CALL [species]
Ritual (Summon)
Common (Some will be Rare)
Like the more common Summon (Species) spell, except
this version works on creatures from the Mundane Plane instead of creatures
from the Spirit Plane. If the caster knows the actual name of the creature
being summoned, he gets the one selected. Otherwise, he gets a random member
of the targeted species.
Commonly, Hold is used to keep a Dominate spell
ready for the creature's arrival.
Called creatures within Range proceed towards the
caster at their best rate of travel, for so long as the spell is maintained.
Multispell can be used to Call a number of creatures equal to the level
of Multispell used, if available.
CONJURE [demon]
Ritual (Summon)
Rare (Some will be Exotic)
This spell searches through the Million Spheres
to find a creature dwelling there and bring it to the plane of the caster.
(Successful use of Million Spheres Lore will double the user's Special/Critical
chances, but will not affect his total chance of success.) On a normal
success, a totally random specimen appears. On a special success, the caster
may assign 50% of the points available for design to the creature conjured.
On a critical, the caster may assign all of the points, and is considered
to have summoned a member of a Breed. (Breeds may be summoned with a normal
Summon spell thereafter).
Since the caster is never certain of what will appear,
Dominate cannot be used. However, when the Conjured entity appears, the
caster may match his POW vs. the POW of the entity to force it into a Binding
Enchantment.
If the Binding Enchantment does not possess enough
characteristic "slots", the demon in question is entitled to require that
the caster fullfill a "Need" at certain intervals as the price of it's
service. The type of Need and the frequency of it's fullfillment vary depending
on how many slots are missing.
CONTACT [individual]
Ritual (Summon)
Exotic
The Contact spell is a special purpose form of the
Telepathy spell, in that in addition to placing the caster and target in
mind-to-mind communication, it opens a pathway for the target to come to
the caster (but not vice-versa). Contact spells are target-specific; and
the target of a Contact spell might very well be unhappy to get unwanted
summons.
CREATE HOMONCULOUS
Ritual (Enchant)
Exotic (Vadeli)
This spell allows the caster to grow a fetal-like
image from his own flesh. This image, called a homonculous, is an incomplete
creature possessing only STR, CON, SIZ, and DEX (commonly but a single
point of each). This creature must be maintained in a glass bottle, and
fed at least 1 hp worth of blood (from am member of the same species as
the caster, but NEVER the caster's own) to remain alive.
The caster must provide the flesh for the homonculous;
while the ritual requires that the flesh be "of the caster", it need not
come from his own body. Many Vadeli will take the unborn fetus from their
own (or their woman's) body and use that, or will elect to find some other
way to procure 1 SIZ worth of their own flesh. During the enchantment ritual,
the caster sacrifices 4 points of POW, one each for STR, CON, and DEX,
and the final one to seal the enchantment.
Once enchanted, the caster may elect to move his
spirit (INT and POW) into the homonculous at any time, no matter how far
they are from one another (but not across planar boundaries), He can then
observe and communicate with anyone who is present in the room where the
homonculous is kept. The caster can cast magic (but his skills will change
to reflect the reduced DEX of the homonculous, and be further cut by 25%
by the restrictions of being confined within the bottle) but cannot perform
physical actions, as it remains trapped within the bottle. The caster can
return to his own body at will.
If an enemy gains possession of a live homonculous,
he can cast mind-affecting spells against the homonculous' creator at no
Range. Thus, any sorcerer with a homonculous guards it well, lest it fall
into the hands of his enemies.
FRESHEN PRESENCE
Ranged, Temporal
Common
This spell must be cast with an Intensity equal
to the amount of Stale Presence it is intended to affect. If used to freshen
presence that would normally return at a rate of 1 point per melee round,
it returns instantly. If used on presence that is returning at a rate of
1 point per hour, it begins returning at a rate of 1 per melee round.
JAMETHIEL'S CRYSTAL WORLD*
Self, Maintained
Exotic
This spell is ideally cast with an Intensity equal
to the SIZ of the caster, but may be cast with a minimum Intensity of the
caster's SIZ/2.
Once successfully cast, the caster is surrounded
by a glassy sphere with a diameter appropriate to the Intensity of the
spell (i.e. if the Intensity equals the SIZ of the caster, he may stand
upright, SIZ/2 reduces him to a fetal position). Inside the sphere he is
completely isolated from the vagarities of the external climate, protected
from extremes of temperature, pressure, and toxins in the atmosphere. It
is commonly multispelled with Skin of Life, so that he may continue to
breathe in the sphere for long periods.
If the caster elects to remain within the sphere,
his only means of locomotion is rolling the globe from within or being
pushed/carried by outsiders.
The Crystal World automatically has AP equal to
half the Intensity used to create it, but is sometimes Multispelled with
Boost Armor if rough handling or sudden shocks or blows are expected.
JAMETHIEL'S X*
Attack, Ranged, Maintained
Exotic
Each Intensity of this spell may be used to affect
3 SIZ of a target, though additional Intensity adds strength to the manifestation
of the spell.
If the target fails to resist, he is immobilized
by a shimmering rose-colored force that holds him in an upright spread-eagle
position until he is either released by the caster or can overcome the
Intensity (x3) of the spell with his STR on the resistance table (one such
check may be made each round).
[Example: Hodusk the Great (STR & SIZ 18) is
overcome by an Intensity 8 Jamethiel's X. Each round thereafter he may
pit his STR vs the Intensity of the spell x3 (24) to break free from his
bondage].
MARCUS' BLOODBURN*
Attack, Ranged, Instant
Exotic
This spell was created by a Keoish sorcerer
named Marcus of Cryllor. It requires Intensity equal to twice the SIZ of
the target, and if the caster successfully overcomes the target in multiple
POW vs. POW contests it will eventually cause the target to burst into
flames. On the round in which it is cast, the target automatically takes
1d3 damage, and takes on a reddish hue, as if sunburned. On the second
round, if the caster's POW overcomes the POW of the target again (the caster
need not concentrate to accomplish this, however), the target takes another
1d3 damage and breaks out in whitish blisters (similar to second degree
burns). On the third round (again, if the caster overcomes the target),
the target's clothing begins to smolder and the damage rises to 1d4 as
the skin of the target begins to blacken and char. On the fourth round,
if the target fails a fourth and final contest against the caster, he bursts
into flame, taking 1d10 damage per round until completely consumed.
If cast prior to the fourth round, the following
spells can successfully counter a Bloodburn: Call Cold (Intensity of at
least 6), Neutraliaze Magic (vs. the Intensity of the Bloodburn), or Regenerate
Damage (though if cast with an Intensity of 4 or less will simply prolong
the agony of the target). This spell can also be nullified by a target
who is under the effect of a Dream of Darkness spell at the time of casting,
if he expends magic points equal to his SIZ.
MARCUS' CLOUD MEMORY / RELEASE MEMORY*
Ranged, Instant
Exotic
This spell was created by a Keoish sorcerer named
Marcus of Cryllor. When successfully cast upon a willing recipient,
this spell blocks all conscious memory of a specific event (or a chain
of events, if cast with Multispell). Intensity equal to the INT of the
target must be used. If employed against an unwilling target, it becomes
an Attack spell, which if it fails, intensifies the memory of the event
or events in question. In either case, the memory to be blocked must be
specific - "forget what you did yesterday" would not work, but "forget
what you had for breakfast yesterday" would be acceptable.
Memories blocked in this fashion still exist within
the target's mind, and may bubble up out of the subconscious in the form
of dreams. Such blockages can be removed through the reversed form of thsi
spell, or by the psionic discipline of Mental Surgery (at TP7 - Adjust
Memories).
MASSWARP
Ranged
Rare
This spell affects the mass of objects. Each level
of Intensity can alter the weight (ENC) of an object (10 ENC base
value) by one half. Thus, with one level of Intensity, a 10 ENC object
weighs 5 ENC, with 2 Intensity it would weigh 2.5 ENC, etc.
Alternatively, it could increase the mass of the
same object by one half, resulting in values of 15 ENC for one Intensity,
22 ENC for 2 Intensity, and so on. This spell is often Multispelled with
Expand to create small containers capable of holding large amounts of material
that weigh very little. Containers affected by Masswarp that are neutralized
by Dispel magic regain all of their normal mass instantly. This spell cannot
be cast on living material.
RESIST PSIONICS
Touch
Common (though some will be Rare or Exotic)
The incoming attack must overcome the Resist's Intensity
in order to do any damage at all. Otherwise, it is canceled. If it does
overcome it however, all damage penetrates. Some of these spells come in
sub-types. These sub-types have the advantage that they resist at double
Intensity, but they may only resist their specific attack.
Psionics -- Bolsters the mind's natural defenses
against psionic intrusion/attack, by increasing the passive force by +1
for each level of Psionic Resistance in place. This spell has sub-types,
one for each psionic effect that allows a saving throw to resist it's effects.
(i.e. Resist Telepathic Projection, Resist Neural Lash, etc.)
SUPPRESS ASPECT
Attack, Ranged
Exotic (Taladan)
This spell affects the target's Aspect.. One point
of his Aspect is trapped and rendered incapable of supporting effects or
being used to create psionic effects.per Intensity. If the target's Aspect
is reduced far enough, he may be forced to drop maintained effects, taking
1 round per effect to do so.
SUPPRESS PSIONICS
Attack, Ranged
Exotic (Taladan)
Each Intensitiy in this spell reduces the target
psion's chances for success with all psionic effects by 5%. Thus, a Suppress
Psionics 10 would reduce a psion's chances to create any effect by 50%.
TELEPORT BLOCK
Ranged
Rare
This spell is primarily used with Range, though
Intensity is also used. Each level of Range used with this spell increases
the diameter of the Blocked region by 10m, (i.e. Range 0 gives a 10m diameter
sphere, Range 1 gives 20m, Range 2 gives 30m, and so on). Each level of
Intensity used subtracts 10% from the chances of anyone attempting to Teleport
(via Sorcery, Divine Magic, or Psionics) within the area of effect.
Y'S RETREAT
Ranged, Maintained
By use of this spell, the caster and a number of
other people (equal to half the levels of Multispell employed) are whisked
outside of time to a misty white realm. While this spell is Maintained,
those within that place can heal, recover magic points, etc. at a normal
pace. The total area of the misty realm is a circle 1 meter in diameter
for every level of Range employed.
For those outside the spell effect, however, no
time passes whatsoever. Those inside the spell resume their former positions,
whatever they might have been, when the spell duration ends.
Y'S VOICE OF CONFUSION
Attack, Ranged, Maintained
A target affected by this spell has both his comprehension
and ability to communicate verbally confounded by this spell. For every
level of Intensity, the target loses 10% from his all of his Speak Languages
skills.
[Example: Fred Parker, with a Speak Bakluni of 50%
and a Speak Common of 75% is affected by a YVoC Intensity 6 - until
the spell is dispelled or allowed to lapse, he cannot understand or make
himself understood in Bakluni, but can Speak (and understand) Common at
an effective 15%.]
* - Denotes spells borrowed from Call of Cthulhu, though the power level
has been altered to suit RQ (IMC, leastwise).