Orders[cite: 7]
Most Talislantans are exposed to only one kind of magic in their lifetimes and know little, if anything, about other styles.[cite: 7] Cultural traditions, taboos, and local mythology all shape magical practice in a given region.[cite: 7] It is for this reason that certain styles of spellcasting are peculiar to particular peoples or regions and have spread little in the six centuries since the Great Disaster.[cite: 7] These styles are referred to by Talislantan magicians as Orders.[cite: 7]
The twelve Orders of magic practiced by magicians of the New Age are:[cite: 7]
- Astromancy*: The magic of Talislanta’s suns, moons, and stars.[cite: 7]
- Cartomancy*: The magic of luck, circumstance, and fate as represented in the cards of the Zodar.[cite: 7]
- Cryptomancy*: The study of magical runes, sigils, and symbols.[cite: 7]
- Crystalomancy: The study of crystals and their magical properties.[cite: 7]
- Elemental Magic: Magicians of this Order draw their power from one of the Elemental Planes of Water, Earth, Air, or Fire.[cite: 7]
- Invocation: Members of this Order call upon supernatural entities for magical power.[cite: 7]
- Mysticism: This Order deals with the powers of the mind, will, and soul.[cite: 7]
- Natural Magic: The magic of animals, plants, and the natural world.[cite: 7]
- Necromancy*: The magic of death, decay, and entropy.[cite: 7]
- Shamanism*: Members of this Order draw their power from the totem-spirits of animals and the Dreamrealms.[cite: 7]
- Witchcraft: The most ancient and secret of Orders, tracing its heritage to the first primitive Archaens.[cite: 7]
- Wizardry: Wizards produce their effects by manipulating the flux of arcane energy that permeates the omniverse.[cite: 7] This versatile Order is the most common in Talislanta today.[cite: 7]
Orders marked with an asterisk (*) above are detailed in The Gamemaster’s Guide to Talislanta.[cite: 7]
Order Format[cite: 7]
Each Order is described according to the following format:[cite: 7]
- Name of Order: Description of the Order, its history, and/or practices.[cite: 7]
- Advantages: Special advantages of this Order.[cite: 7]
- Limitations: Disadvantages or limits of the Order.[cite: 7]
- Modes: Bonuses or penalties for certain types of Modes (optional*).[cite: 7]
- Enchantment: Typical types of enchanted items made by members of this Order.[cite: 7]
- Example Spells: Examples of spells that might be used by members of this Order.[cite: 7] The example spells are categorized into three different difficulty levels: Basic (or beginner) spells, Advanced Spells, and Master Spells.[cite: 7]
*GM’s note: The special modifiers and restrictions listed here for Modes are optional.[cite: 7] Use them if you want to further emphasize the differences between Orders in your campaign.[cite: 7] If not, members of every Order should be allowed to learn any of the twelve Modes.[cite: 7]
Astromancy[cite: 7]
This magical field governs all aspects of the suns, moons, and stars of the Talislantan skies.[cite: 7] It is related to the field of astrology and concentrates upon the art of reading starsigns, predicting and controlling the weather, and similar uses.[cite: 7] Astromantic magic is often used to reveal the future, divine the past, or quite often, to attempt to control or alter fate, be it personal or more general as in meteorological control.[cite: 7]
Just as Elementalists harness and manipulate elemental powers, Astromancers draw upon the latent magical energy of the Aetheric Sea or Astral Plane.[cite: 7] It is from this source that Astromancers draw their power and as such, many Astromancers are also scholars of metaphysics and other planes of existence.[cite: 7] Astromancers often serve as advisors and administrators of windship crews, for their knowledge of navigation and their skills at weather magic is unparalleled.[cite: 7]
Physical Components[cite: 7]
Astromancers require star charts and other astrological devices in order to work their magics.[cite: 7] In order to manipulate the ebb and flow of aetheric energy, most Astromancers employ astrolabes, sextants, and other astromantic tools in addition to charts and tables.[cite: 7]
Advantages[cite: 7]
Astromancers receive a +5 bonus on all spellcasting rolls for spells that are attuned in some way to the current month.[cite: 7] Attack spells are more powerful during the month of Jhang, while spells of Divination often benefit by being cast during the month of Phandir, for example.[cite: 7]
Limitations[cite: 7]
Astromancers suffer a -2 to -5 penalty to their casting roll when underground or otherwise separated from the open sky (-5 in a cavern or mine, -2 in a building).[cite: 7]
Astromantic Influences[cite: 7]
Suns:[cite: 7]
- The Greater Sun: Strength, power, self-confidence.[cite: 7]
- The Lesser Sun: Aid, assistance, cooperation.[cite: 7]
Moons:[cite: 7]
- Ardan (purple): Passion, romance, love, loyalty.[cite: 7]
- Drome (orange): Magic, power, weather.[cite: 7]
- Talisandre (white): Fortune, luck.[cite: 7]
- Zar (black): Death, decay, darkness.[cite: 7]
- Jhang (red): Conflict, war, blood, pain.[cite: 7]
- Phandir (green): Destiny, mystery, the unknown.[cite: 7]
- Laeolis (blue): Sorrow, separation, emotions.[cite: 7]
Modes[cite: 7]
- Not Available: Conjuration.[cite: 7]
- Bonuses: Divination +3, Influence +3.[cite: 7]
- Penalties: Attack -3.[cite: 7]
- Conjuration Effects: N/A.[cite: 7]
- Enchantment Effects: An Astromancer may alter any quality that has a corresponding relationship with a sun or moon (STR using Greater Sun, for example; see sidebar).[cite: 7]
- Transmutation Effects: Same as Enchantment Effects above.[cite: 7]
Enchanted Items[cite: 7]
Astromancers typically enchant items that aid them in their works or talismans that bring good fortune to their wearers.[cite: 7] Some examples include:[cite: 7]
- An enchanted Astrolabe that gives the Astromancer a +3 bonus to all astrology or navigate skill rolls.[cite: 7]
- Sword of Zar: An enchanted sword infused with the powers of the red moon of Zar.[cite: 7] The sword gives off a red luminescence in a 30-foot radius.[cite: 7]
Sample Astromancy Spells[cite: 7]
Astromantic Bolt[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Damage: 10 hp[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] By channeling the power of the twin suns, the Astromancer directs a bolt of astromantic energy at a target of his choosing.[cite: 7] This bolt causes 1 hp damage per spell level and deep burning pain in any victim so struck.[cite: 7]
Homeward Star[cite: 7]
- Mode: Divination[cite: 7]
- Duration: Instant[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] By gazing into the heavens, casters of this spell are able to accurately determine their position on Talislanta, and use this knowledge to find the way to a location they are familiar with (effectively grants a +10 bonus to PER checks to find their way).[cite: 7] Needless to say, Astromancers rarely get lost.[cite: 7]
Astromantic Sight[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] Similar to the Mystic’s ability to Astral Travel, this spell allows the Astromancer to peer into the Astral Plane to see astral and other non-corporeal presences by granting them a +1 bonus to PER rolls per level of the spell.[cite: 7]
Sign of Phandir[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] By summoning strength from the moon Phandir, the Astromancer creates a sphere of green light 50 feet in diameter which lasts the duration of the spell.[cite: 7] All scrying attempts made against this sphere suffer a -1 difficulty penalty per level of the spell.[cite: 7]
Sign of Zar[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 10-foot diameter sphere[cite: 7]
- Base Difficulty: -3 (level 3 base)[cite: 7] By means of this spell, the Astromancer calls forth a 10-foot diameter sphere around himself, extinguishing all non-magical light.[cite: 7] Those within the sphere can see out fine, but outside observers see only the black sphere.[cite: 7]
Sunburst (Illusion)[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -3 (level 3 base)[cite: 7] This spell draws upon the power of Talislanta’s twin suns to produce a bright, torch-like glow centered on whatever the caster wishes, which stays still unless the caster concentrates on moving it.[cite: 7] By infusing the spell with more energy (-3 to Base Difficulty per magnitude increase), the caster may create brighter and/or larger globes of light (see Illusion Mode for difficulty modifiers).[cite: 7]
Sign of Laeolis[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 10 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] This spell creates a momentary sphere of blue light with a 10-foot diameter centered on the Astromancer.[cite: 7] All those within the sphere (except the Astromancer) are struck by an uncontrollable sense of sadness and loss.[cite: 7] Victims suffer a -1 penalty per spell level to all actions from the distracting emotions until they make a successful resistance roll on the Action Table or the duration of the spell expires.[cite: 7]
Sunform[cite: 7]
- Mode: Move[cite: 7]
- Duration: 1 hour[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -1 (base level 1)[cite: 7] This spell allows the Astromancer to convert their physical bodies, but not their possessions, into a glowing mass of pulsating solar force.[cite: 7] The base SPD the Astromancer may travel is SPD -4 with each additional spell level increasing the SPD by +1, thus SPD -3 is a level 2 spell, SPD +0 a level 5 spell, and so on.[cite: 7] While in Sunform, the Astromancer is unable to affect or be affected by the physical world.[cite: 7] Likewise, they are unable to cast spells but they may still be affected by magical energy.[cite: 7]
Sign of Strength[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] By invoking the power of a constellation that represents a strong hero or creature (the Drakken constellation for example), the Astromancer infuses this mythic strength into any target he touches.[cite: 7] For the duration of the spell, the recipient receives a +1 bonus to their STR per 5 spell levels.[cite: 7]
Sign of Jhang[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 5-foot radius[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] This moon sign causes the Astromancer's hands to glow with a crimson light.[cite: 7] Anyone touched receives a +1 to their CR per spell level for the duration of the spell.[cite: 7]
Astromantic Shield[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] By means of this spell, the Astromancer surrounds himself with a shimmering barrier of astromantic energy that will protect the magician from damage until 20 hp of damage have been absorbed.[cite: 7]
Sign of Drome[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 10-foot radius[cite: 7]
- Base Difficulty: -11 (level 10 base, -1 for radius)[cite: 7] This spell creates an amber sphere of light 10 feet in radius, which remains in effect for the duration of the spell.[cite: 7] While having no effect on mortal creatures, this ward has 20 hp and is PR 20 against all demonic creatures and prevents them from crossing into the sphere.[cite: 7]
Cartomancy[cite: 7]
To most Talislantans, luck, fate, and destiny are nebulous forces beyond the province of mortal beings.[cite: 7] Though few common folk can grasp the power and meaning of the vagaries of chance, those who know the secrets held within the cards of the Zodar can.[cite: 7] It is with this key that a Cartomancer unlocks his powers.[cite: 7]
The Zodar was originally a divination tool of an ancient people, long lost to history.[cite: 7] In the hands of a skilled Cartomancer, the twenty enigmatic cards are a powerful magical instrument.[cite: 7] Each card has both a symbolic meaning in the realm of destiny, and an actual meaning, in the realm of action.[cite: 7] Cartomancers believe that the interaction of these two realms creates reality as they know it.[cite: 7]
Cartomancers invoke the destiny aspect of the cards when they attempt to divine the future or the past.[cite: 7] This is the most commonly known use for the Zodar deck, and is practiced by many Cartomancers to earn a living as a gambler or fortune teller.[cite: 7] Destiny readings are usually vague, metaphorical, and difficult to understand.[cite: 7] With practice, however, a Cartomancer can learn to better interpret the cryptic pronouncements of the cards.[cite: 7]
The action aspect of the cards provides Cartomancers with their more tangible spellcasting abilities.[cite: 7] Each card is tied to a real-world effect that the Cartomancer can invoke.[cite: 7] For example, the Sun cards can produce light or heat, the Warrior card is useful for attacking enemies or resisting attacks, and the Mystic card can be used to reveal secrets, lies, or hidden knowledge.[cite: 7] Unlike the destiny aspect of the deck, spellcasting with the cards uses the inner-power of the magician, and can be very tiring and even dangerous.[cite: 7] Most Cartomancers keep this element of their magic hidden and use it only when absolutely necessary.[cite: 7]
Cartomancy is typically self-taught and there are few treatises on the Order or spellbooks.[cite: 7] After studying the Zodar cards for a certain period of time, the neophyte Cartomancer begins to understand their innate capacities for magic.[cite: 7] Of course, anyone can use the deck for a friendly game of Zodar, but it takes cartomantic abilities to fully attune to the forces of chance within the cards.[cite: 7]
Physical Components[cite: 7]
A Cartomancer must have one hand free in order to manipulate the cards and cast spells.[cite: 7] No spoken words or specific gestures are required.[cite: 7]
Advantages[cite: 7]
Spells of Cartomancy can be quite subtle since the magician need only handle her Zodar deck to produce the magic.[cite: 7] No lights, noises, or other tell-tale signs emanate from the magician while she is casting a spell.[cite: 7] Of course, those familiar with Cartomancy may realize what is happening as soon as the magician begins an innocent shuffle...[cite: 7]
Limitations[cite: 7]
As noted under Physical Components, Cartomancers must use their Zodar deck to cast spells.[cite: 7] Without his cards on his person, a Cartomancer is powerless.[cite: 7] If the magician's personal deck is ever lost or stolen, a new one can be obtained and used after the magician spends one week attuning to it.[cite: 7]
The Zodar Deck[cite: 7]
The twenty cards of the Zodar are:[cite: 7]
- Zar: The Dark Moon.[cite: 7] An ill-aspected card, signifying evil, conspiracy, black magic.[cite: 7]
- Laeolis: The Blue Moon.[cite: 7] Sorrow, disappointment, heartbreak.[cite: 7]
- Jhang: The Crimson Moon.[cite: 7] Rage, violence, dark passions.[cite: 7]
- Ardan: The Purple Moon.[cite: 7] Romance, passion, desire.[cite: 7]
- Phandir: The Green Moon.[cite: 7] Mystery, things unknown.[cite: 7]
- Drome: The Amber Moon.[cite: 7] Peace, repose, relief.[cite: 7]
- Talisandre: The Silver Moon.[cite: 7] Good fortune.[cite: 7]
- The Lesser Sun.[cite: 7] A matter of little import.[cite: 7]
- The Greater Sun.[cite: 7] A matter of great import.[cite: 7]
- The Charlatan.[cite: 7] Deception or deception discovered.[cite: 7]
- The Rogue.[cite: 7] Loss, thievery, distrust.[cite: 7]
- The Warrior.[cite: 7] Confrontation, conflict, vigilance.[cite: 7]
- The Assassin.[cite: 7] Treachery, betrayal, death.[cite: 7]
- The Peddler.[cite: 7] Opportunity, the chance for profit or loss.[cite: 7]
- The Wanderer.[cite: 7] Travel and adventure.[cite: 7]
- The Wizard.[cite: 7] Sorcery, chance, uncertainty.[cite: 7]
- The Mystic.[cite: 7] Hidden knowledge, secrets.[cite: 7]
- The Alchemist.[cite: 7] Change, transformation, the unexpected.[cite: 7]
- The Reaper.[cite: 7] Inevitability.[cite: 7]
- The Archon.[cite: 7] Victory.[cite: 7]
Modes[cite: 7]
- Not Available: Conjuration, Transmutation.[cite: 7]
- Bonuses: Divination +3.[cite: 7]
- Penalties: Attack -3.[cite: 7]
- Conjuration Effects: N/A.[cite: 7]
- Enchantment Effects: Cartomancers can alter any quality that is depicted on one of the cards of the Zodar.[cite: 7] For example, a Cartomancer might alter a character’s Combat Rating by drawing "The Warrior" or a character’s Haggle skill by drawing "The Peddler".[cite: 7]
- Transmutation Effects: N/A.[cite: 7]
Enchanted Items[cite: 7]
Common enchanted items created with Cartomancy:[cite: 7]
- Enchanted Zodar cards that can reproduce the Order's spells.[cite: 7]
Sample Cartomancy Spells[cite: 7]
Hand of Destiny[cite: 7]
- Mode: Divination[cite: 7]
- Duration: Instant[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] Rahastrans use this spell all the time, as it is as much a part of their belief system as anything else.[cite: 7] By laying out two cards and divining their meaning, a skilled Cartomancer can determine his destiny.[cite: 7] In game terms, this is the PC asking the GM "What is likely to be my best course of action?"[cite: 7] The level of the spell should be used as a ruler in deciding how accurate and helpful the insight will be.[cite: 7] For example, a 5th level divination might yield only general information, such as, "The future is obscure, but it seems that subtlety is the best course of action."[cite: 7] For a 10th level divination the result might be more specific, as in "Signs indicate that deceit would yield greater fortune than direct action."[cite: 7] A 20th level divination might yield more detailed information, like "Fortune would shine on sneaking into the tower in disguise", while at 30th level the GM might really get specific, as in "Use a spell to hide your life-essence and enter the necromancer's tower in the guise of undead."[cite: 7]
Fortune's Purchase[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -15 (level 15 base)[cite: 7] The Cartomancer consults the Zodar and draws The Peddler and Talisandre, interpreting that he will have good luck in an upcoming purchase.[cite: 7] He then goes and talks to the merchant and makes his purchase, gaining +5 on his Haggling skill.[cite: 7]
The Warrior's Heart (Alter)[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch (3 targets)[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] By drawing forth The Warrior and The Archon and placing them both face-up on a level surface, the Cartomancer predicts favorable odds in the upcoming battle.[cite: 7] Due to this prediction, up to three targets will be filled with the courage of the archetypal Warrior, receiving +1 to their CR attribute for each spell level.[cite: 7]
Prestidigitation[cite: 7]
- Mode: Move[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] By turning The Rogue and The Charlatan face-to-face in the deck, the caster can make any small item within range of the spell come to his hand at SPD -4 (+1 to SPD per spell level).[cite: 7] The item could be on the floor, on another person, or even in one of the caster's pockets.[cite: 7] A bit of legerdemain is usually used to augment the spell, keeping anyone from noticing the weapon, pouch, or whatever sliding into the caster's grip.[cite: 7]
The Fold (Illusion)[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -22 (level 10 base, -3 for motion, -9 for touch, smell and hearing)[cite: 7] Every Rahastran knows when to fold a bad hand and make a discreet exit when his or her luck has changed for the worse.[cite: 7] By drawing The Charlatan the caster can appear to vanish into thin air, leaving nothing behind.[cite: 7] Even someone holding the caster will believe that the Cartomancer has disappeared, and even beings with keen senses of smell and hearing may be fooled by this illusion.[cite: 7] While the spell is in effect, the Cartomancer can move silently, hide, or make a quick getaway, as desired.[cite: 7]
The Bluff (Illusion)[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -16 (level 1 base, +3 levels for Motion, +3 levels for Complex Elements, +3 levels for Precise Details, +6 levels for Magnitude)[cite: 7] The Warrior and The Charlatan must be held in the hand of the Cartomancer for the duration of this spell, which allows the caster to assume the semblance of a duelist of unsurpassed skill.[cite: 7] A well-chosen prop and a bit of imagination may be used to enhance the effect of the spell.[cite: 7] For example, if the caster draws a sword and strikes a dashing pose, he will appear to those affected by the illusion to be the finest and most deadly swordsman in the land.[cite: 7] The whole thing is illusion, however, and if the intended subject or subjects see through the enchantment, mayhem is likely to ensue.[cite: 7] NPC opponents roll Combat Rating or Intelligence with a -6 penalty (the Magnitude) to continue the attack, or use GM's discretion.[cite: 7]
Cardplay (Influence)[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] This enchantment allows the Cartomancer to dazzle and amaze onlookers by shuffling the Zodar deck, slowly at first, and then with greater and greater flair.[cite: 7] If the intended subject or subjects fail a resistance roll (standard WIL roll plus MR minus 1/2 spell level), they will become entranced, remaining motionless for the duration of the spell, even if the caster puts away the cards and leaves the area.[cite: 7] On a partial success, the subject retains his or her senses, but will stop whatever else they were doing to watch the caster for as long as the display of cardplay continues.[cite: 7] On a failed resistance check, the subject will remain entranced for a full minute after the caster stops manipulating the cards.[cite: 7] On a mishap, the subject remains entranced even after the spell's duration expires, and will stay that way until someone "awakens" them (by shaking, slapping, shouting, etc.).[cite: 7]
Luck of the Draw[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] By drawing Talisandre and keeping it in the palm of the hand, the caster will temporarily be granted good luck in any sort of fight or melee.[cite: 7] During the time the enchantment is in effect, attacks of any sort that are aimed at the caster will unaccountably miss the mark, either by the narrowest of margins, or by what will appear to be an incredible stroke of good fortune.[cite: 7] Once the spell has absorbed 20 hit points of damage or its duration is exceeded, the good luck fades and the caster's fortunes return to normal.[cite: 7]
Cryptomancy[cite: 7]
Cryptomancy is the art of inscribing, manipulating, encrypting, and decoding magical and mundane writing.[cite: 7] Cryptomancers are generally intrigued by symbology of all kinds and believe that every form of written communication contains magical power.[cite: 7]
Cryptomancers cast spells by inscribing magical sigils.[cite: 7] During the process of inscription, the Cryptomancer infuses the writing with a portion of his will, thereby bestowing its magical properties.[cite: 7] This procedure is often fatiguing, but once completed, the spell is in place and may take effect at a later time or when certain conditions are met.[cite: 7] With this Magical Order, the line between Spellcasting and Enchantment is a fine one, indeed.[cite: 7]
Because of its subtle yet enduring nature, Cryptomancy is often used by the Trapmages of Kasmir to protect valuables and vaults.[cite: 7] The founders of the art, the Callidians, employ their spellcraft primarily to decode and translate ancient texts, or for other scholarly purposes.[cite: 7]
As would be expected, Cryptomancers learn spells by memorizing written formulas of magical symbols.[cite: 7] Books, scrolls, and tomes of Cryptomancy are always in cipher, and are all but impossible to decode.[cite: 7] Cryptomancers across the continent share a specialized runic language that bears no resemblance to any contemporary alphabet.[cite: 7]
Physical Components[cite: 7]
A Cryptomancer must be able to trace a pattern with at least one hand in order to cast spells.[cite: 7] For many cryptomantic spells, the magician must make an actual mark of some sort.[cite: 7] Cryptomancers often carry papers, inks, brushes, pens, and chisels for just this reason.[cite: 7]
Advantages[cite: 7]
The Trigger Effect:[cite: 7] When casting any cryptomantic spell, the magician may choose a circumstance that will trigger the forces of the rune.[cite: 7] Until this condition is met, the spell will remain in stasis.[cite: 7] Spells in stasis are subject to all forms of magical detection and countermagic.[cite: 7] When the triggering circumstance occurs, the spell will discharge, expending all of its energy.[cite: 7] A trigger increases the spell's Degree of Difficulty by 5 levels, and the rune must be clearly inscribed upon the subject.[cite: 7] A given spell can only be triggered once.[cite: 7] If a Cryptomancer wishes to create a permanent effect that can be triggered many times, she must enchant the rune, as per the rules for Enchantment which can be found at the end of this chapter.[cite: 7]
Limitations[cite: 7]
Because of the often complex symbology employed by this Order and the need to actually inscribe its spells, cryptomantic magic takes longer to perform than other styles of spellcasting.[cite: 7] Unless specifically stated otherwise, all cryptomantic spells take 2 rounds to cast.[cite: 7]
Modes[cite: 7]
- Not Available: Transmutation.[cite: 7]
- Bonuses: Divination +3, Ward +3.[cite: 7]
- Penalties: Illusion -2, Influence -2.[cite: 7]
- Conjuration Effects: Cryptomancers use runes to contact the outer-planes in order to summon extra-dimensional entities such as Devils, Demons, Imps, and Sardonicus.[cite: 7]
- Enchantment Effects: Cryptomancers can alter attributes by making the appropriate Rune (Rune of Strength, Rune of Reason, etc).[cite: 7] A Cryptomancer can also alter Damage Rating or Protection Rating with a Rune of Potence or a Rune of Shielding, respectively.[cite: 7]
- Transmutation Effects: N/A.[cite: 7]
Enchanted Items[cite: 7]
Common enchanted items created with Cryptomancy include:[cite: 7]
- Alarm and trap systems designed to defeat intruders and protect valuables.[cite: 7]
- Enchanted tattoos that can conjure up weapons or useful items.[cite: 7]
- Rings, medallions, bracers, and torcs inscribed with empowering runes.[cite: 7]
- Cages and manacles to entrap extra-dimensional entities.[cite: 7]
Sample Cryptomancy Spells[cite: 7]
Exploding Runes (Attack)[cite: 7]
- Mode: Attack[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 10-foot radius[cite: 7]
- Base Difficulty: -6 (level 1 base, -5 for trigger)[cite: 7] These symbols are usually inscribed on a gate or a doorway to prevent intrusion.[cite: 7] Anyone who opens the protected gate or door without first uttering the command word will trigger the runes, causing a deafening explosion.[cite: 7] Anyone within ten feet of the explosion will sustain 1 hp damage per spell level.[cite: 7] Any exploding rune of level 10 or greater will also necessitate a CON roll or the victim will be permanently deafened.[cite: 7] A 10th level healing spell (Transmutation Mode) will be needed to restore hearing.[cite: 7]
Symbol of Lightning[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -15 (level 10 base, -5 for trigger)[cite: 7] The Symbol of Lightning is a large inscription that resembles a jagged lightning bolt bound by a ten-foot diameter circle.[cite: 7] It is always drawn on the ground or floor, using a staff or dagger (in dirt), or chalk (on stone or wood).[cite: 7] Anyone stepping into the area demarcated by the symbol will be struck by lightning for 10 points of damage.[cite: 7] Many ancient tombs are guarded with symbols of this sort, which were a favorite of the legendary black magician Mordante who is believed to have inscribed a number of these devices into the very floors of his demesne.[cite: 7]
Sigil of Deterrence[cite: 7]
- Mode: Attack[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] A favorite of Kasmiran trapsmiths, this sigil is usually placed inside a locking mechanism, and is activated by touch.[cite: 7] Unauthorized individuals who attempt to open a lock protected with this sigil will suffer a painful blast of energy (1 hp damage per spell level) sufficient to damage a key or lock-pick; or incapacitate a thief's hand.[cite: 7] A successful Traps skill roll (with a penalty equal to the Traps skill rating of the magician that set the rune) will alert a thief to the rune’s presence.[cite: 7]
Shaladin’s Blade-Icon[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -1 (level 1 base, -5 for trigger)[cite: 7] This symbol is commonly sewn into the sleeve of a robe, or carved into the face of a ring.[cite: 7] When triggered by the wearer, the rune causes a dagger to be conjured into his or her hand.[cite: 7] Shaladin's Blade is not a magical weapon per se, but does damage equivalent to a common dagger.[cite: 7] Note that a Blade-Icon can be triggered only once and must be re-cast before it can be used again.[cite: 7] Also note that an untriggered Icon counts as one of the seven magical items that a person can carry.[cite: 7]
Seal of the Forbidden Passage[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] When this Seal is drawn upon the surface of any door, the portal will be sealed shut by the presence of conjured mortar and remain so until the sigil expires (1 minute per spell level), is dispelled or the door broken down by force.[cite: 7]
Sigil of Summoning[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Casting Time: 1 round per ability level of summoned creature(s)[cite: 7]
- Base Difficulty: -6 (level 1 base, -5 for trigger)[cite: 7] This powerful rune is inscribed at the center of a seven-foot circle, and is often used to protect valuable treasures, such as may be found in ancient tombs and libraries.[cite: 7] When an intruder steps into the circle, the Sigil summons an extra-dimensional creature of the casters choice (determined at time of casting).[cite: 7] Since obviously no pact is possible in this situation, the type of creature summoned is most often a violent or aggressive one.[cite: 7]
Mark of Midnight[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -7 (level 10 base, +3 Order bonus)[cite: 7]
- Casting Modifiers: -8 (1st level, -9 for extra duration, -1 for extra range, +3 due to Order modifier)[cite: 7] Drawn on the forehead, this rune enables the subject to see clearly (PER +0) in complete darkness for up to 50 feet (double this distance in partial darkness or shadow).[cite: 7]
Mark of Stealth[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -3 (level 3 base)[cite: 7] When inscribed upon the soles of one's boots or other footwear, the Mark of Stealth enables the wearer to move much more quietly (+1 Stealth rating per spell 3 levels) for the duration of the spell.[cite: 7]
Symbol of Clarity[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] Inscribed in the air above a page or other written surface, a Symbol of Clarity will render any form of writings or inscriptions clear and intelligible to the caster.[cite: 7] The symbol functions no matter what language the original inscriptions were written in, or what efforts may have been used to obscure the message (codes, obscured letters, etc.).[cite: 7] The spell level grants a +1 to the relevant skill (usually a language skill or cryptography) per spell level.[cite: 7] Obscured writings may cause a penalty of -1 to -20 to be applied, depending on how badly distorted, faded, or smudged the original inscriptions are.[cite: 7] All penalties are cumulative.[cite: 7]
Rune of Battle[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -3 (level 3 base)[cite: 7] When the Rune of Battle is inscribed on a weapon, its wielder has +1 added to the appropriate weapon skill per level of the spell.[cite: 7]
Talking Runes[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 1 minute[cite: 7]
- Base Difficulty: -8 (level 1 base, -5 for trigger, -2 for Order penalty)[cite: 7] Talking Runes are symbols that slowly "speak" a secret message when activated by a specific trigger, which may be as simple as someone opening a door or as complex and specific as the caster desires (such as, "When the magician Azradamus reads the last page of this book").[cite: 7] Talking Runes may speak up to 20 words in any language known to the caster, at a rate of about 4 words per round.[cite: 7] Talking runes may not speak magical phrases in order to cast a spell.[cite: 7]
Symbol of Protection[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -15 (level 10 base, -5 for trigger)[cite: 7] This symbol may be inscribed anywhere on a subject's clothing or body.[cite: 7] The symbol will lie dormant until the wearer is attacked, at which point it will activate, protecting the wearer from up to 20 hp of any type of damage.[cite: 7] After activation, the rune fades and may not be used again.[cite: 7]
Archonic Heptagram[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 5-foot radius[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] This potent and complex symbol must be inscribed on the ground or some other flat surface, in a roughly circular area measuring approximately 10 feet in diameter.[cite: 7] Individuals who stand within the Heptagram will be protected from devils of all sorts, as long as they take no offensive action against such creatures.[cite: 7] The Ward has a default PR of 20 and 20 hp.[cite: 7]
Crystalomancy[cite: 7]
The Gnomekin Crystalomancers view their magic as a reflection of Terra, the Earth Mother, and regard Crystalomancy as a divine gift.[cite: 7] Both the Crystalomancers and Daughters of Terra use magic of this Order, refusing to burden Terra with requests for aid, and working their spells in accordance with Her protective nature.[cite: 7] Like caring gardeners, they tend to the crystals, grow new ones, and use them for the good of their people and the environment.[cite: 7] But protect also means defend.[cite: 7] Crystalomancers do not hesitate to use destructive forces when needed; creating landslides, producing cave-ins, or blasting their enemies with harmful magics, if their homesteads are threatened.[cite: 7]
However, these powers are used with strict discrimination.[cite: 7] The thought of violating the harmony of nature for personal gain is completely alien to the Gnomekin.[cite: 7] Therefore Crystalomancy is considered a great responsibility and requires unclouded judgement.[cite: 7] Only those who have a deep respect for life, a compassionate nature, and an acute sense of balance and harmony can become Crystalomancers or Daughters of Terra.[cite: 7] Few non-Gnomekin are judged to meet these requirements; and outsiders are rarely, if ever, allowed to learn Crystalomancy.[cite: 7] All are Terra’s children, but experience has taught the Gnomekin that those who do not understand Her nature cannot be entrusted with Her secrets.[cite: 7]
Crystalomancers do not use written works.[cite: 7] The precepts of this Order are passed down by oral tradition.[cite: 7] Every aspiring Crystalomancer or Daughter of Terra also spends a lot of time tending crystals, and learning their properties by taking part in their growth.[cite: 7] Over time, the student develops a deep understanding of the nature of the crystals.[cite: 7] Often a kind of bond is established, and most Crystalomancers, including Daughters of Terra, prefer to use crystals they have grown themselves.[cite: 7]
Use of Crystalomancy is subtle, drawing magical energies from and through the appropriate crystal, causing it to glow and sometimes pulse softly, and the majority of Crystalomantic spells are cast by softly speaking a humble incantation in Terra’s name.[cite: 7]
Physical Components[cite: 7]
All Crystalomantic spells require appropriate crystals (see Limitations).[cite: 7]
Advantages[cite: 7]
Store Crystalomantic Force:[cite: 7] A Crystalomancer can store spells in crystals, to be used at a later time.[cite: 7] This effect, basically a one-use enchantment, requires a storage procedure of 10 rounds per level of the spell.[cite: 7] The stored power can be used by the caster or by someone else, all at once or a little at a time; but it cannot be reused, or even restored.[cite: 7] Once a Stored crystal is emptied of its powers, it is dead and thus useless for all magical purposes, including regular enchantment and spellcasting.[cite: 7] This limitation is due to the storage procedure, during which a total merging between the crystal’s innate properties and the properties of the spell takes place.[cite: 7] Reluctant to burn out the precious crystals in this way, Crystalomancers are very restrictive in their use of Storing.[cite: 7] Also note that Stored crystals count against the maximum number of enchanted items a person can carry.[cite: 7]
Affinity:[cite: 7] Crystalomancers get a +1 bonus to spell-casting rolls when using crystals they have grown themselves.[cite: 7]
Limitations[cite: 7]
A Crystalomancer cannot perform magic without the requisite crystals.[cite: 7] Each Mode requires a specific type of crystal (see Modes and Crystals below), and the level of the spell cannot exceed the number of carats of the crystal.[cite: 7] Also note the ethical restrictions of Crystalomancy.[cite: 7]
Modes[cite: 7]
- Not Available: None.[cite: 7]
- Bonuses: Ward +3, Transmutation +3.[cite: 7]
- Penalties: Attack -3, Conjuration -3.[cite: 7]
- Conjuration Effects: Crystalomancers may only summon crystal and earth elementals.[cite: 7]
- Enchantment Effects: Crystalomancers may use this Mode only on appropriate natural materials, such as stone, earth, or crystal.[cite: 7] It cannot be used on living beings, or to change abstract qualities.[cite: 7]
- Transmutation Effects: Crystalomancers may only use this Mode for healing spells, they may not use it for transformative magic.[cite: 7]
Crystal Growing[cite: 7]
The art of growing crystals is covered by the skill Agriculture (Crystals) in the standard rules.[cite: 7] Crystals grow at a rate of 1 carat per week, and need close supervision during this time.[cite: 7] A Crystal Grower can maintain one growing crystal per level of ability; thus, a +10 skill means being able to nurture 10 crystals at the same time.[cite: 7] Once harvested, a crystal cannot be grown further.[cite: 7] Note that a Crystal Grower does not necessarily have to be a Crystalomancer.[cite: 7]
Wild Crystals[cite: 7]
The Earth Mother also harbors wild crystals, not grown by Crystal Growers.[cite: 7] Such crystals are unpredictable; most of them cannot be used for Crystalomantic purposes at all, and the rest only at the Crystalomancer’s own risk.[cite: 7] Any Crystal Grower can determine which crystals (1 out of 10) are pure enough for spellcasting and enchantment, but, short of Crystalomantic Scrying, there is nothing that can tell which of these will yield the desired results.[cite: 7] One quarter will have properties other than expected, and even those that are what they look like are difficult to control (-5 penalty on all spellcasting and enchantment rolls).[cite: 7] Still, Crystalomancers value the wild crystals and take care of all they find.[cite: 7] These crystals are Terra’s gifts, just as cultivated crystals are, and they should be handled and appreciated accordingly.[cite: 7] Also, despite all their modesty, Crystalomancers are not completely without ambition.[cite: 7] There is always the possibility that the unknown properties of a wild crystal will lead to the discovery of new uses for Crystalomancy.[cite: 7]
Enchanted Items[cite: 7]
Common enchanted items made by Crystalomancy include:[cite: 7]
- Healing crystals (Transmutation).[cite: 7]
- Crystal blades, with an enchanted Topazine crystal at the pommel (Enchantment, Attack).[cite: 7]
- Crystals of Sealed Passage, vs. e.g. Darklings, Kra, or Subterranoids (Ward).[cite: 7]
Modes and Crystals[cite: 7]
- Attack: Rubiate (Fiery crimson)[cite: 7]
- Conjuration: Albinite (Milky White)[cite: 7]
- Divination: Glassine (Perfectly clear)[cite: 7]
- Enchantment: Topazine (Rich yellow)[cite: 7]
- Illusion: Prismatite (Clear/refractive)[cite: 7]
- Influence: Amethyte (Vivid purple)[cite: 7]
- Move: Azurite (Bright blue)[cite: 7]
- Transmutation: Variagate (Multicolored)[cite: 7]
- Ward: Amberite (Warm Orange)[cite: 7]
Sample Crystalomancy Spells[cite: 7]
Glassine Eye[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 2 minutes[cite: 7]
- Range: 2 miles[cite: 7]
- Base Difficulty: -3 (level 1 base + duration + range)[cite: 7] By placing a glassine crystal in a desired location, the Crystalomancer can use this spell to turn the crystal into a remote Scrying device.[cite: 7] As long as the crystal is in range, the caster can see through the Crystalomantic Eye as though he or she were there, with a PER bonus equal to the level of the spell for purposes of seeing hidden things or beings.[cite: 7]
Sense of Terra[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 5-foot radius[cite: 7]
- Base Difficulty: -6 (level 1 base + duration)[cite: 7] This spell gives the caster an infallible sense of depth and direction while underground.[cite: 7] As long as the spell is in effect, the Crystalomancer will not become disoriented or lost, even in total darkness.[cite: 7] In addition, the caster receives a bonus to PER rolls equal to the level of the spell.[cite: 7]
Sharpen with Stone[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -3 (+1 enhancement base)[cite: 7] By chanting a simple phrase and rubbing a topazine crystal along the blade of a natural weapon, the Crystalomancer can increase the damage done by the blade.[cite: 7] If the blade itself is made of topazine, the Crystalomancer merely needs to speak the incantation and rub the blade with their fingers.[cite: 7]
Fortify with Terra’s Strength[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -3 (+1 enhancement base)[cite: 7] While touching a shield or suit of armor made out of natural materials with a topazine crystal, and speaking a short incantation, the Crystalomancer can imbue the item with a temporary increase in the PR.[cite: 7]
Sapper’s Spell[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] Through the use of this spell, the Crystalomancer can weaken any stone structure, possibly causing it to collapse under its own weight.[cite: 7] The GM should be the final arbitrator for determining the required level, taking into account how structurally sound the structure is in the first place.[cite: 7] By assigning a number to the integrity of the structure, the GM can determine how many ‘levels’ of weakness must be applied to the structure before it collapses (by reducing the assigned number to 0).[cite: 7]
Hidden Portal[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -10 (level 1 base + magnitude, touch, sound)[cite: 7] This spell allows the Crystalomancer to use a prismatic crystal to conceal an opening the size of a door or smaller.[cite: 7] The illusion replicates walls or natural surfaces up to the size of a humanoid, making openings or doorways almost impossible to detect, even by touch.[cite: 7]
Terra’s Concealment[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -10 (level 1 base + complexity)[cite: 7] By manipulating the properties of a prismatic crystal, the caster is able to blend in with surrounding rocks and earth effectively becoming invisible, as long as they remain stationary, for a short time.[cite: 7]
Amethyte Persuasion[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 round[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -2 (level 2 base)[cite: 7] This spell allows the caster to focus the properties of amethyte crystal, which will produce a glowing light that can instill a sense of peace and passivity in a single creature.[cite: 7] The intended target may resist with a WIL check at –1/2 the level of the spell level.[cite: 7]
Terra’s Courage[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 round[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -2 (level 2 base)[cite: 7] By manipulating the properties of amethyte crystal, the caster can envelope a creature or being in a glowing light that will push fear out of the targets mind.[cite: 7] Gnomekin Priestesses use this to help Protectors when Durne is threatened.[cite: 7] The target may resist with a WIL check at –1/2 the spells level if so desired.[cite: 7]
Azurite Hand[cite: 7]
- Mode: Move[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] This simple spell allows the Crystalomancer to handle distant objects with a beam of bright blue light cast from an azurite crystal.[cite: 7] The end of the beam will coalesce into the shape of a hand allowing the caster to grasp objects and perform precise manipulations.[cite: 7]
Tunnel Hold[cite: 7]
- Mode: Move[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 5-foot radius[cite: 7]
- Base Difficulty: -6 (level 1 base + area)[cite: 7] This spell is used by Crystalomancers to support rock walls and ceilings during a cave-in.[cite: 7] A network of glowing blue beams shoots forth from the magician’s azurite crystal, supporting everything within a 5-foot radius.[cite: 7] It should be noted that the spell must be cast at a level high enough to support the ceiling.[cite: 7]
Terra’s Touch[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -9 (level 12 base + Order bonus)[cite: 7] The Crystalomancer holds an emeralite crystal just above the recipients wounds while casting this spell.[cite: 7] This allows the Crystalomancer to focus the properties of an emeralite crystal to heal up to 12 HP of damage to any living creature.[cite: 7]
Amberite Aura[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: +2 (level 1 base plus Order bonus)[cite: 7] When cast, the Crystalomancers amberite crystal glows with a shimmering golden light that envelops the caster, protecting him from harm.[cite: 7] Any attack that tries to penetrate the glow is harmlessly deflected away.[cite: 7]
Safe Passage[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] By casting this spell on an umberite crystal and dropping it in a passageway, the Crystalomancer can make it impossible for a certain type of creature to pass through the area for 1 minute.[cite: 7] There are actually many different versions of this spell to account for the various creatures that Durne has to fend off – Darklings, Octomorphs, Subterranoids, and Drones to name a few.[cite: 7]
Earthward[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] This spell envelops the Crystalomancer with a brown aura that emanates from an umberite crystal, protecting them from rocks and earth.[cite: 7] Originally created for use in areas known to collapse frequently, this spell is also used against Earth Demons.[cite: 7]
Elementalism[cite: 7]
Elemental Magic is the catch-all Order for the various magical traditions that harness and manipulate one of the four elemental powers: Fire, Water, Earth, and Air.[cite: 7] Magicians study a single element at a time, often exclusively.[cite: 7] Such magicians are known as Pyromancers, Aquamancers, Geomancers, or Aeromancers, respectively.[cite: 7]
Elemental power is thought to originate on the Green World, also known as the Elemental Plane.[cite: 7] This plane is the primal birthplace of every naturally-occurring being, entity and element, be it a creature of flesh or mountain of stone.[cite: 7] Magicians can learn to contact the Elemental Plane to draw forth raw elemental power, or to consort with the denizens of these realms (which are known as Elementals).[cite: 7]
Physical Components[cite: 7]
Elementalists often incorporate elemental substances into their spellcasting, such as bits of coal and flint for a pyromancer, a vial of water for an aquamancer, a fistful of earth for a geomancer, or a flute or fan for an aeromancer.[cite: 7] Such physical accoutrements are not required, however.[cite: 7] An elementalist must have their hands free to gesture in order to cast their spells.[cite: 7]
Advantages[cite: 7]
Each elemental power bestows a special ability on magicians that study its ways.[cite: 7] A magician must have at least one Elemental Mode rating of +10 or better to receive the abilities below.[cite: 7] A magician must focus on a single type of Elemental magic to receive these special benefits.[cite: 7] If a magician studies both Air magic and Fire magic for example, he receives no special abilities.[cite: 7]
- Water: The elementalist can breathe freely underwater, and never feels the cold.[cite: 7] This does not offer any special defense from elemental cold attacks.[cite: 7]
- Fire: Extremes of heat do not bother a pyromancer.[cite: 7] Additionally, normal, non-magical fires will not harm the pyromancer, although their equipment can still be damaged.[cite: 7] This offers no special defense against magical fire attacks.[cite: 7]
- Earth: Weapons of stone, such as thrown rocks/boulders, slingstones, Ariane maces and arrows, and the Yrmanian r’ruh, will not harm a geomancer, nor will landslides or earthquakes.[cite: 7] This offers no special defense against magical earth attacks.[cite: 7] The geomancer is also infused with the solidity of earth, and gains an additional 2 HP.[cite: 7]
- Air: Aeromancers are never bothered by natural winds of any intensity, and natural lightning never harms them, although magical lightning attacks will.[cite: 7] Additionally, airborne toxins, gases, etc. are slower to reach them, giving them an extra round in which to act.[cite: 7]
Limitations[cite: 7]
All spells of Elementalism lack subtlety.[cite: 7] They produce loud noises, bright lights, and strong scents, and are impossible to conceal.[cite: 7] Elemental magic is also very limited in the kinds of effects it can produce (see Mode restrictions, below).[cite: 7]
Modes[cite: 7]
- Not available: Illusion, Influence.[cite: 7]
- Bonuses: Conjure +3, plus one of Attack +3 (Pyromancy), Move +3 (Aeromancy), Ward +3 (Geomancy), or Transmutation +3 (Aquamancy).[cite: 7]
- Penalties: None.[cite: 7]
- Conjure Effects: An Elementalist may summon an Elemental appropriate to the type of energy he studies.[cite: 7] A Pyromancer may summon a fire elemental, a Geomancer may summon an earth elemental, etc.[cite: 7]
- Enchantment Effects: Elementalists may only enchant non-living items.[cite: 7] They may imbue non-living items with elemental forces.[cite: 7]
- Transform Effects: The magician’s chosen element can be transmuted through its various forms.[cite: 7] Fire may be turned to smoke or ash, and vice versa.[cite: 7] Air may be transformed to fog, toxic gases may be changed to fresh breezes.[cite: 7] Water can be purified or turned to solid ice or steam.[cite: 7] Earth can be altered from oozing mud to solid stone.[cite: 7] Elementalists may not use spells of Healing or Harming using this Mode.[cite: 7]
Enchanted Items[cite: 7]
Common enchanted items created with Elementalism include:[cite: 7]
- Medallions that protect the wearer from a specific element (Ward).[cite: 7]
- Wands or staves that project destructive elemental forces (Attack).[cite: 7]
- Devices that can produce elemental matter, such as waterskins that fill themselves, masks or helms that produce fresh air, torches that light on command, etc. (Conjuration).[cite: 7]
- Weapons empowered with an elemental force (Attack).[cite: 7]
Sample Elementalism Spells[cite: 7]
Ice Blade[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] If the Aquamancer happens to lose his weapon, he can call upon this spell to create one for him, condensing the water in the air into an icy blade that encases his hand and juts outward.[cite: 7]
Crackling Fist[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] This spell covers the hands of a single being in crackling lightning for a number of rounds equal to the spell level.[cite: 7] With a successful attack roll, using the appropriate combat skill, the fists will do damage equal to the spells level.[cite: 7] The lightning does no damage to the recipient of the spell.[cite: 7]
Pyromantic Blast[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 10’ radius[cite: 7]
- Base Difficulty: -8 (level 1 base + area + Order bonus)[cite: 7] The Pyromancer sends a ball of raging fire towards an area, when the area is reached the ball explodes, damaging everything within and causing combustibles to ignite.[cite: 7]
Fists of Granite[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] With this spell, the caster encases his fists with solid rock and can deliver devastating blows at higher levels.[cite: 7] While this spell is active, the recipient cannot perform fine manipulations.[cite: 7] This stone covering should be considered weightless for the target.[cite: 7]
Breathe[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -3 (level 1 base + duration + Order bonus)[cite: 7] Through the use of this conjuration, an Aeromancer is able to produce breathable air in any environment.[cite: 7] 1 cubic foot of air is enough for a single person to breathe for the duration of the spell.[cite: 7]
Noxious Cloud[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -5 (level 3 base + duration + Order bonus)[cite: 7] This spell conjures a cloud of noxious gasses and fumes 3 cubic feet in size that emanates from the casters fingertips and coalesces at the desired range.[cite: 7] The cloud is not deadly, but it will incapacitate targets within the area of effect.[cite: 7] Victims may resist by making a CON check at –1/3 the spells level.[cite: 7]
Summon Sub-elemental[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 5 minutes[cite: 7]
- Casting Time: 5 rounds[cite: 7]
- Base Difficulty: -5 (level 1 base + duration)[cite: 7] This spell summons a Sub-Elemental of the relevant type that will perform small tasks for the caster including combat.[cite: 7] The Sub-elemental will return to the elemental plane after 5 minutes.[cite: 7]
Summon Earth Demon[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 5 minutes[cite: 7]
- Casting Time: 8 rounds[cite: 7]
- Base Difficulty: -8 (level 3 base + duration)[cite: 7] This spell summons an Earth Demon that will obey the caster for 5 minutes before returning to the Demonrealm.[cite: 7] A similar spell is used to summon Sand Demons.[cite: 7]
Rolling Stone[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 3 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -5 (level 5 base + duration + Order bonus)[cite: 7] This spell conjures a large round stone (50 lbs) that can be pushed down a hill to scatter enemies, or rolled down a passage to block the way.[cite: 7] At the spells expiration, the stone turns to dust.[cite: 7]
Banish Frost Demon[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: N/A[cite: 7]
- Casting Time: 3 rounds[cite: 7]
- Base Difficulty: -3 (level 3 base)[cite: 7] A popular spell in L’Haan, when cast, this spell opens a portal behind a Frost demon (ability level 3) that will suck it back into the Demonrealm.[cite: 7] Care must be taken, as whatever the demon is holding will go to the Demonrealm with it.[cite: 7] A similar spell is used to banish other types of Demons.[cite: 7]
Mists of Obscurement[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 3 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -3 (level 1 base + duration)[cite: 7] This enchantment allows the caster to create billowing clouds of gray mist which obscure vision and dampen sound in the area of effect.[cite: 7] Living creatures within the mists suffer a penalty to PER rolls equal to the spells level.[cite: 7]
Whispers in the Wind[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] By studying the flow of the air, the Aeromancer is able to visualize things around him in a much more precise way, thus giving the magician a PER bonus equal to the spells level as they can pick up sounds, perceive the channels of air created by people and objects, and feel changes in the airflow as creatures move around.[cite: 7]
Earth Sense[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -6 (level 1 base + duration)[cite: 7] This spell gives the caster an infallible sense of depth and direction while underground.[cite: 7] As long as the spell is in effect, the Geomancer will not become disoriented or lost, even in total darkness.[cite: 7] In addition, the caster receives a bonus to PER rolls equal to the level of the spell.[cite: 7]
Vortex[cite: 7]
- Mode: Move[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 5’ radius[cite: 7]
- Base Difficulty: -8 (level 1 base + area + SPD + bonus)[cite: 7] This spell creates high winds (SPD -7, 30 feet per round) in a small area that will pick up objects and swirl them around, possibly causing damage to those in within the vortex.[cite: 7] When this spell expires, items in the vortex will be slung in whatever direction they were going at the time.[cite: 7]
Choke[cite: 7]
- Mode: Move[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -3 (level 1 base + duration + Order bonus)[cite: 7] By moving the air out of a targets lungs, an Aeromancer can render them unconscious for a period of time.[cite: 7] Targets may resist using STR at –1/3 the spells level each round or fall unconscious, even if the roll to resist is successful, the target should suffer penalties to all action table rolls due to choking.[cite: 7]
Purify Water[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -4 (level 3 base + duration + Order bonus)[cite: 7] This spell is commonly used to purify salt water for drinking, although it may also be used to protect oneself from any toxic substance that may be present in the water, including parasites and poisons.[cite: 7]
Stone Steps[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 3 minutes[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -7 (level 5 base + duration)[cite: 7] With this spell, the Geomancer can fashion steps out of stone for a variety of reasons, scaling walls, making travel easier, etc.[cite: 7] The steps will last for 3 minutes before returning to their previous shape.[cite: 7]
Ward vs Stone[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] This enchantment will provide the recipient with an immunity to stone, stone weapons, rocks and other earthly devices for a short time.[cite: 7] While so protected, the skin of the individual will take on a stone-like appearance.[cite: 7]
Protection from Pyro Demons[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] By casting this spell, the Pyromancer can protect himself or another from the attacks of Pyro Demons.[cite: 7] Pyro Demons can sense this protection, and have been known at times to wait or follow their prey until the ward wears off.[cite: 7]
Lightning Shield[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -5 (level 1 base)[cite: 7] With this spell, the Aeromancer creates a crackling barrier of electrical energy that surrounds them that will shock attackers, forcing them to pull away instinctively, reducing any damage inflicted.[cite: 7] Attackers that successfully land a blow will suffer small electrical shocks when coming into contact with the aura and may instinctively drop their weapon (WIL roll at 1/3 the spells level to resist the urge to drop the weapon).[cite: 7] Bare-fisted individuals may lose some feeling in their hands for a short time.[cite: 7]
Armor of Ice and Snow[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] With this spell the caster conjures ice and snow that will surround the recipients body, fully encasing him without hindering movement, providing protection for 5 rounds.[cite: 7] At the spells expiration, the armor falls to the ground and begins to melt normally.[cite: 7]
Invocation[cite: 7]
Invocation is a means of attaining magical power by calling upon the aid of supernatural entities and forces.[cite: 7] The type of being called upon varies greatly among Invokers, and is usually dependant upon their superstitious or religious beliefs.[cite: 7]
A variety of Talislanta’s cultures use Invocation, calling upon entities benevolent and foul.[cite: 7] Aamanian Archimages believe they are mortal vessels of their patron deity, Aa the Omnificent, and that their spells are essentially the Will of Aa.[cite: 7] Mirin Priests of Borean beseech the God of the North Winds to bestow gifts of magic.[cite: 7] Diabolists and Demonologists gain dark powers in exchange for consorting with creatures from the lower planes.[cite: 7]
Regardless of their sources, all orders of Invocation share a common philosophy: in order to receive magical power, the Invoker must first gain the favor of the supernatural patron.[cite: 7] There are many rites and rituals to accomplish this, depending on the style and beliefs of the Invoker.[cite: 7] All Invokers realize that if they fail to act according to the wishes or ideology of their patron, they will find themselves bereft of their powers (or worse).[cite: 7]
Physical Components[cite: 7]
Invokers generally incorporate the icons and trappings of their beliefs into their spellcasting, using such items as holy symbols, ritual vestments, incense, votive candles, and so forth.[cite: 7] Invocation also requires that the magician be free to gesture and speak clearly, to better beseech their patron and proclaim their loyalty and faith.[cite: 7]
Advantages[cite: 7]
When acting in the interests of their patron, Invokers often find that their magic becomes more powerful and easier to use.[cite: 7] Likewise, for those that follow the codes and strictures of their patron.[cite: 7] The GM may award a casting roll bonus of +0 to +20, depending on how well-favored the actions or intentions of the magician are in the eyes of his patron.[cite: 7] Note that this bonus does not apply to every casting roll, only those situations that warrant the special attention of the patron.[cite: 7]
Limitations[cite: 7]
As an Invoker’s magic becomes easier when he is faithful, so too does it grow weak when he fails to please his patron being.[cite: 7] The GM may subtract a casting roll penalty of -0 to -20, depending on how ill-favored the Invoker’s actions are in the eyes of his patron.[cite: 7] Note that the GM does not have to reveal these penalties to the player.[cite: 7]
Modes[cite: 7]
- Not available: None.[cite: 7]
- Bonuses: Two Modes befitting the patron entity: +2.[cite: 7]
- Penalties: Two Modes not suiting the patron entity: -2.[cite: 7]
- Conjuration Effects: An Invoker can summon any extra-dimensional being associated with his patron.[cite: 7] A Priest of Aa the Omnificent might summon a shining Avatar of the Almighty, for example.[cite: 7] Diabolists summon devils, while demonologists summon demons.[cite: 7]
- Enchantment Effects: Anything appropriate to the patron entity.[cite: 7]
- Transmutation Effects: Anything appropriate to the patron entity.[cite: 7]
Sample Religion Mode Modifiers:[cite: 7]
- Aa (Aamanian): Influence +2, Divination +2, Conjuration -2, Illusion -2.[cite: 7]
- Aberon (Rasmirin): Attack +2, Conjuration +2, Influence -2, Transmutation -2.[cite: 7]
- Avar (Farad): Influence +2, Ward +2, Attack -2, Conjuration -2.[cite: 7]
- Borean (Mirin): Move +2, Ward +2, Illusion -2, Influence -2.[cite: 7]
- Sham (Darkling): Illusion +2, Transmutation +2, Conjuration -2, Ward -2.[cite: 7]
Enchanted Items[cite: 7]
Common enchanted items created with Invocation include:[cite: 7]
- Weapons enhanced with the blessing of a deity (Enchantment).[cite: 7]
- Armor or amulets enhanced with protective properties (Ward).[cite: 7]
Sample Invocation Spells[cite: 7]
Lance of Light[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] With this simple spell, a Priest of Aa can summon a brilliant shaft of blazing energy which strikes at a single target within 50 feet, doing damage equal to the spells level.[cite: 7]
Deaths Touch[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] Rajan Necromancer-Priests use this spell, believing that they are actually guiding the finger of Death himself.[cite: 7] Upon casting, a black, shadowy finger appears and is guided by the caster to its target.[cite: 7] The victim of this attack will feel a cold, deathly touch as their energy and health are drained away.[cite: 7]
Demonblast[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 5’ radius[cite: 7]
- Base Difficulty: -6 (level 1 base + area)[cite: 7] This spell brings forth dozens of demons who flit around doing damage to all within the area of effect.[cite: 7] As quickly as they appear, the demons will vanish back to the Demonrealms.[cite: 7] The effect of this spell may also cause confusion among the ranks of an enemy (GMs Discretion).[cite: 7] A favorite among the Priests of Aberon.[cite: 7]
Demon Bile[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 3 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -3 (level 1 base + duration)[cite: 7] With a word of power, the invoker calls forth a greenish slime which oozes out of invisible cracks and holes on a chosen surface.[cite: 7] This acidic, slippery substance that clings to anything and is difficult to remove.[cite: 7] DEX checks at –1/3 the spell level, and Demon Bile inflicts 1/3 the spells level in damage per round it touches unprotected flesh.[cite: 7]
Holy/Unholy Weapon[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -3 (level 1 base)[cite: 7] This spell is used by priests who suddenly find themselves without a weapon.[cite: 7] The weapon is chosen when the invoker learns the spell and cannot change (although, another version of the spell can certainly be learned).[cite: 7] The weapon will always have either a beautiful (Aa, Borean) or vile appearance (Aberon, Death).[cite: 7]
Mana from Above[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 10 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -10 (level 1 base + duration)[cite: 7] This spell conjures enough food to feed 10 man-sized people.[cite: 7] The food is bland, tasteless and has the consistency of gruel, although it is filling and healthy.[cite: 7] Pilgrims of Aa actually seem to prefer this substance to real food, as they believe that by suffering on their pilgrimage they are showing how strong their faith and love for Aa is.[cite: 7] Other cultures use this as a last resort.[cite: 7]
Banish Night Demon[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Target[cite: 7]
- Casting Time: 7 rounds[cite: 7]
- Base Difficulty: -7 (level 7 base)[cite: 7] By invoking the name of the priests chosen deity and instructing the Demon (ability level 7) to return to their place of origin, the caster may push them backwards into an open portal through sheer force of will.[cite: 7] The priesthood of Aa has banishment spells for all creatures of Oblivion and the Demonrealms similar to this spell.[cite: 7]
Cool Breeze of the North[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 10 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -6 (level 1 base + duration)[cite: 7] This spell calls forth a cool breeze that can be commanded by the caster to move objects and lasts for 10 rounds.[cite: 7] Others in the area will feel the breeze, depending on the area, this may be welcomed.[cite: 7]
Communion[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] Silently praying to her patron deity, an invoker can learn mysteries and uncover secret knowledge.[cite: 7] The player may ask a specific question and roll on the Action Table using the spell level as a bonus to the PER roll.[cite: 7] The degree of difficulty is determined based on how well concealed or esoteric the information is.[cite: 7]
Aa’s Blessing[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] Warrior-Priests are known to use this spell at every opportunity.[cite: 7] With a quick prayer to Aa, the Warrior-Priest can bestow a blessing upon a single target, increasing the recipients CR.[cite: 7]
Aberon’s Curse[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 2 minutes[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -6 (level 5 base + duration)[cite: 7] By calling out to Aberon, the priest can channel his dark energies to envelop a single entity.[cite: 7] These energies will move and twist around the target, causing a disruption in their spellcasting abilities by reducing their Magic Rating.[cite: 7]
Freezing the Joints[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] This spell creates an icy chill in the joints of the chosen target, making them ache.[cite: 7] While so enchanted, the victim will receive a penalty to their SPD attribute due to the pain of the chill in their joints.[cite: 7] Priests of Borean have been known to halt their enemies with powerful versions of this spell.[cite: 7]
Urman’s Fog[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -10 (level 1 base + 2 features)[cite: 7] This spell creates a black, billowing cloud of fog that reduces vision and brings about nausea to all those within.[cite: 7] Victims suffer –1 to all vision related rolls due to the darkness, and –3 to ALL rolls due to nausea.[cite: 7]
Aa’s Commanding Presence[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -7 (level 1 base + magnitude)[cite: 7] This spell creates a large, floating icon of Aa, the all-seeing eye, for all to see.[cite: 7] Depending upon the exact look of the eye and the direction in which it is pointing, military commanders and sub-commanders know what orders to give to the troops.[cite: 7]
Word of Command[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 round[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] Allows the caster to compel a single creature to obey a spoken command.[cite: 7] The command may only be a single word, and cannot cause harm in and of itself, but it can have some nasty side effects (i.e., compelling someone standing next to a cliff to ‘jump’).[cite: 7]
Conversion[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 round[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] Aamanian Priests sometimes use this spell while traveling to simplify dealing with non-believers.[cite: 7] The target may resist at –1/2 the spells level, failure indicates a conversion to Aa for the spells duration, a mishap on this roll may extend the belief in Aa’s doctrines for a longer period of time.[cite: 7]
Attentive Student[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -1 (level 10 base)[cite: 7] At a touch, the teeth or lips of the target merge, completely preventing speech.[cite: 7] This not only prevents the person from speech, but it usually compels those who see it to remain quiet also.[cite: 7] At the end of the spells duration, the mouth will return to normal, although the target usually remains a little uncomfortable.[cite: 7]
Demonsbane[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -1 (level 10 base)[cite: 7] With this spell, the priest can protect himself from Demons of all sorts for a short period of time.[cite: 7] This will allow him to erect a more suitable defense, attack safely, or escape quickly.[cite: 7] This spell is usually cast in the form of a prayer or quick symbolic gesture.[cite: 7]
Touch of Aberon[cite: 7]
- Mode: Transmutation (Harm)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] When a priest of Aberon casts this spell he infuses his hands with the dark, destructive energies of Aberon himself, inflicting 10 points of damage to anyone he touches.[cite: 7]
Faith Healing[cite: 7]
- Mode: Transmutation (Heal)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] Calling upon the grace of Aa, the priests hands take on a subtle light.[cite: 7] By touching an ally, or by allowing the light to envelope him, the priest can heal damage that has been inflicted.[cite: 7]
Shield of Faith (Aura)[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] An invoker can call on the protection of his patron deity when he is faced with danger.[cite: 7] The Shield of Faith surrounds the caster with a glowing aura that absorbs damage before dissipating.[cite: 7] The aura’s actual appearance will match that of the casters chosen diety, white for Aa, ice blue for Borean, a black shadowy aura for Death and a glistening black oil-like substance for Aberon.[cite: 7]
Sanctuary for the Faithful (Barrier)[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Touch[cite: 7]
- Area of Effect: 10’ radius[cite: 7]
- Base Difficulty: -7 (level 1 base + area)[cite: 7] With a prayer to their chosen deity, the priest erects a protective area 10 feet in diameter to shield his companions from harm.[cite: 7] This spell does not differentiate between the faithful and the non-faithful, this spell will protect anyone within the area of effect.[cite: 7]
Mysticism[cite: 7]
Thought over Action.[cite: 7] Will over Instinct.[cite: 7] Mind over Matter.[cite: 7] These are the tenets of the Order of Mysticism.[cite: 7] Mystics cultivate the powers of their will in order to perform supernatural feats.[cite: 7] They also seek to comprehend the unseen world of spirits and the soul.[cite: 7] The powers of this Order include the ability to confuse or manipulate the minds of others, fortify the body or soul with energy, perceive invisible auras, read emotions, and commune with spirits of all kinds.[cite: 7]
Mysticism has been practiced on the Talislantan continent for untold millennia by many different cultures; most notably, the ancient and enigmatic Ariane, who may have originally brought the discipline to Talislanta from another realm.[cite: 7] Conversely, Mysticism has little in common with the magical traditions of the Archaens and their descendants.[cite: 7] There are no formal schools or institutions of the mystic arts.[cite: 7] Most mystics prefer to study in private or with a personal “guide” as their instructor.[cite: 7]
Physical Components[cite: 7]
Mysticism requires very little in the way of physical components.[cite: 7] The mystic must be at peace while casting spells, however.[cite: 7] Emotional or mental turmoil interferes dramatically with a mystic’s abilities.[cite: 7] During especially stressful situations, a mystic will first meditate before attempting to cast a spell (see Limitations).[cite: 7]
Advantages[cite: 7]
Mysticism has entirely invisible spell effects.[cite: 7] It produces no images or sounds and cannot be detected by normal magical means.[cite: 7] A mystic employing Aura Reading on another practitioner of Mysticism may “see” forces emanating from the mystic, but cannot be sure what sort of spell is being cast.[cite: 7] In addition, spells of Mysticism require no gestures, incantations, rituals, or foci of any kind.[cite: 7]
Limitations[cite: 7]
A mystic must be at peace in order to perform any spell casting.[cite: 7] Loud noises, bright lights, emotional or physical distress, or any kind of distracting stimulus can cause spells to be cast at a penalty of -5 to -10.[cite: 7] A successful Meditation skill roll, using the level of distraction as the Degree of Difficulty, negates this penalty.[cite: 7] It is for this reason that Mystics devote themselves to increasing their Meditation skills.[cite: 7]
Modes[cite: 7]
- Not available: Transmutation.[cite: 7]
- Bonuses: Divination +3, Influence +3.[cite: 7]
- Penalties: Attack -5.[cite: 7]
- Conjuration Effects: Mystics have the very special ability to use the Conjuration Mode as a means of leaving their physical body and moving about on the astral plane (see the “Astral Projection” spell, below).[cite: 7] A Mystic may also use the Conjuration Mode to cast spells that call forth spiritforms from the astral plane but not mundane items of substances.[cite: 7]
- Enchantment Effects: A mystic can alter any quality of body, mind or spirit.[cite: 7] A mystic cannot affect any quality of inanimate objects or animals.[cite: 7]
- Transmutation Effects: N/A.[cite: 7]
Enchanted Items[cite: 7]
Mystics rarely practice enchantment, preferring to spend their time meditating and contemplating the deeper mysteries of the omniverse.[cite: 7] When they do indulge in it, however, they most often fashion the following:[cite: 7]
- Medallions or rings that inhibit Scrying, Mind Control, or Astral Assault (Divination, Ward).[cite: 7]
- Eyepieces that reveal astral presences or spiritforms (Divination).[cite: 7]
Sample Mysticism Spells[cite: 7]
Repel Summoning[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Target[cite: 7]
- Casting Time: 1 round[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] By engaging a spiritform in a mind-to-mind battle, the mystic may banish it from this plane, back to where it originated from.[cite: 7] This battle will take a mere moment while the two minds lock and the victor is decided.[cite: 7]
Summon Paramane[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: Target[cite: 7]
- Casting Time: 1 round[cite: 7]
- Base Difficulty: -10 (level 6 base + duration)[cite: 7] By calling out mentally into the Astral Plane, a Mystic may attempt to locate a Paramane, a helpful spirit who is willing to do worthy deeds.[cite: 7] If the Mystic asks the Paramane to do something unworthy, the Paramane may make an opposed WIL roll, Partial Success indicates that the Paramane can refuse, while a Full Success or higher enables to Paramane to return to the Astral Plane.[cite: 7]
Astral Travel (Unique)[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: Self[cite: 7]
- Casting Time: 1 round[cite: 7]
- Base Difficulty: -15 (level 11 base + duration)[cite: 7] This spell allows the Mystic to project his consciousness in astral form, leaving behind the physical body and material possessions.[cite: 7] Enchanted items, which have an astral form of sorts, may be brought along into the astral plane.[cite: 7] While in astral form, the caster may see clearly for great distances, and will also be able to perceive events transpiring on the material plane, though with somewhat less clarity; PER rolls are necessary to find the caster’s way around and notice what is happening on the material plane.[cite: 7] While on the Astral Plane, the caster may attack and be attacked by Astral creatures and beings as normal.[cite: 7]
Lifesight[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 10 minutes[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -3 (level 1 base + duration + Order bonus)[cite: 7] By meditating and listing to the aetheric echoes, the mystic can discern the approximate location of all living minds within a mile.[cite: 7] It is not useful for precise locations of individuals, but will give general indications such as “There are several dozen living beings in the grove ahead” or “We must be passing over a section of the Underground Highway, I can sense travelers below moving north”.[cite: 7] Vague information is automatic.[cite: 7] If details are to be perceived, the mystic adds the spells level to Perception and rolls against a difficulty based on the level of detail desired.[cite: 7]
Detect Astral Presence[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: +1 (level 1 base + Order bonus)[cite: 7] By focusing her attention on the area around her, the Mystic can detect the presence of Astral creatures in the general vicinity (50 feet).[cite: 7] Precise details can be noticed with a PER roll adding the level of the spell to the roll.[cite: 7]
Down in All Directions[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 2 minutes[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -6 (level 5 base + duration)[cite: 7] Through force of will, the mystic can use this spell to enable herself to scale walls and walk on ceilings with ease.[cite: 7] For the duration of the spell, the caster can perceive ‘down’ as any direction, enabling them, in essence, to fall ‘up’ to the ceiling, or fall sideways to a wall.[cite: 7] At the end of the spells duration, the casters perception will return to normal and will likewise be effected.[cite: 7] Treat the bonus from the spell as a skill rating to determine if the caster can change the direction of ‘down,’ once changed, they will not have to roll again unless they wish to change the direction again.[cite: 7]
Tower of Solitude[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 2 minutes[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -6 (level 5 base + duration)[cite: 7] By focusing on familiar people and places, the caster erects a tower of Solitude in their mind, allowing them to shrug off urges that they otherwise might not be able to.[cite: 7] The Mystic receives a bonus to their WIL score equal to 1/5 the level of the spell.[cite: 7]
Skin of Iron[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -6 (level 3 base)[cite: 7] The Mystic focuses their energy into their own body, strengthening skin and bones.[cite: 7] Cast at high enough level, the mystic may be able to actually block blows from weapons without taking any damage.[cite: 7] The caster receives a bonus to their PR for the duration of the spell.[cite: 7]
Deepen Shadows[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -10 (level 1 base + 2 features)[cite: 7] Mandalans use this spell to make the shadows around them darker, enhancing their cover so they are harder to spot.[cite: 7] As long as the caster remains stationary within the shadow, they are effectively invisible.[cite: 7]
The Listening[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 round[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: +2 (level 1 base + Order bonus)[cite: 7] The Ariane can hear the target’s secrets by simply listening to the quiet murmur of their soul.[cite: 7] The target may resist, attempting to keep his secrets, with a Will check at -½ the spells level.[cite: 7] On a failure, the target spills everything.[cite: 7] On a mishap result, the target tells all and volunteers additional relevant information.[cite: 7] Note that the target can only reveal what he consciously knows.[cite: 7]
Mandalan Mind Trick[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 6 rounds[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -3 (level 1 base + duration + Order bonus)[cite: 7] By speaking a phrase in a subtle tone of voice, the mystic can slip the thought into the target’s mind unnoticed, and possibly make them think it was their own.[cite: 7] Possibilities exist such as “You’re overcharging us because we’re foreigners... that’s really unfair.” or “No need to check that door, no one could be hiding in there.” or “These aren’t the slaves you’re looking for. Move along.”[cite: 7] The target may resist with a Will check at -½ the spells level.[cite: 7] On a failure, the target will go along for the duration of the spell.[cite: 7] On a mishap, they will continue believing the Mind Trick after the spell duration, unless shown evidence otherwise.[cite: 7]
Mystic Push[cite: 7]
- Mode: Move[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -10 (level 1 base + SPD)[cite: 7] Focusing their inner energies forward through their palms, mystics can use this spell to push an object or person at SPD –6 for 5 rounds.[cite: 7] If attempting to push a person they can resist with a STR roll at –1/3 the spells level.[cite: 7] This spell must be cast at such a level to move the desired objects weight.[cite: 7]
Lock/Unlock[cite: 7]
- Mode: Move[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 1’ radius[cite: 7]
- Base Difficulty: -2 (level 1 base + area)[cite: 7] Through the use of this spell, the Mystic is able to manipulate non-magical locks, either locking or unlocking them.[cite: 7] The caster does not need to be able to see the lock, but must know that it is there.[cite: 7] This spell will also work on crossbeams, drawbridges and the like as long as the spell is cast at a high enough level to move the weight of the object.[cite: 7]
Healing Touch[cite: 7]
- Mode: Transmutation (Heal)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] Through a process of touching certain places on himself or an individual, the Mystic can focus the energies within the recipients body to heal wounds and fatigue with amazing quickness.[cite: 7] This spell will heal up to 10 points of damage.[cite: 7]
The Forbidden Touch (Harm)[cite: 7]
- Mode: Transmutation (Harm)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] As part of their training in the lines of energy that flow through the mind and body, mystics also learn of how those lines of energy can be disrupted with a touch.[cite: 7] This is called The Forbidden Touch, and it is taught so that the student will know that it must never be used.[cite: 7] By touching a living being in the exact center of his life’s energy, that life can be snuffed out.[cite: 7] Mandalan fables tell of the mystic warriors who fell to the temptation of this dark path, and the terrible consequences that befell them.[cite: 7]
Pure Thoughts[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] A Mystic can focus their thoughts internally, clearing their mind of all thoughts that might plague them.[cite: 7] This protects them from spells of Influence to a great degree as the mystics thoughts will remain pure and clearly focused.[cite: 7]
Meditative Focus[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] The Meditative Focus is the key to unlocking the body’s inner potentials.[cite: 7] With a moment’s concentration, the mystic is ready for any incoming attack.[cite: 7] Arrows can be knocked from the air, swordblades caught between the palms, even hidden attacks or attacks from behind are sensed and avoided.[cite: 7] Nothing can reach the mystic until the Focus wears off, which occurs in 30 seconds or when the aura has been breached.[cite: 7]
Natural Magic[cite: 7]
The magic of the natural world is subtle, mysterious, and in harmony with its environment.[cite: 7] The magicians that practice this Order are similarly at peace with their surroundings.[cite: 7] Natural Magic has much in common with Witchcraft, Shamanism, and Mysticism, known collectively in magic circles as “the quiet arts.”[cite: 7]
Unlike the destructive sorcery of the Archaens, natural magic comes from a tradition of nurturing and communing with the spirits of nature.[cite: 7] One should not be fooled by its placid appearance, however.[cite: 7] Nature also has its fury, and should not be trifled with.[cite: 7]
Spells of Natural Magic usually involve communion with source of all life—a plane known to Talislantans as the “Green World”.[cite: 7] It is from this plane that all natural life-forms draw their sustaining power, and it is this power that fuels Natural spells.[cite: 7] The spirits of the Green World take shape on the material plane in the form of trees, grasses, stones, or rivers.[cite: 7] These spirits always blend harmlessly with the landscape around them.[cite: 7]
Natural Magic is passed down by oral tradition.[cite: 7] There are no tomes or scrolls dedicated to its study.[cite: 7] In addition, aspiring natural magicians must be “right” for the teachings to work for them.[cite: 7] Overly violent or destructive attitudes conflict with this Order, making the magic ineffective.[cite: 7]
Physical Components[cite: 7]
Spells of natural magic require a verbal component, often a song or chant.[cite: 7] They also require simple gestures and signs to communicate with the spirits who do not comprehend spoken language.[cite: 7]
Advantages[cite: 7]
In wilderness areas such as forests, lakes, rivers, and mountains, Natural Magic works very well.[cite: 7] The GM may award a casting roll bonus of +0 to +5, depending on how removed the magician’s surroundings are from the taint of “civilization.”[cite: 7]
Limitations[cite: 7]
Natural Magicians suffer a casting roll penalty of -0 to -5 while using their magic in cultivated areas such as cities or settlements.[cite: 7] Note that the settlements of the Ariane, Aeriad, Gryph, Sawila, Green Men, and Mandalans are designed specifically to enhance the flow of nature’s forces, not restrict them.[cite: 7] Natural Magic use in any such area receives a casting roll bonus of +5.[cite: 7]
Modes[cite: 7]
- Not available: None.[cite: 7]
- Bonuses: Divination +2, Transmutation +2.[cite: 7]
- Penalties: Attack -2, Illusion -2.[cite: 7]
- Conjuration Effects: Natural Magicians can summon creatures from the Green World.[cite: 7] These usually take on the form of wood elementals, or benign nature-spirits.[cite: 7]
- Enchantment Effects: Natural magic can alter only physical properties.[cite: 7]
- Transmutation Effects: A Natural Magician can transform creatures into natural objects such as tress or stones.[cite: 7] Some Natural Magicians cast this type of spell on themselves to better commune with their environment.[cite: 7] Natural Magicians can also transform one natural material into another; turning wood to stone and vice versa, for instance.[cite: 7] Natural Magicians are loathe to use their transformative magic in a way that harms their environment.[cite: 7]
Enchanted Items[cite: 7]
Most Natural Magicians do not practice enchantment.[cite: 7] Those that do sometimes create:[cite: 7]
- Wooden staves or wands enchanted with spells of Natural Magic.[cite: 7]
- Enhanced bows and other non-metal weapons for the defense of their lands.[cite: 7]
Sample Natural Magic Spells[cite: 7]
Speak with Nature’s Spirit[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 3 minutes[cite: 7]
- Range: Target[cite: 7]
- Casting Time: 3 rounds[cite: 7]
- Base Difficulty: -3 (level 1 base + duration)[cite: 7] Through the use of this spell, the caster summons a spirit of the Green World that can be used for simple tasks.[cite: 7] This spirit will appear as a green-skinned sprite with foliage for hair and small gossamer wings.[cite: 7] This spell expires after 3 minutes.[cite: 7]
Viridian’s Silent Messenger[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 10 minutes[cite: 7]
- Range: Target[cite: 7]
- Casting Time: 3 rounds[cite: 7]
- Base Difficulty: -10 (level 1 base + duration)[cite: 7] When this spell is cast, a minor windling elemental from the Green World is summoned and given a verbal message to deliver.[cite: 7] The spirit then whisks off, traveling hundreds of miles in a few minutes due to the properties of the Green World, and delivers it’s message to the chosen recipient.[cite: 7] Viridian occasionally had difficulties with this spell, as such minor elementals are often of meager intellect, and prone to garbling complicated messages.[cite: 7]
Find the Path[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: +1 (level 1 base + Order bonus)[cite: 7] This spell enables the caster to discern a safe path through an area.[cite: 7] Dense areas may need a higher level spell, as will areas protected with Illusions.[cite: 7] In urban areas, this spell will receive an additional penalty.[cite: 7]
Imbue with Nature’s Force[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] When this spell is cast, spirits from the Green World enter the Magicians body.[cite: 7] Working together, the casters STR attribute is increased while these spirits remain present.[cite: 7] At the end of the spells duration, the spirits will immediately return to the Green World.[cite: 7] These spirits may not be commanded to do anything other than grant the magician the benefit of their added strength.[cite: 7]
Treeskin[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] When this spell is cast, the Magicians skin grows a layer of flexible tree bark, increasing their PR without hindering movement.[cite: 7] This may also provide a bonus to concealment attempts in natural surroundings at the GMs discretion.[cite: 7]
Hidden Spring[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 3 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -3 (level 1 base + duration)[cite: 7] By kneeling upon the ground and calling to the spirits of underground springs and rivers, the Natural Magician can use this spell to bring forth a stream that will last for 3 minutes.[cite: 7]
Nature’s Sustenance[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -5 (level 1 base + duration)[cite: 7] When the Natural Magician calls out for aid from the spirits of the Green World, they will bring her berries, nuts and fruits which last for 5 minutes before disappearing.[cite: 7] These spirits will not stay, but will flitter away immediately after bringing the Natural Magician nourishment.[cite: 7]
Passive Camouflage[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -7 (level 1 base + magnitude + complexity)[cite: 7] As long as the recipient of this spell remains still, this spell will cloak them in colors appropriate to their surroundings, effectively hiding them from sight (roll PER at –7 to spot, -4 if actively searching for the recipient).[cite: 7] If the target attacks, they will receive +5 to their first attack roll only.[cite: 7] This is a minor version of the spell Camouflage found in the Talislanta 4th edition book.[cite: 7]
Lost Path[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -10 (level 1 base + complexity)[cite: 7] This spell conceals a path through the woods making it look naturally overgrown, thus allowing a fleeing caster to hide their way for a brief amount of time.[cite: 7] The Muses of Astar use this spell with surprising effectiveness when fleeing from bands of Imrian Slavers.[cite: 7]
Cry of the Predator[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 8 rounds[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -8 (level 1 base + duration)[cite: 7] The Natural Magician, merging his spirit with those of the great hunting beasts, makes eye contact with the target and roars with the cry of a the predator.[cite: 7] The target is filled with the fear of the prey, and flees in a blind panic.[cite: 7] The target may resist the effect with a Will roll at –1/2 the spells level.[cite: 7]
Animal Friendship[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -5 (level 1 base + duration)[cite: 7] Natural Magicians can befriend an animal by contacting the sub-elemental that lives within the creature.[cite: 7] The Animal Friendship spell is generally short term, long enough for the Natural Magician to request help from the animal for a minute.[cite: 7] The target animal resists with it’s ability level against half the spell level.[cite: 7]
Animate Plants[cite: 7]
- Mode: Move[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 14 feet[cite: 7]
- Base Difficulty: -8 (level 1 base + area)[cite: 7] By singing to the sub-elementals that reside in the grasses, trees, and other plants in the area, the caster can call on them to move their leaves, vines, etc to grasp and hold any number of targets in a 14 foot diameter area.[cite: 7] Targets may resist the entanglement with a Dexterity check at -7 due to the area of effect.[cite: 7]
Nature’s Boon[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -8 (level 10 base + Order bonus)[cite: 7] By collecting bits of vegetation and lightly rubbing them on the forehead and cheeks of the wounded individual while speaking to the Nature Spirits softly, the magician can heal up to 10 points of damage.[cite: 7] The type of vegetation does not matter as the healing energies are coming directly from the Green World.[cite: 7]
Infliction of the Slaver’s Weakness[cite: 7]
- Mode: Transmutation (Harm)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -2 (level 5 base + Order bonus)[cite: 7] Through the use of this spell, the Natural Magician becomes a carrier of Yellow Tinge for a short time.[cite: 7] During this time, the Natural Magician can inflict the target with Yellow Tinge merely by touching them.[cite: 7] Note that this spell will only work on creatures that can normally contract Yellow Tinge.[cite: 7]
Poison Thorn[cite: 7]
- Mode: Transmutation (Heal)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -8 (level 5 base + Order bonus)[cite: 7] By striking the target with a thorn from a poisonous plant, the Natural Magician can awaken the fragment of a sub-elemental that still lives in it and cause the poison to infect as though the full plant were alive once more.[cite: 7] The poison will deal 1 hp damage per round for 10 rounds.[cite: 7] The target may resist the poison with a Con check at -5.[cite: 7]
Swarming Defense[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] When this spell is cast, it summons a swarm of insects that will cover the caster, using their chitinous shells to absorb damage.[cite: 7] At the spells duration, the swarm scatters back to the ground and disappears into the surroundings.[cite: 7] The insects that appear will be those normally found in the area.[cite: 7]
Plant Barrier[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Touch[cite: 7]
- Area of Effect: 10’ radius[cite: 7]
- Base Difficulty: -1 (level 3 base + area)[cite: 7] With the use of this spell, the Natural Magician can cause trees and thick plants to spring from the ground directly in front of him, erecting a solid wall of vegetation.[cite: 7] The vegetation will resemble that found locally within the area.[cite: 7]
Necromancy[cite: 7]
Necromancy deals with the power of death and the life-force of living beings.[cite: 7] Many Necromancers believe death is sacred, and even ascribe a character and personality to death.[cite: 7] The Black Magicians of Rajinnar have developed an entire religion around the worship of death, while the carrion-eating Stryx of Urag view Death as a provider-spirit.[cite: 7]
Necromantic spellcasting always applies to death in some way, whether it be communing with the soul of a deceased companion, repairing the body of a reanimated corpse, or draining the life essence of a victim.[cite: 7] Necromancy is not inherently evil, but, regardless of the morality or intentions of its practitioners, it has a long-standing reputation as "black magic".[cite: 7] The sometimes grisly rituals associated with the art do nothing to help change this perception.[cite: 7]
Because of its morbid applications, practitioners of Necromancy accumulate knowledge of anatomy, physiology, and the general workings of the body.[cite: 7] A character's Necromancy rating may be used as an Anatomy skill during play.[cite: 7] Due to cultural taboos regarding the dead across Talislanta, Necromancers are among the only experts in this field.[cite: 7]
Necromancers learn their spells by studying the magical writings of ancient black-magicians such as Urmann, Mordante, Narishna, and Drax.[cite: 7] Aspiring Necromancers need great numbers of corpses and living beings to practice on, another reason why this Order is unpopular in "civilized" lands.[cite: 7] Necromantic spellcasting is usually unpleasant in some way.[cite: 7] Spells can be painful for the caster, the subject, or both.[cite: 7] Bizarre and gruesome fetishes must be used to focus spells.[cite: 7] In some extreme cases, actual death or suffering must be inflicted to empower the magic ritual.[cite: 7]
Physical Components[cite: 7]
A Necromancer must be able to gesture with both hands and speak aloud in order to cast spells.[cite: 7] Certain necromantic devices and fetishes are also required, such as a necklace of bones, a bag filled with corpse-dust, a preserved skull, etc.[cite: 7] Each Necromancer chooses his or her own personal fetishes.[cite: 7]
Advantages[cite: 7]
Death and pain are not only the subject of necromantic magic, they are also its ally.[cite: 7] Necromancers are the only characters in the Talislanta game who earn Experience Points for killing other creatures.[cite: 7] In order to earn XP, a killing must be accompanied by the ritual burning of incense and the use of a ceremonial dagger, axe, or fire.[cite: 7] 5 Experience Points are earned per victim.[cite: 7] In ancient times, the necromantic Torquarans subjected untold numbers of Xambrians to ritual murder in the Fire-Pits of Malnangar.[cite: 7]
Limitations[cite: 7]
Necromancers are regarded with fear and suspicion by most decent folk, and are welcome in few lands.[cite: 7] Nature spirits and other benevolent entities will not willingly cooperate with spell casters of this Order, whom they consider cruel and vile.[cite: 7]
Modes[cite: 7]
- Not available: Illusion.[cite: 7]
- Bonuses: Conjuration +3, Transmutation +2.[cite: 7]
- Penalties: Influence -3.[cite: 7]
- Conjuration Effects: Necromancers can summon extra-dimensional entities including the spirits of the dead and communicate with them.[cite: 7] To summon the spirit of a specific being, the Necromancer must posess the being’s corpse (or a part of it) or cast the spell at the place where the being died.[cite: 7]
- Enchantment Effects: Necromancers have great knowledge of the body and its inner workings.[cite: 7] Necromancers may affect the physical body but may not alter the qualities of inanimate objects (except in crafting enchanted items).[cite: 7]
- Transmutation Effects: A Necromancer can take on the form of another creature (humanoid or animal) if she has access to its corpse.[cite: 7] This spell (“Face of Death”) is detailed in the sample Necromancy spells.[cite: 7]
Enchanted Items[cite: 7]
Common enchanted items created with Necromancy include:[cite: 7]
- Talismans that ward away or control undead (Ward, Influence).[cite: 7]
- Weapons or items enchanted with disease causing spells (Harm).[cite: 7]
- Amulets that allow Assassins to assume the form of their target (Transform).[cite: 7]
Sample Necromancy Spells[cite: 7]
Ebon Harbingers[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 5-foot radius[cite: 7]
- Base Difficulty: -6 (level 1 base, -5 for area)[cite: 7] Dozens of shadowy spiritforms pour from the shadows, moaning in anguish, and attack everything in the area of effect.[cite: 7] The harbingers' ethereal "touch" causes chilling pain and the feeling that something vital has been wrenched away, doing 1 hp of damage to the victim per spell level.[cite: 7] Due to the wide area of effect, there is a -5 penalty to attempts to evade this spell (in addition to the normal penalty of the caster's Attack rating).[cite: 7]
Raj-Kal's Visceral Fingers (Attack)[cite: 7]
- Mode: Attack[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] Raj-Kal, a Rajan torquar of no small repute, created this spell early in his career and it soon became his trademark.[cite: 7] The hand of the caster takes on a pale, deathly hue.[cite: 7] The necromancer's hand can push into a victim as though the body were made of clay, causing terrible agony and eventually death.[cite: 7] The victim suffers 1 hp of damage per round per spell level until he frees himself from the necromancer’s grasp or the spell expires.[cite: 7]
Black Mists of Malnangar[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] Noxious black vapors pour from the necromancer’s cloak or outstretched fingers, enveloping the target in a suffocating cloud.[cite: 7] The Black Mists do 1 hp of damage per spell level.[cite: 7] By taking an additional -5 penalty to his spell roll, the necromancer can direct the Mists through a tiny opening such as a keyhole or the seam in a suit of armor.[cite: 7]
Bone Shards[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 10-foot radius[cite: 7]
- Base Difficulty: -11 (level 1 base, -10 area)[cite: 7] With the final phrase of this incantation, the Necromancer tosses a bone into the midst of the enemy, whereupon it shatters, inflicting damage to everything within a 5’ radius (1 hp per spell level).[cite: 7]
Unlife[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: +2 (level 1 base, +3 Order bonus)[cite: 7] By touching any corpse, the necromancer calls forth a mindless spirit to reanimate it in a semblance of life.[cite: 7] The undead thing created is mindless, and will obey simple commands for the duration of the spell.[cite: 7] It has an overall ability level of +1, and its attributes are the same as a living version of the corpse, with the following modifiers: +3 to Strength and Constitution, -2 to Speed and Dexterity.[cite: 7] Intelligence, Charisma, and Will are not applicable.[cite: 7] More potent undead can be created by increasing the level of the spell.[cite: 7] If a fetish is used, or a soulstone bound within the body (usually the cranium) then the spell persists until the fetish is destroyed otherwise the unfortunate spirit is freed after one minute per spell level.[cite: 7] Note: Since this is a mindless undead spirit, no pact is required.[cite: 7]
Eyes of Narishna[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 5 minute[cite: 7]
- Range: 1 mile[cite: 7]
- Base Difficulty: -5 (level 1 base, + duration)[cite: 7] Narishna devised this spell to spy on various enemies and rivals, which he would do by hiding a preserved humanoid eye in some place that he wished to observe.[cite: 7] At any later time, he could cast his spell and see through this eye as long as he was within one mile.[cite: 7] It is said that Narishna had no less than a hundred such eyes scattered among various lands throughout the Archaen empire.[cite: 7]
Deathly Visions[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] By looking into the eyes of a corpse (or the eye sockets if that is all that remains) the necromancer can see and hear the last five minutes of that person's life.[cite: 7] The amount of time since death can also add to the overall Difficulty of the spell at the GM’s discretion.[cite: 7] Corpses over a day old might incur a further -3 penalty while those over a week old might incur a -5 penalty.[cite: 7] Very old corpses (like those found in ancient tombs) might have a -20 or even greater penalty to the casting roll.[cite: 7] Spells cast at lower levels have no effect.[cite: 7] If the necromancer does not know the age of the corpse, he must guess at the correct spell level.[cite: 7]
Dark Sight[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] When this spell is cast, the targets eyes will glow like burning embers.[cite: 7] For the duration of this spell, the recipient can see clearly in normal and magical darkness.[cite: 7] The person will receive a bonus to PER rolls equal to the spell’s level.[cite: 7]
Energy Drain[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] By touching a hand to the target, the necromancer drains living energy from the subject to himself, inflicting 1 hp damage per spell level.[cite: 7]
Dark Coercion[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -6 (level 3 base, -3 Order penalty)[cite: 7] By locking eyes upon the intended victim of this spell, the necromancer reaches beyond the physical realm to coerce the subject's spirit into obedience.[cite: 7] If the spell is successful, the caster may force the victim to obey any single, relatively simple instruction, such as "Guard this door" or "Don’t Move!".[cite: 7] The intended target is allowed a WIL roll modified by MR to avoid the caster's gaze and its intended effect.[cite: 7] On a partial success the victim is still coerced, but if given a command that would go against his or her deepest beliefs will break free of the spell.[cite: 7] On a mishap resistance roll, the subject will not even remember being coerced, recalling only a mysterious gap or blank spot in his or her memory.[cite: 7]
Hands of Urmaan[cite: 7]
- Mode: Move[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 10-foot radius[cite: 7]
- Base Difficulty: -23 (level 13 base, -10 area)[cite: 7] Upon completion of this spell, scores of skeletal arms erupt from the ground in the area of effect and grasp the legs and arms of anyone caught in the area.[cite: 7] Due to the wide area of effect, there is a -5 penalty to evade their chill embrace.[cite: 7] The Strength of the grasping hands is +6, and victims are held immobile until they break free.[cite: 7]
Face of Death[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 15 minutes[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -17 (level 5 base, -14 duration, +2 Order bonus)[cite: 7] With this spell, the necromancer can take the form of any deceased person or being of his own or a similar race.[cite: 7] To accomplish the metamorphosis the caster touches the deceased, causing dark shadows to gather around them both.[cite: 7] When the casting is complete, the necromancer emerges from the shadows with the appearance of the deceased.[cite: 7] This spell can be cast in reverse to give a corpse the appearance of the necromancer.[cite: 7]
Corpus Weaving[cite: 7]
- Mode: Transmutation (Heal)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Self or Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7]
- Casting Modifiers: -9 (level 12 base, +Order bonus)[cite: 7] By infusing the wounded target with lost life energies, the necromancer can repair in seconds what would normally require weeks to heal (up to 12 hp damage).[cite: 7] The healing process lasts only one round, but is said to be quite painful, and is horrifying to observe.[cite: 7]
Claw Hands (Transform)[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self[cite: 7]
- Base Difficulty: -8 (level 10 base, +2 Order bonus)[cite: 7] This spell transforms the subject's hands into long, dagger-like claws, similar to those of a Ghast.[cite: 7] The claws are DR 8, and the Brawling skill is used in wielding them.[cite: 7]
Darkening Veil[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 10-foot radius[cite: 7]
- Base Difficulty: -10 (level 10 base, -5 area)[cite: 7] Black Veil creates a swirling dome of black mists ten feet across.[cite: 7] Spiritforms are unable to pierce the spectral substance, which is a solid wall to them (PR 20 and 20 hp).[cite: 7] Living beings who approach or pass through the Veil will feel a sense of creeping doom, as of death being close at hand.[cite: 7] Note that certain magic items such as fetishes and soulstones will not be able to pass the barrier as they are repositories for spirits.[cite: 7]
Ebon Armor[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] This incantation causes the necromancer's shadow to expand, solidify, and envelop him in a fearsome looking suit of black armor.[cite: 7] The armor will take 20 hp of damage before dissipating.[cite: 7]
Wall of Souls[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -10 (level 10 base)[cite: 7] By calling upon the enslaved spirits of the dead, the necromancer can command them to form a howling, spectral barrier 10 feet wide and 6 feet high.[cite: 7] Within the barrier the faces of the dead can be seen moving about, howling their eternal agony.[cite: 7] Nothing can pass through the barrier which has has a protective rating of 3 and can be broken by inflicting 18 hp damage.[cite: 7]
Protection from Scrying[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Area of Effect: 10-foot radius[cite: 7]
- Base Difficulty: -6 (level 1 base, -5 area)[cite: 7] By uttering this incantation and dropping an eye into a bag, the Necromancer wards off all spells from the Divination mode (-1 penalty to opposed Scrying attempts per spell level).[cite: 7] Anyone attempting to scry upon the caster will see only darkness, in addition, anyone using the Reveal mode to scan an area will not be able to notice the protected individual for the duration of their spell when using the affected sense.[cite: 7]
Shamanism[cite: 7]
Shamanism is the magic of spirit and dream.[cite: 7] By connecting with his unconscious dream-self, a shaman can interact with the spirit-gods of the Dreamrealms, known as Totems.[cite: 7] Totems are the spiritual representation of all the primal energies that inhabit the material realm.[cite: 7] For example, the Hunter Totem embodies the spirits of all great hunters, both humanoid and beast.[cite: 7] The specific creatures and qualities represented by the Totems vary from region to region.[cite: 7]
Most shaman see spirits in abundance in the world.[cite: 7] Every natural form is an extension of one Totem or another.[cite: 7] The span-oak trees are the many arms of Giver-of-Life; the exomorph is the embodiment of Hunter.[cite: 7] When in communion with a Totem spirit, a shaman may either seek the spirit's council or take on the powers and aspect of the Totem.[cite: 7] Attaining the dream-like state necessary to commune with the Totems often requires the ingestion of herbs, mushrooms, or other natural psychotropic substances.[cite: 7] Some shaman also train themselves to visit the Dreamrealms while sleeping or meditating.[cite: 7]
Like Witchcraft and Natural Magic, Shamanism is an oral tradition, without scrolls or spellbooks.[cite: 7] Shaman initiates are usually chosen by their instructors and trained in private.[cite: 7] In tribal communities, the Shaman is often the leader or chief council to the tribal head.[cite: 7]
Physical Components[cite: 7]
Shamanism relies on complex chants, gestures or dances, and specific natural fetishes.[cite: 7] For example, to summon up an Avian-Totem, the Shaman might cry out like an avir, wave his arms like wings, and brandish a fetish made of avir feathers.[cite: 7]
Advantages[cite: 7]
Personal Totem:[cite: 7] Every shaman has a specific totem animal that guides them in the spirit world.[cite: 7] When casting spells appropriate to their totem, the shaman receives a casting roll bonus of +3.[cite: 7] The player may pick one Mode that this bonus applies to, according to the nature of the chosen totem.[cite: 7] For example, a Nighthawk totem might give a bonus to Divination spells (due to the animal’s keen perception).[cite: 7] A Shaman will never be attacked or threatened by an animal of the type that corresponds to their totem.[cite: 7]
Limitations[cite: 7]
A Shaman must first attain the dream-state to cast her spells.[cite: 7] This can be accomplished by ingesting a natural hallucinogen such as Skullcap Mushroom, K'tallah, Blue Lotus, or ritual chanting, drumming, dancing or by careful meditation.[cite: 7] For those Shaman that employ the former methods, a full 2 rounds of this action is required before spellcasting may be attempted.[cite: 7] Without the benefit of drugs or ritual activity, the shaman suffers a casting roll penalty of -5.[cite: 7]
Modes[cite: 7]
- Not available: None.[cite: 7]
- Bonuses: Divination +2, Transmutation +2.[cite: 7]
- Penalties: Attack -3.[cite: 7]
- Conjuration Effects: Shaman are unable to conjure mundane substances and items and they are only able to summon spirit entities associated with their Totem (see Summon Totem spell below).[cite: 7]
- Enchantment Effects: A shaman can alter a quality that suits his personal totem.[cite: 7] For example, an exomorph totem might let the shaman alter strength, perception, and stealth.[cite: 7]
- Transmutation Effects: Every shaman has the ability to assume the form of their totem animal.[cite: 7] See the example spell, “Totem Form” below.[cite: 7]
Enchanted Items[cite: 7]
Shamans rarely practice complex enchantment, though they are known to create simple fetishes or charms.[cite: 7]
- A feather-charm for commanding avians.[cite: 7]
- A claw-fetish for tracking prey in the wilderness.[cite: 7]
- A blood-tattoo for resisting poisons.[cite: 7]
Sample Shamanism Spells[cite: 7]
Retribution[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 5-foot radius[cite: 7]
- Base Difficulty: -6 (level 1 base, -5 area)[cite: 7] The spirit-gods rise up in anger against any who seek to harm the shaman.[cite: 7] Violent, desctructive nightmares are loosed from the Dreamrealms to attack any enemies nearby, doing 1 hp of damage per spell level to those foolish enough to stand in their way.[cite: 7]
Call Totem Animal[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: +1 (level 1 base, +2 Order bonus)[cite: 7] This spell allows the shaman to summon a totem animal: a creature that will willingly serve the caster as his or her familiar.[cite: 7] The type of animal that responds to the summons is the same as that chosen by the player as their shaman’s Totem Animal.[cite: 7] The animal must be native to the shaman's homeland, and must be of the natural world (i.e., not of sorcerous, demonic, or extra-dimensional origin).[cite: 7] A totem animal has the same stats as any animal of the same species and will be of an ability level equal to the spell level.[cite: 7] The Totem also has the ability to comprehend and converse with the caster on a spiritual (non-verbal) level.[cite: 7]
Spirit Track[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -5 (level 7 base, +2 Order bonus)[cite: 7] Allows the caster to see the spirit-traces left by the passage of any living creature, spirit, or extra-dimensional entity.[cite: 7] The age of the tracks can also be determined by the use of this spell.[cite: 7] The shaman’s effective Perception rating is +7 while using this spell.[cite: 7]
Far-Seeing[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 1 mile[cite: 7]
- Base Difficulty: +1 (level 1 base, +2 Order bonus)[cite: 7] By entering a trance the shaman can use this spell to see through the eyes of any creature of the same species as the caster's totem animal.[cite: 7] For example, if the shaman's totem animal is a death's head viper, he or she will be able to see through the eyes of any death's head viper within range of this spell.[cite: 7] If no suitable animal is present in the area, the spell fails (GM’s ruling).[cite: 7] The shaman must roll a Perception check with a +1 modifier per spell level to detect specific events, the difficulty varying based on the relative obscurity of the event.[cite: 7] Note that a shaman will be completely unaware of his or her immediate surroundings while using Far-Sight.[cite: 7]
Dreamwalker[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: +1 (level 1 base, +2 Order bonus)[cite: 7] Using this spell the shaman can enter a trance and send his or her spirit-self into the Dream Dimension.[cite: 7] Once there the shaman can enter the dreams of any being within range, and either interact with the dreamers or attempt to read their innermost thoughts.[cite: 7] In the latter case, the shaman must make a perception check (with a +1 bonus to PER per spell level) vs the subject's WIL in order to steal information.[cite: 7] If the target has any defenses against such an intrusion, then these are added to the target's WIL to determine the degree of difficulty.[cite: 7]
Altered State[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: +1 (level 1 base, +2 Order bonus)[cite: 7] This spell allows the shaman to enter a trance-state in which he or she will be able to see invisible, astral, or spirit entities of any sort with a Perception rating of +1 per spell level.[cite: 7]
Totemic Aspect[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -5 (level 5 base)[cite: 7] After entering the dream-state, the shaman’s form shifts to partially resemble that of her Totem Animal.[cite: 7] Fingernails extend into small claws, eyes turn to slits, or skin hardens into scaly hide.[cite: 7] The Shaman may increase any one Attribute associated with the Totem by +1 per spell level.[cite: 7]
Hunter's Moon[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -1 (level 1 base)[cite: 7] By entering a trance state and calling upon the spirit of The Hunter, the shaman can imbue himself with predatory instincts.[cite: 7] For the duration of the spell the Shaman receives +1 per spell level to their Stealth skill, or a +3 rating if they did not possess this skill before.[cite: 7]
Mists of the Dreamrealms[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Base Difficulty: -12 (level 12 base)[cite: 7] By taking on the dream-state aspect of Shifter, the shaman calls forth a billowing cloud of violet mist that obscures vision and masks scent in an area the size of a large wagon.[cite: 7] The strange cloud moves as the shaman wills and does not affect her senses of sight or smell.[cite: 7]
Subconscious Fear[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 5 feet[cite: 7]
- Base Difficulty: -12 (level 12 base)[cite: 7] By casting this spell and targeting an enemy, the caster can cause them to flee in utter terror.[cite: 7] The effect lasts for 1 minute per spell level, during which time, the target can only think about escaping the Shamans presence.[cite: 7]
Dreambane[cite: 7]
- Mode: Transmutation (Harm)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: -13 (level 15 base, +2 Order bonus)[cite: 7] A vengeful or vindictive shaman can lay a powerful curse with this spell.[cite: 7] By touching the victim while he sleeps and whispering the curse, the shaman severs the sleeper’s connection to the Dreamrealms.[cite: 7] The victim now suffers a Level 15 disease known as Dreambane.[cite: 7] He can no longer have a restful night’s sleep, and will always awake fatigued and confused from the host of nightmares that visit his sleeping self.[cite: 7] For seven consecutive nights, the victim will lose 1 point of Constitution.[cite: 7] If the victim’s CON rating drops to -7 or below, they fall into a coma.[cite: 7] A special tincture of Jabutu, Morphius, and Black Mushroom can cure the Dreambane (and restore lost CON points) or awaken the victim from a coma.[cite: 7] The shaman that cast the spell can also lift its effects at will.[cite: 7]
Totemic Form[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self or Touch[cite: 7]
- Base Difficulty: -13 (level 15 base, +2 Order bonus)[cite: 7] This spell allows the shaman to adopt the form of his or her chosen Totem Animal (see the spell, Call Totem Animal, for more information).[cite: 7] Once the shape change has been affected, the shaman will have the same abilities (and game stats) as the animal whose form has been adopted.[cite: 7]
Giver-Of-Life[cite: 7]
- Mode: Transmutation (Heal)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Base Difficulty: +1 (level 1 base, +2 Order bonus)[cite: 7] This ritual allows the shaman to enter a trance and call upon the spirits to heal 1 hp of damage per spell level to any living creature or being.[cite: 7] A ceremonial drum, flute, or fetish is a necessary component of this spell.[cite: 7]
Spirit Guardians[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Area of Effect: 5-foot radius[cite: 7]
- Base Difficulty: -1 (level 10 base)[cite: 7] This incantation allows the shaman to call forth a number of ancestral spirits, who will guard and protect anyone within a five-foot radius surrounding the caster per spell level.[cite: 7] The spirit guardians cannot be made to attack, but will block all magical or non-magical attacks with spirit-shields and spears.[cite: 7] Creatures or beings attempting to penetrate the ring of spirit guardians spirit must break through the spirits' defenses, which are treated as a wall with 20 hp and a PR 3.[cite: 7]
Witchcraft[cite: 7]
Witchcraft is perhaps the oldest Magical Order on the continent, tracing its heritage back to the dawn of the Archaens.[cite: 7] The principles of the Order operate according to the ancient Law of Association, which states that “like breeds like”, and all things are connected.[cite: 7]
Witchcraft relies heavily on physical components for its spells to work.[cite: 7] A connection must always be made between the witch, the materials of the spell, and the target.[cite: 7] This connection is often metaphorical - a witch may break a handful of twigs to symbolize the breaking of bones, for example - but the spell will work so long as the metaphor has meaning for the witch.[cite: 7] The act of association connects magician, materials, and target as if they were one.[cite: 7] The most powerful spell components are personal effects owned by a subject, or, better yet, discarded parts of the target; for example, a splinter from a wagon wheel or a lock of hair.[cite: 7]
The magic of witchcraft is about relationships, not power.[cite: 7] If a witch wants to break a stone in two, he does not hurl destructive energy at the stone.[cite: 7] Rather, he associates the stone with a bit of clay, and breaks that instead.[cite: 7] To bring a curse on someone, the witch might obtain an article owned by the victim and cast his magic upon it, thereby doing harm to the intended victim.[cite: 7] Witchcraft is one of the most subtle forms of spellcasting, often having none of the obvious external effects of other Orders, such as lights or loud noises.[cite: 7]
Several Talislantan cultures (primarily the Aamanians) consider witchcraft to be “black magic”, and openly persecute its practitioners.[cite: 7] For this reason, Talislantan witchcraft is taught and practiced in secret.[cite: 7] Passed down from generation to generation, Witchcraft is an oral tradition without texts, scrolls, or magical tomes.[cite: 7] For example, the Dhuna absolutely forbid the instruction of “outsiders” in the ways of the Art (as they call it), and the Sarista rarely teach anything of value to those who aren’t members of their clan.[cite: 7]
Physical Components[cite: 7]
A witch must have both hands free and be able to speak aloud in order to cast spells.[cite: 7] Some sort of symbolic object must also be used, and is often destroyed as part of the magic ritual.[cite: 7] The player is free to improvise appropriate metaphors for the spell components.[cite: 7]
Advantages[cite: 7]
Witches possess the power of Binding, allowing them to work their magic across any distance, provided they have a strong mystical connection to their target.[cite: 7] Any object that has been on the target’s person for three or more days, or a physical piece of the target (such as hair, fingernails, or blood) will suffice.[cite: 7] This material can be used for a single ritual only, and is consumed as the spell is cast.[cite: 7] Spells that incorporate the power of Binding act as if the witch is touching the target.[cite: 7]
Limitations[cite: 7]
The forces that empower a witch’s magic can be somewhat capricious.[cite: 7] On a natural casting roll of 13, the spell has no effect, regardless of the various modifiers involved.[cite: 7]
Modes[cite: 7]
- Not available: None.[cite: 7]
- Bonuses: Divination +2, Transmutation +2, Ward +2.[cite: 7]
- Penalties: Attack -3.[cite: 7]
- Conjuration Effects: A witch can summon minor spiritforms to perform simple tasks.[cite: 7] These spiritforms are Ability Level 7 or less and can do no harm to living things.[cite: 7] They do have unique qualities, however, including invisibility, immunity to normal weapons, and the special power of Weirding (see sample spell, below).[cite: 7] Witches cannot conjure mundane materials.[cite: 7]
- Enchantment Effects: A witch can alter virtually any quality, provided he has the appropriate physical components.[cite: 7] The heart of an ogriphant might help the witch alter a subject’s strength, for example.[cite: 7] No alteration can be made without a metaphorical connection like this.[cite: 7]
- Transmutation Effects: A witch’s “curse” sometimes takes the form of a transformation of the target into an animal.[cite: 7] Once the “curse” is cast, it takes one day per level of the spell for the target to transform completely.[cite: 7] The process is a gradual one, adding a new animal feature each day as the spell runs its course.[cite: 7] Once fully transformed, the target will remain in that state for seven days and then instantly revert to its normal form.[cite: 7] It is rumored that the witches of old could transform a victim permanently, but those ancient spells were lost long ago in the depths of witchwood.[cite: 7]
Enchanted Items[cite: 7]
Common enchanted items created with Witchcraft include:[cite: 7]
- Medallions or brooches that protect from harm (Ward, Defend).[cite: 7]
- Rings or stones that render a subject invisible to scrying (Conceal).[cite: 7]
- Crystals or mirrors for viewing distant locales (Reveal).[cite: 7]
Sample Witchcraft Spells[cite: 7]
Jinx[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: Target[cite: 7]
- Casting Time: 5 rounds[cite: 7]
- Casting Modifiers: -5 (level 5 base + duration)[cite: 7] This spell summons a spiritling to hound a given subject, wreaking all manner of mischief.[cite: 7] Until the jinx expires or is removed, the subject will suffer a penalty equal to 1/3 the spells level on all actions, and will experience numerous minor mishaps and misfortunes at the GM’s discretion.[cite: 7]
Conscience[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: Target[cite: 7]
- Casting Time: 5 rounds[cite: 7]
- Casting Modifiers: -5 (level 5 base + duration)[cite: 7] Using this spell, the Witch can summon a minor spirit of conscience to verbally guide, or harass depending upon the targets perception, an individual.[cite: 7] By targeting herself, the witch can mingle better in alien cultures, as the spirit will warn her what might be offensive or inadvisable.[cite: 7] In game terms, the spirit has the Cultures and Diplomacy skills at a rating equal to its ability level.[cite: 7]
Open Witchgate (Unique)[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 2 minutes[cite: 7]
- Range: Target[cite: 7]
- Casting Time: 13 rounds[cite: 7]
- Casting Modifiers: -13 (level 12 base + duration)[cite: 7] By casting this spell on a Witchgate, the caster opens a dimensional portal, enabling them to step through and reappear at another Witchgate.[cite: 7] The second gate must be chosen when the spell is cast and cannot be changed for the duration of the spell.[cite: 7] Dhuna covens guard the secret of this spell, as well as the location of the Witchgates, very closely so that the gates will not be destroyed, and so that others cannot use them against the Dhuna.[cite: 7]
Hide Magic[cite: 7]
- Mode: Divination (Conceal)[cite: 7]
- Duration: 3 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -1 (level 1 base + duration + Order bonus)[cite: 7] This spell allows the caster to disguise any enchanted object, artifact, creature, or being, causing it to appear to be non-magical in nature.[cite: 7] A PER roll using the spells level as a negative modifier must be made in order to see through the effect.[cite: 7]
Second Sight[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: 100 feet[cite: 7]
- Casting Modifiers: +1 (level 1 base + Order bonus)[cite: 7] By concentrating on her inner self, and speaking softly to the forgotten gods, the witch may see into the future.[cite: 7] The player should be able to ask a specific question, and the GM should answer as truthfully and as accurately as the spell level and success dictates, the higher the spells level, the more detailed the information, the better the roll, the less cryptic the information will be.[cite: 7]
Enfeeblement[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 2 minutes[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -7 (level 5 base + duration)[cite: 7] By speaking this ancient curse and touching an individual, the Witch can cause a single victim to suddenly feel exhausted, as if from strenuous activity.[cite: 7] The victim will suffer a penalty equal to 1/3 the spells level to all action table rolls involving physical actions.[cite: 7]
Aura of Allurement[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -7 (level 3 base + duration)[cite: 7] Through the use of this enchantment the caster can make a designated subject appear more attractive and alluring.[cite: 7] In game terms, the spell adds to the beneficiary’s appearance, but does not effect leadership or other facets of the Charisma attribute.[cite: 7] Members of the same (or similar) race will usually respond far more favorably to the subject for the duration of the spell.[cite: 7]
Blurred[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 10 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -9 (level 1 base + complexity + duration)[cite: 7] Witch’s may blur the form of a single object or person, obscuring features and movements with this simple illusion.[cite: 7] While blurred, the individual will be hard to see and after this spell ends, no one will be able to recognize or describe the target.[cite: 7] A favorite of Witches traveling through Aaman.[cite: 7]
Step Away[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -13 (level 1 base + complexity + motion)[cite: 7] With an ancient word the Witch mutters this spell and literally steps away, out of sight of the viewer, effectively becoming invisible.[cite: 7] This spell is taught to Witches to help them escape the Witch Hunters from Aaman with greater efficiency.[cite: 7]
Obsession[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 5 feet[cite: 7]
- Casting Modifiers: -5 (level 1 base + duration)[cite: 7] A simple curse, this spell enables the caster to afflict a subject with an overwhelming craving or desire of the caster’s choice.[cite: 7] For example: the urge to eat or drink to excess, affection for a particular person or creature, a fixation upon obtaining some object of desire, or compulsive behavior of some sort.[cite: 7] The subject may resist the spell with a WIL check at –1/2 the spells level.[cite: 7]
Fear[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 5 feet[cite: 7]
- Casting Modifiers: -5 (level 1 base + duration)[cite: 7] By reaching into the victims psyche and drawing out their darkest fears, the Witch can cause uncontrollable terror in her victim.[cite: 7] If the victim fails a WIL roll at -½ the spells level, then they will run in terror for the duration of the spell.[cite: 7]
Eldritch Flight[cite: 7]
- Mode: Move[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -6 (level 1 base + duration)[cite: 7] By reaching into the realms of the Forgotten Gods, the Witch can pull their energies to her while turning in a circle.[cite: 7] These Eldritch energies will encircle and lift the target into the air, allowing them to fly at a slow speed for a short time.[cite: 7] Note that the spell level must be high enough to allow the energies to lift the weight of the target.[cite: 7]
Levitation[cite: 7]
- Mode: Move[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -6 (level 1 base + duration)[cite: 7] This spell causes the Witch to rise off the ground as if lifted by a wind.[cite: 7] This spell is used for various purposes and has always been a favorite of younger practitioners.[cite: 7] While levitated, the Witch can turn her attention to other matters, including spellcasting, as long as she remains unmoving.[cite: 7] This spell must be cast at a level great enough to lift the caster.[cite: 7]
Altered Visage[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -9 (level 5 base + duration)[cite: 7] With this spell, the Witch may assume the facial features of any member of the various cultures of man (Cymrillian, Aamanian, Dracartan, Sarista, etc).[cite: 7] The Dhuna use this spell to great effectiveness for the purposes of traveling freely as well as other acts of deception.[cite: 7]
Shrink[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -10 (level 5 base + duration)[cite: 7] By putting a shrinking violet into her mouth and uttering this quick incantation, the Witch is able to reduce her size, or the size of one other creature, dramatically.[cite: 7] A Partial Success will reduce the targets size by ¼, a full success by ½ and a critical success will reduce them by ¾.[cite: 7] A similar spell, Enlarge, does the opposite.[cite: 7]
Eldritch Healing[cite: 7]
- Mode: Transmutation[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -8 (level 10 base + Order bonus)[cite: 7] Calling upon the ancient god of healing, a witch can channel the energies of this god into heal herself or others.[cite: 7] The recipient of this spell will be healed of 10 points of damage and feel a warming sensation as the energies course through them.[cite: 7]
Cause Boils[cite: 7]
- Mode: Transmutation (Harm)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -4 (level 6 base + Order bonus)[cite: 7] With this potent curse, the Witch calls upon dark forces that will cause boils and blisters to cover an individuals body with a touch.[cite: 7] This affliction is extremely painful and the recipient suffers a –6 to all rolls requiring concentration until a cure has been affected.[cite: 7]
Rumors[cite: 7]
- Mode: Ward (Hex)[cite: 7]
- Duration: 3 minutes[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -10 (level 10 base + duration + Order bonus)[cite: 7] Those inflicted with this spell will only hear the worst things about themselves from their friends mouths, no matter what is actually being said.[cite: 7] In addition, while this hex is in effect others will be more likely to notice bad things about the afflicted than they will good things.[cite: 7]
Ward against Hexes[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 3 minutes[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -10 (level 10 base + duration + Order bonus)[cite: 7] Due to the nature of certain covens, the Dhuna teach this spell to all of the younger initiates in order to protect them.[cite: 7] This spell will ensure that the recipient is untouched by any hex for a period of 3 minutes, although it is commonly used in enchantments.[cite: 7]
Eldritch Aura[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Self[cite: 7]
- Casting Modifiers: -1 (level 1 base)[cite: 7] By calling upon long forgotten gods, the Witch may envelope herself in the eldritch energies of those beings.[cite: 7] Green fire will swirl about her for the duration of the spell, protecting her from harm.[cite: 7]
Eldritch Barrier[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self[cite: 7]
- Casting Modifiers: -6 (level 1 base + duration)[cite: 7] By speaking a brief incantation calling upon long forgotten gods, and pointing at an area, a witch can create a wall of eldritch force that lasts for a single minute.[cite: 7] This wall will appear as a shimmering barrier that is almost imperceptible at certain angles.[cite: 7]
Wizardry[cite: 7]
The omniverse is permeated by waves of fluctuating magical power, known to Talislantan spellcasters as Arcane Energy.[cite: 7] During ancient times, certain Talislantan magicians developed incantations, gestures, and rituals that could tap into the flow of Arcane Energy that surrounds Talislanta.[cite: 7] These procedures, known as Wizardry, have survived almost unchanged to the New Age.[cite: 7]
In its natural state, Arcane Energy is an ambiguous, flowing force with no discernible positive or negative characteristics.[cite: 7] When directed into the Primal Plane, Arcane Energy can take on a nearly limitless range of forms (excluding elemental forces, which cannot be replicated by Wizardry).[cite: 7]
Arcane Energy can be used to surround the caster with a shimmering aura of protective energy; to conjure simple shapes such as ropes, swords, or walls of force; or to manipulate the physical world with grasping tendrils or “magic hands”.[cite: 7] Arcane Energy can also manifest as destructive beams of force or the intricate conglomerations of swirling light and shadow used to create illusions.[cite: 7]
Compared to more esoteric arts such as Witchcraft or Cryptomancy, Wizardry is a relatively simple magic Order to learn and use.[cite: 7] As a result, it is popular among the Cymrillians, Farad, Zandir, Thaecians, and other magic-oriented cultures.[cite: 7]
Physical Components[cite: 7]
Wizards must gesture with both hands and speak Archaen phrases aloud in order to cast spells.[cite: 7] A device such as a wand or staff is sometimes used to direct spells, but is not required.[cite: 7]
Advantages[cite: 7]
Specialization: The wizard may pick one Mode to represent the type of spells they regularly practice.[cite: 7] This Mode receives a bonus of +3 to its overall rating.[cite: 7]
Limitations[cite: 7]
Obvious: Spells of wizardry are always accompanied by glowing lights, an electrical charge in the air, and a strange humming sound.[cite: 7] Anyone nearby that makes a successful PER roll with a +5 bonus will be aware that magic is being used and will be able to discern its source.[cite: 7] Because of this, subtle illusions that are meant to appear “real” are very difficult to accomplish with this Order.[cite: 7] Likewise, anyone affected by a spell of wizardy (magical influence, protection) will have a noticeable glow and shimmer about them.[cite: 7]
Modes[cite: 7]
- Not available: Transmutation.[cite: 7]
- Bonuses: +3 to one Mode chosen by the magician.[cite: 7]
- Penalties: None.[cite: 7]
- Conjuration Effects: Wizards are highly adept at conjuring inanimate objects and substances but are unable to summon extra-dimensional entities.[cite: 7]
- Enchantment Effects: Only simple physical qualities can be altered with Wizardry through the careful application of Arcane Energy.[cite: 7] For example, a character’s strength might be altered by applying a field of Arcane Energy that helps the character lift, push, and swing.[cite: 7] Or a sword’s damage rating might be altered by adding a nimbus of destructive energy to the blade.[cite: 7] Subtle alterations (like increasing a character’s memory or charm, for example) are not possible with this Order.[cite: 7]
- Transmutation Effects: Wizards are unable to transform one object or creature into another but they are able to use this Mode to channel arcane energy for healing and harming effects.[cite: 7]
Enchantment[cite: 7]
Common enchanted items created with Wizardry include:[cite: 7]
- Wands and staves that store defensive magic.[cite: 7]
- Weapons empowered with destructive arcane energies.[cite: 7]
Sample Wizardry Spells[cite: 7]
Arcane Bolt[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -1 (level 1 base)[cite: 7] The caster sends a bolt of arcane force towards the intended target for the sole purpose of causing harm.[cite: 7] The color of the bolt is decided upon by the Wizard when they learn the spell and cannot be changed without researching the spell anew.[cite: 7] Also, many Wizards will add sound, such as crackling or high pitched whistle to the bolt.[cite: 7]
Arcane Blast[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Area of Effect: 5’ radius[cite: 7]
- Casting Modifiers: -1 (level 1 base + area)[cite: 7] This spell causes a bolt of arcane force to fly towards an area and explode, damaging all within a 5’ radius.[cite: 7] The color of the bolt is decided upon by the Wizard when they learn the spell and cannot be changed without researching the spell anew.[cite: 7] Also, many Wizards will add sound, such as crackling or high pitched whistle to the bolt and a thundering boom or wailing wind to the blast itself.[cite: 7]
Arcane Blade[cite: 7]
- Mode: Attack[cite: 7]
- Duration: Instant[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -1 (level 1 base)[cite: 7] A blade of arcane force appears in the casters hands, lasting a number of rounds, and having a DR, equal to the spells level.[cite: 7] The color of the blade is decided upon by the Wizard when they learn the spell and cannot be changed without researching the spell anew.[cite: 7] Also, many Wizards will add sound, such as humming or crackling to the blade.[cite: 7]
Wizard’s Rope[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 5 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -5 (level 1 base + duration)[cite: 7] Upon completion of this incantation, the Wizard conjures a rope made of sparkling energy that can be used for any of a multitude of purposes.[cite: 7] The rope disappears after 5 minutes.[cite: 7]
Glittering Cloud[cite: 7]
- Mode: Conjuration[cite: 7]
- Duration: 2 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -2 (level 1 base + duration)[cite: 7] With the spell, the Wizard conjures a 1 cubic foot cloud of sparkling glitter that swirls around the area of effect for 2 minutes that will reducing visibility.[cite: 7] This cloud will act in all ways as normal glitter, and may be blown about by winds.[cite: 7]
Hidden in the Folds (Conceal)[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: +1 (level 1 base)[cite: 7] When cast, this spell allows the magician to hide an object somewhere on their person, usually within the folds of their robes.[cite: 7] The object can be of any size that the magician can usually carry, although weight is not effected.[cite: 7]
Seek the Path[cite: 7]
- Mode: Divination[cite: 7]
- Duration: 1 minutes[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: +1 (level 1 base)[cite: 7] Upon casting this spell, the wizards eyes take on an amber glow.[cite: 7] This glow allows the caster to pinpoint the direction of any location he has previously visited to great effect.[cite: 7]
Enhance Weapon[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -3 (level 3 base)[cite: 7] Upon casting this spell, the Wizard targets a weapon and causes it to glow with blue arcane force.[cite: 7] This force increases the DR of the weapon (+1).[cite: 7]
Enhance Armor[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -3 (level 3 base)[cite: 7] This incantation causes the touched armor to shimmer with a silver light, increasing the PR of the Armor (+1).[cite: 7]
Arcane Strength[cite: 7]
- Mode: Enchantment[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -5 (level 5 base)[cite: 7] With this spell, the Magicians skin starts to glow bright green.[cite: 7] The arcane forces present enhance the Magicians STR (+1).[cite: 7]
Illuminating Globe[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -11 (level 1 base + duration + magnitude)[cite: 7] With a gesture, the caster produces a small globe of light that will move as directed.[cite: 7] The globe produces light as a torch, and can be used to blind opponents with a ranged attack roll using the Illusion Mode rating with a -7 aiming modifier.[cite: 7]
Lighting the Way[cite: 7]
- Mode: Illusion[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -10 (level 1 base + magnitude)[cite: 7] Cymrillian Wizards in the employ of the military commonly make us of this spell as a rallying point for troops.[cite: 7] The spell brings forth an illusion of a battle standard high above the rally point.[cite: 7]
Induce Sleep[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 5 feet[cite: 7]
- Casting Modifiers: -5 (level 1 base + duration)[cite: 7] When cast, a sparkling cloud will fall around the target, causing them to become drowsy and sleep for 5 rounds.[cite: 7] At the end of the duration, the target will remain asleep until awoken normally.[cite: 7] WIL save at –1/2 the spells level to resist.[cite: 7]
Trance[cite: 7]
- Mode: Influence[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: 5 feet[cite: 7]
- Casting Modifiers: -5 (level 1 base + duration)[cite: 7] Upon casting, the magicians eyes glow with a sparkling blue light, capturing the intended targets attention and sending them into a trance-like state, unable to act for 5 rounds.[cite: 7]
Subjugating Force[cite: 7]
- Mode: Move[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -7 (level 1 base + area)[cite: 7] Shimmering forces slam down on those within a 6’x6’ area.[cite: 7] This spell causes those within the area of effect to make a STR roll vs 1/3 the spells level, or fall to their knees.[cite: 7]
Arcane Fingers[cite: 7]
- Mode: Move[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -6 (level 1 base + duration)[cite: 7] A glowing hand of green arcane energy appears and moves at the discretion of the caster.[cite: 7] The hand can pick up objects and move them slowly around within range.[cite: 7]
Arcane Flight[cite: 7]
- Mode: Move[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: 50 feet[cite: 7]
- Casting Modifiers: -7 (level 1 base + SPD)[cite: 7] This spell covers the target in a purple glow and allows them to fly for a short period of time, at SPD –7 (30 feet per round).[cite: 7] For the duration of this spell, the effected individual will be able to control their movements very precisely and will also be able to hover if so desired.[cite: 7] Note that this spell must be cast at a high enough level to lift the targets weight.[cite: 7]
Minor Disruption (Harm)[cite: 7]
- Mode: Transmutation (Harm)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -5 (level 5 base)[cite: 7] By disrupting the natural flow of magical energies through a targets body, the Wizard can deal 5 points of damage.[cite: 7] This spell causes the Wizards hands to glow bright green until the spell expires, and upon touching the victim, the green energy will course over and through their body as it inflicts the damage.[cite: 7]
Healing of the Body’s Wounds[cite: 7]
- Mode: Transmutation (Heal)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -10 (level 10 base)[cite: 7] When this spell is cast, the Wizards hand glow brightly with a blue light.[cite: 7] Upon touching an individual, 10 HP are restored as the targets wounds are healed through the power of arcane forces.[cite: 7]
Incitement of the Spinning Sickness[cite: 7]
- Mode: Transmutation (Harm)[cite: 7]
- Duration: Instant[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -10 (level 10 base)[cite: 7] Upon casting, the Wizards hands become covered in blue, green and black vortices.[cite: 7] When the caster touches the target, the vortexes move up the body from the point of contact and swirl around the victims head.[cite: 7] This causes the victim to suddenly become afflicted with Spinning Sickness, luckily for the victim, this disease is not fatal and usually runs its course in a few days.[cite: 7]
Ward vs Magical Attacks[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Touch[cite: 7]
- Casting Modifiers: -10 (level 10 base)[cite: 7] Upon casting this spell, the targets skin starts to shimmer with silver arcane forces that will prevent all damage from Attack Mode spells.[cite: 7] If an attack mode targets the individual, the energies will be seen to disperse upon contact.[cite: 7]
Arcane Aura[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Self[cite: 7]
- Casting Modifiers: -1 (level 1 base)[cite: 7] When cast, the Wizard glows with an amber light and is surrounded by crackling arcane energies, which will shield him from physical and magical attacks that might otherwise do damage.[cite: 7]
Wizards Wall[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 1 minute[cite: 7]
- Range: Self[cite: 7]
- Casting Modifiers: -6 (level 1 base + duration)[cite: 7] This spell has been used for centuries to block off an escape, or to stop pursuers.[cite: 7] By speaking a brief incantation and pointing at an area, the wizard creates a shimmering wall of arcane force that lasts for a single minute.[cite: 7]
Honorable Duel[cite: 7]
- Mode: Ward[cite: 7]
- Duration: 5 rounds[cite: 7]
- Range: Self[cite: 7]
- Casting Modifiers: -7 (level 1 base + area)[cite: 7] The caster creates a barrier of bright blue force big enough to encompass himself, and his opponent in an 8’ circle.[cite: 7] This allows both combatants to focus on the duel without having to worry about friends that the other might have.[cite: 7]
Creative Cantrips[cite: 7]
Magic, in particular spellcasting, is one of the cornerstones of the Talislanta setting.[cite: 7] The great masters of the past wove enchantments so potent that modern magicians can but marvel at their achievements.[cite: 7] Even so, latter day magicians are still capable of producing wondrous magics, though these are but a pale shadow of the past.[cite: 7]
With magic being of such importance to the game, it is worth making it that bit more exotic, and enriching the roleplaying experience in the process.[cite: 7]
The Talislanta magic system actively permits and encourages players and GMs to create their own, unique, imaginative spells, and presents fantastic opportunities for the creative individual.[cite: 7]
However, creating a spell can prove daunting for some players, and as a result, many spellcasting descriptions in-game can become seem dull or cliched.[cite: 7] This need not be the case, for creating a memorable spell requires but a little thought, and is easier than might at first be believed.[cite: 7]
Here is a step-by-step guide:[cite: 7]
Intent[cite: 7]
When creating a new spell, the first thing to do is decide precisely what you want it to achieve.[cite: 7] This might be as simple as “Hurt my enemy at range”, or as involved as “Steal the keys from the guard’s belt and place them in my grasp”.[cite: 7]
Basic Idea[cite: 7]
Taking your Intent, and the restrictions of your Order into account, think for a moment of how it might be achieved.[cite: 7] Take a moment to consider what the spell could possibly do.[cite: 7] In the case of one designed to cause injury, think what things can hurt someone.[cite: 7] For example, being cut, impaled, burnt, bludgeoned, frozen, crushed, or electrocuted.[cite: 7]
Describing the Spell[cite: 7]
Suppose you decide that you want your enemy to burn in a ball of flame (in essence the classical “Fireball”).[cite: 7] Well, now you have the idea, you can go on to describe the spell itself.[cite: 7] Just by considering each of the following components of a spell’s description, you can make it far more unique:[cite: 7]
Appearance[cite: 7] What exactly does the spell look like?[cite: 7] What substance forms the physical aspect of the spell?[cite: 7] A Fireball, for example, need not look like a simple ball of flame.[cite: 7] It could like a flaming winged skull, a fiery fist, incandescent heart, or glowing phoenix.[cite: 7] It’s still a fireball, but it need not look so basic.[cite: 7] Also consider the color or colors of the spell; where magic is concerned you need not adhere to the expected.[cite: 7] Why not make the fireball green, blue, purple or even pink?[cite: 7] Giving the spell an unusual appearance is entirely permissible, providing it makes no change to the effect of the spell (in this case, burning someone).[cite: 7]
Another part of the spell’s appearance is its motion.[cite: 7] If the spell has to cover a distance, how does it do so?[cite: 7] Does it erupt, or does it travel?[cite: 7] Following the fireball example, does it fly through the air, and if so, does it fly straight, spiral, or zigzag?[cite: 7] Does it simply appear out of nowhere to engulf the target?[cite: 7] Does it bounce or roll along the ground?[cite: 7]
Sound[cite: 7] What does the spell sound like?[cite: 7] Sound accompanies the casting of many spells, and can range from the tinkling of bells to the rumble of thunder, from echoes of chilling laughter to the crackle and sizzle of energy.[cite: 7] Once again, giving just a little thought to this aspect of a spell gives it much more depth, and the sound need not necessarily match the spell.[cite: 7] Why not have your fireball sing as it flies through the air?[cite: 7]
Smell[cite: 7] The least important of the descriptive elements in most cases, describing the scent of the spell can make it seem far more real in the mind’s eye.[cite: 7] Once again, the scent of the spellcasting, if indeed there is any, can be unique or unexpected.[cite: 7] For example, the fireball may well smell of brimstone, but it could just as easily smell of lavender, or anything else.[cite: 7]
Naming the Spell[cite: 7]
Now you have decided what your spell does, and described it, it is time to give it its all-important name.[cite: 7] Even the most mundane spell can be made exciting when given an impressive title.[cite: 7]
Given the eccentricity and egotism of many magicians, it is hardly surprising that even the most banal of cantrips may often bear a flamboyant title.[cite: 7] Precious few magicians, having spent weeks or months in toil creating a new spell, would then give their unique creation a humdrum name.[cite: 7] Instead, they would make it grandiose, taking pride in their personal achievement.[cite: 7]
Giving a newly created spell a good title is satisfying and easy.[cite: 7] All spell-titles are composed of one or more of the following components, although two three components is the optimum.[cite: 7]
Descriptor[cite: 7] The most vital part of any spell name informs of the spell’s effects, appearance, or less commonly, results, and in many cases, a truly evocative Descriptor is often all that’s needed to make a spell sound fantastical.[cite: 7] When describing the spell, try to avoid the most mundane descriptions, and choose those less immediately obvious.[cite: 7] For example, while “Fireball” does accurately describe the spell producing the ball of fire, it is hardly flamboyant.[cite: 7] Take a second to think of alternate or related words that can be used to describe the same thing; a quick look through a thesaurus can provide all manner of cool alternatives.[cite: 7] In this case, such words as Flaming, Blazing, Incendiary, Conflagrating, Scorching, Burning, Searing, and Lambent, as well as Sphere, Orb, and Globe, are also appropriate substitutes for “Fire” and “Ball”.[cite: 7] “Searing Orb” sounds far more exotic than “Fireball”.[cite: 7]
Creator’s Name[cite: 7] A common spell-naming convention, especially as regards the more egotistical or famous creators of spells, is that of appending the individual’s name to the front of the spell’s title.[cite: 7] For example, the infamous pyromancer Sassan may very well have created the Searing Orb spell, and named it “Sassan’s Searing Orb”.[cite: 7]
Famous Talislantan Magicians:[cite: 7]
- Archimandius - Wizardry[cite: 7]
- Arkon - Wizardry[cite: 7]
- Astramir - Elemental Magic (Geomancy), Thaumaturgy[cite: 7]
- Cascal - Cryptomancy, Wizardry (focus on the Illusion Mode)[cite: 7]
- Cerene - Elemental Magic (Aquamancy - Ice)[cite: 7]
- Etzel - Wizardry, Natural Magic[cite: 7]
- Drax - Necromancy[cite: 7]
- Drugalia - Necromancy, Elemental magic (Pyromancy)[cite: 7]
- The Enchantress - Wizardry (focus on the Influence Mode)[cite: 7]
- Hotan - Mysticism, Wizardry[cite: 7]
- Ilse - Witchcraft[cite: 7]
- Kabros - Cryptomancy[cite: 7]
- Koraq - Cryptomancy, Wizardry[cite: 7]
- Lamune - Elemental Magic (Aquamancy), Wizardry[cite: 7]
- Magian - Wizardry[cite: 7]
- Malderon - Wizardry[cite: 7]
- Melandre - Necromancy[cite: 7]
- Miraja - Wizardry (Illusion specific)[cite: 7]
- Mordante - Invocation, Necromancy[cite: 7]
- Narishna - Necromancy[cite: 7]
- Nauticus - Elemental Magic (Aeromancy, Aquamancy)[cite: 7]
- Oranthus - Necromancy[cite: 7]
- Rodinn - Wizardry[cite: 7]
- Sargan - Wizardry (Illusion)[cite: 7]
- Sassan - Elemental Magic (Pyromancy)[cite: 7]
- Shaladin - Cryptomancy, Wizardry[cite: 7]
- Solimorrion I - Cryptomancy[cite: 7]
- Sylan - Cryptomancy, Wizardry[cite: 7]
- Thaumaste - Wizardry, Biomancy[cite: 7]
- Thystram - Cryptomancy, Natural Magic[cite: 7]
- Urmaan - Necromancy[cite: 7]
- Viridian - Natural Magic (flora based)[cite: 7]
- Xanadas - Mysticism, Natural Magic[cite: 7]
- Zanillo - Wizardry (focus on trickery)[cite: 7]
- Zorion - Wizardry (focus on spells of a martial nature)[cite: 7]
In the sidebar is a brief list of magical luminaries responsible for creating many existing spells, along with their appropriate Orders, although one should not feel restricted to these names; there were a multitude of powerful and creative magicians, so making up a name is always a viable option.[cite: 7]
Embellishment[cite: 7] Spell creators sometimes added certain extravagant descriptors to their spell titles, particularly if especially proud of a spell, or excessively egotistical.[cite: 7] For example, if Sassan was particularly delighted with his Searing Orb spell, he might add such a word as Excellent, Magnificent, Superior, Superlative, Brilliant, or Triumphant, to the spell’s title.[cite: 7] It might have been named “Sassan’s Triumphant Searing Orb” in this case.[cite: 7]
Spell, Cantrip, or Dweomer[cite: 7] Another common spell-naming convention is the actual referral to the spell as being a spell, placed before or after the main description.[cite: 7] For example, Sassan might have named his Fireball spell, “Sassan’s Searing Orb Spell” or “The Spell of Searing Orbs”.[cite: 7] Alternately, he could have chosen to use a different word, such as Cantrip, Dweomer, Enchantment, Charm, Glamour, Weird, or Incantation.[cite: 7]
Mode Name[cite: 7] Adding a direct referral to the type (i.e. Mode) of the spell is also a common spell-naming option.[cite: 7] For example, Sassan might have named his Searing Orb spell, “Sassan’s Searing Orb Attack”, or might have substituted such words as Assault, or Strike.[cite: 7] In the case of an Illusion spell, such words as Illusory, Phantasmal, Ephemeral, Deceptive, or False, can just as easily be used, and so on.[cite: 7]
Signature Spells[cite: 7] The ability to be truly individual when creating new spells means that it is quite possible for all of a magician’s spells to bear some kind of personal trademark or signature, if desired, that makes all their spellcastings instantly recognizable as their work, for better or worse.[cite: 7] For example, the spells of Moncarr the Mauve might always feature a particular red hue in some way, irrespective of the spell’s appearance or effect.[cite: 7] His “Crimson Fist of Justice” spell might resemble a clenched fist of cracking red energy, while his “Invocation of Carnelian Regeneration” might turn the skin of the individual he is healing temporarily red.[cite: 7]
A signature need not be a color, nor necessarily even a visual clue.[cite: 7] A specific scent, sound, or other theme, is just as appropriate.[cite: 7]
Making magic memorable does take imagination, and a little thought, but the result is always worth it, as it will entertain all concerned, enrich the game, and perhaps even garner an additional XP or two from an appreciative GM.[cite: 7]
Any semi-encephalon can say “I cast a Fireball! A ball of fire flies forth and strikes my target!”, but stating something like “I invoke Sassan’s Searing Orb! A ball of vivid green flame spirals swiftly through the air, shrieking, the scent of brimstone in its wake!”, makes the tired old fireball exciting, and magic as magical as it should be.[cite: 7]
Creating and Maintaining the Grimoire[cite: 7]
As any experienced roleplayer knows, keeping notes can be vital to the success of a game, and scraps of paper, torn notes, and other hastily scribbled messages can be easily lost.[cite: 7] When keeping a record of a character’s spells, relying on scraps of paper to record the character’s them can waste a lot of time if such pieces are misplaced.[cite: 7]
It is worthwhile investing in an attractive notebook to act as the character’s spellbook; one with an unusual cover, such as a mottled or marbled effect, or a fake leather binding, is especially appropriate.[cite: 7] Such a notebook can even be used as a physical prop, embellished as desired with gold pen, transfers, or stickers, and need not be expensive.[cite: 7]
Treat the notebook as if it is the character’s traveling spellbook, and record any custom designed spell descriptions in it; use pencil when scribbling down spontaneous creations, or descriptions that lack spell mechanics, as these can easily be written in properly with ink later, and the pencil erased.[cite: 7] Try and use the same color ink throughout the notebook to give the spellbook a more uniform look.[cite: 7] Using a fountain pen or quill, while extremely authentic, is not necessary.[cite: 7] Don’t worry about ink blotches or errors either, as magician’s spellbooks are stereotypically replete with such marks.[cite: 7]
If possible, try and write as the character would, because doing so is a good roleplaying experience, and can provide the character with more depth.[cite: 7]
The spellbook need not be restricted solely to the containment of the character’s spells either.[cite: 7] Magicians often scribble notes in their traveling grimoire, especially in the margins, and many also keep their journal, details of notable events, dates and times of meetings, important clues, personal theories, and so on, in them as well.[cite: 7] Some even add sketches and diagrams of things they have seen, such as magical symbols they wish to investigate or research later.[cite: 7]
Few magicians are particularly artistic in nature, so it doesn’t matter if these illustrations are rough.[cite: 7] Physical clues, such as fragments of parchment, and letters used as props in a game can also be kept in the pages of the spellbook, or even glued in.[cite: 7] Printing off pieces of text using the Talislan or High Talislan fonts (available on the Talislanta website) on a computer, or any number of other arcane-looking fonts, can add even more realism to the grimoire, and the translated or legible text can even be printed off and glued onto the back of the page, so it can be easily read.[cite: 7]
Just a little preparation and thought when playing a spellcaster can make the game more enjoyable for all concerned, and keeping and maintaining a notebook as if it is the character’s eclectic traveling grimoire, can be one of the most enjoyable aspects of playing a spellcasting character.[cite: 7]