ARCANE SPELL
LIST
1 – Spell
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.