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Magie Didier:

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.

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