SpeedCast 1 PM divise temps rang daction /2 2 pm Divise Temps /2 4 pm Divise /2
CALL [energy]rangedProduces the
specified energy everywhere within the spells Range. Call Calm decreases wind velocity by 1 kph per Intensity. Call Cold lowers the temperature by 1C per Intensity. Call Heat raises the temperature by 1C per Intensity. Call Light creates a faint glow. Intensity 1 is enough to read by, Intensity 5 is near- daylight, 10 makes bright daylight. Call Shadow creates a faint shadow. Intensity 5 makes a shadow even in full daylight, and 10 is like a moonless night. Call Tide only usable at the seashore. The waters height is raised or lowered (casters choice) by 1 cm per Intensity. Call Wind increases wind velocity by 1 kph per Intensity.
EVOKE [energy] ranged, instantLets the
user send a force as a beam towards a foe, striking a randomly rolled hit location. Evoke Cold does 1 pt of damage/round, continuing for the spell's Intensity in rounds. Armor does not protect. Evoke Flame does 1d(intensity) damage. Flammable materials may ignite, with a default chance of 5x Intensity. Armor protects unless a flame hits the same location for a second consecutive round or the target site ignites, armor stops helping. Evoke Light the target is lit up brightly. Darkness entities (such as hags or shades) and undead take 2d(intensity) damage. Evoke Light neutralizes darkness-based magic. Evoke Lightning the target takes 1d(intensity) damage, ignoring metal armor. Evoke Shadow the target's sight-based skills drop by 5 per intensity. This situation improves by 5 percentiles per subsequent round. Neutralizes earth- based magic. Evoke Water delivers a knockback attack of 1d6/Intensity. Neutralizes fire-based magic. Evoke Windblast does 1d(intensity) abrasion damage, first destroying armor, then hit points. Neutralizes water-based magic. FLY ranged, active Lets the caster levitate 3 SIZ of a target object at a move of 1. Each additional intensity adds 3 to the SIZ allotment or increases move by 1, at the casters option. HASTE ranged Each 2 Intensity increase the target's movement by 1m/round and lower his DEX SR by 1. No matter how low DEX SR drops, no action can take less than 1 SR. The target loses Fatigue equal to Intensity. HOLDFAST (formerly Bind) attack (if cast vs. a living target), ranged Minimum Intensity 2: Ccauses two 10cm by 10cm surfaces to stick together with a STR of 3. Each Intensity either adds 10cm in each dimension to the surface area to be commingled or adds 3 STR to the glue. If used to affect living tissue, the target's MPs must be overcome. IDENTIFY SPELL ranged, instant Allows the caster to identify a spell. Rituel 1 general category (i.e., Sorcery, Rune, Spirit Magic, Mysticism, Draconic, etc.) 3 point value (for Sorcery, only Intensity is given)5 the spell's name.7 the spell's full description. PHANTOM [sense] ranged, (active to move or attack, otherwise temporal) This complex of illusion spells each affect a particular sense. If the caster concentrates on the illusion, it can be moved around, animated, or otherwise altered. An illusion can be moved with incredible speed unless Phantom Touch is included in the effect, in which case it is limited as described below. Intensity Perception Phantom Odor higher Intensity makes an odor more intense. Intensity 1 is mild, such as air after a storm, while Intensity 3 is somewhat stronger, like freshcut grass. Intensity 10 is quite potent frying onions, cloying perfume, or dog breath. An odor stronger than an ambient scent can be used to mask it. (Example: an undead covering up his stink of corruption.) An odor weaker than an ambient scent can be used to modify or alter it. (Example: transforming the smell of cut wood into the smell of cut cedarwood.) Foul odors can be used offensively. To do this, match the odor's intensity vs. the target's CON. If the odor wins, the target is incapacitated that round. Keep re- rolling each round until the target succeeds, in which case he is now accustomed to it and does not have to roll again until the odors Intensity rises. Phantom Sight each Intensity creates a solidlooking illusion of SIZ 3. Alternately, a caster can create a larger illusion that is more or less translucent. For instance, an Intensity 1 SIZ 6 illusion would be mostly solid, though dim outlines could be seen through it. Still assuming Intensity 1, a SIZ 6 illusion is translucent; SIZ 12 is a colored transparency; SIZ 18 only an outline or faint shading; and SIZ 24 hard to detect without a Search roll. Phantom Sound creates a loudness of 10 decibels per Intensity. Any kind of lengthy or comprehensible speech or music needs to be concentrated on as per an active spell. 10 normal breathing20 rustling grass30 large empty building40 quiet village at night50 quiet tavern in business hours 60 conversation70 a busy highway80 a hair dryer100 subway train120 gunshot140 jetfighter at takeoff160 wind tunnel Phantom Taste affects an area of 1 SIZ, with a strength equal to Intensity. Intensity 1 reproduces mild flavors, like lettuce or water. Intensity 3 provides stronger flavors, such as apples or fried chicken, and Intensity 10 is very powerful, able to reproduce flavors like redhot peppers or biting into a fresh lemon. A taste illusion can be used to attack a foe, like an odor illusion, but the target must actually take the illusion into his mouth. The target must overcome the illusion's Intensity with his CON, and is incapacitated any round he fails. Once he has successfully overcome the illusion two rounds in a row, he is purged of it until he takes it into his mouth again. Phantom Touch manifests as an invisible solid force. This sets up a framework so that other, non-illusion spells can be cast on it (such as Glow or Resist Magic), but cannot have a higher Intensity than the Touch. It cannot do damage by itself, but can be Damage Boosted, Heated, or have other spells cast on it. Each Intensity gives the Touch a move of 1 when concentrated on. RITUEL
BINDING ritual EnchantLets the caster
spend POW to create an enchantment to contain spirits. Only incomplete creatures can be bound, and only if they lack permanent SIZ (like Naiads), or if they normally form their bodies from raw materials (like Elementals). POW cost is 1 per stat the being possesses (excepting APP). Bind Naiad costs 6 POW; Bind Power Spirit costs 1. Once created, a binding is specific as to species. Thus, an Undine binding cannot hold a Gnome, though both entities have 3 statistics. Some sample costs: Entity POW required
Chonchon 5 Elemental 3 Ghost 2Hellion 1
Intellect Spirit 2 Magic Spirit 2 Nymph 6 Power Spirit 1 Wraith 2 To summon an elemental from its binding enchantment, some amount of the element must be present. Generally figure about a liter of the element per cubic meter of the elemental. BLESS ritual Ceremony, costs a variable number of MPs A common ritual typically used at weddings, tournaments, coronations, and other important occasions. The ritual can take anywhere from a few minutes to a few days, depending on the occasion. The gamemaster adjudges the effect, if any, of the blessing. In general, longer rituals with more participants, and more MP spent, have more tangible results. The effects of Arts vary as well. CREATE BASILISK ritual Enchant, costs 1 POW per Intensity This is a Chaotic spell. You need a live toad or adder, and an egg laid by a rooster. The ritual is performed, and then the toad or snake must incubate the egg for a month per POW sacrificed. The sorcerer can use Holdfast or Dominate to make the incubator behave. When the basilisk hatches, its glance is the equivalent of a 1-pt Rune spell per Intensity. The basilisk is not automatically friendly towards its creator. Its characteristics are determined randomly. CREATE FAMILIAR ritual Enchant You must give 1 point of your own stat to the familiar for each missing stat. When the familiar dies, you get your lost stat back, exactly one year later. Stat boost
INT adds 2d6 to familiar's INT.POW gives a
POW equal to your own, but this new POW can only be increased by an experience roll of 01-05.SIZ if familiar already has SIZ, makes it permanent. If not, provides a SIZ of 1.STR as per SIZCON as per SIZ DEX gives a DEX of 2d6 Familiars have mental contact with their masters, and he can use any spells they know (and vice versa). In addition, familiars automatically know all the sorcery skills and arts of their master. They do not have their own Presence, but share the master's. An owner can choose to free his familiar from mental control and fellowship. It still retains any Stat(s) provided. If it dies, the owner still gets your lost stat back after a year. A loosed familiar starts off with sorcery spells and Arts equal to its master's level, and gains its own Presence as if it had the Vows of Vessel and Lore Mastery. ENCHANT [characteristic] ritual Enchant, costs 1 POW per 1 point increase Lets the caster increase a characteristic of the target, except for SIZ, INT, or POW. The total size of the increase, including previous enchantments, cannot be higher than the Intensity of the spell. Example: Rurik has Enchant CON 6. He cannot get another point until he can find a sorcerer who can cast Enchant Con 7 or better. ENCHANT [metal] ritual Enchant, costs 1 POW Lets the caster temper one of the magic metals of Glorantha. The total ENC tempered is equal to the spell's Intensity. An appropriate Craft skill can be handy to use at the same time. MAGIC POINT MATRIX ritual Enchant, cost 1 POW Allows a sorcerer to create an MP storage device. If the Enchant roll succeeds, the device holds 1 MP per Intensity. If the roll is a Special success, it holds Intensity + 1d10. If the roll is a critical success, it holds Intensity + the casters Magic Bonus. A sorcerer with a Magic Bonus of 15 and an Enchant of 90 (i.e., 9 Intensity) who got a critical success would get a matrix for 24 MPs. NEUTRALIZE ENCHANTMENT ritual Enchant, costs 1 POW Allows a sorcerer to "break" enchantments. To do this, the sorcerer spends 1 POW and matches the Intensity of Neutralize Enchantment vs. the POW invested in the enchanted item. If the item has MPs, he must overcome these with his own MPs. If both rolls succeed, the enchantment is broken. OPEN SEAS ritual Ceremony, costs 1 MP As previously described. POWER MATRIXritual Enchant, cost 1 POW Creates a 1d(Intensity) regenerating source of MPs. A special success causes the device to hold its Intensity in POW, and a critical success causes it to hold its Intensity +1d10. SHACKLE SOUL ritual Enchant, costs 1 POW A ritual considered evil and chaotic by most societies. It prevents a fresh corpse's spirit from passing on to the afterlife, and the spirit often responds by transforming into a ghost or wraith over time. The spell's Range determines how far it can travel from the site of its burial. A true Banishment cancels out the Shackle Soul, and also sends the spirit on to its afterlife. SPELL MATRIX ritual Enchant, 1 POW per +10 bonus This lets you place a spell in a magic item, so you don't have to memorize it any more. For each POW, 10 percentiles are added to anyone's chances of casting the spell, so it can be manipulated to greater levels than before. A Spell Matrix cannot contain more POW than the Intensity of the spell. If someone lacking sorcery skills attempts to use the enchantment, he receives his Magic Bonus as a base chance, plus the percentiles included with the enchantment.