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M

agic is a powerful, varied force. In some


cosms, such as Core Earth, the power has
waned, but in others, such as Aysle and
Orrorsh, magic is strong. Spells may be obtained
in different ways and have different themes—from
the bright magic of Aysle to the twisted rituals of
Orrorsh, but magic remains magic.

magic skills
Spells can affect the world in far more ways than
miracles or psionics, and so require more varied
skills to master:

• Alteration causes a change in an existing object


or entity.
MAGIC
• Apportation moves an object, effect, or entity.
• Conjuration creates an object, entity, or
condition.
• Divination perceives and interprets information
about an object, entity, or condition.

chOOsing spells
On taking the Spellcaster Perk, mages can choose
CHAPTER 7

any three spells allowed for their cosm from the


Available Spells list on page 186. The character
must have the appropriate magical skill at a high
enough level to take a spell before selecting it.
New spells are learned by taking the New
Spell Perk, and follow the same rules as the
initial selection.

spell sTaTisTics
Each spell has the following entries:
Axiom Level: The Magic Axiom needed to cast the
spell. If the axiom is lower, it causes a Contradiction
when activated (see page 178).
Skill: A mage’s skill (attribute + skill adds) must
meet the listed Skill requirement to learn it.
Casting Time: How long it takes to cast the spell.
Spells with a Casting Time of 1 Action are “combat
spells.“ Spells that take longer to enact might be cast
in combat over multiple rounds as long as the caster
remains focused (see Concentration on page 185).
DN: The Difficulty Number to cast the spell.
Range: The greatest distance over which the spell
effect may be projected, measured from the caster.
A Range of Self means the spell may only affect the
caster. A Range of Touch means the caster must

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MAGIC
Viola the cyberwitch uses magic and technology to resist the oppressive Cyberpapacy.
make physical contact with his target for the spell The caster then declares what she’s casting
to take effect. and generates a total with the spell’s listed skill.
Unless a spell says otherwise, the caster must be If the total equals or exceeds the spell’s DN, it’s
able to see her target or area of effect. successful. Good and Outstanding successes bring
the additional results listed.
Duration: How long the spell lasts, starting with
the round in which it was invoked. In combat, a Failure: The caster suffers 2 Shock. On a Mishap,
Duration of one minute (six rounds) means the she is Very Stymied as well.
spell starts on the current Drama card and ends cOncenTraTiOn
after five more have been completely resolved. If a character suffers a successful interaction or
Concentration means the spell continues as damaging attack while maintaining a spell with a
long as the caster maintains concentration. See Duration of Concentration, or casting a spell that
Concentration, below. hasn’t been completed yet, he must pass a willpower
or Spirit test. If this test is failed, the spell fails
CASTING with all the normal consequences, and all spells
maintained via Concentration end.
Characters may only cast a single spell per turn,
and must be able to speak and move an empty Channeling multiple streams of raw magical
hand. Although only one spell is allowed, a caster energy is tricky business. A caster suffers a −2
may Multi-Action (see page 124) with other skills, penalty to all magical skill tests and Concentration
and may Multi-Target (see page 125) with a single tests for each spell he continues to maintain via
spell unless the spell’s description forbids it. Concentration.

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Miracles, psi powers, and similar abilities count portal, protective circle, scrambler, scry, shield,
for concentration and maintaining as well! slow, stun.

sTacking
• Nile Empire — Sorcerer: Alarm, bullet, detect
magic, diminish, disguise, dispel magic, enhance,
If a character is affected by more than one fear, fly, gain language, haste, lightning, mage
enhancement or reduction that changes a skill or hands, mage light, open lock, pathfinder, portal,
attribute — technology, miracles, etc.—the effects protective circle, scry, shield, slow, speak with
don’t stack. The target gets the strongest of the dead, stun.
effects, however.
• Orrorsh — Occultist: Alarm, detect magic,
Characters may benefit from effects that enhance
diminish, disguise, dispel magic, enhance, fear,
different attributes, however.
gain language, mage dark, mage light, open lock,
Example: Viola casts enhance on Aidan to pathfinder, possibility rend, possibility shadows,
increase his Strength by +2. Father Damien protective circle, scry, slow, speak with dead, stun.
can’t do any better with the bless miracle, so • Tharkold — Acolyte: Alarm, bullet, detect
he increases Aidan’s Dexterity instead. magic, diminish, disguise, dispel magic,
enhance, fear, haste, mage dark, mage hands,
AVAILABLE SPELLS open lock, pathfinder, protective circle,
scrambler, scry, slow, speak with dead, stun.
Below are the spells a character from
each cosm may choose from when the
Spellcaster Perk is taken. Additional
materials may add entirely new lists
to select from, offering new choices for
mages from that cosm.

• Aysle — Mage: Alarm, armor, bullet,


detect magic, diminish, disguise, dispel magic,
enhance, fear, fireball, fly, gain language, haste,
invisibility, lightning, mage dark, mage
hands, mage light, open lock, pathfinder,
portal, possibility rend, possibility shadows,
protective circle, scry, shield, slow, speak
with dead, stun.
• Core Earth — Dabbler: Bullet, detect
magic, dispel magic, mage hands, open lock,
pathfinder, protective circle, scrambler, scry.
• Cyberpapacy — Witch or Warlock:
Alarm, armor, bullet, detect magic, diminish,
disguise, dispel magic, electromagnetic pulse,
enhance, fear, fly, haste, lightning, mage dark,
mage hands, mage light, open lock, pathfinder,

VIOLA VILLIERS

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SPELL DESCRIPTIONS BulleT
Axiom Level: 8
The spells below are a sampling of the many Skill: Apportation 12
abilities available across the cosms. Casting Time: 1 action
alarm DN: Target’s dodge or Dexterity
Range: 100 meters
Axiom Level: 11
Duration: Instant
Skill: Divination 8
Casting Time: 1 minute This spell hurls a small but dangerous projectile,
DN: Standard (DN 10) such as a slug of metal or a coin, at a target for 13
Range: Self damage. The magician makes the motion of hurling,
Duration: 1 day flicking, slinging, or propelling the projectile at the
target, then releases it at his foe. The apportation
Alarm creates an immobile and invisible 10-meter
total must exceed the Dexterity or dodge of the target
diameter circle around the wizard, who also
character in order to hit.
whispers a password while casting. If anyone
without the proper password enters the area, the There is no penalty for Range, but all other
spell emits a warning in the wizard’s voice that modifiers (and options such as Multi-Targeting)
continues until someone speaks the password or for attacks are figured normally.
it expires. This makes surprise attacks impossible. Success Levels:
The wizard’s warning may be as loud as he can • Good: Damage +1BD.
generate with his own voice. • Outstanding: Damage +2BD.
Success Levels: DeTecT magic
• Good: If the wizard chooses, Duration is

MAGIC
Axiom Level: 6
increased up to one week and the circle may Skill: Divination 8
be expanded to 100 meters. Casting Time: 1 action
• Outstanding: As Good, the alarm can be silent DN: Standard (DN 10)
if the wizard chooses, and he knows if it’s Range: 25 meters
been triggered no matter how far away he is. Duration: Concentration
armOr The caster sees a faint outline or aura around
Axiom Level: 14 anything under the effects of magic: enchanted
Skill: Alteration 12 objects, people with spells on them, and even
Casting Time: 1 action mages maintaining spells on others. A Standard
DN: Standard (DN 10) success detects the presence of any magic within
Range: Touch range and the type of magic (alteration, apportation,
Duration: Concentration conjuration, or divination) involved in each aura.
Armor infuses the caster’s skin (or an ally's if Success Levels:
desired) with protective energies that grants her • Good: The range of detection increases to 50
Armor +1. This is one of the most common spells meters. If the spellcaster responsible for an
among Delphi Council mages due to the constant effect is also within Range subtle bands of
danger they find themselves in. energy connect him to the target of the spell.
• Outstanding: As a Good success, plus the
Success Levels:
exact spell or enchantment generating each
• Good: The spell provides +2 Armor.
aura is revealed. If the caster chooses to
• Outstanding: The spell provides +3 Armor.
dispel any of the detected effects, her dispel
magic test is Favored as long as she maintains
Concentration on detect magic.

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• Outstanding: As Good and the target cannot
TARGETING roll again on 20s when using the affected
attribute and all its related skills.
Most of the spells, miracles, and psionic powers
in Torg Eternity can affect more than one target Disguise
simply by using the Multi-Target option (page Axiom Level: 12
125) unless they explicity say otherwise. Skill: Alteration 12
To cast disguise on three friends, for example, Casting Time: 1 action
the caster simply subtracts 2 for each additional DN: Standard (DN 10)
recipient (–4 in this case). Range: Touch
Duration: 10 minutes
Failing a spell roll in this case means none of
the targets are affected. The caster then suffers Disguise gives a caster (or an ally if desired) the
the usual backlash (2 Shock) no matter how many physical appearance of another, including clothing,
he attempted to affect. weapons, and other normal accessories. Items
created as part of the disguise are useless beyond
When Multi-Targeting or casting a spell that
looking the part.
affects multiple targets, it’s considered successful
as long as least one individual is affected and The disguise may copy a specific person if the
counts as one spell for concentration no matter caster has seen him or her (or a high-quality
how many targets are included. painting or photo). Disguise only covers the physical
appearance of the target — interaction may still
Example: Rama Tut hurls a fireball at a require persuasion tests or the like.
group of Nile Empire Shocktroops and The disguised individual stays the same mass,
the insidious Wu Han. He misses Wu but can appear as a different gender, ethnicity, or
Han, but hits the shocktroops. The spell is even race (such as an elf or a dwarf). Once the spell
successful so Rama Tut suffers no Shock is cast the mage no longer needs to be within range
for backlash. to maintain it.
Success Levels:
• Good: The Duration is increased to
Diminish Concentration.
Axiom Level: 10 • Outstanding: The disguise mimics the target’s
Skill: Alteration 12 voice as well. It doesn’t grant the target new
Casting Time: 1 action languages, however!
DN: Target’s willpower or Spirit
Range: 40 meters Dispel magic
Duration: 3 rounds Axiom Level: 9
Diminish reduces one of the opponent’s attributes Skill: Alteration 10
(chosen when the spell is cast) and related skills by Casting Time: 1 action
−2. Separate castings may affect multiple attributes. DN: The caster’s willpower or Spirit
Range: 25 meters
Spellcasters mime an action related to the affected
Duration: Instant
attribute while casting—sneering to reduce Spirit,
pretending to stumble if reducing Dexterity, etc. Dispel magic ends one or more spell effects
currently affecting a target. It works only on
Reducing Strength or Spirit does not reduce
cast spells — not magic items, relics, or other
Toughness or Shock.
enchanted devices.
Success Levels:
To dispel, the caster chooses one or more targets
• Good: The penalty is increased to −4.
(using the Multi-Target option) and makes her
alteration roll. A Standard success ends one spell’s
effects on that target (caster’s choice).

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Dispel magic must be used on the recipient of a Mages pantomime some aspect of the attribute
spell — not the person who actually cast it. It still to be increased while casting — cracking their
uses the original caster’s willpower or Spirit, however. knuckles to improve Dexterity, flexing their muscles
Success Levels: to enhance Strength, and so on.
• Good: The effects of two spells on the target Success Levels:
end. • Good: The attribute is enhanced by +2.
• Outstanding: The effects of all spells on the • Outstanding: The attribute is enhanced by +3.
target end.
fear
elecTrOmagneTic pulse (emp) Axiom Level: 10
Axiom Level: 14 Skill: Alteration 10
Skill: Conjuration 12 Casting Time: 1 action
Casting Time: 1 action DN: Target’s willpower or Spirit
DN: Standard (DN 10) Range: 50 meters
Range: 50 meters Duration: Instant
Duration: Instant The fear spell creates a wave of terror affecting
EMP was developed by the rebels of the enemies within a Large Blast (see Area Effect, page
Cyberpapacy to thwart Malraux’s ubiquitous agents. 122). Affected targets become Stymied. Note that
The spell channels a wave of electromagnetic energy as an Area Effect attack there’s no Multi-Targeting
into the target, playing havoc and potentially frying penalty, but also no option to add extra targets.
any electronics. Targets immune to fear effects are also immune
All electronic or electric devices carried by the to this spell.

MAGIC
target are disabled for a round. Nile Empire Success Levels:
Weird Science devices may be affected at the • Good: Affected targets become Very Stymied.
GM’s discretion. • Outstanding: Affected targets become Very
Success Levels: Stymied and suffer 2 Shock.
• Good: All electronic devices are disabled for
one minute. fireBall
• Outstanding: The devices are disabled for the Axiom Level: 14
duration of the Scene. Skill: Conjuration 14
Casting Time: 1 action
enhance DN: Target’s dodge or Dexterity
Axiom Level: 10 Range: 50 meters
Skill: Alteration 12 Duration: Instant
Casting Time: 1 action Fireball conjures a sphere of white-hot magical
DN: Target’s attribute flame. The caster shapes and controls the fireball,
Range: 40 meters then hurls it at his target where it explodes in a
Duration: 3 rounds Medium Blast Radius for 14 fire damage (see
This spell enhances a single attribute of the caster Fire, page 136).
or an ally by +1. Multiple allies may be enhanced at There is no penalty for Range, and this is a single
the same time so long as all are within range and ball of fire, no Multi-Targeting is available.
the caster uses the Multi-Target option. The DN is
Success Levels:
the attribute to be affected—the better someone’s
• Good: Damage +1BD.
ability, the harder it is to improve on it. Different
• Outstanding: Damage +2BD.
attributes may be increased with separate castings.
If the caster increases Strength or Spirit, it does
not increase Toughness or Shock.

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Sometimes spells go terribly wrong, as this wight casting the mage hands spell learns.

fly gain language


Axiom Level: 14 Axiom Level: 10
Skill: Apportation 14 Skill: Divination 8
Casting Time: 1 action Casting Time: 1 minute
DN: Challenging (DN 12) DN: Easy (DN 8)
Range: Self Range: Touch
Duration: Concentration Duration: Concentration
While this spell does not allow a mage to soar Gain language allows the wizard to read, write,
like a hawk, it does provide slow if reliable flight and speak any language she chooses as if she had
for a short while. Once cast, the wizard may fly +1 add in the language skill.
at a maximum speed of 50 meters per round. Success Levels:
Flying more than Dexterity meters counts as • Good: +2 skill adds instead.
running (page 114). • Outstanding: +3 skill adds instead.
The mage may haul whatever weight she could
normally carry. A heavy load drops the maximum hasTe
speed by half and causes the flier 1 Shock each round. Axiom Level: 10
Success Levels: Skill: Alteration 14
• Good: The caster may move maximum speed Casting Time: 1 action
without suffering a –2. DN: Standard (DN 10)
• Outstanding: The caster’s maximum speed is Range: Touch
increased to 100 meters per round. Duration: 3 rounds

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Haste increases the ability of the target to This powerful attack spell calls forth a bolt of
maximize his actions, effectively letting him do or lightning strong enough to harm even the great
concentrate on more things at once. The recipient dragons of Aysle. The damage of the bolt is 16 and
ignores the first two points of Multi-Action it ignores 4 points of armor. This spell may not use
penalties and can perform three simple actions each the Multi-Target option.
round instead of two. Success Levels:
Success Levels: • Good: Damage +1BD.
• Good: The Duration increases to one minute. • Outstanding: +2BD.
• Outstanding: As Good, plus the recipient
ignores the first four points of Multi-Action mage Dark
penalties. Axiom Level: 13
Skill: Conjuration 10
invisiBiliTy Casting Time: 1 action
Axiom Level: 17 DN: Standard (DN 10)
Skill: Alteration 14 Range: 50 meters
Casting Time: 1 action Duration: Concentration
DN: Challenging (DN 12) Mage dark fills a five-meter radius with total
Range: Self darkness. Everything within the affected area is
Duration: Concentration shrouded in Pitch Black (–6) conditions.
Invisibility not only protects a mage from angry If cast on an area of existing mage light, it drowns
foes, but is also useful for spies and saboteurs. This it out and consumes it.
spell makes the wizard and anything she carries at
See the Darkness penalties on page 122 for
the time of casting barely visible. If an item leaves

MAGIC
more information.
her person, it becomes visible.
Success Levels:
Once invisible, she adds +2 to stealth, and
• Good: Radius of 10 meters.
once spotted, attacks against her are made at −2.
• Outstanding: Characters who normally
Invisibility only affects sight, so creatures that don’t
ignore darkness penalties are affected as well.
rely on sight aren’t affected. Similarly, getting wet,
walking across a loud surface, or hit with a visible
marker of some kind, might negate the spell’s
mage hanDs
Axiom Level: 9
benefits (GM’s call).
Skill: Apportation 12
Invisibility doesn’t stack with other visibility Casting Time: 1 action
penalties —take the highest available. DN: Standard (DN 10) or a target’s dodge or Dexterity
Success Levels: Range: 25 meters
• Good: The stealth bonus increases to +4 and Duration: Concentration
the penalty to hit becomes –4. The wizard can manipulate items as if she had
• Outstanding: The stealth bonus increases to a pair of invisible hands that can reach up to 25
+6 and the penalty to hit becomes –6. meters distant. The hands are extensions of her
own — her real hands must be free as she makes
lighTning appropriate hand motions, and she can’t lift herself
Axiom Level: 14 any more easily than she could with her own hands.
Skill: Conjuration 14
The hands’ Strength is equal to her Spirit, but
Casting Time: 1 actions
they use her skills. If her hands wield a sword, for
DN: Target’s dodge or Dexterity
example, she uses her melee combat as usual.
Range: 100 meters
Duration: Instant Success Levels:
• Good: The hands’ Strength is equal to her
Spirit +1.

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• Outstanding: The hands’ Strength is equal to Duration: Concentration
her Spirit +2. Pathfinder allows a magician to sense the direction
and distance to an object, location, or being. The
mage lighT success level determines the spell’s maximum
Axiom Level: 13 range of detection.
Skill: Conjuration 8
Success Levels:
Casting Time: 1 action
• Good: Range of 500 meters.
DN: Easy (DN 8)
• Outstanding: Range of 1 kilometer.
Range: 50 meters
Duration: Concentration
pOrTal
The converse of mage dark, mage light fills a five- Axiom Level: 14
meter radius with bright, scintillating light. All Skill: Apportation 14
darkness penalties within the radius are negated, Casting Time: 1 action
including any existing instances of mage dark. DN: Hard (DN 14)
Any characters or creatures who were in Dark or Range: 50 meters
Pitch Black conditions prior to casting are dazzled Duration: Instant
and automatically Stymied. With a brisk incantation and a broad gesture the
Success Levels: mage opens two connected portals. One appears
• Good: Radius of 10 meters. right next to the caster, and the other anywhere
• Outstanding: Dazzled victims are Very within 50 meters. Whatever enters one portal
Stymied. emerges from the other in the same instant.
The portals only exist for a few seconds before
Open lOck disappearing.
Axiom Level: 8
Portal has applications for both movement and
Skill: Apportation 10
combat. The caster may simply add 50 meters to
Casting Time: 1 action
his movement when using the spell. If used in a
DN: Easy (DN 8)
chase it allows the mage to gain steps using the
Range: Touch
apportation skill rather than Dexterity. A failure
Duration: Instant
to achieve the spell's DN counts as a failure for
Merchants and others with riches to protect backlash, regardless of the DN to gain a step.
detest this simple spell. It works on normal or
In combat, the caster may use a Multi-Action to
electronic locks. With it and sufficient skill, a mage
reach through and attack a foe adjacent to the other
may open any lock with up to a −4 penalty (see
portal. The connection goes both ways: a grappled
Lockpicking, page 80).
enemy may be pulled back through to the caster's
Success Levels: side or a waiting opponent may strike through the
• Good: Opens heavy or electronic locks with portal back at the caster on the other side. The portal
a penalty up to –6. closes once the current side finishes their actions.
• Outstanding: Opens any lock silently and
Success Levels:
avoids any alarms or wards placed on it.
• Good: Thanks to excellent timing adjacent
Note that some very powerful “seals“ are not
allies may also move through the portal or
necessarily “locks,“ however.
attack adjacent foes. Waiting enemies can't
paThfinDer attack through the portal.
Axiom Level: 7 • Outstanding: The portal appears in exactly
Skill: Divination 12 the right spot. Attacks against a target adjacent
Casting Time: 1 minute to the other end gain a +4 bonus for catching
DN: Standard (DN 10) the foe Flat-Footed.
Range: 50 meters

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pOssiBiliTy renD Range: Touch
Duration: 5 minutes
Axiom Level: 15
Skill: Divination 14 Possibility shadows allows a caster to ask reality
Casting Time: 1 action itself a question. To do so, he must first cast a deep
DN: Target’s willpower or Spirit shadow on a surface, concentrate on a question or
Range: Touch topic for one minute, and finally invoke the spell.
Duration: Instant If successful, his shadow (or another’s if casting
The rare offensive use of divination, this spell scans for someone else) takes on a life of its own, forming
through a single target’s possible futures and other objects, creatures, or individuals, and reveals
destroys them! a vague clue about the chosen topic.
The game effect is to drain a reality-rated target Of course the future isn’t set, so the information
of 1 Possibility. An Ord disconnects and counts as granted is a “best guess“ (as determined by the
drained of all Possibility Energy. This spell may GM), and is likely to change based on other events.
not Multi-Target. Once conjured, the shadow does not appear to
Success Levels: the same conjurer again this scene.
• Good: The target is also Stymied or Success Levels:
Vulnerable, caster’s choice. • Good: The shadow answers two questions.
• Outstanding: As a Good result, and a reality- • Outstanding: The shadow answers three
rated target loses 2 Possibilities. questions.

pOssiBiliTy shaDOWs prOTecTive circle


Axiom Level: 15 Axiom Level: 9

MAGIC
Skill: Divination 16 Skill: Alteration 8
Casting Time: 1 minute Casting Time: 1 minute
DN: Challenging (DN 12) DN: Challenging (DN 12)

Viola uses a portal to get the drop on unsuspecting Church Police.

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Range: A two-meter diameter circle
scry
Duration: Concentration, or when the circle is
Axiom Level: 8
crossed or broken
Skill: Divination 12
Occultists in Orrorsh and treacherous thralls in Casting Time: 1 minute
Tharkold make frequent use of this spell when DN: Target’s willpower or Spirit
dealing with the deadly demons of their cosms. Range: 500 kilometers
To employ a protective circle, the caster draws a Duration: Concentration
visible, one-meter-radius circle in chalk, blood, salt, Scry allows a prying caster to peek in on a subject
or other material, then embellishes it with arcane from afar. This spell targets a single person, and
runes. Once drawn, and for as long as the caster requires a vestige of that individual — fingernail
maintains Concentration, supernatural beings clippings, a lock of hair, a vial of blood, etc.—in
may not cross the border. They may speak and order to work. Without such materials the spell
otherwise interact across the border normally, but automatically fails. Those with secrets to protect
any supernatural powers (such as spells or special closely guard or destroy such residue.
abilties) suffer a –2 penalty.
A Standard success grants a view of the target
If another force or being breaks the circle’s drawn from directly above. The mage sees and hears
boundary the spell ends. anything within five meters, but nothing outside
Success Levels: that range is visible or audible. Thus it may not be
• Good: The penalty is increased to –4. clear exactly where the target is located, only what
• Outstanding: The being’s supernatural he is currently doing. Anyone viewed or heard by
abilities cannot cross the boundary. the spell intuitively feels that he’s being watched,
but isn’t certain how.
scramBler Success Levels:
Axiom Level: 9 • Good: The observable area increases to 25
Skill: Alteration 10 meters.
Casting Time: 1 action • Outstanding: The target viewed and heard is
DN: Standard (DN 10) no longer aware of being observed.
Range: 50-meter radius
Duration: 10 minutes shielD
Used primarily in the watchdog regime of the Axiom Level: 14
Cyberpapacy, scrambler obscures everyone Skill: Conjuration 12
in the affected area from all security and Casting Time: 1 action
surveillance systems. DN: Standard (DN 10)
Range: Self
Captured video and voices become blurry and
Duration: Concentration
unidentifiable to such devices, and targeting
bonuses from smart ammunition and augmented The shield spell helps Storm Knight spellcasters
reality HUDs are negated. survive their battles with the High Lords’ minions.
Success Levels: A successful casting adds +1 to all the caster’s
• Good: The Range is increased to a 100-meter physical defenses (dodge, melee combat, and unarmed
radius. combat). The bonus follows normal Stacking rules,
• Outstanding: The caster’s video and voice are so a shield spell cast on a character with a real shield
completely erased and the diration increases gets whichever bonus is best.
to an last hour. Success Levels:
• Good: The bonus is increased to +2.
• Outstanding: The bonus is increased to +3.

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slOW sTun
Axiom Level: 10 Axiom Level: 12
Skill: Alteration 12 Skill: Alteration 12
Casting Time: 1 action Casting Time: 1 action
DN: Target’s willpower or Spirit DN: Target’s willpower or Spirit
Range: 20 meters Range: 50 meters
Duration: 3 rounds Duration: Instant
Slow decreases a living being’s speed and makes A wave of arcane energy overwhelms a group of
it more difficult for him to do multiple things at foes. It affects everyone within a Large Blast area
once. The caster points at his target in slow motion. (see page 122). This is an Area Affect spell and
The target’s Speed is decreased by 25% and may not Multi-Target.
the target is Stymied. Speed refers to the target’s Any target affected becomes Very Stymied. Stun
personal walking, running, climbing, swimming, only works on living beings, so undead, constructs,
or flying speed. Slow doesn’t affect machines or or animated objects are unaffected.
devices of any type. Success Levels:
Success Levels: • Good: Affected targets may not move on their
• Good: Speed is decreased by 50% and the next turn.
target may not run. • Outstanding: Affected targets lose their entire
• Outstanding: Speed is decreased by 75% next turn.
and the target loses his next turn (he might
get another via a Flurry or similar ability,
however).

MAGIC
speak WiTh DeaD
Axiom Level: 12
Skill: Divination 14
Casting Time: 1 minute
DN: Standard (DN 10)
Range: Touch
Duration: 5 minutes
To cast this loathsome spell, the occultist
manipulates the corpse’s jaws while beseeching the
spirit that once resided inside to speak. The spirit
retains its former consciousness–it knows it’s dead,
may refuse to speak, is subject to persuasion, etc.
A particular corpse may only be questioned
once per scene.
Success Levels:
• Good: The corpse may only speak the truth,
but may still refuse to answer.
• Outstanding: The corpse must answer
any questions truthfully, to the best of its
knowledge.

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