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[size=150][url=http://www.explorersunlimited.com/eu/viewtopic.php?p=330907#p330907]Spell reference at this Link[/url][/size]
(Level 1) RUE Pg. 199
Range: 100 ft.
Duration: 1 melee
Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
All things, organic and inorganic, have an aura. The aura has many features and distinctions. and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what, or power level).
• The presence of psychic abilities. Low (Minor) or high (Major or Master).
• High or low base P.P.E.
• The presence of a possessing entity (does not indicate Psychic Possession or mind control).
• Healthy, Sick, injured or completely well.
• The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee. or demon. but does not reveal which.
Note: One can not use this spell to determine another character's alignment
See the Invisible
(Level 1) RUE Pg. 199
Range: 200 ft.
Duration: 1 min./lvl
Saving Throw: None.
The character can see Astral beings, entities, elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.
(Level 1) RUE Pg. 199
Range: 90 ft. area.
Duration: 2 min/lvl
Saving Throw: None, except a psychic Mind Block, Alter Aura or a Protection from Magic circle which will prevent the spell from working on anyone in the circle. The psychic's equivalent power of Sense Evil is not blocked by magic circles.
The Sense Evil invocation enables the spell caster to feel or sense the presence of evil, and especially supernatural evil (demons, Devils, etc.). It will indicate approximately how many supernatural evil presences
are within the 90 foot (27.4 m) area; one, a few (2-6), several (7-14), or many (more than 15). It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object, or person, or an approximate distance (very close. near, far. etc.).
Evil emanations from human beings, D-Bees, and other mortals are much less distinct and can not be sensed as easily or broadly as above. In this case, the spell caster must see a particular individual and cast the spell on that one character. The mage can then detect if the character is Diabolic or not. otherwise he can only sense any immediate evil intention on the part of the targeted individual.
(Level 1) RUE Pg. 199
Range: 120 ft. area.
Duration: 2 min./lvl
Saving Throw: None.
This magic ability enables the character to sense or feel the presence of magic. Like a Geiger counter, the individual can tell if he is near (within 20 feet/6 m) or far (toward the limit of the range). The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of invoking magic, or if magic is being used in the range area. Note: Men of Magic and most supernatural beings do NOT register as magic except when they are actually casting a spell/using magic. Psychic powers can not be detected with this spell.
(Level 3) RUE Pg. 203
Saving Throw: Not applicable.
P.P.E.: Special: 2 P.P.E. plus Hit Points or S.D.C.
By using the Life Source spell, the mage is able to convert his own life energy (S.D.C. and/or Hit Points) into P.P.E. points for casting spells. Casting Life Source costs two P.P.E. points and inflicts physical pain and weakness upon the spell caster. The sacrifice of portions of his own life force in order to gain P.P.E. racks the body with sharp pain and invisible physical damage. Obviously, this is a spell of desperation.
In-game terms, the willing sacrifice of two S.D.C. points (counts as S.D.C. damage) makes available one P.P.E. point. The willing sacrifice of one Hit Point makes available one P.P.E. point. Unlike the Indian Shaman power (see Rifts® Spirit West), the mage can accidentally kill himself by burning up all his Hit Points (down to zero). If Hit Points reach zero (even if S.D.C. points are still available), the character falls into a coma and is -20% to save vs coma and death! Furthermore, for every ten points of S.D.C. or five Hit Points of damage to the spell caster (from this spell), he becomes weak and is -2 on all rolls for bonuses, saving throws and combat (initiative, strike, etc.), while skill rolls are -10%. At some point, the character can do little more than sit or lay in a heap to mumble spells and speak - too weak and injured to move! Note: This damage resists both bio-regeneration and magical healing, but is not permanent and will heal at the normal rate.
(Level 4) BoM pg. 99
Duration: 5 min./lvl
Saving Throw: None
The incantation sends the spell caster's Astral body into the Astral Plane, another dimension. This magic functions exactly like the Psychic Sensitive ability.
Psychic Sensitive ability
(Level 4) RUE Pg. 171
Through intense concentration/meditation (4D4 minutes of preparation), the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the astral body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the astral body with its physical self. If the cord is severed, the character is likely to die of sudden shock as body and soul are torn asunder. There is only a 30% chance the astral self can locate its physical body without the silver umbilical cord (roll best 2 out of 3).
The physical body lapses into a coma-like trance when the astral self has left it. In this state, the body is completely helpless. It can not walk, move or think; it's completely catatonic. Meanwhile, the astral form has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the material plane. The hazards are threefold. First, if the physical body is killed, the astral body is forever lost and will die, fade away, within six hours. Second, if the astral body gets lost or captured while in the astral plane, the body will begin to waste away and die. (Note: One minute of time in the physical world can be an entire day or even a week in the astral plane). Third, the astral body is vulnerable to psychic attacks and attacks from ghosts, entities, and creatures of the Astral Plane (see Nightbane World Book One: Between the Shadows for in-depth information about the Astral Plane and the Dreamstream).
There are two levels of astral projection, coexistence (physical body and spirit form) in the material world and/or the Astral Plane (another dimension). Astral projection from the physical body into the material world creates a ghostly specter of the astral self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in astral form, the character automatically gains the ability to float, fly (mach one/670 mph maximum), see the invisible, pass through solid objects, is impervious to physical harm (including cold, heat and energy), and can see and hear as usual. The astral body cannot communicate with the physical world except through telepathy or empathy, nor speak to, smell or touch anything on the material plane. The astral self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on people in the material plane (although limited to short sprints. See duration).
Traveling in astral form has its own very special dangers. While the character can see the invisible and other astral travelers, they can also see him. This makes him susceptible to their psychic and astral form attacks; astral travelers can engage in hand to hand combat against other astral beings. The most vulnerable target is the silver cord which is the astral traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person's physical hit points and S.D.C. combined! Furthermore, the thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The astral body also has two times the S.D.C. and hit points of the physical body. This means if the character has 18 hit points and 28 S.D.C., both the astral body and its silver cord have 92 Astral S.D.C. each (18+28=46x2 = 92 each). Remember, magic and psychic powers have full effect on the astral body. This includes exorcism, which will force the astral traveler to leave the immediate area (400 ft/122 m radius) and prevents him from returning for 24 hours.
Entering the Astral Plane is like entering the twilight zone. After a minute of concentration, the astral gateway appears as a bright patch of shimmering, white light. Once the astral traveler passes through it, he will find himself in an endless expanse of white light and rolling, white clouds. There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time too, is in a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. Time and space are twisted and distorted, so the astral traveler can travel from one end of our planet to the other, in the blink of an eye, by simply hopping through the Astral Plane. While this may sound wonderful, the Astral Plane has its dangers. First, the distortion of space and time makes it extremely difficult to find the material world and one's dormant, physical body. Even trying to follow the silver cord can lead to nowhere.
To return from the Astral Plane to the physical body, roll on the following table; Each roll will determine the astral traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses.
Location of the Physical Body
Roll Percentile Dice to Return from the Astral Plane
01-30 Hopelessly lost (roll again).
31-50 Uncertain, confused (roll again).
51-76 Fairly certain of location; on the right track (roll again).
77-00 Definitely certain of location. (Whew! Made it Back).
Astral travel with & partner is a much safer way to travel because if one can find his body, he can lead the other one out with him.
Note: Traveling on the material plane in astral form is infinitely easier than travel in the Astral Plane. To find the physical body, the character need only return to where he left it. If it has been moved or hidden, the astral self can sense its location with a 60% chance of success (roll once per melee).
The other danger lies in being attacked by other beings who live in the Astral Plane. Entities and elemental creatures of magic live in that dimension or travel through it. These beings are usually hostile, evil forces. While the astral body can not touch or communicate with the material world, the astral body is quite solid to other inhabitants of the Astral Plane. The astral body is also vulnerable to magic and psychic powers, as well as physical assault by astral entities.
The energy which composes the astral plane is responsive to thoughts and desires. The strongest astral beings can mentally or magically control that energy to mold a small area to look like whatever they imagine (see Nightbane RPG World Book One: Between the Shadows). This means that the astral plane is made up of hundreds or thousands or even millions of tiny astral "kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entity that creates it. Some may look like a modern city, other castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to heaven and hell originate? It is always wise to avoid an astral kingdom because only the most powerful entities and astral beings can create and maintain them.
(Level 5) RUE pg. 207
Range: Touch or within 4 ft.
Duration: 15 min/lvl
Saving Throw: Standard.
Domination is another trance-like enchantment that enables the spell caster to impose his will over his victim's, forcing the individual to do his bidding. The victim of Domination appears to act oddly, dazed, confused, slow and unfriendly (ignoring friends, etc.). The enchanted character has one goal, to fulfill the commands of the spell caster. Under the enchantment of Domination, the character's alignment does not apply. He will steal, lie, assist in crimes, kidnap, betray friends, reveals secrets and so on. The victim is under the (almost) complete control of the spell caster. The only things the bewitched victim will not do are commit suicide, inflict self-harm, or kill a friend or loved one. A good aligned character, Principled, Scrupulous and even Unprincipled, can not be made to kill anybody; it is too deeply against their alignment. Note: The enchanted person is not himself and suffers the following penalties. Attacks per melee round are half, speed is half, all skills are half their usual proficiency, speech is slow, and the person seems distracted or a little dazed.
A successful saving throw versus magic means the magic has no effect. The character is 100% his normal self. The effects of the Domination magic can not be faked. Can not affect a person inside environmental M.D.C. body armor, power armor, robots, or vehicles.
(Level 5) Federation of Magic pg 138
Range: 100 feet +10 feet/lvl, but the intended victim must be visible.
Damage: 5D6 damage plus disorientation penalties. Double damage by touch ~ but must actually touch bare skin.
Duration: Instant, and add 1 melee/lvl to penalties, stacking.
Saving Throw: Save vs psionic attack.
Mental Blast is a magical spell that simulates a psionic attack on an enemy. Instead of blasting away with energy bolts to damage the body, this attack is invisible and undetectable (except by psionic individuals) because it attacks the mind. The mental blast does damage directly to Hit Points for normal creatures, or M.D. to supernatural and mega-damage creatures. It can affect targets protected in body armor, but not those clad in power armor, giant robots or armored vehicles. In addition to physical pain and damage (a sudden migraine headache or shooting pain in the head, neck or spine), victims of this insidious attack will feel confused, disoriented and paranoid. The victim instinctively senses he is under attack but doesn’t know from whom - one of the great advantages of this spell is that it is virtually invisible and it can be difficult to determine the source. Thus, the victim may flee the area or accuse innocent people, lash out madly (and with deadly force) or call to a nameless (faceless) enemy to show himself and fight openly, man to man. Penalties: Victims of this attack are -2 on the initiative, -2 to strike, party, and dodge, and -20% on all skills. Penalties remain in force for 1d4 melee rounds per attack; multiple Magical Mind Bolt attacks will have a cumulative effect. If the character successfully saves vs psionic attack, the damage is half and there are no penalties! Note: Mind Melters and Mind Bleeders will automatically sense who their attacker is!
(Level 5) Mercenary Adventures pg. 14
Range: Self or other by touch or within 20 ft; line of sight
Duration: 2 melee/lvl
Saving Throw: None.
This enchantment empowers the recipient with the balance, reflexes, and agility of a jungle cat. without the need of any training, the character can walk a tightrope or narrow ledge at a base skill of 88%, as well as fight, leap and dodge on narrow beams, tightropes and ledges without fear of losing his balance and falling. The character is also totally unafraid of heights when this spell is in effect.
Bonus: +1 initiative, +1 Parry, +5 dodge and +5 to roll with impact. Automatic Dodge +5. Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts.)
(Level 6) Federation of Magic pg 138
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast-moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the downside is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!
Summary of Barrage at caster level 7:
Damage: 10 blasts; 2 MD/SD per blast, 20 MD/SD if all blast hit,
Duration 7 seconds
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.
(Level 6) PFRGP Main Pg. 186
Range: Self or other by spell up to 20 ft (6 m) away or ritual.
Duration: 2 Melee/lvl.
Saving Throw: None
Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.
While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on the initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.
Impervious to Energy
(Level 6) RUE pg. 210
Range: Self or others by ritual.
Duration: 2 min/lvl
Saving Throw: None.
The spellcaster can make himself impervious to all forms of energy, including fire, heat, electricity, lasers and so on. Energy attacks do no damage whatsoever. Physical attacks, guns, knives, clubs, explosives, and even punches, etc., do normal damage.
Mask of Deceit
(Level 6) RUE pg. 210
Duration: 10 min./lvl
Saving Throw: Everyone who encounters the disguised character gets a save vs magic, but is -4 to succeed. A successful save means the true features are seen, not the mask. However, those who don't really pay attention or care who the character might be, are automatically fooled by the deception (no chance to save).
A useful tool for deception, it magically creates an illusionary mask over the spell caster's own facial features. Age, gender, skin color, hair, hair length, and specific features are composed with thought. However, the magic is limited to facial features and does not apply to any other part of the body. The mage can attempt to imitate a specific person's face, but has a mere 20%+5% chance per level of experience. If the character has the Disguise skill, use that base skill instead.
(Level 6) Federation of Magic pg 114
Range: Effective targeting deflection is 500 feet +50 ft./lvl. Trying to hit a target beyond this range is -1 to strike per every additional 100 ft. This spell can only be cast on the sorcerer himself,
Duration: One melee/lvl
Saving Throw: Dodge
Limitation: Energy attacks only, but as Deflect spell for all other.
Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the mage can magically parry energy attack/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source! Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce back energy blast, but does so without bonuses and must match or beat the mage’s parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm’s way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
The mage can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike. Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.
(Reference for Targeted Deflection above)
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, tire balls, called lightning, etc. The caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground 1D4x10 yard/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded or heavily occupied area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4x10M .D. or more damage) are deflected. the character must roll a 20 sided die again, but without the benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets. missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location.
(Level 6) Book of Magic pg. 114
Duration: Half a melee round (7 seconds)
Saving Throw: None.
The invocation momentarily suspends time, enabling the spell caster to slip seven seconds into the future. The mage can move forward seven seconds while all around him are caught in the past. The magic is such that the character can not physically hurt any living creature, but can move about the physical environment, open doors, grab an item, run, etc. The effect will appear, to others, as if the character disappears for an instant and then suddenly reappears a few seconds later. All around him lose two attacks that melee round, but the mystic retains all of his. The time slip is ideal for a quick escape. Note: Whatever actions the sorcerer takes within the seven seconds are unseen and unknown to the other characters.
(Level 7) RUE pg 213
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None.
A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible. Note: The invisible character is not ethereal and can not walk through walls: he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.
(Level 8) Federation of Magic pg. 144 [Modified by Maniacal Laugh for HU2:CS)
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None
Although not quite as “invincible” as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helm. The armor is Natural AR 18, is 50 SDC per level of the spell caster, and regenerates damage at the rate of 2d6 S.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor cannot be placed on giant Automatons.
Invincible Armor: Natural AR 18. 50 SDC per level, regen 2d6 SDC per melee, all energy attacks, magic or mundane inflict half damage. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.
(Level 8) RUE pg. 215
Range: One character by touch (cannot be used on oneself).
Saving Throw: None.
A powerful healing spell that can instantly heal external and internal injuries and restore up to 2D4x10 S.D.C. and 6d6 Hit Points. or 1d4 M.D. (only if the latter is a Mega-Damage creature)! The mage may not cast this spell on himself nor give (even temporarily) a character more S.D.C. or Hit Points than he had to begin with.
(Level 8) RUE pg. 216
Range: Touch or 60 ft.
Saving Throw: Special (Ritual magic has a greater chance of success).
This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll a saving throw. If the roll is a successful save against the magic in place. its influence is immediately destroyed, negated, canceled. 12, 13, 14. or 15 is needed for spell magic depending on the experience level of the mage (usually 12 or 13 is needed), meanwhile 16 or higher to save vs ritual magic. A failed save means the negation attempt did not work. Try again if sufficient P.P.E. is available. Negation will not work against possession, Exorcism. Constrain Being, Banishment, Talisman, Amulet, Enchanted objects, Symbols/Circles of protection (or magically drawn circles of any kind), wards, summoning magic. Zombies, Golems, Restoration, magical healings or cures. Negation can be attempted to cancel a spell curse, but only has a 01-25% possibility of succeeding. Of course, it has no effect against psychic abilities or Techno-Wizard or Bio-Wizard/rune devices.
(Level 9) BoM pg. 132
Range: 100 ft.
Duration: 2 weeks/lvl.
Saving Throw: Standard
A useful invocation for controlling supernatural beings is Banishment. The magic forces one lesser supernatural being/demon, per experience
level of the spell caster, to leave the immediate area (600 ft radius). The creature(s) can not return for at least two weeks per level of the spell caster' s experience. Each lesser being gets to roll to save vs the magic. A successful save means it is not banished and can stay to cause trouble. As always, a Banishment ritual has a greater chance of success (16 or higher is needed to save.)
Realm of Chaos
(Level 9) Federation of Magic pg. 149
Range: Up to a 100 ft. radius around the spell caster.
Duration: 1 min/lvl.
Saving Throw: -3 to save.
The spellcaster can magically plunge himself and his enemies or all people within a 100 foot (30.5 m) radius (with the mage at the center) into a strange dimension known as the Realm of Chaos. Practitioners of magic believe this nightmarish realm is a frightful kingdom someplace in the Astral Plane. The general surroundings mimic the appearance of those in which the people just left, only they will seem somehow unnatural and empty (no strangers, animals, insects, etc.); clearly a copy. Only the spell caster is unaffected by what happens next.
Each character taken to the realm will experience his or her most hated and/or feared enemy or rival. In some cases, where a group of people are highly motivated or afraid of the same thing, one major villain/foe will confront all or most of the group (including at least one henchman per character). This deadly foe can be an antagonist the character(s) faced in the past or plan (or fear) to face in the present or future
(except the spell caster). Additionally, it can be a foe they have slain in the past. In such a case, they will claim to have returned to crave their revenge. These fearsome opponents all have revenge and murder on their minds and attack immediately. All these villains and monsters appear to have their normal powers, skills, and weaponry. They are not illusions (presumably mental creations of the Astral Plane unwittingly magically created and fueled by the very people who fear or hate of them). Thus, they can be destroyed through combat.
Since the spell caster who brought everybody to the Realm of Chaos is not affected, he can step back and enjoy the show or join in the battle to destroy his enemies.
The only way to escape the Realm of Chaos is to wait for the spell duration to elapse, to kill the mage who cast the spell or to force him to take them back, the natural world. Note: The spell caster is central to this dimensional spell. He cannot leave the Realm on his own. When he leaves, everybody he brought with him in the first place comes with him. The magical enemies and fears are not the genuine article and cannot he carried back to the real world.
(Level 10) Book of Magic pg. 138
Range: Varies with type.
Duration : Effects vary with type.
Saving Throw: Standard; spells are base 12, wards created by ritual magic are 16.
The Wards invocation creates mystic symbols used to protect items of value, to protect dwellings, and as booby traps. The ward can be cast on a door or window, a section of floor, a cabinet or on a specific item such as a book or statue. The ward symbols on the object are always obvious, to serve as a warning. When somebody, other than the sorcerer who created them, touches the object, a spell is triggered. The following wards can be created. Each ward invocation will create two separate wards, the ritual invocation will create three. The object to be warded must be present.
A screeching, siren-like noise is instantly sounded and continues to blare for ten minutes. The sound can be easily heard through closed doors up to 100 feet (30 m) away.
An aura of fear engulfs everybody within 20 feet (6 m) of the ward. Each person must roll to save vs magic or be overwhelmed by terror. Effects are identical to the second level fear invocation.
The person touching the item is struck by a Fire Bolt causing 6D6 damage; no saving throw is applicable. Same as the fourth level invocation.
The ward temporarily paralyzes the person's hand and arm for 1D4 hours. Effects are identical to the third level invocation.
The ward will put to sleep everybody within a ten-foot area around it. Each person must roll to save versus magic. The sleep lasts for 6D6 minutes. Effects are identical to the fifth level spell. [The
victim can not be awakened by any means except by the mage canceling the magic or until the magic's duration time lapses. A successful save means the spell has no effect whatsoever.]
The person who touches the object is wracked with agony for 2D8 melees. The effects are identical to the seventh level invocation.
Inflicts a minor curse identical to the eighth level invocation except that it will linger for 1D6 weeks.
Inflicts a phobia curse identical to the ninth level invocation except that it will linger for 1D4 weeks.
Banishment (counts as two wards):
Will instantly force lesser supernatural beings from the area, just like the tenth level invocation.
Plus, the creature must leave the object where it rests.
After a ward has been triggered, its magic is used up and it disappears.
A ward can last for centuries if left undisturbed. The life span of a ward is 150 years per level of the mage.
(Level 14) Book of Magic pg. 150
Range: 500 feet+100 ft./lvl
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spellcaster may hurl this globe at any target within 500 feet and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x100 M.D.! If the damage exceeds the target's M.D.C., it is completely vaporized! Not a trace is left, except for a three foot deep, smoldering crater.
Second, everything in a 10 foot radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.
(Level 14) Book of Magic pg. 151
Range: Touch or six feet away.
Duration: Instant and permanent.
Saving Throw: None.
This awesome spell will restore life into the recently deceased. The resurrected person has all Hit Points, memories, abilities, and skills that he had at the moment of his death. Missing limbs will remain missing, but healed; this is not a regeneration process but a revitalization. This spell works only on creatures that have died in the last two months.
Success factor: Regardless of the spell caster's level of experience, the chance of success is only 45% (double for gods). The spell can be attempted on the same corpse no more than three times. If still unsuccessful another magic weaver may try. Six failed attempts mean the person is beyond the help of magic. [Spell version learned is a version imbued by the gods with 90% chance of success gifted from Baldr.]