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Pixaud's Practical Grimoire
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Volume II
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Design: Del
Webb
Editing and Additional Design: Jasyn Jones
Commentary: Ks. Jim Ogle, Staffan Johanson, David
Oakes
The content of Pixaud's Practical Grimoire, Volume II are copyright ©1995 by Del Webb.
Download a
.pdf of this article.
Introduction
For hundreds of years now, the magicians of Aysle have looked
to one source for the definitive collection of spells: Pixaud's
Practical Grimoire. Kept on the secret island of the Academy of
the Four Towers, this work represents the best the cosm has to
offer. Mages often spent their entire careers just trying to earn
the chance to look through it's ancient pages, or better yet, to
have one of their own spells included within this legendary text.
But the spells that are found within the Grimoire are by no means
the extent of magics found in Aysle. New spells are being created
all the time. And now, in the face of the Possibility Wars, there
comes a new source of magical knowledge. Other cosms have invaded
Earth, and many Ayslish wizards have developed spells to deal with
those unique environments. In addition, many citizens of Core Earth
and other realms have come to Aysle to study magic, and the spells
they create often reflect their own unique world view.
Therefore, the Magisters of the Four Towers began a monumental
project some years ago: to compile a second volume of Pixaud's
Practical Grimoire. This project was completed only recently, and
unveiled to an assembly of Master Magicians at a special ceremony.
Knowledge of this second volume has not spread much beyond these
Masters, but the spells that comprise the work are already in existence
within the cosm...and beyond. And given the rapid pace at which
magical research continues, perhaps it will not be long before
the Dean of the Four Towers calls for work to begin on Volume Three.
Pixaud's Practical Grimoire, Volume II is a fan-written
supplement for Torg.
The spells listed in this work are presented in standard format
for this game system. Note that new spells that are detailed in
official supplements (such as The Storm Knight's Guide to the
Possibility Wars) are not included in this book.
Editor's Note: Magister Duncan of House Gerrick of Aysle has provided
commentary for this volume of the Grimoire. Additional commentary
has been provided by a Core Earth mage beloved in her Majesty's
court- Abraham Eliot Lake, Knight Ambassador to Aysle and Storm
Knight.
Chapter 1
The Essences
Death
Lashback
Axiom Level: 10 (17)
Skill: alteration/death 18
Backlash: 17
Difficulty: 15
Effect Value: 25
Bonus Number to: Effect
Range: 8 (40 meters)
Duration: 18 (1 hour)
Cast Time: 18 (1 hour)
Manipulation: control, state
Lashback is an impressed, focused spell. The caster must mimic
the casting of another spell, one from which he usually takes backlash.
In this respect it is similar to cast lasher. However, at the end
of the cast time, the mage must draw a knife across both temples,
drawing blood. The spell is then impressed. To release the spell,
the mage must point the knife at the target. The caster must beat
the target's Dexterity or dodge with an alteration
magic total.
This spell converts normal backlash from mental stun damage to
physical damage. Compare the Effect Value to the target's Mind.
Read the Result Points through the Power Push table. If the Result
Points plus a Result Modifier of 5 exceeds the mages Mind,
the spell takes effect.
If the spell is successful, all backlash the target mage takes
is compared to his Toughness as physical damage.
Duncan Gerrick: Some wizards will actually cast this spell
on themselves, especially if they are strong of body and many
of their other spells cause considerable backlash. That way,
they stand less of a chance of suffering loss of magical ability
due to excessive backlash.
Other wizards, who use this as an offensive spell, often combine
it with cast lasher and unlearn (see below)
for greater effect. It is well known that most wizards spend
their days in
study,
and therefore cannot take the physical punishment that a warrior
can.
Plague
Axiom Level: 12
Skill: conjuration/death 25
Backlash: 19
Difficulty: 17
Effect Value: 17
Bonus Number to: Duration
Range: 15 (1 km)
Duration: 32 (1 month)
Cast Time: 25 (1 day)
Manipulation: control, duration, range
The forces of the Dark created this focused spell in order to
punish villages who resisted them. The mage must spend an entire
day walking about the area to be affected. The entire time he must
mimic a rasping, hacking cough. At the end of the day the mage
must stand in the center of the area (a circle with a 1 kilometer
radius) and spit on the ground. The mage must then leave quickly;
if he stays more than an hour, he will also be affected by the
spell.
Compare the Effect Value to the Toughness of everyone
within the area of effect after the first hour. The Result Points
are read
on the appropriate column of the Damage chart (ord or stormer).
This damage will be inflicted once a week until the spell ends,
or a person leaves the affected area. Those who remain within the
area of effect cannot heal normally, magically, miraculously, or
otherwise until they either leave the area or the spell ends.
Screaming Skull
Axiom Level: 15
Skill: conjuration/death 24
Backlash: 20
Difficulty: 18
Effect Value: 26
Bonus Number to: Effect
Range: 3 (4 meters)
Duration: 32 (1 month)
Cast Time: 18 (1 hour)
Manipulation: control, duration, cast time
This ward is cast upon a human skull. The mage inscribes arcane
runes upon the surface of the skull, then places it where he wishes
it to take effect. The skull detects living beings with a divination
magic of 19. When a detected creature passes by the skull, it's
jaw opens and the skull emits a piercing, unearthly scream.
The spell makes an intimidation attack. Compare the Effect Value
to the Spirit or intimidation value of any creatures within range.
The spell is intended to scare unwelcome visitors away.
Necromancers will often cast this spell on several skulls, scattering
them about the entrance of their laboratories. The sound emitted
by this unholy chorus is truly terrifying. (Apply Many-on-One bonuses
if more than one screaming skull is active.)
Abe Lake: This spell is a perfect example of why studying
death is the fast track to corruption. I have heard
of versions of this spell that spiritually attack interlopers.
Mages who
wield such foul magics are beneath contempt.
Life
Great Healing
Axiom Level: 8
Skill: alteration/life 20
Backlash: 16
Difficulty: 9
Effect Value: 24
Bonus Number to: Effect
Range: 6 (15 meters)
Duration: 25 (1 day)
Cast Time: 7 (25 seconds)
Manipulation: control
This spell will act as a healing spell for several creatures within
an area. The mage must have an object with medical significance,
such as a roll of bandages or a first aid kit. He then throws this
object into the center of the area of effect. The entire 15-meter
square area will glow with a pale white light
This spell aids in any medicine checks for an attending physician.
Compare the Effect Value to the Toughness of each creature. Read
the results on the Power Push table. The result plus a Result Modifier
of 5 is added to the physician's medicine check for that patient.
This spell has no practical effect if there is no one with the
medicine skill available.
Abe Lake: This spell is also frequently combined with spells
that directly increase the doctor's knowledge of medicine.
Time
Spell Extension
Axiom Level: 9 (10)
Skill: alteration/time 15
Backlash: 14
Difficulty: 10
Effect Value: 29
Bonus Number to: Effect
Range: 8 (40 meters)
Duration: 18 (1 hour)
Cast Time: 0 (1 second)
Manipulation: state
Spell extension is a focused spell. It alters another,
previously cast spell, increasing its duration. Compare the Effect
Value to the original spell's duration value. The Result Points
are added to the spell's duration, up to a maximum total duration
of one hour (the duration of spell extension). To cast
this spell, the mage must pretend she is still casting the first
spell, "dragging
it out" for another moment.
Flowing Age
Axiom Level: 10
Skill: alteration/time 21
Backlash: 17
Difficulty: 17
Effect Value: 38
Bonus Number to: Effect
Range: Touch
Duration: 32 (1 month)
Cast Time: 25 (1 day)
Manipulation: duration, cast time, state, control
This focused spell requires the mage to spend a day making sketches
of the target at various ages; infancy, youth, adulthood, old age.
The caster must tear these sketches into square pieces of equal
size. The pieces are then scattered on to the target, releasing
the spell.
The Effect Value of the spell represents the time value that the
target may add or subtract from his age. The target has control
of effect, so any age may be selected. For example, if the mage
obtains an Effect Value of 43, the target may become up to 10 years
older or younger than he is now. The target must be careful not
to extend the effect beyond their natural life span; or else they
lose control of the effect and will cease to exist until the duration
of flowing age lapses. Those who become very young or very old
will suffer penalties to their physical attributes as appropriate,
but their mental attributes skills, memories, etc. will remain
unchanged.
Duncan Gerrick: This spell was created as a counterpart of
flowing shapes, and is similar in design. It is so far
unknown what happens to those who exceed their lifespans and
vanish;
those who have seem to come back unharmed, with no memory of
any time passing in their absence.
True Knowledge
Create Pocket
Axiom Level: 14
Skill: conjuration/true knowledge 18
Backlash: 11
Difficulty: 16
Effect Value: 13
Bonus Number to: Duration
Range: 3 (4 meters)
Duration: 25 (1 day)
Cast Time: 15 (15 minutes)
Manipulation: range, state
This spell creates a small extradimensional space with a physical
connection to our dimension. The mage may use this extradimensional
space to carry things. The mage must gather the things he wishes
to store, and act as if he is placing them inside some sort of
chest. He then makes a sound like a lid closing and locking, and
the chosen items vanish. The mage may then access this space at
any time, pulling things in or out of the chest, for the duration
of the spell. Once the duration ends, the items will appear all
at once at the caster's feet. If the spell is dispelled before
its duration lapses, the items are lost. The Effect Value is the
maximum weight value that can be carried by the spell (400 kilograms).
Breakthrough
Axiom Level: 10
Skill: conjuration/true knowledge 20
Backlash: 16
Difficulty: 10
Effect Value: 20
Bonus Number to: Effect
Range: Touch
Duration: 9 (one minute)
Cast Time: 5 (10 seconds)
Manipulation: control, duration
This focused spell allows the target to temporarily gain a skill
they did not possess. The caster generates an Effect Value, and
compares it to the relevant attribute of the target. The Result
Points are read through the Power Push table, and the result is
the number of skill adds the target gains in the skill desired.
The target must still possess any tools necessary to accomplish
the task. If the skill gained is not native to the reality of the
target, a -5 penalty will be applied to the Effect Value.
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Example: A mage casts breakthrough on
his companion, a Core Earther who needs to access a Cyberpapal
computer and decides to use computer science. The mage rolls
a -2, for an Effect Value of 18. This is compared to the
Core Earther's Mind of 10, which results in a Power Push
of 3; the Core Earther gains computer science at 3 adds.
If the Core Earther had opted to use cyberdeck operations,
he would have only received 2 adds (20 - 2 - 5 = 13, compared
to 10 yields 3, power push of 3 = 2), and would have needed
to obtain TempTrodes or have a neural jack installed.
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Teleportation
Axiom Level: 14
Skill: alteration/true knowledge 24
Backlash: 19
Difficulty: 15
Effect Value: 20
Bonus Number to: Range
Range: 20 (10 kilometers)
Duration: 0 (1 second)
Cast Time: 5 (10 seconds)
Manipulation: cast time, control, range, state
This spell will allow the caster to instantly move themselves
from one location to another within the range of the spell. Teleportation may be cast upon anyone the caster can see who is willing to be
transported. To cast the spell, the mage (or the person being affected)
must think of their destination. The mage must then clap his hands
together loudly, and the spell's target vanishes.
The destination point may either be a specific place, or it may
simply be a direction and distance. The being that is teleported
will arrive safely at the desired point if it is within range of
the spell. If a direction and distance are specified, and the chosen
location is not safe (in the middle of a mountain, for example),
the spell will place the target at a safe location at a shorter
distance. If no safe place exists between the target and the destination,
the spell fails. The target of this spell must not have any attribute
greater than 20 (the Effect Value).
Chapter 2
The Principles
Darkness
Bloodlust
Axiom Level: 10
Skill: alteration/darkness 16
Backlash: 14
Difficulty: 12
Effect Value: 17
Bonus Number to: Duration
Range: 10 (100 meters)
Duration: 9 (1 minute)
Cast Time: 4 (6 seconds)
Manipulation: control, state
This focused spell will ensorcel a person in such a way that they
truly enjoy killing and inflicting pain, and will immediately go
berserk, attacking friend and foe alike. To cast this spell, the
mage must foam slightly at the mouth while pointing at the target.
Compare the Effect Value to the target's Mind or willpower with
the result read on the Charm/Persuade column of the Interaction
Results Table. Do this every round until friendly is reached; at
which point the spell takes effect. The target of the spell does
not gain any bonuses or special abilities. If the target has a
choice of attacks, they will choose the attack that causes the
greatest amount of damage.
Duncan Gerrick: This spell is best cast without the knowledge
of the target, as the caster is not immune to the target's rages.
Once the spell is cast, the mage had best leave quickly.
Increase Corruption
Axiom Level: 10
Skill: alteration/darkness 18
Backlash: 15
Difficulty: 13
Effect Value: 20
Bonus Number to: Effect
Range: Touch
Duration: 14 (10 minutes)
Cast Time: 5 (10 seconds)
Manipulation: speed, cast time
This focused spell can only be used on beings that already possess
some level of corruption. This spell temporarily increases
the adds in corruption possessed by the target. Compare
the Effect Value to the target's corruption value. Read
the Result Points on the Power Push table, and apply the result
to the corruption skill as additional adds.
The corrupt target gains all corruption abilities
appropriate to their new level of corruption. The spell
is illusory, and may be disbelieved with a Difficulty of 15.
Duncan Gerrick: Note that there is no corresponding spell increase
honor. The tenets of honor forbid the gaining of honor
adds which have not been earned. Corrupt beings, however, have
no such qualms.
Black Tentacles
Axiom Level: 12 (17)
Skill: conjuration/darkness 15
Backlash: 13
Difficulty: 9
Effect Value: 21
Bonus Number to: Effect
Range: 8 (40 meters)
Duration: 10 (100 seconds)
Cast Time: 18 (1 hour)
Manipulation: control
This impressed spell requires a piece of tentacle from a squid
or octopus. The caster waves the tentacle about while thinking
evil thoughts. To release the spell, the caster makes a rising
motion with his hand, wiggling his fingers as he does so. Inky
black tentacles will erupt from the ground in a 10-meter square
area. The tentacles will grab anything in the area of effect, holding
and squeezing it until the duration ends. The tentacles cannot
be made to let go unless they are destroyed. To determine the Strength,
Toughness and Dexterity of the tentacles, Power Push the Effect
Value and add 8. Power Push this number to get the skill adds the
tentacles possess in unarmed combat and dodge.
Light
Lightsaber
Axiom Level: 12
Skill: conjuration/light 14
Backlash: 11
Difficulty: 10
Effect Value: 20
Bonus Number to: Duration
Range: Touch
Duration: 14 (10 minutes)
Cast Time: 5 (10 seconds)
Manipulation: control, duration
This spell creates a sword of colored light. The caster must have
a metal rod about one foot in length to cast this spell. When cast,
a blade of light beams from one end of the rod. The caster chooses
the color emitted when the spell is cast. The mage also controls
the Effect Value, so that the light blade may be collapsed without
ending the spell (this also allows the mage to selectively tailor
the damage). Reducing the Effect Value to 0 collapses the blade.
Lightsaber does damage equal to the current Effect Value of the
spell. Characters use their melee weapons skill to attack with
the lightsaber.
Duncan Gerrick: Several Core Earth students submitted this
spell, and variations of it, to the Academies. Evidently the
weapon appears in one of their more popular legends. Ayslish
warriors tend to regard this as a less useful spell, due to the
lack of hand guards on the weapon's hilt.
Abe Lake: The Force is strong with this one.
Duncan Gerrick: Pardon?
Magic
Maungo's Mighty Mallet
Axiom Level: 12
Skill: conjuration/magic 15
Backlash: 15
Difficulty: 11
Effect Value: 20
Bonus Number to: Effect
Range: 5 (10 meters)
Duration: 11 (2.5 minutes)
Cast Time: 3 (4 seconds)
Manipulation: control
This spell creates a huge mallet out of thin air. The caster must
possess a tiny hammer, which he squeezes in his hand to cast the
spell. The mallet is one meter across at the head, two meters wide,
with a four-meter handle. The mallet floats in the air and is controlled
by the mage. The "change target" aspect is built into the spell,
allowing the mage to use the mallet against more than one target.
The mage uses his conjuration magic skill total to hit with the
mallet, with an accuracy modifier of +3, and the damage is equal
to the Effect Value of the spell.
Know Impressed Spells
Axiom Level: 9
Skill: divination/magic 13
Backlash: 12
Difficulty: 8
Effect Value: 25
Bonus Number to: Effect
Range: 8 (40 meters)
Duration: 4 (6 seconds)
Cast Time: 3 (4 seconds)
Manipulation: range, state, cast time
By concentrating on the target, the caster may determine what
spells they have impressed into their minds, if any. Compare the
Effect Value to the target's conjuration magic value on the General
Success chart.
Minimal: The mage knows how many spells the target has impressed.
Average: The mage can detect the magic skill of the impressed
spell (conjuration, divination, apportation or alteration.)
Good: The mage can detect the Arcane Knowledge of the spell.
Superior: The mage can detect the pattern of the spell and can
make a scholar (magic) check to identify the spell. If the mage
already knows the specific spell pattern he knows which spell it
is automatically (without generating a scholar total.)
Spectacular: The mage knows the range, duration, and Effect Value
of the impressed spells.
Chapter 3
Mixed Forces
Inanimate Forces
Barrier
Axiom Level: 8 (10)
Skill: apportation/inanimate forces 14
Backlash: 16
Difficulty: 10
Effect Value: 19
Bonus Number to: Duration
Range: 7 (25 meters)
Duration: 9 (1 minute)
Cast Time: 5 (10 seconds)
Manipulation: none
Barrier is a focused spell, which creates a translucent wall of
force. The caster need only concentrate on gathering the forces
to construct the wall, then will it to appear. The wall has an
area of 25 square meters, and will usually appear as a 5 meter
by 5 meter square. The mage can, however, shape it in any form
he wishes within the 25 square meters. The mage also controls the
duration of the barrier. The wall has a Toughness equal to its
Effect Value and provides armor adds equal to the Power Push of
its Toughness.
Steel Wool
Axiom: 9 (10)
Skill: alteration/inanimate forces 16
Backlash: 17
Difficulty: 12
Effect Value: 18
Bonus Number to: effect
Range: Touch
Duration: 29 (1 week)
Cast Time: 18 (1 hour)
Manipulation: duration
This focused spell will alter an item of normal clothing, allowing
it to protect the wearer like armor. The mage must spend the cast
time thrusting weapons at the garment to be enchanted, turning
them away at the last moment.
Compare the Effect Value to the Toughness of the material. Apply
the Result Points to the Power Push table, with a modifier of +3.
The clothing then gains armor adds equal to the final Result Points.
Note that despite the spell's name, the magic will work on any
type of fabric.
Duncan Gerrick: A mage using this spell would be best advised
to select an item of clothing that provides as much coverage
as possible.
Flight
Axiom Level: 8 (10)
Skill: apportation/inanimate forces 13
Backlash: 8
Difficulty: 8
Effect Value: 13
Bonus Number to: Duration
Range: Touch
Duration: 18 (one hour)
Cast Time: 5 (10 seconds)
Manipulation: control
This focused spell is an alternative to the Avian spell fly in
the first volume, and has been designed to duplicate that spell
almost exactly. The only difference is that no feather is needed
to invoke the spell; the caster merely wills control of the Inanimate
Forces onto the target. The speed of flight is equal to the Effect
Value.
Featherweight
Axiom: 8
Skill: alteration/living forces 11
Backlash: 12
Difficulty: 8
Effect Value: 10
Bonus Number to: Duration
Range: self
Duration: 8 (40 seconds)
Cast Time: 0 (1 second)
Manipulation: cast time
This simple spell protects the caster against falls by decreasing
their weight. Compare the Effect Value to the character's weight
value (reading Result Points through the Power Push table) and
reduce the caster's weight value by the Result Points of the spell.
The spell has a result modifier of 3. Use this new weight value
when computing falling damage if the spell is still in effect when
the mage lands. If the mage's weight value is reduced below 0,
it is considered to be 0 for damage purposes.
Duncan Gerrick: A handy spell, the designer cleverly designed
it so it could be cast quickly, and with no need for materials
or verbal components. But the mage using this spell could become
the victim of a sudden gust of wind.
Fix
Axiom Level: 12
Skill: alteration/inanimate forces 18
Backlash: 16
Difficulty: 12
Effect Value: 25
Bonus Number to: Effect
Range: 6 (15 meters)
Duration: 18 (1 hour)
Cast Time: 10 (100 seconds)
Manipulation: control, speed
This spell allows a broken machine to function as if it was brand
new. The magic causes broken or malfunctioning machines to repair
themselves for the duration of the spell. Compare the Effect Value
of the spell of the difficulty number for repair as computed on
page 78 of Kanawa Land Vehicles, under "In the Shop." This computation
is used regardless of the actual repair situation; thus the spell
can repair wounds to a vehicle or machine even while in use.
This spell does not repair mechanical devices, it just lets them
function as if they were repaired. Actual repairs must be done
before the expiration of the spell otherwise the device will revert
to its less operative condition when the spell expires or if the
spell is disrupted.
Abe Lake: This spell saved my life. We're in the New Empire
of the Nile- don't ask why- cruising at 10,000 feet. Three Paket's
intercepted us, chattering in Egyptian. We looked out the windows,
nodded real friendly like, and waved at the pilots. They must
have known who we were, because they began buzzing us. They shot
up our cargo plane with .50 Khaifu machine guns. Both our engines
exploded, throwing off smoke and flames. Our plane dove for the
sands. The Paket's headed for their base. This spell, cast on
the plane, magically repaired the engines. We landed in a Cairo
airfield just minutes before the spell ended.
The best thing about this spell is this: no process theorems
were applied. None of this "rub the effected vehicle with a model
of the fixed vehicle, draw a circle around it on the ground,
and chant." It takes about a minute and a half to cast, but that's
its only major drawback.
Duncan Gerrick: And he wonders why I choose the life of the
academic. At my age...
Abe Lake: Your age? I'm 20 years older than you, youngster.
Living Forces
Ugly Stick
Axiom Level: 9 (10)
Skill: alteration/living
forces 17
Backlash: 15
Difficulty: 11
Effect Value: 18
Bonus Number to: Duration
Range: Touch
Duration: 15 (15 minutes)
Cast Time: 3 (4 seconds)
Manipulation: state, duration
This focused spell requires the mage to have a large, gnarled,
twisted stick. After casting the spell, the mage must then hit
the target with the stick, using his melee weapons against the
target's defensive skill. Hitting the target releases the spell.
Compare the Effect Value to the target's Charisma. Read the difference
of the Power Push table. The target's Charisma is reduced by the
Result Points plus a modifier of 4. The spell can be disbelieved
with a Mind or willpower total of 12 or better.
Abe Lake: So that's what happened to the Gaunt Man.
Duncan Gerrick: Spells of this type are extremely popular,
in particular those that weaken an opponent or cloud his mind.
Sleep
Axiom Level: 7 (10)
Skill: alteration/living
forces 14
Backlash: 13
Difficulty: 9
Effect Value: 18
Bonus Number to: Duration
Range: 10 (100 meters)
Duration: 9 (1 minute)
Cast Time: 5 (10 seconds)
Manipulation: state
This focused spell will cause the target to fall asleep. To cast,
the mage must have a small amount of sand, which she rubs between
her fingers as she points at the target. Compare the Effect Value
of the spell to the target's Mind or willpower and read the Result
Points on the Power Push table. If the push plus the result modifier
of 7 is greater than the target's Mind, the spell takes effect.
The sleep induced by the spell is a natural sleep; the target
may well remain asleep after the spell's duration has elapsed.
If the target has reason to wake up before the duration has elapsed
(a loud noise, being shaken, etc.), they will do so, but the spell
will immediately take effect again; however, if the target has
reason to want to remain alert, they may make active willpower totals against the Effect Value.
Unlearn
Axiom Level: 12 (17)
Skill: alteration/living
forces 15
Backlash: 16
Difficulty: 14
Effect Value: 26
Bonus Number to: Effect
Range: 8 (40 meters)
Duration: 18 (1 hour)
Cast Time: 18 (1 hour)
Manipulation: state, control
Unlearn is an impressed, focused spell which affects the magical
knowledge of the target. The mage sits where they normally do to
study their grimoire, but they must hold the book upside down and
scratch their heads as if confused. To cast the spell, the mage
squints at the target and says, "Huh?". The spell, if effective,
causes the target to "forget" their grimoire spells; they may still
cast them, but all spells are cast as if they were being used straight
out of the grimoire (i.e., adding 4 points to difficulty and backlash,
and always comparing backlash to the skill roll, even if it is
below the Mind of the target).
Compare the Effect Value to the target's highest magic skill;
if the result is greater than the target's Mind or Perception (whichever
is higher), the spell takes effect. Unlearn is an illusion, and
may be disbelieved with a Mind or willpower total of 16.
Duncan Gerrick: This spell is often used in conjunction with
cast lasher and lashback; in fact, the creator
of lashback also designed this spell. The first spell
increases backlash, the
second
converts it to physical damage, and this spell pretty much ensures
that the target will suffer for their spells.
Abe Lake: A fancy- and lengthy- way to eliminate mages. Given
an opportunity, I usually opt for more direct methods.
Chapter 4
Kindred
Aquatic
Kenipat's Kraken
Axiom Level: 11
Skill: alteration/aquatic
18
Backlash: 16
Difficulty: 18
Effect Value: 21
Bonus Number to: Duration
Range: 0 (1 meter)
Duration: 18 (1 hour)
Cast Time: 3 (four seconds)
Manipulation: control, state
Kenipat's kraken is a focused spell that transforms a normal fish
into an enormous monster. The caster must simply catch hold of
the fish and run his hands from head to tail, then release the
fish. The caster must also possess scales from the fish he intends
to transform.
The spell assumes the fish has a Strength of 1. The aquatic retains
its mental attributes, but its physical attributes change as follows:
Dexterity: 16
unarmed combat: 22
dodge: 22
Strength: 16
Toughness: 16
Natural Tools: Bite, Str +9/25, scales, Tou +9/25
This spell has a Result Modifier of 8.
Abe Lake: This spell is more useful than otherwise might appear.
Ever seen a yakuza tough face a newly-conjured tentacled beastie
in the middle of an otherwise normal kitchen?
Avian
Create Phoenix
Axiom Level: 10
Skill: alteration/avian 16
Backlash: 13
Difficulty: 11
Effect Value: 18
Bonus Number to: Effect
Range: 10 (100 meters)
Duration: 11 (2.5 minutes)
Cast Time: 5 (10 seconds)
Manipulation: cast time, control, duration
This spell causes a normal avian to be transformed into a fiery
bird, much like a phoenix. The caster must have feathers from the
bird he intends to transform, which he burns. The target avian
is then surrounded in a nimbus of flame. The flames do not harm
the bird, but the Effect Value of the spell is added to any damage
done by the bird when it attacks. The avian will remain aflame
as long as it stays within the range of the spell.
Duncan Gerrick: Note that this spell does not change the mentality,
size, or abilities of the bird in question. This spell is best
used on a trained bird of prey that will obey the mage. Casting
this spell on a random sparrow in a dense forest will result
in nothing more helpful than a forest fire.
Earthly
Mount
Axiom Level: 12
Skill: conjuration/earthly 17
Backlash: 16
Difficulty: 19
Effect Value: 22
Bonus Number to: Duration
Range: 1 (1 meter)
Duration: 5 (10 seconds)
Cast Time: 16 (25 minutes)
Manipulation: duration, state
With this spell, the caster can summon a horse that he can use
as a mount. The caster must have a saddle. The mage stands in an
open area and whistles loudly. She then takes the saddle and lifts
it in the air as if she were about to saddle a horse. When she
lets go of the saddle, it will land on the back of her new horse.
Duncan Gerrick: The horse created by this spell is a normal
mount in all respects. It is not necessarily tame, however, so
the mage should have spells such as tame horse ready
to cast if necessary.
Insect Swarm
Axiom Level: 12
Skill: conjuration/earthly 15
Backlash: 14
Difficulty: 14
Effect Value: 19
Bonus Number to: Effect
Range: 12 (250 meters)
Duration: 12 (2.5 minutes)
Cast Time: 6 (15 seconds)
Manipulation: range
This spell causes a creeping mass of biting insects to come into
existence. The mage must spend the cast time stamping their feet
and waving their hands as if swatting insects. The mage then merely
points in the direction he wishes the insect swarm to start.
The insects proceed in a spherical mass approximately four meters
in radius. The mage controls the movement of the swarm. Any living
being inside the swarm takes damage equal to the Effect Value from
the bites and stings every round they remain within the cloud.
This damage ignores any armor the victim is wearing, as the insects
will crawl under any protection. The spell can also be directed
against nearby plant life, devastating crops. The insects disperse
when the duration ends or when the caster wills them to dissipate.
Herd Animals
Axiom Level: 8 (10)
Skill: alteration/earthly 12
Backlash: 10
Difficulty: 8
Effect Value: 10
Bonus Number to: Range
Range: 13 (400 meters)
Duration: 25 (1 day)
Cast Time: 14 (10 minutes)
Manipulation: duration
This spell is focused onto a shepherd's crook. The spell acts
as a charm on herd animals within the range of the spell, compelling
them to follow the enchanted crook wherever it goes. This greatly
reduces the chance that animals will stray away from the herd.
Elemental
Ward Elemental
Axiom Level: 10
Skill: apportation/elemental 16
Backlash: 18
Difficulty: 11
Effect Value: 25
Bonus Number to: Duration
Range: 10 (100 meters)
Duration: 18 (1 hour)
Cast Time: 9 (1 minute)
Manipulation: cast time, state
This spell keeps elemental creatures from approaching the caster.
The mage must take a small amount of the element corresponding
to the type of elemental he is warding. He then thrusts this away
from his body violently. Compare the Effect Value to the elemental's
highest physical attribute. If successful, the spell will push
the elemental beyond the range of the spell.
Abe Lake: Useful against everything but fire elementals.
Duncan Gerrick: Once again?
Abe Lake: Ever try to take a small amount of fire and push
it away from your body?
Duncan Gerrick: Flickering fire shield will do the trick,
but under normal circumstances I concede your point.
Enchanted
Detect Lycanthrope
Axiom Level: 9
Skill: divination/enchanted 14
Backlash: 13
Difficulty: 11
Effect Value: 20
Bonus Number to: Range
Range: 10 (100 meters)
Duration: 9 (1 minute)
Cast Time: 8 (40 seconds)
Manipulation: control
This spell detects lycanthropes within range of the spell. Compare
the Effect Value to the Spirit of any lycanthropes within range.
On a minimal or average success, the mage can tell the general
direction of the lycanthrope. On a good or superior success, they
can also determine the distance to within a few meters. On a spectacular success, the mage can determine the lycanthrope's exact location.
The mage needs a few hairs from a human and a wolf to cast this
spell, which he ties into a knot while extending his awareness.
Dragonsbane
Axiom Level: 12
Skill: alteration/enchanted 20
Backlash: 23 Difficulty: 15
Effect Value: 35
Bonus Number to: Effect
Range: 0 (1 meter)
Duration: 13 (6 minutes)
Cast Time: 18 (1 hour)
Manipulation: cast time, duration, range
The mage needs dragon scales to cast this focused spell. He takes
the scales and rubs them on the arrow, imagining a weakened dragon.
The spell is then focused on the arrow.
When firing the arrow at a dragon, compare the Effect Value of
the spell to the dragon's armor value. Read the Result Points through
the Power Push table, and add a Modifier of +5. Subtract the final
Result Points from the dragon's armor for the duration of the spell.
Entity
Corporealize
Axiom Level: 16 (17)
Skill: alteration/entity 18
Backlash: 15
Difficulty: 13
Effect Value: 28
Bonus Number to: Effect
Range: 9 (60 meters)
Duration: 17 (40 minutes)
Cast Time: 17 (40 minutes)
Manipulation: none
This impressed spell will only work on non-corporeal
entities such as ghosts. It causes the affected entity to assume
a solid
form, which allows physical attacks to cause damage. Compare the
Effect Value to the entity's Spirit. Read the results
on the Power Push table, and apply a Result Modifier of +10. The
spell succeeds
if the final Result Points exceed the spirit's Spirit.
Folk
Nuathor's Nimbleness
Axiom Level: 9 (10)
Skill: alteration/folk 16
Backlash: 15
Difficulty: 9
Effect Value: 20
Bonus Number to: Effect
Range: Touch
Duration: 19 (1.5 hours)
Cast Time: 5 (10 seconds)
Manipulation: control, state
To cast this focused spell the mage must have a number of small
rubber balls, which he throws at the recipient of the spell, who
tries to avoid them. Then the mage touches the recipient, releasing
the spell. Nuathor's Nimbleness increases the target's dodge skill.
Compare the Effect Value to the target's Dexterity. Read
the results on the Power Push table. The spell's Result Modifier
is +8. Apply
the final Result Points to the target's dodge skill for the duration
of the spell (the target gains the skill if he does not have it).
Will of Iron
Axiom Level: 9 (10)
Skill: alteration/folk 14
Backlash: 13
Difficulty: 14
Effect Value: 16
Bonus Number to: Duration
Range: Touch
Duration: 13 (6 minutes)
Cast Time: 3 (four seconds)
Manipulation: state
This simple focused spell increases the target's willpower.
Compare the Effect Value to the target's Mind, and read
this through the Power Push table. Add the Result Points plus a
Modifier of 6 to
the target's willpower skill for the duration.
Abe Lake: Many hostile mind affecting spells target your will
or are based on Folk. Two protections
for the price of one makes this a good deal in my book.
Chapter 5
Elements
Air
Refreshing Breeze
Axiom Level: 7
Skill: alteration/air 12
Backlash: 14
Difficulty: 10
Effect Value: 15
Bonus Number to: Effect
Range: 5 (10 meters)
Duration: 5 (10 seconds)
Cast Time: 4 (6 seconds)
Manipulation: none
To cast the refreshing breeze spell, the mage must wave a fan
in his face while sighing contentedly. The spell causes a light
breeze to spring up in a 10 meter square area, refreshing those
within.
Compare the Effect Value to the Toughness of the beings within
the area of effect. Read the result through the Power Push table.
The final Result Points are the number of shock points of damage
that may be removed.
Duncan Gerrick: This spell also comes in handy when you need
to blow away foul vapors or gases, as the mage controls which
way the wind blows. However, keep in mind that the spell does
not discriminate whom is within the area of effect; you could
end up refreshing your enemies as well as your companions.
Vacuum
Axiom Level: 10
Skill: apportation/air 16
Backlash: 16
Difficulty: 14
Effect Value: 20
Bonus Number to: Effect
Range: 8 (40 meters)
Duration: 0 (1 second)
Cast Time: 0 (1 second)
Manipulation: state, range
This spell creates a column around one person which is completely
devoid of air for one second. The mage must point at the target
while making a sucking sound to cast the spell. The mage must roll
a separate apportation magic total against the target's Dexterity or dodge to hit.
Compare the Effect Value to the target's Toughness, disregarding
any armor worn. Read the results on the Combat Results table. Note
that this spell has no effect on creatures who do not need to breathe,
such as undead and golems, nor will it affect anyone with an independent
supply of air (such as a scuba tank).
Earth
Earthquake
Axiom Level: 9 (17)
Skill: apportation/earth 18
Backlash: 16
Difficulty: 16
Effect Value: 19
Bonus Number to: Duration
Range: 10 (100 meters)
Duration: 8 (40 seconds)
Cast Time: 18 (1 hour)
Manipulation: cast time, control
This impressed spell creates a fairly severe earthquake in the
area of effect (a circle with a 100 meter radius). To impress this
spell the mage spends the entire hour stomping up and down on solid
earth, while picking up clumps of dirt and smashing them with her
hands. To release the spell, the mage merely stamps one foot.
The spell has different effects on living beings and inanimate
structures. For living creatures in the area of effect, they must
make a Dexterity check against the Effect Value of the
spell or suffer a Knockdown result. If they attempt to stand, they
must
immediately make another check or fall again. Structures such as
buildings in the area of effect must take damage equal to the Effect
Value every round the earthquake
is active.
Stone Speak
Axiom Level: 8 (10)
Skill: divination/earth 20
Backlash: 15
Difficulty: 17
Effect Value: 10
Bonus Number to: Effect
Range: Touch
Duration: 9 (1 minute)
Cast Time: 5 (10 seconds)
Manipulation: range, duration
This focused spell requires the mage to select a stone from the
area he wishes to know about. He must then draw a face on the stone,
complete with eyes, ears, nose, and mouth (or else the stone will
not be able to tell what it saw, heard, and smelled). He then places
the stone in its original resting place.
The stone will tell the mage about everything which it has "seen" recently
(within the last day). The stone has a Perception equal to the
Effect Value, and the range of its senses is the same.
Duncan Gerrick: Even though the ensorcelled stone is able
to communicate, it can only provide a description of what it
has seen, it cannot extrapolate, explain, or theorize. Stones
do not understand speech, save for the questions asked by the
spellcaster. Stones are, as I believe your saying goes, "dumb
as a rock."
Fire
Flaming Sword
Axiom Level: 13
Skill: conjuration/fire 14
Backlash: 18
Difficulty: 7
Effect Value: 20
Bonus Number to: Effect
Range: Touch
Duration: 12 (4 minutes)
Cast Time: 4 (6 seconds)
Manipulation: control, state, speed
This focused spell requires a normal sword of any type. The mage
casts the spell, and the blade erupts in magical flame. The spell
enhances the sword's damage value. Compare the Effect Value of
the spell to the maximum damage value of the sword. The Result
Points are added to the max. damage value of the sword. Take the
same Result Points, Power Push them, and add the result to the
sword's damage adds. The mage (or whoever wields the sword) must
still make a successful melee weapons attack to hit. The flaming
sword is an illusion, and may be disbelieved with a Mind or willpower total of 10.
The Effect Value of the flame is controlled, so that the mage
control its damage. If the effect is lowered to 0, the flames go
away (but the effect can be increased later.)
Abe Lake: Not as flashy as the lightsaber spell, but still
it has a good old-fashioned appeal.
Little Fireball
Axiom Level: 12
Skill: conjuration/fire 15
Backlash: 14
Difficulty: 8
Effect Value: 18
Bonus Number to: Effect
Range: 12 (250 meters)
Duration: 5 (10 seconds)
Cast Time: 0 (1 second)
Manipulation: control
This spell is similar to the other fireball spells, except that
the ball created by this spell is only one meter across. The mage
must roll a conjuration magic total versus the target's Dexterity or dodge to hit, with a +4 accuracy modifier. The damage is equal
to the Effect Value.
Duncan Gerrick: This spell counteracts one of the biggest
problems of the traditional fireball; its small volume
allows it to be used in enclosed spaces. The designer built this
spell
with a low difficulty and improved accuracy, apparently meaning
for this spell to be cast several times in succession against
one's opponents. Still, the intimidation factor of an enormous
sphere of flame cannot be denied.
Metal
Dancing Sword
Axiom Level: 8 (17)
Skill: apportation/metal 12
Backlash: 14
Difficulty: 8
Effect Value: 15
Bonus Number to: Range
Range: 5 (10 meters)
Duration: 11 (2.5 minutes)
Cast Time: 20 (2.5 hours)
Manipulation: control, range
To cast this impressed, focused spell, the mage must spend two
hours practicing basic fencing skills. He then spends the remaining
cast time willing his newly-acquired knowledge into his sword.
To release the spell, the mage merely says "Have at thee!" and
releases the sword. The sword will then hover and fight of its
own volition.
The sword has a melee weapons skill equivalent to the caster's
apportation magic, and does damage equal to the Effect Value. The
mage does not need to concentrate to maintain the spell, but he
must direct it to change opponents if necessary, or the sword will
sit idle.
Floor Spikes
Axiom Level: 10
Skill: alteration/metal 18
Backlash: 17
Difficulty: 13
Effect Value: 22
Bonus Number to: Effect
Range: 4 (6 meters)
Duration: 32 (1 month)
Cast Time: 21 (4 hours)
Manipulation: range, duration, state
This ward requires the mage to have a large quantity of nails.
He buries the nails in the area to be protected (a square area
six meters to a side), points facing up. The spell detects folk with a divination
magic skill of 13. If anyone tries to cross within
the protected area, large metal spikes will erupt from the ground,
impaling anyone in the area. The damage done is equal to the Effect
Value. The spikes will remain out of the ground after the spell
is released, unless the ward is disbelieved with a Mind or willpower total of 15.
Plant
Climbing Vines
Axiom Level: 9
Skill: alteration/plant 15
Backlash: 19
Difficulty: 12
Effect Value: 14
Bonus Number to: Duration
Range: 3 (4 meters)
Duration: 9 (1 minute)
Cast Time: 5 (10 seconds)
Manipulation: speed, range
The mage casting this spell must have a small piece of vine or
other climbing plant. He places the piece at the base of whatever
wall he wishes to scale, and casts the spell. The vine will grow
rapidly up the wall, becoming a thick, sturdy rope. After the vines
have finished their growth, the mage can climb them- usually requiring
a climb check with a Difficulty of 3. The mage can control the
movement of the vine as it grows, and can also end the spell at
any time before the duration expires, collapsing the vine. The
vine can hold a weight value of 14 or less. Climbing vines is an
illusion with a disbelief Difficulty of 10.
Fast Food
Axiom Level: 12
Skill: conjuration/plant 13
Backlash: 11
Difficulty: 11
Effect Value: 1
Bonus Number to: Effect
Range: 0 (1 meter)
Duration: 25 (1 day)
Cast Time: 2 (2.5 seconds)
Manipulation: cast time, control, speed, range
This simple spell allows the caster to create fruits, vegetables,
and grains out of thin air. The mage must have a bag that is large
enough to hold the desired food item. He says, "Boy, I sure would
love a <name of food> right now!" and reaches into the bag.
He then pulls the desired item out of the bag.
The food created by this spell has a maximum weight value of the
Power Push of the Effect Value, plus a Modifier of 1. The spell
uses a mechanism of Life, so the food created is real, but the
food created will be normal for its type (the spell will not create
a ten-pound apple), and only one of the desired food can be created
in one casting (the spell will not conjure ten pounds of apples,
either).
Duncan Gerrick: An impressive piece of spellcraft, this spell
was the result of over six months of research. The versatility
of the spell makes it enormously popular among traveling mages
and researchers alike, and enormously unpopular among innkeepers
and restaurant owners. Note that when the spell says it only
creates one of the desired food, it is quite literal; if the
caster wants grapes, he will get one grape, not a bunch. There
are other versions which do not have this limitation, but they
are either much more difficult to cast, or the food they create
is illusory.
This spell, being a plant spell, can only produce vegetables
and fruits. I know of at least one mage who is working on a living
forces spell that can create any food item from a "Big Mac" (whatever
that is) to escargot tartare, but that spell is, as of this volume
of the Grimoire, incomplete.
Abe Lake: This spell is very useful while traveling through
the Living Land, where even canned goods quickly rot.
Water
Create Water
Axiom Level: 12
Skill: conjuration/water 14
Backlash: 13
Difficulty: 8
Effect Value: 10
Bonus Number to: Effect
Range: 3 (4 meters)
Duration: 25 (1 day)
Cast Time: 4 (6 seconds)
Manipulation: control, duration
The mage must have an empty container to cast this spell. The
spell creates normal, clean water, which fills the container. The
maximum weight that can be created with this spell is equal to
the Effect Value. Any water not used within a day will vanish.
Duncan Gerrick: Since most water spells require the caster
to have a quantity of water available, this spell is handy if
the mage's canteen has run dry. Its applications in desert survival
are also noteworthy.
Scrying Pool
Axiom Level: 7
Skill: divination/water 12
Backlash: 11
Difficulty: 6
Effect Value: 0
Bonus Number to: Range
Range: 20 (10 kilometers)
Duration: 9 (1 minute)
Cast Time: 14 (10 minutes)
Manipulation: range, speed
The mage must have a large shallow pool of water to use this spell.
The mage places a personal possession of the being the caster wishes
to see into the center of the pool. He then must wait until the
surface is completely still, and then concentrate on seeing the
person. The surface of the water will shimmer, and if the being
is within range of the spell, the mage will be able to observe
him or her for one minute.
Watery Grave
Axiom Level: 10
Skill: apportation/water 15
Backlash: 14
Difficulty: 8
Effect Value: 18
Bonus Number to: Effect
Range: 8 (40 meters)
Duration: 8 (40 seconds)
Cast Time: 4 (6 seconds)
Manipulation: duration
This spell requires the mage to be near a quantity of water. The
mage beckons for the water to rise and flow toward the intended
target. The mage makes a separate apportation magic roll against
the target's dodge or Dexterity to hit. If successful, the water
completely surrounds the target in a layer of water. The target
will take drowning damage equal to the Effect Value every round
until the duration lapses (ignore any armor the victim has.) Note
that this spell has no effect on creatures who do not need to breathe,
such as undead and golems, nor against creatures that can breath
water (most aquatics), nor will it affect anyone with an independent
supply of air (such as a scuba tank).
Duncan Gerrick: A few mages like to follow this spell with
frigid air, freezing their victim in place so they can
make a quick getaway... or a quick kill, depending on their philosophy.
Also, Core Earth mages have nicknamed this spell "Davey Jones'
Locker," for reasons as of yet unarticulated.
Abe Lake: Sixteen men on a dead man's chest...
Duncan Gerrick: Could you ever just explain what your compatriots
mean?
Abe Lake: Yes.
Updated: 5/11/06
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