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Anwyn

Fantasy Express

Novus 2nd Edition

Novus 1st Edition

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In addition to the actual spell or ritual itself, there are a few procedures that also need to be followed when summoning a creature from another plane.








The Offering

Prior to casting the summoning spell, the caster may wish to make an offering to gain the favor of his deity or patron.

A minimum offering of at least 10 gp worth of incense, aromatic herbs and/or spices is customary, and grants the caster a +1 on all Saves related to the summoning and the results of the summoning. Fragrant oils and certain types of magical fumes may also be used to provide additional bonuses to the caster.

Such precautions and preparations are optional, but they may serve to aid in protecting the caster in the event that a pact cannot be successfully sealed.


 


The Ritual Inscription

In the ritual summoning of any creature that may prove dangerous or hostile to the caster, he will be required to inscribe the traditional Circle of Protection and Thaumaturgic Triangle upon the floor or ground. Inks or chalks may be used to paint them upon very hard surfaces. They may be scratched into a floor or traced or scratched in the dirt.

It takes half an hour to complete the Circle of Protection and half an hour to complete the Thaumaturgic Triangle, and creating each requires a successful Magecraft: Circles skill roll. The TN of the skill roll will depend upon the level of the creature that the caster is attempting to summon (TN = 15 + creature’s level). Summoning elementals does not require the use of the Thaumaturgic Triangle, as elementals require a source of their element.

Both the Circle of Protection and the Thaumaturgic Triangle must be perfectly inscribed or it could result in disaster for the caster (see Results of the Summoning Ritual).


 


The Summoning

Once everything has been prepared, the caster then stands within the Circle of Protection and casts the desired spell of summoning. The summoned creature will then arrive in 1-5 minutes, appearing within the confines of the Thaumaturgic Triangle. In the case of elementals, the creature will arise out of the elemental source provided.

The Circle of Protection may hold up to 3 individuals, so if there are to be more people present at the summoning, additional Circles of Protection may be required.


 


Sealing a Pact

Once the creature summoned by the caster has arrived, he must attempt to seal a pact with the creature.

If the summoned creature is beneficially disposed towards the caster who summoned him, it will likely offer to perform a service for the caster.

The following list of professions and summoned creatures or beings will normally have no difficulty sealing a pact with each other.

  • Clerics and kerubim, devas, guardians and other celestial beings and creatures.
  • Druids and elementals, true elementals and animals.
  • Any caster who summons a familiar, as a familiar is always willing to accept its summoner as master.

Any summoned creature that does not have a relationship like the one described above with its caster will always seek every way possible to resist the character.

Each attempt to seal a pact with a demon causes it make a Save vs. Will. If the creature fails any of these Saves, then that means that a pact has been sealed and it must obey the caster. If the creature makes its Save, then it is free to do as it wishes.

There are a number of methods that may be used to seal a pact. They are as follows:

Offering Wealth: Demons and Devils receive a -1 to their Saves for every increment of wealth that is offered. The amount of wealth must be equal to 1,000 gp times the level of the demon or devils. Other creatures and beings that are offered wealth only have to make a Save vs. Wealth if they are greedy in nature.

Offering a Sacrifice: Demons and Devils and certain other war-like and/or evil creatures and beings are unusually fond of sacrifices of sentient beings and will always accept a pact if offered such. However offering any sort of sacrifice is an evil act and those who do it will be considered evil. Good and Neutral creatures and beings will never accept an offer of a living sacrifice.

Threat of Harm: Most of the time threats of harm will never make a summoned creature agree to a pact. The only exception is if the caster possesses a weapon or magical item that the creature specifically has cause to fear, such as Devil’s Bane Sword or a Wand of Demon Smiting. If the caster possesses such a device, the creature suffers a -1 modifier on his Save for each +1 that the item has. If the item has additional abilities, each additional ability will also provide another -1 modifier.

Threat of Imprisonment: If the caster has a device or spell that can imprison the summoned creature, it will receive a -4 modifier to its Save.

Attacks: If a character attacks the summoned creature and does at least half its hits in damage to it, he may force the summoned creature to make a Save vs. Will or it must immediately agree to sealing a pact. However, attacking a creature you just summoned is extremely dangerous because attacking the creature will automatically free the summoned creature by negating the power of the Circle of Protection. This then allows the summoned creature to attack in turn.

Magical Constraints & Spells: This is the safest method of sealing a pact because once cast, the summoned creature must make a Save vs. Will or it must seal the pact.

Holy Magic: The caster may use Holy Symbols, Holy Water, Holy Oils, certain Divine and Mystic spells, and/or certain Holy or Mystic devices to force an evilly aligned summoned creature to make a Save vs. Will or be force to agree to a pact. Only individuals of a good disposition may use these things effectively for this purpose.

Summoning by Name: If the character knows the common name of the summoned creature, he may use that common name to gain one additional chance of sealing a pact with the summoned creature. Also, many creatures will share their common names in exchange for release from a pact, enabling the caster to summon that creature by name the next time.

True Name: If the caster is able to learn the True Name of a creature summoned from another plane, he will be able to use that True Name in order to coerce the creature into sealing any pact without delay. While knowledge of the creature’s True Name will allow the caster to cast spells upon it at will, simply possessing that knowledge is extremely dangerous as the creature will not rest until it has found a way to destroy or eliminate the one who knows its True Name.

Additionally, there may be other beings or creatures who wish to learn the True Name of the summoned creature, and they may very well attempt to coerce this information from the caster using force or other painful methods.



When casting spells that are Vs. DEF, there is only 1 roll that is made.

First, the player makes his casting roll, adding in his Spellcraft skill bonus and any other modifiers. This is then compared against the Casting Target Number (CTN) for the spell. If it is equal to or greater than the CTN, then the spell was cast correctly.

The next step is to compare this SAME result against the target’s DEF. If it is equal to or higher than that, then the attack hits. The damage, including Scalable Damage, is then resolved just as with any other attack.

It is quite possible to successfully cast the spell and still miss the target.


The descriptions of the spells follow an identical format.

Spell Name (Mj 2/Mn 3/N 4)
CTN: # SP Cost: #
Vs: varies Range: #
Duration: 
Description: This is a description of the spell’s effects.
Casting OptionsCTN SP
    Options… +? +?

Spell Name & Costs: The spell description starts off by giving the spell’s common name. Different branches of a School of Magic and/or some spell users may give the spell a fancier name to make it sound more important. But for our purposes, we simply give you its most common name.

Next to this, in parenthesis, we give you the Character Point cost for this spell. This is broken into 3 specific costs, Major (Mj), Minor (Mn), and Non-Adept (N). If an Adept is trying to learn a spell from a different School, they would use double the Non-Adept CP cost.

If the name and Base Cost of the spell is followed by an asterisk, this means that the spell may be Fast Cast. A Fast Cast spell is cast using only 1 Action Point rather than the normal 4 that is required to cast a spell.

CTN: CTN stands for Casting Target Number, and this is what the caster must meet or beat with a Spellcasting roll for its School of Magic. Universal spells are always cast using the spell user’s best Spellcasting skill bonus.

SP Cost: This is how many Spell Points that the caster needs to spend in order to cast the spell.

Vs: This stands for Versus. Some spells receive Saving Throws, and if this is the case, the stat will be listed here along with the Target Number that the person that the spell is cast on has to save against.

If this section says DEF, then the casting roll, once you have determined if the spell is successfully cast or not, is used to resolve the attack in the same manner that a ranged attack is resolved. Only the one roll is made, not two separate rolls. Spells, unlike other ranged attacks, do not have range modifiers. Also, it is completely possible that the casting roll might be high enough to have allowed the attack to hit the target, but not high enough to successfully cast the spell.

Range: This is how far the target of the spell may be from the caster. Unless otherwise stated, the cast must also be able to see the target and have a straight line of sight to that target.

Duration: This is how long the spell lasts. Some spells only have a dash. This means that they are practically instantaneous, that they only last a few moments. However, any physical effects, such as damage caused by the spell, will remain once the duration of the spell has expired. Description: This section will give you a description of the effects of the spell.

Casting Options: This section, if present for a given spell, lists the various casting options that are available for that spell. Not every spell will contain casting options. Only Adepts may use casting options. Thus, if a Scout or a Fighter were to learn a spell that included casting options, they would not be allowed to use those casting options and would be restricted to using Boon Points.

Each option will include an adjustment to both the CTN and the number of SP required by the spell. These modifiers are all added to the original CTN and Spell Point cost of the spell.

If the spell requires that the target make a Saving Throw, then the TN of the Saving Throw is increased by 1 for every 2 Spell Points that the casting options require.

Example: The spell, Flash, has a Save TN of 16 normally. If the caster decides to increase the spell so that it lasts for 3 rounds instead of one, the Spell Point cost of the spell is increased by 2 points for the “Increase Duration” option. This means that since 2 extra Spell Points are required by the altered spell, that the Save TN is increased from 16 to 17. If the caster also increased the effects of the spell to Stun the target, the Save TN would be increased to 18, since that adds another 2 Spell Points to the casting cost.


Calm Animal

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: Will (TN 16) Range: 20’
Duration: 10 Minutes

Description: Caster is able to soothe and calm one animal, chosen at the time of casting. Calmed animals will not attack or run from the caster unless they are physically threatened or attacked.

Normal animals do not get a Save against this spell, but animals that have attack training and unusual animals will receive a Save vs. Will. (Base: Influence)

Casting Options CTN SP
Increased Range (up to 50’) +6 +2
Increased Duration (20 minutes) +2 +1
Increased Duration (1 hour) +4 +2
Per Additional Target +4 +2
Area Effect (5’ radius) +8 +3
Increased Radius (per +5’) +6 +2

 

Camouflage

Cost: (Mj 2/Mn 3/N 4)


CTN: 18 SP Cost: 1
Vs: Range: Self
Duration: 20 Minutes

Description: Upon casting, the caster and all of his equipment take on the coloration of his surroundings, becoming effectively invisible, so long as he does not move. Anybody attempting to spot the caster while he is camouflaged does so with a -5 modifier to their roll. If the caster moves, the modifier to the viewer’s perception is cancelled. If the caster moves into an area where his surroundings are different from those when this spell was originally cast, the negative modifier becomes a positive modifier for those attempting to spot the character.

The casting option, Shifting Camouflage, allows the caster to move and for the camouflage to shift to match his new surroundings. However, each AP spent moving reduces the perception modifier by 1 (i.e. moving 3 AP in a round means that the perception modifier will go from -5 to -2), and moving faster than the character’s base rate reduces the modifier by 5. (Base: Conceal)

Casting Options CTN SP
Increased Modifier (per -1) +2 +1
Shifting Camouflage +8 +3
Increased Duration (1 hour) +3 +1

 

Charm Animal

Cost: (Mj 5/Mn 6/N 7)


CTN: 26 SP Cost: 4
Vs: Will (TN 18) Range: 20’
Duration: 1 Hour

Description: Target animal believes that the caster is a good friend. So long as the caster is friendly towards the target or takes no offensive action against him, the target will behave in a friendly manner. If the caster or others of his party are in combat with, or acting in a threatening manner towards the target when the spell is cast, the target gains a +5 modifier to his Save. If anybody attacks or acts threatening towards the Charmed animal, he will get a second Save with a +3 modifier. (Base: Influence)

Casting Options CTN SP
Increased Range (up to 50’) +6 +2
Increased Duration (20 minutes) +2 +1
Increased Duration (1 hour) +4 +2
Per Additional Target +4 +2
Area Effect (5’ radius) +8 +3
Increased Radius (per +5’) +6 +2

 

Detect Hazards

Cost: (Mj 4/Mn 5/N 6)


CTN: 24 SP Cost: 3
Vs: Range: Self
Duration: 10 Minutes

Description: This spell allows the caster to, at any time within the duration, concentrate for one or more rounds and glean information about natural hazards (quicksand, an unsafe wall, etc.) and simple traps made from natural materials (pit traps, deadfalls, snare traps, wooden spikes on branches set to whip at the target, etc.) within a 50’ radius. The amount of information gained is determined by the amount of time spent concentrating. Concentrating for a single round reveals that there are such hazards within range. Concentrating for two rounds gives the number of hazards and their direction, while concentrating for 3 rounds tells you what those hazards are and where they are. For each additional round spent, the caster can learn more information about one of the detected hazards, such as what and where the trigger is, if the hazard is a trap.

The casting option, No Concentration, allows the caster to automatically know when there is a hazard within range, but he would still need to concentrate to discover additional information about it. (Base: Reveal)

Casting Options CTN SP
Increased Sensing Range (per +10’) +2 +1
Increased Duration (20 minutes) +3 +1
Increased Duration (1 hour +6 +2
Increased Duration (1 day) +11 +4
No Concentration +5 +2

Errata

The list of Casting Options in the book contains a Casting Option entitled Use Casting Options (required). This was a hold-over from the Open Beta, from the introduction of Casting Options and it is not required and should be ignored.


 

Eldritch Fire

Cost: (Mj 2/Mn 3/N 4)


CTN: 18 SP Cost: 1
Vs: Range: 50’
Duration: 

Description: Caster draws upon elemental fire to send a bolt of flame shooting from the palm of his hand. It does a Base Damage of 4 + the caster’s Wisdom Bonus. This flame has a 5 out of 10 chance of setting any flammable materials that are worn or carried by the target on fire.

If the casting option, Eldritch Ball of Fire, is used, the
attack may be used to hit a specific person or to hit a location. The attack looks like a normal bolt of flame until just before it strikes its target, at which time it explodes outwards, filling the area to the edges of its radius, if that is possible, with flames. If it cannot reach the edge of its radius on one side, it does not backblast or rebound to make the area it does fill more dangerous.

If used to hit a location, the caster will have to attack the location and beat a DEF of 15, total damage will be figured from there. All who are within the radius of the spell when it hits are automatically hit, but they may make a Saving Throw vs. Dex (TN 15), with success meaning that they take half damage from the attack. A character’s Armor Rating (AR) may then be applied against the remaining damage. In this sort of attack, a shield’s bonus to DEF is counted as additional AR.

If the ball attack targets a specific person, the attack will be against the target’s DEF and he will not get a Save for half damage. All others within the radius of the attack will be treated as if the attack were against a specific location (this uses the same roll as against the targeted person, the total damage is simply figured separately).

If the option, Eldritch Cone of Fire, is used the attack will form a cone attack. The cone starts at the caster’s location and has a width of 5’ and it ends at the maximum range of the spell and has a width of 3’ for every 10’ in length. Thus a 50’ long cone has a width of 15’ at its distant end. Cone attacks are resolved in the same manner as area attacks against a location for all potential targets within the cone. (Base: Attack)

Casting Options CTN SP
Increased Base Damage (per +1 hit) +4 +2
Increased Range (per +50’) +4 +2
Eldritch Ball of Fire (5’ radius) +5 +2
Increased Radius (per +5’ radius) +3 +1
Eldritch Cone of Fire +10 +4

 

Entangle

Cost: (Mj 5/Mn 6/N 7)


CTN: 26 SP Cost: 4
Vs: varies (TN 18) Range: 50’
Duration: 1 Minute

Description: Caster causes all plant life within a 5’ radius to grow and/or animate and attack all within that radius. Those within the radius may make a Save vs. Dex to avoid being attacked that round, but in doing so, their movement rate is also reduced by half.

Those who fail this Save are subjected to a grappling attack. This attack will use the original casting roll as the attack roll against the target’s DEF. If the attack is successful, the attack does a Base Damage of 4 hits (Scaled Damage applies), and the target is grappled and unable to move. The target may attempt to make a Save vs. Str in order to break free. This Save has a TN of 15 and may be increased through the use of casting options or Boon Points. The target may make one attempt to break free each round.

For each round after the first that the target is entangled, he takes an amount of damage equal to that received in the initial entanglement as the plants try to strangle and crush the target.

The casting option, Entanglement Cone, creates a cone 50’ long, that is 5’ wide on the end closest to the caster, and 15’ wide at the far end. All within the cone must make the saves as described above or be entangled. This spell requires that there be some vegetation within the area of the spell. (Base: Attack)

Casting Options CTN SP
Increased Radius (per +5’ radius) +3 +1
Increase Save vs. Str Difficulty (per +1) +2 +1
Entanglement Cone +10 +4

Errata

The list of Casting Options in the book contains a Casting Option entitled Use Casting Options (required). This was a hold-over from the Open Beta, from the introduction of Casting Options and it is not required and should be ignored.


 

Fog

Cost: (Mj 4/Mn 5/N 6)


CTN: 24 SP Cost: 3
Vs: Range: 100’
Duration: 10 minutes

Description: Caster creates a dense fog that fills a 10’ radius area centered upon any point within the range of this spell and that will move as the caster wills it to move at a rate of 10’ per round. The caster must concentrate on the fog each round that he wishes it to move. Any beings or creatures caught within the fog will not be able to see beyond 1’. If they attempt to move faster than 1’ per round, they risk stumbling or falling over objects in the mist (roll 1d10, 1-5 results in fumble-like incident). (Base: Change Environment)

Casting Options CTN SP
Increased Radius (per +5’) +4 +2
Increased Duration (20 minutes) +3 +1
Increased Duration (1 hour) +5 +2

 

Locate

Cost: (Mj 3/Mn 4/N 5)


CTN: 19 SP Cost: 2
Vs: Range: Self
Duration: 

Description: Caster is able to find any one type of living animal or plant located within a 1 mile radius. This will give the caster the basic direction and distance to the specimen of plant or animal that he is looking for. If there are multiple instances of the object of the search within the radius, this spell only gives distance to the closest. The caster may exclude a specific example of what he is looking for, that he knows the specific location of, when casting this spell (i.e. he can exclude the rose garden that he is standing beside to find other roses within range). If there are no specimens of what he is looking for within range, the spell will give the caster the direction to the nearest specimen, but not the distance.

If the caster concentrates for extra rounds, he can glean more information about the specimens located by this spell. He can focus on one located specimen each round and determine its general state of health and vitality. (Base: Divination/Reveal)

Casting Options CTN SP
Increased Search Radius (per +1 mile) +2 +1

 

Minor Healing

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: Range: Touch
Duration: 

Description: Caster heals target of 10 + Wisdom Stat Bonus hits of damage. Alternatively, this spell could be used to remove up to 3 points of a negative modifier or heal up to 3 points of bleeding or remove up to 2 rounds of Stun that a character might have. The desired effect must be chosen at the time of casting.

The casting option, Scaled Healing, allows the caster to heal an additional 1 hit for every point that the casting roll was above the CTN of the spell. (Base: Heal)

Casting Options CTN SP
Scaled Healing +4 +2
Increased Hits Healed (per +5 hits) +5 +2
Increased Modifier Removed (per -1) +2 +1
Stop Bleeding (per +1 point stopped) +2 +1
Remove Stun (per round of Stun) +8 +3

 

Speak with Animals

Cost: (Mj 3/Mn 4/N 5)


CTN: 22 SP Cost: 2
Vs: Range: Self
Duration: 10 Minutes

Description: Caster is able to communicate and comprehend one of the language of animals; Avian (birds), Bovine (herd animals), Canine (dogs/wolves/etc.), Equine (horses), Feline (cats), Piscine (fish), Rodentia (rats/ raccoons/etc.), Saurian (lizards), or Simian (apes). The caster must choose at the time of casting. He is able to ask questions and receive answers. The caster must concentrate to engage in this communication.

This spell does not make the animal friendly to the caster. Animals that are wary or cunning are more likely to give short answers and be evasive, while less intelligent animals are likely to make inane comments. If the animal is friendly to the caster, it may be willing to do some favor or service for the caster, so long as that favor or service does not harm it or put it into serious peril.

The casting option, Speak Ancient Animal Language, allows the caster to speak what is reputed to be the first animal tongue, the language of Dragons and other mythical creatures. (Base: Telepathy)

Casting Options CTN SP
Speak Additional Language +3 +1
Speak Ancient Animal Language +12 +4
Increased Duration (20 minutes) +2 +1
Increased Duration (1 hour) +4 +2
Increased Duration (1 day) +7 +3

 

Traceless Passing

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: Range: Self
Duration: 1 Hour

Description: Caster is able, with concentration, to pass through any sort of terrain without leaving any sort of tracks or other visual signs of his passing. (Base: Conceal)

Casting Options CTN SP
Other Targets (per target; Range: Touch) +4 +2
Increased Duration (1 day) +3 +1
Increased Effect (no scent) +5 +2

 

Water Breathing

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Range: Self
Duration: 10 Minutes

Description: Caster is able to breathe water or air for the duration. (Base: Transform)

Casting Options CTN SP
Increased Duration (20 minutes) +3 +1
Increased Duration (1 hour) +6 +2
Increased Duration (1 day) +11 +4
Other Targets (per target; Range: Touch) +4 +2







Alarum

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Range: 10’
Duration: 1 Day

Description: Caster creates a 20’ radius area that is centered upon a specific, non-moving point. If any creature of Tiny size or larger crosses the boundary of the warded area, the alarm will sound. The caster chooses, at the time of casting, whether this will be an audible or mental alarm.

If mental, the caster, if within 1,000’ of the alarm spell, will hear a pinging tone in his head if the alarm is set off. This would be enough to instantly wake the caster, but not enough to disrupt any spell casting. If audible, the spell produces the sound of a bell ringing. This sound can be heard quite clearly up to 100’ away, so it could alert others to the caster’s presence. (Base: Illusion)

Casting Options CTN SP
Per Each Additional Day +5 +2
Increased Radius (+10’ radius) +6 +2
Increased Range (to 20’) +2 +1

 

Elemental Bolt

Cost (Mj 3/Mn 4/N 5)


CTN: 20 SP Cost: 2
Vs: DEF Range: 50’
Duration: 

Description: Caster is able to shoot a bolt of elemental energy from the palm of his hand. This may be of fire, cold (frozen air particles) or electricity. The caster chooses which at the time of casting. This bolt does a Base Damage of 4 + the caster’s Intelligence Bonus. If the bolt is of fire, the flame has a 5 out of 10 chance of setting any flammable materials that are worn or carried by the target on fire.

If the casting option, Elemental Ball, is used, the attack may be used to hit a specific person or to hit a location. The attack looks like a normal bolt of the chosen element until just before it strikes its target, at which time it explodes outwards, filling the area to the edges of its radius, if that is possible, with flames. If it cannot reach the edge of its radius on one side, it does not backblast or rebound to make the area it does fill more dangerous.

If used to hit a location, the caster will have to attack the location and beat a DEF of 15, total damage will be figured from there. All who are within the radius of the spell when it is cast are automatically hit, but they may make a Saving Throw vs. Dex (TN 15), with success meaning that they only take half damage. A character’s Armor Rating (AR) may then be applied against any remaining damage. In this sort of attack, a shield’s bonus to DEF is counted as additional AR.

If the ball attack targets a specific person, the attack will be against the target’s DEF and he will not get a Save for half damage. All others within the radius of the attack will be treated as if the attack were against a specific location (this uses the same roll as against the targeted person, the total damage is simply figured separately).

If the option, Elemental Cone, is used the attack will form a cone attack. The cone starts at the caster’s location and has a width of 5’ and it ends at the maximum range of the spell and has a width of 3’ for every 10’ in length. Thus a 50’ long cone has a width of 15’ at its distant end. Cone attacks are resolved in the same manner as area attacks against a location for all potential targets within the cone. (Base: Attack)

Casting Options CTN SP
Increased Base Damage (per +1 hit) +4 +2
Increased Range (per +50’) +4 +2
Elemental Ball (5’ radius) +5 +2
Increased Radius (per +5’ radius) +3 +1
Elemental Cone +10 +4

Note: Errata has been applied to this entry, so that is shows that the spell is Vs DEF like it should be.


 

Force Disk

Cost: (Mj 5/Mn 6/N 7)


CTN: 25 SP Cost: 4
Vs: Range: 10’
Duration: 1 Hour

Description: Caster creates a 5’ diameter disk of translucent force that will float behind him at waist height and follow him around. This disk may hold up to 500 lbs of weight.

The casting option, Altered Shape, may be used to the caster to for the disk into other shapes, including having small cupped edges (like a very shallow bowl), so long as the total surface area is the same or less than the that allowed by a normal disk. (Base: Telekinesis)

Casting Options CTN SP
Altered Shape +2 +1
Increased Diameter (per +5’) +3 +1
Increased Weight (per +500 lbs) +3 +1

 

Forget

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Will (TN 17) Range: 10’
Duration: 

Description: This spell allows the caster to cause a target to forget any one incident or fact that occurred or was learned within the last 10 minutes. This 10 minute time frame is known as the Window.

The caster of this spell may cancel its effect at any time, allowing the target to remember. (Base: Influence)

Casting Options CTN SP
Increased Window (20 minutes) +2 +1
Increased Window (1 hour) +4 +2
Increased Window (1 day) +7 +3
Increased Range (up to 20’) +2 +1

 

Healing Word

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: Range: Touch
Duration: 

Description: Caster heals target of 10 + Intelligence Stat Bonus hits of damage. Alternatively, this spell could be used to remove up to 3 points of a negative modifier or heal up to 3 points of bleeding or remove up to 2 rounds of Stun that a character might have. The desired effect must be chosen at the time of casting.

The casting option, Scaled Healing, allows the caster to heal an additional 1 hit for every point that the casting roll was above the CTN of the spell. (Base: Heal)

Casting Options CTN SP
Scaled Healing +4 +2
Increased Hits Healed (per +5 hits) +5 +2
Increased Modifier Removed (per -1) +2 +1
Stop Bleeding (per +1 point stopped) +2 +1
Remove Stun (per round of Stun) +8 +3

 

Hold Portal

Cost: (Mj 4/Mn 5/N 6)


CTN: 22 SP Cost: 3
Vs: Range: 10’
Duration: 10 Minutes

Description: Caster creates a seal of magical energy around the edge of a door, window, gate, or other opening that has some sort of movable barrier preventing a person from moving through it. This seal holds the barrier in place, preventing it from opening. The portal may be forced, but doing so requires a Save vs. Str (TN 15). The caster may spend Boon Points to increase this TN. (Base: Telekinesis)

Casting Options CTN SP
Increased Save TN (per +1 to Save) +2 +1
Increased Duration (20 minutes) +2 +1
Increased Duration (1 hour) +5 +2
Increased Duration (1 day) +8 +3
Increased Range (up to 20’) +2 +1
Increased Range (up to 50’) +8 +3

Errata

The spell is missing the duration length (1 day) for the third instance of Increased Duration in the book. Also, the modifier to the CTN for that option was incorrect, it should have been a +8 not a +7. It has been added/corrected here as errata.


 

Identify

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: Range: Touch
Duration: 

Description: When this spell is cast, the caster must concentrate on an object that he is touching for 2 minutes. At the end of this time, he will have determined the magical abilities of the object as long as it was not an artifact. He also learns how to operate the item, and how often it may be used and/or how many charges it contains.

If the caster uses any of the casting options, Increased Range, and the item is being held by another person, then the person will get to make a Save vs. Will (TN 17+), with a successful Save meaning that the caster learns nothing. (Base: Reveal)

Casting Options CTN SP
Increased Range (to 10’) +2 +1
Increased Range (to 20’) +4 +2
Increased Range (to 50’) +10 +4

 

Infernal Constraint

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Will (TN 17) Range: 10’
Duration: 

Description: This spell allows the caster to charge any creature summoned by the caster to perform a single, specific service within its capabilities. This spell cannot force a summoned creature to reveal its True Name.

If used against a creature summoned by another caster, the only effect that this spell will have is to break any constraint or control that the other caster has over the creature, allowing it to immediately return to its home plane. (Base: Influence)


 

Minor Evocation

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Range: 10’
Duration: 10 Minutes

Description: Caster summons a minor spirit (familiar spirit or disembodied spirit), a minor demon or a minor devil. The caster has a 10 minute Window in which to seal a pact before the summoned creature returns to its home plane. Refer to Summoning Spells & Rituals on p. 82 for more information. (Base: Summon)

Casting Options CTN SP
Increased Window (up to 20 minutes) +3 +1
No Circle/Triangle Required +7 +3

 

Protection

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: Range: xxxx
Duration: 10 Minutes

Description: Target receives a +2 modifier to his DEF and Saves against attacks or spells from a specific type of being or creature from another plane (demons, devils, spirits, elementals, etc.) chosen at the time of casting. (Base: Ward)

Casting Options CTN SP
Increased Protection (per +1) +2 +1
Additional Protection (per +1 type) +4 +2
Additional Target (per target) +4 +2
Area Effect (5’ radius) +5 +2
Increased Radius (per +5’ radius) +3 +1

 

Question

Cost: (Mj 4/Mn 5/N 6)


CTN: 22 SP Cost: 3
Vs: Will (TN 17) Range: 10’
Duration: 

Description: This spell compels the target to truthfully answer one question. The target must answer the question, but if he makes his Save vs. Will, he does not have to answer truthfully. The caster will be able to tell if the target has resisted the spell and is lying.

In order for this spell to be effective, the caster must ask the target the question in a language that the target understands. This spell cannot be used for force a target to reveal its True Name (p. 83). (Base: Influence)

Casting Options CTN SP
Additional Question (per question) +4 +2
Increased Range (up to 20’) +2 +1
Increased Range (up to 50’) +8 +3

 

Spellbind

Cost: (Mj 4/Mn 5/N 6)


CTN: 22 SP Cost: 3
Vs: Will (TN 16) Range: 10’
Duration: 1 Minute

Description: Caster is able to cause any single individual or creature to make a Save vs. Will or be unable to move, unable to speak, or unable to do either. The caster decides when he casts this spell. Should anybody attempt to attack the Spellbound target, he will receive a second Save vs. Will with a +5 modifier prior to the attack being resolved (allowing the held character a chance to avoid the attack). (Base: Influence)

Casting Options CTN SP
Increased Save TN (per +1 to Save) +2 +1
Additional Target (per target) +4 +2
Area Effect (5’ radius) +8 +3
Increased Radius (per +5’ radius) +6 +2
Increased Duration (10 minutes) +2 +1
Increased Duration (20 minutes) +4 +2

Errata

The SP and CTN modifiers for the last Casting Option, Increased Duration (20 minutes), were reversed. This has been corrected here as errata.








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