Morgin’s Enhanced Aberration
6 E P Instant
This spell will do 16 hit points of body damage to the
target. It does not affect armor. Against undead, this spell will cure the
creature of 32 points of body damage.
“I call upon chaos to Cause Critical Wounds.”
Korac’s Demise
3 E P Indefinite
This spell will infect the recipient with a debilitating
disease. The infection is not contagious, but makes the victim unable to run.
The victim will appear increasingly listless and ill as the
disease progresses and will lose a Body Point every half an hour. These Body
Points can be regained through healing spells.
The loss of a Body Point every half an hour will continue
until the disease is cured by a Cure
Disease or a Dispel Magic.
The spell Purify Blood
will not cure someone under the effects of this spell.
This spell might not be effective against creatures with no
metabolism.
“I call upon chaos to Cause Disease.”
Suvina’s Minor Aberration
1 E P Instant
This spell will do 2 points of body damage to the target. It
does not affect armor. It will heal 4 Body Points of damage on an undead
creature.
“I call upon chaos to Cause Light Wounds.”
Tali’s Greater Aberration
8 E P Instant
This spell will do 24 points of body damage to the target. It
does not affect armor. It will cure 48 Body Points to an undead creature.
“I call upon chaos to Cause Mortal Wounds.”
Accolon’s Corrupter
4 E P Instant
This spell will do 8 points of body damage to the target. It
does not affect armor. It will cure 16 Body Points to an undead creature.
“I call upon chaos to Cause Serious Wounds.”
Suvina’s Lesser Aberration
2 E P Instant
This spell will do 4 hit points of body damage to the target.
It does not affect armor. It will cure 8 Body Points to an undead creature.
“I call upon chaos to Cause Wounds.”
Dalton’s Mystic Befriending
7 CE One
Hour
This spell makes the victim view the caster as his or her
best friend in the whole world. While this spell is in effect, no amount of
logic or roleplaying will convince the victim that he or she has been Charmed, and the victim will not
remember the casting of the spell.
An attack on the victim by the caster’s party will not
immediately break the spell, but if the caster cannot come up with a good
reason why he or she is not helping to defend the victim, then that will. If
the caster attacks the victim, then the spell is broken immediately.
A victim of this spell will not do anything completely
against his or her own nature (such as attack his or her own party) unless a
very good reason can be given by the caster. The spell does not turn the victim
into a mindless robot blindly following orders, but it does require the victim
to stay by the side of the new “friend” and listen to his or her “suggestions.”
(Note that this assumes that they both speak the same language. You cannot obey
a “suggestion” that you don’t understand.)
This spell only works on creatures that have a mind as
defined by the game. Several creatures (such as lesser undead, golems, or some
giant insects) do not have a mind that can be affected by this spell.
After the spell’s duration expires, the victim remembers
everything that happened except the actual casting of the Charm spell. Depending upon the circumstances, the victim might
sometimes realize that he or she had been charmed.
If hit with another Charm
spell or Charm effect, the most
recent one will take precedence if there is a conflict. This does not
necessarily negate the first Charm effect.
Note that this spell is not strong enough to override Control Undead, Enslavement or Vampire Charm.
“I command you to be Charmed.”
Lania’s Power Circle
9 CE 1
Hour
This spell allows the caster to inscribe a circle of
protection against harm. Before casting the spell, a visible, physical
representation of the Circle must be drawn in the dirt or represented by
something physical like chalk, a ribbon or some string. This physical
representation is in-game and can be erased, moved or stolen at any time before
the spell is cast.
The caster must be fully within the completed circle. This
spell cannot be cast until the phys rep is complete. Anyone who steps on the
phys rep while it is being raised will be pushed inside or outside of the
Circle (player’s choice). The phys rep does not have to be a perfect circle,
but if the phys rep is too big, or both of the ends are not almost touching,
then the spell is blown.
It is up to 6 feet in radius by 10' tall and is a cylindrical
dome in shape with a bottom. The circle has about the same amount of friction
as a normal wall or floor, although objects and creatures cannot lean against,
rest against, or be placed on top of the circle.
If any large, immovable object, such as a tree or building,
is in the way of a rising circle such that it would be both on the inside and
outside of the circle, the circle fails. This includes the height restriction.
In the case of a tree that is taller than 10 feet, a circle cannot be
successfully placed around it. For ease of play, a single circle or multiple
circles can never be used to encircle a tree (or any other large object),
unless the tree’s height can easily be measured. In the case of a ceiling less
than 10 feet tall, the circle will be of reduced height, so that the entire
ceiling will be on the outside of the circle.
Larger Circles can be made by having multiple spellcasters
casting the spell simultaneously. Both the radius and the height of the circle
are increased. For example, a 12 foot radius Circle may be made by two casters.
The casters do not have to be from the same school.
Circle of Power, Ward, Wizard Lock and Wall
of Force effects may not overlap in any way. These barriers may be within
one another, but must always be fully within, or fully external to, each other.
For example, you may surround a circle with another circle, you may put a Ward
on a building that is fully within a Circle, etc. Celestial and Earth spells
may combine freely for these effects.
Nothing may enter or leave the circle once the circle is
cast, including spells, thrown gasses, weapons and creatures. Traps placed near
the Circle will not affect anyone or anything inside. Spells may be cast within
the circle, but they cannot be effective outside of the circle. Air may pass
through, but other gases may not. A gaze attack such as a Vampire Charm can be
effective through a Circle of Power.
A Gypsy Curse can also be used through the Circle. Creatures inside a circle
are still considered inside Line of Sight.
The spell lasts for one hour, but may be dropped by the caster
at any time if he or she touches the circle and states “Circle down.” If there
is more than one caster in a larger circle, any one of the casters may drop the
Circle. The statement “Circle Down” is out-of-game, although any observers who
hear the statement are aware that the Circle was dropped, and they might know
who dropped it.
The circle will also go down if the caster leaves the circle
magically or dies (needing a Life spell).
If there is more than one caster, the Circle will remain up until all of the
casters leave or die.
The circle is not affected by Dispel Magic.
This spell can also be used to create a Circle that can be
used for the casting of a Formal Magic Spell. Details on casting a circle
usable for these rituals is available through your local chapter.
For information on Permanent Circles, see the chapter on
Magic.
“With eldritch force, I build a Circle of Power.”
Mannaria’s Advanced Eldritch Binder
8 CE Line
of Sight
This spell snares the arms of its victim, binding them
straight to its sides, and immobilizes the victim completely. The victim may
talk freely, but may not use any game skills requiring use of the arms,
including using a weapon or shield, casting a spell, or activating a gas globe.
The victim may not walk, run, or be moved in any way. Any item the victim is
holding cannot be dropped, even if hit with a Disarm effect. However,
since the effect allows the victim to be searched, anyone else can choose to
physically remove a hand-held item from the victim by simply “searching” them.
Even a victim with Superhuman Strength cannot prevent himself from being
“searched” in this manner.
This spell does not prevent the victim from being given a
Killing Blow.
“With mystic force, I Confine you.”
Ylivik’s Sphere of Coercion
2 E 1
Hour
This spell allows the caster to control one lesser undead for
one hour. Tasks may not involve any sentient thought higher than an animal:
“Guard this” is fine, but “Count all the leaves on that tree” requires
sentience and will not work. The most recent Control Undead effect takes precedent, if there is a conflict. This
spell will not affect a living target, although it will remove a living
person’s Shield Magic or Reflect Magic.
This effect is stronger than Charm, Shun, Dominate or Fear. The most recent Control
Undead, Vampire Charm or Enslavement effect will take precedent
if there is a conflict.
“I call upon chaos to Control Undead.”
Necro’s Re-animator
7 E 1
Hour
This spell only works on a corpse that has not previously
been animated, and will pull the character’s spirit back to reanimate its
former body. The resulting zombie will then follow the caster’s commands as if
a Control Undead spell had been cast
upon it. Note that this spell must be cast within the five minute period
between a character’s death and the point where the spirit heads to the Earth
Circle for resurrection. This spell will not affect a living target, although
it will remove a living person’s Shield
Magic or Reflect Magic.
This spell transforms the individual into a mindless
berserker who will fight until reduced to no hit points or until ordered to
stop by the caster.
The zombie can use no skills: no critical attacks, no spells,
no waylays. It will do damage based on its weapons only. It cannot cast spells
nor converse (although it may be commanded to parrot a particular phrase given
it by the caster). If the newly created zombie has no weapon, then it will be
able to attack with “claws” (up to short sword sized weapons) doing one point
of damage each. The caster must provide the physical representations for the
claws.
The creature’s visual appearance does not change immediately.
Makeup is not immediately required for this spell, but should be donned at
earliest possible convenience. A Hold may never be called in order to acquire
proper phys-reps or makeup.
If the zombie is reduced to zero Body Points or the one hour
time limit runs out, then the spirit is once again free and cannot be trapped
again. Once freed, the spirit will attempt to resurrect only if the five minute
count for a Life spell has been complete. If the zombie is reduced to zero body
points within the five minute count, the body does not dissipate immediately.
The spirit will remember nothing of the time spent as a zombie. The one hour
time period cannot be extended by any means, even by Formal Magic.
The zombie created will have half the body points the victim
had in life, as well as any armor that is left on the corpse. The new zombie is
immune to all alchemical substances and the spells Charm, Death, Life, Paralysis, Sleep and Taint Blood. In addition, the zombie will take double damage from
all healing spells and will be doubly cured to its maximum from all necromantic
spells. It will be affected by all undead affecting spells such as Trap Undead and Sanctuary.
“I call upon chaos to Create Undead.”
Morgin’s Enhanced Restorative
6 E P Instant
This spell will restore up to 16 Body Points of damage but
never more than a character’s maximum. It will restore an unconscious character
but will not resurrect a dead one. It will do 32 Body Points of damage against
undead creatures.
“I call upon the earth to Cure Critical Wounds.”
Korac’s Eldritch Infusion
3 E P Instant
This spell will cure a character infected with a disease.
This spell will not cure any Body Points lost because of the infection.
“I call upon the earth to Cure Disease.”
Suvina’s Minor Restorative
1 E P Instant
This spell will restore up to 2 Body Points of damage but
never more than a character’s maximum. It will restore an unconscious character
but will not resurrect a dead one. It will do 4 Body Points of damage against
undead creatures.
“I call upon the earth to Cure Light Wounds.”
Tali’s Greater Restorative
8 E P Instant
This spell will restore up to 24 Body Points of damage but
never more than a character’s maximum. It will restore an unconscious character
but will not resurrect a dead one. It will do 48 Body Points of damage against
undead creatures.
“I call upon the earth to Cure Mortal Wounds.”
Accolon’s Aberration
4 E P Instant
This spell will restore up to 8 Body Points of damage but
never more than a character’s maximum. It will restore an unconscious character
but will not resurrect a dead one. It will do 16 Body Points of damage against
undead creatures.
“I call upon the earth to Cure Serious Wounds.”
Suvina’s Lesser Restorative
2 E P Instant
This spell will restore up to 4 Body Points of damage but never
more than a character’s maximum. It will restore an unconscious character but
will not resurrect a dead one. It will do 8 Body Points of damage against
undead creatures.
“I call upon the earth to Cure Wounds.”
Trisilia’s Curse
7 E P Indefinite
This spell will cause the victim to take double damage from
all attacks that would affect them, either physical or magical. It can be
removed by a Remove Curse or a Dispel Magic. The damage taken is
doubled before any Spell Defenses are applied. The Curse effect does not lower
a creature’s Threshold, nor does it make the creature affected by additional
attacks that would not normally affect it.
“I Curse you with destruction.”