Constitutive Spell SkillsThese are the spell skills able to enact, establish and modify "reality" through the suspension or supercession of the laws of physics or biology. There are NO affinity advantages for this spell class. The learning of these spells may be restricted by your GM. It is advised that such spells be only available for learning from existing written works or enchanted objects containing the essence of such spell during the course of a campaign. These spells should not be generally available to beginning characters.
This spell permanently seals doors and other portals until the spell itself is dispelled. The force of the spell even works to bind together Etherically the fibers of the door itself such that it is virtually impossible to force through it. Treat a wooden door so held as having a 1000 HP strength against Bashing Weapons. A metal door so held may sustain as many as 5000 HP of Bashing damage. Doors so breached virtually explode, causing 1d10 damage to all within 10'.
The castor projects his own Magical Essence onto the Etheric Plane (the source of Magical power). The body remains on the material plane in a state of suspended animation easily mistaken for dead. The Etheric plane differs considerably from the Material in that most items of substance in the material plane are nebulous, with the projection fully capable of passing through them. Materials with a basic ED of 0, 1, 9 or 10 do, however occupy the Etheric plane as solid objects. There are a few denizens of the Etheric plane as well, Dragons, and many Undead are as comfortable on the Etheric as they are on the Material. Daemons are actually more comfortable on the Etheric and are one of the significant hazards of travel thereon. The projection of a Mage is generally defenseless to the Daemons that wander there. Fortunately the chance of encountering one is only 10% per hour. From the Etheric Plane the castor may travel up to [Magic * 2] miles at up to 500 miles per hour. Protective Magic, Miracles and Augury Magic may be cast from the Etheric Plane - though all difficulties are increased by +2D.
The castor projects only his sight onto the Etheric plane. This is safer in that the denizens of that plane are unlikely to notice such a small item. The sight may travel at a rate equal to that of a man walking and may pass through objects as for Etheric Projection (above). Spells may not be cast through the sight.
This spell connects two points on the material plane via the Etheric. This spell must be cast into (or written into) two minor artifacts during their creation, linking one to the other Etherically. Each artifact will respond in a prescribed manner to conditions coded into the other artifact (such as a passing person - as an alarm system or trap trigger). This response is limited to the speed of travel on the Etheric plane (500 mph) and any Etherically blocking material (ED 0, 1, 9 or 10).
The caster is able to see up to 25 miles as if looking through a strong telescope (40X)
The recipient is able to fly 250 feet per turn (~25 mph). If extended cross-country flight is involved, range is 25 to 150 miles. Duration is "checked" every hour. Roll 1d6, if the result is less than or equal to the amount of time in hours already passed the spell is over. Normal encumbrance rules apply for carrying additional materials. When cast on others, the recipient must make an Intelligence test (D2) to be able to control his movements, failure indicates out-of-control flight. When cast as part of the enchantment of appropriate Artifacts (such as a carpet) the carrying capacity of the device is equal to the caster's [Intelligence * Magic].
The recipient assumes a gaseous form (like that of a Vampire). The recipient is immune to all physical attacks while in this form - though Physical Magic: Magic Fire is still effective as are winds, etc. which would dissipate such a gas. The recipient is able to move at normal movement rates and cast spells with Essence Method. The recipient must be voluntary and may terminate the spell at will. Note that clothes and gear do change form with this spell.
The caster is able to make the recipient (provided it is a living being) grow to 2 or 3 times normal size, or shrink to between 1/2 and 1/20 normal size. The caster must make a second test to overcome the body's resistance to such change. Roll [Magic/7] d8 + 1 point per Advanced Skill Level against the recipients Constitution or Magic Proficiency (recipients choice). If the total is greater than the selected attribute the spell is successful.
This spell causes the recipients every move or action to happen twice as fast as normal. This includes activities in Combat, however he still sees activities at normal speed, so only the base number of blows is doubled (the blows indicated in the weapon table). Upon termination of this spell the recipient suffers Fatigue loss equal to 1/2 his Stamina.
Improves the caster's ability to hear. Make all perception tests (for hearing) at one level of difficulty less per Training Level of the spell skill.
A magical lock that can be placed on any door. The lock holds steadily through 100 hp of bashing damage, once exceeded a "held" wooden door itself is splintered and the spell dissipates. A metal door will be knocked from its hinges when breached.
This spell permits the caster to temporarily open a locked, secret or Hold Portal (q.v.) held door or gate. Once the spell is completed the door will swing shut and lock again as if nothing has passed through it at all. The door must actually be knocked upon - which may alert others.
The castor may cause himself or any other object or person to raise from the ground in a vertical motion at a rate of 6" per second. The carrying capacity is [Intelligence * Magic / 2] lbs. Up to 10 feet of lateral motion is also possible at the same movement rate.
The mage may rearrange minor hills within the area of effect. The change takes place over several days, moving the hills 10 ft. per hour. The hills move as a wave, lifting or lowering structures to new altitudes with little fuss or disruption. If sufficient resistance from residents or observers is present, the spell may be Disbelieved as if it were an Illusion. It requires 25 successful disbelieves to thwart the spell. This is rather difficult figuring the average Intelligence at 10 points, but with Wards and other Protective Magic and organized resistance it is possible.
Bestows the ability to see clearly in the dark upon the recipient. Clear visual range to 60'.
This spell creates a level of "background noise" sufficient to distract, though not clear enough to communicate or loud enough to overcome normal speech. The murmur of conversation at a crowded museum or church is a good example.
This spell opens a temporary hole in rock, earth or wood. The presence of ED 0, 1, 9 or 10 sheathing material increases difficulty by +1D. The spell will fail to penetrate such material entirely if its thickness exceeding 1".
This spell may only be successfully cast once in a mage's lifetime. The effect is to bestow the Mage's body with the innate ability to regenerate damage at a rate of 1 point per 5 minutes. Following a failure to cast the spell - the mage must wait three months to attempt it again.
The recipient assumes the form of a natural animal. The caster chooses the form and must be familiar with it. The recipient must be voluntary and may terminate the spell at will. Note that clothes and gear do not change form with this spell.
Deadens the sound of normal movement and walking to prevent being overheard. This does not prevent speech or other intentional sounds.
This spell improves cross country travelling to tree times normal (a human could travel ~75 miles under the influence of this spell) by strengthening will, robustness and eliminating the necessity of rest for the duration. Upon termination of this spell the recipient suffers Fatigue loss equal to his Stamina and passes out.
This spell increases the recipients Strength, enabling him to carry twice his carrying capacity, allowing +3 blows in combat and doing an additional 1d6 points damage per attack.
This spell provides instant transportation from one place to another. The difficulty is dependent on the caster's familiarity with the target location: Closely familiar - such as his room or lab - Challenging(D3) Personal knowledge - a place he's seen or had described accurately - Difficult(D4) Vague knowledge - general, second hand, knowledge of the place - Strenuous(D5) Failure indicates that the destination is missed by [Difficulty * 100 / Magic] feet in a random direction (including vertical components). Arrival inside a solid material such as the ground is terminal. This spell may be thwarted altogether if the path is completely blocked by a ED 0 or 10 material.
The caster sets up a permanent travelling basis between two points. The first three trips are cast identically to the Teleport (q.v.) spell, with the same difficulty, limitations and error results. Clearly the second and third trips will be of the "Closely familiar" variety. Once these three trips have been made the spell becomes permanent. Opening the teleportal requires either a command from the Mage or triggering event.
The caster's voice may be projected up to 100'.
This spell allows the recipient to breath under water. |
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