The WORD and the Written Word
Go to The Written Word Scroll Creation Signs and Runes
THE BOOK OF THE WORD
There are four very different fields of verbal magick. The first type is scroll reading which does not actually involve spell-casting and does not require being a Magician. Commands require a certain amount of cleverness to use but use very little mana compared to spells of similar power. Power Words are more certain but require more mana and are more difficult to learn. Finally, Enchantments are musical in nature and emotional in impact.
VOCAL EXERCISE RESEARCH:1 PREREQUISITE(S):NONE TIME:10min. DURATION:24hrs. RANGE:SELF AREA:SELF ACTIVITY:RECITE A LENGTHY SERIES OF TONGUE TWISTERS AND TRILLS AND SHORT SONGS. RESULT:THE NORMAL MANA RESTORATION AND IT CONVEYS THE ABILITY TO DO VERBAL MAGICK FOR THE NEXT TWENTY-FOUR HOURS. MANA COST:0 # OF ROLLS:6, BASED ON INTELLIGENCE AND DEXTERITY
SCROLL READING (not actually a spell ) RESEARCH:0 PREREQUISITE(S):NONE TIME:1rd. DURATION:AS THE SPELL RANGE:AS THE SPELL AREA:AS THE SPELL ACTIVITY:READ A TONGUE TWISTER (must be able to read the alphabet used.) RESULT:AS IF THE SPELL HAD BEEN PERFORMED MANA COST:0 # OF ROLLS:TWO FEWER ROLLS THAN GRANTED TO DO THE SPELL UNDER THE SAME CONDITIONS. THE READER IS VULNERABLE TO COUNTERSPELL AND THE NUMBER OF ROLLS IS AFFECTED BY MAGICAL PROTECTION. FAILURE DOES NOT DESTROY OR USE UP THE SCROLL BUT ONCE IT WORKS, THE POWER IS GONE. THE CHANCE OF SUCCESS IS BASED ON INTELLIGENCE AND DEXTERITY. TO THIS, VERBAL MAGICIANS ADD THREE TIMES LEVEL. OTHERS GAIN NO BENEFIT FROM LEVEL.
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COMMANDS Commands are very flexible verbal spells. The victim must understand the word used and will try to carry out the act described by the command. As you will see, commands are resisted or assisted by the intelligence and desires of the victim. This requires cleverness on the part of the caster in his or her choice of commands. The basis for casting commands is the average of intelligence and charisma plus three times level. in other words: ROLL FOR SUCCESS= ((INTELLIGENCE+CHARISMA)/2)+3*LEVEL
The number of rolls should be freely modified along the following lines. Subtract the victim's bonus for intelligence. Add one to five for a particularly appropriate command, one that is appropriate to the victim and the circumstances. A command that takes clever advantage of some particular situation should be rewarded in this way. Subtract one to five rolls for a command that is not in the victim's nature or likely in the circumstances or will be resisted strongly.
BASIC COMMAND RESEARCH:1 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:1action RANGE:100' AREA:ONE BEING ACTIVITY:GATHER YOUR MANA INTO YOUR DIAPHRAGM, UTTER A SINGLE WORD OF COMMAND. RESULT:THE VICTIM WILL TRY TO DO AS INSTRUCTED UNTIL HE OR SHE SUCCEEDS OR IS STRONGLY DISTRACTED. MANA COST:1 # OF ROLLS:3, MODIFIED
PUISSANT COMMAND RESEARCH:1 PREREQUISITE(S):BASIC COMMAND TIME:1rd. DURATION:1action RANGE:200' AREA:ONE BEING ACTIVITY:GATHER YOUR MANA INTO YOUR DIAPHRAGM, SHOUT A SINGLE WORD OF COMMAND. RESULT:THE VICTIM WILL TRY TO DO AS INSTRUCTED UNTIL HE OR SHE SUCCEEDS OR IS STRONGLY DISTRACTED. MANA COST:3 # OF ROLLS:5, MODIFIED
AREA COMMAND RESEARCH:2 PREREQUISITE(S):BASIC COMMAND TIME:1rd. DURATION:1action RANGE:200' AREA:30'radius circle ACTIVITY:GATHER YOUR MANA INTO YOUR DIAPHRAGM, UTTER A SINGLE WORD OF COMMAND. RESULT:THE VICTIMS WILL TRY TO DO AS INSTRUCTED UNTIL THEY SUCCEED OR ARE STRONGLY DISTRACTED. MANA COST:2 TO THE POWER OF N, N BEING THE NUMBER OF POSSIBLE VICTIMS IN THE AREA. # OF ROLLS:4, MODIFIED AGAINST EVERY VICTIM IN THE AREA. TAKE ONE SET OF ROLLS. TEST YOUR RESULT AGAINST EVERY POSSIBLE VICTIM. THE SPELL WILL "WORK " AGAINST ALL, SOME OR NONE, ACCORDINGLY. IF THE SPELL WORKS AGAINST ANY VICTIM, IT WILL COUNT AS A SUCCESFUL SPELL FOR PURPOSES OF KEEPING YOUR CARRIED SPELLS AND FOR ANY POSSIBLE ENEMY COUNTERSPELLS.
MASS COMMAND RESEARCH:2 PREREQUISITE(S):AREA COMMAND AND PUISSANT COMMAND TIME:2rds. DURATION:1action RANGE:300' AREA:50'radius circle ACTIVITY:GATHER YOUR MANA INTO YOUR DIAPHRAGM, UTTER A SINGLE WORD OF COMMAND. RESULT:THE VICTIMS WILL TRY TO DO AS INSTRUCTED UNTIL THEY SUCCEEDS OR ARE STRONGLY DISTRACTED. MANA COST:3 TO THE POWER OF N, N BEING THE NUMBER OF POSSIBLE VICTIMS IN THE AREA. # OF ROLLS:6, MODIFIED AGAINST EVERY VICTIM IN THE AREA. TAKE ONE SET OF ROLLS. TEST YOUR RESULT AGAINST EVERY POSSIBLE VICTIM. THE SPELL WILL "WORK " AGAINST ALL, SOME OR NONE, ACCORDINGLY. IF THE SPELL WORKS AGAINST ANY VICTIM, IT WILL COUNT AS A SUCCESFUL SPELL FOR PURPOSES OF KEEPING YOUR CARRIED SPELLS AND FOR ANY POSSIBLE ENEMY COUNTERSPELLS.
GEAS RESEARCH:4 PREREQUISITE(S):PUISSANT COMMAND TIME:5min. DURATION:PERMANENT RANGE:10' AREA:ONE BEING ACTIVITY:OBTAIN AND HOLD YOUR VICTIM'S ATTENTION AND RECITE A LENGTHY FORMULA, ENDING WITH A SIMPLE IMPERATIVE SENTENCE. RESULT:THE VICTIM WILL DIE IF HE OR SHE FAILS TO CARRY OUT THE COMMAND OF THE SENTENCE. MANA COST:3 POINTS, SACRIFICED # OF ROLLS:7 WITH THE NORMAL MODIFIERS. ALSO, SUBTRACT HEAVILY IF THE SENTENCE IS COMPLEX OR AMBIGUOUS. EVEN IF THE SPELL FAILS, THE VICTIM MAY WELL FEEL COMPELLED, ON PAIN OF DEATH, TO CARRY OUT THE COMMAND. ONLY THE CASTER AND THE GAME MASTER KNOW FOR SURE.
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POWER WORDS
Power words are arcane commands that act directly on the brain-stem of any language-using creature. The victim does not have to understand the language of the power word. In fact no one does. However, no creature that does not use some language can be affected by a power word. Power words are very difficult tongue-twisters that are hard to learn and not widely disseminated. The percentage that follows the name of the power word is the chance of any particular non-player character magician having learned the spell. The magician should receive one roll for every level of experience. This can be important for a player character, since he or she will have difficulty learning any power word not known by his or her instructor (who will usually be between tenth and fifteenth level.) Of course, the teacher does not have to reveal all of his or her hard-earned knowledge or pass on a spell to an unworthy or ungrateful pupil. A book with power words in a learnable form would be extremely valuable treasure. Power words do not depend in any way on the willingness or the resistance of the victim or on the appropriateness of the action commanded. However, they are rigid: each spell will have the one affect and cannot be modified as command can. Power words can be carried. That is they can be held in the magicians aura, with the MANA already committed, and released when needed. These spells are lost if the caster falls asleep, is wounded or fails a spell attempt before they are released. Otherwise, the caster need not concentrate upon the spell except in the round when it is released. Of course, the spell cannot be modified to fit the situation. Success in rolling Power Words is based on the average of Intelligence and Dexterity plus three times level.
POWER WORD PACIFY (20%) RESEARCH:3 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:10min. RANGE:150' AREA:ONE BEING ACTIVITY:RECITE %#**^&-ƒ RESULT:THE VICTIM WILL FEEL FRIENDLIER AND CALMER THAN WOULD OTHERWISE BE POSSIBLE. THIS WILL NOT AFFECT SOMEONE ALREADY IN COMBAT BUT CAN AVERT COMBAT AND BRING AN UNEASY TRUCE. MANA COST:3 # OF ROLLS:7
POWER WORD ANNOY (20%) RESEARCH:3 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:2 to 12rds. RANGE:150' AREA:ONE BEING ACTIVITY:RECITE @#AUGH)(2xxX RESULT:THE VICTIM WILL BECOME IRRATIONALLY ANGRY AT THE NEAREST SIGNIFICANT LIVING CREATURE, FRIEND OR FOE OR TOTAL STRANGER. MANA COST:9 # OF ROLLS:6
POWER WORD SILENCE (15%) RESEARCH:3 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:2 to 12rds. RANGE:150' AREA:ONE BEING ACTIVITY:RECITE RESULT:THE VICTIM WILL BECOME UNABLE TO SPEAK, SHOUT OR OTHERWISE PERFORM ANY ACTION THAT IS INTENDED TO CREATE NOISE OR ANY SOUND. MANA COST:6 # OF ROLLS:6
POWER WORD TICKLE (10%) RESEARCH:3 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:2 to 12rds. RANGE:150' AREA:ONE BEING ACTIVITY:RECITE #+=4KOO RESULT:THE VICTIM WILL SUFFER INTENSE TICKLING. IN PRACTICAL TERMS, THE VICTIM'S AWARENESS WILL BE REDUCED TO ONE THIRD, COMBAT ADD WILL BE REDUCED BY THREE AND SPELL-CASTING WILL BE IMPOSSIBLE. MANA COST:3 # OF ROLLS:6
POWER WORD IGNORE (10% ) RESEARCH:3 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:2 to 12rds. RANGE:150' AREA:ONE BEING ACTIVITY:RECITE (()XXX RESULT:THE VICTIM WILL BECOME UNABLE TO NOTICE THE CASTER OF THE SPELL UNTIL THE CASTER ATTACKS THE VICTIM OR THE SPELL WEARS OFF. MANA COST:9 # OF ROLLS:6
POWER WORD HICCOUGH (10%) RESEARCH:3 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:2 to 12rds. RANGE:150' AREA:ONE BEING ACTIVITY:RECITE G##LPG<>^& RESULT:THE VICTIM WILL SUFFER INTENSE HICCOUGHS. IN PRACTICAL TERMS, THE VICTIM'S AWARENESS WILL BE REDUCED BY ONE THIRD, COMBAT ADD WILL BE REDUCED BY FIVE AND SPELL-CASTING AND COHERENT SPEECH WILL BE IMPOSSIBLE. MANA COST:6 # OF ROLLS:5
POWER WORD FEAR (10%) RESEARCH:3 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:2 to 12rds. RANGE:150' AREA:ONE BEING ACTIVITY:RECITE Y@!!EE RESULT:THE VICTIM WILL BECOME VERY CAUTIOUS AND FEARFUL. HE WILL REACT VERY BADLY TO ADVERSITY. MANA COST:9 # OF ROLLS:5
POWER WORD BLAST (5% ) RESEARCH:4 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:PERMANENT RANGE:150' AREA:ONE BEING ACTIVITY:RECITE ^BAM(($#SMSHT RESULT:THE VICTIM'S OWN NERVOUS SYSTEM WILL INFLICT (D4+3) SQUARED DAMAGE ON HER. THIS DAMAGE WILL NOT TAKE THE VICTIM BELOW '0' HIT POINTS. MOST BEINGS HIT BY THIS SPELL WILL BE STUNNED FOR ONE ROUND. A DRAGON WILL NOT BE STUNNED UNLESS A '4' IS ROLLED ON THE DAMAGE DIE. DEMONS UNDEAD AND ELEMENTALS TAKE DAMAGE FROM THIS SPELL BUT CANNOT BE STUNNED. MANA COST:27 # OF ROLLS:5
POWER WORD TERROR (5%) RESEARCH:5 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:2 to 12rds. RANGE:150' AREA:ONE BEING ACTIVITY:RECITE @!!! RESULT:THE VICTIM WILL FLEE IMMEDIATELY AND CONTINUE FOR THE DURATION OF THE SPELL AFFECT. A BEING CAPABLE OF TRANSPORTING ITSELF TO ANOTHER PLANE OF EXISTENCE WILL CERTAINLY DO SO AND IS UNLIKELY TO COME BACK. MANA COST:27 # OF ROLLS:4
POWER WORD SLEEP (5%) RESEARCH:5 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:2 to 12rds. RANGE:150' AREA:ONE BEING ACTIVITY:RECITE ''HMMSHH" RESULT:THE VICTIM WILL FALL ASLEEP AND WILL CONTINUE TO SLEEP FOR THE DURATION OF THE SPELL UNLESS VIOLENTLY AROUSED (SUCH AS BY HAVING A DAGGER PLUNGED INTO HIS EYE). AFTER THE SPELL DURATION IS OVER, THE VICTIM WILL SLEEP AND WAKE NATURALLY. DEMONS AND MOST UNDEAD AND ELEMENTALS DO NOT SLEEP. MANA COST:81 # OF ROLLS:4
POWER WORD MAIM (5%) RESEARCH:5 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:PERMANENT RANGE:150' AREA:ONE BEING ACTIVITY:RECITE EE"$#$%K RESULT:THE VICTIM WILL SUFFER A CRIPPLING BLOW TO A RANDOMLY CHOSEN BODY PART (YOUR GM WILL USE THE CRITICAL HIT TABLE). WHILE THE VICTIM WILL SUFFER NO HIT POINT LOSS, SHE WILL BE STUNNED FOR ONE ROUND AND WILL BE IMPEDED PERMANENTLY BY THE CRIPPLED AREA. MANA COST:81, 3 OF WHICH ARE SACRIFICED # OF ROLLS:5
POWER WORD BLIND (2%) RESEARCH:6 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:PERMANENT RANGE:150' AREA:ONE BEING ACTIVITY:RECITE ^><"$#$%K RESULT:THE VICTIM WILL SUFFER IMMEDIATE AND PERMANENT BLINDNESS. MANA COST:81, 3 OF WHICH ARE SACRIFICED # OF ROLLS:4
POWER WORD DEATH (2%) RESEARCH:3 PREREQUISITE(S):VOCAL EXERCISE TIME:1rd. DURATION:PERMANENT RANGE:150' AREA:ONE BEING ACTIVITY:RECITE # RESULT:THE VICTIM WILL DIE. MANA COST:81, 9 OF WHICH ARE SACRIFICED # OF ROLLS:4 Go To the Top of the Page
ENCHANTMENTS
Enchantments are musical spells that affect a wide area and all the living beings in it. The generic term "enchantment " which is used to refer to a spell that causes a change in an object or person is a different usage of the same word and will, I hope, not cause great confusion. An enchanter must be a master musician and very fine singer and will often be able to make a living as a bard or entertainer. When an enchantment is cast, the effect covers the entire area immediately but does not have its full impact, which takes a few rounds to build. The caster's allies and companions will not be immune to the spell impact. The enchanter himself will not be affected except for a slight mood change against which she will steel herself with experience. After an enchantment is "dropped ", the impact will linger. If the music is continued without mana imput, the lingering will be stronger. The roll to succeed in an enchantment is based on Intelligence plus Charisma plus three times level. ROLL FOR SUCCESS= ((INTELLIGENCE + CHARISMA)/2)+3 x LEVEL
The first five enchantements are known as the Ancient Songs. Knowledge of these songs is required in order to learn the enchantments that follow them. Fortunately, the Ancient Songs may be learned as a single unit, costing only three (3) research points for all of them.
DUNCAN'S SONG (AN ANCIENT SONG) RESEARCH:* PREREQUISITE(S):NONE TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:300'radius ACTIVITY:SING A STRONG STEADY TUNE, ACCOMPANIED BY VIGOROUS PLAYING ON YOUR INSTRUMENT. RESULT:AS THE SPELL TAKES FULL AFFECT (WHICH WILL TAKE FROM THREE TO FIVE ROUNDS), THE PEOPLE IN THE AREA WILL BEGIN TO WORK WITH GREAT CHEER AND ENERGY. IN A GIVEN HOUR, THE GROUP WILL BE ABLE TO DO HALF AGAIN AS MUCH AS THEY COULD OTHER- WISE AND THEY WILL BE ABLE TO WORK LONGER BEFORE FATIGUE SETS IN. IF THE SPELL IS ONLY PLAYED FOR A FEW MINUTES AT SEVERAL POINTS IN THE WORKDAY, IT WILL STILL HAVE A SIGNIFICANT IMPACT ON THE DAYS ACTIVITIES, IMPROVING OUTPUT BY 10% +-. MANA COST:2 TO START AND 1 EVERY FOUR ROUNDS # OF ROLLS:7
GWENDOLYN'S SONG (AN ANCIENT SONG) RESEARCH:* PREREQUISITE(S):NONE TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:150'radius ACTIVITY:SING A SWEET SENSUAL TUNE, ACCOMPANY YOURSELF WITH SOFT MUSIC. RESULT:AS THE SPELL TAKES FULL AFFECT (WHICH WILL TAKE FROM THREE TO FIVE ROUNDS), THE PEOPLE IN THE AREA WILL BEGIN TO BE MORE INTERESTED IN ROMANCE AND SENSUALITY. THE TRULY UNWILLING CAN NOT BE SEDUCED BY THIS SPELL BUT SHYNESS AND RESERVE WILL BE OVERCOME AND SOME WILL BECOME LESS CHOOSY. MEMBERS OF ESTABLISHED COUPLES WILL FIND THEMSELVES REGARDING THEIR PARTNERS TENDERLY. MANA COST:2 TO START AND 1 EVERY FOUR ROUNDS # OF ROLLS:7
WALLY'S SONG (AN ANCIENT SONG) RESEARCH:* PREREQUISITE(S):NONE TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:200'radius ACTIVITY:SING A MERRY ROLLICKING TUNE, ACCOMPANIED BY A RACKET ON YOUR INSTRUMENT. RESULT:AS THE SPELL TAKES FULL AFFECT (WHICH WILL TAKE FROM FOUR TO SIX ROUNDS), THE AUDIENCE WILL BECOME VERY SUSCEPTABLE TO HUMOR AND THE MOOD WILL LIGHTEN CONSIDERABLY. IF THE ENCHANTER INTERSPERSES SOME JOKES INTO THE SONG, THEY WILL BE WELL RECEIVED. A COMIC DOING HIS ACT TO THIS ACCOMPANYMENT WOULD HAVE AN EASY AUDIENCE. SADLY, THOSE FEW FOLK WHO ARE TRULY INSENSITIVE TO HUMOR CANNOT BE REACHED WITH THIS SPELL. MANA COST:2 TO START AND 1 EVERY FOUR ROUNDS # OF ROLLS:7
DUSTER'S SONG (AN ANCIENT SONG) RESEARCH:* PREREQUISITE(S):NONE TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:200'radius ACTIVITY:SING A POPULAR DRINKING SONG. RESULT:AS THE SPELL TAKES FULL AFFECT (WHICH WILL TAKE FROM THREE TO FIVE ROUNDS), THE PEOPLE IN THE AREA WILL BE MORE DESIROUS OF AND SUSCEPTABLE TO THE AFFECTS OF ALCHOHOL. A MUG OF ALE WILL "HIT" LIKE THREE AND ALL BUT THE MOST CAUTIOUS WILL FIND THIS DESIRABLE. OF COURSE, TOTAL ABSTAINERS WILL BE IMMUNE. MANA COST:2 TO START AND 1 EVERY FOUR ROUNDS # OF ROLLS:7
TENUVIAL'S SONG (AN ANCIENT SONG) RESEARCH:* PREREQUISITE(S):NONE TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:200'radius ACTIVITY:SING AND PLAY A SAD BUT BEAUTIFUL TUNE. RESULT:AS THE SPELL TAKES FULL AFFECT (WHICH WILL TAKE FROM SIX TO TWELVE ROUNDS), ALL IN THE AREA WILL FALL INTO THE GRIP OF A DEEP SADNESS. IN THE MOST SENSITIVE AND/OR THE ONES WITH THE MOST REASON FOR GRIEF, THIS COULD BORDER ON DESPAIR. IN FACT, THIS SPELL IS DANGEROUS TO UNSTABLE INDIVIDUALS. PROLONGED OR REPEATED CASTING OF THIS SPELL WILL CAUSE THE ENCHANTER TO BECOME SOMEWHAT MELANCHOLY. MANA COST:3 TO START AND 1 EVERY FOUR ROUNDS # OF ROLLS:7
FRIEND'S SONG (ALSO KNOWN AS CHARM) RESEARCH:1 PREREQUISITE(S):THE ANCIENT SONGS TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:300'radius ACTIVITY:SING AND PLAY A MELLOW CHARMING TUNE. RESULT:AS THE SPELL TAKES FULL AFFECT (WHICH WILL TAKE FROM THREE TO FIVE ROUNDS), THE PEOPLE IN THE AREA WILL BECOME FRIENDLIER TOWARD YOU. THIS SHIFT WILL CHANGE UTTER RAGE TO MERE HOSTILITY, HOSTILITY TO SUSPICION AND SO ON. IT WILL NOT WORK IF COMBAT HAS STARTED. MANA COST:6 TO START AND 1 EVERY FOUR ROUNDS # OF ROLLS:6
THE COMFORT SONG RESEARCH:1 PREREQUISITE(S):THE ANCIENT SONGS TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:300'radius ACTIVITY:SING AND PLAY A MELLOW, COMFORTING TUNE. RESULT:ANY INJURED OR WOUNDED INDIVIDUALS IN THE AREA WILL RECIEVE THREE POINTS OF HEALING IF THE SPELL IS PLAYED FOR A FULL MINUTE, TWO POINTS FOR A SECOND MINUTE, ONE POINT FOR A THIRD. UNFORTUNATELY, A SINGLE PRACTITIONER CAN ONLY PERFORM THIS SPELL ONCE PER DAY. MANA COST:3 TO START PLUS ONE EVERY FOUR ROUNDS # OF ROLLS:5
I'M NOT HERE RESEARCH:3 PREREQUISITE(S):THE ANCIENT SONGS TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:300'radius ACTIVITY:SING A SOFT INSINUATING AIR. RESULT:AS THE SPELL TAKES FULL AFFECT (WHICH WILL TAKE FROM ONE TO THREE ROUNDS), THOSE AFFECTED WILL BE UNLIKELY TO NOTICE THE ENCHANTER. IN PRACTICAL GAME TERMS, THIS WILL MEAN THAT EACH OBSERVE WILL RECEIVE SEVEN FEWER AWARENESS ROLLS TO SPOT THE CASTER THAN WOULD BE NORMAL UNDER THE CIRCUMSTANCES. SUBTRACTION WILL NOT BRING THE NUMBER OF ROLLS TO 0, 6-7, FOR INSTANCE, WILL BRING THE NUMBER OF ROLLS TO 3? (ROLL THREE TIMES SUCCESFULLY ). HOWEVER, IF THE OBSERVER HAS SOME OTHER MATTER THAT CALLS FOR HIS ATTENTION, SHE WILL PAY ATTENTION TO THAT AND IGNORE THE ENCHANTER. SOMEONE WHO HAS ALREADY SPOTTED THE CASTER WILL BE ABLE TO NOTICE HIM IF THE OBSERVER HAS NOT GLANCED AWAY IN THE MEANTIME. IN THAT CASE, THE OBSERVER WILL MAKE A SET OF AWARENESS ROLLS TWO ROLLS EASIER THAN THOSE GIVEN A PERSON WHO HAS NEVER SEEN THE ENCHANTER. MANA COST:12 TO START AND 1 EVERY FOUR ROUNDS # OF ROLLS:6
WE'RE NOT HERE RESEARCH:1 PREREQUISITE(S):I'M NOT HERE TIME:3rds. DURATION:AS MAINTAINED RANGE:SELF AREA:300'radius ACTIVITY:SING A SOFT INSINUATING AIR. RESULT:AS THE SPELL TAKES AFFECT (WHICH WILL TAKE FROM ONE TO FOUR ROUNDS ), ALL WITHIN 15' OF THE ENCHANTER WILL BE PRO- TECTED AS IF BY THE I'M NOT HERE SPELL. NOTE THAT THE CHANCE TO NOTICE A SMALL HERD OF ADVENTURERS IS SEVERAL ROLLS BETTER THAN TO NOTICE AN INDIVIDUAL AND THAT HAVING EVEN ONE STEAL- THY COMPANION IS NOT AS GOOD AS BEING ALONE. MANA COST:24 TO START PLUS THREE EVERY FOUR ROUNDS # OF ROLLS:5 HE'S NOT HERE RESEARCH:2 PREREQUISITE(S):I'M NOT HERE TIME:3rds. DURATION:AS MAINTAINED RANGE:400' AREA:200'radius ACTIVITY:PROJECT A SOFT INSINUATING SONG ONTO AN INDIVIDUAL WITHIN FOUR HUNDRED FEET. RESULT:THE TARGETED INDIVIDUAL WILL BE PROTECTED AS IF BY AN I'M NOT HERE SPELL. MANA COST:18 TO START PLUS TWO EVERY FOUR ROUNDS # OF ROLLS:3
THE MUSICAL FOG RESEARCH:1 PREREQUISITE(S):CHARM TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:300'radius ACTIVITY:SING A ATONAL TUNE, ACCOMPANY YOURSELF WITH ODD SOUNDS. CHANGE TIME SIGNATURES FREQUENTLY. RESULT:AS THIS SPELL TAKES FULL EFFECT (IN FROM ONE TO THREE ROUNDS ) THOSE IN THE AREA WILL BE CONFUSED AND UNLIKELY TO TAKE CONSTRUCTIVE ACTION. FRIENDS WHO ARE WARNED WILL BE LESS SEVERELY IMPACTED. MANA COST:16 TO START AND 4 EVERY FOUR ROUNDS. # OF ROLLS:5
THE BATTLE SONG RESEARCH:1 PREREQUISITE(S):CHARM TIME:3rds. DURATION:AS MAINTAINED RANGE:SELF AREA:500'radius ACTIVITY:SING A LOUD MARTIAL AIR AND ACCOMPANY YOURSELF ON A POWERFUL INSTRUMENT OR PLAY THE AIR ON A TRUMPET OR, BETTER YET, THE BAGPIPES. RESULT:THOSE FRIENDLY TO THE CASTER WILL BE ENCOURAGED AND RECIEVE AN EXTRA ROLL ON ANY MORALE CHECK, INCLUDING AGAINST THE UNDEAD. THE ENEMY WILL SUFFER THE OPPOSITE EFFECT AND WILL ALSO LOSE TWO POINTS ON THEIR 'ADD- TO-HIT' DUE TO HES- ITANCY AND LACK OF CONCENTRATION. ANY FOES WHO ARE SAPIENT BUT NOT VETERAN COMBATANTS (LEVEL THREE OR HIGHER IN SOME CAREER, IN GAME TERMS) WILL TAKE AN IMMEDIETE FOUR ROLL MORALE CHECK AND FLEE IF THEY FAIL. ALLIES WITH A COMBAT ADD OF THREE OR GREATER WILL ALSO RECIEVE A SAVE (VERSUS CONSTITUTITION PLUS THREE TIMES LEVEL) TO AVOID BEING STUNNED BY A WOUND (BUT NOT BY A FLASH OR OTHER STUNNING SPELL.). THIS WILL BE A TWO ROLL SAVE. MANA COST:24 TO START AND 6 EVERY FOUR ROUNDS. # OF ROLLS:4, 5 IF BAGPIPES ARE USED.
THE BARD'S CHALLENGE RESEARCH:1 PREREQUISITE(S):MUSICAL FOG AND THE BATTLE SONG TIME:3 rds. DURATION:AS MAINTAINEDRANGE:SELF AREA:300'radius ACTIVITY:SING OR PLAY THE TUNE EXACTLY AS WRITTEN WITH A LITTLE FLOURISH OF YOUR OWN DEVISING AT THE END. RESULT:FOES WHO ARE SAPIENT MUST MAKE A THREE ROLL MORALE CHECK EVERY ROUND OR FLEE. MANA COST:32 TO START AND 8 EVERY FOUR ROUNDS # OF ROLLS:2, 3 IF BAGPIPES ARE USED
THE LULLABY RESEARCH:5 PREREQUISITE(S):CHARM TIME:3rds. DURATION:AS MAINTAINED RANGE:SELF AREA:300'radius ACTIVITY:SING AND PLAY A LULLABY RESULT:AFTER THE SPELL TAKES FULL EFFECT, THOSE IN THE AREA WILL FALL ASLEEP, SLEEPING ONLY WHILE THE SPELL IS MAINTAINED AND WAKING IMMEDIATELY IT STOPS OR IS FAILED. MANA COST:32 TO START AND 8 EVERY FOUR ROUNDS # OF ROLLS:1
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THE BOOK OF THE PEN (Which is mightier than the sword)
All written magick is performed with an enchanted pen which is attuned to the user. The roll to succeed in written magick is based on Intlligence plus Dexterity plus three times level. The kinds of written magic are Scroll Creation Signs and Runes SCROLL CREATION
ROLL FOR SUCCESS= ((INTELLIGENCE + DEXTERITY)/2)+3*LEVEL MAKING SCROLLS RESEARCH:6 PREREQUISITE(S):NONE TIME:ONE HOUR PER MANA POINT USED, ONLY TEN HOURS MAY BE SPENT IN THIS FASHION IN ANY ONE DAY. DURATION:UNTIL USED OR DESTROYED RANGE:THE PEN AREA:A SCROLL ACTIVITY:CAST A MODIFIED VERSION OF THE SPELL INTO A SPECIAL JELL WHICH HAS BEEN SPREAD ON THE SCROLL. THIS WILL DRY INTO A MURKY LINE, CONTAINING THE POWER AND FORM OF THE SPELL. USING BLACK INK, WRITE A TONGUE-TWISTER ON THE SURFACE OF THE DRIED JELL. THIS MUST BE READ CORRECTLY TO TRIGGER THE SPELL. FAILED ATTEMPTS DO NOT AFFECT IT. UPON A SUCCESFUL READING, THE SPELL "GOES OFF " AND THE SCROLL BECOMES INERT. THE SPELL IS CAST IN THE DIRECTION THAT THE READER IS FACING. THE CONTENTS OF THE TONGUE TWISTER CANNOT BE ASCERTAINED EXCEPT WHILE IT IS BEING READ NOR CAN PARTS OF IT BE REMEMBERED AFTER A FAILED READING SO IT MAY NOT BE PRACTICED. ALSO, THE SAME TONGUE TWISTER IS NOT USED REPEATEDLY FOR ANY SPELL. HOWEVER, THE MAGICAL PRINCIPAL OF BALANCE REQUIRES THAT THE DIFFICULTY OF READING THE TONGUE TWISTER BE PROPORTIONAL TO THE DIFFICULTY OF CASTING THE SPELL (TWO ROLLS MORE DIFFICULT). RESULT:THE SCROLL STORES THE SHAPE AND POWER OF THE SPELL UNTIL IT IS READ CORRECTLY. MANA COST:125% OF THE MANA NEEDED TO DO THE SPELL. SPELLS WHICH REQUIRE A MANA SACRIFICE CANNOT BE DONE ON A SCROLL. # OF ROLLS:THE NORMAL NUMBER OF ROLLS TO CAST THE SPELL, 8 ROLLS TO FIX IT ON THE SCROLL.
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SIGNS
Signs are magical inscriptions that exercise their power for twenty-four hours or less. The Signs are the lesser versions of the powerful and permanent Runes. Your GM may choose to make Signs and Runes available only to Dwarves and/or some Human ethnic group(s) in your campaign.
KEY SIGN RESEARCH:2 PREREQUISITE(S):LITERACY TIME:1min. DURATION:24hrs. RANGE:PEN AREA:SELF ACTIVITY:INSCRIBE YOUR PERSONAL KEY SIGN IN A BOOK. IT WILL CONTAIN ELEMENTS IDENTIFYING YOU AND YOUR TEACHER AND, TO A TRUE EXPERT, YOUR TEACHER'S TEACHER AND GENERAL BACKGROUND. RESULT:NORMAL MANA RESTORATION. ALLOWS THE USER TO PERFORM SIGNS FOR THE NEXT TWENTY-FOUR HOURS. MANA COST:0 # OF ROLLS:6
WARD RESEARCH:2 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:UP TO 1600sq. feet ACTIVITY:INSCRIBE THE SIGN AT THE CORNERS OF THE AREA TO BE PROTECTED. RESULT:FROM THE MOMENT THE LAST CORNER IS DEFINED, THE AREA WILL SEEM NOT TO EXIST TO NON-SAPIENT CREATURES. CASUAL PASSERS-BY WILL NOT NOTICE THE OCCUPANTS UNLESS THEY DRAW ATTENTION TO THEMSELVES. SEARCHERS AND ENEMIES WILL BE VERY UNLIKELY TO FIND THE AREA (MINUS 9 ON THEIR AWARENESS ROLLS) IF THE OCCUPANTS ARE QUIET. IF OFFENSIVE ACTION IS TAKEN FROM WITHIN A WARD, THE WARD IS NO LONGER IN EFFECT. THIS SPELL HAS NO EFFECT ON UNDEAD OR DEMONS. MANA COST:8 # OF ROLLS:5
PORTABLE WARD RESEARCH:3 PREREQUISITE(S):WARD TIME:5min. DURATION:24hrs. RANGE:PEN AREA:UP TO 1600sq. feet ACTIVITY:INSCRIBE THE SIGN ON THREE GEMS OR PEBBLES OR OTHER SMALL OBJECTS. PUT THEM IN AN IRON BOX AND THEN INSCRIBE A FOURTH ONE AND PUT IT IN WITH THE OTHERS. FOR SOMEONE TO USE THE SPELL, THEY MUST TAKE THE OBJECTS FROM THE BOX AND PLACE THEM ON THE CORNERS OF AN AREA TO BE PROTECTED. THIS MUST BE DONE WITH CARE AND WILL TAKE AT LEAST ONE MINUTE. RESULT:FROM THE MOMENT THE LAST CORNER IS DEFINED, THE AREA WILL BE PROTECTED AS IF BY A WARD SPELL. IF THE FULL TWENTY- FOUR HOURS OF PROTECTION ARE NOT NEEDED OR DESIRED, THE OBJECTS CAN BE PUT BACK IN THE IRON BOX AND REUSED. HOWEVER, AT LEAST FOUR HOURS WILL BE USED UP EACH TIME THE SPELL IS INVOKED. MANA COST:32 # OF ROLLS:4
LOCK RESEARCH:2 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:A DOOR ACTIVITY:INSCRIBE THE SIGN ON A LOCK OR LATCH. RESULT:THE LOCK WILL BE PROOF AGAINST ANY MUNDANE PICKING OR PRYING. THE SPELL CAN BE OVERCOME BY MORE POWERFUL MAGICK OR BY THE PHYSICAL DESTRUCTION OF THE DOOR. MANA COST:2 TO THE POWER OF N # OF ROLLS:7 MINUS N
PORTABLE LOCK RESEARCH:2 PREREQUISITE(S):LOCK TIME:5min. DURATION:24hrs. RANGE:PEN AREA:A LOCK ACTIVITY:INSCRIBE THE SIGN ON A LOCK OR LATCH WHICH IS THEN PUT INTO AN IRON BOX. TO BRING THE SPELL INTO ACTION, TAKE THE LOCK FROM THE BOX AND PUT IT ON A DOOR. RESULT:THE DOOR WILL BE PROTECTED AS BY A LOCK SPELL. MANA COST:2 TO THE POWER OF N PLUS 10*N (THE 10*N DOES NOT COUNT TOWARD THE POWER OF THE LOCK) # OF ROLLS:6 MINUS N
UNLOCK RESEARCH:1 PREREQUISITE(S):LOCK TIME:1min. DURATION:INSTANT RANGE:PEN AREA:ONE LOCK ACTIVITY:INSCRIBE THE SIGN ON A LOCK, LATCH OR DOOR. RESULT:ANY MUNDANE LOCK OR LATCH WILL "POP " OPEN. A LOCK SPELL OF LESSER POWER (DEFINED BY THE MAGNITUDE OF N AND NOT BY THE AMOUNT OF MANA) WILL BE NULLIFIED FOR TWENTY-FOUR HOURS. THE USE OR EVEN KNOWLEDGE OF THIS SPELL IS VIEWED WITH DEEP SUSPICION IN MOST LAW-ABIDING COMMUNITIES. MANA COST:3 TO THE POWER OF N (N MUST BE AT LEAST 2) # OF ROLLS:6 MINUS N
MAGICK KEY RESEARCH:1 PREREQUISITE(S):UNLOCK TIME:1min. DURATION:24hrs. RANGE:PEN AREA:ONE KEY ACTIVITY:INSCRIBE THE SIGN ON A KEY. STORE THE KEY IN AN IRON BOX. TO USE, REMOVE FROM THE BOX AND TOUCH THE KEY TO A LOCK, LATCH OR DOOR. RESULT:ANY MUNDANE LOCK OR LATCH WILL "POP " OPEN. A LOCK SPELL OF LESSER POWER (DEFINED BY THE MAGNITUDE OF N AND NOT BY THE AMOUNT OF MANA) WILL BE NULLIFIED FOR TWENTY-FOUR HOURS. THE USE OR EVEN KNOWLEDGE OF THIS SPELL IS VIEWED WITH EXTREME SUSPICION IN MOST LAW-ABIDING COMMUNITIES. EACH TIME THE KEY IS BROUGHT FORTH FROM ITS BOX, IT COUNTS AS AT LEAST ONE HOUR GONE FROM THE TWENTY-FOUR THAT THE SPELL LASTS. MANA COST:4 TO THE POWER OF N (N MUST BE AT LEAST 2) # OF ROLLS:5 MINUS N
LIGHT RESEARCH:2 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:LINE OF SIGHT ACTIVITY:INSCRIBE THE SIGN ON ANY HANDY OBJECT. RESULT:PRODUCES A COOL LIGHT WITH LITTLE OR NO GLARE. MANA COST:2 TO THE POWER OF N 2 POINTS PRODUCES THE EQUIVALENT OF DIM CANDLELIGHT 4 POINTS PRODUCES THE EQUIVALENT OF NORMAL TORCHLIGHT 8 POINTS PRODUCES THE EQUIVALENT OF A DIM, GREY DAY 16 PRODUCES THE EQUIVALENT OF A BRIGHT, SUNNY DAY. N MAY BE INCREASED TO COMBAT MAGICAL DARKNESS, MORE BRIGHTNESS CANNOT BE ACHIEVED. # OF ROLLS:8 MINUS N
MAGICK LAMP RESEARCH:1 PREREQUISITE(S):LIGHT TIME:5min. DURATION:24hrs. RANGE:PEN AREA:ANY OBJECT ACTIVITY:INSCRIBE THE SIGN AND PLACE THE OBJECT IN AN IRON BOX. TO USE THE LAMP, MERELY REMOVE IT FROM THE BOX. RESULT:AS WITH THE LIGHT SIGN. EACH TIME THE MAGICK LAMP IS USED, IT WILL SUBTRACT AT LEAST ONE HOUR FROM THE TWENTY- FOUR THAT THE SPELL LASTS. MANA COST:3 TO THE POWER OF N THE INTENSITY OF THE LIGHT VARIES WITH THE VALUE OF N, NOT WITH THE AMOUNT OF MANA. # OF ROLLS:7 MINUS N
DARKNESS RESEARCH:2 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:LINE OF SIGHT ACTIVITY:INSCRIBE THE SIGN ON ANY HANDY OBJECT. RESULT:ANY NATURAL LIGHT, INCLUDING INFRARED WILL BE DIMMED IN PROPORTION TO THE AMOUNT OF POWER PUT INTO THIS SIGN. THIS SIGN CAN ALSO BE USED TO OVERCOME THE POWER OF MAGICAL LIGHT. MANA COST:2 TO THE POWER OF N 2 POINTS NEGATES DIM CANDLELIGHT (or reduces greater light or magical light-power by one "step ".) 4 POINTS NEGATES NORMAL TORCHLIGHT (or reduces greater light or magical light-power by two "steps ".) 8 POINTS NEGATES OF A DIM, GREY DAY (or reduces greater light or magical light-power by three "steps ".) 16 PRODUCES NEGATES A BRIGHT, SUNNY DAY.(or reduces greater magical light-power by four "steps ".) N MAY BE INCREASED TO COMBAT MAGICAL LIGHT, MORE THAN ABSOLUTE DARKNESS CANNOT BE ACHIEVED. # OF ROLLS:8 MINUS N
MAGICK DARKLAMP RESEARCH:1 PREREQUISITE(S):DARKNESS TIME:5min. DURATION:24hrs. RANGE:PEN AREA:LINE OF SIGHT ACTIVITY:INSCRIBE THE SIGN AND PLACE THE OBJECT IN AN IRON BOX. TO USE THE LAMP, MERELY REMOVE IT FROM THE BOX. RESULT:AS WITH THE DARKNESS SIGN. EACH TIME THE MAGICK DARK- LAMP IS USED, IT WILL SUBTRACT AT LEAST ONE HOUR FROM THE TWENTY- FOUR THAT THE SPELL LASTS. MANA COST:3 TO THE POWER OF N THE INTENSITY OF THE DARKNESS VARIES WITH THE VALUE OF N, NOT WITH THE AMOUNT OF MANA. # OF ROLLS:7 MINUS N
NO ENTRYWAY RESEARCH:1 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:ONE DOOR OR ENTRYWAY LESS THAN 10' WIDE OR 15' HIGH. ACTIVITY:PUT THE SIGN ON ANY DOOR OR OTHER ENTRYWAY. RESULT:NON-SAPIENTS AND THOSE SAPIENT BEINGS WITHOUT ABSOLUTE KNOWLEDGE OF THE AREA WILL SEE OR SENSE A BLANK WALL INSTEAD OF THE ENTRYWAY. THOSE WHO KNOW WITH CERTAINTY OF THE EXIS- TENCE OF THE DOORWAY WILL SEE IT NORMALLY AND NOTICE NO INCONGRUITY. MANA COST:4 # OF ROLLS:4
MARKET RESEARCH:2 PREREQUISITE(S):WARD TIME:1min. DURATION:24hrs. RANGE:PEN AREA:6400square feet ACTIVITY:WRITE THE SIGN ON EACH CORNER OF A RECTANGULAR AREA. RESULT:INTERACTIONS WILL TEND TO BE PEACEFUL IN THE AREA. QUARRELS WILL RARELY BREAK OUT AND WILL NOT BECOME VIOLENT. BARGAINING WILL BE SPIRITED BUT OFFENSE WILL RARELY BE GIVEN OR TAKEN. MANA COST:16 # OF ROLLS:6
PROTECTION FROM MAGICK RESEARCH:2 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:ONE BEING ACTIVITY:INSCRIBE THE SIGN ON THE RECIPIENT'S CLOTHING OR A PIECE OF JEWELRY. RESULT:CONFERS "N" POINTS OF MAGICK PROTECTION ON THE RECIPIENT. MAGICK PROTECTION SUBTRACTS "N" FROM THE NUMBER OF ROLLS FOR ANY SPELL CAST DIRECTLY AGAINST THE PROTECTED INDIVIDUAL. DIFFERENT SOURCES OF MAGICAL PROTECTION DO NOT USUALLY "STACK ", ONE GETS ONLY THE PROTECTION FROM ONE'S SINGLE MOST POWERFUL SOURCE. SPELLS OF THIS TYPE CANNOT BE DONE REPEATEDLY TO INCREASE THE AMOUNT OF PROTECTION. AS WITH ALL TASK ROLLS, THE CASTER OF A SPELL ALWAYS HAS SOME CHANCE. IF SUBTRACTING THE MAGICK PROTECTION FROM THE NUMBER OF ROLLS GIVES A RESULT OF 0, THE CASTER MUST SUCCEED TWICE IN TWO TRIES (KNOWN TO US AS "TWO FACTORIAL "); IF THE SUBTRACTION RESULTS IN - 1, THE CASTER MUST SUCCEED THREE TIMES IN THREE TRIES ("THREE FACTORIAL ") AND SO FORTH. MANA COST:3 TO THE POWER OF N WITH AN UPPER LIMIT OF 9 OR N=2 # OF ROLLS:6-N
ANTI-MAGICK AMULET RESEARCH:1 PREREQUISITE(S):PROTECTION FROM MAGICK TIME:5min. DURATION:24hrs. RANGE:PEN AREA:ONE AMULET ACTIVITY:INSCRIBE THE SIGN ON AN AMULET MADE OF COLD IRON. WHEN THE WEARER WISHES TO ACTIVATE THE AMULET, HE OR SHE MERELY PUTS IT ON. WHEN NOT WORN, IT IS INERT. RESULT:AS PROTECTION FROM MAGICK. EACH TIME THE AMULET IS WORN, AT LEAST ONE HOUR IS SUBTRACTED FROM ITS LIFE. MANA COST:4 TO THE POWER OF N WITH AN UPPER LIMIT OF 16 OR N=2 # OF ROLLS:6-N
PROTECTION FROM (A PARTICULAR TYPE OF) MAGICK RESEARCH:1 PREREQUISITE(S):PROTECTION FROM MAGICK TIME:1min. DURATION:24hrs. RANGE:PEN AREA:ONE BEING ACTIVITY:INSCRIBE THE SIGN ON THE RECIPIENT'S CLOTHING OR A PIECE OF JEWELRY. RESULT:CONFERS "X+1=N" POINTS OF MAGICK PROTECTION ON THE RECIPIENT VERSUS ANY ONE TYPE OF SPELL , (DEFINED AS A CHAPTER IN THIS BOOK). MAGICK PROTECTION SUBTRACTS "N" FROM THE NUMBER OF ROLLS FOR ANY SPELL CAST DIRECTLY AGAINST THE PROTECTED INDIVIDUAL. DIFFERENT SOURCES OF MAGICAL PROTECTION DO NOT USUALLY "STACK ", ONE GETS ONLY THE PROTECTION FROM ONE'S SINGLE MOST POWERFUL SOURCE. SPELLS OF THIS TYPE CANNOT BE DONE REPEATEDLY TO INCREASE THE AMOUNT OF PROTECTION. AS WITH ALL TASK ROLLS, THE CASTER OF A SPELL ALWAYS HAS SOME CHANCE. IF SUBTRACTING THE MAGICK PROTECTION FROM THE NUMBER OF ROLLS GIVES A RESULT OF 0, THE CASTER MUST SUCCEED TWICE IN TWO TRIES (KNOWN TO US AS "TWO FACTORIAL "); IF THE SUBTRACTION RESULTS IN -1, THE CASTER MUST SUCCEED THREE TIMES IN THREE TRIES ("THREE FACTORIAL") AND SO FORTH. MANA COST:2 TO THE POWER OF X WITH AN UPPER LIMIT OF 4 OR X=2 # OF ROLLS:6-N
ANTI-(A PARTICULAR TYPE OF )MAGICK AMULET RESEARCH:1 PREREQUISITE(S):PROTECTION FROM (A PARTICULAR TYPE OF MAGICK) TIME:5min. DURATION:24hrs. RANGE:PEN AREA:ONE AMULET ACTIVITY:INSCRIBE THE SIGN ON AN AMULET MADE OF COLD IRON. WHEN THE WEARER WISHES TO ACTIVATE THE AMULET, HE OR SHE MERELY PUTS IT ON. WHEN NOT WORN, IT IS INERT. RESULT:AS PROTECTION FROM (A PARTICULAR TYPE OF) MAGICK. EACH TIME THE AMULET IS WORN, AT LEAST ONE HOUR IS SUBTRACTED FROM ITS LIFE. MANA COST:3 TO THE POWER OF X WITH AN UPPER LIMIT OF 9 OR X=2 # OF ROLLS:5-N
PROTECTION FROM UNDEAD RESEARCH:2 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:ONE BEING ACTIVITY:WRITE THE SIGN ON THE RECIPIENTS FOREHEAD. RESULT:ADDS N ROLLS TO THE CHANCE TO SAVE FROM THE SPECIAL POWERS OF THE UNDEAD. SUBTRACTS N FROM THE RECIPIENT'S TC VERSUS THE UNDEAD ATTACKS AGAINST WHICH THERE IS NO SAVE. MANA COST:2 TO THE POWER OF N WITH AN UPPER LIMIT OF 4 OR N=2 # OF ROLLS:6 MINUS N
ANTI-GHOST AMULET RESEARCH:1 PREREQUISITE(S):PROTECTION FROM UNDEAD TIME:5min. DURATION:24hrs. RANGE:PEN AREA:ONE AMULET ACTIVITY:INSCRIBE THE SIGN ON AN AMULET MADE OF BONE. WHEN THE WEARER WISHES TO ACTIVATE THE AMULET, HE OR SHE MERELY PUTS IT ON. WHEN NOT WORN, IT IS INERT. RESULT:AS PROTECTION FROM UNDEAD. EACH TIME THE AMULET IS WORN, AT LEAST ONE HOUR IS SUBTRACTED FROM ITS LIFE. MANA COST:3 TO THE POWER OF N WITH AN UPPER LIMIT OF 9 OR N=2 # OF ROLLS:5-N
PROTECTION FROM DEMONS RESEARCH:3 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:ONE BEING ACTIVITY:WRITE THE SIGN ON THE RECIPIENTS FOREHEAD. RESULT:ADDS N ROLLS TO THE CHANCE TO SAVE FROM THE SPECIAL POWERS OF DEMONKIND. SUBTRACTS N FROM THE RECIPIENT'S TARGET CLASS VERSUS THE DEMONIC ATTACKS AGAINST WHICH THERE IS NO SAVE. MANA COST:4 TO THE POWER OF N WITH AN UPPER LIMIT OF 16 OR N=2 # OF ROLLS:5 MINUS N
ANTI-DEMON AMULET RESEARCH:1 PREREQUISITE(S):PROTECTION FROM DEMONS TIME:5min. DURATION:24hrs. RANGE:PEN AREA:ONE AMULET ACTIVITY:INSCRIBE THE SIGN ON AN AMULET MADE OF STONE WHEN THE WEARER WISHES TO ACTIVATE THE AMULET, HE OR SHE MERELY PUTS IT ON. WHEN NOT WORN, IT IS INERT. RESULT:AS PROTECTION FROM DEMONS. EACH TIME THE AMULET IS WORN, AT LEAST ONE HOUR IS SUBTRACTED FROM ITS LIFE. MANA COST:5 TO THE POWER OF N WITH AN UPPER LIMIT OF 25 OR N=2 # OF ROLLS:4-N
MAGIC ARMOR RESEARCH:3 PREREQUISITE(S):KEY SIGN TIME:5min. DURATION:24hrs. RANGE:PEN AREA:ONE ARMOR SUIT. ACTIVITY:INSCRIBE THE SIGN ON A SUIT OF METAL ARMOR, OR ON A METAL PLAQUE OR PLATE SEWEN INTO NORMAL CLOTHING. RESULT:THE ARMOR ACQUIRES Nx3 EXTRA DA, FDA,AND MSA, TO A LIMIT OF N=3, FOR +9 DA, FDA, AND MSA. MANA COST:2 TO THE POWER OF N WITH A UPPER LIMIT OF N=3 #Rolls: 3
WEAPON EYE RESEARCH:2 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:ONE WEAPON ACTIVITY:INSCRIBE ON A WEAPON. THIS WILL NOT WORK ON AMMUNITION SUCH AS ARROWS OR SLING STONES. RESULT:THE WEAPON IS PLUS ONE TO HIT, THIS CANNOT BE "STACKED " WITH OTHER MAGICAL PLUSSES TO HIT. MANA COST:3; IF THIS SPELL IS CAST ON A WEAPON ON WHICH A SHARPEN SPELL HAS ALREADY BEEN CAST, IT WILL REQUIRE 9. # OF ROLLS:4
SHARPEN RESEARCH:2 PREREQUISITE(S):KEY SIGN TIME:1min. DURATION:24hrs. RANGE:PEN AREA:ONE WEAPON ACTIVITY:INSCRIBE ON A WEAPON. THIS WILL NOT WORK ON BLUNT WEAPONS OR ON LAUNCHERS, SUCH AS SLINGS OR BOWS. RESULT:THE WEAPON DAMAGE IS INCREASED BY ONE CATEGORY. THIS CANNOT BE "STACKED" WITH OTHER MAGICAL PLUSSES TO DAMAGE. MANA COST:3; IF THIS SPELL IS CAST ON A WEAPON ON WHICH A WEAPON EYE SPELL HAS ALREADY BEEN CAST, IT WILL REQUIRE 9. # OF ROLLS:4
MAGICK ARROW RESEARCH:2 PREREQUISITE(S):SHARPEN TIME:5min. DURATION:SPECIAL RANGE:PEN AREA:ONE WEAPON ACTIVITY:INSCRIBE ON PROJECTILE WHICH DOES POINT DAMAGE, USUALLY AN ARROW OR QUARREL. STORE THE PROJECTILE IN AN IRON QUIVER. RESULT:THE PROJECTILE DAMAGE IS INCREASED BY ONE CATEGORY , THIS CANNOT BE "STACKED " WITH OTHER MAGICAL PLUSSES TO DAMAGE.THIS ENCHANTMENT IS "USED UP " WHEN THE PROJECTILE HAS BEEN USED ONCE. MANA COST:1 # OF ROLLS:4
MAGICK WEAPON RESEARCH:2 PREREQUISITE(S):WEAPON EYE AND SHARPEN TIME:5min. DURATION:24hrs. RANGE:PEN AREA:ONE WEAPON ACTIVITY:INSCRIBE THE SPELL ON A WEAPON. THE WEAPON SHOULD THEN BE PLACED IN AN IRON VERSION OF THE SCABBARD, CASE OR WHATEVER ITEM IS USED TO HOLD THAT TYPE OF WEAPON. WHEN TAKEN FROM STORAGE, THE WEAPON WILL BE ACTIVATED. RESULT:A COMBINATION OF WEAPON EYE (SO IT WILL NOT ADD TO THE ADD TO HIT OF A PROJECTILE) AND SHARPEN (SO IT WILL NOT ADD TO THE DAMAGE OF A BLUNT WEAPON OR LAUNCHER.) EACH TIME IT IS ACTIVATED, THE WEAPON LOSES AT LEAST ONE HOUR OF ITS LIFE. MANA COST:27 # OF ROLLS:4
SPIRIT WARD RESEARCH:2 PREREQUISITE(S):WARD AND PROTECTION FROM UNDEAD TIME:1min. DURATION:24hrs. RANGE:PEN AREA:UP TO 1600sq. feet ACTIVITY:INSCRIBE THE SIGN AT THE CORNERS OF THE AREA TO BE PROTECTED. RESULT:FROM THE MOMENT THE LAST CORNER IS DEFINED, THE AREA WILL SEEM NOT TO EXIST TO ZOMBIES, SKELETONS, GHOULS AND MUMMIES. VAMPIRES, LITCHES AND OTHER POWERFUL UNDEAD WILL NOT NOTICE THE OCCUPANTS UNLESS THEY DRAW ATTENTION TO THEMSELVES UNLESS THEY ARE DELIBERATELTY SEARCHING FOR THE OCCUPENTS; IN WHICH CASE THEY WILL STILL BE VERY UNLIKELY TO FIND THE AREA (MINUS 9 ON THEIR AWARENESS ROLLS) IF THE OCCUPANTS ARE QUIET. MANA COST:16 # OF ROLLS:5
PORTABLE SPIRIT WARD RESEARCH:3 PREREQUISITE(S):SPIRIT WARD AND PORTABLE WARD TIME:5min. DURATION:24hrs. RANGE:PEN AREA:UP TO 1600sq. feet ACTIVITY:INSCRIBE THE SIGN ON THREE SMALL BONES. PUT THEM IN AN IRON BOX AND THEN INSCRIBE A FOURTH ONE AND PUT IT IN WITH THE OTHERS. FOR SOMEONE TO USE THE SPELL, THEY MUST TAKE THE BONES FROM THE BOX AND PLACE THEM ON THE CORNERS OF AN AREA TO BE PROTECTED. THIS MUST BE DONE WITH CARE AND WILL TAKE AT LEAST ONE MINUTE. RESULT:FROM THE MOMENT THE LAST CORNER IS DEFINED, THE AREA WILL BE PROTECTED AS IF BY A SPIRIT WARD SPELL. IF THE FULL TWENTY-FOUR HOURS OF PROTECTION ARE NOT NEEDED OR DESIRED. THE OBJECTS CAN BE PUT BACK IN THE IRON BOX AND REUSED. HOWEVER, AT LEAST FOUR HOURS WILL BE USED UP EACH TIME THE SPELL IS INVOKED. MANA COST:128 # OF ROLLS:4
DEMON WARD RESEARCH:2 PREREQUISITE(S):WARD AND PROTECTION FROM DEMONS TIME:1min. DURATION:24hrs. RANGE:PEN AREA:UP TO 1600sq. feet ACTIVITY:INSCRIBE THE SIGN AT THE CORNERS OF THE AREA TO BE PROTECTED. RESULT:FROM THE MOMENT THE LAST CORNER IS DEFINED, THE AREA WILL SEEM NOT TO EXIST TO LESSER DEMONS. GREATER DEMONS WILL NOT NOTICE THE OCCUPANTS UNLESS THEY DRAW ATTENTION TO THEMSELVES UNLESS THEY ARE DELIBERATELTY SEARCHING FOR THE OCCUPENTS; IN WHICH CASE THEY WILL STILL BE VERY UNLIKELY TO FIND THE AREA (MINUS 9 ON THEIR AWARENESS ROLLS) IF THE OCCUPANTS ARE QUIET. MANA COST:32 # OF ROLLS:5
PORTABLE DEMON WARD RESEARCH:3 PREREQUISITE(S):DEMON WARD AND PORTABLE WARD TIME:5min. DURATION:24hrs. RANGE:PEN AREA:UP TO 1600sq. feet ACTIVITY:INSCRIBE THE SIGN ON THREE SMALL STONES. PUT THEM IN AN IRON BOX AND THEN INSCRIBE A FOURTH ONE AND PUT IT IN WITH THE OTHERS. FOR SOMEONE TO USE THE SPELL, THEY MUST TAKE THE STONES FROM THE BOX AND PLACE THEM ON THE CORNERS OF AN AREA TO BE PROTECTED. THIS MUST BE DONE WITH CARE AND WILL TAKE AT LEAST ONE MINUTE. RESULT:FROM THE MOMENT THE LAST CORNER IS DEFINED, THE AREA WILL BE PROTECTED AS IF BY A DEMON WARD SPELL. IF THE FULL TWENTY-FOUR HOURS OF PROTECTION ARE NOT NEEDED OR DESIRED, THE OBJECTS CAN BE PUT BACK IN THE IRON BOX AND REUSED. HOWEVER, AT LEAST FOUR HOURS WILL BE USED UP EACH TIME THE SPELL IS INVOKED. MANA COST:256 # OF ROLLS:4
SPELL LOCK RESEARCH:4 PREREQUISITE(S):KEY SIGN TIME:N+1hrs.DURATION:UNTIL ACTIVATED RANGE:PEN AREA:ONE OBJECT. ACTIVITY:INSCRIBE THE MAGICAL SIGN OF THE SPELL WHILE SPENDING THE MANA NECESSARY TO ACTIVATE IT. RESULT:THE OBJECT WILL CARRY THE SPELL, WHICH CAN BE ACTIVATED BY THE WEARER AT WILL. THE SPELL IS ROLLED DURING ENCHANTMENT TIME;USE THE ACTUAL SPELL OR THE SPELL LOCK BONUS, WHICHEVER IS SMALLER. THE ACTUAL ROLL MUST BE WRITTEN DOWN, AND COMPARED WITH THE TARGET'S MAGICAL DEFENSES TO SEE IF IT WORKS. WHEN THE SPELL IS ACTIVATED, THE MANA IS SPENT AND THE OBJECT LOSES MAGICAL CHARGE. DESTROYING THE OBJECT WILL ALSO DISPEL THE MANA. ACTIVATING THE SPELL LOCK DOES NOT COUNT AS SPELL CASTING, AND DOES NOT INTERFERE WITH OTHER ACTIONS (IT CANNOT BE DONE AT THE SAME TIME AS NORMAL SPELL CASTING, HOWEVER). IF A SUCCESSFUL COUNTERSPELL IS CAST AGAINST THE SPELL, TREAT THE WIELDER OF THE LOCK AS THE CASTER. MANA COST:30 PLUS THE COST OF THE SPELL #of rolls: 2
TRIGGERED SPELL RESEARCH:4 PREREQUISITE(S):SPELL LOCK TIME:N+4hrs.DURATION:UNTIL ACTIVATED RANGE:PEN AREA:ONE OBJECT. ACTIVITY:INSCRIBE THE SPELL SIGNS ON THE OBJECT WHILE SPENDING THE MANA NEEDED TO ACTIVATE THEM. THE ACTIVATION EVENT IS SPECIFIED AND WRITTEN INTO THE SPELL LOCK. RESULT:THE SPELL WILL BE STORED IN THE OBJECT, AND WILL BE ACTIVATED DURING THE APPROPRIATE CIRCUMSTANCE. COMMON CIRCUMSTANCES INCLUDE:A SPELL IS CAST ON THE MAGICIAN (TO ACTIVATE A COUNTERSPLELL); A PHYSICAL ATTACK(TO ACTIVATE A SKIN-TOUGHENER OR POWER SHIELD); A VERBAL COMMAND, OR ANOTHER, SPECIFIC EVENT OR CIRCUMSTANCE. MANA COST:50 PLUS THE COST OF THE SPELL #Rolls: 1
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RUNES
Runes are magical inscriptions that hold their powers for a very long time. Tales of the Dwarven King, Oramdle "who outlived his birth runes " are the only evidence that Runes are not permanent. Runes are performed with the sacrifice of mana and the inscription of enchanted patterns on objects or beings. A rune requires very exacting work. The time required to perform a rune, which is usually some number of days, assumes a ten hour work day with the rest of the magician's time spent resting and contemplating. This is not elastic.
KEY RUNE RESEARCH:4 PREREQUISITE(S):KEY SIGN TIME:10min. DURATION:24hrs. RANGE:PEN AREA:SELF ACTIVITY:INSCRIBE YOUR PERSONAL KEY RUNE IN A BOOK. IT WILL CONTAIN ELEMENTS IDENTIFYING YOU AND YOUR TEACHER AND, TO A TRUE EXPERT, YOUR TEACHER'S TEACHER AND GENERAL BACKGROUND. RESULT:NORMAL MANA RESTORATION. ALLOWS THE USER TO PERFORM SIGNS AND RUNES FOR THE NEXT TWENTY-FOUR HOURS. MANA COST:0, 1pt. sacrificed on the 1st. use. # OF ROLLS:6
RUNEWARD RESEARCH:4 PREREQUISITE(S):KEY RUNE AND PORTABLE WARD TIME:3 days DURATION:PERM. RANGE:PEN AREA:UP TO 1600sq. feet ACTIVITY:INSCRIBE THE SIGN ON THE FOUR CORNERS OF THE AREA TO BE PROTECTED. RESULT:THE AREA WILL BE PROTECTED AS IF BY A WARD SPELL, FROM THAT MOMENT AND FOREVER MORE. IF OFFENSIVE ACTION TAKEN FROM WITHIN IT ELIMINATES THE WARD, IT WILL RESTORE ITSELF AFTER TWENTY-FOUR HOURS. THE CASTER CAN FIND THE AREA AFTER HE OR SHE LEAVES IT. MANA COST:4pts., sacrificed # OF ROLLS:4
RUNELOCK RESEARCH:4 PREREQUISITE(S):KEY RUNE AND LOCK TIME:3 daus DURATION:PERM. RANGE:PEN AREA:A LOCK ACTIVITY:INSCRIBE THE SIGN ON A LOCK OR LATCH. RESULT:THE DOOR WILL BE PROTECTED AS BY A LOCK SPELL. THE POWER (N) WILL BE THREE TIMES X. MANA COST:Xpts., sacrificed # OF ROLLS:5 MINUS X
RUNEKEY RESEARCH:4 PREREQUISITE(S):KEY RUNE AND UNLOCK TIME:3 days DURATION:PERM. RANGE:PEN AREA:ONE KEY ACTIVITY:INSCRIBE THE SIGN ON A KEY. RESULT:ANY MUNDANE LOCK OR LATCH WILL "POP " OPEN. A LOCK SPELL OF LESSER POWER (DEFINED BY THE MAGNITUDE OF N AND NOT BY THE AMOUNT OF MANA) WILL BE NULLIFIED PERMANENTLY. THE USE OR EVEN KNOWLEDGE OF THIS SPELL IS VIEWED WITH MAXIMUM JUSTIFIABLE SUSPICION IN MOST LAW-ABIDING COMMUNITIES. THE POWER (N) WILL BE TWO TIMES X. MANA COST:Xpts., sacrificed # OF ROLLS:5 MINUS X
RUNELIGHT RESEARCH:4 PREREQUISITE(S):KEY RUNE AND LIGHT TIME:3 days DURATION:PERM. RANGE:PEN AREA:ANY OBJECT ACTIVITY:INSCRIBE THE SIGN ON ANY OBJECT. RESULT:AS WITH THE LIGHT SIGN. THE POWER (N) EQUALS X PLUS TWO. MANA COST:Xpts., sacrificed THE INTENSITY OF THE LIGHT VARIES WITH THE VALUE OF N, NOT WITH THE AMOUNT OF MANA. # OF ROLLS:6 MINUS X
RUNEDARK RESEARCH:4 PREREQUISITE(S):KEY RUNE AND DARKNESS TIME:3 days DURATION:PERM. RANGE:PEN AREA:ANY OBJECT ACTIVITY:INSCRIBE THE SIGN ON ANY OBJECT. RESULT:AS WITH THE DARKNESS SIGN. THE POWER (N) EQUALS X PLUS TWO. MANA COST:Xpts., sacrificed THE INTENSITY OF THE DARKNESS VARIES WITH THE VALUE OF N, NOT WITH THE AMOUNT OF MANA. # OF ROLLS:6 MINUS X
MARKETRUNE RESEARCH:4 PREREQUISITE(S):MARKET AND KEY RUNE TIME:6 days DURATION:PERM. RANGE:PEN AREA:6400square feet ACTIVITY:WRITE THE RUNE ON EACH CORNER OF A RECTANGULAR AREA. RESULT:INTERACTIONS WILL TEND TO BE PEACEFUL IN THE AREA. QUARRELS WILL RARELY BREAK OUT AND WILL NOT BECOME VIOLENT. BARGAINING WILL BE SPIRITED BUT OFFENSE WILL RARELY BE GIVEN OR TAKEN. MANA COST:16pts., sacrificed # OF ROLLS:6
ANTI-MAGICK RUNE RESEARCH:4 PREREQUISITE(S):ANTI-MAGICK AMULET AND KEY RUNE TIME:3*N days DURATION:PERM. RANGE:PEN AREA:ONE AMULET ACTIVITY:INSCRIBE THE RUNE ON AN AMULET MADE OF COLD IRON. RESULT:AS PROTECTION FROM MAGICK. MANA COST: 3 TO THE POWER OF N, sacrificed WITH AN UPPER LIMIT OF N=4 OR 81pts. # OF ROLLS:5-N
ANTI-GHOST RUNE RESEARCH:4 PREREQUISITE(S):ANTI-UNDEAD AMULET AND KEY RUNE TIME:2*N days DURATION:PERM. RANGE:PEN AREA:ONE AMULET ACTIVITY:INSCRIBE THE SIGN ON AN AMULET MADE OF BONE. RESULT:AS PROTECTION FROM UNDEAD. MANA COST:2 TO THE POWER OF N WITH, sacrificed, AN UPPER LIMIT OF N=4 OR 16pts. # OF ROLLS:6-N
ANTI-DEMON RUNE RESEARCH:4 PREREQUISITE(S):ANTI-DEMON AMULET AND KEY RUNE TIME:3*N days DURATION:PERM. RANGE:PEN AREA:ONE AMULET ACTIVITY:INSCRIBE THE SIGN ON AN AMULET MADE OF STONE. RESULT:AS PROTECTION FROM DEMONS. MANA COST:3 TO THE POWER OF N, sacrificed, WITH AN UPPER LIMIT OF N=4 OR 81pts. # OF ROLLS:6-N
ARMOR RUNE RESEARCH:4 PREREQUISITE(S):KEY RUNE AND MAGIC ARMOR TIME:5xN DAYS DURATION:PERM. RANGE:PEN AREA:ONE SUIT OF CLOTHING OR ARMOR. ACTIVITY:INSCRIBE THE SIGN ON A SUIT OF METAL ARMOR, OR ON A METAL PLAQUE OR PLTE SEWEN INTO NORMAL CLOTHING. RESULT:THE ARMOR ACQUIRES Nx3 EXTRA DA, FDA, AND MSA, TO A LIMIT OF N=5, FOR 15 DA, FDA, AND MSA. MANA COST:2 TO THE POWER OF N, SACRIFIED. #Rolls:5-N
EYE RUNE RESEARCH:4 PREREQUISITE(S):KEY RUNE AND WEAPON EYE TIME:3*N days DURATION:PERM. RANGE:PEN AREA:ONE WEAPON ACTIVITY:INSCRIBE ON A WEAPON. THIS WILL NOT WORK ON AMMUNITION SUCH AS ARROWS OR SLING STONES. RESULT:THE WEAPON IS PLUS 1 TO HIT, THIS CANNOT BE "STACKED " WITH OTHER MAGICAL PLUSSES TO HIT. MANA COST:2 TO THE POWER OF N, sacrificed; N IS THE NUMBER OF RUNES THAT HAVE BEEN PUT ON A WEAPON. IN OTHER WORDS, THE FIRST RUNE COSTS 2 AND TAKES 3 DAYS, THE SECOND COSTS 4 AND TAKES 6 DAYS, THE THIRD COSTS 8 AND TAKES NINE DAYS, THE FOURTH COSTS 16 AND TAKES TWELVE DAYS, THE FIFTH COSTS 32 AND TAKES FIFTEEN DAYS, ETC. ONLY TWO EYES MAY BE PUT ON A WEAPON. # OF ROLLS:4
RUNERAZOR RESEARCH:4 PREREQUISITE(S):KEY SIGN AND SHARPEN TIME:3*N days DURATION:PERM. RANGE:PEN AREA:ONE WEAPON ACTIVITY:INSCRIBE ON A WEAPON. THIS WILL NOT WORK ON BLUNT WEAPONS OR ON LAUNCHERS, SUCH AS SLINGS OR BOWS. RESULT:THE WEAPON DAMAGE IS INCREASED BY ONE CATEGORY . THIS CANNOT BE "STACKED " WITH OTHER MAGICAL PLUSSES TO DAMAGE. MANA COST:2 TO THE POWER OF N, sacrificed; N IS THE NUMBER OF RUNES THAT HAVE BEEN PUT ON A WEAPON. IN OTHER WORDS, THE FIRST RUNE COSTS 2 AND TAKES 3 DAYS, THE SECOND COSTS 4 AND TAKES 6 DAYS, THE THIRD COSTS 8 AND TAKES NINE DAYS, THE FOURTH COSTS 16 AND TAKES TWELVE DAYS, THE FIFTH COSTS 32 AND TAKES FIFTEEN DAYS, ETC. ONLY TWO RUNERAZORS MAY BE PUT ON A WEAPON. # OF ROLLS:4
NIGHT SIGHT RESEARCH:4 PREREQUISITE(S):EYE RUNE TIME:3*N days DURATION:PERM. RANGE:PEN AREA:ONE WEAPON ACTIVITY:INSCRIBE THE SIGHT ON A LAUNCHER (BOW,etc.) ON WHICH THERE ARE ALREADY TWO EYES. RESULT:ANYONE FIRING THIS WEAPON WILL BE ABLE TO SEE AS AN ELF CAN IN ANYTHING BUT TOTAL DARKNESS. MANA COST:2 TO THE POWER OF N, sacrificed; N IS THE NUMBER OF RUNES THAT HAVE BEEN PUT ON A WEAPON. IN OTHER WORDS, THE FIRST RUNE COSTS 2 AND TAKES 3 DAYS, THE SECOND COSTS 4 AND TAKES 6 DAYS, THE THIRD COSTS 8 AND TAKES NINE DAYS, THE FOURTH COSTS 16 AND TAKES TWELVE DAYS, THE FIFTH COSTS 32 AND TAKES FIFTEEN DAYS, ETC. # OF ROLLS:4
DEMON BANE RESEARCH:4 PREREQUISITE(S):RUNE RAZOR TIME:3*N days DURATION:PERM. RANGE:PEN AREA:ONE WEAPON ACTIVITY:INSCRIBE ON A WEAPON WHICH ALREADY HAS TWO RUNE RAZORS ON IT. RESULT:THE WEAPON WILL DO AN ADDITIONAL TWO CATEGORIES OF DAMAGE AGAINST DEMONS. ALSO, DEMONS WILL SUFFER TRUE PAIN AND ACTUAL DESTRUCTION FROM THIS TYPE OF WEAPON. MANA COST:3 TO THE POWER OF N, sacrificed; N IS THE NUMBER OF RUNES THAT HAVE BEEN PUT ON A WEAPON. IN OTHER WORDS, IF THIS IS THE THIRD RUNE ON THE WEAPON, IT WILL COST 27 AND TAKE NINE DAYS, IF THE FOURTH IT COSTS 81 AND TAKES TWELVE DAYS, IF THE FIFTH, IT COSTS 243 AND TAKES FIFTEEN DAYS, ETC. ONLY ONE BANE MAY BE PUT ON A WEAPON. # OF ROLLS:3
SECRET DOOR RESEARCH:4 PREREQUISITE(S):KEY RUNE AND NO ENTRYWAY TIME:3 days DURATION:PERM. RANGE:PEN AREA:ONE DOOR OR ENTRYWAY LESS THAN 10' WIDE OR 15' HIGH. ACTIVITY:PUT THE SIGN ON ANY DOOR OR OTHER ENTRYWAY. RESULT:NON-SAPIENTS AND THOSE SAPIENT BEINGS WITHOUT ABSOLUTE KNOWLEDGE OF THE AREA WILL SEE OR SENSE A BLANK WALL INSTEAD OF THE ENTRYWAY. THOSE WHO KNOW WITH CERTAINTY OF THE EXIS- TENCE OF THE DOORWAY WILL SEE IT NORMALLY AND NOTICE NO INCONGRUITY. A TRAINED INDIVIDUAL CAN FIND IT BY TOUCH BY MAKING TWO AWARENESS ROLLS OUT OF TWO ATTEMPTS IF THE SPELL IS PROTECTING AN OPENING, THREE OUT OF THREE IF THE RUNE IS PROTECTING A DOOR. MANA COST:4pts., sacrificed # OF ROLLS:4
SPIRIT WARDRUNE RESEARCH:4 PREREQUISITE(S):KEY RUNE AND PORTABLE SPIRITWARD TIME:3 days DURATION:PERM. RANGE:PEN AREA:UP TO 1600sq. feet ACTIVITY:INSCRIBE THE SIGN ON THE FOUR CORNERS OF THE AREA TO BE PROTECTED. RESULT:THE AREA WILL BE PROTECTED AS IF BY A SPIRITWARD SPELL, FROM THAT MOMENT AND FOREVER MORE. IF OFFENSIVE ACTION TAKEN FROM WITHIN IT ELIMINATES THE WARD, IT WILL RESTORE ITSELF AFTER TWENTY-FOUR HOURS. MANA COST:4pts. ,sacrificed # OF ROLLS:4
DEMON WARDRUNE RESEARCH:4 PREREQUISITE(S):KEY RUNE AND PORTABLE SPIRITWARD TIME:3 days DURATION:PERM. RANGE:PEN AREA:UP TO 1600sq. feet ACTIVITY:INSCRIBE THE SIGN ON THE FOUR CORNERS OF THE AREA TO BE PROTECTED. RESULT:THE AREA WILL BE PROTECTED AS IF BY A DEMONWARD SPELL, FROM THAT MOMENT AND FOREVER MORE. IF OFFENSIVE ACTION TAKEN FROM WITHIN IT ELIMINATES THE WARD, IT WILL RESTORE ITSELF AFTER TWENTY-FOUR HOURS. MANA COST:8pts. ,sacrificed # OF ROLLS:4
PERMANENT SPELL LOCK RESEARCH:4 PREREQUISITE(S):KEY RUNE AND SPELL LOCK TIME:N+7 days DURATION:PERM. RANGE:PEN AREA:ONE OBJECT ACTIVITY:INSCRIBE THE SPELL'S RUNE ON THE OBJECT WHILE PERMANENTLY SACRIFICING THE MANA TO POWER IT. RESULT:THE ITEM WILL ACT LIKE A SPELL LOCK, CASTING THE SPELL EVERY TIME IT IS AVTIVATED. MANA COST:20 PLUS THE SPELL COST, SACRIFICED. #Rolls: 2
PERMANENT TRIGGERED SPELL RESEARCH:4 PREREQUISITE(S):PERMANENT SPELL LOCK TIME:N+10days DURATION:PERM. RANGE:PEN AREA:ONE OBJECT ACTIVITY:INSCRIBE THE SPELL'S RUNE ON THE OBJECT WHILE DETERMINING THE TRIGGER AND SACRIFICING THE MANA TO POWER IT. RESULT:THE ITEM WILL ACT LIKE A SPELL LOCK, CASTING THE SPELL EVERY TIME IT IS ACTIVATED. MANA COST:30 PLUS THE SPELL COST, SACRIFICED. #Rolls: 1
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