fluid (e.g.
alcohol, freshwater, saltwater, etc)

Substances Exclude: Living Tissue, Bone, etc. [mcw] blood

Sensations include: Pain, Danger, nausea,

Senses include: Touch, Taste, Smell, Vision, Hearing.
[mcw] Distance vision, near vision, dark vision, color vision,
        Trollish Darksense, Dwarven Motionsense, Elven Touch, Mer Taste.
        Touch(heat, pressure, texture), Hearing(amplitude, frequency),
        Stormsense [ electrical charge]??
---------------------
Add (Sense):
Ranged, Active, Temporal
Truth, Motion,
        Gives the target a new type of sense for the duration of the
spell. Can also enhance existing senses in special ways, but can't just
increase range or clarity. Note that all senses given have some area/range,
and only specify direction (not exact location) unless otherwise
specified.

Add(Darksense):
Ranged, Active, Temporal
        Equivalent to Troll's Darksense. Gives accurate location
near target, but only direction and silhouettes past about 20 ft..
MC:Glands from Troll Skulls

Add(Eyes Behind) :
Ranged, Active, Temporal
        Target can see in a 360 degree arc. Permits scan checks against
surprise. This spell has no physical manifestation. Attack bonuses from
behind are halved, since target can see, but not effectively react to the
attack.
MC: Prisms, Human eyeballs, etc.

Add(Heat Sense):
Ranged, Active, Temporal
         Not infravision, but a precise heat sense accurate to
within 1/10 degree F. Can distinguish easily between living and
non-living things, and even between different species and the thickness of
peoples clothes. Note that insulation of any kind will still hamper the
sense.
MC:Naked

Add(Motion Sense):
Ranged, Active, Temporal
        Target knows what is moving near him/her and how fast. Very
accurate while things move, but "blind" to anything that stays still. Fast
objects come out clearer than slow ones. Gives accurate location.
MC:Frog Eyes

Animate (Substance):
Ranged, Active, Temporal
        With this spell, a sorceror can animate up to six kilograms (1
SIZ) of the substance specified, per level of intensity. This spell causes
the animated thing to move about clumsily (with a chance of the caster's
dex X 3 to complete any action successfully), and a movement rate of
1m/melee round. A sorceror could cause a small boulder to roll uphill, a
stoll to scoot across the floor, the flames of a campfire to dance and
flare, etc.

        This spell combined with the FORM/SET spell increases the control
of the caster. The animated thing has the caster's skill chance of
jumping, climbing or using the sorceror's melee weapons.

[mcw] Without the FORM/SET multispell, the substance can only move
or attack by envelopment if possible.
MC: Small quantity of substance; motion amulets

Antipathy(group):
Ranged, Passive, Temporal
        Object or place is onerous and unpleasant for the specified group.
Members of the group must make a willpower check against the intensity of
the spell to remain within range.
MC: Anything emblematic of the group; bitters/etc

Apprentice Bonding
Ritual(Ceremony)
        Through this ritual the master establishes a special link with
each of his apprentices. This bond is neccessary so that the master can
instruct the apprentice in the deeper secrets of sorcery.
        Establishing this bond requires the apprentice to expend 1 point
of current POW during a ceremony overseen by the master. When completed,
the familiar or master, (with whomever the bond has been established) will
always know the approximate distance (measured in points of range) and
direction of the apprentice, and can issue a gentle call for the
apprentice to return to him. The familiar or master will not be able to
read the student's mind (without other magic), use his magic points, or
influence his/her actions in any way. This spell is not like mindlink.
RUNES: Magic, Stasis, Truth

Armouring Enchantment
Ritual(Enchanting)
        This enchantment is used ot increase the armour points of an
object or to give armour points to an object. Each point of POW
sacrificed in the Enchantment imbues the object with the equivalent of 1D3
point of armour. These armour points become one with the object. If this
enchantment is used to create, or increase the armour points of a living
creature, each hit location must be magically treated. If the spell is
used to increase the armour points of armour, then it will affect the
armour points of a specific location only.
[mcw] Criticals will bypass this armour, just like any other. The
runes of enchantment must be inscribed on the object, and stand a chance of
being destroyed equal to the percentage of the object which is harmed by
damage penetrating armour. For example, if Terquine's chest is enchanted
with 4 points of armour, and has 6 hit points, a 7 point blow has a 50%
chance to destroy the enchantment.
RUNES: Magic, Death, Stasis
MC: Metal,

Aversion(Group):
Ranged, Passive, Temporal
        Members of the group must resist the intensity of the spell with
STR to approach the center of the spell.
RUNES: Disorder,
MC: Emblem of group, small bronze spring, etc.

Binding Enchantment:
Ritual(Enchant)
        This enchantment binds otherworld creatures to places, or within
magic items. One binding enchantment must be performed for each
characteristic the bound creature possesses. The enchanter traps the
creatures spirit, and physical form, if any, within the substance of the
binding object. Those few otherworld creatres with SIZ do not add to the
items's weight, nor would elementals add heat, wetness, etc. to it.

        Capturing a creature in an enchanted item violates its natural
instaincts and requires a successful Control/Command/Dominate roll to
succeed. Binding enchantments are species specific so an enchantment
created to capture one species of creature cannot be used to
contain/capture another species. Once a creature is captured in an object,
it will remain that way unti the object is destroyed, or the creature is
released. The destruction of a particular creature that is bound to an
item does not mean that the item is useless, though a new creature of the
same species must be bound within the item with a Control/Command/Dominate
spell.
        A creature bound within an itme has no natural senses and cannot
perceive the workd about it unless it uses magic. People in physical
contact with an enchanted item can mentally communicate with a creature
bound inside (assuming no conditions to the contrary) and can
automatically command the creature to use its abilities.
        Some creatures have knowledge or abilities which the wielder can
use while it is Bound within an item (i.e. Intellect spirits, magic
spirits, and power spirits). However, many creatures are not very
effective when so trapped and must be released to be useful (i.e. wraiths,
healing spirits, elementals, etc.) Withough the use of a control spell, a
creature can be released from an itme to perform one function, then it is
free. If a control spell is used before the creature is released, then it
can be commanded to perform many actions and return to the Binding item.
Control spells automatically work against creatures while they are bound
in items.
        Also a control spell supercedes the innate control held over a
creature bound into an item. An enchanter who does not use conditions to
restrict the use of his items may find his Bound Creatures stolen from
him or turned against him by crafty opponents using the proper control
spells. Anyone who can use the item can also cast spells on the creature
trapped inside, and he does not need to be in physical contact with the
item to affect the creature with spells. He must use magical means of
seeing on the mundane plane (Mystic Vision, Soul Sight, Second SIght, etc)
to target spells against a bound creature. Elementals and other creatures
who are trapped in items cannot regain lost hit points until they manage
to return to the otherworld.

        CAPTURING A CREATURE WITHIN A PLACE: Binding a creature within a
place means that the creature's movement is restricted to within a
specific volume of space. The POW costs for Enchanting an area to capture
a creature are the same for Enchantin and object plus the costs for using
the Area of Effect Condition. Creatures bound within a place can use
their normal senses to survey the area within and without of the
entrapping volume.

Cast Back:
Ranged, Passive, Temporal
        This spell affects any offensive spell which has a number of magic
points equal to or fewer than the intensity of the Cast Back spell. If
affected, the attacking spell will boomerang back at the caster if it
fails to overcome the magic points of the person protected by CastBack.
The caster must then try to overcome his own current magic points (which
may have been lessened by the casting of the spell) in a resistance roll.
THus the caster's magic points are used for both the attacking and
resisting force. If both the caster and the target are protecte by
CastBack, the spell may bounce back and forth several times before
affecting either the caster or the target.
RUNES: Magic, Motion
MC: Mirror, spring,

Create(Emotion):
Ranged, Active, Temporal
        Target is overwhelmed by the emotion, and must make a willpower
roll against the intensity of the spell to resist acting on the emotion
immediately. Refer to Pendragon Passions.
RUNES: Truth, Motion
MC:

Copy Face:
Touch, Passive, Temporal
        A Minor Illusion which transfers the facial features of one
recipient to the other, and vice versa. If recipients are unwilling, a
single MP vs MP roll must overcome both recipients MP.
RUNES: Motion, Disorder
MC: Mask token, wand

Copy Form:
Touch, Active, Instant
        Transforms a quantity of raw material into a finished good. A
small token which has been crafted to resemble the finished product is
touched to the raw material ( 6 KG/Intensity) a finished product is
created from the raw material. Only one finished product can be created
per spell. The quality of the finished product will be identical to that
of the token; e.g. if the token is a weapon, the finished product will be
useless as a weapon unless the token has been created by a skilled smith.
The token may be full sized, in which case the spell duplicates the item,
all flaws included. No magical properties are created. This spell is a
specialization of the FORM/SET spell.
RUNES: Motion,
MC: Token: Motion

Call(Species):
Ranged, Active, Temporal
        Attracts a member of the mundane species, if within range, to the
caster. Movement rate of called individual is equal to the intensity of
the spell. Note that calling something to move faster than double its
movement rate can kill the creature. Called creature will be freewilled
when it arrives, and no cooperation is guaranteed by the spell. The
reaction of the called creature is entirely up to the GM. Most creatures
will not realize that they have been magically called, and will be
neutral; some creatures may have had encounters enroute which will have
affected their temperment. All members of the species within range are
affected by the spell, and will arrive in order of proximity. No variant
of this spell has ever been discovered which will affect creatures with
free intelligence (i.e. not fixed).
RUNES: Beast, motion
MC: substance attractive to species

Cloaking:
Ranged, Active, Temporal
        Target becomes difficult to notice. Although the target is in plain
sight, people whose MP are lower than the intensity, and are within the
range, will ignore the target, unless 1) they come into physical contact
with the target, or 2) they attempt a search or scan, or otherwise attempt
to determine if anyone is nearby. This spell is not invisibility; it will
not hide the recipient from even a casual search. As an example, this
spell will not prevent a detect (substance) spell from pointing out the
recipient. It will permit the recipient to be unnoticed.
RUNES: Illusion, disorder
MC: Cloak, clouded lens,

Damage Boosting:
Ranged, Passive, Temporal
        This spell can be cast on anything that can be used as a weapon: a
swor, fist, chairleg, ale mug, etc. This spell will afect any weapon up
to 5 ENC. Each level of intensity will add 1 point to the damage done by
that weapon for the duration of the spell. The spell can be intensified
to affect extremely large or bulky weapons at the rate of one level of
intensity/5ENC.
RUNES: Death
MC: Sharp Edge, blood, etc.

Damage Reduction:
Touch, Passive, Temporal
        Reduces damage to a fraction (5*INTENSITY/100)% of actual damage.
Round all fractions up, so that minimum damage is always 1 point. May be
stacked with Protective Circle, Spirit Resist, etc.
RUNES: Death,
MC: Mannikin(consumed), minature suit of armour

Damage Resistance:
Ranged, Passive, Temporal
        This spell will protect only the body of the target (not
possessions on his or her person). The total damage done through parry
armour to a protected creature or object must overcome the intensity of
the spell using the resistance table. If the daage overcomes the
resistance of the spell then the full force ofthe daage will affect the
target. The target's armour will then absorb as much of the damage as it
can.. If the damage does not overcome the Damage Resistance spell, then
the blow will do no damage to the target, but may knock him down.
        The Damage Resistance spell will protect the target for its
full duration. If it is combined with the divine spell shield, or the
primitive spell Protection, the damage is first matched against the
resistance, and then if it passes through to the target, is absorbed byt
protection or Shield spells and any armour worn by the target.
[mcw]Critical hits will bypass Damage Resist. Specials with an
impaling weapon must match the intensity of the spell against the full
damage of the weapon.

Diminish(Characteristic except INT and POW)
Ranged, Passive, Temporal
        Each level of intensity will temporarily decrease the appropriate
characteristic of the target by one pont. Only STR, CON, SIZ, DEX and APP
may be affected, and no characteristic can be lowered to less than one. A
creature must possess a characteristic if that characteristic is to be
affected by this spell.
        Every third point drained by Diminish SIZ is STR, not SIZ. Thus an
intensity Five Diminish SIZ would drain 4 points SIZ and one Pont STR.

Dominate(species)
Ranged, Active till commanded, then Passive, Temporal
        This spell is used to gain command over a specific species of
creature. The creature may be complete or incomplete, intelligent or not.
 Dominate spell will not work on creatures that are dominantly possessed,
or that have been artificially changed (i.e. familiars).
        To use a dominate spell, the sorceror must pit the intensity of
the Dominate spell against the crature's magic points using the resistance
table. [mcw; is a MP vs MP roll still made?? if not a POW 3 sorceror can
dominate with enough stored power]
        If the result of the Dominate spell is successful then the creture
must obey the commands of the sorceror for the duration of the spell. The
controlled creatre is in a special form of telepathic communication with
the sorceror. This mental communication has a line of sight range.
Dominate spells can also be used in Qustioning creatures so that the
magician can find out specific information about hte creature; such as the
creature's name (see Other uses and Consequences of Summoning ing the
Ritual Chapter) and discovering the strength of specific charcteristics or
skills. To command the creature the sorceror must form a mental image of
the actions that he wishes the creature to perform. Commanding a creature
takes a full melee round before the creature will act.
        IF the result of the Dominate spell is unsuccessful then the
creature is free to act as it will. If the creature is aggressive it will
attempt to attack the sorceror who tried to Dominate it. Otherwise the
creatre will simple flee. A sorceror may attempt to dominate a creature
as long as s/he has magic points to spend, and as long as the creature is
within the range of his spell.
        A sorceror can construct enchanted devices that allow him or her
to bind certain creatures for a long period of time. (SEE ENCHANTMENTS)
        The following DOMINATE spells are common: Chonchon, Shade, Sylph,
Gnome, Salamander, Undine, Hellion, Ghost, (mundane animal), (Specific
spirit), Wraith.
        The following are rare or exotic: Human, Dragonewt, Basilisk,
Vampire, etc.

Diminish(Sense/sensation)
Ranged, Passive, Temporal
        Reduces the sensation of a given effect. e.g. an onion might smell
less, a sword would hurt less (but still do the same damage), eyesight
might be dimmed, etc. Diminish(Danger) creates a feeling of
invulnerability and recklessness, etc. AKA "Diminish Truth"
RUNES: Illusion,
MC:

Enhance(Sense):
Ranged, Passive, Temporal
        Makes the sense 5% more effective/intensity. Effects are limited to
10m unless range is used.
RUNES: Truth,
MC:

Enhance(darksight):
Ranged, Passive, Temporal
        Also known as "Eyes of the Panther" Each point of intensity
subtracts 5% from any penalty resulting from insufficient illumination.
This spell will not negate pitch blackness (-75%) but will function at up
to 75%. The recipient of this spell experiences great pain in the presence
of normal illumination. Each point of intensity over that which is
required to offset darkness penalties causes 1d6 fatigue/round. Each five
points of excess intensity cause 1D6 of damage to general hit points.
RUNES: Truth,Light
MC: Cat's eye,

Enhance(Distance Vision):
Ranged, Passive, Temporal
        Each point of range increases the range of the eyes. Area of
vision narrows as range increases; at 20 range, the visual area is no more
than a few centimeters across. This spell requires great concentration;
any distraction will cause one point of fatigue for each point of range in
the spell for each round. This exertion is caused by the difficulty of
focusing the eyes over the extended range; the telescopic effect is
disorienting.
RUNES: Truth, Light
MC: Eagle Eye

Invest Amulet(Spell):
Ritual(Ceremony)
        Imbues specific material components with magical energy. This
amulet can then be used to increase the probability of casting the spell in
the future. Material components must be chosen with care, and can add up
to 1D6% for each law of magic the component fulfills (see laws of magic).
An amulet can be used only once, reguardless of whether the spell it
assists is successful or not. Each % bonus requires one hour of ceremony,
and one magic point; no amulet may have a bonus larger than the sorceror's
ceremony skill. This spell permits the mage to perform ceremonies in
advance for specific spells. It is stackable with ceremony. The bonus
chance to cast will affect the chance to critical or fumble. This spell
will add to the chance to summon or enchant.

A version of this spell is used by Shamans to enchant medicine bundles; it
requires the expediture of POW.
RUNES: Magic, mastery

Invest Charm(Spell, Target):
Ritual(Ceremony)
        Imbues specific material components with magical energy. This
charm can then be used to increase the probability of overcoming the
target's MP with a specific spell. Material components must be apropriate
to both the spell and the individual. When the amulet is created, the
target will be aware (through dreams, divinations, etc) that s/he is under
magical attack. Each Law of Magic fulfilled adds 1 to the mages MP for
the purposes of overcoming the targets MP. A Charm can be used only once,
for the casting of a single spell. The charm does not help the mage
overcome magical or mundane defenses; it only increases the chance to
overcome the victims MP.
RUNES: Magic, Mastery, Man

False(sense):
Ranged, Active, Temporal
        Phantom sense against a single target; sensory impressions are
inserted directly into the victim's mind. Can be used for communication/
inefficient telepathy. Like Phantom(Sense) effect is determined first,
then cost is calculated. Intensity is copied from the Phantom sense
tables. Unlike Phantom Sense, the effect is not created within time, but
merely within the victim's knowledge. This spell has sometimes been known
as "Diminish Truth".
RUNES: Illusion
MC: Picture/illustration of scene.

False Memory:
Touch, Active, Instant
        Inserts a memory directly into the victim's mind. Cost is
calculated on basis of effect desired, as per Phantom Sense or False Sense.
Memory is not seamlessly inserted; victim may remember being two places at
once, but will be unable to distinguish illusion from reality. Subtlety
will prevent the victim from noticing the contradiction. Reguardless of
the power of the contradiction, the victim will be unable to distinguish
between the actual fact and the inserted memory. This spell has sometimes
been known as "Diminish Truth".
RUNES: Illusion, Disorder

Measure:
Ranged, Active, Instant
        This spell permits the caster to estimate the size, weight,
number, volume, or other dimension of an object or group of objects. Each
level of intensity adds one standard deviation of accuracy to the
estimate. The caster looks at, handles, or otherwise examines the
object(s), and knows the measurement in appropriate units.
RUNES: Truth,

MYSTIC CLOAK:???
touch, passive, temporal
        This spell conceals spells cast on the sorceror or his possessions.
It prevents any such spells from being detected by Mystic Vision, Detect
Magic, or any Divine detection magic. It has no effect on the Divination
RuneSpell.
        All spells of equal or less intensity than the mystic cloak spell
will be concealed. A mystic vision spell of intensity 10 or greater will
reveal the presence of the mystic cloak spell, but no other magic will
detect it.

RUNES: Illusion,
MC: Cloak, small painted lens

Oathbond:
Touch, Passive, Temporal
        Formalizes an oath between two or more parties. If the oath is
ever broken, all parties to the oath will be aware of the infraction, and
the individual responsible. Parties to the oath must donate a number of
magic points equal to the range of the spell. If the oath is broken, the
participant will be notified if s/he is within range, as indicated by the
number of MP donated when the spell was cast. One level of intensity is
required for each participant in the oath. As a side effect, all
participants understand the terms of the oath identically; there can be no
misunderstanding. The mage need not be a party to the oath, but will be
aware of any infractions.
RUNES: Truth, Light, Stasis, Harmony
MC: Small knot, or fragile substance, or ice crystal.
(Note that this spell is known only by the Order of Gerlant)

(Sense) Projection:[mcw variant]
Ranged, Active, Temporal
        Using this spell the magician can extend the specified sense
anywhere within the range of the spell. This spell forms a point from
whcih the sense receives. This viewpoint is a small 10cm globe, and can
be move 1m/sr. The mage will be able to use normal sense skills, such as
search, scan, listen, etc., depending on the sense projected. The
viewpoint can be used to target spells which are appropriatelly ranged.
magicians using magical vision spells can see the viewpoint and attack it.
(any detection spell will detect this viewpoint, if it would detect the
casting mage). Magical weapons and spells cast at the sensepoint will
affect the caster in random locations from the missile table, as needs be.
RUNES: Truth, Motion,
MC: Item from target location, Lens

Repulse(Species):
Ranged, Passive, Temporal
        Target species must make a willpower roll to approach the caster.
RUNES: Beast, Disorder
MC: Part of species

Sense (Emotion):
Ranged, Active, Instant
        The strongest source of the named emotion is immediately apparent.
The object of the emotion is not revealed by the spell; only the fact that
individual feels an intense emotion. The source of the named emotion
glows briefly. Each level of intensity penetrates 1m of rock, wood, or
dirt. If the source of the emotion is concealed by rock, wood, or dirt,
the concealing wall will glow briefly on the surface nearest the caster.
RUNES: Truth,

Steal Face:
Touch, Passive, Temporal
        A minor illusion which transforms the caster's face into a
duplicate of the victims. Victim's face dissapears, and only a thin layer
of skin, stretched over the skull remains. Eyes, nose, ears, and other
features vanish, and are replaced by thin dark slits. Victim is not
harmed by the spell, and can continue to breathe, eat, see, etc.
RUNES: Illusion, motion
MC: masks, mirror

Summon Object: Ken McKinney
ranged, instant
        This spell summons an object which has been placed in a homing
circle to the spellcaster. The range of the summon object spell must be
equal to or greater than the distance between the spellcaster and the
homing circle, and the intensity of the spell must be equal to the SIZ of
the object to be summoned. The item appears in the hand of the spellcaster,
or on the ground at his/her feet, at the spellcasters discretion.
        This spell should be at least as rare as teleport. In a gloranthan
game, it would make a good spell to round out one of the Malkioni schools
of magic with.
        If you feel really mean, you could allow the caster to specify the
destination of the object to be anywhere within 10m or so, including in the
air. This would allow pc's and npc's to drop anvil's on each other's
heads (-: .
        If you decide that allowing homing circles to function for both
this spell and teleport isn't restrictive enough, you can make another
ritual enchant spell like homing circle for this spell. If you go this
way, it might be interesting to say that for each extra point of POW in the
enchantment, another 5 SIZ of stuff can be summoned for free (i.e. w/o
allocation of extra intensity).

Sympathy(Group):
Touch, Passive, Temporal
        Object or place is pleasant and restful for the specified group.
Members of the group must make a willpower check against the intensity of
the spell to depart the region or place, or to abandon the object.
RUNES: Illusion, Fertility, Harmony,
MC: Emblem, Attractive substances

-- 
Mark C. Wallace breah Sullivan: noonaut
Copyright 1992 Mark C. Wallace.  This version is freely redistributable
as long as this copyright message is included.  Commercial rights for
derivative works are retained by the author.
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