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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
Beyond the abilities of master wizards lies a level of arcane knowledge
that approaches the very powers of the gods. These extremely potent rituals
require a lifetime of study by the greatest sorcerers to ready, and the power
of an entire order to unleash.
Once an Arch Magery spell has been prepared, the wizards of the order join
in a circle with the spell caster, and proceed to lend him all of their arcane
energy and knowledge. The caster painstakingly reads the incantation from the
mystical runes entombed on the massive scroll or book, then becomes the
channel for the magical energies as they are directed to their task.
Failure to properly follow the proper ritual is invariably disastrous,
usually for the spell caster and often for the remaining members of the
circle. For this reason, preparations for casting a spell of this magnitude
are meticulous and thorough.
Magic of Arch Magery
The magic of Arch Magery is very powerful, and can badly distort a low or
medium-level magic campaign. The spells should only be employed by non-player
characters, except with the explicit permission of the GM.
Common Limitations: 1/2 DCV Concentrate throughout (-1/2),
Incantations (-1/4), OAF - Ritual Tome, Bulky (-1-1/2), Circle must have at
least 10 points in spells for every 45 points of Active Costs and from at
least 1 different college for every 90 points of Active Costs (-1/4 per 10
spell points), Requires Magic Skill Roll (-1/2), Side Effects (-1/2).
Basic Spells
Wizard's Circle
This is the fundamental spell of Arch Magery, as it allows a Wizard to aid
another in the casting of an especially difficult spell. The caster
concentrates on the spell beneficiary, and transfers his arcane energy and
lore through a ring of other Wizards. Hand contact must be maintained
throughout the transfer, or the benefits of the spell will be lost, with
possibly fatal consequences to the intended target. The total improvement to
the Magic Skill of the caster can not exceed the unmodified rating after
subtracting the modifier for the spell. (I.e. the Wizard's Circle spell can,
at most, negate the Magic Skill roll modifier for the spell being cast.) If
the caster fails his Magic Skill roll, he is temporarily drained of arcane
energy.
Power: 2d6 character points of Aid to END (Maximum 40)
Active Cost = 36 points.
Power: 2d6 character points of Aid to Magic Skill (Maximum 20)
Modifiers: Not above unmodified skill roll of caster (-1/2), Linked to
Aid to END (-1/2). Active Cost = 21 points.
Combined: Lose 5 points of Aid per Minute (+1/4), Through hand contact
via intermediaries (+1/4); Only for use with a single Arch Magery spell
(-1/2), 1/2 DCV Concentrate throughout (-1/2), Incantation throughout (-1/2),
Requires Magic Skill Roll (-1/2), Extra Time - 1 phase (-1/2), Side Effects
(2d6 Drain to Magic Skill, 2d6 Drain to END; recover 5 per 5 minutes)
(-1).
END Cost: 6; Magic Roll: -6; Casting Time: 1 phase.
Real Cost: 12.
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Unique Spells
Annihilate World
Perhaps the ultimate Arch Magery spell, this ritual allows the circle to
utterly destroy an entire world of up to 50,000km in radius. Needless to say,
this spell is quite difficult to cast, and requires the concentrated powers of
many Wizards to accomplish.
During the casting period, a strong mental sensation of impending doom is
radiated throughout the world, so this spell will inevitably bring the
intervention of the world's protectors, including any local Deities, to
prevent its annihilation. If the caster fails his Magic Skill roll, he and
anybody standing nearby are blasted by wave upon wave of pure annihilating
energy.
Power: 3d6 RKA (Annihilating Energy)
Modifiers: AVLD - Power Defense (+3/4), Area Effect (Radius) (+6), x2
Armor Piercing (+1), Indirect (Any) (+3/4), Continuous (+1), Uncontrolled
(+1/2), Penetrating (+1/2); 12 Charges (-1/4), Gradual Effect (1 Turn) (-1/4),
Costs END to cast (-1/4), 0 DCV Concentrate Throughout (-1), Incantations
(-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle
must have at least 120 points in spells from at least 6 different Colleges
(-3), Limitation: mental sensation of impending doom is radiated across the
world during casting (-1/2), Side Effects (9d6 RKA Explosion, Centered on
Caster, Armor Piercing, Penetrating) (-1/2), Extra Time: 1 Day (-3-1/2).
Active Cost = 518 points.
END Cost: (52); Magic Roll: -52; Casting Time: 1 Day.
Real Cost: 41.
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Arcane Shield
This spell brings into being a spherical shield of force that is
impenetrable to all but the most powerful magical or mundane attacks. The
shield appears as a glowing silvery dome, 5" in radius, and centered on the
caster. As more powerful attacks are made against the dome, it glow more
brightly and the coruscating colors move up through the spectrum, from red to
orange, yellow, white, and blue, before turning violet shortly before it
fails. A maximum of 128 beings can be protected within the shield. If the
caster fails his magic skill roll, he is permanently stripped of his magical
abilities.
Power: +24 PD / +24 ED Force Wall
Modifiers: 1/2 END (+1/4), Hardened (+1/4); Must be a spherical wall
(-1/4), No Range (-1/2). Active Cost = 210 points.
Power: +10 Flash Defense (Sight/Sound groups); +20 Mental Defense; +20
Power Defense; Life Support (No need to eat, excrete, sleep, or breathe,
Vacuum/High Pressure, High Radiation, Intense Heat/Cold, Immune to Disease,
Immune to Aging)
Modifiers: Useable by 128 Others at Range (+2+1/2); Only within
functioning Force Wall (-1/2), Only versus attacks from outside shield (-1/2),
Each power is linked to Force Wall (-1/2). Active Cost = 337
points.
Combined: Difficult to Dispel (+1/4); 1/2 DCV Concentrate (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky
(-1-1/2), Circle must have at least 120 points in spells from at least 6
different Colleges (-3), Side Effect (15d6 Major Transform - Caster is unable
to employ any magic; Difficult to Dispel) (-1/2).
END Cost: 10; Magic Roll: -56; Casting Time: 1/2
phase.
Real Cost: 67.
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Conflagration
The destruction caused by this spell are terrible to behold. By calling
down the fires of the sun in an incinerating sphere, the wizards can cause the
burning destruction of a small city, or annihilate an assembled army. The
pitiful survivors on the outskirts of the spell effect, blinded by the flash
and burned by the intense heat, must yet deal with the lingering effects of
the radiation. If the caster fails his Magic Skill roll, the same blast is
centered on the circle.
Power: 8d6 RKA
Modifiers: Area Effect (1km Radius) (+2+1/4), Penetrating (+1/2);
Reduced by Range (-1/4). Active Cost = 450 points.
Power: 5d6 Flash to Sight Group
Modifiers: Area Effect (1+1/2 km radius) (+2+3/4); Recover Linked to
RKA (-1/2). Active Cost = 225 points.
Power: 1d6 CON Drain
Modifiers: Area Effect (1+1/2 km radius) (+2+3/4), Recover every Week
(+1+3/4), Continuous Uncontrolled (+1+1/2); Gradual Effect (Every 5 hours)
(-1-1/4), 8 charges (-1/2), Linked to RKA (-1/2). Active Cost = 105
points.
Combined: 0 DCV Concentrate while casting (-1/2), Incantations (-1/4),
Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have
at least 170 points in spells from at least 9 different Colleges (including
College of Fire) (-4-1/4), Side Effects (Same blast centered on caster) (-1),
Extra Time: 5 Minutes (-1-1/2).
END Cost: 78; Magic Roll: -78; Casting Time: 5
Minutes.
Real Cost: 70.
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Death Fog
A sickly yellow mist rolls forth from the caster, enveloping and poisoning
everything in its path. The only hope for survival lies in fleeing the
expanding cloud. After two minutes the poisonous effect dissipates, leaving a
dense yellow fog which covers the area for up to an hour. If the caster fails
his Magic Skill roll, he erupts in acid-filled boils which quickly eats away
his flesh until he nothing but a bubbling pool of green goo on the floor.
Power: 4d6 BODY Drain
Modifiers: Area Effect (440" Cone) (+1+3/4), NND (Life Support) (+1),
Recover every 5 hours (+1), Continuous Uncontrolled (+1+1/2); Gradual Effect
(Every turn) (-1/4), 10 Charges (-3/4). Active Cost = 375 points.
Power: Darkness to Sight Group
Modifiers: Area Effect (640" Cone) (+2+3/4); Single Continuing Charge
lasting 1 Hour (Dispersed by Strong Winds) (-1/4), Linked to Drain (-1/2).
Active Cost = 55 points.
Combined: Cone only advances 4" per segment (-1), No Range (-1/2),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky
(-1-1/2), Circle must have at least 100 points in spells from at least 5
different Colleges (-2-1/2), Side Effect (6d6 RKA, Continuous Uncontrolled,
Armor Piercing, Penetrating, 250 Charges; No Range, Gradual Effect - 1 Turn)
(-1/2).
END Cost: 43; Magic Roll: -43; Casting Time: 1/2
phase.
Real Cost: 49.
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Dome City
A ritual that has proven especially useful in lands tormented by flying
creatures, the Dome City spell will create a permanent dome of crystal that
will protect a large site, such as a city. The dome will withstand powerful
physical blows, but is completely transparent to the energy of the sun. A
slight glaze in the crystal will protect the inhabitants from being cooked
inside a huge greenhouse. The dome will only have a limited number of
entrances along the ground, each of which can be easily protected by the
inhabitants. If the magic skill roll is failed, the wizard is permanently
encased in a huge, transparent sphere of crystal.
Power: 20d6 Entangle
Modifiers: Area Effect (2.2km Radius) (+2+1/4), Hole in the Middle
(+1/4), Takes no damage from energy attacks (+1/4), Difficult to Dispel
(+1/4); Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome,
Bulky (-1-1/2), Circle must have at least 180 points in spells from at least 9
different Colleges (-4-1/2), Side Effects (20d6 Entangle, Area Effect - 25"
Radius, Takes no damage from energy attacks (+1/4)) (-1/2), Extra Time: 1 Hour
(-2-1/2). Active Cost = 800 points.
END Cost: 80; Magic Roll: -80; Casting Time: 1 Hour.
Real Cost: 74.
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Flying Castle
This spell allows the caster to enchant a Castle and its surrounding
grounds so as to rise up and float permanently in the sky. The base of the
Castle will be wrapped in an omnipresent cloud formation, hiding its existence
from viewers underneath. The path of the Castle is controlled from the command
chair, which also provides the pilot with a stereo view of the surrounding
area.
Casting this spell requires a suitable existing Castle. The Castle becomes
a vehicle with 28 BODY, 7 DEF, 2,000 hexes (8,000 hex Grounds), -12 DCV, 100
STR, 10 DEX, 1 SPD, -18 KB, 5" Flying (Limited Maneuver, 0 END Persistent),
and no Ground Movement. The command throne must be selected before the spell
is cast. If the caster fails his Magic Skill roll, he is swallowed up and
entombed by the earth.
Power: Change Environment (Cloud below Castle, 1/2km Radius)
Modifiers: 0 END Persistent (+1), Invisible Powers Effects (All) (+1);
Only beneath Castle (-1/4), Independent (-2). Active Cost = 146
points.
Power: Summon Flying Castle (160 points)
Modifiers: Controlled from Command Throne (-1/4), Linked to Change
Environment (-1/2). Active Cost = 62 points.
Power: Clairsentience (Sight, x2 Range), 360 Degree Sensing
Modifiers: Useable by Other (+1/4); Only while on Command Throne
(-1/4), Linked to Change Environment (-1/2), Independent (- 2). Active
Cost = 75 points.
Combined: Difficult to Dispel (+1/4); Incantations (-1/4), Requires
Magic Skill Roll (-1/2), OAF - Castle, Tome (-2), Circle must have at least 60
points in spells from at least 3 different Colleges (-1-1/2), Side Effects
(Caster is swallowed by the Earth: 8d6 Entangle, Impervious to Sight and
Smell/Taste Groups, Hardened) (-1/2), Extra Time: 1 Minute (-1-1/2).
END Cost: 28; Magic Roll: -28; Casting Time: 1
Minute.
Real Cost: 31.
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Great Wall
When the Magi have a great need to block a land invasion, they can call
upon this ritual to produce an immense barrier across the path. The wall will
be two meters thick at the base and eight meters in height, with parapets,
crenellations, and steps for the defenders to ascend to the top. The wall can
span a length of sixty kilometers, long enough to block a strategic opening.
If the Magi fails his Magic Skill roll, however, he is permanently englobed in
a sphere of solid granite.
Power: 8d6 Entangle, Blocks Sight Group
Modifiers: Area of Effect (63km Line) (+3+1/4), x2 Difficult to Dispel
(+1/4), Hole in the Middle (Any Shape) (+1/2); 1/2 DCV Concentrate (-1/4),
Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky
(-1-1/2), Circle must have at least 100 points in spells from at least 5
different Colleges (including College of Earth Magic) (-2-1/2), Side Effects
(Magi Englobed: 8d6 Entangle, Blocks Sight Group, Area Effect - 22" Radius, x2
Difficult to Dispel) (-1/2), Extra Time: 5 Minutes (-2). Active Cost =
450 points.
END Cost: (45); Magic Roll: -45; Casting Time: 5
Minutes.
Real Cost: 52.
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Hide World
The ultimate spell for defeating an invading horde from another world, this
spell will completely hide an entire planet from outside view. Those within
the shell of the Hide World spell will be able to function normally. Indeed,
they may completely unaware that anything has happened. Those approaching from
deep space, however, will see only an empty vacuum where once stood a
planet.
Beings with mentalism abilities may still be able to detect traces of
intelligence, if they know where to scan. If the caster fails his magic skill
roll, he begins to radiate a brilliant light that is blinding to observe from
close range. This glow will remain active for a full year.
Power: Images to Sight Group, -10 to PER rolls
Modifiers: 16,000km Radius (+5+3/4), Continuous (+1), Uncontrolled
(+1/2), Indirect (Any distance or direction) (+3/4), Invisible Power Effects
(All) (+1), Single Continuing Charge Lasting 1 Year (+3/4); Only to hide a
world from outside view (-2), Costs END to cast (-1/4), 1/2 DCV Concentrate
(-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome,
Bulky (-1-1/2), Circle must have at least 120 points in spells from at least 6
different Colleges (including College of Illusions) (-3), Side Effects (Caster
radiates blinding light: 5d6 Flash to Sight Group, Explosion; Images to Sight
Group. Single Continuous Charge lasting 1 Year, Continuous, x4 Difficult to
Dispel) (-1/2), Extra Time: 5 Minutes (-2). Active Cost = 537
points.
END Cost: (54); Magic Roll: -54; Casting Time: 5
Minutes.
Real Cost: 48.
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Hurricane
The dread Hurricane, or Typhoon as it is known in the southern lands, is
the most powerful storm known to humankind. This ritual will summon a
Hurricane weather system to devastate the local lands. The 180km diameter
storm begins at sea or near a coast, then advances inland along a path
determined by the caster. After four to five days, the Hurricane will begin to
dissipate and merge with the local weather patterns. If the caster fails his
Magic Skill roll, he is struck by an extradimensional vortex of pure chaos.
The cone of disorder proceeds to tear him apart atom by atom, until nothing
remains of the wizard.
Power: -5 PER Images (Sight and Hearing groups)
Modifiers: Increased Radius (1,000km) (+5+3/4). Active Cost =
394 points.
Power: 6d6 Energy Blast versus PD
Modifiers: Area Effect (180km by 900km track) (+4+3/4), Continuous
(+1), Hole in the Middle (5km Eye of Storm) (+1/2), Double Knockback (+3/4);
Weaker with increasing distance from the eye (-1d6 per 30km from eye) (-1/2),
Linked to Images (-1/2). Active Cost = 300 points.
Combined: Single Continuing Charge lasting 4-5 days (+1/4), Indirect
(Any distance or direction) (+3/4), Invisible Power Effects (All) (+1); Must
begin at sea or along coast (-1/2), Only to produce a 90km radius Hurricane
(-1/4), Advances 10km per hour along designated path (-1/4), Costs END to cast
(-1/4), 1/2 DCV Concentrate (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 150 points
in spells from at least 8 different Colleges (including College of Storm
Mages) (-3-3/4), Side Effects (6d6 RKA Chaos, Continuous, Indirect (Any),
Trans-dimensional (Any), Lasts 4-5 days) (-1/2), Extra Time: 1 Hour
(-2-1/2).
END Cost: (69); Magic Roll: -69; Casting Time: 1
Hour.
Real Cost: 58.
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Magic Free Zone
This spell will create a permanent dead zone where all but the most
powerful forms of Magic will fail to function. Even artifacts, when they work
at all, will be considerably weakened within this zone. This spell is
especially useful when cast upon a strategic fortification that is difficult
to defend against magical attacks, but not against mundane forms of assault.
If the caster fails his Magic Skill roll, he will radiate physical agony
whenever he is exposed to any form of magic. Usually this will result in the
affected caster being exiled, as he is too dangerous to remain within a
magic-using community.
Power: 20d6 Suppress Magic
Modifiers: All Forms of Magic (+2), Area Effect (84" Radius) (+1+1/4),
Difficult to Dispel (+1/4), 0 END Persistent (+1); Independent (-2), 1/2 DCV
Concentrate while casting (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 120 points
in spells from at least 6 different Colleges (-3), Side Effects (Caster
radiates agony upon sensing magic nearby: Sense Magic, 360 Degrees, Always On,
Only to Trigger Ego Attack; 5d6 Ego Attack, Explosion, Triggered by Magic, 0
END Persistent, Continuous, Penetrating, Difficult to Dispel, No Range)
(-1/2), Extra Time: 1 Hour (-2-1/2). Active Cost = 550 points.
END Cost: 55; Magic Roll: -55; Casting Time: 1 Hour.
Real Cost: 48.
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Move Mountain
To stop a deadly peril, it is sometimes literally necessary for the Arch
Magi to be able to move mountains. This ritual will allow the wizards to exert
a powerful force across the base of a mountain and lift it into the air. (The
pressure from this 160 STR force is sufficient to lift a 2.4km tall column of
rock, 2" across.) The mountain can then be slowly maneuvered into a new
position and allowed to settle on the uneven landscape.
Such grand movements of terrestrial forms can have unexpected consequences,
however, leading to earthquakes and eruptions of lava in the exposed mountain
base. The mountain will also require many thousands of years to settle into
its new environs, resulting in disrupted wind patterns and landslides. If the
caster fails his magic skill roll, a powerful earthquake will rip through the
ground near the magi.
Power: 160 STR Telekinesis
Modifiers: Area Effect (10km Cone) (+2+1/2), Indirect (Any distance,
Away from Caster) (+1/2); Affects all parts of target (-1/4), Incantations
(-1/4), 1/2 DCV Concentrate while casting (-1/4), Requires Magic Skill Roll
(-1/2), OAF - Tome, Circle of Summoning, Immobile (-2), Circle must have at
least 220 points in spells from at least 11 Colleges including Earth Magic
(-5-1/2), Side Effect (30 STR Telekinesis, Explosion (lose 5 STR per 50"))
(-1/2), Extra Time - 5 Hours (-3). Active Cost = 960 points.
END Cost: (96); Magic Roll: -96; Casting Time: 5
Hours.
Real Cost: 72.
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Nemesis
This powerful sorcery ritual will summon a Nemesis, the spawn of Primordial
Chaos, to serve as an assassin for the circle. The Nemesis is anything but
subtle, and will leave a trail of death and wanton destruction wherever he
travels. However, he is utterly relentless in his task, and will pursue a
target across the far reaches of the world and to other dimensions until he
has consumed his life force.
During the casting process, a mental sensation of "wrongness" will be
radiated in all directions. Anybody making a +16 PER roll, with modification
for range, will become aware of the sensation, along with the approximate
direction of its source. If the caster fails his Magic Skill roll, the beast
will appear but will be extremely difficult to control and will have selected
the wizard as his next victim.
Power: Summon
Nemesis
(1,361 points)
Modifiers: Incantations (-1/4), 1/2 DCV Concentrate while casting
(-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Circle of Summoning,
Immobile (-2), Circle must have at least 70 points in spells from at least 4
Colleges (-1-3/4), Side Effect (Same summoning, but Nemesis is +25 EGO, +50
Mental Defenses versus Mind Control, and the caster is his sole target) (-1),
Extra Time - 1 hour (-2-1/2), Limitation: +16 PER sense of "wrongness"
radiated in all directions during casting (-1). Active Cost = 303
points.
END Cost: (30); Magic Roll: -30; Casting Time: 1
hour.
Real Cost: 30.
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Phase City
This powerful ritual can send an entire city to a new location on any known
extradimensional plane. Where the city once rested, there remains only a large
crater in the ground. However, at the end of each year thereafter, the city,
and its remaining inhabitants, will return to its original location for the
span of one hour. For this spell to function properly, the city must have an
average density equal to or lighter than rock. If the caster fails his Magic
Skill roll, he is banished to destination of the city for a period of one
century.
Power: 10,000km Teleportation, Single Floating Location
Modifiers: Area Effect (2.5km Radius) (+2+3/4), Useable Against Others
at Range (+1+1/2). Active Cost = 551 points.
Power: Extradimensional Travel (Any Dimension)
Modifiers: Area Effect (2.5km Radius) (+2+1/2), Useable Against Others
at Range (+1+1/2); Linked to Teleportation (-1/2). Active Cost = 400
points.
Combined: Limitation: city returns to origin for 1 hour at end of each
year (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
Tome, Bulky (-1-1/2), Circle must have at least 210 points in spells from at
least 11 different Colleges (-5-1/4), Side Effects (Extradimensional Travel
linked to 10,000km Teleportation, Same location as original spell but only on
caster; Followed by 20d6 Suppress Extradimensional Travel on caster, single
continuing charge lasting 1 Century) (-1/2), Extra Time: 1 Hour (-1-1/2).
END Cost: 95; Magic Roll: -95; Casting Time: 1 Hour.
Real Cost: 88.
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Scar Land
By calling forth the mightiest powers of the four elements, the Wizards can
use this spell to wrack terrible upheaval upon a large stretch of land. What
was once fertile grazing land can be transformed into a barren desert, or a
new island can be brought forth out of a stretch of empty ocean. The upheaval
greatly disturbs weather patterns over the area, causing unusual fluctuations
in the climate. After a week, the land settles into its new form, but the
weather remain unstable for many decades thereafter.
The scarred land is within a 500km radius of the target, and the spell can
be cast from a distance of up to 1200km away. Should the wizard fail his Magic
Skill roll, the consequences are dire indeed. The wizard, along with his
fellow members of the circle, are dispatched to one of the elemental planes.
There they will face the wrath of a small army of Elementals.
Power: Change Environment (500km radius)
Modifiers: Recover 5 points per month (+1+3/4); Gradual Effect: 1 Week
(-1-3/4), (Vary environment, Only to cause random weather fluctuations) (0),
Single charge (-2). Active Cost = 356 points.
Power: 2d6 Major Transform (Alter Landscape)
Modifiers: Any Terrain Features (+1/4), Area Effect (500km Radius)
(+4), Difficult to Dispel (+1/4), Cumulative (+1/2); Gradual Effect: 1 Day
(-1-1/2), 7 charges (-1), Linked to Change Environment (-1/2). Active
Cost = 195 points.
Combined: x625 Increased Maximum Range (+1); Costs END to cast (-1/4),
1/2 DCV Concentrate (-1/4), Incantations (-1/4), Requires Magic Skill Roll
(-1/2), OAF - Tome, Large Quantities of Four Elements, Immobile (-2), Circle
must have at least 120 points in spells from at least 6 different Colleges
(including all 4 elemental colleges) (-3), Side Effect (Circle is Transported
to a random Elemental Plane to face an army of 128 Summoned Elementals. All
have +25 EGO, 50 points of Mental Defense against Mind Control, and an intense
hatred of the circle) (-1/2), Extra Time: 1 hour (-2-1/2).
END Cost: (56); Magic Roll: -56; Casting Time: 1
hour.
Real Cost: 40.
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Star Travellers
The ability to journey to the stars allows thousands of new worlds to be
explored and conquered. This spell allows a small group of wizards and their
cohorts, to fly to the edge of the atmosphere, then travel across the cosmos
at enormous velocity. The group is provided with life support and defense
against the harsh elements of interstellar space. Once the group sets foot
upon a new world, however, the spell is cancelled and they must remain until
they choose to risk the journey once more. If the caster fails his Magic Skill
roll, with a blinding flash of light he is teleported 20-120 Light Years away
in a random direction, likely never to return.
Power: Faster than Light Travel, 1 LY/Day
Active Cost = 126 points.
Power: 10" Flying (40" Non-combat)
Modifiers: Linked to FTL Travel (-1/2). Active Cost = 113
points.
Power: +8PD/+8ED Force Field
Modifiers: Linked to FTL Travel (-1/2). Active Cost = 72
points.
Power: Life Support (Breathing is Self-Contained, Protection against
Vacuum)
Modifiers: Linked to FTL Travel (-1/2). Active Cost = 58
points.
Combined: Useable by 16 Others at Range (+2), Single Continuing charge
lasting One Year (Cancel by landing on planetary surface) (+1), Persistent
(+1/2); Costs END to Cast (-1/4), Incantations (-1/4), Requires Magic Skill
Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 80 points
in spells from at least 4 different Colleges (-2), Side Effect (Caster is
Teleported 20-120 Light Years away in a Random Direction; 3d6 Sight Flash,
Explosion, No Range, Linked to Teleport) (-1/2), Extra Time: 5 Minutes
(-2).
END Cost: (37); Magic Roll: -37; Casting Time: 5
Minutes.
Real Cost: 46.
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Summon Horde
This spell will summon a large horde of creatures from the surrounding
lands to fight for the caster. Each of the 16,000 creatures is worth a maximum
of 200 points, and must reside within a day's travel of the location where the
spell is cast. They arrive with whatever weapons, armor, and equipment they
originally carried, but they are willing and eager to follow any orders from
the wizard. Any deficiencies in supplies and equipment must be made up by the
caster and his allies. If the caster fails his Magic Skill roll, a furious
blast of chaotic mental energy explodes outward from the caster. The wizard
and his comrades will be reduced to drooling idiots for a period of several
days.
Power: Summon Army (16,000 Creatures x 200 points)
Modifiers: Any Creatures (+2); Must be within a day's walk of the
caster (-1/2), Linked to Mind Control (-1/2). Active Cost = 120
points.
Power: 20d6 Mind Control
Modifiers: Area Effect (1.2 km Radius) (+2+1/2); Only versus the
Summoned Creatures (-1/4), Costs END to cast (-1/4), Single Charge (-2).
Active Cost = 350 points.
Combined: Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF -
Tome, Bulky (-1-1/2), Circle must have at least 100 points in spells from at
least 5 Colleges (-2-1/2), Side Effect (Mental Blast: 10d6 EGO Attack, 2d6 INT
Drain - recover 5 per day, 4d6 EGO Drain - recover 5 per day; explosion)
(-1/2), Extra Time - 1 hour (-2-1/2).
END Cost: (47); Magic Roll: -47; Casting Time: 1
hour.
Real Cost: 43.
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Three Wishes
The target of this spell is granted the ability to make three wishes, which
can be any combination of powers, advantages, and limitations (worth a maximum
of 150 points) that are needed to satisfy the trigger phrase. The spell is
activated whenever the spell recipient says the words "I Wish" followed by a
request, regardless of whether the activation was intended or not. The spell
is quite literal in its implementation of the wish, and the results will not
always have the intended consequences. If the caster fails his Magic Skill
roll, he is banished to an alternate plane of existence for a period of one
hundred and one years. Few wizards who have miscast this spell ever survive to
journey home.
Power: 150 point Variable Power Pool
Modifiers: Cosmic Power Pool (+2), Trigger (Say "I Wish" in a sentence)
(+1/2), Useable by Another (+1/4); Only to satisfy trigger sentence (-1/2),
Costs END to cast (-1/4), Three charges (-1-1/4), Incantations (-1/4),
Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have
at least 120 points in spells from at least 6 different Colleges (-3), Side
Effect (Extradimensional Movement to a random plane; followed by 15d6 Suppress
Extradimensional Movement, Single Continuing Charge lasting 101 years,
Difficult to Dispel) (-1/2), Extra Time - 1 phase (-1/2). Active Cost =
562 points.
END Cost: (56); Magic Roll: -56; Casting Time: 1
phase.
Real Cost: 61.
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Zone of Avoidance
This little known ritual will bring into being a Zone of Avoidance. An
enchanted presence becomes the guardian of an area of land, and will allow
none to enter unless identified as a friend. The Zone is empowered with
powerful magical abilities that allow it to accomplish this task, including
the creation of illusionary landscapes, the ability to suppress any type of
magic, and a powerful attack that can take any form. The Zone is very crafty
about its assigned task, and well equipped to detect any form of intrusion,
day or night. If the caster fails his Magic Skill roll, the same Zone comes
into being, but the wizard and his circle are always identified as intruders,
and relentlessly attacked by the Zone.
Power: Summon
Zone of Avoidance
(972 points)
Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF
Tome, Blessed Earth, Immobile (-2), Circle must have at least 40 points in
spells from at least 2 different Colleges (Including Mentalism) (-1), Side
Effect (Same effect, but Zone always identifies the wizard circle as
intruders) (-1), Extra Time - 1 hour (-2-1/2). Active Cost = 224
points.
END Cost: (22); Magic Roll: -22; Casting Time: 1
hour.
Real Cost: 27.
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