Spell Rack

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A spell rack is a device that allows an Adept to prepare special modifications of spells they already know. To do this, they must buy spell matrices which are slots into which the modified spell is stored. An appropriate item must be found or created for this purpose.
Generally speaking, spell racks are at least the size of a cigar box, often larger. Staves are a common choice.
If the Adept wears scale, mail or plate armour, then they will not be able to use their spell rack even if the armour is made from unusual materials like orichalcum, porcelain, glass, mithril, etc.

Spell Matrices

A spell matrix takes 7 half days of magical training to create. They must also expend Experience to create each of them. The base cost for a spell matrix is 1000 Experience divided by (the Adept's MA - 15). If the Adept has less than 16 MA, they cannot create spell matrices. The cost doubles for each new matrix bought. There is no upper limit, the Adept can keep buying matrices so long as they are willing to spend the Experience.
Incantations of a spell must be racked before they can be cast by the Adept. To rack a spell, the Adept must ritually cast it with its particular incantation. If the spell cannot be ritually cast, it cannot be racked.

Incantations

Note
  • These are simply examples of incantations, the constraints, costs and effects will vary depending on the spell. AoE incantations for Enchanted Sleep, if available at all, should be substantially more expensive, for example.
  • An incantation is learnt for a particular spell. In the 'Spell' entry, a specific spell name should be entered and it will only work for that spell.
  • The doubling cost applies to the incantation of the specific spell named in the 'Spell' entry. So, for example, the cost for Quickcast incantations of Bolt of Fire and Dragonflames would double separately.

An incantation of a spell is like an inversion of a chord. The spell is largely the same, but with some variations.
Spell: Indicates the kind of spell appropriate for the incantation. In practice, the name of a spell would be entered here. E.g. Bolt of Fire.
Effects: A description of the incantation's effects.
Cost: The base Experience cost of the incantation. An incantation is bought for each spell separately. The first cost of a spell's incantation is as listed, each subsequent purchase doubling the cost.
Constraints: The limitations that applies to the incantation. Some reduce the Adept's FT value by some amount. When the spell is no longer in the spell rack, the Adept can recover the lost FT through rest or restoratives as if it were spell casting FT loss. Most incantations unrack the spell, which mean that they are lost and cannot be used until the Adept has an opportunity to rack it.

Learning Incantations

It takes one day of magic training per 500 points of the initial cost of the incantation to learn it. The incantation is learnt once. Subsequent versions of an incantation of a spell take just one day to learn.

Putting it all together

So, let's say you are a Mind Mage with a Quickcast incantation for your Healing spell (which would have cost you 5,000 Experience to learn, amongst other things). You have a spell rack which you have either found on an adventure, or learnt how to make. Because incantations of spells can only be cast out of a spell matrix, you need to create one for your spell rack. So, a spell rack is a container for spell matrices, each spell matrix can contain an incantation of a spell. Making a matrix will take 7 half days of magical training. Because you have 17 MA, this first spell matrix would cost 500 Experience (1000/(17-15))= (1000/2) = 500.
You spend the time and Experience, and now you have a matrix in your rack. To rack your incantation, you have to ritually prepare the spell, and cast it into the matrix, which does not require a cast check or any FT. However, your FT value will be reduced so that its maximum value is 4 less than it was before. This is because that is one of the constraints on the Quickcast incantation.
When you cast the spell, it discharges, or unracks. This means that the matrix is emptied of that incantation. You can rack it later when you have an opportunity to ritually prepare it, but for the moment, it is no longer available to you. As a result, your maximum FT value is reset, although you still have to recover it, and it is considered to be lost as a result of spell casting.
If you learn another Quickcast incantation for your Healing spell, it will cost you 10,000 Experience to learn. If you want to have two Quickcast incantations of Healing at the same time, you will need to create another spell matrix. So, it's going to take another 7 half days of magical training time to make a matrix, and this time the Experience cost has doubled to 1,000. Bear in mind that the constraints mean that your FT value would be reduced by 8 if both incantations are racked at the same time, and if you use a Quickcast Healing incantation, you cannot cast another Quickcast Healing for 3 Pulses.
So, just to review the process, when the spell is released from the matrix, the usual spell preparation and Fire Actions are required (except for Quickcast which does not require spell preparation) and the usual amount of FT is expended. If your maximum FT was reduced when you racked the spell, that maximum is reset, but the FT is still lost as if from spell casting or tiredness. So, if you racked two Quickcast Healing incantations and a Quickcast Disruption incantation, 12 is taken from your maximum FT (e.g if your maximum is 23, it is reduced to 11). When the spell is released, it will cost the usual 2 FT and your maximum will be reset by 4 to 15, but your current FT will be 9. The 4 FT reduction must be rested back in the usual way for spell casting or tiredness.

General Examples

Name: Sticky

Spell: Spells with a duration of Immediate: bolt spells, etc.
Effects: The spell attaches to the target and persists for a few pulses, the Rank halving each pulse until it falls below 5. Fractions are rounded up.
Cost: 1500
Constraints: Only spells whose duration are Immediate, unracks the spell.

Name: Quickcast

Spell: Any spell
Effects: The spell only requires a Magical Fire Action to cast, the Magical Prepare Action having been ritually stored earlier.
Cost: 5,000
Constraints: Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of this spell for three pulses.

Name: Minor Area of Effect

Spell: Spells that can target an entity or object, bolt spells
Effects:The spell affects all legal targets within a megahex.
Cost: 500
Constraints: The spell must be cast at a single hex, unracks the spell.

Name: Major Area of Effect

Spell: Spells that can target an entity or object, bolt spells
Effects: The spell has a large area of effect with a radius equal to the Rank of the spell in feet.
Cost: 1,000
Constraints: The spell must be cast at a single hex, unracks the spell, reduces FT value by two.

Name: Extended Range

Spell: Spells that have a range greater than touch. Trollskin
Effects: Increases the range of the spell by 50%
Cost: 750
Constraints: Unracks the spell, reduces FT value by two.

Name: Extended Duration

Spell: Spells that have a duration greater than Immediate
Effects: Increases the duration of the spell by 50%
Cost: 2,000
Constraints: Unracks the spell, reduces FT value by two.

Name: Spell Penetration

Spell: Any spell
Effects: Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.
Cost: 1,500
Constraints: Unracks the spell, reduces FT value by one.

Name: Half Damage

Spell: Any damage spell that does not inflict half damage, e.g. Bolt of Fire.
Effects: If the target of the spell resists, then they take half damage.
Cost: 1,500
Constraints: Unracks the spell, reduces FT value by two.

Name: Serpent

Spell: Any spell with range greater than touch and a duration of Immediate
Effects: The spell takes the form of one or more snakes which display the spell's properties if they are obvious. It travels to the target(s) at a TMR of 4 and last for 1 pulse per Rank of the Spell or until it arrives at its target, whichever comes first. The spell's effects are applied if a serpent ever shares the same hex as a target.
Cost: 500
Constraints: Unracks the spell.

Name: Jackal

Spell: Any spell with range greater than touch and a duration of Immediate.
Effects: The spell takes the form of one or more jackals which display the spell's properties if the are obvious. It travels to the target(s) at a TMR of 8 and last for 1 pulse for every 2 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell's effects are applied if a wolf ever shares the same hex as a target.
Cost: 750
Constraints: Unracks the spell.

Name: Starling

Spell: Any spell with range greater than touch and a duration of Immediate.
Effects: The spell takes the form of one or more starlings which display the spell's properties if they are obvious. It travels to the target(s) at a TMR of 16 and last for 1 pulse for every 4 Ranks of the Spell or until it arrives at its target, whichever comes first .The spell's effects are applied if a starling ever shares the same hex as a target.
Cost: 1000
Constraints: Unracks the spell.

Name: Spell Magazine

Spell: Multi-target spells (not Area of Effect).
Effects: This incantation of the spell makes the spell last for a number of available Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough it can cause Backfires.
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine. Cost: 3000
Constraints: Unracks the spell, reduces FT value by 3.

Name: Multi-Target

Spell: Single-target spells (not Area of Effect).
Effects: This incantation allows the Adept to assign 1 per 3 or fraction of the spell's Rank targets instead of one. No other property of the spell is changed. .
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 3.

Name: Enhance Rank

Spell: Any
Effects: The spell's Rank is increased by 6. This applies to all aspects of the spell EXCEPT Base Chance.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.

Specific Examples

Binding & Animating Magics

Wall Walking - Phased Defence

Duration: 12 hour (+ 12 hour per Rank)
Target: Self
Effects: The Adept may alter their substantiality by taking a Pass Action and enter solid objects as normal. In addition, if they Break 100 = > Rank, they may halve damage from a physical attack after it has penetrated armour and all other protections. However, if they Break 100 => Rank versus an attack that damages by heat, cold, fire, flame, ice, lightning or electricity, then the damage is doubled before any protections are applied and their Magic Resistance is halved. The Adept is obliged to test against all damaging attacks, unless they choose to end the Incantation, which requires a Free Act.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2

Transparency - Invisibility

Range: 20 feet + 5 / Rank
Duration: 10 minutes (+ 5 minutes / Rank)
Resist: Passive
Target: Entity, Object
Effects: The target of this Incantation is somewhat displaced into the Astral and thereby rendered invisible. Invisible things may not be seen by non-magical means and do not have shadows or reflections. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects the target (e.g. may still see, be hit by Blackfire etc.). Invisibility may be cast over objects or entities (and any possessions of either). An object's possessions are any thing which is totally enclosed by that object (e.g. coins in an invisible chest which is closed, but not one which is open). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin put in the invisible chest will become invisible). Note that light may not be a possession — if the target is carrying a lantern it will be invisible, but the light it emits will not.
The spell ceases to work whenever the target makes a strike check (whether resulting in a "hit" or not) that does not involve a Thrown or Missile weapon (used as such). This restriction does not apply to Invisibility when cast at rank 16 or higher. The target may always choose to end the spell at any time.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2

Durability - Mage Armour

Range: Touch
Duration: 1 hour (+ 1 hour / Rank)
Target: Armour, Clothing
Effects: This Incantation increases the protectiveness of the wearer's clothing or armour, giving 5% + Rank to defence and absorbing Rank / 4 points of physical damage. Any Grievous Blow to the target will disrupt the shield but, in that case, the specific grievous injury will not be applied to the target.
Cost: 750 Experience.
Constraints: Unracks the spell

Adhesion - Web

Range: 30 feet (+5 feet / Rank)
Duration: 1 minute (+ 30 seconds / Rank)
Resist: Passive
Target: Volume
Effects: This Incantation allows the Adept to project a sticky web, similar to a spider web in construction, from their fingertips that is 5 feet wide (+1 foot / Rank). The web will entangle any entity or object in the volume that does not Resist. The web may be cut in a hex if it is successfully struck for a single blow of 10 B Class damage (+ 1 per Rank) or more. The web has no defence, but Strike Chance is halved. Any ensnared entity must roll 1 x PS (2 x PS if they successfully resisted) - 1 / Rank in order to move themselves to an adjacent hex (which may be free of the web), or to perform an action within the web. A similar check is required for any entity attempting to remove an object from the web. If an entity receives aid in removing themselves from the web, the PS of the aiding character may be combined with their own. Any dropped object will become ensnared by the web, as will any entity who comes into contact with it (up to the limit of the web).
The Incantation requires a material component, created by an Alchemist as if they were storing the Adhesion spell in a potion. This costs the same as it would if it could be created but otherwise has no use.
Cost: 1,500 Experience.
Constraints: Unracks the spell, requires "Adhesion Potion"

Minor Creation - Major Creation

Duration: 1 day (+1 day / Rank)
Resist: None
Target: Object
Cast Time: 1 hour
Concentration Check: Standard
Effects: This Incantation must be Ritually Cast to create an object from a larger source of its constituent substances by drawing forth the materials from the source. All constituent materials must be within 5 feet (+ 5 / Rank). Any number of different substances may be combined into a single finished object with this ritual. The substance sources are in no way damaged or reduced by the ritual. The created object may be any object which the adept can see or has studied and may not exceed 10 cubic feet (+ 10 per Rank) in volume, nor 50 lbs (+ 50 / Rank) in weight. The object is physically real with all normal attributes. The object may not be created enclosed by or enclosing anything. Complicated or fine quality objects may not be created without the appropriate artisan skill. No alchemical, herbal or other quasi-magical objects may be created. Created food provides no sustenance. At the end of its duration the item vanishes. The object is a magical construct and will have a magical aura, regardless of its constituent materials.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 4

Wall of Dust & Sand - Wall of Fire

Range: 10 feet + 10 / Rank
Duration: 10 minutes + 10 / Rank
Resist: Passive
Target: Area
Effects: This incantation of the Wall of Dust & Sand spell creates a 5 foot high, 20 foot long , 1 foot thick wall of flames, or a 5 foot high, 1 foot thick circle of flames with a 5 foot radius, or a pillar of fire 15 feet high with a 2 foot radius. The Adept can increase any single dimension by 1 foot / Rank.
The wall must be anchored to a surface and cannot easily be seen through. Any object or entity that passes through the wall must resist or suffer D10 ( + 1 / Rank) damage. If an entity resists the damage is halved. The wall will provide light equivalent to a large campfire. At Rank 20 the Adept may double the damage of a Wall of Fire by halving its duration.
Cost: 750
Constraints: Unracks the spell, reduces FT value by 2.

Wall of Dust and Sand - Wall of Ice

Range: 20 feet (+ 10 feet / Rank)
Duration: 10 minutes (+ 10 minutes / Rank)
Resist:'None
Target: Area
Effects: This Incantation conjures a wall of ice that is 10' high, 20' long and 2' thick, or a pillar 15' high with a 3' diameter. The Adept may choose to increase the height of the wall by 1', the width by 2' or the thickness by 6", or the height or diameter of the pillar by 1', for each Rank the Adept possesses in the spell.
The wall may be uniformly curved up to a half circle. The wall may not be created on top of an entity, and is subject to the usual restrictions on physical walls. The wall is translucent but not transparent. When the spell duration expires the ice returns to whence it came.
Cost: 1,250 Experience.
Constraints: Unracks the spell, reduces FT value by 3

Wall of Dust and Sand - Mirage Wall

Range: 15 feet (+ 15 feet / Rank
Duration: 30 minutes (+ 30 minutes / Rank)
Resist:'None
Target: Area
Effects: This Incantation creates an Illusion of a linear or smoothly curved wall. It may have all the characteristics of any other wall spell (except solidity, damage or fear), or mimic an adjacent surface instead. The wall is 20' by 10' by 12", with each Rank altering its height or width by 2' or thickness by 4". The wall must be attached along the entirety of one of its thinnest edges.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1

Bound Speech - Free Speech

Range: Touch
Duration: 30 minutes (+ 30 minutes / Rank)
Resist:'Passive
Target: Sentient entity
Effects: This Incantation gifts the target with a language known to the Adept. Their level of proficiency is half the Rank of the Bound Speech spell or the Adept's Rank with the language, whichever is least. Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 1


E&E

Walking Unseen - Unremarkable Appearance

Name: Unremarkable Appearance
Spell: Walking Unseen
Effects: The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.
Cost: 500 Experience.
Constraints: Unracks the spell.

Telekinesis - Shield Bearer

Spell: Telekinesis
Effects: The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept's hex. If the shield should be separated from the Adept by more than a foot, then the spell will end.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 1.

Telekinesis - Unseen Servant

Spell: Telekinesis
Effects: The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.
It may not be targeted directly, but may be destroyed by magic that affects a volume or area.
Cost: 1500
Constraints: Unracks the spell.


Telekinesis - Remote Sense of Touch

Spell: Telekinesis
Effects: The Adept may extend their sense of touch out to the range of the spell. They can "see" by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might.
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 2.

Telekinesis - Triple Strength

Spell: Telekinesis
Effects: Multiplies the amount lifted by the Adept's Telekinesis spell by three.

Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Levitation - Levitate

Spell: Levitation
Duration: 10 minutes (+10 minutes per Rank)
Effects: Upon casting this incantation, the Adept levitates an object or entity weighing less than 100 lbs (+100 lbs per Rank) up 20 feet where it will be suspended. The Adept can raise or lower their target 20 feet by taking a Pass Action, but the incantation provides no horizontal movement. When the incantation ends, the target drifts down at a rate of 20 feet per Pulse per Rank.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Levitation - Mystic Elevation

Name: Mystic Elevation
Spell: Levitation
Effects: This incantation of Levitation is cast upon a megahex. It will lift or lower 7 hexes of creature (i.e. 7 1-hex creatures, or 1 3-hex creature and 1 4-hex creature, or any combination of hexes that does not exceed 7) upwards or downwards at a rate of Rank ft per Pulse. Maximum height (or depth) is 20 feet per Rank of the spell. The duration of this incantation of the spell is 2 minutes.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT by 1
This incantation is not teachable.

Ventriloquism - Whisper Line

Name: Whisper Line
Spell: Ventriloquism
Effects: This incantation of the Ventriloquism spell allows the Adept and 1 (+1 per 3 or fraction Ranks) other entities to communicate with each other by unheard speech. The range is calculated from the Adept. Entities may be added to the speech community after the initial cast if the Adept touches them, and provided that the spell can support that amount of targets. Similarly, if a member of the community moves out of the Adept's range, they may be returned to it, requiring the Adept's touch as above.
Enhanced Hearing or similar may detect the Whisper Line, but not overhear what is said unless the eavesdropper Breaks 100 + PC + Rank in Enhanced Hearing. The range at which they might detect and overhear is 10 ft (+10 ft/Rank) from the nearest member of the speech community.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT by 1


Mind Magic

ESP - Mind Sense

Range: 30 ft + 15 ft / Rank
Duration: 30 seconds + 10 seconds / Rank
Resist: None
Target: Volume
Effects: The duration of this ESP spell is Rank / 2 Pulses, minimum 1 although the range remains the same. The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Hypnotism - Suggestion

Name: Suggestion
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to target and make a single Suggestion verbally or by means of the Telepathy spell. If Telepathy is used, the projection of the Suggestion is entirely mental, and the Adept need not meet their victim's gaze nor speak their language.
The Suggestion is implanted at the time of Casting, and the duration is Immediate, although its effects may last for 3 hours (+3 hours per Rank).
Note: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.

Hypnotism - Sleep

Duration: Concentration Maximum: 5 minutes
Effects: This incantation allows the Adept to target 1 entity (+1 entity per 3 or fraction Ranks) within range, whether they are hostile or not, who will fall asleep over two Pulses. The target's Magic Resistance is halved for the purposes of this spell. The Adept may only keep the targets unconscious while they maintain their Concentration. At the end of this time, victim's of this spell may recover conscious or continue sleeping depending as determined by the DM..
Cost: 1800 Experience.
Constraints: Unracks the spell, suspends the Adept's Resist Pain Talent for 5 minutes

Hypnotism - Auto-Hypnosis

Spell: Hypnotism
Range: Self
Effects: The Adept may target themselves with a post-hypnotic suggestion lasting 3 hours (+3 hours per Rank).
Cost: 750
Constraints: Unracks the spell.
This incantation is not teachable.

Mind Shield - Phantasmal Shield

Effects: The Adept protects their mind so that it cannot be read. In addition, they ignore the first Rank damage from Nightmare Illusions, Phantasms and Spectral Warriors per Pulse.
Cost: 750
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Mind Shield - Cortex Shield

Effects: The Adept protects their mind so that it cannot be read and improves their Magic Resistance versus Mental Attack by 10. In addition, if they gain 1 (+ 1 per 3 or fraction Ranks) re-rolls against loss of consciousness from Mental Attack, Enchanted Sleep or Knockout Gas.
Cost: 1,500
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Force Shield - Pentagon Shield

This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Mind Shield - Minor AoE

Name: Minor Area of Effect
Spell: Mind Shield, Mind Cloak or similar magic
Effects: All legal targets that share the caster's megahex at the time of casting benefit from Mind Shield for the duration of the spell

Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Healing - Quick Cast

Name: Quick Cast
Spell: Healing
Effects: The Healing spell only requires a Cast Action to cast, the Magical Prepare Action having been ritually stored earlier.

Cost: 5000 Experience.
Constraints: Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of the Healing Spell for three pulses.

Healing - Blood Cast

Spell: Healing
Effects: The Adept may draw upon 2 EN to cast this spell.
Healing cures EN damage first, including the 2 EN lost casting the spell.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Phantasm - Improved Damage Capacity

Spell: Phantasm
Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Phantasm - Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Phantasm changes the Damage equation to 1 rollup D10 (+ 1 per Rank) and an additional rollup D10 at Rank 10 and Rank 20.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Phantasm - The Fruit of Laurelin

Fruit of Laurelin
Fruit of Laurelin

Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a memory of the Fruit of Laurelin to bear them across the sky for the duration of the spell or until they dismiss it, which requires a Free Act. The vehicle has a movement rate of 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank). TMR is 8, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on the area it occupies, it will not enter such an area.
The vehicle may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Phantasm - Phantom Armour

Target: Self
Duration: Concentration, no maximum
Effects: The Adept dresses in the phantasm form of a knight in heavy, baroque plate wielding a pennanted lance. The armour is not Dissipated by having a Special Knowledge Counterspell of the Sorceries of the Mind Special Knowledge Counterspell cast on them or the area it occupies and may happily such an area. It will absorb 20 (+4 / Rank, 150 at Rank 20+) damage on behalf of the Adept before it is Dissipated. This is applied before any other damage mitigation is applied, except a Circle of Protection. The Phantom Armour, itself, can only be harmed by magic that directly targets it, i.e. magic that affects a volume will have no direct affect and it is not affected by spells that attack the personality, mind or spirit with the exception of magic that Banishes. However, it is normally unseeable except at the end of the Pulse if the Adept directs it to attack an adjacent entity. The lance always hits and inflicts [D10 - 4 + Rank] (D + 16 at Rank 20) damage. Spell Armour and Damage Reduction apply against this damage, but no Magic Resistance check is allowed..
The incantation does not allow the Adept to move as a Phantasm does, however, they can move up to their TMR into the air on alternate Pulses. It provides no protection from falling damage.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Phantasm - Wall of Force

Target: Volume
Range: 10 feet (+5 feet per Rank)
Duration: 10 minutes (+5 minutes per Rank)
Effects: Creates a 10' high, 1" thick, 20' long Wall of Force, or a 10' high, l" thick, 5' internal radius ring of force, or a 15' high, 5' diameter pillar of force. The adept may increase any dimension except thickness by 1' / Rank. Each Pulse, the wall will absorb an amount of ranged physical damage equal to its Rank. It will also impede the passage of entities moving through it as if they must pass through Rank "hexes" before the exit the other side. Damage that is intercepted causes spider's web like cracks to appear in that 5 foot section. Exceeding the wall's damage capacity will cause a breach to appear in that section, which will repair by the beginning of the next Pulse. Attacks that affect a volume or area will damage the appropriate number of 5 foot sections. The wall does not protect against, nor is it damaged by spell damage except from Diamond Javelins, Ice Projectiles or similar.
The wall cannot be cast so as to include any entity within it, other than the Adept. The entirety of one edge must be affixed to a surface. This means that a wall can be created with a smaller dimension than would otherwise be possible. For example, casting a Wall of Force on a stepping stone that is 3' square will result in a wall which is only 3' long. Any edge may be affixed but, for the purposes of this spell, this does not include either face. For example, a wall could not be placed flat on a large open surface. The surface or surfaces that the Wall of Force is affixed to do not need to be flat, but the length of the wall is measured from the deepest depression on the surface that the wall fills. For example, a circularly concave wall of 5' radius, with a rank 0 wall affixed to it will end in a flit edge 15' beyond the end of the curvature. The entire anchoring edge must be visible to the Adept. The wall itself cannot be moved. Should an entire cross-section of the last remaining anchoring edge be removed then the wall will immediately dissipate. Example An Adept casts a wall 1' off the ground, attached to a door. As soon as the door is opened the wall is dissipated. If, however, the Adept had cast it so that it overlapped the door frame, and it projected slightly above the top of the door, then it would not have been dissipated because no entire cross-section of the anchoring edge has been removed. In this case somebody with a sharp implement (and quite a bit of patience) could scratch away at the stone wall until they had created a groove through the entire cross-section of the Wall of Force in order to make it dissipate..
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Mental Attack - Mind Blast

Name: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Mental Attack - Creeping Senility

Range: 15 ft + 15 ft / Rank
Duration: Permanent
Resist: Passive
Target: Living sentient entity
Effects: This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.
This is a Major Curse.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Disruption - Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Disruption adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 4D10 + 20. All dice are considered roll up dice.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Telekinesis - Shield Bearer

Spell: Telekinesis
Effects: The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept's hex. If the shield should be separated from the Adept by more than a foot, then the spell will end.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 1.


Telekinesis - Unseen Servant

Spell: Telekinesis
Effects: The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.
It may not be targeted directly, but may be destroyed by magic that affects a volume or area.
Cost: 1500
Constraints: Unracks the spell.


Telekinesis - Remote Sense of Touch

Spell: Telekinesis
Effects: The Adept may extend their sense of touch out to the range of the spell. They can "see" by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might.
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 2.

Telekinesis - Triple Strength

Spell: Telekinesis
Effects: Multiplies the amount lifted by the Adept's Telekinesis spell by three.

Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Telekinesis - Levitate

Spell: Telekinesis
Duration: 10 minutes (+10 minutes per Rank)
Effects: Upon casting this incantation, the Adept levitates an object or entity weighing less than 100 lbs (+100 lbs per Rank) up 20 feet where it will be suspended. The Adept can raise or lower their target 20 feet by taking a Pass Action, but the incantation provides no horizontal movement. When the incantation ends, the target drifts down at a rate of 20 feet per Pulse per Rank.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Air Magic

Windwhistle - Gust of Wind

Duration:D10 minutes
Effects: The Adept is able to create a wind over an open space of up to 10 feet (+ 10 / Rank) in diameter, centred upon themselves. Outside of this area the wind will fade back to the prevailing wind over half again the distance. The wind will arrive at the beginning of the next Pulseand the Adept must choose before that time which direction the wind will blow.
The speed of the wind is determined by a D100 roll as follows:
Dice Velocity
01-10 35 mph
11-25 15 mph
26-50 10 mph
51-75 25 mph
76-90 35 mph
91-100 45 mph
The Adept may add or subtract a number equal to the Rank of the spell from the dice roll used to determine velocity. This need not be done until after the dice have been rolled and the result ascertained. If a double or triple effect is achieved the Adept may add or subtract double or treble the Rank of the spell. If the resulting wind is over 30 mph missile fire will be affected, reducing Base Chances by the (wind speed / 2) but extending ranges by a similar number of hexes if firing with the wind, or reducing them respectively if firing into the wind.
Cost: 250
Constraints: Unracks the spell.
This incantation is not teachable.

Gaseous Form - Mist Step

Range: Self, Touch at Rank 10+
Duration:30 minutes + 30 minutes / Rank
Resist: None
Target: Entity
Effects: The duration of a Gaseous Form spell changes to 30 minutes (+30 minutes per Rank). In combat, the Adept has the ability to dissolve a part of their body into mist, thus avoiding a blow. This can only be attempted once per pulse. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, they may add their Rank in the spell to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Flying - Walk on Air

Range: Self
Duration:30 minutes + 30 minutes / Rank
Resist: None
Target: Entity
Effects: This incantation of the Flying spell can only be cast upon the Adept. It does not change their TMR or movement rate, but it allows them to move three-dimensionally in most environments, including inside structures.
Cost:1500
Constraints:Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Earth Magic

Blending - Minor AoE

Name: Minor Area of Effect
Spell: Blending
Effects: All legal targets that share the megahex of the caster's megahex at the time of casting benefit from Blending for the duration of the spell.

Cost: 500 Experience.
Constraints: Unracks the spell.

Walking Unseen - Unremarkable Appearance

Name: Unremarkable Appearance
Spell: Walking Unseen
Effects: The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.
Cost: 500 Experience.
Constraints: Unracks the spell.

Trollskin - Cannibalise

Name: Cannibalise
Spell: Trollskin
Effects: This incantation of the Trollskin spell can only be cast on the Adept. It will immediately inflict 1 Damage Point directly to EN (which cannot be avoided). If they are Quickened, then they lose the point of EN on their Initiative, and the next one at half that value. They receive 2 FT (which will restore FT lost to spell casting before that lost to damage) whenever they lose EN.
Since the Adept is under the effects of Trollskin, they cannot benefit from another casting of the spell (even a normal one). The incantation cannot be made into a potion. It will remain in effect until the duration expires or it is Counterspelled.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Hands of Earth - Earthgrasp

Name: Earthgrasp
Spell: Hands of Earth
Effects: This incantation of the Hands of Earth spell causes ethereal strands of elemental earth to rise up and enshroud the target(s). This increases their affinity with the earth, making them heavier and strongly attracted to the ground. Their PS is reduced by 2 (+2/Rank).
This incantation is less effective against creatures with more stability and leverage (quadrupeds and the like), who halve the PS penalty. Multi-hex creatures double their MR vs this incantation. These modifiers stack.
Flying entities that are no higher than 20 ft (+5 ft/Rank), but are otherwise in range of the spell (i.e. the targets are within range of Hands of Earth if they were on the ground) are considered legal targets. If the target is a natural flyer, and PS is reduced to less than a half of their racial average, then they will be forced to the ground. If they fly because of a spell, then each Rank in Hands of Earth reduces the Rank of the target's flying spell. If the result is a number less than 0, the target is similarly forced to the ground.
Note: Flying quadrupeds etc in the air do not halve the PS reduction. Neither do flying multi-hex creatures double their MR vs this spell.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Conjuring & Controlling Earth Elemental - Ent Call

Range: 20 ft
Duration: 1 hour + 1 hour / Rank
Resist: None
Target: Earth Elemental
Effects: This special incantation gives the the elemental the form of an ent over the passage of a Pulse. The duration of the conjuration and control spell is 1 hour (+1 hour per Rank). His stats are the same as the elementals, and, indeed he has the behaviour of an elemental, not an ent. Except that, like an ent, he may not be banished and is not dissipated if separated from the earth.
Cost:2000
Constraints:Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Wall of Stone - Stoneskin

Range: Self
Duration:Special
Resist: None
Target: Sentient entity
Effects: This spell effect is transformed and absorbed into the body of the Adept. They may call upon Stoneskin to avoid any damage from a single attack, although environmental effects like an avalanche or explosive decompression are at the discretion of the DM.
Calling upon Stoneskin is a Free Action and may even be used before the Adept's initiative, although it requires their next Pass Action. The effects of the Stoneskin last for the duration of the spell or for 1 attack per 4 Ranks, whichever comes first.
Cost:2000 Experience.
Constraints: Unracks the spell, reduces FT value by 2
This incantation cannot be taught.

Fire Magic

Smoke Creation - Toxic Fumes

Range: 10 ft + 10 ft / Rank
Duration: 30 seconds + 10 seconds / Rank
Resist: Passive
Target: Volume
Effects: This incantation creates heavily toxic smoke which will overwhelm anyone within the volume. The smell of burning is intense, disabling, and all entities within it must make a Endurance check or succumb to the fumes.
The Difficulty Multiplier for the Check is dependent on the Rank of the spell:

Rank Multiplier
0 - 5 3
6 - 10 2.5
11 - 14 2
15 - 17 1.5
18 or 19 1
20 0.5

Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value. Within the smoke, all forms of vision are reduced to 20 feet (- 1 foot / Rank). Infravision is largely unaffected by this.
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.
Cost:750
Constraints:Unracks the spell, reduces the FT value by 1.
This incantation is not teachable.

Fire Arc - Translocation

Range: 25 ft + 25 ft / Rank
Duration: Immediate, Special
Resist: None
Target: Self & companions
Effects: When the Adept casts this incantation of Fire Arc, they and their companions are consumed in a ball of fire, only to appear anywhere within range and line of sight. If Fire Arc is Rank 20, they may return to their original location the following Pulse.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Wall of Fire - Firethorns

Range: 15 ft + 15 ft / Rank
Duration: 30 minutes + 30 minutes / Rank
Resist: None
Target: Volume
Effects: This incantation of Wall of Fire will hold the flames in something approaching stasis, so that it will behave as if it were a Wall of Thorns in all ways except for the damage, which is calculated as if it were a Wall of Fire.
Cost: 750
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Cleansing Flame - Dispel Unclean

Range: Touch
Duration: Special
Resist: Passive
Target: Special
Effects: This incantation may only be cast when the Adept is also under the effects of an Immolation spell, and it will change the colour of the flames to a shimmering white. The effects of the incantation will last for the duration of the Immolation spell or until used, whichever comes first.
The target increases their Defense against devils and undead by the Rank of Cleansing Flames while this magic is in effect.
The Adept can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. Forcing a Magic Resistance check in this way discharges and ends the spell.
In addition, the Adept can automatically dissipate spell magic cast by a denizen of the Seventh Plane or undead. This use also discharges and ends the incantation.
Exception: The incantation cannot dissipate curses, etc.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.

Fireball - Orbs of Flame

Name: Orbs of Flame
Spell: Fireball
Effects: This incantation of the spell creates 1 orb per 3 or fraction Ranks that are 5 ft across and which will last a minute or so. Orbs have a TMR equal to the Rank of the spell and can be directed by the Adept at a number of targets that they are within their line of sight or that they have visually targeted by other means (Crystal of Vision, Wizard's Eye, Waters of Vision etc, but not Telepathy).
The orb(s) will race toward the target, and, on contact, will detonate, inflicting D10 (+1 per 2 Rank) fire damage to anything in their megahex. Those that Resist take no damage. However, a target of this incantation may be attacked by several or all of these orbs.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT by 2
This incantation is not teachable.


Celestial Magic

Blending - Minor AoE

Name: Minor Area of Effect
Spell: Blending
Effects: All legal targets that share the megahex of the caster's megahex at the time of casting benefit from Blending for the duration of the spell.

Cost: 500 Experience.
Constraints: Unracks the spell.

Walking Unseen - Unremarkable Appearance

Name: Unremarkable Appearance
Spell: Walking Unseen
Effects: The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.
Cost: 500 Experience.
Constraints: Unracks the spell.

Darkness - Night Terror

Effects: This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).
Halving is applied before additions or subtractions from other modifiers. Experience Cost: 500
Constraints: 1 FT, unracks the spell

Illumination - Moonbeam

Range: 15 feet + 15 / Rank
Duration: 10 minutes + 10 / Rank
Resist: None, Special
Target: Area
Effects: This incantation of the Illumination spell causes moonlight to fall from the sky over an area 5 feet in diameter (+10 feet per Rank). The intensity of the light is merely a glow at Rank 5 or less, equivalent to the light of a candle from Ranks 6 - 10, equivalent to the light of a torch from Ranks 11 - 15, and from Ranks 16 - 20, it is equivalent to a lantern.
Any entity that can change into the shape of a beast, magical or otherwise, must Break 100 + EN + WP + MA or assume an animal form if they can. They must stay in this shape for at least 1 minute before they can change back. If the spell has been Ranked to 20, the Adept may choose not to inflict this penalty.
Finally, an entity whose Aspect is Lunar may subtract 5 from their die rolls while in the Area of Effect, whereas those whose Aspect is Solar must add 5 to theirs.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Necromancy

Darkness - Night Terror

Effects: This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).
Halving is applied before additions or subtractions from other modifiers. Experience Cost: 500
Constraints: 1 FT, unracks the spell

Rigor Mortis - Bone Shatter

Effects: The Adept must roll percentile dice and add their Rank in the spell + their MA. If this exceeds target's Active Magic Resistance, then the Adept rolls 1 Possible Specific Grievous injury (+ 1 / 10 Ranks), applying any C Class injuries. If the result is less than 70, 30 is added and applied if it falls within the range of a C Class injury.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation is not teachable.

Spectral Hand - Spirit Grip

Range: 20 feet + 5 / Rank
Duration: 1 hour + 1 / Rank
Resist: Passive
Target: Entity, Volume
Effects: The Incantation causes a spirit hand to materialise out of the Astral within range when an entity enters its hex and clutch it until the duration expires unless they Resist. Any entity caught in the Grip will still be able to wield a weapon or cast if they roll under 2 x MD. Entities (or combination of entities) with a combined PS + target's AG greater than 40 (+ 2 / Rank) may attempt a 1 x PS Check to escape, and may do so every pulse after the first. Once the grip has been broken out of, or if the target Resists it on initial contact, it will fade back into the Astral.
Cost: 1,000 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation is not teachable.

Life Draining - Enhanced Damage

Name: Enhanced Damage
Spell: Life Draining
Effects: This incantation of Life Draining adds an extra D10 to the damage at every Rank that ends in 0 (Rank 0, Rank 10 and Rank 20). Thus, at Rank 20 the damage is 3D10 + 20. All dice are considered roll up dice.
The Adept receives the damage as healing to EN first, then FT or to PS at their choice.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Petit Mort - Death Walker

Range: Touch
Duration: 30 minutes (+30 / Rank)
Target: Entity
Effects: This Incantation of the Petit Mort spell allows the Adept to suspend the vital functions of their target for a time. The target's aura strength will read as formerly living, even if they are undead, and they will not need to eat, drink or breathe for the duration of the Incantation's working. They will be cold to the touch, their pulse is undetectable and may be mistaken for a corpse by an observer if they have not moved for some time. Pain has reduced effects upon them, and so they increase the amount needed to Stun them by 1 for every 2 Ranks, becoming immune at Rank 20, and increasing their chance to recover from Stun or pain effects by Rank. Similarly, magic, Alchemical or Herbal products that take effect as a result of breathing are ignored.
While the Incantation is in effect, however, the target cannot benefit from Healing from any source except Life Draining. Restoratives inflict EN damage and restore FT in the usual way.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2
This incantation is not teachable.

Spectral Warrior - Improved Damage Capacity

Spell: Spectral Warrior
Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Spectral Warrior - Pale Horse

Spell: Spectral Warrior
Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a pale horse to bear them for the duration or until they dismiss it, which requires a Free Act. The pale horse has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Necromantic Special Counterspell cast on the area it occupies, it will not enter such an area.
The pale horse may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Spectral Warrior - Spectral Hound

Spell: Spectral Warrior
Effects: The Adept summons a great spectral hound of the moors which will bell and lead them to an entity who they have previously encountered or studied (as per the Location Spell of the College of Ensorcelments and Enchantments). The spectral hound may move along the ground or through water or the air but not through solid obstructions, fire, or the area of a Necromantic Special Counterspell. It may be dissipated by having a Necromantic Special Counterspell cast on the area it occupies. The target must share the same plane as the Adept, but otherwise, range is not a consideration. It has a has a movement rate of 650 yards per minute and a TMR of 13, but has no attack and its combined EN and FT is 20 (+5 per 3 full Ranks).
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Stream of Corruption - Stream of Redemption

Name: Stream of Redemption
Spell: Stream of Corruption
Effects: A jet of glowing, golden water erupts from the Adept's fingertips in a fountain which travels to the extent of the spell's range, and is 5 feet wide. The Adept may increase the width by one foot per rank. All entities that are undead, diabolical or demonic (of whatever kind) or Pacted to them and who occupy hexes that the waters flow through must resist or suffer 1 rollup D 10 ( + 1 per Rank) damage. If the Rank of the spell is 10, this increases to [2 rollup D10] and at Rank 20, [3 rollup D10]. Rollup damage may not be Resisted, although Spell Armour applies against it. Unholy entities that are damaged by this spell must also roll under Willpower x 1 ( Willpower x 2 if they successfully resisted) or suffer the effects of a roll on the fright table, the effects of which will apply even if they are not normally effected. Yes, a wraith can die from a heart attack). <br?Waterproofing will not help against this spell.
Entities in good standing with the Powers of Light, including the Four Archangels, take no damage from this spell, however, any condition of fear, pain or despair not caused by a curse is cleansed from them. If the spell is Rank 10 - 19, they are healed of 1 rollup D10 damage. If it is Rank 20, this rises to 2 rollup D10.
...let justice roll down like waters, and righteousness like an ever-flowing stream.

Stream of Corruption - Call the Entropy Locusts

Effects: This incantation may be cast in two ways, chosen by the Adept at the time of casting:

  1. A swarm of pale blue locusts from beyond the void erupts from a gate that forms at the Adept's fingertips and travels to the extent of the spell's range as a madly gyring spiral 5 feet wide. The Adept may increase the width by one foot per rank. Anything in the path of the swarm will be affected by it: objects will turn to dust, corporeal entities must resist or be reduced to 0 EN. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage.
  2. A swarm of pale blue locusts from beyond the void erupts from a gate that orms at the Adept's fingertips and travels to the extent of the spell's range and in a tight and rigidly controlled column 5 feet wide. The Adept may increase the width of the swarm by 1 feet for every 2 Ranks. Anything in the path of the swarm may be entirely annihilated leaving nothing behind, corporeal entities being entitled to a Magic Resistance check or be, similarly annihilated. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. When this function is used, the universe grows a little smaller.

Cost: 3,500 Experience.
Constraints: Unracks the spell, reduces FT value by 3.
This incantation is not teachable.

Wraithform - Damage Reduction

Name: Wraithform
Spell: Damage Reduction
Effects: This incantation is similar in all ways to Wraithform, except that Damage Reduction applies to all damage types.
Cost: 4,500
Constraints: Unracks the spell, reduces FT value by three.

Wraithform - Ghost Step

Range: Touch
Duration: 10 seconds + 10 / Rank
Target: Entity
Effects: This Incantation of the Wraithform spell allows the target to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. They have a TMR of 1 while within solid matter, and may move in any direction, including up and down. The target gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, they are virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If they are caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.
Cost: 3,000 Experience.
Constraints: Unracks the spell, reduces FT value by 2
This incantation is not teachable.

Rune Magic

Sacrifice - Death Field

Range: Self
Duration: 10 seconds + 10 seconds / Rank
Resist: Passive
Target: Entity
Effects: The Adept first draws the Death Rune across their forehead and then activates it. Upon releasing it, the Adept immediately drains all current FT And EN from every living entity who shares their megahex. The Adept may repair an amount of EN & FT lost to damage by the Rank of this spell. Nothing is gained from a victim whose FT or EN is zero or less.
This incantation cannot directly kill an entity, but most who are reduced to zero or less are at least unconscious and often bleeding to death.
Cost: 3500 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.

Runelock - Explosive Runes

Range: Touch
Duration: 1 hour + 1 hour / Rank
Resist: Passive
Target: Area or object
'Effects: A Lock rune must be drawn onto a door, portal, window or other lockable thing. When the incantation is cast,
either damage equal to Rank x Rank is applied against whatever the rune was drawn on, and if this exceeds its structural capacity, this will create a breach large enough for an individual of size 6.
or it will detonate when an illicit attempt is made to open what the rune has entrapped, inflicting Rank x 5 damage against anyone within a hex. The Adept is always considered out of range of this attack although they may set it off at will. The damage may exceed the structural capacity of the object, destroying it.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Visitation - Invisibility

Range: Self
Duration: 5 minutes + 5 / Rank
Target: Entity
Effects: By opening a path to an adjacent dimension, the Adept becomes invisible and may not be seen by non-magical means. They do not have a shadow or a reflection. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects them (e.g. may still see, be hit by Blackfire etc.). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin picked up will become invisible). Note that light is not a possession — if the target is carrying a lantern it will be invisible, but the light it emits will not.
The spell ceases to work whenever the target makes a strike check in melee or close combat. This restriction does not apply when the Rank of Visitation is 16 or higher. The target may always choose to end the spell at any time.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Visitation - Hand of Baran

Range: 10 feet (+10 feet / Rank)
Effects: The Adept may create a large, translucent hand, roughtly 3 feet in diameter, with a TMR of 4 at up to the limit of their range. The hand has a Physical Strength of 15 (+ 2 / Rank). and the MD is equal to the Adept's MA. However, fine manipulation is extremely difficult, so 10 is added to result of a percentile roll when MD checks are required. Entities or Objects caught between the hand and an immovable object suffer 1 (+ 1 per two full Ranks) physical damage per Pulse (armour may reduce this). Entities may break away from the hand by executing a Withdraw action.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Visitation - Secret Passage

Range: 10 feet(1 foot / Rank)
Duration:Permanent/Special
Effects: By opening a path to a part of the Astral Plane used by departing souls, the Adept may create a secret passage in a wall. The capacity of the passage is equal to 12 (+12 per Rank), this value being reduced by the size of each entity that enters it.
While the passage is occupied, which happens when all of the entities have finished entering, it may only be exited, no others may enter without precipitating those inside into the material world. This will have lethal consequences (Break 100 -> Endurance or die, a result of 150 indicating the entity has found a pocket of air and can look forward to dying of asphyxiation, a bare success indicating that one or more non-essential body parts have merged with the surrounding material and the entity can look forward to dying of asphyxiation while suffering hideous pain.
Turning an entity into a newt or candlestick will have not reduce their "size" with respect to the passage, since it is the moment of the soul that taxes the magic. Multihex creatures are calculated at a rate of 6 per hex.
The Adept reduces the chance of the passage being detected by 5 x their Rank in Mechanician + Rank in Visitation.
Note that the FT reduction does not end until the passage is counterspelled by the Adept, or all of its capacity is exhausted.
Cost: 4500
Constraints: Special, reduces FT value by 1.
This incantation is not teachable.

Visitation - Wall Walking

Duration: 10 seconds (+ 10 seconds / Rank)
Effects:This incantation of the Visitation spell allows the Adept to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. The Adept has a TMR of 1 while within solid matter, and may move in any direction, including up and down. The Adept gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, the Adept is virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If the Adept is caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Visitation - Martial Throne

Range: Sight
Duration: Concentration: No maximum
Target: Entity
Effects: This incantation of the Visitation spell conjures to this plane an angelic warrior in the form of a martial throne, and directs it to hunt down and slay one target, who must be within sight when the spell is cast. The throne is completely insubstantial and invisible except to its intended victim. It may be seen by others with Witchsight, appearing as a wheel 1 foot wide and 8 feet high, with 12 burning eyes all over it. The throne will continue with its mission until the Adept's concentration is broken, its intended victim dies, or it is dissipated or slain. The throne can unerringly locate its intended victim and will always move towards them at its full movement rate, and engage them in melee combat. The throne has a single, combined, Endurance and Fatigue Characteristic with a value of 20 (+ 5 per 3 full Ranks). It automatically hits every Pulse for [D - 4] (+ 1 / Rank) damage. Its Initiative is 30 (+ 2 / Rank), but has no defence or armour value. Neither may it be Stunned. The throne's movement rate is 650 yards per minute, and its TMR is 13. The throne may move in any direction without restriction, including through the air, walls, water, etc., except through the area of a Rune Special Counterspell.
The warrior may be dissipated by having a Rune Special Counterspell cast on the area it occupies.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Rune of Truth - True Seeing

Range: 10 feet + 5 / 2 Ranks
Duration: 30 seconds + 10 / Rank
Resist: No
Target: Area
Rune: Truth
Effects: All entities within range of the Rune of Truth have a chance of detecting things in the area that have been magically altered to appear other than they truly are. True Seeing may reveal the visual component of illusions, and entities or objects that are invisible, insubstantial, or have been magically rearranged or transformed (such as by curses). The chance of an observer detecting such alterations or concealments will depend upon the rank of this spell, the rank of the concealing or transforming magic, and the perception of the observer. For odd magical abilities without a Rank the GM should substitute some appropriate alternative (such as [MA - 10]).

True Seeing is of equal or lesser Rank
Slight imperfections may be revealed, (e.g. invisible figures shimmer a little, the colour of an illusion may appear a bit off, etc.), and there is a (1 x PC) chance of an observer scrutinizing the area noting this.
True Seeing is of higher Rank
More major imperfections may be noticed. (e.g. invisible figures have a slight will-o'- the-wisp glow, toads that are really Princes may have tiny gold crowns, ). The detection chance rises to (2 x PC).
True Seeing is 10+ Ranks higher
The imperfections in concealing and transforming magics become qutie obvious, (e.g. invisible figures appear ghostly, illusions may appear painted or translucent, etc.). Detection is automatic.

Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Wiccan Magic

Windwhistle - Gust of Wind

Duration:D10 minutes
Effects: The Adept is able to create a wind over an open space of up to 10 feet (+ 10 / Rank) in diameter, centred upon themselves. Outside of this area the wind will fade back to the prevailing wind over half again the distance. The wind will arrive at the beginning of the next Pulseand the Adept must choose before that time which direction the wind will blow.
The speed of the wind is determined by a D100 roll as follows:
Dice Velocity
01-10 35 mph
11-25 15 mph
26-50 10 mph
51-75 25 mph
76-90 35 mph
91-100 45 mph
The Adept may add or subtract a number equal to the Rank of the spell from the dice roll used to determine velocity. This need not be done until after the dice have been rolled and the result ascertained. If a double or triple effect is achieved the Adept may add or subtract double or treble the Rank of the spell. If the resulting wind is over 30 mph missile fire will be affected, reducing Base Chances by the (wind speed / 2) but extending ranges by a similar number of hexes if firing with the wind, or reducing them respectively if firing into the wind.
Cost: 250
Constraints: Unracks the spell.
This incantation is not teachable.

Darkness - Night Terror

Effects: This incantation of Darkness creates a volume that is eerily gloomy, wherein hideous and unpleasant things seem to lurk just beyond the corner of the eye. Aside from making anyone in the volume uncomfortable, it has these effect:
Magic Resistance vs Fear, including Terror, Horror or similar effects (but not Awe or the like) of anyone in the volume is halved.
The volume of darkness so created is a legal target for a Fear spell (or similar magic), and anyone inside it must Resist (with the penalty noted above).
Halving is applied before additions or subtractions from other modifiers. Experience Cost: 500
Constraints: 1 FT, unracks the spell

Walking Unseen - Unremarkable Appearance

Name: Unremarkable Appearance
Spell: Walking Unseen
Effects: The target of this incantation of Walking Unseen is not concealed by the magic. However, they are less generally noticeable. This does not entitle them to use Stealth in plain sight, but it does mean that if the target does nothing to attract attention, anyone who has seen them but does not recognise them will have to Resist or forget that they saw them. This MR check is penalised by the Rank of the Walking Unseen spell. If an observer successfully resists, then they may well remember the target if asked, but resistance does not make them any more memorable.
The spell always fails if the target does anything that would attract attention to them like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM.
Cost: 500 Experience.
Constraints: Unracks the spell.

Wall of Thorns - Hedge Maze

Range: 15 feet + 15 / Rank
Duration: 5 seconds + 5 / Rank
Resist: Active, Passive
Target: Area
Effects: This incantation of Wall of Thorns affects a volume 10 ft high x 20 ft long x 10 ft wide. This volume may be increased by the Rank of the spell.
Example:
If the Wall of Thorns is Rank 15, then the Hedge Maze can be 15 ft high x 25 ft long x 15 ft wide or 10 ft high x 35 ft long x 10 ft wide, so long as the amount added to its dimensions adds up to the Rank.
Any entity in the area of effect must Resist or find themselves in an ethereal hedge maze where they may wander as they will.
At the end of the spell, the target reappears in their original hex (they are displaced by solids but displace fluids); any items dropped inside the maze reappear along with the target.
Whilst in the maze, they must make a 2 x WP check each pulse to perform a non-pass action. Personal magical effects continue, (e.g. while a Phantasm would follow the target into the maze, Agony wouldn't). For all purposes, the Maze is deemed to be on the same plane that the target just disappeared from. Each target appears within their own unique Maze. The Adept may still see (and thus cast upon)the target, but not physically contact them.
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Hex - Spell Penetration

Name: Spell Penetration
Spell: Evil Eye
Effects: Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.

Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Familiar Places - Travel Party

Storage: None
Effects: The Adept instantly transports themselves and 2 sizes (+2 / Rank) of entities to the location of a familiar that they are Farsensing with. Each may carry with them up to 30 lbs + 15 lbs per Rank.The spell will fail if they try to carry more.
The spell costs 7 FT to cast less 1 for every 4 Ranks. Entities that travel along with the caster are stripped of their FT when they arrive. This will cause them to be Stunned.
Cost: 2000 Experience.
Constraints: Unracks the spell, strips .