ARCANE SPELL LIST

SPELL COORDINATION

 
1Spell Store (U) –   D: until a spell is cast for storage, or spell is canceled   R: S   Caster casts this spell prior to the spell he wants to store; then the stored spell may be cast (released) at any later time, with no preparation required.  Furthermore, while a typical spell cast is ‘easy’ to notice, a stored spell release is ‘medium’ (or Trickery at +20 at caster’s choice).  The Storing spell costs the same number of power points as the spell stored.  Ordinarily, the caster is not able to cast any other spell while a spell is stored without losing the stored spell.  An arcane Spell Store can be used for storing any spell, and is required for storing arcane spells.

3 – Lightest Touch (U) -  D: 1 min or until another spell cast   R: S   Extends the range of the next spell cast by the caster from ‘Touch’ to six inches, provided that the spell is informational, passive, or healing (I, P, or H).

4 – Trojan (U*) -  D: 1 min / lvl or until caster casts another spell   R: S   While spell is in effect, the caster can use any other spell cast within 50’ of him as “cover” for his own no-prep-rounds spell.  Unless the spell is a foolishly obvious elemental or flashy attack, the casting will be ‘very hard’ for others to notice (or Trickery +50 at caster’s choice).

5 – Bypass (U*) – D: 1 min or until another spell cast   R: S   Using this spell allows the caster one cast (within the duration) without expending or losing a Stored spell.

6 – Spell Store Other (U) -  D: until a spell is cast for storage, or spell is canceled   R: S   As Spell Store except that the caster stores a spell cast by another (willing, cooperative) spell user of any realm, or cast from a device (wand, staff, symbol, etc.).  Casters (or caster and device) must be in physical contact to effect the storage.  Spell Store Other costs six PP or the number of PP of the spell being Stored, whichever is greater.  If the caster of the spell being Stored is another being, he expends the same number of PP as usual for his spell, but must prefix his cast with a special three-word phrase that keys it for storage.  If the caster of the spell being Stored is a device, the Spell Store Other caster utters the prefix before triggering the device.  Should the new caster release a spell store other that is of higher level than himself, that casting is subject to an ESF roll.

8 – Contingency (U) -  D: 1 day   R: S   An entirely separate category of stored spell.  Caster may store a contingency spell that is activated subsequent to a simple qualifying event specified when the spell is cast (e.g., falling, death blow, death, knockout, soul departure, stunned, ignited, elemental attack, spoken phrase, specific spell cast, etc.).  Contingency costs eight PP or the number of PP of the highest level contingency effect being set, whichever is greater.  The contingency effects occur when the following conditions are all true: (1) the qualifying event has already occurred, (2) ten initiative impulses have passed (or the round ends), and (3) the “cast” would not violate the caster’s casts-per-round restriction for the round thus far.  As this is a new category, this spell does not count as a Spell Store; other spells may be stored and cast while this effect remains dormant until triggered.  A contingency effect releases automatically, and will still trigger if the caster is incapacitated or even dead.  Since Contingency has a duration, it does have to be renewed periodically lest the contingent spell be lost.  Renewal only requires re-casting the Contingency and not the stored effect.

9 – Light Touch True (U) -  D: 1 rnd / lvl   R: S   As Lightest Touch, except duration is longer and effects apply to all I, P, or H spells cast during this time.

10 – Preemption (U) -  D: ends when another spell is cast, up to 1 minute   R: S   Up to the duration of the spell, the next spell the caster casts will receive +10 initiative bonus rather than the usual +5 bonus for spellcasting.

11 – Deep Spell Store (U) -  As Spell Store, except releasing the deeply stored spell is even more subtle and can be done with little more than a thought and an offhand gesture. While a regular stored spell release is ‘medium’ to notice, a deeply-stored spell release is ‘very hard’ (or Trickery at +50 at caster’s choice).  If Spell Store or Spell Store Other was used to originally store a spell, the spell may be adjusted to ‘deep’ storage with this spell at only eleven additional PP expenditure.  Otherwise, storing ‘deep’ at the outset with this spell costs eleven or the stored spell’s PP, whichever is greater, plus the usual cost for casting the spell being stored.  (Note that Deep Spell Store Other does not exist per se, and must be done as a Spell Store Other and Deep Spell Store sequence).

12 – Hostage (F*) – D: ends up to 1 rnd / lvl after caster uses subsequent attack spell   R: S   Modifies the effect of a lethal force-class (i.e. non-elemental) spell attack, and requires one free hand.  If caster successfully gets what would be a lethal result (GM determines) with an attack spell (e.g. Absolution, Black Channel III, Word of Death, Phrase, Shout True, Slaying Song, etc.) while Hostage is in effect, caster can hold effect in abeyance for one target, literally holding the target’s life in his outstretched hand.  While target is a hostage, the target is ghostly, pale and translucent, and cannot be moved nor affected by any other person, magic, or thing.  The hostage is in an indeterminate state and cannot act(*).  The hostage can be released by the successful application of a Cancel or Dispel on the hostage’s behalf, or by someone forcing the caster to desist.  Otherwise the hostage’s fate is in the caster’s hand, who will either open his hand to release the target “unaffected” or draw his closed hand in, applying the full force of the delayed attack.  If the caster willingly moves himself beyond his original attack’s range from the hostage, the hostage is released unharmed.  If the caster is relocated beyond that range by force, the belated attack takes full effect.  (As an alternative to the standard duration, the GM may allow the hostage situation to last as long as the caster’s player holds a pencil in his hand with his arm outstretched and unsupported).

(*) There are conceivably rare exceptions where a hostage can actually free himself, but this only happens when the hostage has the time and capability to use spells on himself to fully heal himself of what would be the full effects of the caster’s attack (note that it is too late for the target to try Cancel or Dispel, as the effects have already seized him).  For example, while successful Black Channel III attacks are usually presumptively lethal, a very powerful healer could hypothetically repair and thus free himself from a Black Channel III Hostage situation given a few rounds’ time.  Similarly, a cleric could have a chance of freeing himself from an Absolution Hostage situation with a Lifegiving spell on himself.

13 – Complex Spell II  (U) -  D: ends when another spell is cast, up to 1 rnd/lvl  R: S   While this spell is in effect, the caster has the power to make his next cast a combination of two non-attack, non-elemental spells.  The two spells get cast as one (fail on 01-05), simultaneously (requiring casting time equal to what the longer of the two spells would require) and require a number of PP equal to the sum of the two spells’ PP requirements to cast.  The PP expenditure must be less than the level of the caster, otherwise it is considered an overcast and ESF may occur.  If the caster’s next spell cast is not a combination, the Complex Spell duration ends nonetheless.

14 – Spell Store Complex (U) - D: until a spell sequence is cast to effect combined storage, or spell is canceled   R: S   As Spell Store, except is completed by subsequent cast of Complex Spell followed by a combination spell for storage, and the PP cost is equal to the sum of the spells to be combined.  The stored spell is still considered a single spell, but has all the effects of the combination.

15 – Spell Store Other Complex (U) - D: until a spell sequence is cast for combined storage, or spell is canceled   R: T   As Spell Store Other, except is completed by subsequent cast of Complex Spell followed by a sequence of spells cast for combination and storage by the caster, devices, or other beings, and the PP cost is equal to the sum of the spells to be combined.  The stored spell effects are still considered a single spell, but having all the effects of the combination.  Note that this is a slightly different mode of using Complex Spell, since in this mode it is capable of accepting a series of spells from different sources (as long as the series concludes by the end of the spell duration) and combining them.

16 – Advanced Contingency (U) -  D: 1 day   R: S   Makes a caster’s Stored spell (which can be a mix of simple, complex, from other) his contingency spell.  The spell is transferred to contingency and so is no longer ‘stored’.  Renewal of the contingency, whether advanced or not, can be accomplished with the level eight Contingency spell.

18 – Complex Spell III  (U) -  D: ends when another spell is cast, up to 1 rnd/lvl  R: S   While this spell is in effect, the caster has the power to make his next cast a combination of two or three non-attack, non-elemental spells.  The spells get cast as one (fail on 01-10), simultaneously (requiring casting time equal to what the longest of the spells would require) and require a number of PP equal to the sum of the spells PP requirements to cast.  The PP expenditure must be less than the level of the caster, otherwise it is considered an overcast and ESF may occur.  If the caster’s next spell cast is not a combination, the Complex Spell duration ends nonetheless.

19 – Amplify   (U) -  D: -   R: S   The level of the caster’s stored or contingency spell (either, but not both at once) may be raised to the caster’s own level by casting this spell at PP cost 19 plus the cost of the spell(s) to be amplified, provided that the amplified spell cost does not exceed the caster’s level.  (The amplified spell may be complex, in which case the sum of the component costs is used.)  Note that if the caster is amplifying his stored spell, then he needs to cast Bypass before casting Amplify.

20 – Suspend Contingency (U*) – D: 1 rnd/lvl or until canceled   R: S   If contingency event occurs while this spell is in effect, the event will not be noticed by the contingency mechanism.  This spell could also be thrown after a contingency event to prevent the contingency release, provided that the caster knows to throw it in time.  (Note that while in many cases it is easier to merely cancel the original Contingency spell, it may be very expensive or inconvenient to rebuild that lost contingency later.)

25 – Complex Spell IV  (U) -  As Complex Spell III, except up to four non-attack, non-elemental spells may be combined into a single cast, and spell failure range is 01-20.

30 – Contingency True (U) – As Advanced Contingency except duration is 1 hr / lvl and the triggering event can be a more complicated condition (e.g. describable in up to 15 words).  Renewal of a true contingency requires recasting Contingency True.

50 – True Complex  (U) -  As Complex Spell IV, except spell failure range is 01-05.

 

NOTES: When Spell Store Other is used, the stored spell’s level and duration may change as it is moved from caster to caster.  The original caster relinquishes ownership of the spell once it is expended or stored; it is not considered “his” spell any longer.  The spell takes on the attack level equal to the caster or the storer, whichever is lower.  The spell duration, radius, or other level-related qualities that go with the stored spell will change accordingly.  A spell released and stored repeatedly through a string of arcane magicians thus tends to gradually lose potency (it would only be as strong as the lowest-level magician in the chain), unless treated via Amplify.

As indicated, the cost in PP of Spell Store Complex and Spell Store Other Complex is the sum of the PP costs of the spells to be combined into the complex.  If this number of PP exceeds the caster’s level, it is an overcast and ESF may occur.  The cost of Spell Store and Spell Store Other are never sums because they do not themselves combine spells.  Note, however, that these can be used to store spells that are already complexed, in which case the PP cost for the Store is equal to the highest (max) cost from among the individual components.

If a “complex spell” is emplaced in a Symbol, all the effect durations, radii, etc. of the individual components will thenceforth be based on the level of the highest spell in the complex.

One roll is made to see if a “complex spell” fails, but when failure does occur then each spell is rolled separately on the non-attack spell failure table and all the effects accrue.