Pixaud's Practical Grimoire
|
|
Critique
|
Writing: Jasyn
Jones
Commentary: Phil Dack, Ks. Jim Ogle, David Oakes
Download a
.pdf of this article.
Introduction
This is a review of Pixaud's Practical Grimoire,
in particular comparing the spells in the volume with the spell
design rules presented in the Aysle Sourcebook and the
Grimoire itself.
In general, the spells in the Grimoire were not well done, and
many error and omissions can be found in the volume. Some of the
more common problems included:
- Many "wards" were not Magic axiom 15- the required
axiom for a ward.
- Multiple focused spells aren't Axiom 10, the minimum
axiom for focusing.
- Some spells included inconsistent mechanics (or no mechanics).
- Axioms for spells seemed to be determined on a nearly random
basis.
- Many descriptions were muddled and unclear, sometimes as to
how the mechanics works, sometimes as to the magical theory,
sometimes as to what the spell was meant to do (and many times,
all three).
This article includes a review of the pertinent rules, that the
correct mechanics may be kept in mind when assessing the spell.
It also includes a spell-by-spell breakdown of the Grimoire (omitting
only those spells for which no comment seemed necessary). One group
of spells, those boosting attributes, share common mechanics and
differ only according to what attribute they affect, so are addressed
as a whole, rather than as individual spells.
The comments list the spell's name, its magical skill/arcane
knowledge (alteration/folk, etc.), the page reference,
and the Magic axiom (Ax:) of the spell.
The spells are (in the main) listed in the same order in which
they appear in Pixaud's, so one can follow along
with the article, comparing the Grimoire's text
with the commentary.
Index
Section 1- The
Essences
Section 2- The Principles
Section 3- The Mixed Forces
Section 4- The Kindred
Section 5- The Elements
Rules Review
This is a review of the rules pertaining to impressing, focusing,
wards, range and spell effects. Most of the problems in Pixaud's arose
in connection with these particular mechanics.
The range value of a spell is a relative area. It is centered
on the caster, and radiates outward to the full range value. If
the caster moves, this area moves with him. The spell effect can
only exist within this range. If the spell effect leaves the range
of the spell, it expires
Focusing breaks the link between the range of the spell and the
spell effect. Now the spell effect (which is centered on an object
or person, called the focus) can leave the range without expiring.
Focusing is required when a spell is to affect a static target,
such as an area of effect, an object, or a person (e.g. any Kindred).
Focusing a spell has an axiom requirement of 10- all focused spells
need to be at least axiom 10 (but can be higher).
When a spell is cast, it goes into affect immediately- the mage
cannot "hold" the spell for later. At Axiom 17, it
becomes possible to design and cast "impressed" spells,
spells that are pre-cast and held in the caster's mind until
he chooses to release them. Impressing is required when a.) the
spell is to be temporarily stored in the magician, b.) the spell
is to be temporarily stored in an object, or c.) the spell is to
be temporarily stored in a non-spellcaster.
There are two different rules for building spells which can be
placed into items, one of which is on page 73, Aysle Sourcebook,
and allows an impressed spell to be designed which can be placed
into an item or a non-spellcaster. The second is on page 80. The
second procedure allows the mage to design a spell to allow an
item to hold any impressed spell of the appropriate Arcane Knowledge,
by infusing the item with living forces linked with the
elemental knowledge.
Impressing a spell requires an axiom of 17, though releasing it
has a lower axiom. Wards have an axiom of 15- all wards need to
be at least axiom 15 (but can be higher).
A spell which creates multiple objects or creatures still only
has one effect. If the spell expires, all objects/creatures disappear.
Attribute Boosting Spells
There are two kinds of alteration "boosting" spells,
modifications and transformations. Modifications are always real.
Transformations are illusory, unless they have an Essence as the
mechanism.
Modifications boost an attribute value, within limits. The limit
is either the Ayslish attribute maximum for that attribute or the
current attribute, plus the maximum result from the standard Power
Push table (+6) (or Speed Push table, +2, "whichever is appropriate.")
Thus, a modification can boost your stat to a 19, as long as you
have a 13. If you have a Dexterity stat of 7, it can go as high
as 14. A transformation has, essentially, no limit other than the
Effect Value of the spell.
The problem is, every single attribute boosting spell in Pixaud's has
the mechanics of a real transformation. None of them are modifications
(none mention the mechanics of a modification) and none of them
are illusory. It seems a stretch to assume that all of them have
an Essence mechanism, especially as one (improved magical strength,
pg. 47) says that the mechanism of the spell is magic.
(This would make it an illusory transformation, but there is no
disbelief Difficulty Number listed, breaking the rules for illusions
as well.)
The editors created a whole set of intricate and hard to adjudicate
rules for such spells, then proceeded to ignore them. There are
seven such spells and none of them use the rules as written. What's
the point of making up endless amounts of rules, if none of the
official spells follow them? It seems like a waste of time.
The Essences
Grave Assistance, alteration/death,
PPG (10), Ax: 13(17). Transforms death energies into skeletal warriors.
This spell is impressed but should be focused as well. The range
of the spell is 10 meters, so the skeletons have to remain within
that boundary. A focused spell would be more effective, for just
2 points more.
For instance, suppose a someone is attacking the magician, from
40 meters away- the mage has to run up to him to let the bodyguards
attack. One of the effective tactics for mages and goons is to
send the goons up close to the enemy, while the mage artillerizes
from a distance. This spell's effectiveness would be far greater
if the skeletons can wander freely.
The Secret Service would be damn near useless if they had to stay
within 6 meters of the President. Taking a bullet is one thing,
but a fireball spell hits everybody. "Go and get 'im" is
far more effective. Bodyguards who can leave the range of the spell
are far more useful than those which cannot.
Rot of the Grave, conjuration/death,
PPG (10), Ax: 13. Rots someone (doing damage and coincidentally
lowering their Charisma) as if they were dead.
This spell breaks the "one effect per spell" rule.
Becoming a rotting corpse may lower your Charisma, but
it also may not. This spell should either do one or the other,
not both.
It is also focused, and is a good example of why spells are designed
as focused spells. If it weren't focused, the effect would
cease as soon as either the victim left the range of the spell.
Talking Dead, divination/death, PPG
(11), Ax: 8. This spell allows the caster to "contact" a
spirit and interrogate it. The Effect Value is compared to the
spirit's Spirit on the "Interrogation" chart,
which is used to determine the spirit's attitude towards the caster.
This spell has a range of 5 (10 meters), which I would suspect
isn't far enough to reach into the afterworld. I would require
this spell to at least be a cross-dimensional divination effect,
requiring Axiom 13.
The spell misstates the Interrogation and Charm rules. Interrogation
doesn't influence an attitude, charm does. Interrogation
is a forceful questioning that has to overcome the target's already-present
attitudes towards the subject being inquired about,
not the interrogator.
Also, contacting the spirit and using the Effect Value to affect
it is definitely two different effects. The spell should do one
or the other, but not both.
This spell should only allow the caster to contact the spirit,
with the Effect Value of the spell being the maximum skill total
of any social interaction skills the mage chooses to use, once
contact is established (see Pixaud's, pg. 6). Once contact
is established, the mage has a choice of how to interact: use charm, persuasion,
interrogate, etc.
Visions of Death, conjuration/death,
PPG (11), Ax: 13. Attacks creatures with spiritual damage by summoning death-aspected
nightmares.
This spell is focused on an object but does not affect the object,
it affects a person (probably restricted to folk). It
does this by having an area of effect of 100 meters. The spell
uses Specific Contagion to restrict the effect to one target, otherwise
all people within the area of effect would be attacked. Focused
spells with an area of effect radiate the effect of the spell throughout
the area of effect. The range of the spell as listed is a typo.
A range of 10 is 100 meters, not 10 meters.
Conjure the Bounding Hordes of Doom, conjuration/life,
PPG (11). Ax: 13 (17), Creates (or summons?) bouncing "hordelings."
This spell is an example of the munged creation/summoning rules.
The mage has control of who the hordelings attack, evidence of
some control of summoned/created creatures. If this spell is a
summoning spell, the mage should have no control over the hordelings.
If it is a creation spell, then it should be focused (should be,
not must be), otherwise the hordelings cannot leave the range of
the spell. If a created hordeling leaves the range, it and its
5 companions would disappear, as the spell effect would expire.
Create Homunculus, conjuration/life,
PPG (12), Ax: 13. Enchants a cauldron to create a homunculi. This
spell is focused on the cauldron. This is a creation of life spell,
not a summoning spell. It does not have preprogrammed components,
but allows the spell to be varied, depending on which components
the mage provides. I would have made each separate create homunculus spell
a different spell, requiring the mage to design a different spell
to design a different homunculus (and extrapolated the rules to
make a general rule set for creating creatures). This is not a
strict rules quibble, just my preference.
Enchanting Growth, alteration/life,
PPG (13), Ax: 9. Causes wild growth in plants. Focused on an area.
Axiom is too low, needs to be a 10. (Get used to that comment,
you'll be reading it a lot). If not focused, the spell could
be as low as a 7.
Hibernation, alteration/life, PPG (13),
Ax: 8. Suspend animation. Focused spell, axiom is too low, needs
to be a 10. If not focused, the spell could be as low as a 7.
Touch of Healing, alteration/life,
PPG (14), Ax: 8. Accelerates natural processes of a person, in
order to heal them. Focused spell, axiom is too low, needs to be
a 10. If not focused, the spell could be as low as a 7.
Curse of Infinite Shapes, alteration/time,
PPG (14), Ax: 10. Randomly become another Kindred.
This spell is impressed and focused, but the axiom is wrong. It
should be 10 (17). Also notes that if the caster stays within range
of the target, they can control the shapeshifting. This spell is
the Disney Sword in the Stone mage-duel, only in reverse.
Flowers of Frustration, conjuration/time,
PPG (15), Ax: 13 (17). Rechannels the energy of spells into producing
flowers.
This spell, also impressed and focused, also notes that casters
who stay within the range still maintain control. This spell apparently
creates a field of change, using time to change the spells
the target casts. This spell should be an alteration/magic spell,
it would seem more consistent. Time may involve change,
but alteration is change and this spell alters other spells,
a clear case of alteration/magic.
Ravages of Time, alteration/time, PPG
(16), Ax: 12. Makes an item age to destruction.
No problems with this spell, but it is one of the few places you
can find rules on the Toughness of equipment. What's
the Toughness of a Browning .38 pistol? Look in Pixaud's,
under this spell. It's so obvious...
Banishment, conjuration/true knowledge,
PPG (16), Ax: 15. Sends an "entity" back to
its home dimension. Mentions that such dimensional spells cannot
cross cosm barriers.
Call Forth Spirits of Earth, conjuration/true
knowledge, PPG (17), Ax: 15. Brings an earth elemental from
another dimension.
Is a summoning, not creating spell. Is focused, though does not
need to be (focusing just raises the casting cost, without adding
any functionality).
Extradimensional Gate, conjuration/true
knowledge, PPG (18), Ax: 15. Opens gate to another dimension.
The spell's Effect Value is maximum weight value that can
go through at once. Is focused to allow the mage to leave the range
of the spell without causing it to expire. Also has the "cannot
go to another cosm" notation.
Invisibility, alteration/true knowledge,
PPG (19), Ax: 12 (17). Makes an individual invisible.
Is, apparently, designed to be impressed into the figurine. Although
this could be, as David Oakes pointed out, merely Contagion or
Similarity.
Summon Scholar, conjuration/true knowledge,
PPG (20), Ax: 13. Summons a scholarly spirit from the dimension
of scholarly spirits.
This spell needs to be Magic 15 to summon across dimensional barriers
(see call forth spirits of earth, above, and the Torg Rulebook,
pg. 93).
Sylph Call, conjuration/true knowledge,
PPG (21), Ax: 13. Summons a sylph from the dimension of sylphs.
This spell needs to be Magic 15 to summon across dimensional barriers
(see call forth spirits of earth, above, and the Torg Rulebook,
pg. 93). Also, this spell and call forth spirits of earth are
both focused, although summon scholar is not.
All 3 spells do the exact same thing- summon (not create!) a
being from another dimension. I would say that none of the three
need be focused, and all need Magic 15. Each of these three spells
should consistently follow the same rules. Random inconsistencies
are proof of poor design and unclear rules.
True Light, conjuration/true knowledge,
PPG (21), Ax: 15. Summons true light (with moral qualities, not
just illumination) to light up an area and reveal lies.
Since the moral qualities of light are inherent in that Arcane
Knowledge, this spell could be conjuration/light. Unless
the conjuration/light spell used an Essence as the mechanism,
it would be illusory. The conjuration/true knowledge spell
is not illusory.
The
Principles
Maungo's Malicious Mastiff, conjuration/darkness,
PPG (26), Ax: 13 (17). Creates a dog out of darkness and
evil thoughts.
This spell gives the caster control of the dog. It can "do
only malicious violence", but the caster can order it attack
whomever he wills, and can even order it to stop attacking and
sit still. This spell could be focused, to allow the dog to leave
the 40 m. radius of the spell's effect.
Withering Touch, conjuration/darkness,
PPG (27), Ax: 12. Reduces Toughness, Strength,
and Dexterity of a limb.
The caster casts the spell, then has 6 rounds (the duration) to
touch the target with the spell. Once touched, the spell effect
occurs and the spell expires. Why is this spell focused? It has
no long-term duration, so the victim need not be continually affected
(as would be the normal case with focused spells).
Away Sight, divination/light, PPG (27),
Ax: 7. See things far away through glass lens. This spell is all
right as written, but has a potentially misleading description.
It says that "[t]he spell is focused through a glass lens
for the duration." Since focusing is not bolded, that means
it is not a "focused" spell, vis a vis the casting
method. This line means that the caster looks through the lens
to see what the spell will show him. The spell's designer
used the lens as a Contagion.
Language Enhancer, divination/light,
PPG (28), Ax: 9. Effect Value vs. Perception to increase
target's language skill.
Focused spell, axiom is too low, needs to be a 10. Also, this
spell should be an alteration spell, not divination. Divination may
allow you to understand someone, but shouldn't "boost" your
skill adds. That is analogous to ritual of mind preparation and
should be alteration.
Mage Light, alteration/light, PPG (28),
Ax: 12. Causes light to glow from a mirror.
This spell has a muddled description. The description says it
is "focused" ("to cast this focused spell"),
but the word "focused" isn't bolded. It should
be. It also says that the spell isn't focused on the required
mirror, but what it is focused on isn't clear. This spell
needs to be focused, as it has a range of touch. I would rewrite
this spell to have it focused on the mirror, as it is the mirror
which emits the spell effect.
Rainbow Bracers, alteration/light,
PPG (29), Ax: 11. Forms bracelets out of light. Resists light spells.
Should be focused (on recipient), as range is touch. Also, this
spell is wasteful. It is used to invoke the Principle of Definition,
to protect the caster from light spells. As long as you're
having a light effect hang around, make it useful. Give
the target the ability to see in the dark or make him charming
or something. Any light spell which affects the target
would protect against other light spells, it might as
well be useful. This comment applies to the many Pixaud's spells
which mimic or invoke the the Principle of Definition.
Shield of Light, alteration/light,
PPG (30), Ax: 12. Increases Mind and Spirit (for
purposes of defense only).
In case you're wondering why rainbow bracers needs
to be focused, look at this spell. It is focused, because the effect
has to stay with the target (as it does with rainbow bracers).
Sweet Dreams, apportation/light, PPG
(30), Ax: 9. Moves the "good"-ness of the light arcane
knowledge onto a focus character to make good dreams.
Focused spell, axiom is too low, needs to be a 10. In case you're
wondering why rainbow bracers needs to be focused, look
at this spell. It is focused, because the effect has to stay with
the target (as it does with rainbow bracers).
Zero Light, apportation/light, PPG
(31), Ax: 9. Repels all light in an area.
This spell does not need to be focused, but if it were (Magic
axiom 10), the mage could have the spell effect be stationary,
instead of following him.
Carminstabulous' Conductive Cover, conjuration/magic,
PPG (31), Ax: 12.
Creates field of electricity to protect target from metal weapons.
Focused spell. Another example of why spells with a range of touch
need to be focused.
Cast Lasher, alteration/magic, PPG
(31), Ax: 12 (17). Causes target to take more backlash from casting
spells.
This spell should be focused in order to make it more useful,
as the victim can simply leave the range of the spell (60 m) and
it will expire. With an Effect Value of 25 and a range of 18, the
designer was throwing high costs anyway, an additional 2 points
for focusing shouldn't have made it that much harder to cast.
In particular, building in a high duration is only useful if the
target will be affected for the whole duration. Otherwise, it's
a waste. Focusing makes the duration more useful.
Destroy Magic, alteration/magic, PPG
(31), Ax: 12 (17). Destroys spells in target area. Should have
been designed as a focused spell, in order to make it more useful
(see zero light, above).
Devil's Pit, conjuration/magic, PPG
(32), Ax: 15 (17). Creates a pit trap when ward is triggered.
This spell is a ward, so needs an axiom of 15. But why the (17)
in the axiom line? It could be impressed (cast the spell, stop,
wait to release the ward until later) but the description does
not note it as such. Other wards do not have the (17) notation
(except Maungo's magic message) and no rule requires
it. The Axiom line should be just "Axiom: 15".
Doeleran's Door of Shooting Fire, conjuration/magic,
PPG (32), Ax: 15.
Ward. Creates jets of fire. An example of a ward without the (17)
notation. There are many others.
Enchanted Error, alteration/magic,
PPG (33), Ax: 13. Cast on an object that has a spell impressed
into it, if successful, spell fizzles when triggered.
Focused spell. Another example of why spells with a range of touch
need to be focused.
Floor of Binding, conjuration/magic,
PPG (33), Ax: 12. Creates a sticky field which holds people to
floor. Ward, should be Magic axiom 15.
Imprisonment, conjuration/magic, PPG
(33), Ax: 12. Creates bars made of magical force.
High duration, should have been designed as focused (otherwise
the caster needs to remain within the range of 25 m. or the spell
expires).
Magic Ladder, conjuration/magic, PPG
(34), Ax: 12. Forms a ladder from magical energies.
High duration, should have been designed as focused, otherwise
the ladder needs to remain within 60 m. (the range) of the caster
or the spell expires.
Magic Repulsion, apportation/magic,
PPG (34), Ax: 10(17). Pushes magic spells outside of the area of
effect.
This spell does not need to be focused, but if it were, the mage
could have the spell effect be stationary, instead of following
him.
Maungo's Magic Magnet, apportation/magic,
PPG (34), Ax: 10 (17). Attracts spells into a target.
The writer should have designed this as a focused, impressed spell.
The effect of the spell is to move spell effects into a target
ball, as long as those spell effects are within the 10 m area of
effect. Since the effect has been placed on an object which isn't
the target of the spell, it should be focused on that object. Also,
the range of the spell is touch, so the spell has to be focused
in order to have any effect. This spell is also one of the ones
designed to be impressed into an object, with the commensurate
convoluted state path.
Maungo's Magic Message, conjuration/magic,
PPG (34), Ax: 15 (17),. Ward. Caster writes letters on a wall or
floor. When triggered, message appears.
This spell is a ward, so needs an axiom of 15. But why the (17)
in the axiom line? It could be impressed (cast the spell, stop,
wait to release the ward until later) but the description does
not note it as such. Other wards do not have the (17) notation
(except devil's pit) and no rule requires it. The
Axiom line should be just "Axiom: 15".
Mystic Shield, conjuration/magic, PPG
(35), Ax: 12. Creates a cone, in which the caster is protected
from spells.
Should be focused (on the recipient), as range is touch. (See Carminstabulous'
conductive cover, enchanted error, sweet dreams,
et. al.)
The
Mixed Forces
Enchant Armor, alteration/inanimate forces,
PPG (39), Ax: 10. Boosts max. armor value of a suit of armor.
Should be focused (on the armor), as range is touch. (See Carminstabulous'
conductive cover, enchanted error, sweet dreams,
et. al.)
This spell also misstates the rules on boosting armor and weapons.
It should note that the Effect Value is compared to the max. armor
value, Power Pushed, remainder added to the max. armor value. This
same remainder is Power Pushed again and added to the armor's "adds."
Enchant Bow, alteration/inanimate forces,
PPG (39), Ax: 10. Boosts max damage value of a bow.
Should be focused (on the bow), as range is touch. (See Carminstabulous'
conductive cover, enchanted error, sweet dreams,
et. al.)
This spell also misstates the rules on boosting weapons. It should
note that the Effect Value is compared to the max. damage, Power
Pushed, remainder added to the max. damage. This same remainder
is Power Pushed again and added to the weapon's "adds."
Glue, conjuration/inanimate forces,
PPG (40), Ax: 12. Creates sticky substance over a wide area. This
spell is focused, so caster can walk away and leave the effect
running behind him.
Light Armor, alteration/inanimate forces,
PPG (41), Ax: 11. Makes glowing armor out of light. This spell
is fine as written, but in order to cast the light armor on
someone else, the spell would have to be focused.
Prismatic Alteration, alteration/inanimate
forces, PPG (42), Ax: 8. Hampers skills of target.
This spell either needs a larger range (so as to be able to build
in an area of effect) or it needs to be focused (so the effect
does not radiate from the caster outward).
Storm Kill, apportation/inanimate forces,
PPG (42), Ax: 9 (17). Oddball weather control spell. This spell
has a 5 km area of effect, although it is described poorly.
Also, Zelephest is more confused than usual. First, he question
whether the creation of this spell is worth it, then he mentions
the astronomical fees involved in paying its creators to cast it.
A spell which nets its creators astronomical fees is worth the
time. You can face down a dragon and try to steal its hoard, or
you can cast a spell to tame a storm, for the same amount of trades.
Really high backlash, though.
Telekinesis Major, apportation/inanimate
forces, PPG (43), Ax: 6 (17). Gives telekinesis spell
to non-spellcasters.
Example of a spell which is impressed into non-spellcasters. This
spell claims that it is impressed and focused, although the focusing
isn't required. If it were focused, it should be 10 (17),
not 6 (17).
Charm Person, conjuration/living forces,
PPG (44), Ax: 11. Attempts to charm a person (any Kindred).
This spell has a range of 2.5 meters, for no apparent reason.
It is designed to affect the caster or, presumably, someone else
the caster wishes to make more charming. If it affects just the
caster, give it a range of "Self." If it is designed
to affect someone else, give it a longer range or make it focused.
Others have noted that the spell could replace the caster's charm skill
with the spell's Effect Value for the duration of the spell,
as long as the target was within the 2.5 m. This seems needlessly
complicated, but is a possible interpretation.
Command Obedience, alteration/living forces,
PPG (44), Ax: 10 (17). Compels obedience.
An example of a focused, impressed spell which is 10 (17). Also,
the mechanics of this spell seem out of place. It compels nearly-complete
obedience unless the target makes a Mind or willpower total
which exceeds the Effect Value. In line with the other spells,
Effect Value vs. Mind or willpower, read as a persuasion (or intimidate),
high result means target complies.
Diminished Senses, alteration/living forces,
PPG (45), Ax: 8. Lowers target's Perception.
One bad effect: this isn't focused, so if the target can
get further away from the caster than 40 m (the range of the spell)
the spell effect expires. If this spell were focused (Ax: 10) then
it would be more effective. See the next two spells (enhance
aura and facade of normality).
Enhanced Aura, alteration/living forces,
PPG (45), Ax: 9 (17). Raises Charisma, Spirit.
Is focused and impressed, so axiom should be 10 (17). The effect
is focused on the target character, so they can leave the range
without causing the spell to expire.
Facade of Normality, alteration/living forces,
PPG (45), Ax: 9 (17). Renders target inconspicuous.
Is focused and impressed, so axiom should be 10 (17). The effect
is focused on the target character, so they can leave the range
without causing the spell to expire.
First Aid, alteration/living forces,
PPG (46), Ax: 8. Spell is used as first aid (removes shock, K or
O, and stops bleeding).
This spell is listed as focused, so the axiom should have been
a 10. Though, it doesn't have to be focused. The duration
is only 10 seconds, so the mage can stay within 15 meters for that
length of time, especially as the spell uses concentration (the
mage wouldn't be doing anything else anyway). I would leave
the Axiom at 8, and not focus the spell.
Gain Sense, alteration/living forces,
PPG (46), Ax: 9. Grants eyes of hawk, nose of dog, etc.
The spell's Effect Value is added directly to the mage's Perception.
This is wrong. It should be Effect Value vs. Perception,
read through Power Push table, add result to Perception for
chosen sense (see improved dexterity, etc.). Even if the
mechanism were magic, it would be Effect Value vs. Perception,
add result points to Perception. Either way, the description
is wrong on that point. Also, focused spell, axiom is too low,
needs to be a 10.
Improved Dexterity, alteration/living
forces, PPG (46), Ax: 9. Boosts target's Dexterity.
Focused spell, axiom is too low, needs to be a 10.
Improved Magical Strength, alteration/living
forces, PPG (47), Ax: 9. Boosts Strength. Focused
spell, axiom is too low, needs to be a 10.
Murgee's Energy Drain, apportation/living
forces, PPG (47), Ax: 10 (17). transfers energy from a target
to the caster.
This spell has so many problems, its hard to know where to begin.
According to the example, this spell actually heals damage already
taken, instantly- a no-no for magic.
It violates the "one effect" rule, it has three different
effects! It damages a target, allows the caster to take extra damage
and heals damage the caster has already taken.
The description is vague and confusing. The example confuses skill
total and Effect Value with Result Points. It has an odd mechanic-
the spell must exceed the target's Toughness by 2 to work.
It adds in a Result Point modifier before reading through the Power
Push (when result Point modifiers are designed to be added in after the
Result Points are Power Pushed).
This is quite possibly the worst spell in the whole book.
(These next two spells are slightly out of order.)
Persuasion, conjuration/living forces,
PPG (48), Ax: 11. Persuades a target.
Suggestion, conjuration/living forces,
PPG (48), Ax: 10. Persuades a target.
Both of these spells do exactly the same thing with exactly the
same mechanics (Effect Value vs. Mind or willpower of
target, results read on Charm/Persuasion column.) Why do they have
a different axiom requirement?
In addition, as Ks. Jim has noted, suggestion claims
that darkness is used as the mechanism knowledge "so
the creature's welfare or interests do not affect the casting of
the spell." This is a nonsensical claim, and evidence of
a munged State Path system.
Sixth Sense, divination/living forces,
PPG (48), Ax: 6 (17). Spell replaces find skill. Is focused
and impressed, so axiom should be 10 (17).
Vigor, alteration/living forces, PPG
(49), Ax: 9. Boosts Toughness.
This spell is very nearly done right. Mechanics of boost are done
correctly (Effect Value v. Toughness, read result points
through the Power Push table, add them, plus a result modifier,
to the original Toughness) and the spell is even focused.
Therein lies the problem. Focused spell, axiom is too low, needs
to be a 10.
The Kindred
Hatchery, alteration/aquatic, PPG (51),
Ax: 9. This spell has three distinct effects- it attracts fish
to a location, convinces them to mate, and boosts the "vitality" of
the offspring (it's the "date rape" spell for
fish).
I know this spell is basically irrelevant in the larger scheme
of Torg, but it is still a rules violation. One spell,
one effect.
Communicate with Birds, divination/avian,
PPG (51), Ax: 7. Boosts Perception for purposes of talking
with birds using the language skill.
What this spell really does is to utilize the "send information" aspect
of divination magic to allow the caster to give information to
birds, as long as they are within the radius of the spell. Ks.
Jim also notes that exclusion has probably been applied, as the
spell affects only birds and not other avian creatures.
Fly, apportation/avian, PPG (53), Ax:
8. Allows somebody to fly.
Other than the question of just what is being apported (the bird's
ability to fly?), comes my favorite comment: Focused spell, axiom
is too low, needs to be a 10. This is the Dumbo spell.
("Honest, the magic feather was just a gag!")
Animal Shield, alteration/earthly,
PPG (54), Ax: 8 (17). Creates an area of effect which has a test value
against animals. Is focused and impressed, so axiom should be 10
(17).
Communicate with Animals, divination/earthly,
PPG (54), Ax: 7. Boosts Perception for purposes of talking
with animals using the language skill.
Range is touch, so it either only affects the caster (and could
be self) or it should be focused (with an axiom of 10). Like language
enhancer (above), this spell should be an alteration spell,
not divination. Divination may allow you to understand
someone, but shouldn't "boost" your skill adds.
That is analogous to ritual of mind preparation and should
be alteration.
Enhance Horse, alteration/earthly,
PPG (54), Ax: 9. Raises Dexterity, Toughness,
and Speed limit value on a horse.
This spell has a range of touch, so needs to be focused (with
an axiom of 10). Either that, or have the range increased so that
the horse can fit within the range of the spell.
Insect Repellant, alteration/earthly,
PPG (55), Ax: 8. Creates an area of effect which has a test value
against insects. Focused spell, axiom is too low, needs to be a
10.
Paralyzation, alteration/earthly, PPG
(55), Ax: 8. Lowers animal's Dexterity.
Is not focused (and notes that if the animal leaves the range
it is no longer affected) but incorrectly claims that if the creature
reenters the spell's range, the spell will resume. Once the
target leaves the range, the spell expires.
Scarebeast, alteration/earthly, PPG
(55), Ax: 10. Scares away animals.
This spell almost certainly needs to be focused, unless the caster
intends to camp out within the affected area for the whole week
the spell lasts.
Tame Horse, alteration/earthly, PPG
(57), Ax: 9 (17). Spell charms a horse. Is focused and impressed,
so axiom should be 10 (17).
Winged Horse, alteration/earthly, PPG
(57), Ax: 13. Transforms a normal horse into a pegasus. Is not
focused, but has range of touch, so needs to be.
Conjure Elemental, conjuration/elemental,
PPG (57), Ax: 15. Brings any type of elemental from another dimension
to this one.
This spell is nearly identical to summon sylph, summon
scholar, and call forth spirits of earth. It does
not match the other three spells, so an inconsistency lurks somewhere.
It is axiom 15 and is not focused, so, of the four, it alone
seems written correctly (although the description needs rewriting).
Baby-Sitter, conjuration/enchanted,
PPG (59), Ax: 9 (17). Charms an enchanted creature.
This spell conjures an emotion in the mind of an enchanted creature.
Like all conjurations, the emotions need to be supported by an
active spell effect or they will fade (hence the four hour duration).
However, unless the mage wishes to sit with the enchanted creature
(unlikely, since it is supposed to be a guardian/babysitter for
a child) it should be focused and hence be Axiom 10 (17).
Banish Dragon, apportation/enchanted,
PPG (59), Ax: 8 (17). Repels dragons.
This spell is included as an example of a muddled description.
The spell uses its Effect Value to "overcome the willpower of
dragons and create an aversion to the caster". The description
should clearly state how that is done, but does not. My suggestion
would be to compare the spell's Effect Value vs. the dragon's Mind or test,
read the results on the Test column, with a Player's Call
result meaning that the dragon avoids the caster. You could also
use intimidation or persuasion.
Control Lycanthropy, alteration/enchanted,
PPG (59), Ax: 11. Forces werewolf to return to human form.
This spell seems designed to counteract the Ayslish "turn
to wolf on the full moon" type of werewolf, as the duration
is one day. With a duration of that long, either the caster needs
to stay within 40 m. (the range) or this spell needs to be focused.
I would suggest focusing this spell.
Speak to Enchanted, divination/enchanted,
PPG (59) Ax: 8. Speak to an enchanted being.
At the very least, an example of inconsistency (compare this spell's
mechanics to communicate with animals, language enhancer,
and communicate with birds). As well, this spell should
be an alteration spell, not divination. Divination may
allow you to understand someone, but shouldn't "boost" your
skill adds. That is analogous to ritual of mind preparation and
should be alteration.
Train Pegasus, alteration/enchanted,
PPG (60), Ax: 10. Speeds up the training of a pegasus.
This spell has an Effect Value of 59(!) with Backlash 19 and Difficulty
17. This spell could just as easily be a fireball or mystic
star. The fact that such an Effect Value can be built into
a spell, using the Ayslish spell design system, is one of the reasons
that I think that the design system is broken- if you roll high
enough, you can build the Death Star-esque planetbuster spell,
for a mere 12 difficulty and 13 backlash. I much prefer my more
mechanistic SFX adaptation (still in progress). At least spells
with a 59 Effect Value would have much higher difficulty and backlash,
or some other compensating attributes.
Animate Golem, conjuration/entity,
PPG (60), Ax: 15. Brings a statue to life.
This spell suffers from the same murky description as much of
the rest of the book. Is it "summoning" a spirit to
inhabit the statue (as the second paragraph suggests) or is it
giving life to the lifeless? We have the mechanics, which is fine
for using the spell, but without clearer descriptions, it is much
harder to "extend the art" and create new spells, a
problem illustrated by the list's interminable arguments
about spells such as this.
Animate Skeletal Warrior, conjuration/entity,
PPG (61), Ax: 15 (17). Animates a skeleton.
Conjuration/life is the spell to create any "truly
living being." Is an Undead entity "truly
living?" In the context of tool using Living/Unliving Everlaw
of One dichotomy, the answer seems most assuredly to be a yes.
However, alteration/death is the pattern for reanimating
the dead (Aysle Sourcebook, pg. 63.) This spell should
be alteration/death.
Bind Demon, conjuration/entity, PPG
(61), Ax: 17. Attempts to charm a demon.
The axiom level of bind demon is way to high. It should
be an 11 or so. In fact, it's probably an 11 (17), since
it is impressed.
Also, this spell has two effects- it both charms and persuades,
a no-no.
Why does charming an entity require a higher Magic axiom
than charming an elemental (charm elemental, Ax: 11) or
persuading any Kindred (persuasion, Ax: 11 and suggestion,
Ax: 10) or driving someone mad (Maungo's mind madness,
Ax: 14) or a spell which can charm any Kindred (charm person,
Ax: 11) or a spell which can compel any Kindred to obey (command
obedience, Ax: 10), or a spell which charms a bird (Ax: 8),
or a spell which charms a horse (tame horse, Ax: 9), or
a spell which charms an enchanted creature (babysitter,
Ax: 9) or a spell which controls a golem (control golem,
Ax: 13)?
Just to analyze, charming any Kindred (Ax: 11) is harder than
compelling any Kindred to obey (Ax: 10) and persuading any Kindred
is harder (Ax: 11), wait, no easier (also Ax: 10). Any why are
spells which charm everything (Ax: 11) a lower axiom than one which
only charms a demon (Ax: 17)? This is a similar mess to the various summon
foo spells, earlier.
Most of these spells (save Maungo's mind madness) have
similar effects, yet their axioms are all over the chart. In my
mind, this confusion closely resembles random axiom assignments.
As a gamemaster, where would you place a new spell which charmed
only, say aquatic lifeforms? With birds (Ax: 8) or horses
(Ax: 9 ) or somewhere else? An unknown system which cannot be discerned
is not useful. It is simpler just to marshall the effects, sort
them into similar categories, and produce an axiom chart. (Which
is what I am doing.)
Control Golem, conjuration/entity,
PPG (62), Ax: 13 (17). Controls (charms and persuades) a golem.
This spell has two effects: it charms and persuades. Also, see
above for the axiom of charming/persuading. This spell should be
an 11, no greater.
Raise Skeleton, conjuration/entity,
PPG (63), Ax: 15 (17). Animates all skeletons within range (assuming
Effect Value is high enough). Should be alteration/death.
Also, should be focused.
Raise Zombie, conjuration/entity, PPG
(63), Ax: 15 (17). Animates one zombie. Should be alteration/death.
Also, should be focused.
Summon Demon, conjuration/entity, PPG
(63), Ax: 15. Brings demon from another dimension. Once again,
axiom 15, not focused (cf. summon scholar, summon
sylph, et. al.).
Folk Repelspell, alteration/folk, PPG
(66), Ax: 10. Repels folk spells.
This spell is an example of the munged Principle of Definition
(which I haven't mentioned so far, because it isn't
a problem confined to Pixaud's). Some spells cite "casting
total" others "skill total" and yet others Effect
Value. The Revised and Expanded Torg Rulebook cleared
this up, but it shouldn't have happened in the first place.
In addition, this spell is another "wasted" defense
spell. Instead of learning and casting this offal, use strength or boost
dexterity or something else. Same defensive value, but you
get a benefit from it.
Gain Language, divination/folk, PPG
(66), Ax: 7. Learn language from an individual.
This spell should be an alteration spell, not divination. Divination may
allow you to understand someone, but shouldn't "boost" your
skill adds. That is analogous to ritual of mind preparation and
should be alteration.
Haste, alteration/folk, PPG (66), Ax:
9. Increases character's speed. Focused spell, axiom is too low,
needs to be a 10.
Houndscent, alteration/folk, PPG (66),
Ax: 9. Gives smell acuity of a dog. The spell's Effect Value
is compared to the target's Perception, read on
Power Push table, adds to Perception for purposes of smelling.
Focused spell, axiom is too low, needs to be a 10.
Jump, alteration/folk, PPG (67), Ax:
6. Alters long jump skill. Focused spell, axiom is way
too low, needs to be a 10.
Silence, alteration/folk, PPG (68),
Ax: 9. Silences target. Would be a more generally useful spell
if it were focused (axiom 10).
Slow, alteration/folk, PPG (68), Ax:
9. Slows target. Focused spell, axiom is too low, needs to be a
10.
Snail Wit, alteration/folk, PPG (69),
Ax: 9. Decreases Perception. Would be a more generally
useful spell if it were focused (axiom 10).
Stealth Walk, alteration/folk, PPG
(69), Ax: 9. Boosts stealth skill. Focused spell, axiom
is too low, needs to be a 10.
Strength, alteration/folk,
PPG (69), Ax: 9. Boosts Strength. Would be a more generally
useful spell if it were focused (axiom 10).
Summon Hero, conjuration/folk, PPG
(69), Ax: 17. Transforms one individual into a hero from the past.
Should be alteration/folk. Also, should be focused.
Weakness, alteration/folk, PPG (70),
Ax: 9. Reduces target's Strength. Would be a more generally
useful spell if it were focused (axiom 10).
The Elements
Wall of Air, alteration/air, PPG (75),
Ax: 8 (17). Builds barrier out of air. Impressed, focused (on area
of effect). Is focused and impressed, so axiom should be 10 (17).
Dust to Water, alteration/earth, PPG
(76), Ax: 9. Changes dust to water. This spell needs to either
have a range or be focused.
Earth Shield, apportation/earth, PPG
(76) Ax: 8. Shapes earth into wall. This spell needs to either
have a range or be focused.
Earthly Arms, alteration/earth, PPG
(76), Ax: 9. Causes a patch of earth to sprout arms.
This spell should be focused, otherwise the caster has to remain
at the center of the effect. Also, in order to be consistent with
the mechanics of alteration magic, the spell should have the Toughness of
the patch of ground, compare Effect Value to Toughness (and Strength),
read on Power Push table. The Toughness of a patch of
ground is equal to its weight value.
Quicksand, alteration/earth, PPG (77),
Ax: 8. Turns earth into mud. This spell definitely should be focused,
otherwise the caster himself will sink!
Quixal's Awful Burial, apportation/earth,
PPG (77), Ax: 8 (17). Flips a patch of earth over (pancake-like).
Is focused and impressed, so axiom should be 10 (17). Also, the
spell either needs to have a longer range or a smaller area of
effect. As it is, the caster will be standing on the patch of earth
as it flips. This, it should be pointed out, is less than useful.
Atlack's Instant Immolation, conjuration/fire,
PPG (78), Ax: 12. Creates pillar of fire. Why isn't it the
same axiom as conjured fireball?
Conjured Fireball, conjuration/fire,
PPG (78), Ax: 13 (17). Ball of fire go boom! Why not same axiom
as Atlack's instant immolation?
Flame Summons, conjuration/fire, PPG
(79), Ax: 12. Lights a flammable object on fire. Back to Ax: 12
again. Why not 13?
(These next four spells are slightly out of order.)
Altered Fireball, alteration/fire,
PPG (78), Ax: 10. Makes small fire go boom!
Altered Fireball (Improved), alteration/fire,
PPG (78), Ax: 10. Makes small fire go boom!
Flickering Fire Shield, alteration/fire PPG
(79), Ax: 11. Causes small flame to move from a fire source and
appear on hand of recipient. Resists fire spells. (Insert
rant on useful defensive spells.)
Ochial's Flaming Circle, alteration/fire PPG
(79), Ax: 9. Circle of fire that hurts people.
So, to analyze these spells, making a small bit of fire explode
into a big area is axiom 10, placing a small bit of fire on your
hand is 11, and making a big circle that grows and shrinks is a
9. The lack of consistency should be obvious.
Dagger Draw, conjuration/metal, PPG
(80) Ax: 12. Creates a throwing dagger.
Should be focused, otherwise the dagger will disappear as soon
as it is thrown. Also, if the gamemaster is using the "Tech" rules
(see the Tharkold Sourcebook, re: laser armor and muzzle
booster) then this spell should have a Tech requirement of
no less than 7. Similar rules would apply to armor of the draconis
metallica and other spells.
Ks. Jim pointed out that a spell which summons a dagger (not
a throwing dagger) would be vicious. The dagger could be used to
attack, then dropped. The conjuration spell would expire as soon
as the mage is no longer holding the dagger, and the dagger will
disappear, leaving no trace of the weapon.
Dagger Throw, apportation/metal, PPG
(80), Ax: 7. Throws dagger at at target. Focused spell, axiom is
way too low, needs to be a 10.
Also, it seems as if the writers intended this spell to be used
in conjunction with the previous spell (dagger draw),
yet it cannot. The throwing dagger created with dagger draw is
supported by an active spell effect, so it clearly is "being
affected" by a metal spell, and cannot have another metal spell
active on it (cf. Principle of Definition). If this spell is cast
on the dagger and overcomes the Principle of Definition, the spell
effect supporting the existence of the dagger is dispelled, and
the dagger disappears.
A conjuration/metal version of this spell could be created
which, like fireball, would be an attack spell. Such a
spell wouldn’t need focusing, but could use a longer range.
Keen Blade, alteration/metal, PPG (81),
Ax: 10. Increases Damage Value and max. damage value of a blade.
This spell should be focused, otherwise it will end when the caster
stops touching the blade. Also, this spell misstates the rules
on increasing max. damage and damage "adds." (See enchant
armor and enchant bow, et. al.)
Open Lock, apportation/metal, PPG (82),
Ax: 6. Opens metal lock.
Should have Tech requirement. It should be noted that this spell
can only unlock mechanical, metal locks. Many hotel locks are electronic
or magnetic or even composed of plastic or other high-tech composite
materials. Akashan locks are bio-tech. This spell is useless on
those. Ks. Jim pointed out that apportation/inanimate forces could
open any lock composed of the elements.
Precious Metal Plate, divination/metal,
PPG (82), Ax: 6. Tell one metal from another. Focused spell, axiom
is way too low, needs to be a 10.
Plant Shackles, alteration/plant, PPG
(83), Ax: 8. Uses plants to entangle a target. Could also be apportation/plant.
Would be a more generally useful spell if it were focused (axiom
10).
Thorn Staff, alteration/plant, PPG
(84), Ax: 8. Changes wooden staff to have thorns. This spell should
be focused (axiom 10), otherwise it will end when the caster stops
touching the staff.
However, Jim pointed out that "[t]he lack of focusing could
be a built-in safeguard, if an opponent disarms you and takes away
the staff he ends up with just a normal staff, not a magically-boosted
one."
Tree Ward, alteration/plant, PPG (84),
Ax: 9. Causes tree to light up if characters enter area of effect.
A ward, so needs to be no less than axiom 15. Also, says is a "focused" ward,
except that all wards are focused. "Wards are spells which
have been focused and impressed into an object." (Aysle
Sourcebook, pg. 59.)
Corgain's Gill Spell, alteration/water,
PPG (85), Ax: 9. Grants folk ability to breathe underwater.
Focused spell, axiom is too low, needs to be a 10.
Frost Hair, alteration/water, PPG (85),
Ax: 11. Freezes water to hair. (Used to defend against water spells.)
This spell needs to be focused. Also, insert protective spell rant.
Updated: 5/14/06
The Storm Knights website and
its contents are copyright © 2001-2007
by Jasyn Jones. |