Spellbook

To be sure, the word "Spellbook" may seem rather ironic in a world where magic has been outlawed. Do keep in mind that it is only in the Realm of Agondar where magic is illegal. A book of magic is rare, but the use of the word suggests they do indeed exist.  

During the Age of Dragons magic was pure. After Lord Xanthias was crowned Supreme Dragon Lord, magic was corrupted. 

Unknown to the people of Agondar, Xanthias is a Pleiadian who refused to obey the laws of the Unnamed God. He left The Council and brought his machinations to the Realm. After the Great War, when the teaching of magic was outlawed, traditional magic began to die. To keep it alive small groups of mages continued to practice. They learned how to pass it on in new ways. 

With the introduction of new species to the Realm they brought with them their own magic. Agondar is unfamiliar with sciences so far advanced. With the help of Harrandor, mages found ways to harmonize alien sciences and technology with localized magic. Unable to record the knowledge in books they went back to the earliest traditions of tattooing incantations. 

As you study these spells you will find there is a union of traditional magic and high-tech science to take advantage of.


A note about classification: the spells herein are not listed alphabetically but by analogy. Meaning they have been classified by their artistic similarities, despite having been crafted and designed by a wide variety of Mage Artists over the decades, some more intricate than others. The oldest spells are those of more elaborate design, having been crafted before Lord Xanthias was enthroned. Recent tattoos are designed to be easily concealed.  


SPELLBOOK


FABRICATE MACHINE SOUL

The mage actually creates the soul of a machine as he binds it. The mage creates the personality of the spirit in addition to creating its stats.

Duration: Permanent.

Time to cast: 10 minutes. 


MACHINE POSSESSION

This spell summons a spirit into a machine, making it "alive" in some sense. In order to summon the spirit, the mage must  trap a spirit by summoning it from another plane. In doing so the mage loses 1 Ethics Point. When the spirit has been summoned, the spirit is permanently bound into the machine. Once bound, the spirit is limited as if it were trapped in a Soul Jar, except that it can control the machine in which it is trapped. The spirit can control the machine within the limits of what the object could normally do. For example, if bound into a vehicle, the spirit can make the vehicle move under its own volition, as long as the vehicle is capable of movement. If the machine in which the spirit is trapped can (or could) perform actions on its own, the spirit can control these functions at will.

Duration: Permanent.

Time to Cast: 1 minute.


ASTRAL BODY

The mage enters a trance and their soul is projected out of their body. While in this state the material world of their body is incorporeal. Nothing of that world can be interacted with unless they are able to temporarily take possession of the living. To make the attempt the victim must roll against their Immunity. If roll is a fail the mage has temporary possession for no more than ten minutes if the victim was awake, and no more than an hour if sleeping. This spell is useful for spying. 

Duration: 6 hours

Time to cast: 1 hour 


CREATE FIRE 

Useful for not much more than a campfire. The only damage to occur would be a spell check fail or if a creature stumbled in. 

Duration 3 hours, longer if fed. 

Time to cast instant.


THROW FIRE

A mage uses a lump of coal to ignite it into a ball of fire in their hand to be thrown at a target. If mage fails spell check the damage is directed to self and their comrades. Mage must keep supply of coal readily available. 

Attack: +2 

Injury +6 

Duration instant

Time to cast instant 


VOLLET OF FLAMING ARROWS

Mage conjures a mystical bow which releases a volley of flaming arrows at desired target (1). Damage is directed at self and comrades if spell check fails. 

Attack +2 

Injury +10 

Duration instant 

Time to cast instant 


LIGHTNING STRIKE 

Mage conjures a bolt of lightning at target. 

Attack+4 

Injury +10

Duration instant

Time to cast instant


ICE BLAST

A storm is summoned that blows the target and their comrades back by 15 ft with shards of ice.

Attack+10 

Injury +4

Duration instant 

Time to cast instant 


REVERSE SPELL

A mage may sacrifice 2 IP to buy this spell. When a spell is conjured as an attack on the mage and/or his comrades the mage can reverse that spell against the conjurer. 

Duration instant

Time to cast instant


CURSE

The target must roll against Intuition. If roll fails they have a -4 to attack for the duration of battle. 

Duration one battle

Time to cast instant


MAGIC BLAST

The mage fires a blast of mystical energy at an opponent causing injury equal to their level. Ex: a mage at level 3 will cause 3 points of injury, and so forth. Power of spell increases at every level.

Duration instant

Time to cast instant 


PROPHET’S VISION 

Mage has a vision about the outcome of a battle or near future event. 

Duration instant

Time to cast 1 minute


TRANSFORM

Mage transforms one creature into another creature of equal size. For example, a medium sized creature such as a human cannot be transformed into a small creature such as a mouse. 

Duration 3 days

Time to cast 1 minute 


EXORCISM

The mage casts this spell on a target possessed by a spirit. The possessed target must roll against their Immunity. If successful the spirit will leave their body and ever return. If failed the mage will then roll against their own Intuition. They may continue to try as many times as needed. This spell also works against other spirits as a ward to repel them. 

Duration permanent

Time to cast 1 min


RESTORE ITEM

The mage can restore one item back to its original form. 

Duration permanent

Time to cast 1 minute 


CAVE LIGHT

Mage conjures a small light which he softly throws upward that produces enough light to fill an enclosed area for up to 60 ft. 

Duration one hour

Time to cast instant


HOLOGRAM


Conjures the solid image of self or any creature or item the mage is familiar with. The hologram cannot produce sound but it may provide a temporary distraction. 

Duration 5 minutes 

Time to cast instant


BLESS

Mage touches up to three comrades to give them attack bonuses of +2, +2 injury. 

Duration one battle

Time to cast instant


RIGHTEOUS AIM

Mage touches one comrade to increase their to attack +5

Duration instant

Time to cast instant


THUNDEROUS INJURY

Mage summons a loud burst of thunder that requires the target/s (up to six) to roll against their Immunity with -4. Fail results in 4 points of direct damage to CP. 

Duration instant

Time to cast instant


GENETIC ALTERATION

This spell allows the caster to modify one aspect of a subject's genetic code, within the limits possible for the subject's species. At the DM's option this spell could add (or remove) advantages or disadvantages. To cast this spell the mage loses 1 Ethics Point. Note that changing genetic code in an adult subject may fail to impart the ability governed by the altered gene. When altering genes, a mage cannot add abilities which he has not "genetically sampled". All genetic alterations are permanent unless reversed.

Duration: Permanent.

Time to cast: 1 minute. 


GENOME MAP

This spell gives the mage a complete map of the subject's genome. This allows them to see all the subject's genetic traits, including inherited traits, genetically inbred advantages, disadvantages, and skills, race, sex and so forth. Either the subject or a sample of their tissue must be present when this spell is cast. 

Duration: Permanent

Time to Cast: 10 minutes.


HYBRID MANIPULATION 

This spell facilitates breeding between different species. If successful, this spell raises the chance to what it would be for in-species breeding of the less fertile partner, and the offspring will be healthy. If the spell fails, any offspring that may result is likely to be flawed in some way by incompatible genes. Crossbreeds may be crossbred themselves. For example, combining a Giant Eagle and a Horse results in the formation of a Hippogriff, and further re-combination of a Hippogriff and another Horse forms a Pegasus. Many races that are part human, part animal or combinations of two or more animal types are possibilities, although Centaurs, Faeries, Merfolk, Minotaurs, Satyrs, and Winged Folk, may not approve of the notion that they are nothing more than a successful mage's experiments.

Duration: Permanent.

Time to Cast: 1 hour.


EMEND DNA

Its most basic use is to correct and alter the DNA sequences in an unborn child. The spell allows the caster to alter the Attributes, Advantages and Disadvantages that the child will be born with. "Upgraded" people can be detected by use of this spell. Each species or subspecies requires a different specialization of this spell. Using this spell, the mage can make a mother give birth to a child of a different species - simply pay 2 Ethics Points. 

Duration: Permanent.

Time to cast: 1 hour. 


LOCATE GENE INFO

This spell allows the mage to determine if a certain gene is present in the subject. Either the subject or a sample of their tissue must be present when this spell is cast.

Duration: Permanent.

Time to Cast: 1 minute.


CONCEAL GENE

This spell makes a gene undetectable by any means. 

Duration: 1 minute.

Time to Cast: 1 minute. 


GENETIC CLOAKING

This spell is identical to the Conceal Gene spell, but it hides the subject's entire genetic structure or any genes specified by the mage. The mage has the option of making the subject's genes appear to be different or just making them "invisible."

Duration: 1 minute.

Time to Cast: 1 minute.


INTRON MESSAGING 

This spell allows the mage to temporarily alter the introns ("junk DNA") of the subject so that the subject can carry a message in his genes. The mage can encode any information that he wishes, as long as it can be transmitted by means of the genetic code. For example, DNA or RNA sequences could be transmitted by Intron Sculpting, but pictures could not, unless the mage found a way to encode the picture into a code that can be interpreted by a computer or cryptographer. Unless the mage wishes the information to be encrypted, anyone casting the Intron Messaging spell can read any messages that the subject carries in his introns. 

Duration: 1 day.

Time to Cast: 1 minute.


TRANSMIT DNA

This spell allows the mage to confer a single genetic trait to the subject, replacing or "overwriting" the subject's existing genome if necessary. In most cases, this will have no effect, but in some cases it might be an effective cure for congenital diseases linked to a single defective gene, such as Hemophilia. In order to cast this spell, the mage must simultaneously touch the subject and a specimen with the desired genetic trait. This is also a Healing spell.

Duration: Permanent.

Time to Cast: 1 minute.


ABSORB ENERGY

This spell absorbs some of the energy (damage) from an attack against the mage. Mage will only sustain 50% of that attack. 

Duration: Instantaneous. 

Time to cast: Instantaneous. 


FUEL CONVERSION

This spell converts fuel from one type to another type with which the mage is familiar. 

Duration: Permanent.

Time to Cast: 1 minute.


EFFICIENT FUEL

Any fuel that this spell is cast on becomes three times as efficient as usual and burns completely without generating any pollutants. Batteries become three times as efficient when this spell is cast on them. The power of electrical current isn't changed, but any source of electrical energy lasts three times as long or works three times as efficiently.

Duration: Permanent.

Time to Cast: 1 minute.


WATER MIRACLE

This spell turns liquid fuel into water. Depending on the fuel and the system it is powering, the results will range from negligible to disastrous. Internal combustion engines will run roughly or stall if they get water in them. In cold weather water can freeze in fuel lines, stalling the engine until the blockage is removed.

Duration: Permanent.

Time to Cast: 1 minute. 


CONTRASTING LINK

This spell links the motion of two wheels (or similar items) so that the wheels can share a common power source (like being linked on the same axle) yet one wheel will rotate at a different rate of speed if it encounters more or less resistance.

Duration: Permanent. 

Time to cast: 1 minute. 


HEAL ALL

Mage can spend 2 IP to cast a blue light that sweeps over everyone within a 30 ft radius and heals all wounds and restores full CP.

Duration instant

Time to cast instant


BANISH

A mage can cast this spell to transport one target to a location they are familiar with. 

Duration permanent

Time to cast 1 minute


LIGHT AS A FEATHER

If a mage or one comrade is falling they may cast this spell that will cause them to temporarily become as light as a feather. They will land safely and suffer no damage. Spell will dissipate when fall has ended.  

Duration until safe

Time to cast instant


UNSEEN POWER

This spell allows an engine or mechanism to run on magical power. This spell can be used to turn axles, pulleys, drive trains, etc. with no obvious motive force.

Duration: 10 minutes.

Time to Cast: 1 minute.


INVISIBLE SHIELD 

The mage casts an invisible shield around self which deflects all energy based weapons. 

Duration: 1 battle.

Time to cast: 1 minute

MAGNETIC METAL

This spell, when cast on an object, creates a strong magnetic field. At the base level, the magnetized object will attract metal objects to it.

Duration: 1 hour.

Time to cast: 1 minute. 


DISTRESS SIGNAL

Mage conjures a distress beacon that signals nearby ships or other vehicles, AI, etc., which have the ability to receive signals.

Duration: 1 week.

Time to cast: 1 minute. 


VEHICLE WEAPONS

This powerful spell allows the mage to magically create weapons on or in a vehicle. The mage can create any sort of weapon with which he is familiar. However, the weapons created must be able to fit into (or onto) the vehicle and they cannot be removed from it. Ammunition supply must be normal for that sort of weapon (DM's option as to what is "normal"). Created weapons are fixed to fire in one direction. The driver or pilot (or a passenger, if the mage specifies) can fire these weapons by pressing a button or pulling a trigger. If weapons are already installed on the vehicle, the new weapons will be linked to some or all of them, as the mage desires.

Duration: 2 rounds of battle.

Time to cast: 1 minute. 


FABRICATE MACHINE

This spell allows the mage to create any machine with which they are familiar. A mage cannot use this spell to create new machines. If a machine requires closely associated parts in order to function (like bullets for a gun, or staples for a stapler), then a normal "load" is provided with the machine. However, these supplies vanish if removed from the machine though they are permanent if used in the "proper" fashion. For example, rivets created with this spell will remain behind although the rivet gun created by the spell vanishes when the spell's duration ends. If the duration of the spell is extended, one new "load" is provided with the extension. This is an extremely powerful spell. 

Duration: 1 battle.

Time to cast: 1 minute. 


HANDS OF DECAY

The mage laws his hands on an organic target. If the target fails a roll against their Immunity they suffer +10 damage per round. 

Duration until dead

Time to cast instant 


REVERSE TIME

Mages causes time to reverse within 60 ft of self. The duration of time is equal to that of the mage’s level. Ex: if mage is level 3 they reverse time by three minutes. 

Time to cast: 1 minute 

Duration: varied


TIME DISPLACEMENT

On a specific target or area of no more than 10 ft the mage causes time to jump around to different points. If the spell was cast on an opponent their body will instantly age to various stages of growth within their own lifetime. If the spell is on an affected area those who enter or are already within the area, will experience the same effect.  

Time to cast 1 minute

Duration 5 minutes


SLOW TIME

On an affected area of 20 ft time slows to a rate of 1 month per every minute that passes. This completely incapcitates all those within the area, as they will appear near-motionless. The duration of the spell is optional. The mage can choose a specified amount of time but may not exceed the character’s level. Thus a mage at level 3 cannot cast the spell for more than 3 minutes. 

Time to cast 1 min

Duration varied


TIME LOOP

The mage causes time to jump from one instant to a previous instant in time in an area of no more than 10 ft. The duration of time cannot exceed the mage’s level. A mage at level 3 cannot cast the spell for more than the last 3 minutes of time. Ex: targets within the affected area will jump back to the previous three minutes. All comrades of mage must not be within the affected area when the spell is cast. Outside of the affected area they will see themselves where they were previously but not be affected by the spell. The spell itself can only be cast equal to the mage's level. Thus a mage at level 3 can cast this spell to repeat the last three minutes in a loop lasting for no more than the next three minutes. 

Time to cast 1 min

Duration varied


LOST TIME

An opponent will suddenly black out and then come back to their senses wondering where they are, how they got there, and how much time has passed. They will only remember events before the encounter. 

Time to cast 1 min

Duration 5 mins 


CREATE COMRADE

The mage creates a comrade of equal stats to their own when going into battle, but the comrade must be a fighter as they cannot cast spells of their own with this spell already in use. For the duration of the battle the comrade can use any simple non-tech weapon and shield/armor of the mage’s choice  All scores will be based on the PC’s own character sheet. 

Time to cast 1 min

Duration 1 battle or until 0 CP


GAMMA MONSTER

The PC buys this spell. For each use they pay 2 IP for 1 battle. A large gamma monster is created with +10 Attack, +15 Injury, 20 AP, and 23 CP. It is a destructive force and near-mindless. Once the mage has created it they do not have control over it. Anyone and anything in the area of its creation is a target for its rampage. Mage and comrades have +5 to escape before the monster “comes to life”. Fortunately the creation is not permanent.  

Time to cast 1 min 

Duration 10 mins


EXTEND HAIR APPENDAGES (OR “LIVING HAIR”)

The mage grows very long locks of hair which act as weaponized appendages under control of the mage which has +4 Attack. Injuries: Whip +2, Sharp Slice +3, Strangle +2 per round until the target can break free with a roll against their Toughness.  

Time to cast 1 min

Duration 1 battle


NUCLEAR BLAST

This spell is a thermonuclear blast. This spell is deadly, and it requires 5 ethics points to cast, and unless the caster is at ground zero, they will have penalties (to be determined by DM) for distance to cast the spell and survive! The damage will be more than any character can survive, and the structural damage, injury, and social devastation are beyond the scope of game mechanics. Anyone who was facing the direction of the blast, but not within the blast radius, must roll a D20 to determine how many days they will be blind. Ex: a roll on 10 equals 10 days of blindness. 

Duration: instant devastation!

Time to cast: 10 mins

Loss of 2 CP to cast

Loss of 5 Ethics, 2 Sanity Points if survive. 

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