ILLUSIONS AND POWER
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THE BOOK OF LIGHT AND SHADOW

Illusion is the art of shaping light, sound and shadow and other sensory input into the appearance of things and conditions which do not actually exist. Illusion does not work directly on the victim's mind. Belief and disbelief depend on the victim's awareness and the plausibility of the chosen illusion. Success on the die rolls means that the pic- ture has been painted. The roll to succeed in Illusion is based on Intlligence plus Dexterity plus three times level.

ROLL FOR SUCCESS= ((INTELLIGENCE + DEXTERITY)/2)+3*LEVEL

SLIGHT OF HAND RESEARCH:1 PREREQUISITE(S):NONE TIME:3rds. DURATION:24hrs. RANGE:SELF AREA:SELF ACTIVITY:USE CARD TRICKS OR THREE SHELLS AND A PEA OR SOME OTHER FORM OF TRICKERY, IN FRONT OF AN AUDIENCE. RESULT:NORMAL MANA RESTORATION; ABLE TO DO ILLUSIONS FOR TWENTY-FOUR HOURS. MANA COST:0 # OF ROLLS:5

FACE CHANGE RESEARCH:1 PREREQUISITE(S):SLIGHT OF HAND TIME:3rds. DURATION:24hrs. RANGE:SELF AREA:FACE ACTIVITY:WAVE YOUR HANDS BEFORE YOUR FACE, MAINTAINANCE REQUIRES ONLY MINOR INPUT. RESULT:YOUR FACE WILL BE UNRECOGNIZABLE. EYE COLOR AND FEATURES MAY BE CHANGED. MANA COST:3 plus 1 per day # OF ROLLS:5, roll every hour.

SHAPE SHIFT RESEARCH:1 PREREQUISITE(S):FACE CHANGE TIME:2rds. DURATION:AS MAINTAINED RANGE:SELF AREA:SELF ACTIVITY:WAVE YOUR HANDS ABOUT YOUR BODY, MAINTAINANCE REQUIRES ONLY MINOR INPUT. RESULT:YOU WILL LOOK LIKE A DIFFERENT HUMANOID BEING; YOU MAY CHOOSE SPECIES, GENDER, HAIR COLOR, EYE COLOR, ETC. THE MAXIMUM CHANGE IN SIZE IS 20%. THIS WILL NOT CHANGE YOUR STRENGTH OR HIT POINTS. MANA COST:6 plus 2 per day # OF ROLLS:4, roll every hour.

IMITATION RESEARCH:2 PREREQUISITE(S):SHAPE SHIFT TIME:3rds. DURATION:AS MAINTAINED RANGE:SELF AREA:SELF ACTIVITY:WAVE YOUR HANDS ABOUT YOUR BODY, MAINTAINANCE REQUIRES ONLY MINOR INPUT. RESULT:YOU WILL LOOK LIKE A SPECIFIC INDDIVIDUAL WHOM YOU HAVE SEEN; YOU MAY CHOOSE SPECIES, GENDER, HAIR COLOR, EYE COLOR, ETC. THE MAXIMUM CHANGE IN SIZE IS 20%. THIS WILL NOT CHANGE YOUR STRENGTH OR HIT POINTS. PEOPLE WHO KNOW THE IN- DIVIDUAL YOU ARE IMITATING VERY WELL WILL HAVE AWARENESS ROLLS TO RECOGNIZE THAT SOMETHING IS WRONG. MANA COST:9 plus 3 per day # OF ROLLS:4, roll every hour.

BLUR RESEARCH:1 PREREQUISITE(S):SHAPE SHIFT TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:SELF ACTIVITY:MOVE YOUR HAND AROUND YOUR BODY; MAINTAINANCE REQUIRES MAJOR INPUT. RESULT:YOUR BECOME BLURRY AND DIFFICULT TO SPOT, ESPECIALLY UNDER CONDITIONS OF LIMITED VISIBILITY (IN PRACTICAL TERMS, YOUR GM SHOULD SUBTRACT THREE FROM THE NUMBER OF ROLLS HE OR SHE ALLOWS ANY ONLOOKER). ALSO, YOUR TARGET CLASS IS IMPROVED BY FOUR VERSUS MISSILES AND TWO VERSUS MELEE ATTACKS IF YOU ARE SPOTTED. MANA COST:4 plus one every four rounds # OF ROLLS:4, roll every four rounds.

NEAR INVISIBILITY RESEARCH:2 PREREQUISITE(S):BLUR TIME:2rd. DURATION:AS MAINTAINED RANGE:SELF AREA:SELF ACTIVITY:MOVE YOUR HAND AROUND YOUR BODY; MAINTAINANCE REQUIRES MAJOR INPUT. RESULT:YOU AND ANYTHING WITHIN 3 INCHES OF YOUR BODY BECOMES NEARLY IMPOSSIBLE TO SPOT BOTH BY NORMAL LIGHT AND BY INFRARED (IN PRACTICAL TERMS, YOUR GM SHOULD SUBTRACT FIVE FROM THE NUMBER OF ROLLS HE OR SHE ALLOWS ANY ONLOOKER).ALSO, YOUR TARGET CLASS IS IMPROVED BY TWELVE VERSUS MISSILES AND SIX VERSUS MELEE ATTACKS IF YOU ARE SPOTTED. MANA COST:8 plus 2 every four rounds # OF ROLLS:3, roll every four rounds.

VIRTUAL INVISIBILITY RESEARCH:2 PREREQUISITE(S):NEAR INVISIBILITY TIME:3rd. DURATION:AS MAINTAINED RANGE:SELF AREA:SELF ACTIVITY:MOVE YOUR HAND AROUND YOUR BODY; MAINTAINANCE REQUIRES MAJOR INPUT. RESULT:YOU AND ANYTHING WITHIN 3 INCHES OF YOUR BODY BECOMES VIRTUALLY IMPOSSIBLE TO SPOT BOTH BY NORMAL LIGHT AND BY INFRARED (IN PRACTICAL TERMS, YOUR GM SHOULD SUBTRACT NINE FROM THE NUMBER OF ROLLS HE OR SHE ALLOWS ANY ONLOOKER).ALSO, YOUR TARGET CLASS IS IMPROVED BY SIXTEEN VERSUS MISSILES AND EIGHT VERSUS MELEE ATTACKS IF YOU ARE SPOTTED. MANA COST:16 plus 4 every four rounds # OF ROLLS:3, roll every four rounds.

BEDAZZLE TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:LINE OF SIGHT, COVERS A 180degree arc. ACTIVITY:JUGGLE A CANDLE AND SOME MIRRORS. MAINTAINANCE REQUIRES MAJOR INPUT. RESULT:THOSE FACING A BEDAZZLE WILL HAVE, AT BEST, 2? ROLLS TO SPOT THE CASTER UNLESS THEY ARE WITHIN TWENTY FEET. IN THAT CASE, THEY WILL HAVE TWO ROLLS. MISSILE-USERS ARE -8 TO HIT ANY OPPONENT IF THEY ARE FACING THE BEDAZZLE DIRECTLY, -4 IF FACING IT OBLIQUELY. MELEE ATTACKS ARE AT -4 IF THEY ARE FACING THE SPELL DIRECTLY, -2 IF FACING IT OBLIQUELY. SPELLCASTERS WHO WISH TO TARGET BEINGS DIRECTLY IN LINE WITH A BEDAZZLE MUST SUCCEED IN AN AWARENESS ROLL (TWO TRIES IF THE INTENDED TARGET IS DIRECTLY IN LINE, FOUR IF IT IS SLIGHTLY OFF LINE.) BEINGS THAT FIND THEIR FOES BY OTHER MEANS THAN LIGHT (MAINLY TROLLS) ARE NOT AFFECTED BY THIS SPELL. MANA COST:6 + 3 every four rds. # OF ROLLS: 4, roll every four rolls.

KALEIDOSCOPE RESEARCH:2 PREREQUISITE(S):BEDAZZLE TIME:3rds. DURATION:AS MAINTAINED RANGE:SELF AREA:LINE OF SIGHT, COVERS A 180degree arc. ACTIVITY:JUGGLE A CANDLE AND SOME MIRRORS AND SOME COLOREDGLASSBALLS. THE COLORED BALLS MAY BE ADDED TO AN ONGOING BEDAZZLE THAT HAS BEEN "UP " FOR TWO ROUNDS TO CREATE AN INSTANT font color=red>KALEIDOSCOPE MAINTAINANCE REQUIRES MAJOR INPUT. RESULT:THOSE FACING A KALEIDOSCOPE WILL HAVE, AT BEST, 3? ROLLS TO SPOT THE CASTER UNLESS THEY ARE WITHIN TWENTY FEET. IN THAT CASE, THEY WILL HAVE ONE ROLL. MISSILE-USERS ARE -16 TO HIT ANY OPPONENT IF THEY ARE FACING THE KALEIDOSCOPE DIRECTLY, -8 IF FACING IT OBLIQUELY. MELEE ATTACKS ARE AT -8 IF THEY ARE FACING THE SPELL DIRECTLY, -4 IF FACING IT OBLIQUELY. SPELLCASTERS WHO WISH TO TARGET BEINGS DIRECTLY IN LINE WITH A KALEIDOSCOPE MUST SUCCEED IN AN AWARENESS ROLL (ONE TRY IF THE INTENDED TARGET IS DIRECTLY IN LINE, TWO IF IT IS SLIGHTLY OFF LINE.) BEINGS THAT FIND THEIR FOES BY OTHER MEANS THAN LIGHT (MAINLY TROLLS) ARE NOT AFFECTED BY THIS SPELL. MANA COST:12 + 4 every four rds. # OF ROLLS: 3, roll every four rounds.

HYPNOTIC BEAM RESEARCH:3 PREREQUISITE(S):BEDAZZLE TIME:1rd. DURATION:AS MAINTAINED RANGE:500' AREA:ONE BEING ACTIVITY:FOCUS A MIRROR ON YOUR VICTIM'S EYES. MOVE LIGHT IN AN ARCANE PATTERN. MAINTAINANCE REQUIRES MAJOR INPUT. RESULT:THE VICTIM WILL LOSE MOTIVATION AND TEND TO OBEY VIRTUALLY ANY INSTRUCTION OR COMMAND. IF GIVEN NO COMMAND, THE VICTIM WILL EITHER STOP OR CONTINUE TO MOVE IN HIS OR HER CURRENT DIRECTION BUT GENERALLY SLOWER AND WITH A TENDENCY TO WANDER OR FALL IN A HOLE, etc. MANA COST:12 + 6 every four rds. # OF ROLLS: 3, roll every four rounds. subtract one roll if the victim is moving quickly.

VENTRILIQUISM RESEARCH:1 PREREQUISITE(S):SLIGHT OF HAND TIME:1rd. DURATION:AS MAINTAINED RANGE:N*25' AREA:RANGE OF VOICE. ACTIVITY:PROJECT YOUR VOICE TO AN AREA. RESULT:VOICE SOUNDS FROM TARGET AREA. MANA COST:3 TO THE POWER OF N, PLUS N EVERY FOUR RDS. # OF ROLLS:7 MINUS N, ROLL EVERY FOUR RDS.

VOCAL IMITATION RESEARCH:3 PREREQUISITE(S):VENTRILIQUISM TIME:1rd. DURATION:AS MAINTAINED RANGE:N*25' AREA:RANGE OF VOICE OR OTHER SOUND. ACTIVITY:PROJECT YOUR VOICE OR SOME OTHER SOUND TO AN AREA. RESULT:SOUNDS COME FROM TARGET AREA. MAY BE VIRTUALLY ANY SOUND BUT NOT LOUD ENOUGH TO CAUSE DAMAGE. MANA COST:4 TO THE POWER OF N, PLUS N EVERY FOUR RDS. # OF ROLLS:IT DEPENDS ON THE DIFFICULTY OF THE SOUND ATTEMPTED. IMITATING A WELL-KNOWN HUMAN VOICE WOULD ALLOW 5 MINUS N ROLLS, ROLL EVERY FOUR RDS. A LESSER-KNOWN VOICE WOULD ALLOW FEWER ROLLS. "SOUND EFFECTS " WOULD BE JUDGED FOR DIFFICULTY BY YOUR GAME MASTER.

SHADOW MOVEMENT RESEARCH:1 PREREQUISITE(S):SLIGHT OF HAND TIME:1rd. DURATION:AS MAINTAINED RANGE:300' AREA:VARIABLE ACTIVITY:MOVE HANDS TO ILLUSTRATE THE MOVEMENT YOU WANT. MAINTAINANCE REQUIRES MAJOR INPUT. RESULT:VAGUE MOVEMENT IN A SHADOWY AREA. (EVEN INFRAVISION OR ELVEN SIGHT WILL NOT ALLOW AN OBSERVER TO IGNORE THE MOVEMENT) MANA COST:2 plus one per four rds. # OF ROLLS:6, roll every four rds.

SHADOW SHAPES RESEARCH:1 PREREQUISITE(S):SHADOW MOVEMENT TIME:1rd. DURATION:AS MAINTAINED RANGE:300' AREA:VARIABLE ACTIVITY:MOVE HANDS TO ILLUSTRATE THE MOVEMENT YOU WANT. MAINTAINANCE REQUIRES MAJOR INPUT. RESULT:N MENACING (OR OTHERWISE ) SHAPES MOVING IN A SHADOWY AREA. (EVEN INFRAVISION OR ELVEN SIGHT WILL NOT ALLOW AN OBSERVER TO IGNORE THE SHAPES) MANA COST:(3 plus one per four rds)*N. # OF ROLLS:6-N, roll every four rds.

MIRROR IMAGE(S) RESEARCH:3 PREREQUISITE(S):SLIGHT OF HAND TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:LINE OF SIGHT ACTIVITY:PLACE PREPARED MIRROR(S) ON YOUR PERSON AND/OR CLOTHING. THE MIRRORS TAKE SEVERAL HOURS OF PREPARATION AND THE MATERIALS COST ABOUT 40 GOLD PIECES EACH. A "USED " MIRROR CAN BE REUSED AT THE COST OF 15 GP FOR NEW MATERIALS. MAINTAINANCE REQUIRES ALMOST NO INPUT. RESULT:N REPLICAS OF THE CASTER APPEAR AT LOCATIONS CHOSEN BY THE CASTER WITHIN 150'; THEY MOVE ACT AND MAKE SOUNDS EXATCLY AS THE CASTER DOES. MANA COST:4 TO THE POWER OF N; PLUS 2 TO THE POWER OF N EVERY FOUR RDS. # OF ROLLS:6 MINUS N, roll every four rds.

DISTORTED IMAGE(S) RESEARCH:3 PREREQUISITE(S):MIRROR IMAGE(S) TIME:1rd. DURATION:AS MAINTAINED RANGE:SELF AREA:LINE OF SIGHT ACTIVITY:PLACE PREPARED MIRROR(S) ON YOUR PERSON AND/OR CLOTHING. THE MIRRORS TAKE SEVERAL HOURS OF PREPARATION AND THE MATERIALS COST ABOUT 200 GOLD PIECES EACH. A "USED " MIRROR CAN BE REUSED AT THE COST OF 75 GP FOR NEW MATERIALS. MAINTAINANCE REQUIRES ALMOST NO INPUT. RESULT:N REPLICAS OF THE CASTER APPEAR AT LOCATIONS CHOSEN BY THE CASTER WITHIN 150'; THEY CAN BE UP TO 50% BIGGER OR SMALLER AND HAVE QUITE DIFFERENT EQUIPMENT AND CLOTHING INCLUDING WEAPONS AND ARMOR. WHILE THE GENERAL OUTLINE MUST BE SIMILAR, THAT IS BIPEDAL, etc., THE IMAGE CAN HAVE VERY DIFFERENT FEATURES AND EVEN BE A DIFFERENT SPECIES.( THESE DETAILS MUST BE DETERMINED WHEN THE MIRROR IS PREPARED AND THE GAMEMASTER WILL BE PROVIDED WITH A LIST OF THE SPELLCAST- ER'S MIRRORS AND THEIR PROPERTIES). THE IMAGE WILL MIMICK THE CASTER'S GENERAL MOVEMENTS AND REPEAT SIMILAR PHRASES IN DIFFERENT VOICES. MANA COST:5 TO THE POWER OF N; PLUS 2 TO THE POWER OF N EVERY FOUR RDS. # OF ROLLS:5 MINUS N, roll every four rds.

OUTLINE CHANGE RESEARCH:3 PREREQUISITE(S):SLIGHT OF HAND TIME:1rd. DURATION:AS MAINTAINED RANGE:500' AREA:ONE OBJECT UP TO 20' BY 20' BY 20'. ACTIVITY:FOCUS LIGHT, SHADOW AND SOUND ON THE OBJECT OF YOUR CHOICE IN ORDER TO CREATE THE IMAGE THAT YOU WANT. RESULT:A VERY CONVINCING IMAGE THAT WILL GESTURE AND POSE AS YOU WISH. HOWEVER, IT WILL MOVE AROUND OR STAY IN PLACE EXACTLY AS THE OBJECT ON WHICH IT IS "PAINTED". MAINTAINANCE REQUIRES MAJOR INPUT. MANA COST:4+ 2 per min. # OF ROLLS:4, SUBTRACT IF THE "PICTURE " IS COMPLICATED OR VASTLY DIFFERENT FROM THE BASE OBJECT. ROLL EVERY MINUTE. ONE ROLL MAY BE ADDED IF THE "PICTURE" IS VERY SIMILAR TO THE TARGET OBJECT.

INDEPENDANT ILLUSION RESEARCH:3 PREREQUISITE(S):OUTLINE CHANGE TIME:3rds. DURATION:AS MAINTAINED RANGE:500' AREA:UP TO 20' BY 20' BY 20'. ACTIVITY:FOCUS LIGHT, SHADOW AND SOUND ON THE AREA OF YOUR CHOICE IN ORDER TO CREATE THE IMAGE THAT YOU WANT. RESULT:A VERY CONVINCING IMAGE THAT WILL GESTURE AND POSE AS YOU WISH. MAINTAINANCE REQUIRES MAJOR INPUT. MANA COST:8+ 4 per min. # OF ROLLS:2, SUBTRACT IF THE "PICTURE " IS VERY COMPLICATED. ROLL EVERY MINUTE.

ILLUSORY EFFECT RESEARCH:3 PREREQUISITE(S):OUTLINE CHANGE AND VENTRILIQUISM TIME:5*N min. DURATION:N DAYS RANGE:TOUCH AREA:OBJECTS AND SURFACES THAT CAN BE REACHED AND SLOWLY AND THOUROUGHLY IMBUED WITH LIGHT AND SOUND AND OTHER SENSORY INFORMATION IN THE TIME INVESTED. ACTIVITY:GO OVER THE AREA TO BE ALTERED AND INSTILL CHANGES IN LIGHT AND SOUND AND EVEN FEEL, SMELL etc. RESULT:ILLUSIONARY CHANGES THAT WILL LINGER FOR THE DURATION OF THE SPELL. MANA COST:20* N # OF ROLLS:4, HOWEVER ONLY YOUR GM CAN JUDGE THE COMPLEXITY OF THE CHANGES YOU WANT TO MAKE. IN GENERAL, ONLY THE SIMPLEST CHANGES WILL LEAVE OBSERVERS WITH NO AWARENESS ROLL TO SEE THE ILLUSION UNLESS THE PERCENTAGE IS MADE ON THE FIRST OR SECOND ROLL. PARTIAL SUCCESS IS VERY COMMON WITH THIS SPELL. TRIGGERED EFFECT RESEARCH:2 PREREQUISITE(S):ILLUSORY EFFECT TIME:5*N min. DURATION:N DAYS RANGE:TOUCH AREA:OBJECTS AND SURFACES THAT CAN BE REACHED AND SLOWLY AND THOUROUGHLY IM- BUED WITH LIGHT AND SOUND AND OTHER SENSORY INFORMATION IN THE TIME INVESTED. ACTIVITY:GO OVER THE AREA TO BE ALTERED AND INSTILL CHANGES IN LIGHT AND SOUND AND EVEN FEEL, SMELL etc. RESULT:ILLUSIONARY CHANGES THAT WILL GO INTO ACTION UNDER CONDITIONS SET BY THE CASTER. FOR EXAMPLE, "THIS WIND WILL HOWL WHEN THE DOOR IS OPENED, STOP AFTER FIVE MINUTES AND RESUME WHEN THE DOOR IS OPENED AGAIN. " OR " A GHOSTLIKE FIGURE WILL APPROACH ANY CAMPFIRE BUILT AT THIS SPOT, WAITING UNTIL MIDNIGHT TO APPEAR AND STARING SADLY AT ANYONE AWAKE. " OR "IF MY HUSBAND RIDES INTO THE FRONT GATE THE ROOSTER WILL CROW (AND YOU WILL HAVE TO LEAVE). " THESE EFFECTS WILL EI- THER CONTINUE, ONCE TRIGGERED, FOR THE REMAINDER OF THE DURATION OF THE SPELL OR STOP AFTER A WHILE. IF THEY STOP THEY MAY EITHER BE SET TO REPEAT IF THE TRIGGERING CONDITION RECURS DURING THE DURATION OF THE SPELL OR TO FAIL TO DO SO. MANA COST:25* N # OF ROLLS:4, HOWEVER ONLY YOUR GM CAN JUDGE THE COMPLEXITY OF THE CHANGES YOU WANT TO MAKE. IN GENERAL, ONLY THE SIMPLEST CHANGES WILL LEAVE OBSERVERS WITH NO AWARE- NESS ROLL TO SEE THE ILLUSION UNLESS THE % IS MADE ON THE FIRST OR SECOND ROLL. PARTIAL SUCCESS IS VERY COMMON WITH THIS SPELL.

GLAMOR RESEARCH:7 PREREQUISITE(S):TRIGGERED EFFECT TIME:Nhrs. DURATION:PERMANENT RANGE:TOUCH AREA:OBJECTS AND SURFACES THAT CAN BE REACHED AND VERY SLOWLY AND THOUROUGHLY IMBUED WITH LIGHT AND SOUND AND OTHER SENSORY INFORMATION IN THE TIME INVESTED. ACTIVITY:GO OVER THE AREA TO BE ALTERED AND INSTILL CHANGES IN LIGHT AND SOUND AND EVEN FEEL, SMELL, INCLUDING THE "FEEL" OR MOOD OF THE PLACE. THIS CAN INCLUDE SOME CONDITIONAL OR "TRIGGERED " EFFECTS AND/OR SOME THAT MERELY RECUR IN A REGULAR OR RANDOM PATTERN. RESULT:ILLUSIONARY CHANGES THAT WILL BE PERMANENT. MANA COST:2*N, sacrificed # OF ROLLS:3, HOWEVER ONLY YOUR GM CAN JUDGE THE COMPLEXITY OF THE CHANGES YOU WANT TO MAKE. IN GENERAL, ONLY THE SIMPLEST CHANGES WILL LEAVE OBSERVERS WITH NO AWARENESS ROLL TO SEE THE ILLUSION UNLESS THE % IS MADE ON THE FIRST ROLL. PARTIAL SUCCESS IS VERY COMMON WITH THIS SPELL.

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THE BOOK OF POWER

These spells deal with the manipulation of MANA WITH THE OBJECT OF CONTROLLING OTHER SPELLS OR AFFECTING OTHER SPELL- CASTERS OR DIRECTLY AFFECTING OTHER LIVING BEINGS. The roll to succeed in Power Magick is based on Intlligence plus Talent plus three times level. ROLL FOR SUCCESS= ((INTELLIGENCE + TALENT)/2)+3*LEVEL

DETECT POWER RESEARCH:0 PREREQUISITE(S):BEING A MAGICIAN TIME:2rds. DURATION:1min. RANGE:TOUCH AREA:AN INANIMATE OBJECT. ACTIVITY:TOUCH AND EXAMINE THE OBJECT. RESULT:ANY MAGIC ACTIVE ON THE OBJECT WILL CAUSE THE HAND TO TINGLE, UNLESS THE MAGICAL NATURE OF THE OBJECT HAS BEEN SOMEHOW CONCEALED. MANA COST:0 # OF ROLLS:7 (AWARENESS ROLLS, NOT SPELLCASTING)

ANALYZE POWER RESEARCH:2 PREREQUISITE(S):DETECT POWER TIME:2min. DURATION:1hr. RANGE:TOUCH AREA:AN INANIMATE OBJECT. ACTIVITY:TOUCH AND EXAMINE THE OBJECT. RESULT:THE CASTER CAN ANALYZE THE NATURE OF THE SPELL(S) ON A GIVEN OBJECT. MANA COST:10 # OF ROLLS: (AWARENESS ROLLS, NOT SPELLCASTING) The number of rolls is completely up to the GM. If the magick is of a type familiar to the caster, the number of rolls goes up. If it is a type completely unknown to him or her, the number goes down. The base number of rolls would depend on the innate complexity of the spell(s). Multiple at- tempts would be common with the early ones revealing the simpler spells or the simpler aspects of the spells on the object with the later ones, over a period of days, revealing more depth and details.

ACCESS POWER CRYSTAL RESEARCH:1 PREREQUISITE(S):BEING A MAGICIAN TIME:5min. DURATION:PERMANENT RANGE:TOUCH AREA:A MANA CRYSTAL ACTIVITY:STUDY THE CRYSTAL. HARMONIZE WITH IT AND WEAVE ITS POWER INTO YOUR AURA. RESULT:AS LONG AS YOU ARE IN CONTACT WITH IT, THE MANA STORED IN THE CRYSTAL IS IN YOUR AURA AND USABLE BY YOU. MANA COST:1pt. , sacrificed # OF ROLLS:5

TAKE POWER RESEARCH:4 PREREQUISITE(S):NONE TIME:Nrds. DURATION:PERMANENT RANGE:TOUCH AREA:ONE BEING ACTIVITY:TOUCH A SAPIENT BEING AND EXTRACT MANA. RESULT:YOU WILL DRAIN 5 MANA POINTS PER ROUND. YOUR "VICTIM" WILL HAVE 4? AWARENESS ROLLS TO NOTICE IF HE OR SHE IS ASLEEP, FROM 4? TO 1 ROLL IF DISTRACTED, 2 OR MORE ROLLS, OTHERWISE. A SPELLCASTER WOULD NOTICE THE MANA GOING AWAY. MANA COST:0 # OF ROLLS:4, ROLL EVERY ROUND.

GIVE POWER RESEARCH:3 PREREQUISITE(S):NONE TIME:Nrds. DURATION:PERMANENT RANGE:TOUCH AREA:ONE BEING ACTIVITY:TOUCH, SEND FORTH YOUR POWER. RESULT:YOUR RECIPIENT GETS 3 TIMES N MANA POINTS. MANA COST:2 PLUS (3*N) # OF ROLLS:7

POWER SHOCK RESEARCH:3 PREREQUISITE(S):GIVE POWER TIME:Nrds. DURATION:PERMANENT RANGE:TOUCH AREA:ONE BEING ACTIVITY:TOUCH THE VICTIM ON HIS OR HER BODY OR ARMOR, TOUCHING A WEAPON OR SHIELD DOES NOT DO IT. THIS MAY REQUIRE A "TO-HIT " ROLL, OR THE VICTIM MAY TOUCH YOU VOLUNTARILY, OR NOT BE WARY OF YOUR TOUCH. This spell can be carried. That is it 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. RESULT:THIS DOES (4+N) SQUARED MAGICAL SHOCK DAMAGE. MANA COST:3 to the power of N # OF ROLLS:7-N

POWER SHIELD RESEARCH:3 PREREQUISITE(S):POWER SHOCK TIME:Nmin. DURATION:AS MAINTAINED. RANGE:TOUCH AREA:SELF ACTIVITY:FOCUS MANA TO CREATE AN ENERGY FIELD AROUND THE CASTER. THE SPELL CAN BE CARRIED. RESULT:AN ENERGY AURA THAT HAS Nx3 DA,FDA,AND MSA, AND Nx10 "HIT POINTS". WHEN THE AURAIS REDUCED TO 0 POINTS, IT IS DISPELLED. MANA COST:2 TO THE POWER OF N, PLUS N EVERY 4rds. #Rolls: 7-N

COUNTERSPELL RESEARCH:4 PREREQUISITE(S):NONE TIME:1rd. DURATION:PERMANENT RANGE:LINE OF SIGHT AREA:ONE ACTIVE SPELL-CASTER ACTIVITY:SEND A BOLT OF MANA TO SUPPRESS THE SPELL BEING CAST. THE COUNTERSPELL WILL BE WASTED IF THE INDIVIDUAL IS NOT ACTUALLY SUCCESFULLY CASTING A SPELL. Counterspells can be carried. That is one or more of them 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. RESULT:SEE THE CHART ON NEXT PAGE MANA COST:3 TO THE POWER OF N # OF ROLLS:6 MINUS N

COUNTER (a specific type of )SPELL RESEARCH:4 PREREQUISITE(S):NONE TIME:1rd. DURATION:PERMANENT RANGE:LINE OF SIGHT AREA:ONE ACTIVE SPELL-CASTER ACTIVITY:SEND A BOLT OF MANA TO SUPPRESS THE SPELL BEING CAST. THE COUNTERSPELL WILL BE WASTED IF THE INDIVIDUAL IS NOT ACTUALLY SUCCESFULLY CASTING A SPELL. IF THE TYPE OF SPELL CHOSEN BY THE COUNTERSPELL CASTER (AS DEFINED BY THE CHAPTERS OF THIS BOOK ) MATCHES THE TYPE OF SPELL BEING CAST, THE COUNTERSPELL ACTS AS IF IT CONTAINED THREE TIMES THE ACTUAL MANA PUT IN. IF THE TYPES DO NOT MATCH, THE COUNTERSPELL STILL WORKS BUT AT ONE-THIRD THE POWER THAT IS INPUT. Counterspells can be carried. That is one or more of them 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. RESULT:SEE THE CHART BELOW. MANA COST:3 TO THE POWER OF N # OF ROLLS:5 MINUS N

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COUNTERSPELL EFFECTIVENESS

Counterspell Mana as compared with the spells Mana. Results by % Roll

up to 25% of the Mana being used.

01 to 25%: spell is improved sligthly. 26 to 95%: counterspell has no effect. 96 to 100%: delay the spell by one round.

26 to 75% of the Manna being used.

01 to 10%: the spell is improved slightly. 11 to 25%: counterspell has no effect.

26 to 75%: delay the spell by one round.

76 to 95%: reduce the spell impact by half.

96 to 100%: the spell is both delayed and reduced.

76 to 150% of the Manna being used 01 to 10%: counterspell has no effect.

11 to 50%: the spell works but also harms the caster or his or her allies.

51 to 90%: the spell is both delayed and reduced.

91 to 100%: the spell is damped and also impacts on the caster and allies.

151 to 300% of the Manna being used

01 to 20%: the spell works but also harms the caster or his or her allies.

21 to 50%: the spell is metamorphized into a harmless display. 51 to 100%: the spell is damped and also impacts on the caster and allies.

301 TO 500% of the Manna being used

01 TO 10%: the spell is damped and also impacts on the caster and allies.

11 TO 20%: the spell is metamorphosed into a harmless display.

21 TO 100%: the spell is metamorphized into a spell that attacks the caster and his or her allies, doing the normal damage.

501 or more of the Manna being used

01 TO 100%: the spell is metamorphized into a spell that attacks the caster and his or her allies, doing maximum damage.

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