Difference between revisions of "FANGS: Appendix C - Wizards"

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(Novice Spells: Formatting of Channel Spell)
(Other Spells: Corrected Formatting)
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'''Spellname''' -- Description
 
'''Spellname''' -- Description
  
'''* '''Call (something) --''' This is a spell that reaches out to the Range specified to bring a particular animal, being, or humanoid to the caster. The Intensity of the spell is matched against the PW of the target (which is generally a random member of its species). If successful, the called target attempts to get to the caller, mystically knowing the direction, for the Duration of the spell. If the call is unsuccessful, the spell moves on to the next member of the species until it runs out of range. Note that this just summons the being. A Control spell (see below) may be necessary when the creature arrives. Every Call spell is specific. A Call Manticore will not summon a Basilisk, for instance. A Call orc will not summon a goblin. The caster must have a clear mental picture of what he is summoning. Knowing the Call Manticore spell is not useful if the caster has no idea what a Manticore looks like.
+
* '''Call (something) --''' This is a spell that reaches out to the Range specified to bring a particular animal, being, or humanoid to the caster. The Intensity of the spell is matched against the PW of the target (which is generally a random member of its species). If successful, the called target attempts to get to the caller, mystically knowing the direction, for the Duration of the spell. If the call is unsuccessful, the spell moves on to the next member of the species until it runs out of range. Note that this just summons the being. A Control spell (see below) may be necessary when the creature arrives. Every Call spell is specific. A Call Manticore will not summon a Basilisk, for instance. A Call orc will not summon a goblin. The caster must have a clear mental picture of what he is summoning. Knowing the Call Manticore spell is not useful if the caster has no idea what a Manticore looks like.
 
'''This spell uses Intensity and Range and Duration. There is no Volume component.'''
 
'''This spell uses Intensity and Range and Duration. There is no Volume component.'''
  
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* '''Control Intelligence '''-- Puts any one intelligent being under the casters control as long as the spell is maintained. Does not affect creatures with an intelligence significantly (+3 or more) greater than the caster. The spell is not automatically effective, as wizard uses his life force to subdue the intelligence of the target, so the target will resist the spell with its PW. A PW vs. PW roll is made, with the target being a resistive roll (See Characteristic vs. Characteristic rolls in the manual). If the wizard is successful, the target will be under the control of the caster. Like a Controlled Being, the Controlled Humanoid has the chance to break free if told to do outrageous or dangerous things. A controlled orc might not think fighting other orcs is dangerous, but would definitely think about taking point while fighting a dragon. A target who breaks free of a Control Intelligence has broken that particular spell forever, and is likely to be hostile.
 
* '''Control Intelligence '''-- Puts any one intelligent being under the casters control as long as the spell is maintained. Does not affect creatures with an intelligence significantly (+3 or more) greater than the caster. The spell is not automatically effective, as wizard uses his life force to subdue the intelligence of the target, so the target will resist the spell with its PW. A PW vs. PW roll is made, with the target being a resistive roll (See Characteristic vs. Characteristic rolls in the manual). If the wizard is successful, the target will be under the control of the caster. Like a Controlled Being, the Controlled Humanoid has the chance to break free if told to do outrageous or dangerous things. A controlled orc might not think fighting other orcs is dangerous, but would definitely think about taking point while fighting a dragon. A target who breaks free of a Control Intelligence has broken that particular spell forever, and is likely to be hostile.
  
'''* '''Control Self''' – This is actually a defensive spell that protects the user against Control spells and other spells that attack against the user’s PW. Range is Touch (as a rule, it can be used on others at range), Volume is Body, Duration is normal, and Intensity provides the amount that is added to the user’s PW when defending against magical attacks vs PW.'''
+
* '''Control Self''' – This is actually a defensive spell that protects the user against Control spells and other spells that attack against the user’s PW. Range is Touch (as a rule, it can be used on others at range), Volume is Body, Duration is normal, and Intensity provides the amount that is added to the user’s PW when defending against magical attacks vs PW.'''
  
 
* '''Darkness ''' -- Extinguishes all natural and artificial light (including Will-o-wisp, Glow, and Controlled Fire Spells) within its Volume. If a wizard already knows the Shadow spell, the Darkness spell does not cost any additional IN points.
 
* '''Darkness ''' -- Extinguishes all natural and artificial light (including Will-o-wisp, Glow, and Controlled Fire Spells) within its Volume. If a wizard already knows the Shadow spell, the Darkness spell does not cost any additional IN points.
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* '''Earthform '''-- The target of this spell is covered in earthy armor that moves with him as if alive, with only half the normal restriction of armor. Intensity points are the armor effect. The armor takes effect the combat round AFTER the spell is cast.
 
* '''Earthform '''-- The target of this spell is covered in earthy armor that moves with him as if alive, with only half the normal restriction of armor. Intensity points are the armor effect. The armor takes effect the combat round AFTER the spell is cast.
  
'''* '''Earthwalk''' -- The target of this spell can literally walk through rock at his normal walking pace. Intensity level determines how dense a substance can be walked through, from one point (loose dirt) to eight points (steel). Volume can either be used to let the user walk through the rock, or to affect the rock to let multiple people walk through it. Note that people walking through rock must still breathe and cannot breathe rock. People walking through rock also cannot see where they are going.'''
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* '''Earthwalk''' -- The target of this spell can literally walk through rock at his normal walking pace. Intensity level determines how dense a substance can be walked through, from one point (loose dirt) to eight points (steel). Volume can either be used to let the user walk through the rock, or to affect the rock to let multiple people walk through it. Note that people walking through rock must still breathe and cannot breathe rock. People walking through rock also cannot see where they are going.'''
  
 
* '''Enchant'''-- This spell is used to create magic items. Enchant prepares an object to accept magic spells. The item must be sound, in undamaged condition, and of the highest quality. To Enchant an item is an involved ritual -- at the end of which 1 PW must be permanently expended by the caster. Once an item is enchanted, it is more difficult to break or damage, and the item can accept further enchantments, becoming a matrix for holding spells, or even a receptacle for PP. Besides the 1 PW to enchant the object, the enchanter must expend PP equal to that needed for whatever magic the device is supposed to perform. The absolute maximum needed must be expended at the moment of enchantment. Spells such as Aid, Ceremony, and Tap can be used to help the Enchantment succeed.
 
* '''Enchant'''-- This spell is used to create magic items. Enchant prepares an object to accept magic spells. The item must be sound, in undamaged condition, and of the highest quality. To Enchant an item is an involved ritual -- at the end of which 1 PW must be permanently expended by the caster. Once an item is enchanted, it is more difficult to break or damage, and the item can accept further enchantments, becoming a matrix for holding spells, or even a receptacle for PP. Besides the 1 PW to enchant the object, the enchanter must expend PP equal to that needed for whatever magic the device is supposed to perform. The absolute maximum needed must be expended at the moment of enchantment. Spells such as Aid, Ceremony, and Tap can be used to help the Enchantment succeed.
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* '''Glow '''– Makes any small item glow as bright as a torch. The caster can will the light to go out at any time, but must recast the spell to get it back. If a wizard already knows Will-o-Wisp, it does not cost any additional IN points to memorize this spell; he may retain both in the same "slot."
 
* '''Glow '''– Makes any small item glow as bright as a torch. The caster can will the light to go out at any time, but must recast the spell to get it back. If a wizard already knows Will-o-Wisp, it does not cost any additional IN points to memorize this spell; he may retain both in the same "slot."
  
'''* '''Heal''' – This spell can be cast to repair wounds. The user must first make a First Aid roll to identify what needs to be done. The user can also Take 10 to increase the chance of using the spell correctly. The Intensity of the spell heals the rolled Intensity in Hit Points. At least 1 PowP must be spent in Volume to cover the area of the spell. Depending on the wound, it might take more. The target cannot regain more Hit Points than are normally present. A Healing spell can only be used once on any one wound by one user. A second user can attempt to add to the Heal on a wound, but only points rolled in excess of the original roll will be added.'''
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* '''Heal''' – This spell can be cast to repair wounds. The user must first make a First Aid roll to identify what needs to be done. The user can also Take 10 to increase the chance of using the spell correctly. The Intensity of the spell heals the rolled Intensity in Hit Points. At least 1 PowP must be spent in Volume to cover the area of the spell. Depending on the wound, it might take more. The target cannot regain more Hit Points than are normally present. A Healing spell can only be used once on any one wound by one user. A second user can attempt to add to the Heal on a wound, but only points rolled in excess of the original roll will be added.'''
  
 
* '''Identify Magic – '''When this spell is cast, one item may be examined by the caster in order that he or she may possibly determine what type of magical spells it possesses or have been cast upon it. The casting time must be at least an hour (without Duration cost), and nothing is revealed until that hour is up. Volume must equal the SZ of the object, Intensity is the addition to the d20 roll to determine one magical effect of the item.
 
* '''Identify Magic – '''When this spell is cast, one item may be examined by the caster in order that he or she may possibly determine what type of magical spells it possesses or have been cast upon it. The casting time must be at least an hour (without Duration cost), and nothing is revealed until that hour is up. Volume must equal the SZ of the object, Intensity is the addition to the d20 roll to determine one magical effect of the item.
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* '''Lock '''-- A door or lock held by a Lock spell is more difficult to open. Intensity determines the ST holding the lock shut, Volume must match the SZ of the object, usually "Body" SZ, though a Lock can be put on a door's lock. The caster of a Lock can always open the item Locked at any time without disturbing his spell. Of course, other items closing the object can stop him, as well.
 
* '''Lock '''-- A door or lock held by a Lock spell is more difficult to open. Intensity determines the ST holding the lock shut, Volume must match the SZ of the object, usually "Body" SZ, though a Lock can be put on a door's lock. The caster of a Lock can always open the item Locked at any time without disturbing his spell. Of course, other items closing the object can stop him, as well.
  
'''* '''Mist''' -- This water-based spell allows the user to muddle the vision of observers and acts both to add to the Dodge and Parry rolls (two separate effects, Intensity points add to the Defensive rolls) and to skulk about almost invisible (adding Intensity points to the Sneak and Hide rolls). The caster can use this spell on any target, or volume.'''
+
* '''Mist''' -- This water-based spell allows the user to muddle the vision of observers and acts both to add to the Dodge and Parry rolls (two separate effects, Intensity points add to the Defensive rolls) and to skulk about almost invisible (adding Intensity points to the Sneak and Hide rolls). The caster can use this spell on any target, or volume.'''
  
 
* '''Reveal '''– This air based spell can be used to find a hidden object, or hide magic spells on an item. When Reveal is cast in a small space, it helps find hidden things. Every point of Intensity removes 1 point of Intensity of a Conceal spell. Every point of Intensity counteracts 1 point of Intensity of a Mist spell.
 
* '''Reveal '''– This air based spell can be used to find a hidden object, or hide magic spells on an item. When Reveal is cast in a small space, it helps find hidden things. Every point of Intensity removes 1 point of Intensity of a Conceal spell. Every point of Intensity counteracts 1 point of Intensity of a Mist spell.

Revision as of 14:46, 22 May 2005


File:FANGS-Basic Fangs Logo (small original).gifWelcome to FANGS, the Fantasy Adventure Networked Gaming System. The goal of this roleplaying system is to offer rules that allow for fun, dramatic play without losing too much realism, simple and yet elegant rules, and balanced for different styles of players who wish to game together.

Wizard

Any RPG magic system fundamentally depends on the world view that the GM has in mind. This appendix covers how magic works in the world of "Alvatia."

Playing a Wizard

At the GM's discretion, a player can have a wizard, or some other magic using creature.

Although magic is an innate part of most fantasy worlds, your character is likely to have little or no experience with it. Wizardry was quite common until a few centuries ago, when the Magic Stopped..

In Alvatia, there is no such thing as a "common" magic user (that is why the Latent Magic Advantage cost is so high). Wizardry, and most other magic, hasn't worked for hundreds of years.

With the "Latent Magic" advantage (+10 points) your character has the innate ability to be able to learn and use magic, but gets no starting spells or skills.

No starting character can have the "Magical Aptitude" advantage.

Rationale

For wizards, spells are a way to manipulate reality by using the wizards own life force (PW) and intelligence (IN).

In order to change reality, a wizard must be able to see reality in its true form, rather than by the illusion of our human senses. This requires a talent which you must be born with ("Latent Magic"), and considerable training and/or inspiration.

The fundamental rule of wizardry is: "All magic has its price." Most minor spells are powered by the wizards personal life fire (Power Points.) However, some spells may require additional PP from apprentices, or even permanent PW or other sacrifice of life force from the wizard. The more powerful spells require more sacrifice (as the effect on reality is more significant) in addition to higher intelligence (because the change to reality is more complicated.)

The second rule of wizardry is "Wizardry is Art." This is because all spells are limited by the wizards ability to see the reality he is trying to change, imagine the changes that he wants to make to this reality, then by force of will change reality to match that vision. Thus every spell cast by any wizard is in some ways a personal expression of that wizard just as a painting is a personal expression of an artist. This applies to more than every type of spell. It also applies to every spell. Every spell is likely to be different from every other spell cast.

Though most spells are unique to the wizard that cast it, there are some common spell effects that most wizards learn or use to train apprentices. This is similar to the way painters learn charcoal and perspective before picking up the brush.

An unwritten rule of Wizardry is "Absolute Power Corrupts Absolutely." The more powerful a wizard is, the stronger the wizard's unconsciousness (or Id) will be, wreaking havoc without the conscious intent of the wizard. Much of the wizards craft is to control the irrational Id and its wild emotions. A Fumble with a spell can be catastrophic.

Learning Spells

Wizard spells are expressed as skills, representing the wizards knowledge of the spell, as well as his ability to focus his will and life force to the task of casting the spell.

The base for casting any spell depends on how many Power Points (PP) are being put into the spell. The base chance to get off a spell within a combat round is equal to the caster's skill with the spell - the PP put into the spell. Thus, if a mage is casting a spell with which he has a Skill of 14 and he uses 10 PP in the spell, his Skill with this casting of the spell is 4. The PP cost of a spell varies depending on much the mage wants to do with the spell. This is described shortly.

A wizard first learns a spell by becoming "familiar" with it. Familiarity means that a wizard can read the spell from a spell book in order to cast it, and only under non-combat situations. A wizard in these circumstances can effectively "Take 10" (see the Game System) to add to the chance of getting the spell off. A wizard is familiar with a spell if he has studied the spell in the book and has the base chance to cast it, excluding bonuses for ceremonies and book use. Casting magic is tricky. It is impossible to “Take 20” with a spell (see Game System).

Once a wizard has become familiar with a spell, he can choose to "memorize" it, allowing the spell to be used without the spell book, and in combat situations. A wizard can only memorize as many spells has he has IN. Spells can be unlearned, and new spells learned from a spell book, however, this is a laborious process. It takes hours equal to 20 - the wizard's IN to release one spell and impress another. During the impression process, the spell is not available to the wizard and the spell being suppressed (if any) is also not available. Essentially fragments of both spells are spinning around in the wizard's mind. The impression must be done in one uninterrupted setting. If interrupted, both spells are essentially lost and the wizard must start the impression over again because fragments of both spells are cluttering his mind. To relearn a released spell, the wizard must have a written copy to memorize over again.

Note that it is possible to learn spells without being literate. The user must devise some way of reminding herself of the important words and motions to create the spell effect such as carved symbols, rote memorization, knots on a string or some other mnemonic.

Once learned, the wizard can use the spell as often as he has PP to empower the spell. Like all skills, spells are subject to criticals and fumbles. Fumbled spells may affect the wizard instead of the target, or just use PP without any effect. Critical spells may cost less PP, or encompass bigger areas or have a higher than expected intensity. Whatever is dramatically appropriate. A failed spell roll that is not a fumble just costs time. The PP are not spent.

Spell's can be taught by a master wizard to anyone with Latent Magic talent, but the novice must first find a wizard and pay for such training. In Alvatia at this time, this is very difficult, as magic has not worked for years. Someone accepted as an apprentice to a wizard will be trained to a skill of at least 4 in Channel and 4 in Ceremony, before the wizard will give him further training.

Once an apprentice wizard has learned enough from his master to create a personal Staff Ordinaire, the apprenticeship is considered over and the apprentice is now a Journeyman Wizard.

The creation of a unique and personal enchanted item is considered the test of a Master Wizard. Few achieve this rank in the current Age.

Manipulating Spells

A basic spell costs 1 PP and has a very little effect. The use of more PP increases the effect of the spell in various ways. Generally, a spell can be manipulated in four ways: Intensity, Duration, Range, and Volume.

 

Intensity Duration Range Volume
Pts Effect* Pts Effect Pts Effect Pts Effect
1 1d3-1 0 Instant 0 Touch 0 Pinpoint
2 1d4 1 Combat rnd 1 Toss 1 Finger
3 1d6 2 Minute 2 Throw 2 Hand
4 1d8 3 30 minutes 3 Bowshot 3 Head
5 1d10 4 2 hours 4 Line of Sight 4 Body
6 1d12 5 12 Hours 5 Horizon 5 Room
7 1d10 +d4 6 1 Day 6 View 6 Hall
8 2d8 7 1 Week     7 Castle
9 1d6+1d12 8 1 Month     8 Palace
10 1d20 9 1 Year     9 City
11 1d10+1d12 10 1 Decade     10 State
12 1d20+1d4 11 1 Century     11 Country
13 1d20+1d6 12 1 Millenium     12 Continent
14 1D20+1d8 13 "Forever"     13 World

Aside from the Intensity die rolls, which have been made as variable as possible, the measurements here are purposefully vague. There are some other notes.

Intensity as given on the chart is just one way of figuring the effect. In actuality, the user can roll any number of any kind of dice so long as the maximum effect rolled is twice the intensity. However, the user cannot roll any die smaller than a d3-1 (giving a 0-2 range). There should always be a chance that the total effect of the intensity is less than the Power Points put into intensity. That’s the contrariness of magic. Intensity is commonly the measurement of effect the spell has on the target.

Duration is a maximum measurement. The caster can choose to maintain a spell for a month and a day or 11 months and 30 days and the 9 PP cost is the same. This can also be used as a measure of how long a spell can be delayed. One element of Duration can be used to delay and another to set duration, so a fireball could be set to go off in 30 minutes (3 points) and last for 2 hours (5 pts) for a total of 8 points.

             Note that the description of a spell may give a longer 
             time to cast than the spell will last under the Duration
             chosen for the spell. This is intentional. Casting time
             of a spell has nothing to do with Duration of a spell.

 

Volume is also a measure of number. First establish what size the effect is to be, then every other point of PP put into the Volume of the spell doubles the number of these volumes to be affected. So if a Wizard wanted to put a magical defense on the bodies of six friends, the Volume cost is 4 PP for a Body-sized spell, and 3 more PP to put the spell on six people. For that cost he could have done eight people, but he only has six friends.

 

Range is also a measure of Speed. For movement spells, such as Flight or Teleportation, the Range is the distance the spell user can travel in one combat round. "Horizon" refers to targets that are literally on the horizon, however far that may be. Often these are not distinguishable and spells cast at such targets tend to have a major scatter effect. Pinpoint accuracy is not expected. "View" refers to magical viewing of areas normally out of sight, whether in the next room or across the continent. As a distance for travel, this can only be used for Teleportation.

Novice Spells

All of these spells have the limits shown above as to range, duration, etc.

Spell name -- Description

  • Channel -- This spell temporarily adds 1 intensity level of PP to another character for each PP of intensity the caster uses The caster must also use an extra PP to give the spell sufficient Volume to work, more PP for distance if he is further than touch range away, and PP for Duration as indicated below. If the receiving character's PP is in excess of their maximum PP, the excess PP must also be accompanied by PP in Duration of at least a Minute. This spell is typically used to allow another wizard to cast a spell with a very high PP cost. This spell is required of any wizard who wishes a job as a wizard's apprentice.
A spell caster can also learn variations of this spell that will Channel Hit Points, Stun Points, and Fatigue Points to the target. In every case, however, the caster is spending Power Points to provide these attributes to the target. If the target is receiving Attribute points in excess of his normal quantity, the Duration of the spell determines how long they will remain. The caster regains the Power points used in the spell normally.
  • Ceremony -- This spell, when successfully cast, increases the chances of subsequent spells to succeed by +1 Intensity Level +1 (1D3-1+1) including successive castings of the spell Ceremony. It costs 1 PP per ceremony, each ceremony takes 10 minutes to cast. The effects of ceremony only last 1 hour (no cost for Duratioin is necessary), thus the maximum bonus that you add to subsequent spells is between 5 and 15. This spell is required of any wizard who wishes a job as a wizard apprentice.
  • Detect Magic -- When this spell is cast on an object or being, the caster can detect if it has any magical radiations. The Intensity cost of this spell is 1 PP. By casting this on himself, and giving the spell some range and duration, the caster can essentially have a sense that is constantly looking for Magic. This is a directional spell, guided by the eyes. The caster has to be looking at the object to detect whether it is magical. Walls and even strong wooden boxes and doors and shelves can block the emanations. Generally, being wrapped in cloth is not enough to block them. Some cloths can block, if treated properly.
  • Magic Fist -- A magical blow, does rolled Intensity x 2 stun damage. It can also be used to trigger traps or other unsubtle manipulations within line of sight if enough PP are paid for range. This is essentially a Telekinesis spell and can be supplanted by such a spell if it is found.
  • Will-o-Wisp -- Makes any small item glow for 1 candlepower worth of light, The caster can will the light to go out at any time during its Duration, but must recast the spell to get it back. Should be cast on an object. If cast in “mid-air” it fastens on the closest dust mote and drifts with the air currents.

Other Spells

These can only be taught to apprentices by their masters or learned from books.

Spellname -- Description

  • Call (something) -- This is a spell that reaches out to the Range specified to bring a particular animal, being, or humanoid to the caster. The Intensity of the spell is matched against the PW of the target (which is generally a random member of its species). If successful, the called target attempts to get to the caller, mystically knowing the direction, for the Duration of the spell. If the call is unsuccessful, the spell moves on to the next member of the species until it runs out of range. Note that this just summons the being. A Control spell (see below) may be necessary when the creature arrives. Every Call spell is specific. A Call Manticore will not summon a Basilisk, for instance. A Call orc will not summon a goblin. The caster must have a clear mental picture of what he is summoning. Knowing the Call Manticore spell is not useful if the caster has no idea what a Manticore looks like.

This spell uses Intensity and Range and Duration. There is no Volume component.

  • Conceal -- This spell is used to hide an object, or hide magic spells on an item. When Conceal is cast in a small space, objects placed there are difficult to find. When Conceal is cast on an object, it hides any enchantment that the object may possess. Intensity helps to Conceal versus a Reveal spell. See below.
  • Control Animal -- Puts any one animal under the casters control as long as the spell is maintained. Does not affect humanoids, or creatures with an intelligence greater than 4. The Volume necessary is generally "Body" unless the animal is very small, or unusually large. Commands to do outrageous or dangerous acts allow the being to make an IN roll to resist the command. The creature will still be under the spell, just refusing to do that particular act.
  • Control Being -- Puts any one non-intelligent being (6 or less IN) under the caster's control as long as the spell is maintained. The spell is not automatically effective, as wizard uses his life force to subdue the intelligence of the target, so the target will resist the Intensity of the spell with its PW. An PW vs. PW roll is made, with the target being a resistive roll If the wizard is successful, the target will be under the control of the caster. Commands to do outrageous or dangerous acts allow the being to make an IN roll to resist the command. The creature will still be under the spell, just refusing to do that particular act.
  • Control Intelligence -- Puts any one intelligent being under the casters control as long as the spell is maintained. Does not affect creatures with an intelligence significantly (+3 or more) greater than the caster. The spell is not automatically effective, as wizard uses his life force to subdue the intelligence of the target, so the target will resist the spell with its PW. A PW vs. PW roll is made, with the target being a resistive roll (See Characteristic vs. Characteristic rolls in the manual). If the wizard is successful, the target will be under the control of the caster. Like a Controlled Being, the Controlled Humanoid has the chance to break free if told to do outrageous or dangerous things. A controlled orc might not think fighting other orcs is dangerous, but would definitely think about taking point while fighting a dragon. A target who breaks free of a Control Intelligence has broken that particular spell forever, and is likely to be hostile.
  • Control Self – This is actually a defensive spell that protects the user against Control spells and other spells that attack against the user’s PW. Range is Touch (as a rule, it can be used on others at range), Volume is Body, Duration is normal, and Intensity provides the amount that is added to the user’s PW when defending against magical attacks vs PW.
  • Darkness -- Extinguishes all natural and artificial light (including Will-o-wisp, Glow, and Controlled Fire Spells) within its Volume. If a wizard already knows the Shadow spell, the Darkness spell does not cost any additional IN points.
  • Dazzle -- Dazzle creates a blinding flash -- ALL sighted creatures, friend or foe, within the Volume of the spell may be stunned for a short period of time if they view the flash. Dazzle may not be cast in Darkness. If the caster already knows Glow, it does not cost any additional IN to memorize this spell.
  • Detect Life -- When this spell is cast on a being, the being will feel the emanations of life around him out to the Range of the spell. It is generally cast at Toss range, as the emanations can be overwhelming if cast further.
  • Earthform -- The target of this spell is covered in earthy armor that moves with him as if alive, with only half the normal restriction of armor. Intensity points are the armor effect. The armor takes effect the combat round AFTER the spell is cast.
  • Earthwalk -- The target of this spell can literally walk through rock at his normal walking pace. Intensity level determines how dense a substance can be walked through, from one point (loose dirt) to eight points (steel). Volume can either be used to let the user walk through the rock, or to affect the rock to let multiple people walk through it. Note that people walking through rock must still breathe and cannot breathe rock. People walking through rock also cannot see where they are going.
  • Enchant-- This spell is used to create magic items. Enchant prepares an object to accept magic spells. The item must be sound, in undamaged condition, and of the highest quality. To Enchant an item is an involved ritual -- at the end of which 1 PW must be permanently expended by the caster. Once an item is enchanted, it is more difficult to break or damage, and the item can accept further enchantments, becoming a matrix for holding spells, or even a receptacle for PP. Besides the 1 PW to enchant the object, the enchanter must expend PP equal to that needed for whatever magic the device is supposed to perform. The absolute maximum needed must be expended at the moment of enchantment. Spells such as Aid, Ceremony, and Tap can be used to help the Enchantment succeed.
  • Firevision -- This spell allows the user to see what is transpiring anywhere there is flame, as long as he has flame to look into. Volume affects the area the user can see, Range must be View, and Intensity controls the crispness of the image. To see into a normally lit room takes an Intensity of 3. More Intensity is needed if the caster is unfamiliar with the participants in the action or wants to see more detail. Also, the basic power of the spell depends on the intensity of the flame it is centered on. Intensity can make this more efficient. GM call. Note this is vision only, no sound. A successful spell skill roll allows this for any area the caster has been in before. If he is looking into an unfamiliar area, the GM assigns a penalty to the Skill roll.
  • Flame -- Creates a magical flame where the caster desires. The magical flame itself may be no larger than a thumbnail in size, but it can easily ignite other substances. Once created, the Flame cannot be moved or manipulated by the caster. The caster can will the Flame to disappear at any time, but must recast the spell to get it the Flame back. Any volume smaller than a Body must be cast using the Throw skill (or the Fist at touch range) to hit the desired target, as well as the Skill of the spell itself to generate it. Intensity determines how much damage the Flame does.
  • Glamer -- By using this spell, the caster creates an illusion of sound. A Glamer may be of any sort of sound imaginable, a living creature, fire, etc. -- but must be of one thing. Once created, a Glamer is controlled by the caster as long as the caster spends PP for Duration. However, as soon as the caster stops concentrating, the Glamer will go into a very unconvincing repetitive mode. The simplest Glamer is a low volume sound (about that of the speaking voice), and costs Intensity 1 PP to create. A louder Glamer (such as the roar of a lion) costs Intensity 2 PP to create. A extremely loud Glamer (such as an explosion) costs Intensity 4 PP to create. Volume as a manipulation is rarely used with this spell.
  • Glow – Makes any small item glow as bright as a torch. The caster can will the light to go out at any time, but must recast the spell to get it back. If a wizard already knows Will-o-Wisp, it does not cost any additional IN points to memorize this spell; he may retain both in the same "slot."
  • Heal – This spell can be cast to repair wounds. The user must first make a First Aid roll to identify what needs to be done. The user can also Take 10 to increase the chance of using the spell correctly. The Intensity of the spell heals the rolled Intensity in Hit Points. At least 1 PowP must be spent in Volume to cover the area of the spell. Depending on the wound, it might take more. The target cannot regain more Hit Points than are normally present. A Healing spell can only be used once on any one wound by one user. A second user can attempt to add to the Heal on a wound, but only points rolled in excess of the original roll will be added.
  • Identify Magic – When this spell is cast, one item may be examined by the caster in order that he or she may possibly determine what type of magical spells it possesses or have been cast upon it. The casting time must be at least an hour (without Duration cost), and nothing is revealed until that hour is up. Volume must equal the SZ of the object, Intensity is the addition to the d20 roll to determine one magical effect of the item.
  • Image – By using this spell, the caster creates the illusion of something real. The image may be of a living creature, fire, wall, shadow, etc. -- but must be of one thing. The SZ of the Illusion is determined by Volume. Once created, the form of an Image cannot be changed and its actions must be controlled by the caster. The caster can will the Image to disappear at any time, but must recast the spell to get it the Image back. All images are dispelled when touched. Images may be combined with Glamers for a more effective illusion, however, both require the concentration of the caster. A GM may call for CN or IN rolls under perilous circumstances.
  • Knock -- Negates the effect of the Lock spell, and adds its Intensity to lockpick rolls for ordinary locked doors, gates, etc. It may be cast multiple times in order to open more sophisticated locks. The caster must use as many PP of Intensity as were used to lock the door. If a wizard already has memorized the Lock spell, the Knock spell does not cost any additional IN points.
  • Lock -- A door or lock held by a Lock spell is more difficult to open. Intensity determines the ST holding the lock shut, Volume must match the SZ of the object, usually "Body" SZ, though a Lock can be put on a door's lock. The caster of a Lock can always open the item Locked at any time without disturbing his spell. Of course, other items closing the object can stop him, as well.
  • Mist -- This water-based spell allows the user to muddle the vision of observers and acts both to add to the Dodge and Parry rolls (two separate effects, Intensity points add to the Defensive rolls) and to skulk about almost invisible (adding Intensity points to the Sneak and Hide rolls). The caster can use this spell on any target, or volume.
  • Reveal – This air based spell can be used to find a hidden object, or hide magic spells on an item. When Reveal is cast in a small space, it helps find hidden things. Every point of Intensity removes 1 point of Intensity of a Conceal spell. Every point of Intensity counteracts 1 point of Intensity of a Mist spell.
  • Shadow -- Cast on object or being, Shadow absorbs all natural light within its range. Volume determines how much has been shadowed. Magical light such as Glow or Will o’ the Wisp reduce the effect to a dimness that might still obscure an object. GM call.
  • Sleep -- Puts a being to sleep. The Volume is usually "Body". The spell is not automatically effective, as wizard uses his life force to subdue the life force of the target, so the target will resist with its PP. An Intensity PP vs. target PP roll is made, with the target being a resistive roll (See Characteristic Vs. Characteristic Rolls In The Manual). If the wizard is successful, the target will immediately fall asleep. This is usually an Instant Spell unless someone is setting a trap to catch passerbys. Duration will not make the person stay asleep longer, the sleep is natural.
  • Staff – Enchants an ordinary (though high quality) piece of wood into a make-shift magic staff. Creating a staff costs 20 PP (Duration 11 for a century, Volume 3, and Intensity 6 for the damage it can do). Once created the staff may be used either as a weapon, or as an aid to concentration. As a weapon, it does 2d6 of damage, and if it is picked up by anyone except its creator, it explodes, doing the fool who touched it 3d6 of damage. As an aid to concentration, it will reduce the cost of the casting of a spell by 1/3 PP points -- however, it will never reduce the cost below 1 PP. Unless the wood has been previously prepared by the Enchant spell, the first time the caster uses the staff, it may explode, as above -- Roll current PW + d20. If it does not explode, the caster can cast twice his PW in PP points used through the staff before the staff burns up. If the staff was prepared by the Enchant spell, it will not burn out, and it is called a Staff Ordinaire, and is the mark of a Journeyman Wizard.
  • Summon (Something) -- This is like the Call (Something) spell above, except that it teleports the target directly to the caster. Again, the target will probably be upset and want to take out his anger on his summoner. The difference in spell cost is that the spell must include the common Volume of the summonee.
  • * Tap (Some Attribute) – This spell is essentially the opposite of the Channel spell. It allows the user to drain a target of some Attribute and increase the tapper’s (or a designated target’s) same Attribute, or a similar Attribute in one case. Tappable Attributes include Hit Points, Power Points, Stun Points, and Fatigue Points.

Tapping one (1) point of a target’s Attribute takes five (5) points of rolled Intensity.

The Tap user takes away points in the Attribute and retains them for whatever period he used Duration for. The victim regains the stolen points normally. The Tapper can only take what is available. A victim cannot be put into negative numbers in Hit Points, etc.

There are distinct physical reactions to the theft of these points. A target losing Hit Points looks withered and rapidly aging – the target regains the glow of health as he recovers, but some effect such as white hair may be permanent. A target losing Power Points is less obvious except to someone who can see magic – the aura of the victim is diminished. A target losing Stun Points gets a bit bleary eyed and tends to stagger. A target losing Fatigue Points sweats and gets flushed.

The caster must use a Volume equal to that of the victim, succeed with the spell roll, and also succeed in a resisted PW vs PW roll.

Hit Points cannot be acquired through Tap. Tapping Hit Points provides additional Stun Points for the recipient on a one-for-one basis.

Only living creatures can be Tapped.

  • Ward -- Cast on an object or space, it will allow the caster to know if anything passes the ward even if the caster is busy or sleeping The caster must stay with 100 yards of the ward at all times or it ceases to function. Intensity controls the intensity of the warning. Casting time for this spell is 1 increment of Duration for every increment of Volume encompassed. There is no Duration cost for this casting time, it is just a measure of the time. Duration of the actual Wards falls under the usual Duration rules.
  • Whirlwind -- This is an elemenal wind spell that allows the user to pick up objects with the wind (the Intensity of the spell is the ST) and even fly (see the discussion of Range as Speed).
  • Windlife -- This spell brings air to the lungs of the target (Volume must encompass the entire body of the target). Users will have air no matter where they are (this has NOT been tried in vacuum).
  • Worldwalk -- This actually is a Teleport spell that allows the user to go anywhere he can see, including places seen through magical means.

Magic Resistance

All living creatures may resist the certain effects of wizard magic. Pure "physical force" forms of magic such as Magic Fist may not be resisted – but armor and magical protection works normally. Spells of illusion are resisted by IN, and spells of control are resisted by PW. (See Characteristic vs. Characteristic rolls in the manual).

Some beings have an innate resistance to spells of illusion or control (the Advantage "Magic Resistance".) These beings get to add both their PW and IN for purposes of resisting the spells effects.

Wizardry in Alvatia

Scholastic Magic, or Wizardry, is found and (secretly) taught mostly in large towns or cities, and among the nobility, however, the rural populace in Alvatia are quite suspicious of Wizards. In some cities and counties of Alvatia, Wizardy itself is legal, though some acts of Wizardry are not. In particular, St. Carmund's followers will harass those that publically practice Wizardry, or even try to murder them.

Given this harassment, there are no official guilds; older wizards take talented students as "apprentices". Most of the more advanced wizards know each other, and cooperate informally in sharing knowledge and keeping each other hidden. Wizardry requires a knowledge of several languages and formal styles.

Wizards & Other Magics

Priests

Most religious sects in Alvatia consider wizardry a sacrilege ( see Appendix D? ), and in many counties the practice of wizardry may be used as evidence of witchcraft and is prosecuted as a crime against the church. Even tolerant sects somewhat frown down upon wizards as they believe that wizards take on to themselves the power of a Presence that is not meant for mortal kind. Saint Carmund's followers will harass and try to destroy any Wizard that might be identified.

Wizards, in turn, find most priests to be obnoxious and sanctimonious. Most wizards feel that the PW sacrifice to a Presence that a priest makes is a repugnant act just short of necromancy, (although if more priest's knew that a sacrifice of PW is made to enchant magic items, wizards would have more enemies.) In addition, wizards are saddened that priests seem unable to see the true reality and beauty of the world around them.

Wizards & Sorcerers

Sorcery is in a sense a intersection of priesthood and wizardry. It deals with the summonation and compulsion of spirits, demons, and otherworldly things. Sorcerers use variations of the ceremonies and rituals of the Priesthood to capture (i.e. temple) various daemons and spirits and have them do the Sorcerer's will to empower Wizardy type spells.

No Wizard is very comfortable with a Sorcerer, especially as most 'known' Sorcerers were typically excommunicated priests from the Hierarchy of Saints, who had professed in the past to be against all Wizardry. However, some Wizards do envy the less restricted nature of a Sorcerer's power.

Sorcerers consider Wizards to be weak, as they do not take advantage of greater powers to power their spells.

Wizards & Necromancers

Necromancy is a corrupt form of Sorcery. Necromancers intent to speak with the dead, control the dead, and ultimately to conquer Death itself. They are known to sacrifice PW (typically WITHOUT the permission of the sacrifice) to a Presence, or to bind and control a living being, or to animate the dead.

The knowledge of Necromancy most often comes from the churches; most Necromancers are former (or corrupted current) priests. Others have stolen texts from shrines or monasteries. They are, of course, totally outlawed everywhere in Alvatia; however, one or two nobles have found it useful to hide some necromancers for "interrogations" of slain enemies.

All Priests, alchemists, artificers, shamans, wizards, and even sorcerers consider Necromancy to be to most vile and anathematic practice of magic of all, and most will go to any measure to capture and bring a Necromancer to justice.

Among the wizards, when Necromancy is discovered among their members, it is pursued, tried, and punished by self-appointed council of master Wizards.