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Heroes

Of
Fantasy

Book 2, Part 2: FX

An
Alternity Rules System
for
Fantasy Campaign Settings
Table of Contents
Chapter 4: Shared 95
Magic
Shared Magic Skills 95
Abjuration 96
Black Magic 100
Divination 109
Earth Magic 112
Fire Magic 118
Rune Magic 122
Spirit Magic 128
Water Magic 134
Wind Magic 139
Chapter 4: Shared Magic
Chapter 4: Shared Magic
Shared Magic FX Forbid 3 Hegemony 5 Abjuration is a very
represents those spells Free Action 2 Legerdemain 3 friendly and easy to
that are shared by both Magic Resistance 4 Runes of Victory 4 use group of spells.
Arcane and Faith Obscure 3 Aside from the
Adepts. This means Protection 2 Spirit Magic 7 numerous protections
that both types of Sphere of Security 4 (Personality) the broad skill offers
characters have access Bind 4 most of the specialty
to them as well as do Black Magic 8 Call 1 skills can be used at
Talents. The manner in(Constitution) Charm Spirit 3 the broad skill level of
which the skills work Black Hand 4 Circle of Warding 2 use.
for either an Arcanist or Blight 2 Exaction 3
a Believer is the same Circle of Gloom 2 Exorcise 3 Circle of Warding
as if the skills belonged Curse 2 Journey 4 (cost 3)
to the Arcane or Faith Darkness 1 Mana Weapon 2
Duration: 5 Combat
Magic FX categories. Death Spell 3 Spirit Sight 1
Rounds
This means that an Embellish Undead 2 Spiritual Alacrity 4
Type: Personal
Arcanist would study Nightmare 3
Resist: Resolve-
Fire Magic spells where Power of the Undead 3 Water Magic (Will) 7
physical resolve
a Believer would pray Scourge 4 Acid Storm 4
Range: Centered on
for the same spells. Spectral Steed 2 Aura of the Deep 3
Adept
Therefore, Believers Undead Mastery 2 Body of Water 2
Trappings: See below
can ignore the ‘Learn’ Unholy Guidance 2 Commune with the 4
Complexity: Simple
column entries. Waters
Marginal: No
Of the nine broad Divination 6 Conjure Water 2
Description: When
skills presented (Intelligence) Elemental
cast this spell creates
Abjuration and Contact Other Plane 4 Create Water 1
a 5-meter radius
Divination are the two Detect 1 Elemental Bonding 3
circle around the
most likely to be used Know 2 Reflecting Pool 3
Adept that prevents
by an Arcanist or a Locate 2 Saturate 2
entry by a specified
Believer. The Medium 1 Waveform 3
type of creature. The
Elemental broad skills Scry 3 Vaporize 3
circle can be
follow next in Sixth Sense 3
specified to defend
commonality but Wind Magic (Dexterity) 7
against Elementals,
Arcanists use these Earth Magic 7 Aura of the Winds 3
Undead, Spirits,
skills more often. Black(Constitution) Body of Air 2
Outsiders, or
Magic and Spirit Magic Animate Earth 3 Breath 2
Summoned
are far less common to Aura of the Earth 3 Command Winds 2
creatures. This spell
either type of Adept as Body of Earth 2 Commune with the 4
may also be used
these skills not only Commune with the 2 Breeze
against creatures,
provide spells but also Earth Conjure Air Elemental 2
either mundane or
shape who the Conjure Earth 2 Elemental Bonding 3
supernatural, that
character is in a Elemental Resonance 2
have either a
greater degree than Dig 3 Vacuum 3
positive, negative, or
many other broad Distance Distortion 2 Vapors 4
neutral Moral
skills, with the Elemental Bonding 3
Attitude. When used
exception of Wild Magic Stone 1
against a type of

Abjuration
Magic. The Runes & Passwall 3
Moral Attitude
Symbols broad skill is Transmute Earth 3
however only the
similar to Spirit Magic Tremors 4
(cost 5, learn 0) basic option of the
but it does represent a
This broad skill is a spell can be used.
way for any Adept to Fire Magic (Personality) 7
group of specialized The other two options
access the power of Aura of Fire 3
protective spells. Each (forming the circle
universal magic. Body of Fire 2
is used to prevent or with a substance or
Commune with Flames 4
banish some magical or drawing the circle)

Shared
Conjure Fire Elemental 2
non-magical effect or cannot be used
Elemental Bonding 3
creature. While being against a Moral
Fire Attack 1
Attitude. Moral
Magic Skills Fire Charm
Fire Seeds
2
4
similar to the Guardian
broad skill under faith Attitudes are defined
magic, these spells in the following
Fire Trap 2
Cost Learn protect against a fashion.
Quench 3
Abjuration (Will) 5 greater range of
Circle of Warding 3 enemies and threats. Positive Neutral Negative
Rune Magic (Will) 4
Dispel 2 Ethical Anti-Authority Corrupt
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Chapter 4: Shared Magic
Gallant Apathetic Despicable This same condition As with the
onorable Conformist Selfish occurs if the Adept Forming a circle substance option
Virtuous Just Unscrupulousforces the ward on a with a substance above once the circle
Worldly creature in such a requires 1 phase per is formed it cannot
manner that the 2 meters of circle be moved and if the
Once in place any creature cannot avoid drawn and assumes Adept steps outside
creature of a it. Ranged attacks, that there is enough of it, the circle loses
specified type must ranged spells, or of the substance to all resistance and
pass a Resolve- telepathic assaults do complete the circle magic. The circle can
physical resolve not cause the circle however using this be drawn and used
check at a +1, +2, or to prematurely end. option allows for later if desired, but
+3 penalty based on The circle larger or smaller the circle must
the quality of the automatically circles than the remain unmolested
spell check. A critical defends against all standard spell. At no during that time.
failure on the target’s beings belonging to time during the Both of the
roll means that the the selected category formation of the substance and drawn
being flees for 2d4 however the Adept circle or after it has circle options may
rounds. Even if this can state that certain been laid can the also be used to
check is passed any beings are not circle be broken else create a circle that
such creature within effected. Therefor an all of the magic is encloses a circular
the circle suffers the elemental ward could lost and the area that excludes
same penalty to all exclude air substance cannot be the Adept. This use
actions and Action elementals (i.e. used for further, is focused towards
Checks. If the spell is allowing them to similar applications. summoning or
cast while a creature enter and act without The use of the trapping a being in
of the type defended penalty), or one set substance increases the circle. In such a
against is in the area against Outsiders the resistance of the case all spell checks
of effect, that could allow those of circle by 1 step. Of and rules for the
creature does not the forces of good to course once the circle remain the
have to roll to enter enter without penalty circle is formed it same. After the
the circle. However as well. The circle cannot be moved and circle is complete the
the penalty to actions cannot be specified if the Adept steps summoning spell can
still applies. Note against more than outside of it, the be cast. Such
that the Magic one type of creature circle loses all summoning circles
Resistance of a target at a time, as has resistance and have an additional
does not effect the already been stated. magic. The circle can +1 to resistance but
strength or ability of If time allows and be made and used if the being escapes,
the circle. The Adept materials are at hand later if desired, but the circle is spoiled
can have only one the Adept can also the circle must and loses its magic.
Circle of Warding in form a physical circle remain unmolested Beings that are inside
existence at any one with a substance of during the interim. the circle cannot
time. If a second some type. The If even more time make direct attacks
Circle of Warding substance need not is available the circle outside of the circle
spell is cast it be magical or exotic can be drawn as well. nor may they tamper
replaces the previous (like the ashes of a Doing so requires a with the circle
one however several vampire destroyed by complex skill check directly. If a being is
Adepts could have sunlight) but must be requiring one check summoned that has a
several versions of difficult to find for every 2 meters of specific name, and
the spell in effect and naturally in large circle drawn. One that name is said
in the same area quantities. Some check is allowed per aloud during the
simultaneously. suggested minute. The quality casting of this spell,
The protection substances and what of the complex skill then the creature
granted by the spell type of creature they check grants a –1, 2, must pass a
requires that the may effect are given or 3 step bonus to consecutive physical
Adept not take below. the actual casting of and mental resolve
certain offensive the spell. In addition (assuming all current
actions against the
Creature Type Substance to this the resistance penalties) skill check
warded creatures. IfElementals Opposite element or Flower petals of the circle is in order to escape.
the Adept attacks a Outsiders Mercury, Obsidian Dust or Powdered increased by 1 step. At no point are
Silver
warded creature with While ink may be any of the circles
Spirits Blood or Items owned by the Adept
a melee or unarmedSummoned Powders or Herbs used for this option, proof against
attack then the spell Beings chalk or charcoal is a physical intrusion of
immediately ends. Undead Salt or Garlic more likely option. an ‘Impact’ origin.

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Chapter 4: Shared Magic
The defense effects with magical the item’s wielder or success the shield
the being's willpower resistance then that no modifier, pro or ends after one use.
and resolve but is not penalty applies as con, exists. This effect can be
a barrier against well. If the check The spell can dispelled itself and if
accidents like a succeeds then the target only one effect another ‘Dispelling
person throwing a spell ends per casting. The Shield’ is cast on the
warded being into immediately. The effect must also be in same person, the
the circle. In other Adept always range and must be new shield overrides
words the spell does succeeds when using known by the Adept. the old (i.e. a person
not create a force this spell against his Therefor an Adept cannot have two or
field. However a own magic. cannot come across a more of them at
creature would not If the spell check monster and dispel a once).
willingly allow itself succeeds then the random power he  Ranks 4, 8, & 12-
to be thrown into the target spell is ended, doesn’t know about Improved
circle unless a as stated before, but nor can he do the Duration: At the
physical resolve were for how long is the same to another indicated rank the
passed (and in that real question. Any person who may duration die rolled
case it could cross spell cast by an have some spell in increases to a d6,
the circle under it’s arcane or faith talent effect. This spell has 2d4, and 2d6 for
own power anyway). ends and is no effect on psionic effects that only null
 Ranks 3, 6, 9, & permanently powers of any sort or for a duration.
12 - Increased removed from the innate abilities that  Rank 6-
Duration: At the game (unless cast are not magical. This Dispelling Zone: At
indicated ranks the again of course) includes natural rank 6 the Adept can
duration increases to however innate adaptations to effect an entire area
15 rounds (3 powers of creatures GRAPHs, thermal with this option. In
minutes), 50 rounds and FX items are vision, cultural this case the Adept
(10 minutes), 150 handled differently. benefits, or attacks need not know of any
rounds (30 minutes), If the spell or like poison or other existing magical
and 300 rounds (1 ability requires FX hazards producing effect. The spell
hour). points or charges to attacks (which range remains the
invoke than it to is include breath same and Adept can
Dispel (cost 2) dispelled as if cast by weapons). This also target a 10-meter
The effects of this spell an Adept. ‘Active’ includes mutations as cubic area of effect.
may be Held powers and well unless When done so the
Duration: permanent abilities specifically stated as Adept need only roll
Instantaneous are only negated for being magical. one check at
Type: Influential- a period of time. In  Rank 3- normally step
Ranged by Direct such a case the Dispelling Shield: A modifiers. The
Resist: Magic effect is negated for ‘Dispelling Shield’ is a quality of the spell
Resistance 1d4 time units based skintight field of check determines the
Range: Rank by on the degree of magical energy that results. For spells in
10/20/30 meters success: Ordinary, in surrounds the Adept, effect the quality of
(Modifiers: 0/+1/+2) combat rounds; or person touched. the spell check must
Trappings: None Good, in minutes; The duration of the be equal to or greater
Complexity: Simple and Amazing, in 10 effect is permanent than the spells to be
Marginal: No minute increments. until the shield eliminated. If so then
Description: This In these cases a rank attempts to dispel an they are dispelled.
powerful abjuration score may not always incoming magical For innate powers
grants the Adept the be available. If the influence. If the or FX items with
ability to ‘undo’ ‘Active’ power person is attacked by either Active or
another spell or belongs to a creature a spell that the Permanent qualities
innate ability that is then either its Abjuration-dispel the rules change a
also magical in Stamina-endurance ability could nullify bit. A being or item
nature. Every 2 or Resolve-physical then the shield will targeted is allowed a
ranks of difference resolve ranks can be attempt the same. In Resolve-physical
between the target used to modify the such a case the resolve or a
spell and the Adept’s dispel result. In the shield uses the Durability check to
Abjuration-dispel case of neither being Adept’s skill score resist the spell.
rank applies either a available (which and follows the same However they need
1 step bonus or usually involves FX rules for the standard only produce a
penalty to the roll. If items) then use the use of the spell. success that is equal
the target is a person previous options of Regardless of its or greater in quality.

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Chapter 4: Shared Magic
The dispelling resolve skill check of rank 6 the Adept can Corrupt Apathetic
zone cannot any being that also grant the ward Ethical Despicable
differentiate between attempts to touch or the ability to cause Gallant Selfish
friend and foe nor pass through the damage to those who Honorable Unscrupulous
can it specify certain object. fail the mental Just Worldly
magic to ignore. On A success is resolve check. The Virtuous
the other hand it required to by-pass damage sustained is
does target all magic the spell but the based on both the
in the cube. Each of result of the Resolve Moral Attitude of the
the abilities must be check must also be of Adept and the other
rolled separately. If equal or greater being. If both Free Action (cost
the Game Master and value of the spell’s persons have the 2)
player agree some casting. Any failure same attitude in
Duration: 10 minutes
persons, beings, or indicates that the terms of positive and
per degree of success
items may make one being cannot negative and
Type: Personal
‘all or nothing’ roll to approach closer than independent and
Resist: None
save time. one meter of the associative then no
Range: 10 meters per
 Rank 9- Anti- object. Only one damage is taken. If
rank.
Magic Zone: At rank check is allowed per the attitudes differ in
Trappings: None
9 the Adept can being that attempts terms of independent
Complexity: Simple
create a zone that to approach the or associative then
Marginal: No
causes all magic to object. If failed then the being suffers
Description: Free
cease to function out that being cannot 1d4+1w in damage,
Action protects a
to 10 from his make another which is treated as
character from
person. The duration attempt to approach En/O. If the attitudes
effects that hinder
of this effect is 10 the object while differ in terms of
movement or those
minutes per degree protected by this positive and negative
that apply penalties
of success. The zone casting of the spell. then 2d4+1w is
to Action Checks.
is mobile as the The Adept can taken instead. If the
During the duration
Adept moves, but is assign a ‘password’ attitudes differ in
any effect or
centered on the with the spell that both ways then
condition that
character and cannot will allow those who 2d4+1w is taken and
hinders either or both
be cast at a distance. know it to approach the being must also
of these factors is
the warded object. roll a check against
reduced in penalty by
Forbid (cost 3) Even if a password is fatigue damage using
1, 2, or 3 steps based
Duration: 10 minutes not assigned, the the standard rules.
on the spell’s
per degree of success Adept can always In the case of the
success. If
Type: Influential- approach the object fatigue check the
percentages are used
Ranged by Accuracy unhindered. accuracy of this
then they are also
Resist: Resolve- This spell cannot spell’s casting does
modified by a similar
mental resolve and be placed on living not apply. Armor and
number of steps
Magical Resistance beings. If the spell is other protections can
based on the scale of
Range: 5 meters per cast on an object that defend against the
possible outcomes
rank. is held, worn, or that damage.
for varying degrees
Trappings: An object is within 1 meter of a Moral Attitudes
of success. This
to be effected being then he can are defined as being
benefit also applies
Complexity: Simple immediately make a positive, negative,
to effects and
Marginal: Yes mental resolve check independent, or
conditions that are
Description: Forbid (at no penalties) per associative as shown
already in effect. The
creates a magical round to avoid the on the tables below.
only area that this
barrier that can effects.
spell does not protect
surround an object or  Ranks 3, 6, & 9 - Positive & Negative is person is the effect
entrance as long as it Improved Attitudes of encumbrance or
is no larger than 2 Duration: At the Positive Negative penalties for heavy
cubic meters per indicated ranks the Ethical Corrupt armor.
rank of the Adept. duration increases to Gallant Despicable In no way can the
Once in place the 1 day per degree of Honorable Selfish step modifiers be
accuracy of the success, 1 week per Virtuous Unscrupulous turned into bonuses as
spell’s casting degree of success, or
they only remove
(including Marginal is permanent until Associative & penalties.
results) imposes a dispelled. Independent Attitudes  Ranks 4, 8, & 12
modifier towards the  Rank 6 – Bite of Associative Independent – Increased
Resolve-mental Forbiddance: At Conformist Anti-Authority Duration: At the
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Chapter 4: Shared Magic
indicated ranks the  Ranks 4, 8, & 12 - Description: The cubic meters in area.
duration of the spell Spell Immunity: At casting of this spell The illusion can be of
increases to 30 the indicated ranks makes the use of anything that the
minutes, 1 hour, or 4 the Adept can specify detection powers Adept desires but
hours per degree of a single Arcane, more difficult when once cast the area of
success. Faith, or Shared applied against the effect cannot be
magic specialty skill Adept. The Adept moved however any
against which he is need not know the movement of the
immune. The Adept nature of the other illusions within the
can specify 2 at rank spell or power; it area is allowed. The
8 and a total of 3 at effects all of them Adept can also
Magic Resistance rank 12. The equally. When cast dictate that some
(cost 4, learn 0) immunity is complete the Adept imposes a elements in the area
unless the spell is +1, 2, or 3 step cannot be seen as
This skill cannot be
cast at a rank higher penalty to the use of well. Therefor the
used untrained
than the rank of this any Divination spell Adept could cast the
Duration: 10 minutes
spell. upon him. This spell over a mountain
per degree of success
 Rank 6 - Spell includes FX items pass so that it
Type: Personal
Turning: At rank 6 with detection appears empty while
Resist: None
the Adept can cause abilities as well. an army is actually
Range: Touch
a spell cast at him to  Rank 4 - Obscure moving through it.
Trappings: None
in turn attack the Other: At rank 4 the He could also specify
Complexity: Simple
caster of the spell. In Adept can cast this that only one out of
Marginal: No
order to do this, the spell on another every three men is
Description: The
Adept must person. If they are seen or that the army
casting of the Magic
completely avoid the resistant to the effect appears as invading
Resistance spell
spell and must then the target’s Will Orcs instead of
grants the Adept, or
roll a success using Resistance Modifier infantry of another
another person
this spell score. If can apply a penalty. species.
touched, with a +/-1,
successful the spell The range of this Attempts to scry
2, or 3 Resistance
returns to the caster option is 10 meters the area, or the use
Modifier against
at one degree of per rank of the of detection powers,
magical attacks and
quality less than it Adept. automatically detect
influences. Specific
was originally. Every  Rank 8 - Isolate: the illusions as
rules for Magic
spell beyond the first At rank 8 the spell though they were
Resistance is given in
that is cast at the will also render a real. This means that
Chapter 8: Gamers in
Adept in the same person or thing the illusionary Orcs
Action of Book 1.
phase, and is one the effected by the would also register as
This spell does not
Adept attempts to Obscure spell having negative
grant any benefit
turn, imposes a invisible as well. This Moral Attitudes or
from Attack type
cumulative +2 implies the usual +4 that the pass is also
spells that create
penalty. penalty to being quiet. Direct
‘Hazard’ conditions
 Rank 9 – Major detected and uses observation (i.e. the
nor does it have any
Spell Turning: This other rules use of Awareness-
effect on psionic
benefit has the same associated with the perception,
powers.
effect as the Spell Illusion/Phantasm- Intelligence checks,
 Ranks 3, 6, 9, &
Turning benefit above invisibility spell. The and so on) may allow
12 – Anti-Magic
with the exception duration however the illusion to be
Shell: At the
that the returned remains the same as seen for what it is by
indicated ranks the
spell has the same with the standard using the rules for
spell can also have
quality as when it spell but an effected Illusion/Phantasm-
an area of effect
was cast. person does not illusion spell. Other
centered on the
become visible if he clues that are
Adept or the person
Obscure (cost 3) attacks. Other obvious or suspicious
protected by the
Duration: 10 minutes senses aside from are to be handled as
spell. The area of
per rank sight are effected by the Game Master
effect is equal to the
Type: Personal the +4 penalty as sees fit.
rank the Adept has in
Resist: None well.
the spell in meters
Range: None  Rank 12 – Protection (cost 2)
(3-meter radius at
Trappings: None Illusionary Veil: Duration: 10 minutes
rank 3, 6-meter
Complexity: Simple This option allows the per rank.
radius at rank 6, and
Marginal: No Adept to create an Type: Personal
so on).
illusion that is 100 Resist: None
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Chapter 4: Shared Magic
Range: Touch does not prevent Protection and the One check can be
Trappings: None attacks or the ability of like). If a Marginal made every phase
Complexity: Simple beings to approach the result is generated and the overall
Marginal: No Adept with the then the spell still quality of the
Description: This spell exception of the functions at the complex check
is similar to the Circle benefits stated above. Ordinary level but the determines the
of Warding and Magic The Adept can cast this duration is halved. If quality of the spell.
Resistance spells spell on another person a Critical Failure is Therefor if the Adept
above with a few instead however it rolled then the reader wanted to add three
major exceptions. cannot be cast on suffers 1 point of protective abilities to
First the spell cannot unwilling persons or on fatigue damage and the sphere then the
defend against magic objects of any type. the scroll is spoiled. spell would require 7
that is Influential in  Rank 2 - Shared Scrolls of protection skill checks to
type. Secondly it Protection: can only be used complete. All
cannot ward beings Beginning at rank 2 once. protective elements
away. However the the Adept can grant of the spell have the
spell grants a +1, 2, the same protection same quality of the
or 3 Resistance to other persons. The spell itself.
Modifier and/or a number of other Sphere of This spell is
similar step bonus person is equal to as taxing to maintain
against almost any many ranks as he has Security (cost 4, and requires a lot of
other attack or effect. with this spell as long learn +1) FX energy to use.
The protection spell as they are within 5 This skill cannot be The spell costs 1 FX
can be used to meters of the Adept used untrained point to initiate
defend against the when the spell is Duration: Special (see however this only
following effects: cast. below) powers the spell for
1) Positive moral  Rank 4 - Scroll of Type: Personal the remainder of the
attitudes or Protection: At rank Resist: None round it is cast in and
Negative moral 4 the Adept can pen Range: 10 meters for all of the next
attitudes the protective Trappings: None round. Another FX
2) Curses qualities of the spell Complexity: Simple or point is required per
3) Life/Ability on to a scroll, or Complex combat round
draining attacks other writing surface, Marginal: No thereafter to
4) Fire and Heat so that it can be cast Description: This maintain the spell per
5) Energy attacks by others who may or powerful Abjuration combat round.
(other than may not have FX spell allows the Adept  Rank 6 - Easier
lightning, fire, abilities. Writing the to protect all friendly Complexity: At rank
heat, or cold) scroll follows the persons within 10 6 the Adept can cast
6) Cold standard rules for meters. The spell this spell with less
7) Poison writing a magical one grants all persons a complexity. Adding
8) Acid as described in +1 bonus to both one protective spell
9) Lightning Chapter 12: FX Items strength and requires 2 checks and
10) Wood of this book. There dexterity Resistance only one more check
11) Metals are no magical or Modifiers and a +2 is required per
12) Paralytic attacks arcane formulae Resistance Modifier additional protection
and effects involved in the against Influential added.
13) Telepathic writing and the spell magic and psionic
Intrusion can be cast by any attacks.
14) A specific type of one who can read the In addition to this
creature like Adept’s own the Adept can select
Undead, language or that of as many as five
Dragons, which the scroll is specific protection
Constructs, written in. When cast effects that are
useable with the
Black Magic
Beasts, etc. (as the reader uses his
described in Book own Will score but Abjuration-protection
3) gains the rank of the at a rank equal to the
scroll’s author. While score with this spell. (cost 8, learn +1)
The defense covers this allows for Each protective Black magic is the
any one selected effect varying results the quality of the sphere entryway into
above (or others the scroll must be however requires two damnation. Those who
Game Master allows) specified against one more skill checks practice this kind of
with modifiers attack form (i.e. a changing the casting magic are vile,
indicated. The spell Scroll of Fire of the spell from conniving, and baneful.
simple to complex. Magic of this sort calls
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Chapter 4: Shared Magic
upon dark energy to undeniable, as undeath effects are detailed in Create Holy Symbol:
power its spells and is a force that corrupts Appendix 4: Black Faith Adepts can use
this pact with the the natural cycle of life Magic Effects of this this option normally.
forces of darkness to death and life again. book. The sacrifice is Create Holy Water:
eventually leads to Spells like Embellish detailed below. Adepts who use Black
defilement and Undead, Power of the The duration of any Magic cannot make
corruption. The Undead, and Undead Black Magic spell will holy water. There is
practice of this magic is Mastery falls in to this detect as a negative no ‘unholy water’
an affront to all that is category. moral attitude through known.
good and pure and as Black Magic is out the duration of any Focus: Faith Adepts
such the Game Master easily confused with spell. This fact also may use this option
may not allow players the Necromancy broad includes abilities that normally.
to select this broad skill. While the two detect evil intentions. Identify FX Item:
skill. seem similar, it should As in many horror Faith Adepts may use
As one can imagine be noted that movies, animals may this option normally.
only persons with the Necromancy, like most also be sensitive to Arcane Adepts may
following Moral other FX skills, could be these effects also. only identify objects
Attitudes may purchase used for either benefit Horses may be spooked dedicated to Black
and use this broad skill: or ill will. Black Magic’s in the presence of the Magic. The use of
Selfish, Worldly, sole purpose is to Adept, dogs may bark, the Identify benefit
Corrupt, Unscrupulous, cause and spread and cats may flee. If under Arcane Magic
or Despicable. This is misery and the power the Game Master remains unchanged.
true for willing of he who wields it. wishes to use this Outreach: Faith
participants in the dark Characters who use element of the game Adepts may use this
arts, however it should this form of magic also then the animals option normally.
be noted that innocent make use of the Awareness-intuition Prayer for Power:
or naïve persons may Conjuration, skill can be used. Both types of Adepts
be lulled into using Enchantment, and One aspect that is may use this option
Black Magic only to Illusion broad skills if special about this normally however
discover the error of the character is an broad skill is that it Arcanists may only
their ways a little too Arcanist. Believers allows an Arcane Adept use this option with
late. In fact powerful tend to combine this to use certain Faith Black Magic spells.
Arcanists and Believers dark art with the Feat options. However Ring of Hands: Re-
are targets for the Animal, War, and it is important to note titled as ‘Ring of Woe’
beings that direct such Weather skills. Both that several Faith feats both Arcane and Faith
power and are likely to types also make use of are changed by the Adepts may use this
send their minions to Elemental magic as Adept’s nature. How option normally.
tempt and beguile such well as the Divination, each feat is changed However, a Arcanist
a character. and Spirits broad skills. and which type of must have the Faith
The specialty skills This being said, Black Adept can use a given perk in order to do
available fall into Magic acts as the feat is shown below. so. Another note to
several categories. primary skill group with this spell is that it
First are those that are other broad skills does not effect the
directed at harming defining the character’s Feat Type Arcane Cosmos-quell undead
other persons. Spells role. Adept Adeptspell (being that
like Black Hand, Blight, Using this type of Atonement No neither Adept can
and Nightmare have magic forces the Create a Holy No have it). Instead the
these qualities. Other character to wear a Symbol bonus can be applied
spells act as focuses for mantle that shapes all Create Holy Water No to Black Magic spells
evil power and effect other aspects of the Focus No in general.
whole areas, people’s character. In fact it Identify FX Item Yes Sanctify: Both Arcane
attitudes, and even life could be said that this Outreach No and Faith Adepts may
forces. Curse, Death broad skill more Prayer for Power Yes use this option
Spell, and Ring of Woe defines a character Ring of Hands Yes normally. However, a
describe these types of than any other skill in Sanctify Yes Arcanist must have
spells. The final the game. Aside from Uplift No the Faith perk in
common types of spell the specialty skills order to do so.
found here are those involved there are Atonement: There is Uplift: With the Black
that effect the undead. three qualities that are no atonement to be Magic-curse spell and
The connection unique to this broad given to either the the fact that
between the powers of skill - the sacrifice, the Adept or others in the combined effort
darkness and undead price, and dark gifts. eyes of the dark involving helping one
creatures are The latter two of these lords. another is not a

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Chapter 4: Shared Magic
common trait among take damage for each Complexity: Simple above their normal
practitioners of Black durability score but Marginal: No maximums.
Magic, this option grants a –1, -2, or –3 Description: When  Ranks 4, 8, & 12
cannot be used. step bonus to casting this spell is cast the – Damage
Instead both Adept the spell for sacrificing Adept empowers his Increase: At each
types have access to a wound, fatigue, or hands into life indicated rank the
the Black Magic-ring mortal point. This draining weapons. damage increases by
of woe spell. point loss and recovery For the duration of +1 point of damage.
Writing Scrolls: An works exactly as for the the spell the Adept’s  Rank 9 -
Arcane Adept may loss of stun damage touch causes Enervation: At rank
write arcane scrolls however recovery of 1d4+1s/1d6+1s/1d4f 9 the spell can be
normally. the wound and mortal in damage by the also be used as a
point maximums has a degree of success ranged attack. In
separate period of time using the Unarmed this circumstance the
The Sacrifice required before Attack-brawl skill. target uses the
The foul energies recovery can begin. The attack gains a –1 Dexterity Resistance
that grant this magic Fatigue points are Situation Modifier Modifier instead. The
provide the Adept with recovered once per because only a touch Adept can also touch
spells of extreme hour. Raising the is required and armor opponents if desired
power and veracity. wound level can only offers no protection and the duration
But these negative be attempted once per against it. Certain remains the same.
forces are selfish and day using a Resolve- spells and other The attack appears
require a sacrifice on physical resolve check. magical defenses as a black beam of
the part of the Adept. Raising the mortal can may protect the pencil thin light. The
When any Black Magic only be done once target however. A range of the spell is
spell is cast it every three days using noted exception to 10/20/30 meters by
automatically drains 1 the same skill. In both the armor rule is the the Adept’s rank with
stun point of damage. cases the result of the use of some FX items range modifiers of
This lost point does not die roll recovers a like cloaks and rings, 0/+1/+2.
count as a point of number of points equal which can aid the
damage per se, it to that of fatigue armor value or the Blight (cost 2)
rather lowers the damage. If the Adept Resistance Modifier. Duration: One minute
Adept’s durability score in reduced to zero Magical resistance per rank
maximum. Therefor an mortal points, in any may also apply. Type: Influential-Melee
Adept with a stun score combination of lowered Every point of by Direct
of 12 who casts a Black scores and true damage suffered by Resist: STR
Magic spell will now be damage, the character the target is granted Range: Touch
only able to take 11 dies. to the Adept. Every Trappings: None
points of stun damage The sacrifice only stun point absorbed Complexity: Simple
before passing out. effects living beings. grants the Adept 1 Marginal: No
This lowered score also Undead spell casters or point of healing and Description: Blight
lowers the character’s Outsiders do not suffer every fatigue point imposes a malady on
threshold for dazed from this effect, as they absorbed grants 4 a person who is
penalties as well. If the are non-living, points of healing. touched by the
Adept’s stun score immortal, or some The Adept can Adept’s hands while
should reach zero in combination of both. immediately heal a the spell is in effect.
this fashion he passes The sacrifice also stun point of damage The Adept attacks
out normally. grants the Adept a tool per point absorbed, a with the Unarmed
Recovering lost stun to aid in casting these wound point for Attack-brawl skill and
points and raising the spell, all costs included. every two points gains a –1 Situation
maximum amount of absorbed, or either a Modifier as only a
stun that can suffered mortal or fatigue touch is required.
occur by raising the Black Hand (cost point for every four When a person is
character’s durability 4, learn -1) points absorbed. If successfully touched
score back to normal the Adept has not the Adept curses
This skill cannot be
first. lost any durability them with sensory
used untrained
The Adept can also then excess points deprivation, mental
Duration: One combat
sacrifice fatigue, wound can be stored weakness, or physical
round per rank
or mortal points as following the rules for weakness. In all
Type: Attack-Melee by
well. Doing so incurs a Held spell. In no cases the duration of
Direct
the greater danger of way can the points the spells effect on
Resist: Strength
lowering the increase the Adept’s the target is Hours,
Range: Touch
character’s ability to durability scores Days, or Months for
Trappings: None
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Chapter 4: Shared Magic
an Ordinary to combat, climbing a resolve to determine others, must
Amazing result. This wall, trailblazing, the outcome. If the complete a complex
duration is then swimming, or picking check succeeds with skill check. Each
equal to the Adept’s a lock. The Game an Ordinary or Good member other than
rank in this spell. Master may also result then the limb the Adept rolls a
Therefor if an Adept determine that remains withered for Resolve-mental
of rank 6 scored a performing several 2d6 minutes after resolve or a Faith
Good touch on a actions consecutively which time it returns perk check. Then the
victim he would also imposes this to normal. If a Failure Adept rolls a complex
suffer the result for 6 penalty as well. is generated then the skill check to harness
days. These effects are effect is permanent the power. Each
Sensory magical in nature and but may be remedied member’s Resolve
deprivation includes can be removed by by the Aid-cure spell. check cumulatively
deafness or blindness Abjuration-dispel or If a Critical Failure is modifies the Adept’s
as well as the other by Aid-cure. When rolled then the limb complex checks by
three senses. The the duration ends the turns to dust and Aid- +2/0/-1/-2/-3 for
penalties for such a effect ends as well. regeneration or other Critical Failures to
malady are the same  Rank 3 - Insanity: similar power is Amazing successes.
as described in If this option is used required to recover it. For a complex
Chapter 8: Gamers in the character Amazing results check requiring 2
Action of Book 1. For effected suffers a avoid the effects of success the spell
the purposes of this form of insanity this spell. This option grants a –1 Situation
spell a person so specified by the will not effect the Modifier to any
effected is rendered Adept. The actual torso or the head of a actions and a +1
totally blind, deaf, or effects of the insanity target, only limbs and Resistance Modifier
so on (i.e. there are are left to the other extremities. against attacks that
no degrees of penalty player’s design and occur during the
save the most the Game Master’s duration to all
extreme). discretion however a members of the ring.
Mental weakness penalty of +1 to +3 If the Adept desires
makes the use of could be imposed he may continue to
Intelligence, Will, or based on the quality Circle of Gloom roll complex checks.
Personality skill and of the spell. (cost 2) For 5 success the
feat checks more  Rank 6 – Ranged bonuses increase to
Duration: Special
taxing on the Attack: At rank 6 the +/-2 respectively. For
Type: Personal
character. When any spell can be also be 10 successes to
Resist: None
such check is rolled, used as a ranged bonuses increase to
Range: The
a failure or marginal attack. In this +/-3. The level of
participating group
result requires the circumstance the bonus need not be
Trappings: None
character to roll an target uses the stated and as long as
Complexity: See
immediate fatigue Dexterity Resistance the ring is sustained
below
check. Recovery of Modifier instead. The the Adept can try for
Marginal: No
fatigue points lost in Adept can also touch a better result. If
Description: It is rare
this fashion follows opponents if desired three failures are
that a group of vile
the normal rules. and the duration generated then all
persons will act in
Physical remains the same. bonuses are lost. If
accord, but when
weakness is similar The attack appears the Adept rolls a
they do the results
to the mental as a black beam of Critical Failure at any
can be deadly. The
weakness option pencil thin light. The time while casting
circle of gloom spell
above except that it range of the spell is this spell all persons
allows a body of
applies to Strength, 10/20/30 meters by involved are effected
persons who have
Dexterity, and the Adept’s rank with by a Black Magic
the Moral Attitude
Constitution skill and range modifiers of effect as detailed in
eligible to cast Black
feat checks and only 0/+1/+2. Appendix 4 of this
Magic (the Faith perk
occurs after  Rank 9 - Wither: book.
is not required
lengthened periods of At rank 9 the Adept’s The effects of the
however) to pool
exertion. If the touch can cause a spell remain as long
their hatred and
character engages in limb effected by the as at least two
disgust for what is
an activity that last ‘Physical Weakness’ members remain in a
good and right into
longer than 1 combat option to wither and close proximity of
an area of dark
round a fatigue check become useless. The each other (at least 4
magic. To cast the
must be rolled. target is allowed a meters). Members
spell the Adept, and
Examples include Resolve-physical who leave the area
as many as 1 to 10
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Chapter 4: Shared Magic
for any reason lose suffer damage as per targets that are including all persons
the benefits and the ‘Line of within a 10 meter will detect as having
must roll a Faith perk Destruction’ rank area of each other, evil intentions and
check to receive benefit above. The and who are within any force or effect
them again once they FX point cannot be spell range, suffer a that relies on the
return to the group. spent on other spells +1 penalty to all power of goodness is
Using the Faith perk or powers and actions including either cancelled or
in this fashion still disappears when the Action Checks. The suffers a penalty
follows the standard spell benefits cease, Abjuration-dispel, equivalent to that
rules for that perk. whether used or not. Spirits-exaction spells imposed to a
The effects are also  Rank 12 – Unholy or the Metapsionics- sanctified location.
negated for a Circle: In addition to psychic aura power The duration of this
member if he attacks the benefits of the can remove this type of effect is
another member, ‘The Black Circle’ effect. If the Game permanent as long as
whether under option, ‘The Unholy Master allows other the Adept maintains
control by another Circle’ heals spells may also it. This means that
party or by ones own members of damage remove the curse if he cannot recover
intentions. from points of they seem the FX point(s) spent
 Rank 4 - Line of damage suffered by appropriate. There is in casting the spell.
Destruction: At rank others who are no standard The same criteria as
4 any person who fighting the group. resistance to this before can end this
approaches the group Damage healed can spell aside from spell’s effects. This
within 4 meters of be spread out Magic Resistance or option has an area of
any member must favoring those who the Abjuration- effect equal to 100
roll a Resolve- need it the most. If protection and magic square meters per
physical resolve skill no member has lost resistance spells. rank of the Adept.
check. Failure any wound points  Rank 2 - Defile: After every month,
indicates that the then stun points are The ‘Defile’ option week, or day (based
person suffers 1d4+1 healed instead. All places a curse on a on the degree of
wounds in damage. healing is done on a location rather than a success) that this
The damage cannot point for point basis, person (or persons). effect remains the
be absorbed by however this effect If the location is one Adept can roll a
armor however cannot heal mortal or that has been Standing check. Any
magical barriers and fatigue damage. effected by the success indicates
spells that grant ‘Sanctify’ faith feat that elements of the
armor-like benefits do Curse (cost 2) then this spell lowers terrain begin to
apply as do other Duration: 10 minutes that bonus by +1, 2, change in favor of
spells that protect per degree of success or 3 steps by the evil. This includes a
from such attacks. Type: Influential- degree of success bonus to casting
This attack does not Ranged by Direct when casting the Black Magic spells,
distinguish between Resist: See below spell. The location an increased
persons. Only Range: 10 meters per sanctified does gain likelihood of evil
members of the rank the step bonus to creatures seeking
group remain Trappings: The target resist the attack shelter there, a
unaffected however must be considered an however and the greater chance that
ex-members enemy duration of this effect undead will appear,
attempting to reenter Complexity: Simple is 1 hour per rank of and so on. The
the circle may take Marginal: No the Adept who casts Game Master is free
damage as with Description: This spell the spell. The area of to use this
anyone else. cannot be cast on effect for this option consideration
 Rank 8 - The any random person. is the same as the however he feels fit
Black Circle: At rank Instead this spell can sanctified area. The but it is best used to
8 each member gains only be cast on a duration of this effect create a background
1 FX point per quality being who has raised can only be canceled for the adventure
of bonus that can the ire of the Adept prematurely if the rather than act as an
used to hurl a fist- or one who is Adept himself ends ‘attack’ spell.
sized globe of dark identified as a the spell or the Adept Black Magic
energy towards a distinct enemy is killed. Adepts may also use
target. The Athletics- (which is usually not In other, non- the ‘Sanctify’ option
throw skill is used hard to do with evil sanctified, locations described in Chapter
and any strike will spell-casters). the spell warps the 2: Arcane Magic of
cause the target roll When the spell is terrain with an aura this Book, and that
a Resolve check or cast all enemy of evil. Everything, effect and this spell

104
Chapter 4: Shared Magic
are two separate,  Rank 8 - The Evil Whatever the by spells like
non-cumulative, Eye: At rank 8 the Adept states will Abjuration-dispel or
effects. Adept can use the become reality, at Spirit Magic-exaction.
 Rank 4 - Greater rank 4 option above least eventually, as While it may
Curse: At rank 4 the but may effect more the spell can only be seem likely that a
Adept can cast a than one person. stated as some Faith Adept who is
more powerful curse During the phase affliction that occurs targeted by this spell
but only at one target that the spell is cast as tragic events in may petition his god
per casting of the the Adept empowers the target’s life. to lift it, this is not
spell. Unlike the his eyes with the Examples include: always the case.
standard version of ability to cast the wild fires destroying Standing checks are
the spell the target of spell. After this their home, never still required. This is
the spell may use its phase any person having a male child, not to say that the
Will Resistance who meets the being unlucky in deity invites the
Modifier against the Adept’s gaze are business dealings, trauma on the
attack. attacked by the plagues destroying character but they do
If an Ordinary curse. This spell crops, ghosts or have many believers
check is rolled then option remains in spirits haunting the who each have their
the target suffers a effect for only 1 target’s home or own problems as
+2 penalty to all minute per degree of lands, or being well. Some deities
actions and Action success however the reduced to a life of may even see the
Checks. If a Good effects of a curse squalor. These hex as a way for the
check is rolled the remain unchanged as possible effects never character to show
target must roll a before. take effect true devotion by
Dexterity feat check The Adept must immediately but remaining faithful for
every phase or drop be able to make eye rather occur after the curses duration.
whatever he or it is contact with the months or even In addition to these
holding. More than target and must also years. The target as considerations, the
one roll may be be within 2 meters of well as all of those hex is granted by
required if items are the target as well. who descend from powerful and evil
held in each hand. If The target, if aware him shares this hex. beings and the
a shield is held then of the origin of an The hex can be character’s god may
an Armor attack, may attempt removed if the be reluctant to start a
Optimization-shields to avoid the gaze character kills the metaphysical war
check may be more attack as per the Adept who cast it or if over one person. The
appropriate and the rules in Chapter 8: the Adept removes best advise to a
item is not dropped Gamers in Action of the hex. If the Adept Game Master about a
but is unusable that Book 1. dies by other causes hexed Believer is the
phase. If an Amazing  Rank 12 - Hex: then neither of these Quest. Put the
result is generated The most powerful options can apply. responsibility of
then one of the version of this spell is The effected removing the curse in
targets ability scores the Hex. This option character may also the character’s hands
is reduced to a score has no set duration petition a deity to lift by creating a
of 4. If the Adept or area of effect but the hex but doing so challenging
passes a Personality is rather fulfilled in a requires long-term adventure.
feat check then he manner similar to a devotion and
may select the ability Conjuration-wish Standing checks. If a Darkness (cost 1)
effected, otherwise spell. Before the check is passed then Duration: By degree
roll for it randomly. spell can be cast the the hex is lifted but of success (see below)
An Adept who rolls a Adept must be in only one check may Type: Influential-
Good or Amazing close proximity and be allowed every Ranged by Direct
effect may opt for a in full view of a year or so. In Resist: None
‘lower’ result if person or being that addition to this the Range: 10 meters per
desired. The he hates above all character must also rank
duration of this effect others (at least for maintain his faith and Trappings: None
is the same as for the the moment still do good by the Complexity: Simple
standard version of anyway). The aiding deity or the Marginal: Yes
the spell. The Game casting of the spell is same curse, or one Description: When
Masters is the utterance of the even worse, may be this spell is cast an
encouraged to curse itself and the placed on the area of complete
develop more options victim is fully aware character instead. darkness appears
for this rank benefit. of what will transpire. This powerful curse anywhere with in the
cannot be removed spells range. The
105
Chapter 4: Shared Magic
darkness is absolute effect as long as an called for at the end must make a larger
and obscures all ordinary or better of each round in sacrifice than is usual
vision including result is generated. which a character for a Black Magic
Thermal Vision In such a was in the darkness. spell. Each stun
abilities. The circumstance the If the character was point spent during
darkness covers a 4 target may still be in the darkness for 2 the spells casting is
meter radius area enshrouded in the phases then a +1 equivalent to the
and once cast cannot darkness, however it penalty applies. This number of wound
be moved from that is fixed to a specific penalty increases to points of damage
location. location as per the a +2 or a +3 if the that are caused to
The duration of normal rules of the character was is in those in the area.
the spell is spell. the darkness for 3 or The quality of the
permanent unless a If a specific 4 phases. spell result converts
marginal result is location like the eyes The Adept is the stun points to
generated. In that are targeted then a immune to these wound points using
case the spell lasts base +2 penalty effects as well as a the following ratios:
for one combat round applies to the casting number of pre- Ordinary 1:1; Good
per rank of the of the spell. designated persons 1:2; Amazing 1:3.
Adept.  Ranks 4, 8, & 12 no greater than the This means that if an
Darkness can be – Increased Area of Adept’s rank. Adept sacrifices 3
undone by use of Effect: At the Constructs, stun points and rolls
Abjuration-dispel or it indicated ranks the Elementals, a Good result then 6
can also be area of effect Outsiders, Spirits, wound points is
countered with either increases to 10, 20 and Undead are also caused to all in the
Alteration-gleaming and 50 meters in immune to the area of effect. Points
or Cosmos-starlight. radius as described fatigue checks as of damage lost to this
In the case of the above. well. This spell spell may be
latter two spells the  Rank 6 – Black otherwise behaves as recovered normally
check result needs Light: This variation the standard version or by magical aid.
only succeed (as of the standard spell of the darkness spell. If the Adept
opposed to being allows the Adept and Death Spell (cost wishes he could
equal or greater in as many people as he 3, learn +1) sacrifice wound
quality as with dispel) has in ranks to see in points for mortal
This skill cannot be
however it only the magically points however the
used untrained
modifies light darkened area as if ratio is determined as
Duration:
conditions for its area the darkness did not 2:1, 1:1, and 1:2
Instantaneous
of effect. Therefor exist. Otherwise the respectively. If only
Type: Attack-Ranged
either spell could spell is that same as one wound point is
by Accuracy
partially brighten an before. spent and an
Resist: None
area without  Rank 9 – Deep Ordinary result is
Range: Centered on
completely removing Dark: This nasty rolled then no
Adept
the darkness. version of the damage is caused,
Trappings: None
 Rank 3 – Fixed standard spell can be however the point is
Complexity: See
Darkness: This used any previous still lost.
below
optional casting of rank benefit. The The area of effect
Marginal: No
the spell allows the darkness generated is centered on the
Description: Perhaps
Adept to fix the by this spell only Adept and extends
the most feared spell
darkness to a solid or lasts for one combat outwards to a radius
known to mortals,
non-corporeal object. round per rank of the of 5 meters per rank
Death Spell is exactly
Doing so against a Adept regardless of of the Adept. The
as it sounds – a spell
free-willed being or a success however all spell can effect all
that causes death.
held item causes the persons in the creatures except
By casting this spell
spell to function as a darkness must pass those that are
the Adept releases a
Ranged by Accuracy Stamina-endurance Constructs,
quantity of negative
spell. The target can check or suffer Elementals,
energy in an area
use a Dexterity feat fatigue damage as Outsiders, Spirits, or
around him that
check, an Acrobatics- normal for those Undead. Non-living
drains life in a way
dodge check, or rules. The quality of materials, even those
that is similar to how
Resolve-physical the spells casting of plants origins, are
a sponge absorbs
resolve check to applies a modifier to similarly unaffected.
water. The quality of
avoid the spell. Even this check as for the The spell does not
the spell’s casting
if the spell is avoided rules of ‘by Accuracy’ pick favorites nor
effects the results
it still has its normal spells. One check is does it choose sides;
however the Adept
106
Chapter 4: Shared Magic
all in the area are pass a Resolve- generated then the and the ink itself is
effected equally. physical resolve skill target suffers no ill treated as Amazing
Plants that are check or lose all effects. For Ordinary quality scroll ink as
ambulatory or remaining mortal to Critical Failure found in the ‘Art of
sentient are effected points. If an Ordinary results damage is Making’ section of
as stated before result is rolled he 1d6+1w/2d4+1w/1d4 Chapter 12: FX Items
however normal suffers 1d6+1w, if a +1m. The resolve of this book. The
plants in the area rot Good result is rolled check is effected by ingredients of the ink
and wilt. Large then he suffers 1d4w. the quality of the must include the
plants like trees or An Amazing result spell so that Good poisons and blood of
masses of vines may avoids any ill effects. and Amazing spells venomous creatures
show some signs of Only one target impose a +1 or +3 and the ichor of
decay but repeated may be selected per penalty. creatures from extra-
applications of the casting of this option. The melee or planar realms of
spell would be This option also calls unarmed attack can damnation. Once the
required to destroy for a sacrifice of one also cause damage to ink is made the
them. In additional wound point instead either party involved symbols must be
to all of this any of the normal stun as appropriate. The carved. This requires
natural earth and soil point for Black Magic shroud may be the use of the
in the area of effect spells. removed by a Creativity skill with
losses its life bearing  Rank 5 - successful casting of stone carving or
nature and turns to Increased Power: the Conjuration-wish sculpting being good
silt and dust. This At rank 5 the ratio spell (4 successes specialty skills to
defilement extends improves to 1:2, 1:3, recommended) or by have. The number of
to 1/10th a meter and 1:4 respectively. the Abjuration-dispel checks required is
below the surface of If wounds are or Aid-heal spells as described below and
the ground per rank converted to mortal well. In the case of one check is allowed
of the Adept and points of damage dispel and heal the per hour of work.
encompasses the then the ratios are result generated The complexity of
area of effect. the same as for stun must be equal to or the engraving is
If a Critical Failure to wound as per the greater than the equal to how
is generated while standard use of the quality of this spell. powerful the Adept
casting this spell the spell.  Rank 10 - Slay: At wishes the ward to
Adept suffers a  Rank 7 - Death rank 10 the stun be. For every mortal
number of wound Shroud: At rank 7 points now convert to point of damage the
points equal to the the Adept may cast mortal points of ward will cause one
number of stun this option which damage instead of check is required.
spent. If wound surrounds the Adept, wound. The ratio When the ward is
points are spent then or another person remains the same as complete the Adept
mortal points of touched, with an aura for the rank 8 benefit casts this spell. The
damage are caused of negative energy. above. quality of the casting
instead. If the Adept For the spells  Rank 12 – Death multiplies the
passes a Personality duration any person Ward: At rank 12 the resulting mortal
feat check then a who touches or is Adept can place the points by x1, x2, or
Black Magic Effect touched by the power of the death x3 for an Ordinary to
(described in person with the spell over or around a an Amazing result.
appendix 3 of this Death Shroud suffers portal so that if a This means that the
book) may apply damage as the being passes through ward can potentially
instead. negative energy it and does not speak cause anywhere from
 Rank 3 - Finger drains their life force. a word of command 1 to 30 points of
of Death: At rank 3 The spell is treated the power of death is mortal damage until
the spell can now be as an Attack-Melee released. The the magic is used up.
used at a range equal by Accuracy spell and creation of the ward Any living being
to 10/20/30 meters, has a duration of 10 is difficult, as it that passes through
per rank of the minutes per degree requires carved the portal must pass
Adept, for short to of success. symbols of death to a Resolve-physical
long range. Range On a successful adorn it and special resolve skill check or
modifiers are attack the target is ink to be used in the suffer enough mortal
0/+1/+2. The target allowed a Resolve- creation of the ward. damage to
may use his Dexterity physical resolve skill The ink itself requires completely kill him.
Resistance Modifier check to resist the the Adept to have at The nature of the
to worsen the result. damage. If a Good or least rank 4 in spell causes it to stop
The target must then Amazing result is Alchemy-concocting ‘attacking’ after the

107
Chapter 4: Shared Magic
person has died so Complexity: Simple spell is cast all spell option allows
that the remainder of Marginal: No undead within 5 the Adept to heal
points can be used Description: The meters per rank of wound and mortal
later, against other purpose behind this the Adept gain the damage suffered by
intruders. As long as spell is to enhance Dexterity score of the an undead creature
mortal points remain the power of undead Adept, the Adept’s that is within range
in the ward, the in the area. Like Action Check score, of the spell. The
duration is many other spells and the Adept’s spell heals damage
permanent. When these effects vary as combat movement as per the spells
the last point is used the Adept gains rate (excluding easy result as follows:
then the magic ranks, granting more swim, swim, glide, or Ordinary – 2w/0m;
ceases. The ward options that can be fly unless already Good – 4w/2m;
cannot be recharged. used. As usual the possessed). If any of Amazing – 6w/3m.
Characters can statistics for the spell the undead have  Rank 8 -
detect the Death act as a base and scores better than Disguise: The
Ward through a individual rank these then they are Disguise option
combination of benefits may modify not lowered. places an illusion
Metaphysics-magic them on a case-by- However if anyone of over some or all
theory and case basis. At times them are better the undead within 5
Investigate-search. some undead may undead gains those meters per rank of
As the engraved not wish to be effects that can the Adept which
symbols are obvious, effected by this spell. benefit them. makes them appear
no penalty is If that is the case  Rank 3 – Undead as normal people.
generally applied to then the Resolve- Spell Focus: When Their movements
such checks. Game physical resolve skill this spell option is appear normal as do
Masters can also can be used to avoid cast any undead who their facial
allow other skills to it. Otherwise (and in are in range of the expressions however
discover the ward. most cases) the spell may act as a other senses like
The ‘Death Ward’ can undead willingly spell focus. This smell may still detect
be removed by except the benefits of means that any them normally (i.e.
Abjuration-dispel but this spell. future spell cast by animals may still feel
each success  Rank 1 – Cloak the Adept may uneasy around
removes only 1, 2, or Undead: Beginning originate from the them). This spell
3 points of mortal at rank 1 the Adept undead creature. does not grant the
damage the ward can can cause as many Any side effects of undead with the
cause. The Game undead that are Critical Failures or FX ability to speak and
Master is free to within a 5 meter point costs are still the illusion cannot be
allow other methods radius around the incurred by the changed once cast.
of removing or Adept to become Adept. This spell can It also goes without
dispelling the ward as invisible. This radius also be used to grant saying that Ghosts
he sees fit, but the is increased by 5 ‘touch’ attacks by who fly or pass
canceling of the ward more meters per rank various spells as if through walls may
should be based on gained. The the undead were the also give themselves
the mortal points it invisibility is treated Adept. For this away as being
has available instead as per the rules option to be used the abnormal.
of the quality of the detailed in Chapter 8: undead must be Otherwise the
ward itself. Gamers in Action of within the spells undead appear as
Book1 and the range from the Adept the Adept intends
Embellish Illusion/Phantasm- and must also be in them to. A +1, 2, or
invisibility spell in sight of the Adept as 3 penalty is applied
Undead (cost 2, Chapter 2: Arcane well. to detecting the
learn 0) Magic of this book.  Rank 4 – Resist illusion based on the
This skill cannot be The invisibility lasts Turning: When cast casting of the spell.
used untrained until the undead this option grants all  Rank 9 – Dark
Duration: 1 minute creature attacks or undead within range Junction: By using
per rank 24 hours have of the spell a +1, 2, this option the Adept
Type: Influential- elapsed. Once the or 3 Resistance can combine the
Ranged by Accuracy spell cast each Modifier against the Cloak Undead,
Resist: Resolve- undead remains Cosmos-quell undead Undead Alacrity,
physical resolve invisible or becomes spell or other powers Undead Spell Focus,
Range: 10 meters per visible individually. that mimic the same. or Resist Turning
rank  Rank 2 – Undead  Rank 6 - options above by
Trappings: Undead to Alacrity: When this Regenerate: This casting this spell.
be effected
108
Chapter 4: Shared Magic
The Adept can may also use any FX person with a and Amazing
combine 2, 3, or all 4 ability as well. nightmare of lethal versions of the spell.
of the options for an The process of proportions. In order Also, in order to use
Ordinary to Amazing freeing an undead’s to afflict a person this spell the Adept
result. will requires a with this spell, the must know the
 Rank 10 - Imbue: complex skill check victim must first be person to be effected
This option allows the of 6 success. One asleep. The Adept and must have
Adept to empower check is allowed may then begin the looked him in the
one undead creature every hour. If the casting but the victim eyes at least once.
with the ability to Adept desires he may must remain asleep  Ranks 4, 8, & 12 -
cast a spell. The attempt to bond a throughout the More Victims: At
spell must known by specific spirit to the casting as well. The the indicated ranks
the Adept and the undead creature complexity of the the Adept can involve
result of this spell however 2 more spell check is based more persons in the
check determines the success are required on the power of the nightmare as long as
power the spell will to do so. If the spirit nightmare desired. If all the targets are
be released at. Once possessed any Ordinary then 4 within spell range.
cast the undead is manner of FX ability checks are needed, if The total number of
aware of the power that can be used Good then 7, and 10 persons increases to
granted to it and may then 2 more checks for Amazing. 3, 5, and 10 persons
release it when additional checks are One check is allowed at the ranks
desired. Spells required. every 5 minutes and indicated.
cannot be given to The level of a the Adept must  Rank 6 -
mindless undead. random spirit is remain undisturbed Sleepwalker: At
The spell acts as a determined by the during this time. rank 6 the Adept can
‘Held’ spell and the quality of the Ordinary cause a person to
Adept cannot regain complex skill check nightmares cause the rise from his slumber
the FX point cost of as described in Book victim to gain no rest. and perform a stated
this spell until the 3 and in the Spirit FX points can not be action (declared
spell is cast. Magic section of this recovered nor can during the casting of
 Rank 11 - Undead chapter. Using this any lost fatigue the spell) while
Enlightenment: consideration apply points be recovered remaining completely
This option can be the quality ratings for as well. Good quality asleep. This option is
cast with any NPCs as detailed in nightmares cause the cast in the same way
previous option Chapter 7: effects of an Ordinary as the standard
available. When the Campaigns in Book 1 one and also inflict version of the spell
embellish undead as guide for levels, 1d4w to the victim. and mental resolve
spell is cast all skills, and Armor cannot avoid checks can avoid as
undead in the area backgrounds. this damage however normal for those
gain the Adept’s certain mind rules. This spell
Intelligence score Nightmare (cost 3, protecting powers option can effect only
and may use any learn 0) can like Ego-mental one person and the
Intelligence or Will barrier, or the like. Adept must remain in
This skill cannot be
based skill at the Amazing quality deep concentration
used untrained
ranks indicated for nightmares have the during the
Duration: Special
the Adept. effects of both perpetration of the
Type: Attack-Ranged
 Rank 12 - Free previous versions and act as well.
by Accuracy
the Will: This also cause the victim As the person is
Resist: Resolve-
powerful option to suffer Critical not fully aware of
mental resolve
bonds a spirit to a Failure results on what he is doing, all
Range: 1 Kilometer
mindless undead both a 19 and a 20 as skill, feats, and action
per rank
creature making it well a +1 step checks suffer a +2
Trappings: Must be
‘free-willed’. By penalty to all skill penalty if applicable.
cast at night and the
virtue of the spell and feat checks for If the victim is struck,
victim must also be
only spirits with the following day. shaken vigorously, or
asleep.
negative Moral The effects of the has water thrown in
Complexity: Varies,
Attitudes are bonded Nightmare can be his face then he may
see below
however no avoided with a awaken by passing a
Marginal: No
allegiance is successful mental Will feat check or a
Description: This
automatically gained. resolve check but mental resolve
wicked spell draws on
The spirit can either a +1 or +3 check. If this is not
the spirits of torment
attempt to use any penalty is applied to the case, and the
and terror to
skills it had in life and the check for Good mission is completed
victimize a sleeping
109
Chapter 4: Shared Magic
the victim returns to negative Moral As a note, must pass a
bed with no Attitude. remember that Constitution feat
knowledge of what touching a target (as check or become Ill
has transpired except opposed to striking) as described in on
that he had a dream offers a –1 step bonus page 57 of the
of performing the act. to the attempt. Alternity
The Game Master is  Rank 1 - Chill Gamemaster's Guide.
free to consider that Touch: This rank The disease takes
some acts, like killing benefit empowers effect immediately
a sleeping friend, the Adept’s hands and has a strength
may also invoke the Power of the with the chill of the rating equal to the
Will or Resolve check grave. The target spells casting. The
to awaken the victim Undead (cost 3, may defend with his character rolls his
from the learn +1) or its Strength condition as per
sleepwalking. This skill cannot be Resistance Modifier those rules and
As has been used untrained and damage caused remains between Ill
stated in old wives Duration: 1 combat is d6s/d6+2s/d4w of and Terminally Ill
tales, a person who round per rank type En/O. The without the ability to
wakes from Type: Attack-Melee by damage is cold based recover naturally (i.e.
sleepwalking can be Direct and any defenses of Good and Amazing
traumatized. If the Resist: STR and/or the target against results for Ill
victim wakes up he Magical Resistance such attacks do conditions do not
must pass a physical Range: Touch apply. However if 1 allow the character to
resolve check or Trappings: None or more points of recover). This
suffer 1 point of Complexity: Simple primary damage are condition persists
wound per quality of Marginal: Varies by caused the target, if until the character
this options casting. rank benefit successfully touched, dies, the effected is
 Rank 12 - Night Description: The must also roll a dispelled, or the
Hag: At rank 12 the power of this spell Constitution feat successful use of the
Adept may opt grants the Adept with check (modified by Aid-cure spell. The
instead to summon a abilities shared by the spell quality at disease is magical
Night Hag who is undead creatures. 0/+1/+3) or lose 1 and must be treated
described in Book 3. For the most part the point of strength. accordingly.
This spell option energy of undeath is This strength loss is  Rank 6 - Lich
always requires 10 in the Adept’s touch recovered in the Touch: This powerful
successes to but several rank same manner as option combines the
complete. If a benefits offer other fatigue damage. effects of both the
Critical Failure is uses of negative  Rank 2 - Ghoul ‘Chill Touch’ and
generated during the energy. As with Touch: This touch ‘Ghoul Touch’ options
complex check the many spells this one attack causes no above. The attack
Night Hag turns its is chiefly defined by damage however it follows the same
attention towards the each rank benefit forces the target to rules as the ‘Chill
Adept and may either given below with the roll a Constitution Touch’ until the
‘ride’ him or may statistics above feat check or become target rolls against
require some task acting as a guide. paralyzed. A the loss of strength.
with threat of The Adept may have successful touch Instead the
retaliation in the multiple versions of attack, modified by Constitution feat
Adept’s dreams. the spell in effect at any Melee Resistance check is made
If successfully once but those that Modifiers, is required against the
cast the Night Hag rely on touch can and the duration of paralyzing effect of
targets the victim only be used on one the paralysis is based the ‘Ghoul Touch’
normally and persists target at a time. on the quality of the option.
in attacks as per its Therefor an Adept attack so that the  Rank 8 -
rules. In a sense the could have ‘Chill target is paralyzed Vampires Touch:
Adept summons the Touch’ and ‘Mummy for 1d4/1d6+1/2d4 This touch attack
hag’s attention and Touch’ in effect at the combat rounds. This grants the Adept with
directs it towards the same time but could condition can be a vampire-like touch
victim. Unlike the only use one or the corrected early by that drains durability
Night Hags other on any one the use of Abjuration- from a target and
description this spell target in the same dispel or Aid-cure. grants those points
can compel the phase. It is possible  Rank 4 - Mummy to the Adept. The
creature to attacks to use both in a target defends with
Touch: A person
persons without a phase if two actions his Strength
touched by the Adept
are taken however.
110
Chapter 4: Shared Magic
Resistance Modifier living creatures th Time the victim for at least
as normal and the within 10 meters of Margin -1 10 Minutes 1 Day several minutes and
damage caused is the Adept to roll a al if he or it came in
1d6s/1d4w/1d4+1w Resolve-physical Ordinar 0 1 Minute 12 Hoursphysical contact with
of type En/O. The resolve skill check or y the victim the feat
Adept can add the die. Those who pass Good +1 1 Round 6 Hours check suffers a +1
points of damage the check are Amazin +3 1 Phase 1 Hour penalty. This option
suffered to his own unharmed. The g can be used with the
durability score and scream is loud and Increased Effect rank
may exceed any one may be heard for When cast on a benefit above.
score by 50% of its over a kilometer person he or she  Rank 9 - Ghoul
normal maximum. away however the becomes infected Gauntlet: This
Points of damage power to kill is with a disease. All wicked spell option
suffered by the Adept limited to the stated elements of the can be against only
are taken from these area of effect. disease (strength and one person. Once
points first. The incubation) are equal successfully used the
longevity of the Scourge (cost 4) to the quality of the spells power ends.
drained points is Duration: Permanent spell when cast. The When the Adept
based on the quality Type: Influential- disease is specific to using this option
of the spell when it is Ranged by Accuracy that individual and touches a person he
first cast: Ordinary, 1 Resist: Special cannot be spread. is effected by a
hour; Good, 1 day; Range: Rank by  Ranks 4, 8, & 12 - powerful illness that
Amazing, permanent 10/20/30 meters Increased Effect: At cannot normally be
until lost. The Adept (Modifiers: 0/+1/+2) rank 4 the volume as cured or recovered
can still cause Trappings: A material or liquid is from. The Strength
damage to a target substance or person to increased by x2. This and Onset Time of
even if the maximum be effected. increases to x3 at the disease is equal
amount of damage Complexity: Simple rank 8 and x4 at rank to the quality of the
that he can absorb is Marginal: Yes 12. If the spell is touch attack.
achieved. Description: Similar to used to cause a Constitution feat
 Rank 10 - Ghost both Black Hand and disease then result of checks are made
Touch: This nasty Blight, the Scourge the Constitution feat normally however the
attack ages the spell is geared check has the character cannot
target unnaturally. towards infestation following effect: achieve a result that
When a target is and poison. When Amazing result – no betters the condition.
touched by the Adept used on food the effect; Good or This option does not
the quality of the spell spoils as many Ordinary result – Ill; gain the Increased
touch ages the target as 5 kilograms of Failure result – Effect rank benefits
by edible stuff per point Extremely Ill; Critical above.
1d4x2/1d4x5/1d4x10 of Will the Adept has. Failure result – Only the Aid-cure
years. The target When used on Terminally Ill. At rank spell can stop the
may make a liquids the Adept can 8 Failure results disease and even
Constitution feat change as many as 1 become Terminally Ill, then a success equal
check to avoid this liter per point of Will Ordinary results to or greater than the
result. into a Hemotoxin, a become Extremely Ill, quality of the touch
 Rank 12 - Wail of Neurotoxin, a and Good results must be rolled. If the
the Banshee: Not a Necrotoxin, or a become Ill. At rank character dies while
touch attack at all, Paralytic poison. The 12 Ordinary results infested with the
this spell allows the poison must be become terminal, disease he will rise as
Adept the ability to ingested to have Good results become a Ghoul. The
scream the deadly effect. The Adept Extremely Ill, and creature uses all
keening of the can decide what type Amazing results statistics for that
banshee. Casting f poison is created by become Ill. entry with optional
this spell options the spell. The  Rank 6 - powers or the chance
requires 4 successes. success generated by Pestilence: At rank to free-willed being
One check is allowed the spells casting 6 any person who available.
per action and on the determines the comes within 1 meter
phase that the check Strength, Onset Time, of the target must Spectral Steed
is complete a and Duration of the also roll a (cost 2, learn -1)
dreadful scream is poisons as shown on Constitution feat
This skill cannot be
released. At the the following table. check after the Onset
used untrained
culmination of this Time. The person
Duration: Permanent
most horrid option all Streng Onset Duratiomust have been near Type: Influential
111
Chapter 4: Shared Magic
Resist: None Adept for 1d4+1 the Adept. The area animated and
Range: 10 meters days with a of effect is the range skeletons are only
Trappings: A corpse of cumulative roll for of the spell itself. allowed if the present
a large-sized Beast Good and Amazing Each undead that can bones are devoid of
Complexity: 4, 6 if results. While the be summoned uses flesh for the most
magical (check per spell binds the its revenant score to part. The range of
minute) Nightmare to resist. If the undead the spell remains the
Marginal: No servitude it still are in the Adept’s same and the Adept
Description: When retains its own direct line of sight, he may alternate some,
cast this spell raises thoughts and can gains a –1 Situation all, or none of the
the body of any either advise or Modifier to the spell number of undead
Beast that is of large contradict the Adept. check. The result of allotted to either
size as a Zombie. The Nightmare will the spells casting is summoning or
The beast must be of also not sacrifice its modified by each animation. This
a type that can be own life for the Adept undead’s resistance means that if the
used as a mount. unless properly independently, each Adept is near two
The limit of large size provoked to do so modifying the control zombies and a fallen
assumes a medium- through the situation, die. This means that enemy he can
sized rider. If the role-playing, or the control die for the ‘summon and control’
Adept has another encounter skills. spell is rolled and the zombies and
size then variations Nightmares are each type of undead ‘animate and control’
may be cast, as the described in Chapter applies the modifier the corpse. Corpses
spell is subjective to 9: Outsiders in Book of its revenant score and bones offer no
terms of the ‘rider’ 3. as a Situation revenant modifiers.
definition. The beast Modifier. In this Other modifiers
retains its physical fashion the actual die common to undead
statistics but acquires result for the spell mastery remain the
the mental attributes could be a failure, but same. Bodies and
as a Zombie. Other once modified by skeletons that are
statistics use those Undead Mastery lesser undead it animated can make
rules found in Book 3. (cost 2, learn 0) could result in a action checks on the
If the Beast had success. Free-willed following round. The
This skill cannot be
Spell-Like or Super undead also receive effect of animation is
used untrained
Power FX abilities a Resolve-mental permanent however
Duration: 10 minutes
they may be retained resolve skill check to the duration of
per degree of success
using those rules, completely avoid the control is not.
Type: Influential-
however the effects as well.  Rank 6 - Ghost: In
Ranged by Direct
complexity becomes All of those a manner similar to
Resist: Revenant
a 6. undead that are the ‘Animate Dead’
modifier
 Rank 5 - Skeletal charmed are under option above, the
Range: 100 meters per
Steed: At rank 5 the the Adept’s direct Adept may raise the
rank
Adept can raise the control for the soul of a newly dead
Trappings: One or
skeleton of a beast as duration of the spell. body as a ghost.
more undead creatures
a mount. The new No concentration is Only one soul may be
Complexity: Simple
creature uses those required (at least in effected per casting
Marginal: No
statistics for a terms of using an of the spell and the
Description: For those
skeleton as found in action) and control is person cannot have
Adepts who favor the
Book 3. established by died more than 1
use of undead as
 Rank 10 - thought alone and combat round per
puppets and soldiers
Phantom Steed: At the dark link between rank of the Adept
this is the spell they
rank 10 the Adept the Adept and the before the spell is
need. When cast this
can summon forth undead. cast. The successful
spell has a two-fold
the monster called a  Rank 3 - Animate use of the spell binds
effect. First it will
Nightmare to serve Dead: When this the spirit of the
summon any undead
as a mount. To do so spell option is cast deceased to the
in the area to the
the Adept must the Adept may also material world
Adept’s vicinity and
sacrifice an item animate as many however no control is
secondly it will place
personally owned by dead bodies as he granted by this
a magical yoke of
either the Adept or a may summon undead casting of the spell.
obedience on them.
person the Adept as in the spells basic Control can be
If undead are in
intends to pursue. description. Only gained by casting the
the area the spell will
The Nightmare will zombies and spell again. New
summon up to three
remain with the skeletons may be ghosts generally
undead per rank of
112
Chapter 4: Shared Magic
follow the rules as of this spell option do degree of success  Rank 4 - Genius:
per their entry in not effect other determines how clear At rank 4 the Adept
Book 3. The Game undead in the area. the answer is. An can receive an
Master can make The Game Master is Ordinary result may answer to one
exceptions if the free to limit the be cryptic while an question per casting
circumstances prevail maximum number of Amazing result would of the spell. The
and may also assign undead created by be easy to question can be
salient powers to the this spell based on understand. In no about any event
ghost or other effects assumed populations case can either use occurring at the
following those rules. and other factors. In of the spell divine the moment and must be
 Rank 9 - Master either case the spell future except in the related to an
Undead: At rank 9 cannot raise more case of a bonus evaluation of the
the Adept’s ability to than 1000 undead applying to the current situation. A
control undead is zombies and Metaphysics- question like “What
increased. The Adept skeletons to serve prophesy skill. are theses monsters”
now gains a –2 step the Adept. As with any Black is ok but one like
bonus that applies Magic spell, a “What’s on the other
against an undead’s Unholy Guidance sacrifice is called for. side of the door” is
revenant score. Free- (cost 2) However in this case not because it is
willed undead still the loss of a wound speculation of the
Duration: Special
gain a Resolve- point is common as future. The answer
Type: Personal
mental resolve opposed to a stun will be of no more
Resist: None
attempt to avoid the point. This point loss than two words for an
Range: None
effect however a is in the form of a ordinary result, five
Complexity: Simple
success equal to or bloodletting on the for a Good, and ten
Marginal: No
greater than that of Adept’s part. An for an Amazing.
Description: This
the spell must be exception to the rule  Rank 6 - Scry
special divination
rolled or the attempt is to sacrifice the Future: At rank 6 the
magic allows the
fails. In addition to blood of another. Adept can gain
Adept to seek advice.
this the time of Doing so requires a insight of the best
When this spell is
control is lengthened mortal point of that manner to proceed
cast the Adept gains
to days instead of individual’s blood with an impending
a –1, a –2, or a –3
minutes. however. action. The answer is
Situation Modifier to
 Rank 12 - Undead  Rank 2 - Augury: cryptic but may be as
an Intelligence, Will,
Plague: At rank 12 At rank 2 the Adept long as an entire
or Personality skill or
the Adept can now can ask the gods of sentence. The clarity
feat checks. The
cause the bodies and darkness one of the answer is not
bonus applies to a
skeletons of all question about the based on the result of
skill that is used to
humanoid dead in a near future. The the check. The
ascertain knowledge
1000 square meter question must be answer is based on
about a subject or
area to rise as one stated in a ‘Yes or No’ the desires of the
event that is relevant
and serve the Adept. fashion and the faith or deity and the
to the completion of
If the area is a answer will be given course of action
the Adept’s goal and
battlefield or as either ‘Weal’ or given will always be
the purposes of the
graveyard (either ‘Woe’. The Game towards the ends of
faith. The duration of
new or ancient) will Master determines the faith if they apply.
the spell remains as
yield 10 zombies or the answer based on Rest assured
long as the skill it
skeletons for every the ultimate end that however that is rare
applies to is being
10 meter square he predicts for the that a god will give
used for the stated
area. Long inhabited characters. If the advice to further the
purpose of the
areas will yield 3 for characters have two faith that also places
benefit and the
every 10 meter doors to choose from, the Adept in a
bonuses mentioned
square area, and and must pass one, position of doom and
do apply to each step
wilderness locations the Adept can use destruction.
of a complex skill if
will yield 1 per 10 this spell to hopefully However if the quest
need be.
meter square area. receive a meaningful at hand is of a dire
The spell can also
The range of the spell answer. There are no nature the Adept may
be used to jog an
is one kilometer and degrees to ‘Weal or be deemed a
Adept’s memory
the duration is Woe’ nor are there necessary sacrifice
about a particular
permanent, as is the increased benefits for as a last resort.
event, a person’s
control of these Good or Amazing  Rank 8 -
name, a secret hand
undead creatures. results. Commune: At rank 8
signal, and the like.
The control aspects the Adept can ask a
In the latter case the
113
Chapter 4: Shared Magic
‘Yes’ or ‘No’ question however no broad skill word statements like Elemental 2 +2 1W
of the gods about is as dedicated to Yes, No, Maybe, Astral or Ethereal 3 +1 2W
any event past, intelligence as this one. Irrelevant, and so on. Outer Planes, Int 3 0 3W
15
present, or future. Good results grant
Outer Planes, Int 4 -1 1M
No cryptic answers Contact Other answers that are the 16
will be given and the length of short Outer Planes, Int 6 -2
answer will be as true Plane (cost sentences or perhaps 17 Mo
as possible based on 4, learn +1) archaic phrases. Outer Planes, Int 8 -3
the wording of the This skill cannot be Amazing results can 18 Mo
question itself. used untrained be answered with full Outer Planes, 10 -4 1Y
 Rank 10 - Duration: Special paragraphs of Int19+
Revelation: When Type: Personal information or as
this benefit is cast Resist: None much detail as the The table details
the Adept gains Range: 0 Game Master is the type of plane
extraordinary Trappings: See below willing to allow. contacted and includes
divinatory powers. Complexity: Complex Failure results grant the intelligence of
The spell’s duration is Marginal: No no answer and waste outer planar beings.
1 hour per point of Description: By one of the Adept’s The ‘Complexity
Standing and during casting this spell the questions. Required’ entry
that time the Adept Adept sends his mind If a Critical Failure describes the number
gains the following to another plane of result is rolled at of successes needed to
insights. The first the existence in a search anytime during the establish contact. The
ability to see things for advice or use of the spell then ‘Situation Modifier’
as they really are as information. The the Adept becomes column gives the step
per the rank 6 spell grants the stricken with insanity. modifier for questions
Divination-ESP Adept contact with a This can be avoided asked of that power
benefit ‘True Seeing’. powerful being of a with a successful however this modifier
Next is an instant plane of the Adept’s Standing check is not applied to the
awareness of any lie choice. Powers (Personality feat complex skill check
being told if the resent this kind of check with the used to establish the
Adept can hear the intrusion and appropriate link.
speaker and the answers to questions modifier). The At the Adept’s
speaker is intentional are usually brief. To duration of the option, a specific power
lying. Also the Adept establish the link the insanity is given on maybe questioned.
gains the ability to be Adept must first pass the table below and Doing so includes the
understood by any a complex skill check the effects are Adept’s Standing
creature. And finally based on the plane equivalent to the modifier as it applies to
the Adept gains a –1 and/or intelligence of most extreme that god or goddess.
Situation Modifier to the power to be examples of Flaws Of course those who
all Action Checks contacted. One like Obsession, have a step penalty
during the duration check is allowed per Phobia, or even with that deity never
thanks to a split minute. The casting Forgetful. In addition use this option. The
second insight into of the spell always to this affliction the modifier for Standing
the future. costs 1 FX point and Adept must also roll a can apply to both the
follows the standard Resolve-physical complex skill check and
rules for complex skill each question asked.
Divination
resolve check. If the
checks. result is a Critical  Ranks 4, 8, & 12
Once this is Failure then the – Easier Contact:
(cost 6, learn 0) complete the Adept Adept dies The Adept may lower
Being one the more may ask as many immediately. If an the complex skill to
utilitarian broad skills, questions of the Amazing result is establish contact by
Divination power as he has in rolled then the listed one check at the
encompasses the ranks with this spell. duration of the indicated ranks.
accumulation of Asking each question insanity is halved.  Rank 9 - Vision:
information through requires a separate Once the insanity At rank 9 the Adept
various mediums and skill check (using this runs its course the may attempt a
the ability to enhance spells score) but does Adept can remember simple check to
and extend the senses. not cost any any learned establish contact
Other specialty skills additional FX points. information. instead. Only one
accomplish similar The quality of the question may be
ends with Commune- check determines the Complexi Situatio asked and the
divine guidance and quality of the answer. Plane ty n answer is based on
Invocation-projection Ordinary results are Contacted Required Modifier the quality of the
being good examples, answered with single check. Ordinary to
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Chapter 4: Shared Magic
Amazing results are IV. Scrying the intended effect Know (cost 2)
the same as for the attempts on as long as it is within The effects of this spell
standard use of the the caster or his normal line of may be Held
spell. If a Failure is the immediate sight. If a Marginal Duration:
rolled the Adept area. success is generated Instantaneous
becomes insane for V. Intentional Lies then the sense is not Type: Personal
1d20 weeks. If a and automatic however, Resist: None
Critical Failure is Deceptions. the character can Range: Special
rolled then he must VI. Poisons. detect the anomaly Trappings: Something
pass a Resolve- VII. Traps and with an Intuition to ‘know’
physical resolve Potential check with a –2 Complexity: Simple
check or die. If the Ambushes. Situation Modifier. Marginal: No
resolve check VIII. Charmed and This optional use of Description: While
succeeds then he is unnaturally the spell is blocked Detect tunes the
rendered insane as Influenced by either 0.1 meters Adept’s senses to a
per a Failure result. persons. of stone or metal and specific
As this option IX. A specific type 1 meter or more of phenomenon, Know
quickly seeks an of creature (as wood. grants the Adept a
answer there is no described in The Passive brief insight into
decision as to what Book 4). version has the range something as
plane or power is X. Invisible being indicated above and described below.
contacted. Therefor or objects. provides the Each casting of the
the Adept cannot use XI. Extra- character with the spell allows the Adept
his Standing score to dimensional ability to sense the to ‘know’ anyone of
modify the results effects and/or effect regardless of the following things:
nor do the elements creatures using physical (but not I. The exact
of the table above such abilities. always magical) number of
apply to this spell barriers. This option specific things in
option. At the time of does not require line a group. This
casting, the player of sight to have could include the
Detect (cost 1) states which one of effect. This is number of
Duration: Standard if the aforementioned expressed as a bonus jellybeans in a
Active, 10 Minutes if effects is desired and to the character’s jar, the number
Passive only that effect can Intuition check as no of trees in a
Type: Personal be detected by that bonus for a Marginal groove, or the
Resist: Will use of the spell. check, -2 for an number of men in
Range: Standard if While the detail to be Ordinary check, -4 for an army.
Active, 100 Meter detected may be a Good check, and II. The ‘balance’
Radius if Passive more specific than Amazing checks are of forces in the
Trappings: None that mentioned, the automatic. area. This could
Complexity: Simple effect cannot be  Ranks 1 to 12 – include the
Marginal: Yes broader. This means Increased List: strength of
Description: Detect that a character Starting at rank 1 a various political
allows the caster to could state that he character can add factions, the flow
name and then be wishes to detect one new effect to the of a battle, or the
able to perceive an dragons but could list. Each rank past presence of
effect, a state of not say that he the first allows the either good or
being, or wishes to detect same. New additions evil influences in
metaphysical dragons and to the list should be the local area the
anomaly that would elementals. Multiple in the same vain as Adept is in.
not normally register effects can be those shown. III. The direction of
to the character’s detected but only  Rank 4, 8, & 12 – travel that is
senses. With this after casting multiple Multiple Detection: required to arrive
spell the caster can versions of this spell. At rank 4 the caster at a location the
attempt to detect the The player can detect an Adept is aware of.
following: must also decide additional anomaly The Game Master
I. Positive or whether the spell is as well with the may apply a
Negative Active or Passive in casting of the same modifier to this
intentions application. The spell. This number check based on
(based on Active version of increases to three the Adept’s
Moral Attitude). Detect allows the effects at rank 8 and familiarity with
II. Magical Auras. character to four at rank 12. the intended
III. Psionic Auras. automatically ‘see’ location. This
115
Chapter 4: Shared Magic
option may also other deception is Locate (cost 2) list. Each rank past
include the masking the effected Duration: 1 Minute per the first allows the
locations of to be ‘known’. This rank same. Each added
water, food, or a can be determined Type: Personal effect must remain
specific race of by an Awareness- Resist: None within the same faith
being. perception or Range: 100 meters of rules as the other
IV. The customs of intuition check and Trappings: Something options.
a cultural that the check gains a –1 to find  Rank 6 – Detect
the Adept is bonus for a Good Complexity: Simple Deception: At rank 6
experiencing. spell result or –3 for Marginal: No the Adept can
This option an Amazing. As Description: While determine if some
focuses on the noted this option only similar in some ways manner of illusion or
elements of a costs 1 FX point and to the Know spell other deception is
culture the Adept is assumed to be in above, Locate is masking the effected
is experiencing at use during the more exact but is to be located. This
the time and can general casting of the also limited in range can be determined
be used to spell. However the and scope. When the by an Awareness-
provide insight Adept must state the spell is cast the perception or
into what the desire to detect a Adept may attempt intuition check and
Adept must do in deception in order for to determine the the check gains a –1
order to ‘fit in’. it to have any effect. exact location of any bonus for a Good
V. The exact time  Rank 9 - Legend of the following as spell result or –3 for
that it is now (in Lore: At rank 9 the long as it is within an Amazing. As
terms of the Adept may use this the spells range: noted this option only
character’s home option to learn I. Traps and costs 1 FX point and
plane) or how exactly who someone Ambushes. is assumed to be in
much time has or something is. This II. A specific use during the
elapsed since discovery is limited species of general casting of the
something by the history creature. spell. However the
occurred. surrounding the III. A specific Adept must state the
VI. The exact age person or thing. If object. desire to detect a
of someone or they are famous IV. The safest path deception in order for
something. there is much to to travel. it to have any effect.
VII. The Moral learn, if they are not V. A specific
Attitude of a then there may be person if his Medium (cost 1)
being. nothing to learn at name is known. Duration: Special
all. If the item is VI. Food or drink. Type: Personal
As indicated above magical the Adept Resist: Special
this spell is of the may learn of some The spell Range: Special
‘Held’ variety. This properties associated provides the Adept Trappings: See below
means that when cast with the device in with an internal Complexity: Simple
the Adept ‘holds’ the terms of what it can compass so that he is (spell is cast in
spell until he wishes to do, however the spell constantly aware of conjunction with other
‘know’ something does not give gaming the item or person’s Divination spell)
about someone or statistics for the location through the Marginal: No
something. device. This means duration of the spell. Description: This
 Ranks 1 to 12 – that a Wand of Fire Should the item or specialty skill is
Increased List: could be described as person move beyond similar to the
Starting at rank 1 a “the wand that spat the range of the spell Component Trappings
character can add angry flames from then the Adept can option discussed in
one new effect to the heaven upon it’s no longer locate Chapter 1: FX Rules
list. Each rank past opponents” as them. However the of this book. As one
the first allows the opposed to a Wand of spell duration does may have noticed the
same. Each added Fire with rank 6 in not end and if that specialty skills in this
effect must remain Invocation-magic fire. item or person moves group offer fewer
within the same faith The better the back into range the ‘Range’ and ‘Use’
of rules as the other success the more Adept may once benefits than other
options. that is learned but all again locate them. broad skills. While
 Rank 6 – information should be  Ranks 1 to 12 – this may seem a
Uncover: At rank 6 delivered as a Increased List: drawback, by
the Adept can narrative. Starting at rank 1 a purchasing this
determine if some character can add specialty skill those
manner of illusion or one new effect to the benefits may be
116
Chapter 4: Shared Magic
gained for any  Ranks 4, 8, & 12 The area to  Rank 6 – Change
Divination spells. – Shared Item: At heard or seen must be of Perspective: At
In order to use rank 4 the Adept may unobstructed (not rank 6 the Adept can
the spell effectively use one item for all inside a solid object) cause the scry to
the Adept must options in one and once cast the move to another
posses some manner specialty skill. At scrying cannot be location without
of device that is to rank 8 the Adept may moved to another spending another FX
aid in the use of a use the same item location without re- point. Doing so does
Divination specialty for any two selected casting the spell. The require a successful
skill. In addition to Divination specialty effect does not grant spell check. A failure
this each item skills. At rank 12 the additional sensory means that the
possessed must also item may be used for abilities however it location or being
be attuned to a all Divination does include those in cannot be scryed
specific option for specialty skills the possession of the upon with this
any spell as well. known. Adept (dark vision, casting of the spell.
This means that the night vision, other spell Modifiers to the spell
Adept could chose a Scry (cost 3, learn effects, etc.). check are based on
wand to aid in the The effects of the the distance to the
0)
location of specific spell work in tandem new location from the
This skill cannot be
creature or may use with the Adept’s original. The Adept
used untrained
a spyglass to ‘know’ normal senses. If he can perform this feat
Duration: 1 round per
the number of opens his eyes he’ll see any number of times
rank
persons in a standing double vision, if he during the spell
Type: Personal
army. The exact does not cover his ears duration.
Resist: None
nature of the object he’ll hear in both
Range: Special, see
is not always places at once. This Sixth Sense (cost
below
important and effect can 3, learn -1)
Trappings: A location
neither does it need  Rank 3 - Eye of
or person to be scryed This skill cannot be
to be empowered in the Adept: At rank 3
upon. used untrained
anyway but once it the Adept can create
Complexity: Simple Duration: 10 minutes
has been used to aid an extra-sensory
Marginal: No per rank
a spell it becomes organ that is both
Description: This spell Type: Personal or
bonded to that effort. invisible and
allows the Adept to Influential-direct
The FX point cost for intangible. The ‘eye’
extend his sight or Resist: Will Resistance
this spell is paid only begins no more than
hearing to a far off Modifier
once when the item 2 meters from the
location. The use of Range: 10 meters per
is first used to aid a Adept and can move
the spell is based on rank
spell. After that no a number of meters
knowledge of either a Trappings: None
additional FX points per phase equal to
person or a specific Complexity: Simple-
are required for that the Adept’s Will
place. The Adept can Held
item. score. As with the
select either and his Marginal: No
When this spell is standard use of the
knowledge of that Description: The Sixth
cast the quality of spell, the eye of the
person or place Sense spell attunes
the result grants a – Adept does not grant
applies a Situation the Adept’s
1, -2, or a –3 step any additional
Modifier to the spell awareness of the
bonus to the casting sensory powers. At
check as shown on world around him.
of another Divination the player’s option he
the table below. The quality of the
specialty skill. Both may also use the ‘Ear
spell always grants a
rolls are made during of the Adept’ option
Location/distan Modifier –1, 2, or 3 step bonus
the same action and as well. All rules
ce to all Awareness and
spell casting. This remain the same.
Location is -1 Investigate skill
means that the Adept The ‘eye’ can travel
familiar checks. This benefit
cannot keep rolling as far as it can during
Unfamiliar none always applies
until he rolls a result the spell duration.
location regardless of the use
they like.  Ranks 4, 8 & 12 -
1 –10 meters -1 of other rank benefits
If a Critical Failure Increased
11 – 100 meters none that the Adept may
is ever rolled for the Duration: At the
101m – 1 km +1 gain with this spell.
medium then it indicated ranks the
2 – 10 km +2  Rank 2 – Mind
becomes useless and duration of the spell
11 – 100 km +3 Reading: At rank 3
must be ‘re-initiated’ increases to minutes,
101 – 10,000 km +4 the Adept can garner
as if being used for 5 minutes, and 10
High orbit +5 perceptions about a
the first time. minutes per rank
target character’s
respectively.
intentions by reading
117
Chapter 4: Shared Magic
their surface thought. These may also determine a person is not
thoughts. This mind background thoughts person’s Moral surprised (no other
reading ability works could include Attitude with a benefits are gained).
in a passive fashion intended deceptions, successful Awareness

Earth Magic
as the Adept’s mind misgivings, emotions, check. The
‘receives’ thoughts or remembrances. maximum range of
‘transmitted’ by the The ESP ability is this effect is 30
target mind instead stopped by either meters. (cost 7, learn +1)
of actually entering 50cm of stone or rack  Rank 9 - The power of this
the mind to gain and 5cm of metal of Foresight: This FX broad skill calls on
knowledge. The any type. powerful option the powers and spirits
range of this option is  Rank 4 – Moment grants the Adept of the elemental plane
10 meters per rank of Reading: At rank 6 instantaneous of earth to protect the
the Adept. This spell the Adept may also warnings of danger caster, heal damage
option cannot be cast attempt to ‘read the and impending doom caused by elemental
on others only the moment’. This and is an attacks, and to
Adept himself. means that the improvement on the rearrange the
Using the ability Adept, or recipient of rank 4 ‘Moment landscape. Earth
requires a spell check the spell, becomes Reading’ option magic is based on the
and can be effected associated with time above. As such the users Constitution
by the targets Will and space and the Adept gains the score as it represent
Resistance Modifier. flow of action or benefits of that rank the character’s internal
This use does require conversation around benefit and of course fortitude, a quality that
an action to perform him. When cast the gains the bonus to creatures of the earth
and the target must Adept gains a –1, -2, Awareness and respect.
be within the spell or –3 step bonus to Investigate checks as
range as well. The action checks for the well. In addition to Animate Earth
Adept may use the remainder of the this the Adept gains a (cost 3, learn +1)
mind read on as spells duration. This bonus Last Resort This skill cannot be
many persons effect is not point that must be used untrained
desired and all uses cumulative with the used before the spell Duration: One minute
of the mind read ‘mind reading’ ability expires, the Adept per degree of success
require an action. above. cannot be surprised, Type: Influential-
The Adept cannot re-  Rank 6 - True and the Adept gains Ranged by Direct
roll a previous result Seeing: When this a bonus +1 Resist: None
for the same mind option is cast the Resistance Modifier Range: 30 meters
with the same Adept, or the against melee and Trappings: An object
casting of the spell. recipient of the spell, ranged attacks. In made of earth, stone,
To gain a better result can see things as the case of attacks or or metal
the Adept must they actually are. dangers related to Complexity: Simple
recast the spell and The spell penetrates traps or other things Marginal: No
hope for a low roll. natural or magical that do not normally Description: By
The quality of the darkness, secret call for an Action employing the
mind read check doors are plain, and Check the Adept can animate earth spell
(which is the same as the exact location of completely avoid the an Adept can cause
for this spell) displaced things is danger if an Action any earth, stone, or
determines the apparent. Illusions Check is rolled and metal object to
quality of information and apparitions are generates an move. The Adept can
garnered from the seen through (but not ordinary or better effect no more than 2
target mind. If an phantasms), result. cubic meters of such
Ordinary check is polymorphed This effect can be material per rank.
rolled then the Adept creatures and cast o another willing The object must be
learns only part of enchanted objects person whom then separate from its
the thought. If a are obvious (the real gains all of the stated surroundings or
Good check is rolled form of a creature is benefits. The Adept foundation and it can
then all of the superimposed on the may also relate his attack, break objects,
thought is received. apparent form). The premonitions to lift things, or simply
If an Amazing check character may also others as well but move. The spell does
is rolled then the see up to 10 meters doing so requires that not allow the Adept
Adept also becomes into the ethereal the Adept must be to change the shape
aware of background plane and the able to communicate of the object nor can
thoughts that are bordering area of to the endangered he cause appendages
apart of the original adjacent planes and person and if so that that do not exist to

118
Chapter 4: Shared Magic
appear. This fact base for the attack 5minutes, 10 The area of effect
may limit the use of plus the any ranks minutes, and 1 hour can be as small as 2
the object. owned by the Adept, increments. meters in diameter
The object will however a +1  Rank 6 - Earth and no larger than 2
follow, to the letter, penalty is assumed Spray: At rank 6 the meters in diameter
any spoken do to the slower Adept may cause any per rank of the
command given it by speed of the object. loose dirt, stones, or Adept. All beings in
the Adept but it does Animated objects act shattered glass to the area that must
not have a mind of its on the Adept’s next whirl in a storm at a rely on land
own. Once animated action one phase specific target. The movement
the object will follow after the spell has Adept can effect an immediately begin to
that last command been cast. area around him that sink and be pulled
given unless a new  Rank 3 - is 2 meters per rank. down into the earth.
command is stated Appendage: At rank In addition the spray Once the spell is cast
during the spell 3 the Adept may has a range of 10 the area of effect
duration. cause a duplicate of meters per rank cannot be moved.
While the Game his hand to arise from which is as wide as Each phase, after
Master decides the any solid earthen the area of effect the spell is cast, all
exact details of the foundation. The itself. All beings in beings can roll a
object is they usually reach of the object is the area, except the Movement-
follow these no greater than the Adept himself may trailblazing,
considerations: Adept’s own natural suffer damage. Each Movement-swim,
Armor – 1d6+1, limb and has his beings rolls a Athletics-jump, or
Toughness – Good, strength + 2. The Dexterity feat check Athletics-climb skill
Durability – base of 4 Adept must or an Acrobatics- check. Otherwise a
+ 1 per cubic meter, concentrate on the dodge check, the Constitution feat
Damage – limb in order for it to results of which check or a Strength
1d6s/1d6+2s/1d4+1 act. This requires no determines the feat check will work
w; + 1 point of action on the Adept’s damage. For a as well. The result of
damage per 6 cubic part however if the Critical Failure to an the check determines
meters. Attacks by limb grabs a person it Ordinary result how far into the
objects of 12 cubic may maintain a hold damage is ground the person
meters or greater even if concentration 2d4+1w/1d6+1w/1d4 sinks. On a Critical
cause Good power ceases. The spell w. Good and Failure results the
damage. These duration does not amazing results avoid being sinks to 50% of
statistics can vary end if concentration the effect. The his height into the
based on the is cancelled however damage is whirlpool. A failure
material itself and an action must be considered Hi/O in indicates that he
the manner that the spent in order for the type and the sinks to 25% of their
object would be able limb to act again. Duration of the effect height and an
to attack. How fast The limb can is Instantaneous. Ordinary result sinks
the object can move attack at no penalty  Rank 8 – Freedom the person by 10%.
is relative to its but uses the brawl of Movement: At Good results indicate
shape however most skill to do so. This rank 8 the animated that the being does
have only a walk rate casting is separate object no longer not sink and the
of 4. from the standard suffers the +1 being may move at
If the object is a use of the spell but penalty to attacks. In his walk movement
statue and has a the Adept may cause addition the walk rate rate. On an Amazing
weapon then that the appendage to of the object result the being may
weapons statistics appear from an increases to 6. move at their run
should be referenced. animated earthen  Rank 10 - movement rate. If
If the object attacks object if desired. The Whirlpool of Doom: the movement rate
then it uses the duration of this This option causes an allows the being to
Adept’s best Melee option is always 1 area of natural and leave the area of
Weapons of Unarmed round per rank of the solid ground to swirl effect then they are
Attack rank (the skill Adept. as if a whirlpool. In exempt from further
that best reflects the  Ranks 4, 8, & 12 order to use this spell checks.
attack). The Strength – Extended the Adept must fully For every 25%
of the object is Duration: At the concentrate on it. If increment that a
usually a base of 10 indicated ranks the the Adept’s being sinks into the
+ 1 point for every 2 duration of the spell concentration is ground he suffers a
cubic meters in size. for animated objects broken then the spell cumulative +1
This score acts as a increases to ends immediately. penalty to future

119
Chapter 4: Shared Magic
attempts to escape those values stated. or 3 bonus FX points other elemental
the whirlpool. Every In addition the caster (determined by the planes then they
phase that a person gains a –1 Situation degree of success) suffer 1d4w per
sinks into the ground Modifier to the that can be used to phase instead
they suffer one-tenth casting of any Earth power Earth Magic regardless of the
of the total Magic spell. spells only. These ground’s
percentage sunk In addition to this points disappear, if composition.
(rounded up) in stun benefit the Adept unused, when the The power of this
damage. This means may ignore natural spell duration ends. spell may also be
a character that is earth and can move At rank 8 the bonus used to call on the
50% submerged into through solid earth points gained are healing power of the
the whirlpool suffers and stone at his walk doubled and at rank earth as well. If so
5 points of stun movement rate. If 12 they are tripled. the Adept or another
damage. While this the spell duration  Rank 6 - Shared person that is
damage is only expires and the Aura: At this rank touched can willingly
Ordinary in quality Adept is still within the power of the aura sink into the earth
armor cannot block it solid earth or stone can be cast on and immediately heal
nor can spells that then the effects of another person. all lost stun points.
provide armor with the ‘Sink’ option Other persons In addition to this
the exception of the below immediately receiving this benefit they may also heal
Earth Magic-body of apply to the Adept. do not gain any FX 1d4w per round. This
earth spell. Once a Only one Aura points even if they effect can benefit
being sinks to 100% can exist for a could benefit from creatures from the
or greater then they character at one them nor do they elemental plane of
also begin to time. This includes gain the ‘Fist of earth.
suffocate following auras from the other Stone’ benefit either. The effects of
those rules given in elemental magic. If a The duration of this either option last for
the Alternity new version of the option is the same as only 1 combat round
Gamemaster's Guide. same Aura is cast, or for the standard use per degree of
Game Masters need a one of a different of the spell. If a success. When this
to track the amount element is cast, both person resists being time elapses the
of % each individual cannot exist at the touched then they individual is returned
sinks and track same time. In any may impose their to the surface,
damage phase by case the best result Strength Resistance whether living or
phase accordingly. assumes position. If Modifier against the dead.
a new Aura is cast results of the spell.  Rank 12 –
Aura of the Earth but is not equal to or  Rank 8 - Sink: Elemental Form: At
(cost 3) greater than that in This optional benefit rank 12 the Adept is
effect, the spell has causes any touched so attuned to the
Duration: 10 minutes
no effect and the FX being to sink into the power of this spell
per degree of success
points are spent earth. Of course the that the aura of earth
Type: Personal
normally. This rule target must be transforms him into
Resist: None
includes any effect, standing on solid an earth elemental.
Range: Touch
positive or negative, ground and there When in the
Trappings: None
that may apply by must be sufficient elemental form the
Complexity: Simple
rank benefits from space for them to be Adept gains the
Marginal: No
this spell as well. encased in. If the elemental’s Armor
Description: This spell
 Rank 2 – Fist of ground is simple values, Magic
surrounds the caster
Stone: In addition to earth or dirt then the Resistance if any,
with a skin-tight,
the previous benefits effects of suffocation immunities to
centimeter thick dull
the Adept can use take effect Hazards and
gray aura. During
this spell to turn his immediately. If the environmental
the spells duration
clenched fist into area the target sinks effects, the ability to
the caster gains a +2
solid stone. When into is stone or ignore penalties from
Resistance Modifier
used in unarmed metallic ore then the stun, wound, and
vs. melee and ranged
combat a punch uses target also suffers mortal damage, as
attacks by creatures
a ‘d6’ instead of a 1d4s per phase. well as the
from the plane of
‘d4’ to determine Creatures from the elemental’s Strength
earth and a +1 vs.
damage. elemental plane of score if it is higher
any other elemental
creature. This bonus  Ranks 4, 8, & 12 earth are immune to than the Adept’s. In
- Earth Well: At rank this effect. If the addition the Adept
also acts as a Magic
4 the spell also effect is cast on gains the elemental’s
Resistance against
grants the Adept 1, 2, creatures from the method of attack.
Elemental Magic at
120
Chapter 4: Shared Magic
Any FX abilities This spell may power is Amazing drain any protective
inherent to the also be cast on then the loss is points in the process.
elemental are gained another but in order tripled. While this  Rank 8 – Body of
and are treated as to so the ‘Shared spell does not protect Iron: At rank 8 the
Super Power FX Aura’ option of this the character from protective benefits of
abilities for the spell must first be energy damage, this spell can now be
Adept. cast. The use of this those attacks do used to block Energy
The Adept retains option also requires drain the same (En) damage as well.
his other ability the Adept to pay FX number of points as
scores, action check points to maintain any other attack Commune with
score, and his the spell and 1 FX type. In addition
number of actions, point must be paid Impact damage or the Earth (cost 2)
last resorts, and for each person that from slow and Duration: Special
skills. This includes involved per round. continuous sources Type: Personal
FX abilities, however (constriction or Resist: None
psionic powers suffer crushing pressure) Range: None
Body of Earth Trappings: Solid and
a +1 penalty to their (cost 2) cause normal
use with the damage and do drain natural earth to
Duration: Special commune with.
exception of Ego points appropriately.
Type: Personal Complexity: Special
skills in the ‘Internal If the character
Resist: None Marginal: No
Ego’ category. The suffers an attack that
Range: Touch Description: This spell
elemental Adept can removes more points
Trappings: A person grants the Adept with
move only its walk than he currently
to be protected the ability to ask the
rate as determined has, the attack is
Complexity: Simple spirits of the earth
normally for a degraded by the
Marginal: Yes questions that they
character. number of points
Description: This spell would know about
Casting this remaining to the next
calls on the magic of the immediate
option is a simple attack value. For
the earth to protect a surroundings or lore
action and the result example if a
character. When the of the earth itself.
of the spell check character has two
spell is cast, the Answers to questions
determines the points remaining and
Adept, or anyone are given in short
quality of elemental is hit by an Amazing
person touched, sentences but are
the Adept becomes. attack, the attacks
receives a number of exact and simple in
If desired, the Adept strength would be
magical points that nature.
can attempt to reduced to Ordinary
are used to absorb The spirits will
transform into a in quality.
either Low Impact or answer what is asked
specific quality of If this spell is cast
High Impact damage. of them but do not
elemental by making on a person who
The quality of the elaborate the answer
a complex skill check. already has
casting determines nor they do they offer
The number of protective points
how many points are hinted information, or
successes required is from this spell in
gained: Marginal, 1d4 guess at questions
4, 7, and 10 for place, the new points
points; Ordinary, that the Adept might
Ordinary to Amazing override the old
1d4+1 points; Good, intend. Therefor if an
quality. One check is regardless of the
1d6+1 points; Adept asks the spirits
allowed per phase of number or either.
Amazing, 2d4+1 at a cave entrance if
casting. In no way  Ranks 3, 6, 9, &
points. When a 10 Orcs have passed
can an Adept become 12 – Increased
character is this way the answer
a Greater or more Protection: At the
successfully hit by an would be ‘no’ if only
powerful type of indicated ranks the
attack of the low 9 Orcs had. If the
elemental. Adept may grant a
impact or high same questions
After the initial cumulative +1 point
impact variety one simply stated “have
FX points are paid to to the die roll.
point is drained if the Orcs passed this
cast the spell the  Rank 4 – Body of
hit is Ordinary in way” then the
Adept must expend Stone: At rank 4 the
quality. If the attack answer would be
an additional FX point protective benefits of
is Good then two ‘yes’.
at the beginning of this spell are not lost
points are lost, and The Adept may
the next round, and to attacks that the
three are lost against attempt as many skill
each following round points cannot block.
an Amazing attack. checks as he has in
to maintain the This means that
In addition to this if ranks. Each check
effect. Otherwise the while an energy
the power of the result will allow
duration of this attack can still cause
attack is Good then answers for 1, 2, or 3
option is permanent. damage it does not
the points lost are questions for the
doubled and if the quality of the spell
121
Chapter 4: Shared Magic
check. Failures offer sufficient amount of A summoned cumulative penalty is
no answers and three earth must be elemental regards applied per quality of
failures prematurely present and it cannot the Adept with a the elemental
end the spell as with be in any refined or Hostile attitude and starting with
normal complex skill worked form. Before will attack him if it is marginal.
checks. A Critical the spell is cast the able. While this is  Rank 2 - Earth
Failure at any time Adept must the automatic Maul: At rank 2 the
also ends the spell. determine the quality starting attitude, it Adept can use the
One check is of the elemental that can be changed conjuring power of
allowed per minute is to be summoned. through the use of this spell to reach
and assumes the The quality of the Encounter skills as into the ground and
time to ask the elemental desired well as FX abilities pull forth a maul
question(s) and determines the that effect the same. made of solid stone.
receive the complexity of the If the Adept The maul has these
answer(s). The Adept spell as stated above. concentrates on statistics:
must be in full Therefor if an Adept controlling the
concentration and/or wanted to summon elemental then it is Damage 1d12s/1d8+2w/1d6+
prayer while using an Ordinary compelled to 1m
this spell. Any elemental then 4 perform, as the Adept Accurac 0
distraction, even successes are desires. If the Adept y
listening to another required. is unable to Actions 1
person for advice, The Game Master concentrate (taking Mass 6
immediately ends the may allow a damage or rendered Skill Melee Weapons-
spell. character to stop a unconscious) the bludgeon
As concerns lore summoning process elemental will move
about the earth itself, in order to procure an to engage the Adept. The Adept may
the spirits of earth elemental of less The Adept can regain add his Strength
will never divulge quality than was control with a damage modifier to
information that originally intended. success Resolve- any damage caused
could harm the This means that if the mental resolve and the maul also
power of earth or its Adept wished to check. An elemental adds +2 points of
balance in the grand summon a Good can be controlled up damage when used
scheme of things. quality elemental and to 30 meters per rank against inanimate
feared producing a from the Adept and objects or creatures
third failure then he while the Adept composed of stone,
could instead cannot sense what earth, or metal. The
Conjure Earth immediately summon the elemental can earth maul remains
forth one of Ordinary the control does not for the duration
Elemental (cost 2) quality. However this require line of sight. indicated for the
Duration: By quality of must be done when If a Critical Failure standard use of the
complex skill check: the forth check (or a is generated during spell. The maul is
Marginal, one Minute; single result that the summons the magical and resists
Ordinary, ten exceeds it) is desired quality of all FX powers with a
Minutes; Good, one successful. If the elemental appears +1 Resistance
Hour; Amazing, one Adept rolls further but cannot be Modifier even if the
Day. the he is committed controlled by means effect is beneficial.
Type: Influential- to summoning the of this spell. This  Rank 4 - Earth
Ranged by Accuracy good quality uncontrolled Wall: At rank 4 the
Resist: Special elemental. elemental remains on Adept may create a
Range: 10 meters Once the the Adept’s plane for wall of earth and
Trappings: The caster complex skill check is 1d4 minutes and stone in any open
must on solid ground. successful the then can return home area as long as the
Marginal: See below elemental will take if and when it is wall is no greater
Complexity: 2, 4, 7, or form and be able to ready to do so. The than 10 meters
10 checks required, act the next phase. spell lasts until the squared per rank of
one check allowed The summoning lasts duration expires, the the Adept. The earth
per phase. as indicated above elemental dies, or the wall can be no
Description: This based on the overall Adept successfully thinner than 2 meters
powerful spell allows quality of the casts Abjuration- at any given point
the caster to complex check (the dispel on the but can be shaped
summon an earth highest of anyone elemental. As into any geometric
spirit to the prime result with ties going concerns the last configuration
material plane. In to the lower quality). parameter a +1 however
order to do so a
122
Chapter 4: Shared Magic
hemispheres and cause that furthers succeeds then the Any opening, orifice,
exact shapes are not the earth’s goals. creature avoids the or tunnel created by
possible. The This does not include spell and does not this spell can be no
Durability of the wall making the Adept appear. The smaller than 1 meter.
is equal to one-half of rich. creature, if If an existing
the Arcanist’s skill  Rank 8 - Stone summoned, remains cavity or cavern or
score with this spell, Wall: The ‘Stone in this world for a hole is reached by
Armor is 1d6+1 vs. Wall’ option is the length of time equal use of this spell then
all attack types, and same as the ‘Earth to the standard use it terminates at that
the Toughness is Wall’ spell above with of this spell with junction. If the Adept
Good against all the following Elementals. wants a meter wide
attack types. The exceptions. The wall  Rank 12 - Iron tunnel, but is
wall has as many can now be as thin a Wall: The ‘Iron Wall’ unaware of an
sections as twice the 1-meter at any given option is the same as opening, the hole will
caster’s level. This point, can be shaped the ‘Stone Wall’ spell proceed in that
spell is effectively into any geometric above with the direction. Should an
permanent however configuration following exceptions. opening be
the wall can be including a The wall can now be encountered the hole
dispelled at any time. hemisphere or even a as thin as 10th of a will venture around it,
 Rank 6 - Conjure staircase, and Armor meter at any given following the path of
Earth: At rank 6 the is 2d4+1 vs. all point, can be shaped least resistance (like
Adept may summon attack types. into any geometric water flowing down
forth raw material  Rank 10 - configuration hill), and will return
from the plane of Creature of Earth: including spiked to its previous course
earth. This material At rank 10 the Adept protrusions and razor as soon as possible.
cannot be formed in may call forth sharp edges, and The Adept can
any specific shape creatures from the Toughness is ‘override’ this feature
and the area it enters plane of earth other Amazing. of the spell by simply
must not be occupied than its native spirits. stating so however.
by anything else. Creatures mentioned Dig (cost 3, learn 0) This spell may
The Adept may in Book 3, in the This skill cannot be also be used as an
conjure forth any Elementals chapter, used untrained attack against
type of unworked ore, include Dao, Pech, Duration: One phase creatures composed
stone, or mineral Xorn, and Sandlings. per rank of earth (earth
desired and the total The limit on what can Type: Influential- elementals, stone
mass of the conjured be summoned is only Ranged by Direct golems, etc.). When
element cannot limited by the Resist: None cast the creature
exceed 100 Adept’s knowledge of Range: 10 meters must be within 10
kilograms per rank of those beings. The Trappings: Solid meters of the Adept
the Adept. The aforementioned ground to be affected and if so it receives
conjured material beings are Complexity: Simple 1d4+1w/1d6+1w/1d4
may appear considered known Marginal: No m points of damage
anywhere with 30 and can be readily Description: The Dig for an ordinary to an
meters of the Adept. summoned. spell takes earth on amazing success.
Using this ability Casting the spell this plane and This effect is
to summon forth any requires a total of 6 returns it to the plane instantaneous and
type of material other skill checks with one of earth leaving a cannot be used in
than dirt, sand, or check allowed per void that mortals call tandem with the
soil is cause for a loss minute. Once the tunnels. Once cast standard use of the
of Standing and any spell is complete the this spell allows the spell.
other penalties that quality of the Adept to make
the loss may imply. complex skill check disappear a mass of Distance
Though the resources applies a 0/+2/+4 natural earth and
of the earth may modifier to the Distortion (cost 2,
stone equal to 2 learn -1)
seem limitless, the desired being’s square meters per
wanton or Resolve-mental This skill cannot be
rank per phase. The
squandering uses of resolve check. If this used untrained
beginning point of
the earth’s resources check fails then the Duration: One combat
earth removal must
angers those spirits. creature is round per rank
be no further than 10
The loss to Standing summoned and acts Type: Influential-
meters from the
can be avoided as as if Fanatic in Ranged by Direct
Adept but the actual
long as such material attitude towards the Resist: Magic
terminus of the spell
is summoned for a Adept. If the check Resistance only
effect is variable.
Range: 30 meters
123
Chapter 4: Shared Magic
Trappings: An dimensions. In such be healed as stated caused increases by
enclosed passage or a case the effect above. +1.
tunnel ends where the If a Good success  Rank 6 – Stone of
Complexity: Simple dimensional anomaly is generated the Sharpening: This
Marginal: No begins. This spell Adept may heal up to optional use of the
Description: This spell cannot be selective two elemental effects spell can effect as
causes an enclosed about who it effects that caused damage. many whetstones as
passage or tunnel however the Adept If the result is per the normal use of
that is no longer than may end the spell at Amazing then up to the spell. When done
10 meters per rank of anytime. three effects can be so, and the stone is
the Adept to healed. used to sharpen a
magically expand it’s Elemental This spell may bladed weapon, a
dimensions so that it also be used to heal weapon causes +1
is x2, x3 or x5 longer Bonding (cost 3, Elementals of any point of damage.
in depth. The learn +1) type of damage. In This bonus remains in
diameter of the This skill cannot be this case the quality effect for 1 day per
tunnel cannot be used untrained of the success heals degree of success of
greater than 5 Duration: 1d4-1, 1d4, or 1d4+1 the spells casting.
meters per rank of Instantaneous mortal points of
the Adept however Type: Personal damage. If all mortal
Resist: Magic
Passwall (cost 3,
this diameter does points are healed learn +1)
subtract from the Resistance then the remaining
Range: Touch This skill cannot be
maximum effective points heal wound,
Trappings: A person used untrained
range of the spell. and then stun if all
wounded by an Duration: 1 hour per
All persons in the wounds are healed.
elemental force degree of success
tunnel or passage
Complexity: Simple Type: Influential-direct
move and otherwise Magic Stone (cost
Marginal: No Resist: None
react to the alteration 1)
Description: This spell Range: 10 meters
as if it were real.
allows the Adept to Duration: Special Trappings: A solid wall
This means that if the
heal damage caused Type: Influential-direct to be made passable
spell were cast on a
to a being by an Resist: None Complexity: Simple
10 meter long area
elemental force. This Range: Touch Marginal: No
and a good result
includes just about Trappings: Natural, Description: This spell
achieved the area
any type of naturally small stones creates a visible
would act as if it were
occurring damage Complexity: Simple opening in a wooden,
30 meters long. A
like being burned, Marginal: No stone, or plaster wall,
like division (#/2,
suffocation, Description: This spell but not other
#/3, #/5) may also
drowning, or being causes small rocks to materials. The spell
shorten the distance
caught in an become deadly causes a 12 meter
if a distant location
avalanche. The spell missiles. When cast cubic opening to
was desired to be
can heal all such the Adept can effect appear. No
closer. While this is
damage caused but 1, 2, or 3 stones by dimension of the
beneficial to escape
only by one source. degree of success per cube may be less
or other maneuvers,
Therefor if a rank (i.e. 1 to 36 than 2 meters. If
certain terrain
character had stones). When dispelled the passage
features like cliffs,
suffered 4 points of thrown each stone closes away from
chasms, or traps
wound damage by causes damage as a those in it ejecting
cannot be avoided by
fire and then fell for 6 club and are them out of the area.
shrinking a tunnels
wound points of considered Hi/O in If a Dexterity feat
distance.
damage, the Adept type. The duration of check or an
This effect is
could heal all the the spell is Acrobatics-dodge
dimensional in nature
damage caused by permanent for each check is failed then
and can be effected
either the fire or the stone until they are the ejected person(s)
by spells that
fall. thrown at which time suffers 2d4 points of
manipulate such
Damage caused the stone becomes stun damage (Li/O).
things. Also, the
by creatures, normal again  Rank 3 - Meld
spell cannot
poisons, disease, any regardless of a hit or into Stone: This
manipulate distances
type of weapon, or miss. spell option allows
or objects that
magical energy  Ranks 4, 8, & 12 - the Adept to meld his
already alter
cannot be healed by Increased Damage: body into natural
dimensions or
this spell. However At the indicated stone or earth. The
provide access to
GRAPH effects that ranks the damage duration of this effect
other worlds or
cause damage can is 1 minute per rank
124
Chapter 4: Shared Magic
of the Adept and this check can be used results last for 1 Game Master
option may only made to find it. Minute per rank, may require a
benefit the Adept or Good results last for Creativity-
another person Transmute Earth 1 Hour per rank, and sculpting check,
touched. This effect (cost 3) Amazing results are or other related
does not render the permanent. The ability, to add
Duration: See below
character immune to effect is magical any specific
Type: Influential-
attacks even from however and can be details. All new
Ranged by Direct
stone weapons, it dispelled and can shapes must
Resist: None
merely allows the also be reversed by remain with the
Range: 30 meters per
character to phase the Adept at any original mass of
rank
into natural stone time. The Adept can the object or a
Trappings: An earth
and earth for the change one item per +1 base penalty
based substance to be
duration. If the casting of the spell is applied as for a
effected.
duration expires and that has a mass no size/mass
Complexity: Simple
the character is still greater than 100 kg modification as
Marginal: No
in the earth or stone or a 2 meter cube per detailed above.
Description: This spell
then 2d4w are rank. The three 3) Mineral
allows an Adept to
suffered (Li/O) unless types of conversions are
change earth based
a Constitution feat modifications (and based on a
substances in one,
check or a Stamina- any incumbent penalty or bonus
two, or even three
endurance check are Situation Modifiers) applied to the
major ways. The first
passed. are detailed next. spell check which
change can be the
 Ranks 4, 8, & 12 1) Size and mass is determined by
size and mass of the
– Increased modifications the type of
object, the second is
Duration: At the apply no penalty conversion
the item’s shape and
indicated ranks the as long as the involved. Earth
features, and finally
duration of the spell item is not includes soil, dirt,
the Arcanist can
increases to 2 hours, enlarged or sand, and other
modify the items
3 hours, and 5 hours reduced to 10% non-solid
earthen composition.
per degree of or it’s original deposits. Stone
The real crux of
success. mass or size per includes all hard
this spell is
 Rank 9 - Phase rank of the and soft minerals
determining what the
Door: This spell caster. Every like granite,
Adept wants to do
causes an area of a 10% beyond this quartz, obsidian,
and then applying a
wooden, stone, or imposes a agate, and
modifier based on
plaster wall to cumulative +1 crystal.
the changes desired.
become intangible penalty to the Precious Stone
Each change is
and thus passable by casting of the include amethyst,
detailed below but it
solid beings. The spell. Every 10% jade, opals,
is important to note
Adept can effect an increases or rubies, diamonds,
that several changes
area no greater than decreases the and topaz.
can apply to one item
16 cubic meters (a items Durability Metals are basic
with only one casting
2x2x4 passage). This score by 1 point ores with iron ore
of the spell. For each
area can be to a minimum of most common
change beyond the
increased with 1. Toughness however copper
first a cumulative +1
multiple castings of and Armor and other non-
penalty is applied to
the spell. The effect remain smelted metals
the spell. Additional
of the spell does not unchanged. are available.
penalties may apply
alter the use of the 2) Features and Rare Metals
depending on each
area. This means shapes never include mithral,
individual change as
that cave-ins are impose a penalty. silver, gold, as
described below.
avoided, as are The restriction of well as smelted
This spell cannot
structural collapses. this option is that metals like
modify the
The spell does not no complex or bronze and steel.
temperature of a
disallow specific moving parts can Wood is
substance however.
persons or beings be added to the allowable only
Therefor the Adept
from using the new shape. If the with non-living
cannot change a rock
passage. If a person Adept attempts examples. Living
into molten lava.
suspects that such a to create a stone trees cannot be
The duration of
passage exists, an image of effected by this
this spell is based on
Investigate-search someone or spell. Flesh as
the result of the skill
something the an option is
check. Ordinary
125
Chapter 4: Shared Magic
limited to any -1 0 0 +1 +2 pebble leaves the Tremors (cost 4,
single being that Adept’s hand in turns learn +1)
qualifies by the 0 0 0 0 +2 into a boulder as
+1 0 0 0 0 This skill cannot be
amount of mass does damage as if
+2 +3 +3 +3 +3 used untrained
that can be hurled from a Heavy
n/a +4 +4 +4 +4 Duration: Special
effected. The Catapult. The Adept
Type: Influential-
target receives a may also include
It goes without Ranged by Accuracy
Resolve-physical another pebble in the
saying that multiple Resist: See below
resolve check to spell for each rank
castings of this spell Range: 30 meters per
avoid the spell above 7th. These
may be used on any rank
which is modified additional pebbles
one subject. Each Trappings: Solid
on a by accuracy must also be thrown
separate change ground within the area
basis. If a in consecutive
however has its own of effect
mineral is turned phases by the next
duration and may Complexity: See
into flesh then a available action or
create some below
non-living body is their magic is lost as
interesting situations Marginal: No
formed in the well.
as each Description: This spell
case of a statue  Ranks 4, 8 & 12 –
transmutation wears allows the Adept to
while other Easier Casting: At
off. When the create tectonic
minerals create the indicated ranks
duration ends (or vibrations within the
an unidentifiable the Adept gains a
when the effect is ground in the area of
meat that quickly cumulative 1 step
dispelled) the item effect. This spell is
rots. Bodies from bonus to the
returns to its normal very demanding and
statues have no modifiers on the
state unless it is is exhausting to use.
‘assigned’ soul conversion table
destroyed (i.e. losing The initial use of the
and grant a –2 above. In no case
all of its mortal spell requires the
Situation Modifier can this modifier
points). Even Adept to spend a full-
to animation or improve the situation
modifications like uninterrupted combat
possession to a –1 or better step.
turning someone’s round (12 seconds) in
magic.  Ranks 4, 8 & 12 -
sword into sand will concentration. At the
Once turned to Glass: At rank 4 the
return the sword end of this time a
stone the target Adept can effect a
when the duration spell check is rolled
uses its normal mineral conversion
ceases even though and 1 FX point is
durability score into glass which
the logic of the expended. Any
however armor and applies no modifier to
situation would seem success causes
toughness are than the spell unless sand
that the sand would tectonic vibrations
of the substance or stone are the
spread out and could within 10 meters of
turned into. The subject, which
be dispersed. Don’t the point selected. If
character suffers applies a –1 Situation
worry about logic too a failure is rolled the
any damage Modifier to the check.
much, it is after all Adept must
normally. If arms or Flesh cannot be
magic. The effects immediately roll a
other limbs are turned into glass. At
that this spell may fatigue check and 2
broken off can be rank 8 any allowed
have on magical FX points are paid. If
healed by Aid- mineral may be
items varies but is a Critical Failure is
regenerate once converted into glass
detailed in Chapter rolled 3 FX points are
the character is however it still
12: FX Items. paid, 1 fatigue is
returned to his retains its normal
 Rank 4 - Pebble automatically
normal form. All strength. At rank 12
to Boulder: Similar assumed and a
possession that are normal glass can be
to the magic stone fatigue check is also
on the target, or made as hard as
spell, this option required.
those that are in steel.
allows the Adept to Once successfully
hand, are turned  Ranks 6 & 12 -
empower a pebble to cast the Adept may
into the selected Increased
turn into a boulder then opt to continue
mineral as well. Duration: At rank 6
once hurled. After with spell. If this is
Flesh cannot be all Good results are
the phase the spell is done the spell check
turned into Earth permanent and
cast the pebble must must be made the
nor can it be turned Ordinary results last
be thrown on the next phase. If so
into another type of for one hour per
next available action then a successful
flesh. degree of success.
or the magic is lost. check expands the
At rank 12 any
Range and accuracy area of effect by 10
ion E S PS M RM success is
are determined by more meters. This
permanent.
0 0 +1 +2 +3 the Adept’s Athletics- costs another FX
0 0 +1 +1 +2 throw skill. When the point and if a failure
126
Chapter 4: Shared Magic
is rolled the ability to within the area of Many of these cannot exist at the
continue the spell is effect for every spells require that a fire same time. In any
terminated. Failure additional FX point of varying size is case the best result
and Critical Failure spent. Cracks and present. This is no assumes position. If
results are fissures may be up to different than earth of a new Aura is cast
determined as stated 2 meters wide and but both of those but is not equal to or
above. may be widened with elements are rather greater than that in
All persons in the by 2 more meters per easy to come by. Fire is effect, the spell has
area of effect and FX point spent. The common but burns no effect and the FX
who are on the fissure runs the itself out rather easy points are spent
ground must roll an length of the existing and for this reason normally. This rule
Acrobatics-fall or area of effect. Adepts who use this includes any effect,
Dexterity feat check Avoiding a fissure broad skill usually have positive or negative,
per phase against requires a Dexterity the means to start a that may apply by
Impact damage for feat check or an fire in short order. rank benefits from
an Extremely Short Acrobatics-dodge this spell as well.
fall. Damage is check. A penalty Aura of Fire (cost  Rank 2 – Fire
considered High equal to +2 or +1 is 3) Gauntlet: At rank 2
Impact in nature. applied if the person the caster can use
Duration: 10 minutes
Modifiers are based is Prone or this spell (in addition
per degree of success
on the last success sitting/kneeling as to its other benefits)
Resist: None
generated so that an explained above. to create a nimbus of
Range: Touch
Ordinary result  Ranks 4, 8, & 12 flames around one of
Trappings: None
imposes no penalty, – Increased Area of the caster’s hands
Complexity: Simple
a Good result Effect: At the and any weapon in
Marginal: No
imposes a +1 indicated ranks the that hand. The flame
Description: This spell
penalty, and an initial area of effect inflicts d4w/d6w/d8w
surrounds the caster
Amazing result increases to 15, 20, (En/O) in addition to
with a skin-tight,
imposes a +3 and 30 meters. any other damage
centimeter thick
penalty. This Maintaining the spell the character would
flickering red aura.
changes from phase still only increases normally cause. The
During the spells
to phase as the spell the area by 10 caster may also
duration the caster
is continued. meters for future attempt to ignite a
gains a +2
Regardless of checks. target with a
Resistance Modifier
damage a person  Ranks 6 & 12 – successful attack. In
vs. melee and ranged
who fails a check is Increased Damage: the case damage is
attacks by creatures
considered prone (-2 At rank 6 damage is not rolled, rather the
from the plane of fire
bonus to attackers) considered as if a victim rolls a
and a +1 vs. any
and those that Short fall. At rank 12 Constitution feat
other elemental
generate an ordinary damage is treated as check vs. a fire
creature. This bonus
or good results are if a Medium fall. The hazard which is
also acts as a Magic
sitting/kneeling (-1 penalties associated modified as if by an
Resistance against
bonus to attackers). with being prone or Attack-accuracy
Elemental Magic at
Characters who roll in a sitting/knelling spell. These benefits
those values stated.
Amazing results position remain the lasts until
In addition the caster
suffer no ill effects. same. successfully used in
gains a –1 Situation
Earth elementals and an attack. At the
Modifier to the

Fire Magic
creatures from that caster’s option, an FX
casting of any Fire
plane are immune to point can be spent
Magic spell, and a
these effects and and the gauntlet can
(cost 7, learn +1) Good toughness vs.
may act normally. be reinstated as long
Fire magic calls on Fire spells and
Objects, buildings, as the spell is still in
the spirits of flame to hazards for the spell
and walls roll effect.
aid the caster or to duration.
Durability checks  Ranks 4, 8, & 12
attack his enemies. Only one Aura
against the Impact - Fire Conjunction:
Being as voracious as can exist for a
damage as At rank 4 the spell
fire itself, the spells in character at one
determined for also grants the Adept
this group are more time. This includes
characters. 1, 2, or 3 bonus FX
attack oriented as most auras from the other
If the Adept desires points (determined
can cause direct elemental magic. If a
cracks and fissures by the degree of
damage to those new version of the
may also appear. success) that can be
unfortunate enough to same Aura is cast, or
Doing this allows a used to power Fire
be down range. a one of a different
crack to appear Magic spells only.
element is cast, both
127
Chapter 4: Shared Magic
These points  Rank 12 – specific quality of successfully strikes a
disappear, if unused, Elemental Form: At elemental by making person who has this
when the spell rank 12 the Adept is a complex skill check. shield in effect with a
duration ends. At so attuned to the The number of melee or unarmed
rank 8 the bonus power of this spell successes required is attack automatically
points gained are the aura of fire 4, 7, and 10 for takes 1d4+1 points
doubled and at rank transforms him into a Ordinary to Amazing of wound damage
12 they are tripled. fire elemental. When quality. One check is that is type En/O.
 Rank 6 - Shared in the elemental form allowed per phase of The caster cannot
Aura: At this rank the Adept gains the casting. In no way use the shield in
the power of the aura elementals Armor can an Adept become melee to cause
can be cast on values, Magic a Greater or more damage however,
another person. Resistance if any, powerful type of and neither can it
Other persons immunities to elemental. ignite combustible
receiving this benefit Hazards and After the initial materials.
do not gain any FX environmental FX points are paid to  Ranks 4, 8, & 12
points even if they effects, the ability to cast the spell the – Cleansing Flame:
could benefit from ignore penalties from Adept must expend At rank 4 the spell
them nor do they stun, wound, and an additional FX point allows the Adept to
gain the ‘Fire mortal damage, as at the beginning of re-roll all feat checks
Gauntlet’ benefit well as the the next round, and against poison as
either. The duration elementals Dexterity each following round long the poison is
of this option is the score if it is higher to maintain the causing damage of
same as for the than the Adept’s. In effect. Otherwise the some type. Such
standard use of the addition the Adept duration of this results cannot be
spell. If a person gains the elementals option is permanent. worsened by the re-
resists being touched method of attack. This spell may roll. At rank 8 the
then they may Any FX abilities also be cast on Adept automatically
impose their Strength inherent to the another but in order heals 1d4+1 wound
Resistance Modifier elemental are gained to so the ‘Shared or stun when first
against the results of and are treated as Aura’ option of this cast. At rank 12 all
the spell. Super Power FX spell must first be poisons are
 Rank 8 - Blaze: abilities for the cast. The use of this eliminated from the
This optional benefit Adept. option also requires Adept’s system and
causes any target The Adept retains the Adept to pay FX the spell heals 1d4+1
within 30 meters of his other ability points to maintain mortal, wound, or
the caster to erupt in scores, action check the spell and 1 FX stun.
flames. The target score, and his point must be paid  Ranks 5 & 10 –
takes 1d6+1 points number of actions, for each person Increased
of wound (En/G) last resorts, and involved per round. Protection: At the
every phase until the skills. This includes indicated ranks the
spell ends. Armor FX abilities, however Body of Fire (cost Adept the protection
protection does apply psionic powers suffer 2) of the spell increases
to each phase’s a +1 penalty to their to +2/+2/+4 at rank
Duration: 10 minutes
damage. The flames use with the 5 and to +3/+3/+5 at
per degree of success.
are very magical in exception of Ego rank 10.
Type: Personal
nature and cannot be skills in the ‘Internal
Resist: Strength
extinguished by Ego’ category. The Commune with
Range: Caster or
mundane means. elemental Adept can
Only Abjuration- move only its run and
person touched. Flames (cost 4)
Marginal: Yes Duration: Special
dispel, Invocation-ice, walk rate as
Description: This spell Type: Personal
Elemental magic and determined normally
surrounds the spell Resist: None
creatures of varying for a character.
caster with a shroud Range: None
types, or other Casting this
of flame. In addition Trappings: A burning
similar FX powers can option is a simple
to protecting the fire.
effect the attack. action and the result
caster from GRAPH Complexity: Special
Psionic powers of the spell check
heat categories Marginal: No
cannot effect the determines the
ranging from H1 to Description: This spell
blaze in any way. quality of elemental
H4 the armor also grants the Adept with
The duration of this the Adept becomes.
provides protection of the ability to ask the
option is 2 phases If desired, the Adept
+1/+1/+3 vs. Li, Hi, spirits of fire
per degree of can attempt to
and En damage. questions that they
success. transform into a
Anyone who would know about
128
Chapter 4: Shared Magic
the immediate spirits of fire will originally intended. the elemental can
surroundings or lore never divulge This means that if the the control does not
of fire itself. Answers information that Adept wished to require line of sight.
to questions are could harm the summon a Good If a Critical Failure
given in short power of fire or its quality elemental and is generated during
sentences but are balance in the grand feared producing a the summons the
exact and simple in scheme of things. third failure then he desired quality of
nature. could instead elemental appears
The spirits will Conjure Fire immediately summon but cannot be
answer what is asked forth one of Ordinary controlled by means
of them but do not Elemental (cost 2) quality. However this of this spell. This
elaborate the answer Duration: By quality of must be done when uncontrolled
nor they do they offer complex skill check: the forth check (or a elemental remains on
hinted information, or Marginal, one Minute; single result that the Adept’s plane for
guess at questions Ordinary, ten exceeds it) is 1d4 minutes and
that the Adept might Minutes; Good, one successful. If the then can return home
intend. Therefor if an Hour; Amazing, one Adept rolls further if and when it is
Adept asks the spirits Day. the he is committed ready to do so.
of a campfire if 10 Type: Influential- to summoning the The spell lasts
Orcs have passed Ranged by Direct good quality until the duration
this way the answer Resist: Special elemental. expires, the
would be ‘no’ if only Range: 10 meters Once the elemental dies, or the
9 Orcs had. If the Trappings: A fire that complex skill check is Adept successfully
same questions is at least 1 meters successful the casts Abjuration-
simply stated “have cubed in size must be elemental will take dispel on the
Orcs passed this in range. form and be able to elemental. As
way” then the Marginal: See below act the next phase. concerns the last
answer would be Complexity: 2, 4, 7, or The summoning lasts parameter a +1
‘yes’. 10 checks required, as indicated above cumulative penalty is
The Adept may one check allowed based on the overall applied per quality of
attempt as many skill per phase. quality of the the elemental
checks as he has in Description: This complex check (the starting with
ranks. Each check powerful spell allows highest of anyone marginal.
result will allow the caster to result with ties going  Rank 2 – Fire
answers for 1, 2, or 3 summon a fire spirit to the lower quality). Blade: At rank 2 the
questions for the to the prime material A summoned Adept can use the
quality of the spell plane. In order to do elemental regards conjuring power of
check. Failures offer so a fire that is at the Adept with a this spell to reach
no answers and three least 1 meters in all combative attitude into a fire and pull
failures prematurely dimensions must be and will attack him if forth a blade
end the spell as with within spell range. it is able. If the composed of solid
normal complex skill Before the spell is Adept concentrates flame. The blade has
checks. A Critical cast the Adept must on controlling the these statistics:
Failure at any time determine the quality elemental then it is
also ends the spell. of the elemental that compelled to Damage 1d4+1w/2d4w/1d4+1
One check is is to be summoned. perform, as the Adept m
allowed per minute The quality of the desires. If the Adept Accurac 0
and assumes the elemental desired is unable to y
time to ask the determines the concentrate (taking Actions 3
question(s) and complexity of the damage or rendered Mass 2
receive the spell as stated above. unconscious) the Skill Melee Weapons-
answer(s). The Adept Therefor if an Adept elemental will move blades
must be in full wanted to summon to engage the Adept.
concentration and/or an Ordinary The Adept can regain The Adept may
prayer while using elemental then 4 control with a add his Strength
this spell. Any successes are success Resolve- damage modifier to
distraction, even required. mental resolve any damage caused
listening to another The Game Master check. An elemental and the blade and
person for advice, may allow a can be controlled up the blade causes +2
immediately ends the character to stop a to 30 meters per rank points of damage
spell. summoning process from the Adept and against any creature
As concerns lore in order to procure an while the Adept composed of water or
about fire itself, the elemental of less cannot sense what ice. The fire blade
quality than was
129
Chapter 4: Shared Magic
may also be used to maintains meters and penalties the Invocation-magic
catch inanimate concentration on it. are at a base of +3. fire spell. The sole
objects on fire as If the concentration  Rank 10 - exception between
well. The attack end the wall lasts for Creature of Fire: At this spell option and
gains a –1 Situation 5 combat rounds per rank 10 the Adept Fireball is that the
Modifier if the item is degree of success. may call forth area of effect is equal
only touched (no As with the standard creatures from the to a Wall of Fire for
damage weapon version of this spell a plane of fire other that Adept.
damage caused) and fire of no less than 1 than its native spirits.
if the item is worn or meter cube must be Creatures mentioned Elemental
held the defender present in order to in Book 3, in the
may apply his conjure a wall of fire. Elementals chapter, Bonding (cost 3,
strength Resistance  Rank 6 - Conjure include Effreti, learn +1)
Modifier the attack. Fire: At rank 6 the Salamander, Fire This skill cannot be
If hit the item must Adept may summon Snake, and Azer. The used untrained
roll a Durability check forth fire from that limit on what can be Duration:
against a Heat plane. The Adept summoned is only Instantaneous
hazard. This roll is may conjure forth a limited by the Type: Personal
modified by +2 if the total area of 2 cubic Adept’s knowledge of Resist: Magic
attack is Good or by meters worth of pure those beings. The Resistance
+4 if Amazing. flame per rank and aforementioned Range: Touch
The fire blade the conjured fire may beings are Trappings: A person
remains for the appear anywhere considered known wounded by an
duration indicated for within 10 meters of and can be readily elemental force
the standard use of the Adept. The area summoned. Complexity: Simple
the spell. The blade may be occupied. All Casting the spell Marginal: No
is magical and resists beings and objects in requires a total of 6 Description: This spell
all non-psionic FX such an area must skill checks with one allows the Adept to
powers with a +1 roll Constitution feat check allowed per heal damage caused
Resistance Modifier checks against a fire minute. Once the to a being by an
even if the effect is hazard. Fire spirits spell is complete the elemental force. This
beneficial. could care less what quality of the includes just about
 Ranks 4 - Wall of the Adept conjures complex skill check any type of naturally
Fire: This spell the fire for and as applies a 0/+2/+4 occurring damage
option creates a wall such there is no risk modifier to the like being burned,
of roaring flames that of losing Standing for desired being’s suffocation,
encompasses a total wanton or excessive Resolve-mental drowning, or being
area of 20 square use of this option. resolve check. If this caught in an
meters. The wall can Unlike the check fails then the avalanche. The spell
have any shape that standard rules of the creature is can heal all such
the caster desires spell no fire need be summoned and acts damage caused but
however the present when casting as if fanatic in only by one source.
minimum dimension this spell. The attitude towards the Therefor if a
of any part of the duration of this Adept. If the check character had
wall is 1 meter. This option is succeeds then the suffered 4 points of
option does not have Instantaneous and all creature avoids the wound damage by
effect on a Marginal fire conjure will spell and does not fire and then fell for 6
result. vanish unless appear. The wound points of
The wall provides material in the area creature, if damage, the Adept
light cover (+1 is set on fire. This summoned, remains could heal all the
penalty) to all who additional fire(s) will in this world for a damage caused by
attack through the burn normally. length of time equal either the fire or the
wall and any who  Ranks 8 & 12 – to the standard use fall.
come into contact Greater Wall of of this spell with Damage caused
with the wall must Fire: At rank 8 the Elementals. by creatures,
roll a Constitution total area of the spell  Rank 12 - poisons, disease, any
feat check against a increases to 40 Firestorm: This rank type of weapon, or
fire hazard. Those meters and all benefit option is an magical energy
who actually pass penalties for feat improvement on the cannot be healed by
through it suffer a +1 checks are at a base ‘Conjure Fire’ option this spell. However
penalty to the roll. of +1. At rank 12 the above and behaves GRAPH effects that
The wall remains area increases to 80 exactly as the rank 5 cause damage can
as long as the Adept ‘Fireball’ benefit for be healed as stated
above.
130
Chapter 4: Shared Magic
If a Good success be struck. If a Critical or raise the intensity to glimmer and
is generated the Failure is rolled the of the fire at will as gossamer so that any
Adept may heal up to spell only costs 2 FX long as the increase person who sees it
two elemental effects points. does not exceed that suffers a +1, 2, 3
that caused damage.  Ranks 4 & 8 - determined by the penalty to resist
If the result is Multiple Spheres: spells casting. The encounter skills or FX
Amazing then up to At rank 4 the spell Adept may cause a powers that do the
three effects can be creates a second fire to extinguish if same (Enchantment
healed. sphere that may be desired, however this spells, telepathic
This spell may cast at the same option cannot be Mind Control powers,
also be used to heal target or at another used on fires not in etc.). This modifier
Elementals of any at no penalty for control of the Adept may also apply as a
type of damage. In doing so. At rank 8 himself. This bonus to the use of
this case the quality the spell creates includes other spells those same abilities
of the success heals three spheres. in this broad skill like as long as only one
1d4-1, 1d4, or 1d4+1  Rank 12 – Power the Wall of Fire option application of the
mortal points of Increase: At rank 12 under Conjure Fire bonus or penalty is
damage. If all mortal the spheres’ damage Elemental. used in the same
points are healed type increases to The spell may phase or situation.
then the remaining En/G. also be used for a The intensity of
points heal wound, more dramatic effect this option is such
and then stun if all to cause any fire that that player
wounds are healed. produces smoke to characters are guided
cloud an area with in action by the
Fire Attack (cost 1) smoke and cinders in results of their die
Duration: Fire Charm (cost 2, a blinding flash. All rolls, not by stating
Instantaneous beings who are within that they wish to
learn 0) 30 of the flash must resist as can be the
Type: Attack-Ranged This skill cannot be
by Direct roll a Resolve- case with torture or
used untrained
Resist: DEX physical resolve interrogations. The
Duration: One minute
Range: Rank by check or be blinded spell ends if
per degree of success
10/20/30 meters as for the rules for dispelled, the
Type: Influential-
(Modifiers: 0/+1/+2) ‘flash blinding’ in duration expires, or if
Ranged by Direct
Complexity: Simple Chapter 8: Gamers in the fire is
Resist: None
Trappings: None Action of book 1. extinguished.
Range: 30 meters
Marginal: No This effect also  Rank 4 - Heat:
Trappings: A fire that
Description: This spell rapidly fills an area This spell option
is at least 1 cubic
forms a sphere of fire equal to 10, 20 or 30 causes any inanimate
meter in size.
in the caster’s open times the size of the object to begin to
Complexity: Simple
hand that can be cast fire itself. Al those in heat up. Doing so
Marginal: No
at a target with in the the area of the requires that the
Description: When
spell’s range. The smoke must roll a Adept concentrates
first learned the
damage caused is Constitution feat and if concentration
Adept may increase
(En/O) and does against Heat and is broken the spell
the amount of light
d4+1w/d6+1w/d4m. Smoke per phase. ends. Regardless of
produced by a fire by
Despite the nature of This effect remains rank or degree of
1, 2, or 3 degrees as
the sphere it does for one phase per success the Heat
per the rules for
not have sufficient rank of the Adept. option uses its own
illumination in
strength to cause a Using the second scale to determine
Chapter 8: Gamers in
fire hazard however option, often called damage. On the first
Action of book 1.
any object struck by Pyrotechnics, phase after the spell
This increase also
the sphere must roll extinguishes the fire is cast the object rolls
effects the heat of
a durability check source used. Magical a durability check at
the fire so that
against heat and can sources, regardless of a –2 bonus against a
checks against fire
possibly be set origin cannot be used heat hazard. On the
damage suffer a +1,
ablaze. to fulfill this spell. following phases this
2, or 3 penalty. This
Casting this spell The smoke may be modifier lowers per
increased heat may
costs only 1 FX point dispersed by winds or phase by 1 step until
cause the fire to burn
regardless of the may linger longer if a +2 penalty is
out its fuel source
result generated. If a in an enclosed area. reached. At that
faster as determined
miss is rolled then it  Rank 2 - Moths to point the process
by the Game Master.
is possible for other, the Flame: This reverses until a –2
During the duration
near by targets may option causes a fire modifier is reached
the Adept may lower
131
Chapter 4: Shared Magic
again and the spell same holds true for a to normal if a miss the spells duration
ends. bonfire. occurs. increases to 2 hours
If the object is Fire created by  Ranks 4, 8, & 12 - or 2 months
held or worn (like this spell does not Increased Damage: depending on the
armor or a helmet) require a fuel source At the indicated option that the caster
the wearer must also to burn nor does it ranks the damage chooses. At rank 8
roll a Constitution diminish the original caused increases by the spells duration
feat check using the flame in any way. +1. At rank 12 the increases to 3 hours
same modifiers Therefor lines of fire damage is also or 3 months. At rank
against heat as well. may move across ice considered Amazing 12 the spells duration
While swords and or even water with in power. increases to 4 hours
helms may be out extinguishing and or 4 months.
removed or dropped such a surface would Fire Trap (cost 2,
easily armor may be remain relatively Quench (cost 3,
learn +1)
another matter. Use unharmed. learn 0)
This skill cannot be
the Armor  Rank 10 -
used untrained This skill cannot be
Optimization-heavy Incendiary Cloud:
Duration: One hour or used untrained
armor skill to This spell effect is an
until the trap is sprung. Duration: One phase
determine how improvement on the
Type: Attack-special per rank
quickly a suit of ‘Pyrotechnics’ option
Resist: None Type: Influential-
armor may be for the standard use
Range: Touch Ranged by Direct
removed. of the spell. When
Trappings: An object Resist: None
 Rank 6 - cast this option
to be trapped Range: 10 meters
Everburning: This changes the hazard
Complexity: 4 Trappings: An area
spell option causes of the smoke and
success, one check that contains fire
any naturally existing heat to that of fire.
allowed per round Complexity: Simple
fire to never burn out All other aspects of
Marginal: Yes Marginal: No
its fuel source. The the spell remain the
Description: This spell Description: The
effect is magical and same.
allows the caster to Quench spell takes
can be dispelled. If
place a magical trap fire on this plane and
this is the case the
on any closeable returns it to the plane
fire will proceed to Fire Seeds (cost 4, item or object that is of fire. Once cast this
burn out normally learn +2) no larger than 2 spell allows the Adept
again.
This skill cannot be cubic meters in size. to make disappear an
 Rank 8 - Animate
used untrained The next time the area of natural fire
Fire: By casting this
Duration: Special object is opened the equal to 2 square
option the Adept can
Type: Influential- trap explodes meters per rank per
animate a fire to
Ranged by Direct inflicting d4m points phase. The
spread. In one phase
Resist: DEX of damage to anyone beginning point of
the fire can move in a
Range: Touch within contact within, the quenching must
line no longer than 1
Trappings: Living d6+2 points of be no further than 10
meter per rank of the
seeds or fruit pits. wound damage to all meters from the
Adept. The width of
Complexity: Simple within 2 meters, and Adept but the actual
the line is equal to
Marginal: No d4+2 points of terminus of the spell
the width of the
Description: This spell wound damage to all effect is variable.
source itself. The
causes seeds or fruit within 4 meters. All Any path or opening
duration of any fire
pits to become damage is En/O. The created by this spell
spread is equal to
deadly missiles. object also suffers d4 can be no smaller
one phase per rank
When cast the Adept points of mortal than 1 meter in area.
of the Adept and the
can effect 1 seed or damage as well. At This spell may
Adept may also have
pit per degree of the end of the spell’s also be used as an
the flames continue
success. When casting, the attack against
spreading during this
thrown each seed is character can opt to creatures composed
duration if desired.
treated as if a Fiery spend an additional of fire (fire
The intensity of the
Grenade as described FX points to extend elementals,
fire, and subsequent
in Chapter 4: the duration to one salamanders, etc.).
damage caused, is
Weapons and Armor month however the When cast the
the same as for the
in book 1. The Adept cannot regain creature must be
source. Therefor if a
duration of the spell that point until the within 10 meters of
candle flame is the
is permanent for spell is triggered. the Adept and if so it
source then damage
each seed until they  Ranks 4, 8, &12 - receives
would be the same as
are thrown at which Increased 1d4+1w/1d6+1w/1d4
if touching it. The
time the seed returns Duration: At rank 4 m points of damage
132
Chapter 4: Shared Magic
for an ordinary to an specialty skill during then the rune or totem the NPC templates
amazing success. the complex skill check cannot be used. Skill provided. Any
This effect is phase, however each point lose is primitive or barbaric
instantaneous and individual rune has its permanent. However if character may have
cannot be used in own complexity, cost, a Failure results then access to it. In
tandem with the and effect. there is no FX point or addition it should also
standard use of the Each type of rune is skill point cost. On a appear as an allowed
spell. described on the tables Critical Failure the skill for the Nature
below for each character losses the Priest as well. An

Rune Magic
specialty skill, but all of skill point, or points, individual Game Master
them have common and the rune has no is encouraged to fit this
terminology. The effect. skill in where he or she
(cost 4, learn Complexity column Runes can gain feels it fits best. It is
+2) gives the number of benefits from the also important to note
Carved and inked success required to Creativity-engraving that Rune Magic is
symbols can have a correctly grant the and the Lore-rune lore popular among both
tremendous amount of symbols power. Unless skills using the rules of Dwarves and Giants,
power when crafted by otherwise stated, one skills aiding other skills. and both races have
an Adept. This broad check is allowed per The Game Master can Adept characters that
skill allows the Adept to minute. allow other skills to be specialize in this form
tap into the universal The Skill/FX Cost used as well if they fit of FX)
power of magic to column shows the the profile of a specific
provide for a variety of number of FX points rune. An example Crafting New
effects. Use of this used or the number of could be using the
broad skill is often Skill points that the Lore-beast lore skill to Runes
found among primitive Runecaster must pay in aid in carving a Totem Each specialty skill
cultures and is seen by order to empower the of Change, which is describes the nature of
some as a lesser cousin rune. In the case of FX found under the a new rune introduced
to Spirit Magic. points the cost Legerdemain specialty into the game. If a
However any talent indicated applies to any skill. player wishes to create
could potentially learn successful result. If a While the runes a new rune then they
it, regardless of his or Critical Failure or three draw upon the must craft it first. This
her background. Failures are rolled universal magic that includes that the new
Unlike other broad during the complex resides in a world, the rune is drawn or carved
skills, Believers and check then the FX power of a rune can be with the intent of
Faith Talents must also points are spent and dispelled with immediate use. As the
learn this broad skill in the symbols have no Abjuration-dispel. new rune is
the same manner as an power. FX points Doing so involves the undiscovered territory,
Arcanist. Being able to cannot be recovered as comparison of rank vs. the Game Master
have the broad skill long as the runes they rank as well as before hand sets the
also requires the were spent on are still requiring the complexity and FX/Skill
character to have the in effect. After the achievement of a cost but does not tell
Lore-rune lore specialty rune runs it course or is success equal to or the character these
skill before learning can destroyed then the greater than that of the factors. In addition to
begin. The ability to Runecaster may rune’s quality. At the this one more success
read and write is not recover those points Game Master’s option is required and a base
mandatory for this normally. other ‘removal’ type +1 penalty is applied.
broad skill, as the runes In the case of Skill spells may be used if Once a new rune
are a special language point cost the number they counter act the has been crafted and
unto themselves, and given shows the effects of the rune in successfully employed
the rune lore skill can amount of skill points question. In such cases it may be called on
be used to decipher the Runecaster must the rules stated above again at a later time
runes carved by other pay to use the rune or for the dispel ability without the increase in
practitioners of this totem. These points still apply. complexity of penalty
magic. In any case can only come from the as stated before. The
most persons who character’s ‘Saved’ (Note: This broad Adept also knows the
make use of this power point pool. This means skill was added to the complexity and cost of
are often referred to as that the points can only game after the the rune as well.
Runecasters. come from a pool of creation of chapters 2 If a Critical Failure
Each specialty skill skill points that can, and 6 of book 1. As is rolled during this
has multiple runes and but have not yet been such it is not included initial period then that
symbols that can be spent. If sufficient in the descriptions of Adept cannot create
used. All such symbols points are not present character careers or in the rune as intended.
use the score for that Three Failures indicate
133
Chapter 4: Shared Magic
that the rune must be these characters, rune Charm Rune 4 Skill 1 the specific person
created again to have lore acts with Rune Dead Rune 6 Skill 1 the Adept wishes to
effect. Magic as read/write Disease Rune 4 FX 3 speak to. If the
Crafting a new rune does for an Arcanist Fortune Rune 3 Skill 2 person was buried
requires the use of the and arcane and shared Life Rune 8 Skill 2 the rune must be
Lore-rune lore or the magic spells. In all Lore Rune 5 FX 3 placed at that site. If
appropriate Rune Magic cases the rank of the Standing See below See below the person was lost
specialty skill. rune lore skill applies Stones then it must be cast
Creativity can also aid benefits and Totem of 10 Skill 5 into the sea. If the
in the crafting as per hindrances as any Curses person was burned
the rules of Skills aiding other Knowledge- New Rune ? ? on a pyre then the
Skills. As the new rune language skill does. rune must also be
is undiscovered Any runes on this burned.
territory the time Hegemony (cost 5, table use the rank of When the rune is
increment between learn +2) its parent specialty skill placed, burnt, or
checks is increased for any and all rolls thrown, a word of
This skill cannot be
from the increment that determine effect beckoning is spoken.
used untrained
that will be attributed or quality. The spirit then
Duration: Varies by
to that rune. appears before the
application
Increments are Charm Rune: When Adept, and all others
Type: Varies by
measured in Minutes, this rune is carved it present, and can
application
Hours, Days, Weeks, must include the then be asked
Resist: Varies by
Months, and Years. names of two questions. Before
application
Individual Game persons who are to this however the
Range: Varies by
Masters can elaborate have a deep trust Adept must use an
application
on these increments as and love for each encounter skill to
Trappings: Varies by
it suits their campaign. other. When the rune determine the
application
is completed it must Starting Attitude of
Complexity: Varies by
Lore-rune lore be placed under the the spirit, which can
application
(cost 1) bed or mattress of dictate the outcome
Marginal: Varies by
one of the persons of following events.
This skill allows a application
stated in the rune. If the spirit was an
character to read and Description:
Every night the ally of the Adept then
write runes. While it Hegemony means
person sleeps above the attitude starts at
requires the Rune power and authority,
the rune he or she Friendly, otherwise it
Magic broad skill to and that’s what these
must roll a Resolve- is Neutral. If the
provide actual magical runes provide. If
mental resolve modified attitude
power to them the they are not powers
check. If passed the becomes Hostile the
ability to understand over life and death,
rune has no effect spirit leaves,
runes can be very then they grant
that night. If the answering no
helpful, especially in power over people.
check is failed then questions. If the
locations where they Kingdoms and
the person views the Adept rolls a Critical
are often used. While civilizations that have
other named person Failure during the
no spell power is regular use (FX Level
with an attitude attitude check the
granted by this skill, a 2+ as per Chapter 7:
equal to Fanatic. spirit manifests in
character can read and Campaigns of Book
The magic in the physical form as a
understand the nature 1) of Rune Magic
rune is permanent Wraith or Specter (as
of magical runes. If a often have lords
but if discovered and described in Book 3).
command word or employing Adepts
known for what it is, Otherwise the
event can trigger the with this skill.
the magic is broken Adept, and only the
runes, then that  Ranks 4, 8, & 12
and attitudes return Adept, may ask the
information is also – Easier
to normal. Also, the spirit three questions.
learned and can be Complexity: At the
rune must remain Answers are usually
used. Understanding indicated ranks the
where it was placed. cryptic or poetic, but
the rune also allows the complexity required
If not the magic is are truthful and
character knowledge as for a rune or symbol
also lost. exact. If the Adept
to who the runes where is lowered by one
Dead Rune: This dark asks a question
designed to effect and check. In no case
and potent rune about dark or hidden
how (as in the cases of can the complexity
allows the Adept to lore or about the
the Totem of Curses). be lowered below one
speak with the spirits gods then a new
Adepts with the check.
of the departed. attitude may have to
Rune Magic broad skill
When the rune is be determined.
must also have this Rune/Totems Complexit Skill/FX
created it must name Otherwise the
skill at rank 1. For y Cost
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Chapter 4: Shared Magic
answers are exactly Game Master feels a 1, 2, or 3 step made per action to
right. necessary. The rune bonus to the check steal the spirit.
Disease Rune: This can only be used based on the quality Regardless of
wretched rune is once as it is burned of the original success or failure,
employed in the during its use. complex spell check this magic may only
same manner as the Life Rune: This result. On any be used once for any
Charm Rune above difficult rune seeks to success the spirit one person or being.
except that it names grab the departed returns and the Also if the subject of
only one person. spirit of a deceased character recovers all the power is an
Each night the person and mortal and wound animal and a Failure
person sleeps on top reacquaint it with the damage, however all is generated on the
of the rune he or she dead party. In other of the subjects Encounter check,
must roll a Stamina- words it can return a fatigue points are then 1d6+1 animal
endurance check person to life. lost. Fatigue points spirits of the same
against disease. The Aside from the must be recovered on type appear to steal
disease is magical complexity of the a daily basis, as the spirit instead.
and cannot be cured rune, a cumulative opposed an hourly Lore Rune: This rune
by mundane means penalty of one step basis. If a Critical allows the Adept to
once in effect. The applies for each day Failure is generated seek the answer to a
strength of the the person has been then the spell has no single question. The
disease is equal to dead. The body must effect, it cannot be Adept forms the
the quality of the be whole and the used on the question into the
complex skill check death could not have character later, and runes and carves
used to carve it. occurred by a means the skill point cost is them on a stone. If
Once the victim that leaves the still paid. the rune is formed
contracts the disease cadaver in a If Failure results correctly the answer
or the rune is broken condition that it from the Encounter will come to the
it loses its power, couldn’t hold the life skill check then the Adept in the form of a
however the disease once returned to it. If returning spirit is dream in 1d6 nights.
remains of course. the rune is used and accompanied by Like most prophetic
Fortune Rune: This such a condition 1d6+1 ordinary answers, the vision
rune allows the Adept exists, the body will quality Poltergeists will be full of strange
to determine the fate be returned into (see Book 3) who try and confusing terms
of an event or undeath, rising as a to steal the spirit and for the Adept to
person(s) named in ghoul, wight, take it back to the investigate and
the rune. Once revenant, or other great beyond. On decipher. Aside from
completed the rune corporeal undead the round after the the theatrics of the
(carved on wood) is creature. Encounter skill check dream, the
burned in a fire. The rune is the Poltergeists information is exact
Gazing into the fire special in that it must materialize and begin and is correct based
the Adept can see be drawn on the body the process of on the rune’s
the future of events, of the deceased. Any removing the spirit. inscription and the
as they will unfold ink or stain can be To do this they need Adept’s request.
naturally. The used, but it must be to achieve as many Standing Stones:
images seen are not durable to some successes as the Standing stones are
dream-like but they degree and must also revived character has large shaped stones
may be as vague as resist rain or in mortal points, that rise from the
the Game Master streaking in using their Unarmed ground to towering
sees fit, considering extremely moist Attack score. Of heights. Normally
the runes quality of conditions (i.e. oil course the stones with graven
course. based). When the character’s allies can images can be found
Observing the rune is successfully aid by fighting the in a multitude of
future in this manner completed the Adept Poltergeists. Each cultures and most of
requires an calls forth the spirit Poltergeist slain them act as
Awareness-intuition of the character to increases the ceremonial sites,
check on the Adepts return to his or her complex check they astronomical
part to accurately body. The Adept can need to steal the observatories, gates
decipher what is use any Encounter spirit by one more into locations, or as
seen. The breadth of skill that the Game success. Regardless boundary markers.
information sought Master feels is of the number of In the case of Rune
after can apply a appropriate for the Poltergeists present, Magic however a
penalty or bonus of 1 deceased character. only one ‘attack’ is skilled Adept can
or 2 steps as the The Adept can apply create a single or

135
Chapter 4: Shared Magic
series of standing elemental guardian faith are safe and form for at least as
stones that can have as long as the will be protected if long as the being
a variety of magical Adept has rank 1 or need be. All had last been
effects. While the higher in the others, or changed back into
idea of the Standing selected conjure elementals flesh, allowing the
Stones invokes elemental spell. summoned forth in runes time to
images of After the runes are other locations, are recharge. This is a
Stonehenge, many successfully crafted all considered a magical effect and
cultures made use of the Adept casts the threat to the can be removed by
monumental stones conjure elemental elementals Abjuration-dispel or
in various spell upon them, location. The sole any other powers
arrangements to suit bonding an exception to this is that can remove
different needs. elemental to the the Adept who curses or change
Egyptians certainly stone. The quality carved the runes. auras.
did, and in fantasy of the elemental This person can Speaking Stone: This
settings Dwarves are can be determined control the rune simulates the
very likely to make in the same elemental at will, commune with
use of this option if manner as per the an act that does nature spell under
available. normal use of any not require the Plant broad
Standing stones conjure elemental concentration. skill. After the
come in two common spell. The Petrified Entity: This runes are carved,
varieties: single elemental can be option can only be the Adept can
works, or multiple summoned when a used on a being decide whether to
stones formed in a specific command that has been spend 1, 2, or 3
specific arrangement. word is spoken permanently skill points on the
Single stones can (specified when the transformed into rune. Each skill
have the following runes are carved) stone, as with the point spent
effects, as selected or when a certain use of the Earth represents the
by the Adept at the event or Magic-transmute number of
time of carving the circumstance takes earth spell or other questions that can
runes onto the stone. place. power. When these be asked of the
It is also important to The runes are carved stones per week.
note that the time appropriate on to the ‘body’ of While the runes
increment for checks element must be that being the may need to
is measured in Hours, present in order to being can then be recharge, the
Days, Weeks, or facilitate the runes transformed back power of the runes
Months. Each type of and unlike the into flesh by is permanent.
rune gives this Petrified Entity rune speaking a keyed The Adept can
information in below, the stone word of command. also bind a spirit to
parenthesis next to does not change At the Adept’s the stones as well.
the complexity of the into the elemental option, this power If successfully
rune. but rather the rune of the runes may done, the spirit will
summons the also initiate the be compelled to
Single Stone Powers elemental forth. transformation answer any
Rune Power Complexity Cost The elemental that under certain question asked of it
Elemental 6 (days) Skill 3 is summoned specified as truthfully as it
Guardian cannot move circumstances. can. Bound spirits
Petrified Entity 4 (hours) Skill 2 further than 30 The transformation can be asked as
peaking Stone 7 (days) Skill 1 to meters from the lasts for one hour if many questions as
stone. While the the runes are are standard for
Spell Store Varies elemental, by Ordinary in quality, this rune as
(hours) virtue of the runes, one day if Good, described above.
seeks to protect and one Week if Needless to say,
Elemental Guardian: the location it is in, Amazing. After this spirits do not like
This rune works in the runes do not time elapses the this kind of
tandem with the provide any level of being returns to treatment.
various conjure control over the stone. Spell Store: Using
elemental spells elemental. The power of this optional rune
(as found under However if the site the runes is an Adept can store
each elemental is sacred or holy permanent the power of a
broad skill) and then all persons however an faith, arcane, or
allows the Adept to with a Standing of individual most shared magic spell
create a permanent 1 or higher in that remain in stone in the runes. The

136
Chapter 4: Shared Magic
complexity of the Stones During this time however it does
runes is equal to Power Focus See below however the magic is cost 1 FX point
the rank the spell (months) temporarily (arcane or faith
will be cast at plus
Trilithon Gate 8 (weeks) unusable. only) per step
one-half of the bonus gained; a
spells base cost, A note on Peaceful Stones: This cost incurred by
rounded up. The multiple stones: A elaborate rune the person invoking
cost of the rune is 2 large system of runes creates a protected the power.
FX points. can cover an area no area where all Any person
When the runes less than 10 square those in the area who invokes the
are successfully meters or no more and the land itself, power must now
crafted the Adept than a square shares an the command
then casts the kilometer. In either enhanced phrases that need
desired spell on to case, one large stone resistance against to be spoken. If
them. The quality must be in every 10 harsh they are not known
of the runes square meters or, if environments. they can be
indicates the arranged in circles, The quality of the learned by reading
maximum quality the stones must runes acts as both the stones and
of the spell once enclose the area and the Guardian- passing a
released. When all inner rings must stabilize and the successful Lore-
the word of be no less than 50 Weather- rune lore check.
command is spoken meters from outer weatherproof spells Persons without FX
(specified during rings. Other as regards their points suffer 1
the creation of the geometric shapes are effects on nature fatigue point for
runes) the speaker allowed but they and weather and is each FX point
is bestowed with must always equal in quality to required. No roll in
the spell and is complete a full the runes granted to resist
aware of the nature shape. This means themselves. The this effect.
of the ability. If the that no gaps in the effects are Trilithon Gate: This
spell has a set can exist. The Game permanent within rune must be
effect then those Master can make the ring or area of carved on two
factors are based exceptions for certain stones. stones that are to
on the spells shapes, like Power Focus: This set be linked through
quality. If the spell horseshoes, but of stones provides space and time.
requires a roll to these shapes must a boost to the skill The complexity and
use, as with an be symmetrical. score of a certain, cost of the rune is
attack type spell, The magic specified skill that for each individual
then the rank it infused in these is carved onto the gate. When one
was stored at acts runes cover large runes. The bonus gate is successfully
as an add-on the areas and as such usually applies to completed the
appropriate ability they are very difficult skill, both mundane other gate can be
score. When the to dispel. To destroy and FX, that aid the created. When
spell is released the magic involved at crafting persons in both gates are
from the runes and least one-half of the some pursuit or successfully
cast by the stones must have endeavor. created then a
recipient, the FX their magic dispelled Examples include designated
points can then be or the stones Cosmos-divine command word can
recovered. themselves must be guidance, be used to create a
If the Adept is cleaved into pieces to Metaphysics- portal between the
able then so that the runes are prophesy, Nature- gates.
MetaMagic- defaced. If an meteorology, Lore- The gates can
permanency may attempt is made to beast lore, Spirit be in any location
also be cast on this destroy the magic Magic-exorcise, or or time, even on
rune. Doing so but the Game Master the like. Only one other planes
makes the magic does not feel the spell or skill can however both must
permanent effort qualifies, the gain the bonus, be created by the
however it can only magic will slowly which ranges from same Adept and no
be accessed once repair the stones and one to three steps more than a week
per week. return the power based on the can transpire
back to the wounds. quality of the between works or a
Multiple Stone Powers This process is equal runes. No skill +1 penalty is
ne Power Complexity to one stone or rune check is required to assumed per day of
eaceful Varies (months) replaced per day. access the bonus, delay. The gate

137
Chapter 4: Shared Magic
can be activated desires, and the are Combative that it is coupled
once per month Game Master allows. towards him and with. Runes not
when the command Therefor a set of attack on sight. found on the table
word is spoken. stones could have While the nature and above, but are
The gate will the Peaceful Stones effect of the curse is introduced later,
remain open for as option in effect while open-ended, Game must be learned
long as five any number of Masters must not let using the Lore-rune
minutes unless the individual stones in this power be used as lore skill with success
Adept or person the group could have a super charged based on the
speaking the Single Stone Powers. attack spell. In other parameters of this
command words Here ends the details words, the curse specialty skill. Once
concentrates on of Standing Stones. should fit an offense learned the rune can
the gate. In such a committed against be used at the
case the gate Totem of Curses: the Adept or character’s current
remains open until Perhaps the most something he cares rank.
concentration feared of all runes, about.
ceases. The gate this totem places a Carving this rune Legerdemain (cost
can be activated powerful curse on a is not an act taken 3)
more than once per person who has lightly by the powers
Duration: Varies by
month however gained the enmity of that be. When a
application
doing so costs the the Adept. When Totem of Curses is
Type: Varies by
Adept 1 FX point created the totem created the Adept
application
that cannot be must state the name must suffer a game
Resist: Varies by
recovered. of the person to be effect. This can
application
Characters who are cursed, and it must range from a
Range: Varies by
not arcane or faith also state why. The negative Standing
application
adepts, or those rune ends with the score with an existing
Trappings: Varies by
without such FX nature of the curse power in the
application
points cannot that is to be enacted. campaign, a
Complexity: Varies by
activate the gate. When the rune is mandatory Taboo as
application
While the gate complete the Adept described under
Marginal: Varies by
is open individuals must display it in Spirit Magic, or a
application
on both sides of the some location that is special quest that
Description: This
gate can pass no less than 1 must be completed
specialty skill grants
through. kilometer away from by the Adept alone
the Adept with an
Environmental the target’s current that removes him
array of useful runes
effects from either home or base of from the group for a
that mimic many
side of the gate operation. long period of time.
common arcane spell
may also pass When the totem Game Masters may
effects.
through as well. is in place and the allow the player to
Legerdemain (which
Gates of this type Adept speaks a word select or propose the
means magic)
are often used by of command a curse effect, or he may
include runes with an
Druids to maintain is born that follows simply assign it as
array of ability
a link between their the rules for the rank best fits the curse.
allowing primitive
orders on a given 12 ‘Hex’ option for If a Critical Failure
Shaman and other
world. Other the Black Magic- is rolled during the
Believers to mimic
persons also make curse spell. Unlike crafting of the totem
some spells effects of
use of such gates that spell option then the Adept may
Arcanists.
to advance however, this curse suffer from a Black
 Ranks 4, 8, & 12
knowledge on takes effect Magic Effect as
– Easier
worlds that are far immediately and has described in that
Complexity: At the
removed, and some greater personal and appendix at the end
indicated ranks the
even use them as a outwardly physical of this book. The
complexity required
means of travel signs than the Black method of
for a rune or symbol
and conquest Magic-curse spell. A determining the
is lowered by one
between planets, man who offends a effect follows the
check. In no case
dimensions, and shaman by spitting normal rules.
can the complexity
times. on him may find that New Hegemony
be lowered below one
he constantly and Rune: Other runes
check.
The various runes uncontrollably drools. can exist under this
above can be A person who abuses broad skill. New
Rune/Totems Complexit Skill/FX
combined in any animals may find one runes should fit he
y Cost
manner the player day that all animals character of those
Ale Rune 4 Skill 1
138
Chapter 4: Shared Magic
Beast Totem 6 Skill 2 The effects are name and then is closure and must
Help Rune 4 FX 3 permanent, however carved into a living break the rune or
Limb Rune 6 Skill 1 the totem must be on tree. Blood from the destroy the rune for
Quench Rune 3 FX 1 the Adept when he wounded person it to have effect. If
ne of Opening 3 FX 1 converses with the must then be the opening of a door
Sight Rune 3 FX 2 beast or it must be touched to the or seal is physically
tem of Change 7 FX 3 buried and no further carved letters. When contested the spell
Water Rune 8 Skill 2 than 1 kilometer from successfully acts as if it had a
the beast named on completed the strength score equal
Any runes on this it. patient recovers to the Runecaster’s
table use the rank of Help Rune: This 1d4+1, 1d6+1, or score with this spell,
its parent specialty skill valuable rune can be 2d4+1 points of or the minimum
for any and all rolls fashioned to cure mortal damage strength that would
that determine effect diseases, including (based on the quality be needed to open
or quality. those caused by of the complex skill the closure.
magical means. check). If no mortal Sight Rune: When this
Ale Rune: This rune When shaped the damage remains rune is carved,
protects a person Adept must know the then left over points stating the name of a
from potential name and symptoms apply to wound specific person, and
treachery in the form of the sufferer by use damage instead. worn by that person,
of poisoned drink. of Medicine, This power cannot it allows him or her to
When the runes are Knowledge-first aid, help with stun or ‘see’ things that
inscribed on a or other similar skill. fatigue damage. would not normally
drinking horn, mug, The rune is then Quench Rune: This register to the
or cup it will carved on a plank rune allows the Adept senses. The effect is
immediately shatter and placed under the to extinguish any equal to the
if a substance is ailing person. single fire. The rune Divination-detect
poured into it that Each morning the must state the spell and the person
would cause the sufferer rolls a location that it will named in the rune
drinker harm (aside Stamina-endurance have effect on and it can decide what it is
from alcoholic check. If successful must be carved on a that he wishes to
beverages of course). the disease is piece of wood. When ‘see’. The effect
The magic remains reduced a grade the rune is thrown lasts for one hour
until such an event (Terminally Ill to into a fire at that and the power of the
takes place. Extremely Ill, location is rune fades after that
Beast Totem: This Extremely Ill to Ill, automatically time or until the rune
totem allows the and so on) and some extinguishes any is destroyed. The
Adept to understand of the symptoms single fire up to the rune must be held at
the speech of one vanish. This process size of a small all times in order for
particular animal. continues until the building. If the rune the person to receive
When shaped the person is cured. is thrown on an its benefits.
totem must name Note however that elemental creature Totem of Change:
and must also be a this is an on-going from the plane of fire When this powerful
carving of a battle against the then it acts as the rune is crafted it
particular beast. A illness and the Fire Magic-quench allows the
type of animal (“any patient must also roll spell, causing Runecaster to change
bear”) is not checks to prevent the damage equal to the into a specified type
sufficient; an exact illness from quality of the rune. of beast. The beast
identification must be becoming worse as These runes can also can be of any type
provided (“the bear well. In addition the be used to protect naturally found in the
that lives in the big patient must rest on ships and other environment that the
cave at the mouth of the rune for an entire vessels. Adept is in. While in
the Red River”). day for it to have Rune of Opening: the form of a beast
Once the rune is effect (i.e. no When this rune is all the rules for the
carved, the Adept activity). carved it will cause Alteration-shape
can converse with Limb Rune: This any door, lock, or change spell apply.
that animal as if by useful rune can be other man-made The limitations are
normal speech, both used to heal injuries, closure to open as that the new form
man and animal particularly those long as it is not must be a Beast (as
understanding each suffered in battle. To magically held shut. described in Book 3)
other as if both had be effective, the rune To use the rune the and the Adept cannot
rank 3 in a special is shaped with the Runecaster must be use any Super Power
language. injured person’s able to see the FX or innate magical

139
Chapter 4: Shared Magic
abilities, however in water. The rune is Marginal: Varies by his or her mortal
other effects like shaped on a stone or application points).
toughness, poison piece of wood, Description: These Berserk Rune: This
attacks, and Active naming the protected runes focus magical rune can be used to
Super Power abilities person. The rune is energy to aid in incite berserk rage in
can be used. Also then cast into the battle or on quests. a person. This rune
unlike the spell none sea. From that point Their use centers on must be carved on
of the Adept’s forward the protected making a person the grip, hilt, or shaft
personal belongings person gains a one capable of achieving or a weapon. The
change with him. step bonus to rolls his or her goals by runes must name an
The one exception to concerning drowning, enhancing defense, individual as well as a
this is the Adept’s may swim at his offense, and luck. set piece battle or
holy symbol if a Swim rate even  Ranks 4, 8, & 12 duel that is known to
Believer or his fetish without the – Easier the Adept. Once the
if he uses Spirit Movement-swim skill, Complexity: At the runes are shaped the
Magic. and will naturally indicated ranks the named wielder of the
One special float in a way that complexity required weapon
feature of this power allows them to breath for a rune or symbol automatically goes
is that the Adept may if they are rendered is lowered by one berserk and gains
cast any Arcane, unconscious. The check. In no case those benefits for the
Faith, or Shared magic ends if the can the complexity Berserk Rage perk as
Magic spells as if a rune is burned (if be lowered below one shown in Chapter 1:
Sorcerer while in the carved on wood) or check. Hero Creation of
form. This means crushed (if carved in Book 1. The power
that the beast form stone). Rune/Totems Complexit Skill/FX lasts until the
does not need to New Legerdemain y Cost character uses
provide hands for the Runes: Other runes Armor Rune 5 FX 1 another weapon, the
Adept to cast further can exist under this Berserk Rune 3 FX 2 character is slain,
spells. Some spells broad skill. New Catch Rune 6 FX 2 retreats, or is out of
that have mandatory runes should fit he Luck Rune 6 FX 3 combat for more than
Trappings, and that character of those Sea Rune 3+ Skill 2 two combat rounds.
do require the use of that it is coupled Shield Rune 5 FX 2 If the Adept
hands or faculties not with. Runes not Strength Rune 5 Skill 1 desires, this rune can
available to the form, found on the table Triumph Rune 6 FX 2 also act as the
might not be useable above, but are Berserk Rage flaw as
as determined by the introduced later, Any runes on this well.
Game Master. must be learned table use the rank of Catch Rune: This
To activate the using the Lore-rune its parent specialty skill must be tooled into
power the Adept lore skill with success for any and all rolls the palms of a pair of
completes a totem based on the that determine effect leather gloves. When
dedicated to the parameters of this or quality. the rune is shaped,
beast he wishes to specialty skill. Once the wearer, place,
change into. This learned the rune can Armor Rune: This and time must be
totem is then be used at the potent rune is greatly specified (i.e. “these
displayed proudly in character’s current valued by warriors gloves are for Drixil
or near that beast’s rank. and adventurers. in his fight with the
natural habitat. When carved on a Drow whom we are
When this is done the Runes of Victory wooden amulet and about to fight”). The
Adept may change (cost 4, learn +1) worn by the person runes remain
into the beast at stated in the rune, he effective for the
This skill cannot be
anytime. The or she suffers 1 less entire conflict named
used untrained
duration of the power point of primary and allow the
Duration: Varies by
is permanent until damage suffered character to attempt
application
either the totem is from any attack. The a Dexterity or
Type: Varies by
burned or destroyed, amulet must be Strength feat check
application
or the Adept changes donned as soon as it to catch any thrown
Resist: Varies by
back into his original is crafted, only one or fired weapon as
application
form. may be made per long as it is not of the
Range: Varies by
Water Rune: This person, and the High Impact or
application
helpful rune is used magic remains as Energy damage
Trappings: Varies by
to protect a person long as it is worn and types. Doing so does
application
during voyages at the recipient does not not cost the
Complexity: Varies by
sea or when they are die (i.e. losses all of character an action
application
140
Chapter 4: Shared Magic
however only one one step bonus to the Strength Rune: This be used at the
such item can caught use the Ship rune is designed to character’s current
per phase. Arrows Operation-sails skill. greatly increase the rank.
and crossbow bolts When the ship is in named person’s

Spirit Magic
may also be caught danger of taking on strength score. The
but a base +2 water the ship rune is carved on a
penalty applies to the receives a 1 step piece of wood or
attempt. In addition bonus to its stone and is then (cost 7, learn +3)
is the attack is Good Seaworthy check as driven into the earth. The Spirit Magic
in quality a +1 described in Chapter When the named broad skill invokes a
penalty is applied, 5: Goods and person touches the sense of the primitive
and a +3 if the attack Services of Book 1. runes the power shaman speaking to
is Amazing. Once the rune is takes effect. For he the spiritual ancestors
Game Masters carved its effects are next 24 hours the of a tribe or seeking
may also allow other permanent until the named characters advise from the spirits
skills to be used if the vessel is destroyed or Strength score of animals and nature.
character has one sinks. Only one such increases by 1d4 This is perhaps the
(Athletics-specific or rune can be placed points to a minimum most common use of
throw, or Acrobatics- on any one ship. If of 13. The score can this skill however it is
specific) that seems the Game Master exceed the not unheard of for more
appropriate. allows this rune may character’s standard civilized Adepts to
Luck Rune: This rune, be applied to other racial maximum. make use of spirit
carved on a stick or vehicles. This would It goes with out magic. Some Adepts
other wooden include the need to saying that other may have discovered
surface, gives a purchase a separate ability scores could the secrets of spirits
person a free last specialty skill under similarly be effected. magic while visiting
resort point. The this broad skill and Each would require primitive cultures or
shaping of the rune generally would only its own specialty they may come from
requires the name of allow a one step however. advanced societies
the person who gains bonus to regain Triumph Rune: This whose religion is based
the lucky charm. The control. As a further special rune is on ancestor and
rune must be held or option aircraft may crafted for one natural spirits. Oriental
worn to have effect, gain the one step person for an event societies are good
it must be used bonus vs. Impact or battle that is forth examples of the latter.
within 24 hours of its damage, land coming. When worn Regardless of how a
creation, and losses vehicles may gain it the person named in character accesses this
its power once used. to general durability the rune gains a one broad skill there are
Sea Rune: This highly checks, and step bonus to all some common rules to
prized rune is used spelljamming crafts attack, defensive, its use, and like Black
during the may gain the bonus and other combat- Magic or Wild Magic
construction of a sea- to the situations related skill checks this broad skill further
going vessel to make given for both aircraft and feats rolled defines a character.
more controllable and and sea-going ships. during the specified
sea-worthy. The Shield Rune: This event. When the Gaining Spirit
complexity of the protective rune is situation ends the Magic
rune is never less similar to the Armor magic fades.
Believers may only
than three and is Rune above. When New Victory Runes:
purchase this broad
equal to the number the name of a person Other runes can exist
skill if it is available to
of compartments if is carved on to this under this broad skill.
them based on their
greater than three. amulet, and as long New runes should fit
faith (see Book 1,
In the case of this as it is worn, that he character of those
Chapter 2: Careers)
rune the complexity person gains a +1 that it is coupled
however they may
can be above the Resistance Modifier with. Runes not
attempt to learn it in
usual limit of ten. to Strength, found on the table
the same manner as an
Once the rune is Dexterity, Will, Magic above, but are
Arcanist if it is not.
carved on the interior Resistance, or Psionic introduced later,
This means the
of the prow and aft Resistance as stated must be learned
believer must research
any one at the helm in the runes. A using the Lore-rune
writings and symbols
or rudder gains a one person may have lore skill with success
and otherwise engross
step bonus to regain several amulets but based on the
himself in the lore of
control. In addition only one of each parameters of this
spirits to learn it. The
to this all type. specialty skill. Once
rules for this
crewmembers gain a learned the rune can
progression are the
141
Chapter 4: Shared Magic
same as for an Arcanist Taboos are acts can consist of a small incurred for dealing
and only in this that the Adept must or portion of food set with only a select few,
circumstance do the must commit. These aside for the spirits at as can be the case with
rules change for the can include never each meal or the Animal broad skill
Believer. Any failure cutting one’s hair or screaming the name of for faith magic. All
generated during the fingernails, always a famous hero after spirits are described in
learning process lowers sitting facing a certain defeating a foe. Tokens terms of being Marginal
the Believer’s Standing direction, never eating are items that are to Amazing in quality.
score by one point. If a meat, or never personal to the Adept Marginal spirits are
Critical Failure is rolled apologizing. Players and must fit the criteria easy to manipulate and
the Believer’s Standing are free to choose the of a ‘Focus Trapping’ as control but have a
is reduced to zero and taboo but it must described in Chapter 1: corresponding
can only be restored by always be some FX Rules of this book. weakness in their
some quest or the manner of sacrifice or Totems are built and ability to effect the
Atonement faith feat. burden on the must be adorned with physical world.
By whatever means character’s part, images of the spirits Ordinary spirits are the
that the Adept gains whether physically or the Adept is closest to. most commonly
this broad skill he must socially. The Totem may be built summoned. They are
have a Standing score at a stationary location, strong enough to
with the spirit world. Rituals taken with the Adept, influence the real world
For a character with the Rituals are small or forgotten and rebuilt but are manageable by
Shaman career this is ceremonies that must wherever the Adept a skilled Adept. Good
easy enough, as this is be performed at certain goes. Totems may also quality spirits are
the only Standing they times to appease the be tattoos and other usually the most
have to start with. spirits. The ritual can body art. powerful of spirits
Other characters must involve prayer, dance, summoned and have
have a special Standing chanting over a small As stated before an considerably more
score for the spirit fire, or any creative Adept must select one power but are much
world in addition to any combination that of each type of effect in harder to control.
other they may or may seems appropriate. order to establish a Amazing quality spirits
not have. If the The times a ritual is positive Standing. are usually dealt with
Adept’s score is best are after achieving These effects can be only in times of great
lowered by any means a victory, after a combined in a way that need. Only the most
then a +1 penalty is successful hunt (i.e. they form one action as skilled of Adepts can
suffered per point that apologizing to the long as each type of hope to control them
the new score is below animal spirits), the effect is observed. An and Amazing spirits
the original. If the death of person close example could be a may interact with the
score ever reaches zero to the character and/or Nordic warrior who real world with
then the ability to cast an enemy, or rituals screams the name of a devastating effect. The
Spirit Magic is lost until performed during famous Norse hero types of spirits and how
some great quest is specific calendar every time an they interact with the
performed to events (like eclipses, opponent is slain (the game is discussed in
reestablish the solstices, changing of fetish), then smears a Book 3.
character in the eyes of seasons, etc.). As a line of the opponents
the spirit world. general rule, the less blood across his face The Spirit Mind
A Standing score often a ritual is called (the ritual), and cannot As a by-product of
for this circumstance is for, the more elaborate wash off any blood understanding the
established and the ritual must be. used in this manner Spirit World the Adept
maintained by the Therefor if a ritual need (the taboo). In any who purchases this
selection of taboos, be performed only once case be creative, these broad skill
rituals, and/or a fetish. a year then it may effects should be fun automatically gains an
These can vary per need to last for an and helpful in the Awake Persona (see
character based on the entire week! definition of a chapter 10 of this
campaign and the type character. book). Having this
of spirits the character There are many broad skill also acts as
desires to focus on. An Fetishes types of spirits that can
The Fetish is the the Persona broad skill
Adept must select one be involved in these and the Adept may
of each type (a taboo, a last factor in the spells and Adepts are
character’s Standing. purchase those skills
ritual, and a fetish) in generally free to freely. No psionic FX
order to establish a A fetish is either a choose the type of
routine gift to the points are gained and
Standing score. spirits they consort the Adept cannot
spirits or a token or with. Similarly there is
totem that must worn purchase Ego or Mind
Taboos no outright bonuses Control powers unless
and maintained. A gift
142
Chapter 4: Shared Magic
other measures are focus on magic that must be in range. otherwise unable to
taken. In addition he directly effects spirits. Only one spirit may leave the object,
cannot use any Persona Having said all of be effected per spell area, or person it is
skills that allow the that it should also be casting. The type of bound to on its own.
Persona or any mental pointed out that with spirit, based on If the spirit is
effect to leave his own creative input from the quality, is cross- bound to a location it
Persona or Ego zones player these spells referenced with the can freely manifest
as with the Psyche- alone can provide for a object it is to be itself within the
awaken skill. Persona multitude of benefits bound to producing a logical confines of the
powers may be no not readily described in Situation Modifier for determined location,
greater than Ordinary any initial descriptions. the spell check as which can be no
in quality. To achieve a An Adept could Call a shown on the next larger than 100
higher ability in spirit, charm it, and page. square meters per
mental/spiritual then convince his new rank or less than a 10
defense the Adept of friend to possess him Spirit Binding Table meter square area.
Spirit Magic would have so as to enhance a Bonded to Object Locatio If the spirit is
to purchase the skill. Similarly the  n bound to a person it
Psyche-awaken Adept could do the Marginal -3 -2 can engage in
specialty skill. same with an animal Ordinary -1 0 telepathic combat
spirit and gain Good 0 +1 with that person. In
Non-Believers movement abilities or Amazing +5 +4 this circumstance the
While the above other traits specific to two minds share the
information readily the type of animal The duration of same Persona Zone
applies to Faith Talents, emulated. the binding is based and need not cross a
the rules can vary for Use of this broad on the quality of the center to enter either
other character types. skill also follows very complex spell check mind’s Ego.
As it is not necessary closely with the details result and the Resolution of
for a character to have of Spirits in Book 3. complexity of the telepathic combat
the Faith perk to Types of spirits, as well spell check. The can determine who
purchase Spirit Magic as individual spirits, Adept can controls the target’s
the standard rituals, include rules and predetermine how body. Aside from the
taboos, and fetishes options for their many checks he change of the mental
can be ignored. interactions with wishes to achieve in terrain, the rules for
However because the characters and the real order to bind a spirit, telepathic combat
character does not world. however if a simple remain the same.
have the close complexity is If the spirit is
connection to the spirit selected then a base bound to an object
world, as do ‘true +1 step penalty is then it gains all the
believers’ they do not Bind (cost 4, learn applied to the roll. properties of an Ego
gain the Persona broad +2) Item as described in
skill or an Awake Binding Duration Table Chapter 12: FX Items
This skill cannot be
Persona. Complex Check Resultin this book. In this
used untrained
case the bound
Duration: Special Complexity Ordinary Good
Simple (1 check) 1 round 2 rounds spirit’s Center
A Note on Spirits Type: Influential-
becomes physical
Ranged by Accuracy Marginal (2 1 minute 5 minutes
and Spirit Magic Resist: Special checks) contact with the
This broad skill Ordinary (4 1 day 10 days object involving a
Range: Rank by
contains spells that checks) sentient being.
5/10/20 meters
directly effect spirits. Good (7 checks) 1 month 3 months The Adept who
(Modifiers: 0/+1/+2)
These spells call them, Amaz. (10 5 years 25 years cast this spell can lift
Trappings: A spirit to
bind them, free them, checks) he binding at
be bound and the
influence their anytime with only a
item, location, or
reactions, or even heal Once a spirit is word. However the
person it is to be
them. Many features of bound to an object it Adept must be on the
bound to.
shamanism may seem cannot leave it until same plane as the
Complexity: Complex,
to belong here but are the duration expires spirit for the
see below
in fact found in another or the Spirit Magic- dispelling to have
Description: This spell
broad skill like exorcise spell is effect.
binds a spirit to a
Travelers, Animal, or successfully used on  Ranks 4, 8, & 12 -
physical object, a
Weather. As the name it. If the spirit may Increased Skill: At
location, or a living
of this broad skill effect the outside the indicated ranks
being. A target spirit
implies these spells world then it may still the Adept gains a
that is to be
subjected to this spell do so but is cumulative –1 step

143
Chapter 4: Shared Magic
bonus when casting The starting summoned if the becomes a curiosity
this spell. attitude of the spirit spell is successfully to local spirits and
is determined cast. they will naturally
Call (cost 1) normally as with any By virtue of the come to investigate
Duration: other being or spell the ghost pack the Adept, usually
Instantaneous creature, with the will follow the Adept’s manifesting in the
Type: Personal exception of a Critical commands however process.
Resist: None Failure result. the duration is
Range: N/A Encounter skills can limited to 1 minute Charm Spirit (cost
Trappings: The also be used to ward for every rank the 3, learn 0)
Adept’s fetish, ritual, bad feelings. How Adept possesses.
This skill cannot be
and taboo the spirit reacts to  Ranks 4, 8, & 12 - used untrained
Complexity: 2, 4, 7, or the Adept and the Decreased Checks: Duration: 10 minutes
10 successes required calling is determined At rank 4 the per degree of success
Marginal: No by the starting complexity for the Type: Influential-direct
Description: Call is attitude, the Game spell decreases to 1, Resist: WIL or INT
the most basic of Master, and the 3, 6, and 8. At rank 8 Range:
spells and it is a good nature of the they decrease further Trappings: Spirits
idea to buy a rank or campaign. In general to 1, 2, 4, and 6. must be present
two in this skill early spirits have no Finally at rank 12 the Complexity: Simple
in one’s career. universal abhorrence complex check Marginal: No
There are times when of such summoning required is reduced Description: This spell
a spirit may be as elementals do, to only 1, 2, 3, and 4 allows the Adept to
encountered but as is and reactions can successes needed. increase the
explained in Book 3 vary greatly.  Rank 6 - Summon likelihood of success
this is rare. What’s  Rank 3 - Ghost Council: This unique for encounter skills
more spirits are by Pack: This special version of the spell used with spirits.
nature very elusive version of the spell calls forth a group of The quality of the
and hard to pin down allows the Adept to similar or like minded spell check grants a –
if they wish to leave. call forth a pack of spirits that would 1, -2, or –3 to all such
The Call spell draws spirit animals. All of have some reason to rolls. In addition,
forth the spirit the the animals must be be summoned in while the spell is in
Adept wishes to of the same type and unison. effect, the initial
confront. If the spirit a complex skill check In most cases the reaction of spirits is
has manifested in the is still required summoned council is improved by one
real world then the normally. Once the from the Adept’s place (Combative to
Adept must adhere to result of the casting race, culture, or tribe. Hostile or Charmed to
the spell range given is determined a pack If so then the council Fanatic). While the
above. Otherwise of specified animal has a Friendly Resistance Modifier
the spirit may spirits will appear attitude towards the for Intelligence or Will
potentially be called within the Adept’s Adept. If a council may apply against
from anywhere. field of vision. from another race or encounter skills, only
When the spell is While the casting culture is summoned a magical resistance
cast the Adept of the spell then the starting can defeat the
describes the spirit determines the attitude is adjustment to the
he wishes to call overall quality of determined initial reaction. In
forth. On any each individual spirit randomly. Therefor this case a modifier
success the spirit called, a Personality an Adept who that lowers the spell
appears. On a feat check, which is summons a council of check to a Failure
Critical Failure the modified by dragon spirits to does not cause the
spirit appears but has Standing, determines inquire about dragon spirit’s reaction to
a Combative attitude the actual number weaknesses may find shift.
towards the Adept. A appearing. A base himself hated or may
 Ranks 4, 8 & 12 –
complex skill check is die roll of 2d4 is instigate a debate
Improved Initial
called for and is normal with a and open discussion
Reaction: At rank 4
equal to the quality modifier of –4/- on the topic.
the initial reaction of
of the spirit called as 2/0/+2/+4 applying  Rank 9 - Beacon:
spirits are improved
follows: Marginal, 2 for a Critical Failure The ‘Beacon’ option
by two steps. At rank
checks; Ordinary, 4 to an Amazing result allows the Adept to
8 all spirits
checks; Good, 7 on the feat check. apply a simple
automatically begin
checks; Amazing, 10 Regardless of the casting of the Call
with at least a
checks. result, at least two spell to himself.
Friendly reaction. At
spirits will be Once cast the Adept
rank 12 all spirits in
144
Chapter 4: Shared Magic
range automatically creatures. This spell strength or ability of If time allows and
start with a reaction may also be used the circle. The Adept materials are at hand
of Charmed. against creatures, can have only one the Adept can also
 Rank 6 – Spirit either mundane or Circle of Warding in form a physical circle
Mask: At rank 6 the supernatural, that existence at any one with a substance of
Adept can craft a have either a time. If a second some type. The
special ceremonial positive, negative, or Circle of Warding substance need not
mask that is to be neutral Moral spell is cast it be magical or exotic
worn when facing a Attitude. When used replaces the previous (like the ashes of a
certain spirit. The against a type of one however several vampire destroyed by
creation of the mask Moral Attitude Adepts could have sunlight) but must be
usually requires on however only the several versions of difficult to find
day to complete and basic option of the the spell in effect and naturally in large
either a Crafting or spell can be used. in the same area quantities. Some
Creativity skill check The other two options simultaneously. suggested
to complete. Once (forming the circle The protection substances and what
the mask is made with a substance or granted by the spell type of creature they
and is apart of the drawing the circle) requires that the may effect are given
successful use of the cannot be used Adept not take below.
charm spirit spell the against a Moral certain offensive
spirit will perform Attitude. Moral actions against theCreature Type Substance
whatever task the Attitudes are defined warded creatures. If Elementals Opposite element or Flower pet
Adept asks of it in the following the Adept attacks a Outsider Mercury, Obsidian Dust or Powd
Silver
without question. fashion. warded creature with
Spirits Blood or Items owned by the Ad
The duration of the a melee or unarmed
Summoned Beings Rare Powders or Herbs
spell remains the Positive Neutral Negative attack then the spell Undead Salt or Garlic
same. When the Ethical Anti-Authority Corrupt immediately ends.
normal spell expires Gallant Apathetic Despicable This same condition Forming a circle
the mask losses its Honorable Conformist Selfish occurs if the Adept with a substance
power and the spirit Virtuous Just Unscrupulousforces the ward on a requires 1 phase per 2
is immediately aware Worldly creature in such a meters of circle drawn
of the manipulation. manner that the and assumes that there
When a new attitude Once in place any creature cannot avoid is enough of the
is rolled the spirits creature of a it. Ranged attacks, substance to complete
attitude is worsened specified type must ranged spells, or the circle however
by two shifts pass a Resolve- telepathic assaults do using this option allows
regarding the Adept. physical resolve not cause the circle for larger or smaller
check at a +1, +2, or to prematurely end. circles than the
Circle of Warding +3 penalty based on The circle standard spell. At no
(cost 2) the quality of the automatically time during the
spell check. A critical defends against all formation of the circle
Duration: 5 Combat
failure on the target’s beings belonging to or after it has been laid
Rounds
roll means that the the selected category can the circle be
Type: Personal
being flees for 2d4 however the Adept broken else all of the
Resist: Resolve-
rounds. Even if this can state that certain magic is lost and the
physical resolve
check is passed any beings are not substance cannot be
Range: Centered on
such creature within effected. Therefor an used for further, similar
Adept
the circle suffers the elemental ward could applications. The use of
Trappings: See below
same penalty to all exclude air the substance
Complexity: Simple
actions and Action elementals (i.e. increases the
Marginal: No
Checks. If the spell is allowing them to resistance of the circle
Description: When
cast while a creature enter and act without by 1 step. Of course
cast this spell creates
of the type defended penalty), or one set once the circle is
a 5-meter radius
against is in the area against Outsiders formed it cannot be
circle around the
of effect, that could allow those of moved and if the Adept
Adept that prevents
creature does not the forces of good to steps outside of it, the
entry by a specified
have to roll to enter enter without penalty circle loses all
type of creature. The
the circle. However as well. The circle resistance and magic.
circle can be
the penalty to actions cannot be specified The circle can be made
specified to defend
still applies. Note against more than and used later if
against Elementals,
that the Magic one type of creature desired, but the circle
Undead, Spirits,
Resistance of a target at a time, as has must remain
Outsiders, or
does not effect the already been stated.
Summoned
145
Chapter 4: Shared Magic
unmolested during the Beings that are inside Trappings: An area, Adept may also use
interim. the circle cannot item, or being that is this spell to identify a
If even more time make direct attacks cursed curse as well. Any
is available the circle outside of the circle Complexity: See simple success will
can be drawn as well. nor may they tamper below reveal if a curse is
Doing so requires a with the circle Marginal: No indeed on a location,
complex skill check directly. If a being is Description: The person, or thing. If
requiring one check summoned that has a Exaction spell is used the result of the skill
for every 2 meters of specific name, and to remove curses check is Good then
circle drawn. One that name is said that have been the Adept may also
check is allowed per aloud during the placed on locations, learn the nature an
minute. The quality casting of this spell, items, or persons. effect of the curse. If
of the complex skill then the creature The use of the spell an Amazing result is
check grants a –1, 2, must pass a acts as the generated then the
or 3 step bonus to consecutive physical Abjuration-dispel Adept also learns
the actual casting of and mental resolve spell in that a spell who placed the on
the spell. In addition (assuming all current check that is equal or the anathematized
to this the resistance penalties) skill check greater than that of target. The first use
of the circle is in order to escape. the effect that of this option costs
increased by 1 step. At no point are created the original no FX points
While ink may be any of the circles curse must regardless of the
used for this option, proof against generated in order result. If further
chalk or charcoal is a physical intrusion of for it to be removed. checks are deemed
more likely option. an ‘Impact’ origin. In addition to this if necessary then the
As with the The defense effects the Black Magic- standard spell costs
substance option the beings willpower curse spell was used are incurred.
above once the circle and resolve but is not (or other similar  Rank 6 - Transfer
is formed it cannot a barrier against spell) a +/- 1 penalty Curse: If the curse is
be moved and if the accidents like a is applied as a placed one a
Adept steps outside person throwing a modifier for every location, item, or
of it, the circle loses warded being into two ranks of being by use of a
all resistance and the circle. In other difference between common spell then
magic. The circle can words the spell does Adepts. the Adept may also
be drawn and used not create a force If the curse was use this rank 6
later if desired, but field. However a placed by a spell or option. Transfer
the circle must creature would not feat check that Curse allows the
remain unmolested willingly allow itself involved a Standing Adept to place a
during that time. to be thrown into the modifier then the successfully removed
Both of the circle unless a Adept casting this curse on to or in to
substance and drawn physical resolve were spell must modify the another target.
circle options may passed (and in that result with his Immediately
also be used to case it could cross Standing modifier as following the
create a circle that the circle under it’s well. Certain curses standard use of this
encloses a circular own power anyway). (like the rank 12 spell, the Adept can
area that excludes  Ranks 3, 6, 9, & benefit ‘Hex’ for the internalize the curse
the Adept. This use 12 - Increased Black Magic-curse and release it as an
is focused towards Duration: At the spell) may not be attack later. This
summoning or indicated ranks the removable by this absorbed curse must
trapping a being in duration increases to spell. Whether this be recast no longer
the circle. In such a 15 rounds (3 spell can be used or than 1 minute per
case all spell checks minutes), 50 rounds not depends strictly rank of the Adept.
and rules for the (10 minutes), 150 on who placed the Any success places
circle remain the rounds (30 minutes), curse. If an immortal the curse at its
same. After the and 300 rounds (1 inflicted the curse or original level of
circle is complete the hour). it is the result of the power into the target
summoning spell can ‘Hex’ option then this using any rules
be cast. Such Exaction (cost 3) spell has no effect. specific to that curse.
summoning circles Duration: Special Other curses imposed If a Marginal result is
have an additional Type: Influential- by non-deities can be generated the curse
+1 to resistance but Ranged by Accuracy removed as stated remains with the
if the being escapes, Resist: See below before. Adept. If three
the circle is spoiled Range: 5 meters Aside from Failures are rolled, a
and loses its magic. removing a curse the Critical Failure is

146
Chapter 4: Shared Magic
rolled, or the time ability can only be the power of the book for more
expires the Adept is removed with 10 banishment. If the information on such
himself the victim of successes. If they do result is Ordinary items.
the curse. If this not have that ability then the invading
happens, the curse or use another type entity is removed Journey (cost 4,
can be removed of power then the from the host but can learn +2)
normally but imposes complexity needed is act normally on its
Duration: Special
a base +1 penalty to based on the quality next action. If the
Type: Personal
any such checks. generated. Spirits result is Good then
Resist: None
can naturally possess the invading host
Range: None
Exorcise (cost 3) sentient beings and cannot attempt to re-
Trappings: None
Duration: their removal is possess the same
Complexity: Simple
Instantaneous based directly on host for one day per
Marginal: No
Type: Influential- how powerful a spirit rank of the Adept.
Description: This spell
Ranged by Direct they are. Telepathic On an Amazing
allows the Adept to
Resist: WIL Persona who are in complex skill check
enter and associate
Range: 5 meters another mind’s the entity cannot
with the spirit world.
Trappings: An Persona or Ego zone attempt to possess
The description of
invading entity and its can be removed with the host it was cast
this location, as well
host a simple success. In out of for one month
how this effects the
Complexity: See this case this spell per rank of the
Adept who enters it,
below acts exactly like the Adept. In the case of
is given in the
Marginal: No Ego-eject telepathic simple complex
chapter on Spirits in
Description: Exorcise power as described in checks (like those
book 3. Normally this
functions exactly as Chapter 10: used to remove a
spell only allows the
its name implies by Telepathy of this Persona) these
Adept and his
removing a book. The Persona considerations do not
personal gear to
possessing spirit from could have originated apply and the Ego-
make the trip. If
a physical host. This from any source and eject power should
however, the Adept is
of course applies to can include the likes be used as a guide.
in the company of or
invading spirits, but of Outsiders that are  Rank 6 - Unbind:
is riding a beast that
can also be used on telepathic, Ego This optional use of
is of Animal
other mental Weapons, and normal the spell can used to
intelligence then it
possessions as well telepathic persons unbind a spirit from a
too may join in the
including telepathic and creatures. location, item, or
trip.
combatants and Telepathic Powers being that it has
The spell lasts as
invading Person. The are treated in the been bound to by use
long as the Adept
type of invading same manner as of the Spirit Magic-
desires, unless some
entity determines the spells. In all cases bind or the
force expels him.
complexity required the invading entity Necromancy-life
While the spell is in
in exorcising it from uses its Will force spells. As with
effect the character
the host. Resistance Modifier the Abjuration-dispel
enters a trance-like
to resist the spell, ability and an equal
state which is as
Possessor Type Complexity apply the adjustment or greater success
deep as normal
Required for each check rolled. must be generated to
sleep.
rcane/Faith Magic Equal to spell’s The invading free the spirit. In
 Ranks 4, 8, & 12 -
quality entity cannot be addition to this every
Hunting Party: At
Outsider Amazing (10 bound to the target, two ranks difference
rank 4 the Adept can
successes) as would be the case between the Adept
bring along a number
Spirit Equal to Spirit’s with the Spirit Magic- using exorcise and
of persons equal to
quality bind or the the Adept that bound
one-half of his Will
elepathic Persona Simple (1 success) Necromancy-life the spirit applies a
score (rounded up).
Telepathic Power Equal to power’s force spells. This +/- 1 step modifier to
At rank 8 this number
quality means that the the spell casting.
doubles, and at rank
possession must be This option may
12 this number
Arcane/Faith deliberate on the part also be used to free
triples.
Magic refers to any of the invader or this or unbind Egos that
 Rank 6 - Travel:
spell used to spell has no effect. bonded with a
At rank 6 the Adept
dominate or control a The quality of the weapon or item as is
can physically cease
person against their complex skill check the case with Ego
to exist in the ‘real’
will. Outsiders with (as described in Weapons and Psionic
world and travel fully
the ‘Possession’ Chapter 3: Skills of Items. See Chapter
to the Spirit World. In
Super Power FX book 1) determines 12: FX Items of this
such a case the
147
Chapter 4: Shared Magic
Adept exists only case of a success duration the Adept the spirit from the
dreams. Otherwise only one FX point is can see anything spirit world. The
the duration is spent but it cannot having to do with the attitude that the
standard as stated be recovered until Spirit World, the Adept has with the
above. the spell expires, the Ethereal Plane, or the spirit is identical to
weapon is destroyed, Astral Plane. The that of the subject of
Mana Weapon or the Adept ends the Adept cannot see the spirit sight spell.
(cost 2) spell, which would magical effects, The traits, flaws,
return the weapon dimensional or skills, and moral
Duration: 1 Day per
back into its normal temporal anomalies attitude of the
rank
form. (unless they access incarnation can be
Type: Personal
When the the aforementioned imprinted on the
Resist: None
weapon is employed planes), psionic subject character
Range: None
against spirits it effects, invisible with the use of the
Trappings: A specially
ignores any creatures, or hidden Spirit Magic-bind
designed melee
Resistance Modifiers doors or traps. spell. While that
weapon
the spirit has and the If there are spell can accomplish
Complexity: See
spirits armor value features or beings the same end, using
below
vs. Low Impact that are attempting a character’s
Marginal: No
damage is halved. In to remain unknown previous incarnation
Description: The
addition the weapon or are magically grants a step
Mana Weapon is a
is treated as if a masked in some way, modifier as shown on
special tool used by a
magical weapon with the quality of the the table below.
character to attack or
its Magnitude (see spells casting grants
intimidate spirits.
Chapter 4: Weapons a 1, 2, or 3 step
The weapon is
and Armor of Book 1) bonus in removing Spirit Binding Table
invisible and
being equal the result any penalties due. In Spirit Modifie
intangible to all save
of the spell check no case can these Quality r
the Adept and spirits.
and grants the Adept modifiers produce a Marginal -4
However it can harm
a –1 step bonus step bonus less than Ordinary -2
anyone when used in
against those who zero. In most cases Good 0
an attack.
cannot see the Awareness and Amazing +2
Creating a Mana
weapon. In this one Investigate skills can
Weapon requires that
exception to the be used normally.
the Adept craft a
general rules of  Rank 3 - Past Also modifying
special weapon
Magnitude, the Life: With this option the rules for the Bind
(usually a spear or
weapon does not the Adept can spell is the duration
hand ax) and adorns
have to have an determine who or of the binding as
the weapon with
equal or better what the character determined by the
symbols of his faith.
quality than the was in his past lives. complex check
When this is
Magnitude granted. On an ordinary desired by the Adept.
completed (as
success the Adept
determined by the
Spirit Sight (cost can only determine
rules in Chapter 3:
1) the most recent Binding Duration Table
Skills of book 1) the
incarnation. On a Complex Check Resu
Adept places the Duration: 1 Combat
Good result the AdeptComplexity Ordinary Good Am
weapon under his Round per rank
can learn the identity
Simple (1 check) 1 minute 2 minutes
bedroll, blanket, or Type: Personal
of as many previous m
buries it in the Resist: None
incarnations as the Marginal (2 1 hour 1 day 1
ground beneath him. Range: Special
Adept has in points of checks)
During the next full Trappings:
Will. An Amazing Ordinary (4 1 month 3 months 6
nights sleep this spell Complexity: Simple
result allows the checks)
casts itself. The Marginal: No
Adept to learn of as (7 checks)
Good 1 year 5 years 1
result determines the Description: When
many previous Amaz. (10 25 years Permanen Pe
FX cost normally. this special divination
incarnations as checks) t
Any success indicates is cast the Adept is
desired. Information
that the Adept wakes able to see both the
about past lives and Because of the
in the morning to find real world and the
incarnations are affinity shared with
the weapon invisible Spirit World
discussed in Chapter the character and his
to all with the simultaneously.
10: Spirits of book 3. or her past
exception of himself, Visual range is
Once an incarnations, certain
spirits, and those normal for the terrain
incarnation is known flaws, skills, and
who can see into the the Adept is in.
the Adept can Call perks may be
spirit world. In the During the spell
148
Chapter 4: Shared Magic
available to that While this may seem While often seen as so above an area that
character once the harsh, it does allow being a more benign can be no larger than
spirit is bound to him. the player to make element to draw power 4 meters in radius
Based on the quality the decision from, the force of water per rank of the
of the simple or concerning his can be great. As with Adept. On the phase
complex check the characters actions. any elemental magic following that casting
character can access Game Masters there are some of the spell a misty
1, 2, or 3 perks or should reference common spells. In rain descends on the
skills that they do not Chapter 10: Spirits of addition there are few area of effect. All
have. In addition to book 3 about past attack type spells with creatures and objects
this 1, 2, or 3 mind lives and are free to Acid Storm and in the area must roll
based flaws (i.e. develop the Waveform being a Constitution feat
those based on INT, attributes of those common for this check against an
WIL, or PER) can be incarnations and purpose. Water Magic ‘Acid Splash’ hazard
reduced or ignored spirits as he sees fit. is also highlighted by with damage
during the duration. its various healing remaining as
It should be Spiritual Alacrity abilities, as water is indicated. The feat
noted however that (cost 4, learn +1) often associated with check suffers the
when perks or flaws health and well being. normal +1 penalty
This skill cannot be
are exchanged any for a feat check that
used untrained
come as a ‘whole Acid Storm (cost 4, is increased to a +2
Duration: Permanent
package’. This learn +2) for a Good result or a
Type: Influential-
means that a +4 for an Amazing.
Ranged by Direct This skill cannot be
incarnation may The damage is
Resist: None used untrained
grant a perk, but also treated as En/O and
Range: 10 meters Duration:
grants any flaws that armor may absorb
Trappings: A spirit or Instantaneous the
it had in life. For some or all of the
persona in need of following phase
example: Felicia has damage.
healing Type: Attack-Ranged
a phobia to water.  Rank 5 -
Complexity: Simple by Accuracy
Her Shaman Corrosive Torrent:
Marginal: No Resist: CON
companion finds a At rank 5 the hazard
Description: This spell Range: 10 meters per
past life that did not is changed to ‘Acid
allows for the healing rank
have this phobia and Immersion’.
of spirits. An aside Trappings: An area
after a successful  Rank 10 -
benefit of this spell is with at least 50%
bonding her phobia is Dissolving Torrent:
that it also heals humidity
removed. However, At rank 10 the
Awake Persona as Complexity: Simple
this past life had the damage for the
well. When the spell Marginal: No
Forgetful flaw so hazard increases to
is cast any one spirit Description: This spell
Felicia now suffers Good in power.
or persona within 10 is a very nasty use of
from that flaw
meters of the Adept elemental power and
instead. Aura of the Deep
heals 2 stun + 1 calls on the most
It should also be
wound, 4 stun +2 extreme of watery (cost 3)
said that the Moral
wound, or 4 stun and compositions in its Duration: 10 minutes
Attitude of a past life
wound + 2 mortal employment. When per degree of success
may also impact the
points of damage for cast a vaporous cloud Type: Personal
character as well. If
an Ordinary to appears over any Resist: None
the past life has a
Amazing result. location within spell Range: Touch
Moral Attitude that
 Ranks 4, 8 & 12 – range. The spell Complexity: Simple
distinctly different
Increased Healing: filters out either Marginal: No
than that of the
At the indicated acidic or basic Description: This spell
character (like
ranks the Adept can elements found in surrounds the caster
Virtuous vs. Selfish)
heal one more spirit those natural vapors. with a skin-tight,
the character feels
or persona. The In other words the centimeter thick
the urge to behave in
Adept can select spell forces out those shimmering blue
that moral fashion.
which being gains the elements present aura. During the
This is best enforced
benefits of this spell. that determine the spells duration the
through the role-
‘pH’ balance. The caster gains a +2
playing bonus and it
result is a minor
Water
Resistance Modifier
should not be
rainstorm of a highly vs. melee and ranged
granted if the
corrosive nature. attacks by creatures
character refuses to
role-play elements of Magic When cast a
vaporous cloud
from the plane of
water and a +1 vs.
the new attitude.
appears 10 meters or any other elemental
149
Chapter 4: Shared Magic
creature. This bonus of the Adept’s body is circumstances. The quality of elemental
also acts as a Magic below the surface of size of the target can the Adept becomes.
Resistance against the water. be no greater than If desired, the Adept
Elemental Magic at  Ranks 4, 8, & 12 Huge. can attempt to
those values stated. - Water Tap: At rank  Rank 12 – transform into a
In addition the caster 4 the spell also Elemental Form: At specific quality of
gains a –1 Situation grants the Adept 1, 2, rank 12 the Adept is elemental by making
Modifier to the or 3 bonus FX points so attuned to the a complex skill check.
casting of any Water (determined by the power of this spell The number of
Magic spell. degree of success) the aura of the deep successes required is
While this spell is that can be used to transforms him into a 4, 7, and 10 for
in effect the Adept power Water Magic water elemental. Ordinary to Amazing
may breath water as spells only. These When in the quality. One check is
if it were air. He may points disappear, if elemental form the allowed per phase of
also move at his unused, when the Adept gains the casting. In no way
swim rate regardless spell duration ends. elemental’s Armor can an Adept become
of whether the skill is At rank 8 the bonus values, Magic a Greater or more
known or not. If it is points gained are Resistance if any, powerful type of
of consideration, the doubled and at rank immunities to elemental.
character may also 12 they are tripled. Hazards and After the initial
descend to a depth of  Rank 6 - Shared environmental FX points are paid to
500 meters. Aura: At this rank effects, the ability to cast the spell the
Only one Aura the power of the aura ignore penalties from Adept must expend
can exist for a can be cast on stun, wound, and an additional FX point
character at one another person. mortal damage, as at the beginning of
time. This includes Other persons well as the the next round, and
auras from the other receiving this benefit elemental’s Strength each following round
elemental magic. If a do not gain any FX score if it is higher to maintain the
new version of the points even if they than the Adept’s. In effect. Otherwise the
same Aura is cast, or could benefit from addition the Adept duration of this
a one of a different them nor do they gains the elemental’s option is permanent.
element is cast, both gain the ‘Water Walk’ method of attack. This spell may
cannot exist at the benefit either. The Any FX abilities also be cast on
same time. In any duration of this inherent to the another but in order
case the best result option is the same as elemental are gained to so the ‘Shared
assumes position. If for the standard use and are treated as Aura’ option of this
a new Aura is cast of the spell. If a Super Power FX spell must first be
but is not equal to or person resists being abilities for the cast. The use of this
greater than that in touched then they Adept. option also requires
effect, the spell has may impose their The Adept retains the Adept to pay FX
no effect and the FX Strength Resistance his other ability points to maintain
points are spent Modifier against the scores, action check the spell and 1 FX
normally. This rule results of the spell. score, and his point must be paid
includes any effect,  Rank 8 - Drown: number of actions, for each person
positive or negative, This optional benefit last resorts, and involved per round.
that may apply by causes any target skills. This includes
rank benefits from within 30 meters of FX abilities, however
this spell as well. the caster to become psionic powers suffer
 Rank 2 – Water encased in a skin of a +1 penalty to their
Walk: In addition to water. This spell use with the Body of Water
the previous benefits option only lasts for exception of Ego (cost 2)
the Adept may also as many phases as skills in the ‘Internal
Duration: 10 minutes
rise to the surface of the Adept has ranks, Ego’ category. The
per degree of success
a body of liquid and but target elemental Adept can
Type: Personal
stand and walk as if immediately begins move only its run and
Resist: None
on solid ground. If to drown until the walk rate as
Range: Touch
the Adept suffers spell ends. The determined normally
Trappings: A person
encumbrance effect is magical and for a character.
to be protected
penalties for gear can be dispelled Casting this
Complexity: Simple
carried then the however no mundane option is a simple
Marginal: Yes
modifier to methods of rescue action and the result
Description: This spell
movement also are possible, except of the spell check
calls on the magic of
indicates how much in extraordinary determines the
the deep to protect a
150
Chapter 4: Shared Magic
character. When the of them but do not summon a Good
spell is cast, the elaborate the answer quality elemental and
Adept, or anyone nor they do they offer feared producing a
person touched, hinted information, or third failure then he
gains a bonus of guess at questions could instead
+2/+1/+1 to armor. that the Adept might Conjure Water immediately summon
This bonus is also the intend. Therefor if an forth one of Ordinary
amount of secondary Adept asks the spirits Elemental (cost 2) quality. However this
damage that is at a waterfall if 10 Duration: By quality of must be done when
absorbed as well. Orcs have passed complex skill check: the forth check (or a
This spell also grants this way the answer Marginal, one Minute; single result that
the recipient a –1 would be ‘no’ if only Ordinary, ten exceeds it) is
Situation Modifier 9 Orcs had. If the Minutes; Good, one successful. If the
against any kind of same questions Hour; Amazing, one Adept rolls further
mundane or magical simply stated “have Day. the he is committed
poison. Orcs passed this Type: Influential- to summoning the
 Ranks 4, 8, & 12 way” then the special good quality
– Increased answer would be Resist: Special elemental.
Protection: At the ‘yes’. Range: 10 meters Once the
indicated ranks the The Adept may Trappings: The caster complex skill check is
protection granted by attempt as many skill must on solid ground. successful the
the spell increases to checks as he has in Marginal: See below elemental will take
+2/+2/+2 at rank 4; ranks. Each check Complexity: 2, 4, 7, or form and be able to
+3/+2/+2 at rank 8; result will allow 10 checks required, act the next phase.
and +3/+3/+3 at answers for 1, 2, or 3 one check allowed The summoning lasts
rank 12. questions for the per phase. as indicated above
 Ranks 6 & 12 – quality of the spell Description: This based on the overall
Poison Resistance: check. Failures offer powerful spell allows quality of the
At the indicated no answers and three the caster to complex check (the
ranks the Adept may failures prematurely summon a water highest of anyone
grant an additional -1 end the spell as with spirit to the prime result with ties going
Situation Modifier normal complex skill material plane. In to the lower quality).
against poisons. checks. A Critical order to do so a A summoned
Failure at any time sufficient amount of elemental regards
also ends the spell. water must be the Adept with a
One check is present and it cannot combative attitude
allowed per minute be brackish or and will attack him if
Commune with diluted. Before the
and assumes the it is able. If the
the Waters (cost 4) time to ask the spell is cast the Adept concentrates
Duration: Special question(s) and Adept must on controlling the
Type: Personal receive the determine the quality elemental then it is
Resist: None answer(s). The Adept of the elemental that compelled to
Range: None must be in full is to be summoned. perform, as the Adept
Trappings: Any body concentration and/or The quality of the desires. If the Adept
of water larger than prayer while using elemental desired is unable to
100 liters. this spell. Any determines the concentrate (taking
Complexity: Special distraction, even complexity of the damage or rendered
Marginal: No listening to another spell as stated above. unconscious) the
Description: This spell person for advice, Therefor if an Adept elemental will move
grants the Adept with immediately ends the wanted to summon to engage the Adept.
the ability to ask the spell. an Ordinary The Adept can regain
spirits of the water As concerns lore elemental then 4 control with a
questions that they about the deeps successes are success Resolve-
would know about itself, the spirits of required. mental resolve
the immediate water will never The Game Master check. An elemental
surroundings or lore divulge information may allow a can be controlled up
of the deeps itself. that could harm the character to stop a to 30 meters per rank
Answers to questions power of the deep or summoning process from the Adept and
are given in short its balance in the in order to procure an while the Adept
sentences but are grand scheme of elemental of less cannot sense what
exact and simple in things. quality than was the elemental can
nature. originally intended. the control does not
The spirits will This means that if the require line of sight.
answer what is asked Adept wished to
151
Chapter 4: Shared Magic
If a Critical Failure magical and resists that beings larger attacks. At rank 12
is generated during all non-psionic FX than the wall are the area increases to
the summons the powers with a +1 immune to this 80 meters and
desired quality of Resistance Modifier effect, however their attacks gain a
elemental appears even if the effect is movement is Situation Modifier of –
but cannot be beneficial. temporarily slowed 3.
controlled by means  Rank 4 - Wave by one-half.  Rank 10 -
of this spell. This Wall: At rank 4 the For the purposes Creature of Water:
uncontrolled Adept may create a of logistics the wall At rank 10 the Adept
elemental remains on rolling wall of water has as many sections may call forth
the Adept’s plane for in any open area as as twice the caster’s creatures from the
1d4 minutes and long as the wall is no rank. The wall plane of water other
then can return home greater than 10 remains as long as than its native spirits.
if and when it is meters squared per the Adept maintains Creatures mentioned
ready to do so. rank of the Adept. concentration on it. in Book 3, in the
The spell lasts The wave wall can be If the concentration Elementals chapter,
until the duration no thinner than 2 end the wall lasts for include Marid, Water
expires, the meters at any given 5 combat rounds per Weirds, Nereid, and
elemental dies, or the point but can be degree of success. Tritons. The limit on
Adept successfully shaped into any  Rank 6 - Conjure what can be
casts Abjuration- geometric Water: At rank 6 the summoned is only
dispel on the configuration Adept may summon limited by the
elemental. As however forth pure water. The Adept’s knowledge of
concerns the last hemispheres and total amount of water those beings. The
parameter a +1 exact shapes are not conjured cannot aforementioned
cumulative penalty is possible. exceed 10 liters (or beings are
applied per quality of Within the area of 2.6 gallons) per rank considered known
the elemental effect the wave wall of the Adept. The and can be readily
starting with rises and falls in itself conjured water may summoned.
marginal. as a never-ending appear anywhere Casting the spell
 Rank 2 - Trident wave. If anyone with 30 meters of the requires a total of 6
of the Deep: At rank attempts to pass Adept. skill checks with one
2 the Adept can use through the wall it Though the check allowed per
the conjuring power attacks immediately resources of the deep minute. Once the
of this spell to reach using the Adept’s may seem limitless, spell is complete the
into the water and spell score as both the wanton or quality of the
pull forth a trident the strength of the squandering uses of complex skill check
made of coral. The wave and the score the deep’s resources applies a 0/+2/+4
trident has these for its attack. The angers those spirits modifier to the
statistics: wave wall always and is cause for a desired being’s
uses the overbearing loss of Standing and Resolve-mental
Damage 1d4+1w/1d6+1w/1d4+ rules, gains a base –1 any other penalties resolve check. If this
1m Situation Modifier to that the loss may check fails then the
Accurac 0 the attack, and imply. The loss to creature is
y always seeks to use Standing can be summoned and acts
Actions 3 the Maul option. avoided as long as as if fanatic in
Mass 2 Suffocation is also a such water is attitude towards the
Skill Melee Weapons-pole factor and is summoned for a Adept. If the check
arms considered a danger cause that furthers succeeds then the
once the target is the deep’s goals or if creature avoids the
The Adept may successfully the water is spell and does not
add his Strength attacked. Escaping summoned to appear. The
damage modifier to the wave wall uses enhance a situation creature, if
any damage caused the same rules as for where water is sorely summoned, remains
and the maul also escaping an needed. in this world for a
adds a +1 Resistance overpowering attack.  Ranks 8 & 12 – length of time equal
Modifier to the If a person only Greater Wave Wall: to the standard use
Adept’s strength. penetrates the wave At rank 8 the total of this spell with
The trident remains wall with a single area of the spell Elementals.
for the duration limb then the –1 increases to 40  Rank 12 – Flood:
indicated for the Situation Modifier the meters and a –2 At rank 12 the Adept
standard use of the wall gains is lost. It Situation Modifier may conjure forth
spell. The trident is should also be said applies to the wall’s water as per the rank

152
Chapter 4: Shared Magic
6 benefit ‘Conjure The nature of this the spell’s standard Amazing then up to
Water’ save that the spell prevents water trapping. three effects can be
amount is greatly from appearing healed.
increased. Instead of outside of a Elemental This spell may
a liter measure the container. This is due also be used to heal
Adept now to the fact that the Bonding (cost 3, Elementals of any
determines the spell is provided by learn +1) type of damage. In
volume by cubic the spirits of water to This skill cannot be this case the quality
area. This area is quench the thirsts of used untrained of the success heals
equal to the Adept’s those in need or the Duration: 1d4-1, 1d4, or 1d4+1
skill score cubed. used for utilitarian Instantaneous mortal points of
This means that a purposes. During the Type: Personal damage. If all mortal
score of 14 is equal first minute of the Resist: Magic points are healed
to 14 cubic meters of water’s existence it is Resistance then the remaining
water. This base still magical and can Range: Touch points heal wound,
amount is multiplied be dispelled. After Trappings: A person and then stun if all
by 3 for a Good result this time it becomes wounded by an wounds are healed.
and by 5 for an normal but can still elemental force
Amazing. All other be lost if spilled or Complexity: Simple
Marginal: No
Reflecting Pool
rules and evaporated. (cost 3, learn +2)
descriptions of this  Rank 3 - Curing Description: This spell
allows the Adept to This skill cannot be
ability as the same as Draft: At rank 3 the
heal damage caused used untrained
for the ‘Conjure water grants a –1, -2,
to a being by an Duration: One minute
Water’ rank benefit or –3 Situation
elemental force. This per rank
above. Modifier to rolls
includes just about Type: Personal
against disease or
any type of naturally Resist: None
Create Water (cost radiation for an entire
occurring damage Range: Special
1, learn +1) day after the water
like being burned, Trappings: A still,
has been consumed.
This skill cannot be suffocation, calm pool of water or
 Ranks 4, 8, &12 -
used untrained drowning, or being other clear liquid
Increased Amount:
Duration: Permanent caught in an Complexity: Simple
At the indicated
Type: Influential-direct avalanche. The spell Marginal: No
ranks the base
Resist: None can heal all such Description: The
amount of water
Range: 10 meters damage caused but reflecting pool spell is
created increases to
Trappings: A drop of only by one source. very similar to the
25, 35, and 50 liters
water and suitable Therefor if a Divination-scry spell
per level of the
containers character had mentioned earlier. In
Adept.
Complexity: 4 success suffered 4 points of effect the Adept casts
 Rank 6 - Healing
required, one check per wound damage by the spell over a still
Draft: At rank 6 the
round fire and then fell for 6 pool of water and
water contains a
Marginal: No wound points of may then scry upon a
healing property that
Description: This spell damage, the Adept location or person
immediately removes
allows the Adept to could heal all the that is known to him.
all stun and fatigue
change a single drop damage caused by The spell receives a
damage once a
of water into a large either the fire or the modifier based on
sufficient amount of
quantity. When the fall. the criteria on the
the water has been
spell is cast the Damage caused table below.
consumed. Each
Adept can create 15 by creatures,
person also heals 1d4
liters (or 4 gallons) of poisons, disease, any Location/dista Modifier
points of wound
water per rank in this type of weapon, or nce
damage after the first
spell. The water magical energy Location is -1
drought of the water.
automatically cannot be healed by familiar
This benefit can only
appears in this spell. However Unfamiliar none
aid one person per
designated GRAPH effects that location
casting of the spell
containers within 10 cause damage can 100 meters -1
and even then only
meters of the Adept be healed as stated 10 kilometers 0
once per day
as desired. Each above. 100 kilometers +1
 Rank 9 - Dust to
container will fill to If a Good success 10,000 km +2
Water: At rank 9 the
its capacity but will is generated the Same Planet +3
Adept may turn
only overflow if the Adept may heal up to Beyond planet n/a
either dust or sand
Adept directs it to do two elemental effects
into water instead of
so. that caused damage. The Adept can
If the result is see and hear
153
Chapter 4: Shared Magic
anything in the destroyed, the mud or quicksand. Trappings: A body of
watched area. The character that has This effect is water to be
view cannot be been duplicated permanent but it may manipulated
moved if the Adept moves more than be dispelled at Complexity: Simple –
selects an area to 100 meters from the anytime and one full round to cast.
watch however it can watery double, or if evaporation will Marginal: No
move if the target is the double is naturally undo the Description: By
a person. In this dispelled. effect in time if means of this spell
case the scry always  Ranks 4, 8, & 12 applicable. The the Adept is able to
moves automatically – Increased Adept cannot ‘undo’ shape and direct the
with that person. Duration: At the the spell however he patterns of natural or
This scrying activity indicated ranks the may automatically do magical water
may be detected by spell duration so by casting the currents allowing him
the Divination-detect increases to 5 Abjuration-dispel to mold liquids into a
spell using those minutes, 10 minutes, spell. variety of forms. The
rules. or 1 hour increments. A final option is spell effects a
The Adept cannot Saturate (cost 2) the spells use against quantity of water no
cast spells through Duration: fire. This option greater than 10 cubic
the pool however Instantaneous works in a manner meters per rank. If
divination magic Type: Personal similar to Abjuration- cast onto a larger
other similar effects Resist: None dispel in that a result body, like an ocean
that enhance the Range: 5 meters per equal to or greater or a lake, the spell
Adept’s senses can rank than the quality of effects only the water
have normal effect. Trappings: One target the fire must be within the area of
Concentration need within range generated. Most effect.
not be maintained for Complexity: Simple normal, non-magical After casting
the pool to useable Marginal: No fires are ordinary waveform, the Adept
and others aside Description: When however bonfires can form the water
from the Adept may cast this spell ‘fills’ a may be considered into any desired
see through it. This target suffering from good in quality and a shape. The spell
means that the Adept fatigue with fire as large as a does not bind the
may leave the pool elemental water. The burning house may liquid together in any
and come back to it result is a removal of be considered fashion; it is still
later to see what is 1d4-1 points of amazing. The Game limited by its fluid
going on with that fatigue damage Master may also properties and
place or person. (minimum of 1 point) divide a fire into gravity. Thus, an
 Rank 6 - Watery for an ordinary logical section (as in Adept could not use
Double: An odd success. A good a ‘Wall of Fire’ the spell to create a
application for a success removes 1d4 created by the humanoid creature
divinatory spell, this fatigue and an conjure fire with arms and legs
option creates a amazing removes elemental spell). In and direct it to walk
booby trap in a body 1d4+1. Any points this case the Adept across land. He
of water. When any that are unspent may can potentially could, however,
one other than the also be used to extinguish as many create a roughly
Adept looks into the remove any sections as he has in human shape with
pool and sees his remaining stun ranks. flowing arms that
reflection a watery damage as well. This While there are rises out of the
duplicate of himself effect can only be many possible water, crashes
rises and attacks. used on one person expansions to this forward in a huge
The double appears per day. If the Adept spell in the form of splash, then rises and
as the being but uses does cast it on the additional rank repeats the process.
the statistics for an same person within benefits, the saturate Other possible
Ordinary, Good, or the same day he may spell provides only shapes include
Amazing water lose a point of the above options. gigantic waves,
elemental, which is Standing unless a geysers, whirlpools,
determined by the successful Standing Waveform (cost 3) and troughs. The
success of the spell. check is passed. Duration: One combat shape takes form
Once cast the This spell may round per rank during the spells
trap will lay dormant also be cast on Type: Influential- casting, which
indefinitely and can natural earth or rock, Ranged by Accuracy consists of a full
prove dangerous to which turns up to 10 Resist: None round. At the phase
anyone. The watery cubic meters per Range: 30 meters the spell is begun the
double attacks until rank of the Adept into waveform takes

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Chapter 4: Shared Magic
effect on the Adept’s Strength contest, in effect as long as immediate fatigue
next action. using the Adept’s the Adept maintains check. The check
Concentration score in this spell as concentration. against fatigue is
must be maintained the form’s strength, modified by a +1 for
else the form and to break free. Vaporize (cost 3) a Good check or by
magic are lost. The Players may also opt This skill cannot be +3 for an Amazing as
form can be directed to use Movement- used untrained this option use the
to travel in any swim to do the same. Duration: One phase ‘accuracy’ rules for
direction at a rate of The waveform may per rank casting. The duration
12 meters per phase. also pull a target Type: Influential- of this option is
If the waveform under the water with Ranged by Direct Instantaneous.
moves into or an overbearing Resist: None  Rank 6 - Mud to
through a body of attack using the Range: 10 meters per Stone: This spell
water, the form loses Adept’s score with rank option turns up to 10
no intensity. spell. Trappings: An area cubic meters per
However, if the wave Aside from that contains water rank of the Adept of
is moved over dry damaging a ship Complexity: Simple mud or quicksand
ground, it loses a using the rules Marginal: No into rock or sand.
point of any damage previously mentioned Description: The This effect is
caused per 2 meters a watercraft might vaporize spell takes permanent but it may
crossed (i.e. a 1d4w also be capsized if water on this plane be dispelled at
becomes 1d4-1w). If the area of effect is and returns it to the anytime. The area
propelled against a at least equal to that plane of water. Once effected could of
target, the waveform of the craft. In that cast this spell allows course be introduced
causes impact case a result equal to the Adept to make to water and become
damage of a short or greater than that disappear an amount mud or quicksand
fall against all rolled for a Vehicle of water equal to 2 again. The Adept
creatures in its path. Operation-watercraft cubic meters per cannot ‘undo’ the
The attack can be check must be rank per phase. This spell, however he
directed against achieved. The spell ability can effect all may automatically do
creatures above or may also be used in water that is both so by casting the
below the surface of an Instantaneous known and unknown Abjuration-dispel
the water. Those fashion causing to the Adept as long spell. The duration of
attacked can roll damage to creatures as it is in range and this option is
either a Dexterity of elemental water as does not exceed the Instantaneous and
feat check or an with the vaporize amount allowed by Permanent.
Acrobatics-dodge skill spell below. rank.  Rank 9 - Horrid
check to avoid  Ranks 3 & 9 - This spell may Wilting: This
damage. Once Increased Damage: also be used as an powerful option
damage is caused a At rank 3 the damage attack against evaporates moisture
Stamina-endurance caused to targets is creatures composed from all living things
or Acrobatics-fall treated as a medium of water (water that are within the
check determines the fall. At rank 9 this elementals, water area of effect of the
amount using the increases to a long weirds, etc.). When spell. The area
impact damage fall. cast the creature effected is equal to a
table. If the targets  Ranks 4, 8, & 12 - must be within 10 2 meter radius per
are in or on a body of Increased Area: At meters of the Adept rank of the Adept and
water, the shape will the indicated ranks and if so it receives may be cast within
sweep them along. the area of effect 1d4+1w/1d6+1w/1d4 the spells normal
Creatures of Small increases to 20, 50, m points of damage range. All creatures
size are carried with and 100 cubic meters for an ordinary to an and living plants in
the form, moving at per rank. amazing success. the area must roll a
its speed. Medium  Rank 6 - This effect is Stamina-endurance
and Large size Suspended instantaneous and feat check as if
creatures are swept Duration: At rank 6 cannot be used in against a Caustic
along at half the the waveform tandem with the Agent on the poisons
waters speed. continues as last standard use of the hazards table. This
Creatures Larger than directed for one spell. roll is modified as
this resist to round per rank of the  Rank 3 - Thirst: with any ‘accuracy’
movement in normal Adept from the time At rank 3 the Adept spell. Creatures from
circumstances. that concentration may evaporate fluids the plane of water
Those caught in the ends. In addition to in a living creates and living plants also
current can attempt a this the spell remains body thus forcing an suffer a base +2

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Chapter 4: Shared Magic
penalty to roll. The learned and however the Adept resolve skill check to
duration of this advanced in by can call another avoid the effects.
option is persons who make Zephyr to aid him by The total mass of
Instantaneous. use of this ability. spending an FX point. the target cannot
This benefit also No roll is required to exceed 100

Wind Magic
makes the caster call another Zephyr. kilograms per rank of
immune to impact  Ranks 4, 8, & 12 the Adept. If the
damage from falls - Air Conduit: At mass exceeds this
(cost 7, learn +1) regardless of whether rank 4 the spell also limit then the spell
The plane of air is a he is conscious or grants the Adept 1, 2, automatically fails.
wild and chaotic place not. The caster also or 3 bonus FX points Affected targets
with no up or down and gains a –1 Situation (determined by the can control their
no solid ground larger Modifier to the degree of success) altitude with a
than free-floating casting of any Wind that can be used to successful Dexterity
mountaintops. Magic spell as well as power Wind Magic feat check or with an
Elemental magic the Acrobatics-flight spells only. These Acrobatics-flight skill
requires quick reflexes skill. While this aura points disappear, if check and may rise
and timing and as such is in effect the unused, when the or fall at a rate equal
it is based on the character cannot be spell duration ends. to their walk move
Adept’s dexterity score. suffocated. At rank 8 the bonus rate or their fly move
Only one Aura points gained are rate as either applies
Aura of the Winds can exist for a doubled and at rank to that target’s
(cost 3) character at one 12 they are tripled. situation.
Duration: 10 minutes time. This includes  Rank 6 - Shared Unless the target
per degree of success auras from the other Aura: At this rank holds on to
Type: Personal elemental magic. If a the power of the aura something he is
Resist: None new version of the can be cast on subject to the current
Range: Touch same Aura is cast, or another person. winds and moves at
Trappings: None a one of a different Other persons the wind speed in the
Complexity: Simple element is cast, both receiving this benefit area. If no wind is
Marginal: No cannot exist at the do not gain any FX present then the spell
Description: This spell same time. In any points even if they has no immediate
surrounds the caster case the best result could benefit from effect.
with a skin-tight, assumes position. If them nor do they Impact damage is
centimeter thick hazy a new Aura is cast gain the ‘Zephyr’ almost always certain
white aura. During but is not equal to or benefit either. The with the damage
the spells duration greater than that in duration of this sustained being
the caster gains a +2 effect, the spell has option is the same as based on the force of
Resistance Modifier no effect and the FX for the standard use the wind.
vs. melee and ranged points are spent of the spell. If a Information on wind
attacks by creatures normally. This rule person resists being speed and effect is
from the plane of air includes any effect, touched then they discussed in Chapter
and a +1 vs. any positive or negative, may impose their 8: Gamers in Action
other elemental that may apply by Strength Resistance of book 1.
creature. This bonus rank benefits from Modifier against the  Rank 12 –
also acts as a Magic this spell as well. results of the spell. Elemental Form: At
Resistance against  Rank 2 – Zephyr:  Rank 8 - Ride rank 12 the Adept is
Elemental Magic at At rank 2 the Adept the Wind: This so attuned to the
those values stated. gains a friendly wind option is cast on one power of this spell
In addition the caster that sends forth a being that is within the aura of the winds
gains a –1 Situation spiral of air to help spell range. When transform him into an
Modifier while using speed and aim cast the spell causes air elemental. When
any Wind Magic spell. ranged and thrown that being to become in the elemental form
While the spell is in weapon attacks. The as light as air and is the Adept gains the
effect, the caster can degree of success subject to the elemental’s Armor
fly at his ‘Fly’ grants the character movement of winds values, Magic
movement rate or a –1, 2, or 3 Situation around him. Magic Resistance if any,
can simply walk in Modifier on the resistance may apply immunities to
the air if desired. character’s ranged a penalty to the spell Hazards and
Any checks required attacks for the casting and the environmental
of flying using the duration of the spell. target may also roll a effects, the ability to
Acrobatics-flight skill, Once used the Resolve-physical ignore penalties from
a skill that can be Zephyr is gone, stun, wound, and

156
Chapter 4: Shared Magic
mortal damage, as at the beginning of duration of the spell Failure: 4 stun;
well as the the next round, and is 10 minutes per Failure: 3 stun;
elemental’s Dexterity each following round degree of success. Ordinary: 2 stun;
score if it is higher to maintain the All recipients of this Good: 1 Stun; and
than the Adept’s. In effect. Otherwise the benefit must be Amazing: no stun.
addition the Adept duration of this within 10 meters of After each round
gains the elemental’s option is permanent. the Adept when the beyond the first the
method of attack. This spell may spell is cast but may victim suffers a
Any FX abilities also be cast on move freely cumulative +1
inherent to the another but in order afterwards without penalty to the feat
elemental are gained to so the ‘Shared disrupting the check.
and are treated as Aura’ option of this benefit.
Super Power FX spell must first be  Rank 6 - Airy Body of Air (cost 2)
abilities for the cast. The use of this Element: At rank 6 Duration: 10 minutes
Adept. option also requires the Adept can create per degree of success
The Adept retains the Adept to pay FX an effervescent effect Type: Personal
his other ability points to maintain in another element, Resist: None
scores, action check the spell and 1 FX primarily earth and Range: Touch
score, and his point must be paid water. In either Trappings: A person
number of actions, for each person element the spell to be protected
last resorts, and involved per round. creates a breathable Complexity: Simple
skills. This includes substance out of the Marginal: No
FX abilities, however Breath (cost 2) native (or ever Description: Once
psionic powers suffer Duration: See below present) element that cast this spell grants
a +1 penalty to their Type: Personal extends 10 meters the Adept, or another
use with the Resist: None away from the Adept person, a cloak of
exception of Ego Range: 10 meters per or any other winds which redirects
skills in the ‘Internal rank designated person physical attacks. The
Ego’ category. The Trappings: None who must be touched quality of the spells
elemental Adept can Marginal: Yes at the time of the casting grants a +1,
move at its fly and Complexity: Simple spell’s casting. +2, or a +3
glide rates as Description: This spell Anyone or thing in Resistance Modifier
determined normally can effect how a the area can breath against melee and
for a character. living creature normally as long as ranged attacks for
Casting this breathes. When cast they can breath like the spell duration.
option is a simple on a subject, or the the Adept. This  Ranks 4, 8, & 12
action and the result caster himself, the option’s duration is – Parry: At the
of the spell check spell extends the 10 minutes per indicated ranks the
determines the duration required degree of success. protected person
quality of elemental between Stamina- The Adept may may make 1, 2, or 3
the Adept becomes. endurance checks for also cast this spell on parry attempts per
If desired, the Adept suffocation as a specific location combat round
can attempt to detailed on page 61 within spell range. If against melee or
transform into a of the Alternity so the effect cannot ranged attacks.
specific quality of Gamemaster's Guide. be moved once cast. Unlike other parry
elemental by making Endurance checks  Rank 9 - actions this one costs
a complex skill check. are extended by 2 Suffocate: At rank 9 no actions. The parry
The number of rounds for a Marginal the Adept can cast attempt uses the
successes required is result; 1 minute per the aura on another Adept’s score in this
4, 7, and 10 for check for an Ordinary person pulling the air spell to determine
Ordinary to Amazing result; 5 minutes per from around that success.
quality. One check is check for a Good target person. The  Rank 6 – Gaseous
allowed per phase of result; and 10 end result is Form: This option
casting. In no way minutes per check for suffocation. The allows the Adept to
can an Adept become Amazing. duration of the spell transform his body
a Greater or more  Rank 3 - Water is 2 rounds per into a gaseous form.
powerful type of Breathing: At rank 3 degree of success. While in this form the
elemental. the Adept can grant a At the end of each Adept is invisible and
After the initial number of people round the target imposes a +4 penalty
FX points are paid to equal to twice his must roll a to Awareness checks
cast the spell the rank the ability to Constitution feat with to detect him and the
Adept must expend breath water as if it the following damage penalty to melee and
an additional FX point were air. The occurring: Critical ranged attacks as
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Chapter 4: Shared Magic
well. While the Adept area and either location at a range the spell is measured
does not gain the increase or decrease then the direction of in combat rounds. At
benefit of Resistance the wind speed. The the wind remains as rank 10 the initial
Modifiers for high Adept can effect a 10 it originally was. duration is measured
strength and meter square area  Rank 3 - in minutes. Spending
dexterity scores he is per rank in this spell. Whispering Wind: additional FX points
considered to have For each degree of At this rank the Adept to sustain the winds
Good toughness and success the Adept can opt to create a however does so for
have a base armor can increase or small breeze with his one phase per rank
value of 1d4+1 decrease the wind voice that will carry after the initial
against attack forms. speed based on his spoken word to duration.
Against fire and those factors shown the ear of a person or  Rank 9 -
lightning attacks on the Wind Speed being designated Cyclone: At this rank
however Toughness is and Effect table in during the spell the Adept can call
reduced to Ordinary. Chapter 8: Gamers in casting. The range of forth a cyclone if
FX items and Action of book 1. The the spell is 100 Strong Winds or
spells that grant Adept can shift the meters per rank of greater exist within
bonuses to armor or wind speed by one, the Adept and the range of the spell. If
resistance can still two, or three shifts target does not have the command winds
have effect, but per degree of to be in his line of spell creates these
physical armor success. The Adept sight. The length of winds then this
(magical or not) and can choose a smaller the message option can be
Bracers of Defense area of effect and/or delivered depends on included in the initial
do not help. The a lesser modification the quality of the spell casting.
character is immune to the wind speed casting. On an The duration of
to gas attacks and to effected. ordinary result only a this effect depends
poisons however they The duration of few words can be on the manner in
can still be effected this spell is special relayed. With a good which the cyclone
by Influential powers and can be check the Adept may was summoned. If
and spells. exhausting to the transfer a sentence existing winds are
While in gaseous Adept. The spell worth of information. sufficient to sustain
form the Adept can takes effect on the On an amazing result the cyclone then it
move at his walk rate phase following the the Adept can send lasts for as many
and can pass through successful casting of several sentences no rounds as the Adept
any opening that is the spell and will larger than a small has in ranks. If the
airtight. However the remain in effect for a paragraph in cyclone is produced
Adept can only move number of phases communication to by increased winds
as by walking and equal to the Adept’s the receiver. If the created by the
cannot fly, even if he rank. Spending 1 FX Adept can see the command winds
is able to do so in his point can extend this target then a -1 basic use then the
normal form, unless duration by a like bonus is granted to cyclone is dependent
some other magic is number of phases. the casting of the on the Adept’s
used to grant that However, extending spell. continued
ability (like Wind the duration in this Only the person maintenance of the
Magic-aura of the manner requires a or being receiving the effect.
winds). Stamina-endurance whispering wind can The table below
check by the Adept hear it however describes the basic
Command Winds against fatigue others may feel a statistics of each
(cost 2, learn +1) damage. Fatigue slight breeze. The type of cyclone
damage suffered is Adept can use any summoned and is
Duration: Special
normal as per the language known to based on the created
Type: Influential-
rules in the Alternity him however this can or existing wind
Ranged by Accuracy
Players Handbook. hinder the spells speed. The Adept
Resist: None
The winds will effectiveness if the does not have to
Range: Self or 20
always blow in the listener does not summon the
meters per rank
direction the Adept is know that tongue. strongest possible
Trappings: An area
facing, and change This spell option is cyclone available and
where wind can blow
direction based on Instantaneous in can opt to call forth
Complexity: Simple or
the Adept’s duration. one of lower
Complex (see below)
movements, if the  Ranks 5 & 10 - strength. The
Marginal: No
Adept centers the Increased cyclone is controlled
Description: This spell
spell on himself. If Duration: At rank 5 directly by the Adept
seeks to take control
the effect is cast in a the initial duration of and if concentration
of the winds in an
158
Chapter 4: Shared Magic
is not maintained normally to its Movement: Movement Attack: This score
then the cyclone will natural height. While indicates the determines attack
travel in a random some cyclones are maximum movement results against
direction at one-half conical in shape, rate of the cyclone. standing structures
of its available most are cylindrical. Uncontrolled like castles, walls, or
movement rate. The cyclones move at houses. An attack is
cyclone always uses one-half of this move made per phase
all-out movement rate. Cyclones do against each section
and can attack, lift, not suffer movement- of any building or
or throw any number related penalties edifice in the area of
of persons or things regardless of their effect. These attacks
in its area of effect. speed during a are separate and in
phase. addition to those for
Strong Gale Strength: This score wind speed
Wind indicates the conditions as they
FX Cost 1 cyclone’s strength in may apply.
Area 4 meters
regards to its ability Damage: The die type
meters
Moveme Skill Skill x 2 to lift objects that are indicated is used to
not sufficiently determine damage
Strength Skill Skill x secured. Lifting an caused to structures
object uses those and concerns an
Attack Skill Skill + 4 modifiers given in Ordinary attack.
Damage 1d8 2d4 Chapter 3: Skills of Good and Amazing
Power Good Good book 1 under attacks increase the
* Skill is based on the Adept’s score with this spell. Multipliers
Strength Skills. The damage by +3 and
increase this number as indicated.
natural tendency of +6. The power of the
the cyclone is to first attack is equal to the
Defining the Table
lift an object and cyclone’s Toughness.
FX Cost: This indicates
then to throw it. Power: This entry
the base cost
Both actions use the indicates the Power
incurred for
strength score to of a cyclone’s attack
summoning a specific
determine success. strength if required.
type of cyclone. On a
Unless the Adept
failure result a one
controls the cyclone, A cyclone created
more FX point is
the direction an by this spell is
spent and on a
object is thrown is different from an air
Critical Failure 2 more
randomly elemental. It is not a
are spent. If the use
determined. If an living creature nor is
of this option
object is secured to it a spirit inhabiting a
includes the use of
the ground then the natural effect. It has
the command winds
cyclone automatically no mind, feels no
basic ability to
attempts to break it pain, and cannot be
increase the wind
loose. This check is ‘killed’ in any sense,
speed, the FX cost
made each phase the after all it is a true
mentioned is not
object or person is in force of nature like an
assumed while
the area of effect. If avalanche or raging
maintaining the
successful the above river. Because of this
effect.
actions are followed a cyclone is
Area: Area indicates
normally. extremely resistant
the area of effect for
to attack. Most
the cyclone. The
weapons, magical or
number of meters
otherwise, are
given is a diameter or
ineffectual against a
square and Game
cyclone. Most spells
Masters may
are inadequate in
determine it best to
harming them as
mark a central point
well.
to determine area of
Certain spells
effect on game maps.
may effect them
The height of a
however. Invocation-
cyclone is equal to
force field could be
twice the area of
used to create an
effect and the
impassable wall or
cyclone can ‘attack’
159
Chapter 4: Shared Magic
Earth Magic-tremors Rune Magic- questions for the the winds are
could create an hegemony rune using quality of the spell blowing. Before the
impassable chasm. the ‘Peaceful Stones’ check. Failures offer spell is cast the
By and large however option. This acts as no answers and three Adept must
a cyclone does not the weatherproof failures prematurely determine the quality
suffer damage. The spell above but end the spell as with of the elemental that
best and perhaps protects the entire normal complex skill is to be summoned.
only defense is to area. checks. A Critical The quality of the
avoid it all together. Failure at any time elemental desired
However they do also ends the spell. determines the
have their One check is complexity of the
weaknesses. Their allowed per minute spell as stated above.
first weakness is their Commune with and assumes the Therefor if an Adept
dependence on time to ask the wanted to summon
current wind speeds. the Breeze (cost 4) question(s) and an Ordinary
If wind speed is Duration: Special receive the elemental then 4
reduced then the Type: Personal answer(s). The Adept successes are
type of cyclone Resist: None must be in full required.
present is reduced to Range: None concentration and/or The Game Master
that value. If wind Trappings: An area prayer while using may allow a
speeds are reduced with a breeze or wind this spell. Any character to stop a
below Strong Wind Complexity: Special distraction, even summoning process
then the cyclone Marginal: No listening to another in order to procure an
losses all strength Description: This spell person for advice, elemental of less
and disappears. This grants the Adept with immediately ends the quality than was
means that its the ability to ask the spell. originally intended.
greatest threat is the spirits of the air As concerns lore This means that if the
very spell that questions that they about the air itself, Adept wished to
creates it. Another would know about the spirits of the wind summon a Good
weakness could also the immediate will never divulge quality elemental and
include another surroundings or lore information that feared producing a
Adept using this spell of the air itself. could harm the third failure then he
option to take control Answers to questions power of air or its could instead
of the cyclone itself. are given in short balance in the grand immediately summon
Doing so calls for a sentences but are scheme of things. forth one of Ordinary
skill contest with the exact and simple in quality. However this
highest roll winning nature. must be done when
The spirits will Conjure Air
control. Ties go to the forth check (or a
the Adept who answer what is asked Elemental (cost 2) single result that
created the cyclone. of them but do not Duration: Marginal, exceeds it) is
Aside form using elaborate the answer one Minute; Ordinary, successful. If the
Command Winds to nor they do they offer ten Minutes; Good, Adept rolls further
eliminate the great hinted information, or one Hour; Amazing, the he is committed
threat a cyclone guess at questions one Day. to summoning the
poses, three other that the Adept might Type: Influential- good quality
spells can also help. intend. Therefor if an special elemental.
The Abjuration-dispel Adept asks the spirits Resist: Special Once the
spell can dispel a of a valley breeze if Range: 10 meters complex skill check is
cyclone created by 10 Orcs have passed Trappings: A place successful the
this spell. This is this way the answer where winds are elemental will take
because the cyclone would be ‘no’ if only blowing form and be able to
does exist due the 9 Orcs had. If the Marginal: See below act the next phase.
magic of the spell same questions Complexity: 2, 4, 7, or The summoning lasts
involved. Weather- simply stated “have 10 checks required, as indicated above
weatherproof can Orcs passed this one check allowed based on the overall
also be used and the way” then the per phase. quality of the
step modifier given answer would be Description: This complex check (the
for that spell effects ‘yes’. powerful spell allows highest of anyone
the cyclone’s ability The Adept may the caster to result with ties going
to lift or otherwise attempt as many skill summon an air spirit to the lower quality).
attack the protected checks as he has in to the prime material A summoned
character. The final ranks. Each check plane. In order to do elemental regards
spell of note is the result will allow so the Adept must be the Adept with a
answers for 1, 2, or 3 in a location where
160
Chapter 4: Shared Magic
combative attitude an invisible blade Insects cannot pass or a Acrobatics-fall
and will attack him if composed of solid the barrier and loose skill check or be
it is able. If the wind. The blade has materials fly upward knocked prone and
Adept concentrates these statistics: when caught in the suffer damage as if
on controlling the wall. Arrows and an Extremely Short
elemental then it is Damage 1d4+1w/1d6+1w/1d4 crossbow bolts are fall. Beings larger
compelled to m deflected upward and than the area of
perform, as the Adept Accurac -1 miss while thrown effect are immune.
desires. If the Adept y weapons suffer a +2 Wind spirits could
is unable to Actions 4 penalty to the attack care less what the
concentrate (taking Mass 1 roll. Gases and Adept conjures the
damage or rendered Skill Melee Weapons- vapors are similarly wind for and as such
unconscious) the blades deflected and cannot there is no risk of
elemental will move pass the wind wall losing Standing for
to engage the Adept. The Adept may either. Creatures wanton or excessive
The Adept can regain add his Strength from the elemental use of this option.
control with a damage modifier to plane of air however Unlike the
success Resolve- any damage caused are immune to these standard rules of the
mental resolve and the blade effects and can pass spell no wind need be
check. An elemental causes. While held in through the wall as if present when casting
can be controlled up hand the Air Blade it were not there. this spell. The
to 30 meters per rank encourages grace The wall remains duration of this
from the Adept and and enhances as long as the Adept option is
while the Adept coordination granting maintains Instantaneous and
cannot sense what the wielder a –1 concentration on it. the wind ceases after
the elemental can Situation Modifier to If the concentration it has effect.
the control does not Action Checks. end the wall lasts for However the wind
require line of sight. The air blade 5 combat rounds per can replenish fouled
If a Critical Failure remains for the degree of success. air or provide air in
is generated during duration indicated for As with the standard places that have
the summons the the standard use of version of this spell a none. In such a case
desired quality of the spell. The blade wind of at least Light the Game Master
elemental appears is magical and resists Wind properties must may determine a
but cannot be all non-psionic FX be present in order volume vs. volume
controlled by means powers with a +1 for this option to percentage of fresh
of this spell. This Resistance Modifier have effect (see Wind provided.
uncontrolled even if the effect is Speed and Effect in  Ranks 8 & 12 –
elemental remains on beneficial. Chapter 8: Gamers in Greater Wind Wall:
the Adept’s plane for  Ranks 4 – Wind Action of book 1). At rank 8 the total
1d4 minutes and Wall: This spell  Rank 6 - Conjure area of the spell
then can return home option creates an Wind: At rank 6 the increases to 40
if and when it is area of violent winds Adept may summon meters and all
ready to do so. that encompasses a forth wind and air penalties for feat
The spell lasts total area of 20 from that plane. The checks are at a base
until the duration square meters. The Adept may conjure of +1. At rank 12 the
expires, the winds can cover an forth a total area of area increases to 80
elemental dies, or the area in any shape effect of 2 cubic meters and penalties
Adept successfully that the caster meters worth of air are at a base of +3.
casts Abjuration- desires however the per rank and the  Rank 10 -
dispel on the minimum dimension conjured air may Creature of Air: At
elemental. As of any part of the appear anywhere rank 10 the Adept
concerns the last wall is 1 meter. This within 10 meters of may call forth
parameter a +1 option does not have the Adept. All beings creatures from the
cumulative penalty is effect on a Marginal and objects in such plane of air other
applied per quality of result. an area must roll a than its native spirits.
the elemental The wall is of Strength feat check Creatures mentioned
starting with considerable strength against the strength in Book 3, in the
marginal. and is strong enough of the wind, which is Elementals chapter,
 Rank 2 - Air to blow away any equal to the Adept’s include Djinn, Sylphs,
Blade: At rank 2 the birds smaller than an score with this spell. Aerial Servants, and
Adept can use the eagle or to tear light If failed the target(s) Invisible Stalkers.
conjuring power of materials from a must then roll a The limit on what can
this spell to produce person’s hands. Dexterity feat check be summoned is only

161
Chapter 4: Shared Magic
limited by the Elemental This spell may then the target may
Adept’s knowledge of also be used to heal apply any Magic
those beings. The Bonding (cost 3, Elementals of any Resistance they may
aforementioned learn +1) type of damage. In have. Such
beings are This skill cannot be this case the quality applications include
considered known used untrained of the success heals increasing the noise
and can be readily Duration: 1d4-1, 1d4, or 1d4+1 they make or
summoned. Instantaneous mortal points of decreasing the sound
Casting the spell Type: Personal damage. If all mortal of their voice.
requires a total of 6 Resist: Magic points are healed  Rank 3 - Voices:
skill checks with one Resistance then the remaining At this rank the Adept
check allowed per Range: Touch points heal wound, can manipulate the
minute. Once the Trappings: A person and then stun if all air in such a way as
spell is complete the wounded by an wounds are healed. to produce what
quality of the elemental force seems to be voices.
complex skill check Complexity: Simple Any success allows
Marginal: No
Resonance (cost 2)
applies a 0/+2/+4 Duration: 1 minute the Adept to create
modifier to the Description: This spell voices with intensity
per rank
desired being’s allows the Adept to ranging from
Type: Influential-
Resolve-mental heal damage caused Moderate (shallow
Ranged by Direct
resolve check. If this to a being by an breathing) to
Resist: Magic
check fails then the elemental force. This Ordinary (normal
Resistance
creature is includes just about conversation). If the
Range: 10 meters per
summoned and acts any type of naturally Adept concentrates
rank
as if fanatic in occurring damage on the effect then he
Trappings: Any
attitude towards the like being burned, can determine what
location with an
Adept. If the check suffocation, the voices say. If not
atmosphere
succeeds then the drowning, or being then the voices
Complexity: Simple
creature avoids the caught in an repeat a statement
Marginal: No
spell and does not avalanche. The spell pre-stated during the
Description:
appear. The can heal all such spell casting
Resonance allows the
creature, if damage caused but throughout the
Adept to manipulate
summoned, remains only by one source. standard duration of
the manner in which
in this world for a Therefor if a the spell or the last
air acts as a medium
length of time equal character had series of comments
for sound. The
to the standard use suffered 4 points of ‘spoken’.
quality of the check
of this spell with wound damage by The voices can
result allows the
Elementals. fire and then fell for 6 only speak in
Adept to change
 Rank 12 - wound points of languages the Adept
sounds in intensity by
Sirocco: At rank 12 damage, the Adept knows or they can
1, 2, or 3 shifts on
the Adept may could heal all the speak complete
the Sound Table in
summon forth a damage caused by gibberish if desired.
Chapter 8: Gamers in
greater version of the either the fire or the If the Adept knows
Action for the
Conjure Wind option fall. other voice related
duration of the spell.
above. The total Damage caused skills, like Outdoors-
The Adept can
area of effect by creatures, animal noise, or
alter sounds
increases to 4 cubic poisons, disease, any Creativity-voice
occurring in a
meters per rank and type of weapon, or mimicry then these
diameter of 10 meter
may appear magical energy skills may also be
radius per rank and
anywhere within 10 cannot be healed by used. In addition the
up to a range of 10
meters of the Adept. this spell. However Game Master may
meters per rank.
Beings larger than GRAPH effects that allow the Entertain-
Alternately the Adept
the area of effect are cause damage can ventriloquism skill to
can apply the spell to
immune. In all other be healed as stated aid this skill with a
himself or another.
regards this rank above. bonus. While the
When applies to
benefit acts like the If a Good success Adept can have as
himself he can elect
Conjure Wind rank is generated the many voices ‘talking’
to increase the sound
benefit above with Adept may heal up to as desired the
of his voice or to
the exception that two elemental effects intensity created
decrease the sounds
damage is treated as that caused damage. must be within the
he makes while
a Short fall instead. If the result is intensities stated
moving and perform
Amazing then up to above.
activities. If applied
three effects can be
to another person
healed.
162
Chapter 4: Shared Magic
If the basic use of 0/+1/+2 modifiers for Description: This spell 1d6+1s/1d8+1s/1d4
this spell can be used range. takes air on this +1w. There is no
to increases sound The Air Fist can plane and returns it defense against this
intensity to Good or strike all targets to the plane of air damage. Sound is
Amazing then the within 2 meter radius leaving a void that is also impossible and
‘Voices’ that emanate and the attack often called a sound or sonic based
from the area can be causes vacuum. Once cast attacks or abilities
of that intensity. 1d6+3s/1d8+3s/1d1 this spell allows the are rendered useless.
Doing this however 2+3s of Li/G damage. Adept to make Beings in the
requires two separate Armor can defend disappear an amount area that breath air
castings of the spell. normally against this of air sufficient to fill must roll an
 Rank 5 – Blast of attack. 10 cubic meter per immediate Stamina-
Sound: Similar to The attack of the rank per phase as endurance check or
the Voices option Air Fist occurs in the long as concentration suffer stun damage
above, this option same phase as the is maintained. If the due to the shock of
allows the Adept to casting of the spell. concentration ends not being able to
create a momentarily Therefor if the control for any reason then breath. Based on the
deafening blast of die indicates a the spells effect ends results a character
sound. The range success the Adept immediately. suffers 4 stun for
and area of effect for does not suffer a 2 As existing air Critical Failure; 3 stun
the basic use of the point FX cost even if will immediately rush for a Marginal result,
resonance spell Resistance Modifiers in to fill the void this 2 stun for an
remain the same. cause the spell to power must be used Ordinary; 1 stun for a
Those in the area are miss. each phase on the Good result; and no
allowed a Resolve-  Rank 12 - same area to sustain damage for an
physical resolve Thunderclap: This the vacuum. Amazing result. For
check with the results Amazing intensity However the area is each round beyond
indicating the sound is the big expandable per this initial roll another
damage for an brother of the Blast phase as well. For is called for using a
Amazing to a Critical of Sound option example an Adept cumulative +1
Failure result: No above and acts as who is rank 3 with penalty. Persons
Damage/1d4s/1d4+2 that option in all this spell could create prepared for effect
s/2d4s/2d6s. This ways except as noted a vacuum that is 30 can hold their breath
attack is considered below. The damage cubic meters in size. as per those rules in
Li/O however armor caused is No The following phase the Alternity
offers one-half of its Damage/1d6+1s/1d6 this area could be Gamemaster's Guide.
defensive value +4s/2d4+2s/2d6+2s expanded to 60 cubic When the spell
rounded down unless for an Amazing to a meters and then to runs its course air
specifically stated as Critical Failure result 90 cubic meters on fills the vacuum on
protecting against on a Resolve-physical the third and final the next phase.
sound-based or sonic resolve check. phase of the spell. If Game Masters can be
attacks. Range and area of the Adept changes creative with this
The sound effect are also the dimensions or effect and it is
produced by this determined as the location of the possible that large
option is Blast of Sound vacuum in following fires or those with
Instantaneous in option. phases then air will smoldering fuel
duration and is fill that vacuum. sources may re-ignite
considered as a Good Vacuum (cost 3, During any phase with the rush of fresh
intensity sound. learn 0) that the vacuum is in air.
 Rank 8 - Air Fist: effect all fires are This spell may
This skill cannot be
This option allows the extinguished. also be used to
used untrained
Adept to turn the Gunpowder and directly attack
Duration: One phase
force of sound into a explosives are also creatures composed
per rank
single punching blow. rendered inert. Fire of air (air elementals,
Type: Influential-
The target(s) is and air elementals in aerial servants, etc.).
Ranged by Direct
allowed to use any the area also suffer When cast the
Resist: None
Dexterity Resistance damage as if creature must be
Range: 5 meters per
Modifier available attacked by the within 10 meters of
rank
and the attack Quench spell with the Adept and if so it
Trappings: An area
(ranged by direct) is damage being based receives
that contains air
the Adept’s rank by on the quality of the 1d4+1w/1d6+1w/1d4
Complexity: Simple
10/20/30 meters with initial casting of this m points of damage
Marginal: No
spell, which is for an ordinary to an

163
Chapter 4: Shared Magic
amazing success. This effect is shown within the cloud. The Winds, Gales are
This effect is on the table below. Constitution feat treated as Light
instantaneous and check is modified by Winds, Hurricane
cannot be used in Type of Time Drain Frequenc an additional +1 if force winds are equal
tandem with the Wind y the casting is Good, to Strong Winds, and
standard use of the Light Wind 1 minute 1 round or by +3 for Tempest force winds
spell. Strong Wind 5 minutes 1 round Amazing. This poison have Gale force.
 Ranks 5 & 10 - Gale 5 minutes 1 phase has an onset time of  Rank 5 - Cloud of
Sustain: At rank 5 Hurricane 10 minutes 1 phase 1 round and has a Purification: This
the vacuum persists Tempest 30 minutes 1 phase duration equal to the cloud of vapors
for one phase per spell duration. draws upon the
rank of the Adept The Time Drain All other healing properties of
after the last phase column indicates how attributes of the the plane of air. The
of the spells standard much time is drained Stinking Cloud are duration of the spell
duration. At rank 10 off of the spell the same as for the is equal to the
the vacuum is duration. The standard use of this Adept’s rank in
sustained for one Frequency column spell. rounds. All within the
round per rank after shows how often the  Rank 3 - Solid cloud heal wound
the standard time drain is applied. Fog: At rank 3 the and stun damage at
duration. This means that if Adept can create a rate of 1, 2, or 3
vapors is cast at vapors that have a points each for each
Vapors (cost 4, Good quality (20 solid nature to them. full round spent in
minute duration) and The vapors cause any the cloud. The cloud
learn +1)
was exposed to a being within them, has no effect on
This skill cannot be
Strong Wind the who are of a physical mortal or fatigue
used untrained
vapors duration and corporeal nature, damage.
Duration: 10 minutes
would degrade by 5 to reduce their The cloud can
per degree of success
minutes every round. maximum speed to also aid in fighting
Type: Influential-
This degradation is in one-half of their Walk poison or disease.
Ranged by Accuracy
addition to the move rate. The Each round spent in
Resist: None
normal countdown of Movement- the cloud allows a
Range: 10 meters per
the spell duration. trailblazing skill can person suffering from
rank
Fire burns the increase this rate by either (or both) to roll
Trappings: None
vapors away 1, 2, or 3 meters per a new Constitution
Complexity: Simple
immediately, but only phase per degree of feat check each
Marginal: No
in the area the fire success. round. The best feat
Description: This spell
covers. Vapors can Melee or check replaces old
causes a misty vapor
move to fill the area Unarmed attacks results. While
to arise around the
but this will reduce suffer a base +1 obtaining a better
caster. The effect
the overall size of the penalty due to the result does not undo
applies a +2 penalty
cloud. dense nature of the damage caused by
to Awareness checks
If desired the fog and all Thrown or the disease or
to those within the
vapors can be made Ranged attacks have poison, the clouds
area and vision,
to move by allowing their distance divided healing ability can
including Thermal
them to follow by 10 per range using the rules stated
Vision, is reduced to
natural slopes. This category. Range above. The feat
2 meters. The effect
effect only allows the modifiers apply checks gain a one,
covers a radius of 4
vapors to move down normally. two, or three step
meters per rank. The
however and all such All other bonus per check
vapors can achieve a
movement follows attributes of the based on the quality
height no greater
the terrain as it Stinking Cloud are of the cloud.
than the radius, but
exists, not as it may the same as for the  Rank 6 - Cloud
may be lower than
be perceived. standard use of this Form: At this rank
that if desired. The
Therefor the vapors spell. The only the Adept can call
vapors may cast up
could descend into a exception is that the forth a Solid Fog but
to 10 meters away
pit covered by an solid fog reduces can have it form a
per rank if desired, or
illusion, appearing to winds that would specific shape. The
it can be centered on
disappear in the floor. drain its duration by dimensions of the
the Adept.
 Rank 2 - Stinking shifting them two form can be no larger
Winds or varying
Cloud: At rank 2 the steps lower on the than one-half of that
strength can disperse
vapors created have table above. This used for the standard
the vapors by
the effect of an means that Solid Fog use of this spell
draining time off of
Irritant Poison to all is immune to Strong
the spell duration.
164
Chapter 4: Shared Magic
cubed (i.e. 2 cubic except that all
meters per rank). persons in the cloud
This cloud form is must roll a
as dense as stone Constitution feat
and has the same check each phase or
properties for suffer damage as
durability, armor, and follows:
toughness (see 2d6w/2d4w/1d6+1w/
Chapter 8: Gamers in 1d4+1w for a Critical
Action). If the Adept Failure to a Good
concentrates on the result. Amazing
cloud form it can be results avoid any
made to move at a damage for that
rate equal to the check. Checks are
Adept’s score with called for each phase
this spell (rounded to that a being is in the
the next highest even cloud and the cold
number). Even attacks as En/O in
though the form is as type and power.
dense as stone it can  Rank 12 - Death
also fly using that Fog: This horrible
same move rate as option uses the rules
stated above. In this for the ‘Cloud Kill’
manner an Adept option above except
could form a boat that damage is
and have it fly across determined using the
a chasm or over a Acid Immersion
river. hazard.
The Cloud Form
has the same
resistance to winds
as with the Solid Fog
option above.
 Rank 8 - Cloud
Kill: At rank 8 the
vapors have an acidic
quality that causes
damage as a Caustic
Agent. The same
modifiers apply as
per the ‘Stinking
Cloud’ option above
however it includes a
base +1 penalty to
resist, and it has an
onset time of one
phase. Any person
who does not vacate
the vapors by the
end of the next round
must roll again and
that damage is
cumulative with the
initial damage.
 Rank 10 -
Freezing Fog: This
cloud draws on the
areas of the plane of
air that contain
freezing winds and
ice. This cloud has
the features of the
Stinking Cloud option

165

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