Core Rules: Magic - Spells

[toc list: ol; title: Table of Contents; minlevel: 2; maxlevel: 4; attachments: 1;]

Many spells are known by several different names, based on: what they do, what they look like, the context of their use and even who is naming it. Spells listed here will list common names for spells: no names will be duplicated for the sake of easy identification. Feel free to refer to a spell by any discriptive name you like whilst you play, as long as everyone is aware of the particular entry here that your character is using.

Some names also have the form "Noun 1 of Noun 2" - they can just as easily be called "Noun 2 Noun 1". An example would be Shield of Frost, which can be quite correctly referred to also as Frost Shield.

Most spells can be made more potent in their effects by spending more mana when casting. These customizations are limited by your level in the appropriate element. At level 1, casters may only customize a spell once. At level 2, they may apply 2 customizations, and so forth. The same customization can be chosen as often as the caster has mana, to a maximum number of customizations equal to the caster's level in that spell's element.

When IB refers to the caster's intelligence bonus.

Assault Spells

General Assault Spell

Every magic school has a general assault spell that (usually) any spellcaster trained in that element can cast. All of these spells are the bread-and-butter of any magic user's magical combative ability. These spells are pretty well understood amongst mages, and have been in use for centuries.

All of these spells will take 30 days of study to learn each, reduced by the character's intelligence bonus. At around 15 days of study, the effects of the spell can manifest, but not any of the offensive benefits (in case you suddenly need to impress someone with a magical light show or need the effects of the spell without blowing something up in the process).

For any spell maked with a * in their damage profile, there is a small chance that they may ignite their target. There is little chance of someone or something catching fire from these spells when used normally, but they will readily ignite volatile substances like fuel oil, pure alcohol, and so on. If someone is unfortunate enough to be soaked in such a substance there is a good chance that they'll ignite. The GM should rule on the circumstances and offer an appropriate defense if this is the case.

Tip: the effects of the spells listed above can be used independently of their damage should the need arise. For example, a character could use a weak fireball to ignite some kindling, or a weak shard spell to add some ice to a drink. The costs and difficulties of the spell are the same, but the range is reduced to the character's intelligence bonus in yards, and the spell causes no damage to anything larger or more resilient than an insect. Range my be boosted normally.

Fire:

DmgPenTypeRangeCast TimeManaDifficulty
2D10 + IB *-Fire-/40/80110

Known as: Fireball, Wrath

Strong Effect: +6 penetration against magical protection.

Customizations:

Range: 3mana for an extra -/+5/+10 - increases difficulty by 1.
Damage: 3 mana for an extra +1D10 - increases difficulty by 1.
Penetration: 3 mana for an extra 1 penetration - increases difficulty by 1.

Fireball manifests itself, pretty obviously, as a travelling ball of flame. By the comparison of most other spells, fireball is a little sluggish, and thus inaccurate for magic. They tend to explode somewhat upon hitting anything solid. However, fireball spells (or more accurately the magic that causes the fireball) are easily some of the most potent offensive magic known.

Nature:

DmgPenTypeRangeCast TimeManaDifficulty
2D6 + IB *-Nature-/-/160210

Known as: Lightning Bolt, Thunder Bolt

Strong Effect: +2 penetration against magical protection.

Customizations:

Range: 5 mana for an extra -/-/+10 - increases difficulty by 1.
Damage: 5 mana for an extra +1D6 - increases difficulty by 1.
Penetration: 5 mana for an extra 1 penetration - increases difficulty by 1.

Lightning bolt is a long ranged but slightly wild spell that causes some pretty crazy electrical effects along its length, looking a lot like a bolt of lightning. It is quite loud, as lightning is wont to be.

Light:

DmgPenTypeRangeCast TimeManaDifficulty
2D6 + IB *-Light60/-/-110

Known as: Lumen Lance, Sacred Bolt, Sundog Beam

Strong Effect: +4 penetration against magical protection.

Customizations:

Range: 4 mana for an extra -/-/+10 - increases difficulty by 1.
Damage: 4 mana for an extra +1D6 - increases difficulty by 1.
Penetration: 4 mana for an extra 1 penetration - increases difficulty by 1.

Sundog Beam draws its name from the sundog phenomenon that it resembles when looking at head on. Like most light based spells, it looks like a beam of white when viewed from the sides, and is very precise.

Ice:

DmgPenTypeRangeCast TimeManaDifficulty
2D6 + IB-Ice20/40/80110

Known as: Bolt of Ice, Bolt of Frost, Shard

Strong Effect: +4 penetration against magical protection.

Customizations:

Range: 4 mana for an extra -/+5/+10 - increases difficulty by 1.
Damage: 4 mana for an extra +1D6 - increases difficulty by 1.
Penetration: 4 mana for an extra 1 penetration - increases difficulty by 1.

Shard is a medium ranged ice spell of reasonable accuracy, that is analogous as a 'cold version' of fireball. Although less damaging, it is longer ranged a little more accurate. Unsurprisingly, shard manifests shifting shards of ice as it travels to its target.

Arcane:

DmgPenTypeRangeCast TimeManaDifficulty
2D10 + IB *-Arcane20/40/80110

Known as: Mage Missile, Magic Missile

Strong Effect: +4 penetration against magical protection.

Customizations:

Range: 4 mana for an extra -/+5/+10 - increases difficulty by 1.
Damage: 4 mana for an extra +1D6 - increases difficulty by 1.
Penetration: 4 mana for an extra 1 penetration - increases difficulty by 1.

Magic Missile is a quintessential arcane spell, firing off short-ranged but reliably damaging bolts of energy. The bolts can be of any colour, but tend to be purple or blue.

Arcane:

DmgPenTypeRangeCast TimeManaDifficulty
2D10 + IB-Darkness-/40/200110

Known as: Bolt of Ice, Bolt of Frost, Shard

Strong Effect: +4 penetration against magical protection

Customizations:

Range: 4 mana for an extra -/+5/+10 - increases difficulty by 1.
Damage: 4 mana for an extra +1D6 - increases difficulty by 1.
Penetration: 4 mana for an extra 1 penetration - increases difficulty by 1.

Umbra manifests as an instantaneous sphere of darkness centred at the target point. It's very long ranged, although of average accuracy and lower damage potential.

Defense Spells

General Defense Spell

Most elements offer a means of turning magic into an uncomplicated shield.

All of general defense spells have a minimum damage threshold of 3 damage before they will offer their protection. Anything less severe than 3 damage (including normal interaction, touch, eating, weak blows and the like) will not be affected.

All of these spells will take 30 days of study to learn each, reduced by the character's intelligence bonus. At around 15 days of study, the effects of the spell can manifest, but not any of the offensive benefits (in case you suddenly need to impress someone with a magical light show or need the effects of the spell without blowing something up in the process).

For any spell maked with a * in their damage profile, there is a small chance that they may ignite their target. There is little chance of someone or something catching fire from these spells when used normally, but they will readily ignite volatile substances like fuel oil, pure alcohol, and so on. If someone is unfortunate enough to be soaked in such a substance there is a good chance that they'll ignite. The GM should rule on the circumstances and offer an appropriate defense if this is the case.

Fire:

SoakDam. Red.TypeRangeCast timeManaDifficulty

2D6 + IB *

2D6FireSelf Only220

Known as: Fireball, Wrath

Strong Effect: +6 damage reduction against magical attacks.

Customizations:

Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.
Soak: 4 mana for an extra +1D6 soak - increases difficulty by 1.
Damage Reduction: 8 mana for an extra 1D6 damage reduction - increases difficulty by 1.

Firewall is invisible until struck - whereby it will appear that a gout of flame has errupted from the one shielded where it has been hit.

Nature:

SoakDam. Red.TypeRangeCast timeManaDifficulty
3D6 + IB *3D6NatureSelf Only220

Known as: Ironbark, Wall of Iron

Strong Effect: +6 damage reduction against magical attacks.

Customizations:

Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.
Soak: 3 mana for an extra +1D6 soak - increases difficulty by 1.
Damage Reduction: 8 mana for an extra 1D6 damage reduction - increases difficulty by 1.

Ironbark is a very subtle shield, entirely without the fanfare and flashiness of most other magic. When someone with Ironbark cast upon them is hit, their clothing and skin will briefly appear to be metallic bark - against a sword or other metal weapon, it will often throw off some fierce sparks*.

Ice:

SoakDam. Red.TypeRangeCast timeManaDifficulty
5D6 + IB3D6IceSelf Only220

Known as: Frozen Armour, Shield of Frost, Wall of Rime

Strong Effect: +6 damage reduction against magical attacks.

Customizations:

Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.
Soak: 2 mana for an extra +1D6 soak - increases difficulty by 1.
Damage Reduction: 6 mana for an extra 1D6 damage reduction - increases difficulty by 1.

Shield of Frost is a curious one as far as spells go - although the air imediately around the caster will become bitingly cold and frigid, the caster themselves never seem to be worried by others' perception of the temperature. Shield of Frost is invisible until struck - whereby it will manifest as a layer of rime-covered solid air - hence the name.

Arcane:

SoakDam. Red.TypeRangeCast timeManaDifficulty
3D6 + IB3D6ArcaneSelf Only220

Known as: Arcane Armour, Mage Armour 

Strong Effect: +6 damage reduction against magical attacks.

Customizations:

Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.
Soak: 3 mana for an extra +1D6 soak - increases difficulty by 1.
Damage Reduction: 8 mana for an extra 1D6 damage reduction - increases difficulty by 1.

Arcane armour is the 'flashiest' of the basic armour spells. It radiates a soft glow (especially noticable under direct sunlight, much less so in darkness), and gives some rather bright flashes when struck.

Healing Spells

Healing spells do not possess any strong effects, and will tend to leave their recipients magically inclined in an element for a while after healing.

Someone/thing cannot be under the effects of anti-malady spells from different schools, although may be under the effect from more than one different spell in the same school. If a spell from an opposing school is cast, treat it as an attack from the school's general attack spells with all of the excess mana being put into damage increases.

General Healing Spell

Only three magical elements have the capability to heal; and the general healing spell is the usually the easiest to learn. They are most often the mainstay of any support- or community-inclined caster's reserve.

If a target is affected by a general healing spell whilst they are still affected by the residual element from a prior casting, they do not recieve any further reduction in injury levels unless the caster customizes the spell. (Marked *)

All of these spells will take 30 days of study to learn each, reduced by the character's intelligence bonus. At around 15 days of study, the effects of the spell can manifest, but not any of the healing benefits (in case you suddenly need to impress someone with a magical light show or need the effects of the spell without blowing something up in the process).

Nature:

HealingInjury LevelsTypeRangeCast timeManaDifficulty
3D6 + IB1*NatureTouch232

Known as: Cloud of Healing, Nebula, Mists of Healing

Effect: The recipient of this spell gains the nature magical element for 1d3 hours.

Customizations:

Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.
Healing: 2 mana for an extra +1D6 healing - increases difficulty by 1.
Injury: 10 mana per additional injury level healed - increases difficulty by 2.

Nebula manifests in a wet feeling very localised mist, around the caster and target. Besides feeling a little wet, the recipient can very much feel their damage being undone if they are concious. If their injuries are severe, it may well hurt like hell whilst this spell starts to rearrange potentially badly mangled bits of body.

Light:

HealingInjury LevelsTypeRangeCast timeManaDifficulty
3D6 + IB1*LightTouch222

Known as: Celestial Touch, Divine Touch, Healing Touch

Effect: The recipient of this spell gains the light magical element for 1d3 hours.

Customizations:

Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.
Healing: 2 mana for an extra +1D6 healing - increases difficulty by 1.
Injury: 8 mana per additional injury level healed - increases difficulty by 2.

Celestial Touch is easily the most benign basic healing spell. The recipient often will just lapse into a lucid state of semi-conciousness, and their body will quite succinctly knit itself together again under its effects. Sometimes some brightness or glow will be apparent, sometimes not.

Darkness:

HealingInjury LevelsTypeRangeCast timeManaDifficulty
2D6 + IB1*DarknessTouch232

Known as: Binding Touch, Lange, Rebuild

Effect: The recipient of this spell gains the darkness magical element for 1d3 hours. The target also suffers from one of the unpleasant side-effects listed below.

Customizations:

Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.
Healing: 3 mana for an extra +1D6 healing - increases difficulty by 1.
Injury: 10 mana per additional injury level healed - increases difficulty by 2.

Lange rebuilds and reconstructs its target directly and quite brutally if needed. Even more so than Nebula, it tends to hurt to buggery if the recipient is particularly badly injured. The spell will snap bones back into place, rip apart scar tissue, forcefully eject foreign objects and weld skin back together. It's often rather disconcerting to the uninitiated to witness.

Darkness healing spells always feel unpleasant in some manner from the recipient's perspective. The effects vary, but can range from a feeling of anger washing over them, to being made mildly nausious. Hardly anything to complain about in a fight, but not the ideal home care solution!

You can use a darkness healing spell for its particular after-effects rather than its direct healing if so desired. If its important as to which effect is envoked on the target, consult this table for ideas or roll on it randomly. The GM of course has the final say. These effects aren't powerful enough to effect combat in any way, but may be enough to sway social encounters.

Roll
Effect
01-09Some of the muscles in your body cramp up for a few seconds
10-18One of your eyes loses its focus for a few moments
19-27You feel mildly travel sick for a few minutes
28-36Your feelings of self worth plummet precipitously for a few minutes
37-45You become incredibly thirsty for a minute or two
46-54Briefly your whole body is covered with the intense need itch
55-63A mild headache decends upon you for a few minutes
64-72A wave of anger and hatred decends over you for a few moments
73-81You see double for a few moments
82-91You become mildly fearful of everything around you briefly
92-100You momentarily have a powerful urge to eat something disgusting

Anti-Malady Spells

Rather than repairing the body, as general healing does, anti-malady spells help flush ailments and afflictions from their target.

Casting the same spell on the same target will only refresh its duration, if the new spell lasts longer. It will not give further reductions to the symptoms of an illness.

Anti-malady spells reduce either the effects or severity of an illness for (usually) 1d3 days, or length of an illness. The length will be reduced by either days or weeks, depending on which is listed in the illness's entry.

If there is more than one illness that a character is currently being afflicted by, these spells will randomly target one of them. The GM should randomize which.

All of these spells will take 30 days of study to learn each, reduced by the character's intelligence bonus. At around 15 days of study, the effects of the spell can manifest, but not any of the healing benefits (in case you suddenly need to impress someone with a magical light show or need the effects of the spell without blowing something up in the process).

Nature:

EffectsSeverityTypeRangeCast timeManaDifficulty
-1 for 1d3 days-1 for 1d3 daysNatureTouch4102

Known as: Breath, Innoculate, Suffuse

Effect: The recipient of this spell gains the nature magical element for 1d3 hours.

Customizations:

Effects: 5 mana for a further -1 effects, increases difficulty by 3.
Severity: 5 mana for a further -1 severity, increases difficulty by 4.
Length: 10 mana for a reduction in length of -1 days / weeks, increases difficulty by 6.
Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.

Breath is an immediate release of symptoms from illness - once some of whatever-is-causing-it is purged from the body. It can be quite uncomfortable, but its after effects are often described as a suffusion of clarity, or an easy breath of air.

Light:

EffectsSeverityTypeRangeCast timeManaDifficulty
-1 for 1d3 days-1 for 1d3 daysLightTouch382

Known as: Balm, Comfort, Soothe

Effect: The recipient of this spell gains the light magical element for 1d3 hours.

Customizations:

Effects: 4 mana for a further -1 effects, increases difficulty by 3.
Severity: 4 mana for a further -1 severity, increases difficulty by 4.
Length: 10 mana for a reduction in length of -1 days / weeks, increases difficulty by 4.
Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.

Balm seems to directly counter how deadly diseases are to a person. It's much less painful than Breath or Circulate. Like most light based magic, a soft glow under sunlight may be present when it's cast.

Darkness:

EffectsSeverityTypeRangeCast timeManaDifficulty
-1 for 1d3 days-1 for 1d3 daysDarknessTouch4124

Known as: Circulate, Discast, Expel

Effect: The recipient of this spell gains the light magical element for 1d3 hours. The target also suffers from one of the unpleasant side-effects listed under the darkness general healing spell.

Customizations:

Effects: 4 mana for a further -1 effects, increases difficulty by 6.
Severity: 4 mana for a further -1 severity, increases difficulty by 6.
Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.

Discast, like other darkness based healing effects, is unpleasant for the target of the spell. Thankfully, it is even more unpleasant for the illness that it is casting out.

Discast can also be used to induce the same side effects as the darkness general healing spell.

Blessing Spells

Blessing spells are incredibly precise tinkerings with a person's very being. Although not too draining on the caster, they are very complex and prone to failure. Oftentimes the names 'charm' and 'blessing' are both used to refer to these spells.

Someone/thing cannot be under the effects of blessings from different schools, although may be under the effect from more than one different spell in the same school. If a spell from an opposing school is cast, treat it as an attack from the school's general attack spells with all of the excess mana being put into damage increases.

Casting the same spell on the same target will only refresh its duration, if the new spell lasts longer. It will not give another stat bonus.

General Blessings

General blessings are best thought of as magical sheaths, improving the performance of their targets in certain areas. Different elements have effect different things. General blessings are only of any use on living targets. Non-living targets (such as weapons) may also be blessed, but they will only gain the relevant magical element for a few hours but none of the stat bonuses.

The GM may well wish to roll the length in secret.

All of these spells will take 30 days of study to learn each, reduced by the character's intelligence bonus. At around 15 days of study, the effects of the spell can manifest, but not any of the blessing benefits (in case you suddenly need to impress someone with a magical light show or need the effects of the spell without blowing something up in the process).

Fire:

BuffLengthTypeRangeCast timeManaDifficulty
+1 Str or +1 Ptc1d3 hoursFireIB yards6 - IB64

Known as: Divine Strength, Blessing of Might, Blessing of Pertinence

Effect: The recipient of this spell gains the fire magical element for the duration of the spell.

Customizations:

Buff: 8 mana per +1 Str or +1 Ptc - increases difficulty by 2.
Length: 4 mana per +1 hour of length.
Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.

description.

Nature:

BuffLengthTypeRangeCast timeManaDifficulty
+1 Agi or +1 Per1d3+1 hoursNatureIB yards6 - IB43

Known as: Divine Grace, Featherfoot, Omen

Effect: The recipient of this spell gains the fire magical element for the duration of the spell.

Customizations:

Buff: 8 mana per +1 Agi or +1 Per - increases difficulty by 2.
Length: 4 mana per +1 hour of length.
Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.

description.

Light:

BuffLengthTypeRangeCast timeManaDifficulty
+1 Agi or +1 Tgh1d3+1 hoursLightIB yards6 - IB43

Known as: Blessing of Alacrity, Blessing of Celerity, Blessing of Fortitude

Effect: The recipient of this spell gains the light magical element for the duration of the spell.

Customizations:

Buff: 8 mana per +1 Agi or +1 Tgh - increases difficulty by 2.
Length: 4 mana per +1 hour of length.
Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.

description.

Ice:

BuffLengthTypeRangeCast timeManaDifficulty
+1 Tgh or +1 Int1d3 hoursIceIB yards6 - IB64

Known as: Empowerment, Envigour, Resurge

Effect: The recipient of this spell gains the light magical element for the duration of the spell.

Customizations:

Buff: 8 mana per +1 Tgh or +1 Int - increases difficulty by 2.
Length: 4 mana per +1 hour of length.
Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.

description.

Arcane:

BuffLengthTypeRangeCast timeManaDifficulty
+1 Int or +1 Per1d3+1 hoursArcaneIB yards6 - IB43

Known as: Arcane Vigilance, Arcane Intelligence, Arcane Foresight

Effect: The recipient of this spell gains the arcane magical element for the duration of the spell.

Customizations:

Buff: 8 mana per +1 Int or +1 Per - increases difficulty by 2.
Length: 4 mana per +1 hour of length.
Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.

description.

Darkness:

BuffLengthTypeRangeCast timeManaDifficulty
+1 Str or +1 Wil1d3+1 hoursDarknessIB yards6 - IB43

Known as: Charm of Empowerment, Charm of Envigour, Charm of Resurge

Effect: The recipient of this spell gains the arcane magical element for the duration of the spell.

Customizations:

Buff: 8 mana per +1 Int or +1 Per - increases difficulty by 2.
Length: 4 mana per +1 hour of length.
Range: 10 mana for an extra 2 yards in range - increases difficulty by 1.

description.

Mastery Spells

Whereas in most magic its elemental side-effects are an often-unwelcome accompaniment, mastery spells aim to manifest the environmental effects of magic precisely and in a very controlled form to get the best use out of those effects. This is an 'open class' a single small but useful utility spell that concentrates on harnessing the environmental effect of an element, rather than the magic power directly like most others.

A mastery effect has a cost and difficulty, determined by the GM, based on the volume affected (like how much / how far / how fast the spell effects something), and the ongoing effects (like how long water walking lasts). The volume affected would typically increase the difficulty of the spell and the ongoing effects would typically increase the mana cost.

Any spell that has to be continuously cast - such as a spell to manipulate an object - must .

The effect must be relevant to the element in question. Here are a few rough guidelines:

  • Fire: burning, heating, illuminating
    • Fire mastery takes direct advantage of the magic's flaming side effects. An example would be using it to light a campfire or provide a flame for illumination purposes.
  • Nature: growing, comforting, propelling
    • Nature mastery often relies on its good healing capability and its ability to blow air around, although one spellcaster is hardly capable of altering the weather.
  • Light: healing, illuminating
    • Light mastery also has strong healing cabilities, as well as much of the same illumination potential as fire magic.
  • Ice: cooling, extinguishing, lubricating
    • In addition to its obviously applications for cooling, Ice mastery can be used for water-ice's lubricating qualities: pushing a heavy object would be much easier if the floor it slid across was covered in ice.
  • Arcane: manipulating, maneuvring
    • Arcane mastery renders best as its
  • Darkness: fixing, pushing, rebuilding
    •  

Here are some guidelines as to what can be done and their costs:

Desired EffectElementCostDifficulty
Walking on water for 20 minutes, self castIce5 mana5
Walking on water for 20 minutes, party of 5Ice10 mana20
Illuminate an area for 20 minutes, with the same power as a few candles or a flame torchFire2 mana1
Light
Precision telekenesis - manipulating small objects with magic directly- over a distance of 2 yardsArcane2 mana1
Nature3 mana1
Darkness3 mana4
Realistic animation for a manequin whilst hiding behind a curtain - requiring total concentration - at a distance of 3 yardsArcane5 mana4
Nature8 mana6
Darkness8 mana8

[More examples forthcoming - added 0.1]

Limitations

Mastery spells can't be used to do anything that another spell covers.

GM Tip: Be consistent! Write down any mastery spells and costs if you can, so that you can reuse them easily.

Illusion Spells

Illusion spells are primarily used to

Polymorphism Spells

Polymorphism spells are most often used as an incredibly fine disguise, and occasionally to hide the effects of aging or some other trivial aesthetic reason. They alter the very build and fabric of someone's physical being from one form into another. Short of an active counterspell of some sort, these effects are pretty much permanent.

Name TypeRangeCast timeManaDifficulty   
Metamorph
Polymorph
Shapeshift
 ArcaneSelf15 - IB258   
 
Damage5 mana to decrease damage taken by 1D6 - increases difficulty by 2For 1d3 hours, the target has the arcane element
  
 
Reconstruct
Reform
Transform
 DarknessSelf14 - IB268   
 
Defence5 mana to decrease damage taken by 1D6 - increases difficulty by 2For 1d3 hours, the target has the darkness element
  
 

Polymorphism spells are excrutiating to use. They will cause a great deal of damage if they work - rearranging skin, bones and internal organs is going to require some recuperation. They will cause more damage if they go wrong.

Spell Specifics:

Note: If there's any doubt, the GM should offer a ruling.

You can choose the particulars, such as hair colour, eye colour, gender, build, etc., freely within the naturally occuring bounds of the race of your new form.

When polymorphed, you retain all of your mental stats, skills and talents.

The new form must have a brain volume of at least 50% the size of your original form. If it's any less than this then you're going to squish your brain too much with your own skull and turn yourself into a vegetable. Your brain cannot be downsized as much as the body in order to retain sapience.

If a piece of your body is hacked off whilst under polymorph, it does not revert to your original form.

Any equipment that you're wearing will not change shape as you do, unless it is enchanted to do so. It would be wise if you attempt to polymorph not be wearing anything that might get damaged or injure you.

All damage taken by when casting polymorph spell is not visible to any casual observer. A trained doctor might be able to discern a polymorph injury under examination, though.

Sapient races

If you've polymorphed yourself into a member of the same race as you, you keep your physical stats. If you really want to, you can reduce physical stats in your new form. You can polymorph into a bulkier form, but your stats will never increase as a direct result of this spell.

If you polymorph into a different race, you lose your stat physical bonuses and penalties from character creation, and gain those of your new form. Other special abilities are not changed or inhereted.

For a new form that's up to about three quarters of your weight and height, subtract 1 or 2 from your Str and Tgh, and add 1 or 2 to your Agi. For a new form that's over about 125% of your original size, subtract 1 or 2 from your Agi, and add 1 or 2 to either your Str or Tgh.

You can age-regress down to about the age of 8 with a polymorph spell, and age up to 'old' in your new form's racial terms.

You may polymorph yourself 1 extra set of fore-limbs. If they are arms, these will not grant any extra attacks or the like, but can be used to hold things. If they are wings, you will not be normally able to fly with them, but they will decrease the distance you fall by half for working out fall damage.

You may replace lost limbs through the use of a polymorph spell. However, these do not count as your original form.

When polymorphing into another sapient race, the process will take (an agonising) 1D10 minutes, and you will suffer 1D5 fatigue and 3D10 damage to 2 random locations.

Beasts

You may polymorph into any beast that is mammalian, and whose form is big enough to accomodate your brain. Generally, you will be able to speak, although it will sound very odd, and your voice will have changed significantly.

You must have at least 1 of your new forelimbs free for manipulation to cast spells (unless otherwise noted). You can also manipulate for the purposes of spells with a wand in your mouth.

As you're polymorphing into a different race, you lose your stat physical bonuses and penalties from character creation, and gain those of your new form. Other special abilities are not changed or inhereted. This includes any racial talents and skills.

When polymorphing into a beast, the process will take (an agonising) 2D10 minutes, and you will suffer 1D5 fatigue and 3D10 damage to 3 random locations.

Using Polymorph as a Disguise

You can use polymorph to disguise yourself. If you mearly change into some random visage that you dreamt up, then for all intents and purposes you are a different person. People who are chasing you may get clued up if they know you can polymorph, and/or see your new form doing things that are suspiciously similar to your old form.

If you are trying to disguise yourself as a particular person - you will need to make a disguise test, Per + Int, after your polymorphing attempt. The amount that the test is passed or failed by determines how good the replication is. This test is made by the player, as they will be able to judge for themselves directly if their disguise is any good. Any failure gives any perception or suss tests a bonus as described in the Skills section. Further mundane disguises may be taken on top of a polymorph disguise.

 

Other Spells to Write:

  • Acid-y attacks
  • Area alarm?
  •  

------ Cool names for spells that have yet to be written

Frostbite

Howling Blast

Darkstorm

Shudder

Umbra

Innoculate

Dark Flash

Shadow Glare

Astral Miasma

Arcanosphere

Rime

Hawfrost

Torrent of Terror