Air, Water, Earth, and Fire
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Chapter 13 Elemental Core Magic Non-divine magic is derived from the natural forces present in the environment: Air, Water, Earth, and Fire. Magicians must learn how to control and shape these forces to create magical manifestations. Each type of force, or element, is controlled in very different and incompatible ways. When a magician begins to learn his art, he must choose an element with which to work. Once declared, the magician may only buy spell groups from that element, or the element it dominates (see Acquiring Spells from other Elements on page 37 and Elemental Relationships on page 50). There are seven spell groups common to all magicians, and four unique spell groups related to each element. The base cost of the Necromancy/Time, Mind Twisters, Charms and the Dimensions groups is 600 EP. The base cost of the rest of the spell groups is 300 EP. 13.1 Magical Core Spells All magicians have access to certain “core” spells. These spells are created by the power of the caster’s element, but manifest themselves similarly regardless of the element. Thus, some form of the caster’s element must be present so that he may draw elemental power from it. Defer spells are the means by which a magician manufactures casting, teaching and learning about their magics. These magical items and creates permanent or delayed spell effects. concepts transcend any normal human tongue, being the same for all elemental casters regardless of race, sex, or creed. This Common Magics is a group that makes a magician’s group of spells includes the ability to create, interpret and use everyday and professional life easier. this elemental cypher. Movement spells enable the magician to move quickly and Shadow Magics enables the magician to manipulate shadow efficiently from place to place. for useful and wondrous effects. They involve the use of both light and darkness. Light is used to delineate darkness, and Revocation spells are used to cancel another magician’s thus these spells cease to function in the presence of extreme magic. It has no effect on divine magic. light (greater than daylight), or absolute darkness. The shadows created have no physical substance, and cannot be Tongues and Scripts provides the means to communicate by harmed by any physical or magical attacks. They cannot, on spoken, written, or cyphered word. All elemental mages the other hand, have any effect upon things in the physical understand and use the same basic concepts and ideas when world except as explicitly stated within each spell. 156 Adventure Quest/Jaern Copyright 1989-2005 by Daniel M. Lawrence and Robert J. Blake 1. Defer 2. Revocation 3. Common Magics 1 Defer 1 1 Revocation 1 1 Lamp 2 Defer 2 2 Revocation 2 2 Change Temperature 3 Defer 3 3 Revocation 3 3 Renew Object 4 Defer 4 4 Revocation 4 4 Glue 5 Defer 5 5 Revocation 5 5 Mending 6 Defer 6 6 Revocation 6 6 Fetch 7 Defer 7 7 Revocation 7 7 Find 8 Defer 8 8 Revocation 8 8 Weapon Charm 9 Defer 9 9 Revocation 9 9 Reassemble 10 Defer 10 10 Revocation 10 10 Know Element 11 Defer 11 11 Revocation 11 11 Armor Charm 12 Defer 12 12 Revocation 12 12 Fasten 13 Defer 13 13 Revocation 13 13 Shelter 14 Defer 14 14 Revocation 14 14 Servants 15 Defer 15 15 Revocation 15 15 Know Magic 16 Defer 16 16 Revocation 16 16 Sunder 4. Movement 5. Tongues and Scripts 6. Shadow Magics 1 Tireless Walking 1 Lexesoterica 1 Shadow Spawn 2 Cushion 2 Message 2 Shadow Carry 3 Stickum 3 Cipher 3 Contrast 4 Catspaw 4 Name Tongue 4 Shadow Object 5 Quicken 5 Encrypt 5 Shadow Servant 6 Leap 6 Quiet 6 Shadow Hide 7 Tireless Running 7 Speed Read 7 Shadow Horse 8 Slow 8 Fluency 8 Light Bane 9 Grasshopper 9 Scriptknow 9 Shadow See 10 Speed 10 Lockjaw 10 Multishadow 11 Mire 11 Interpolate 11 Shadow Leap 12 Puppet 12 Scribe 12 Shadow Mount 13 Hasten 13 Babble 13 Shadow Life 14 Lightfoot 14 Need 14 Shadow Target 15 Snatch 15 Translator 15 Shadow Guardian 16 Emulate 16 Mindspeak 16 Shadow ‘Port Adventure Quest/Jaern Copyright 1989-2005 by Daniel M. Lawrence and Robert J. Blake 157 (1) Defer Elemental Core Spells 13.1.1 Defer 1 – Defer Spell Rank: 1 to 16 Time to Cast: 1 M Resist Check: none Target: touch Duration: 2 hours Area: 1 Spell Effect: delayed spell effects Casters use the Defer spell to delay the effects of another spell. The caster picks some non-living, non-magical object that he can hold in one hand and lift, he casts the Defer spell on the object. This places a magical field about the object that can hold one other spell of a rank equal to or less then the rank of the Defer spell used. Immediately after this, the caster casts his other spell into the same item. The magical field created by the Defer ensnares this second spell, hold within the field. As long as the Defer spell lasts, the caster can touch the item and direct the ensnared spell to discharge, having the same effect as if he had cast it originally. The spell’s release from the Defer takes a single round, despite the casting time of the spell. If the Defer spell expires, without triggering its contained spell, all magic energies involved dissipate harmlessly. If the caster wants someone other than himself to be able to release and direct the spell, he may finesse the original Defer to include a trigger that others can use. The number of finesses determines what kind of trigger is used, as follows: 0 Thought Activated for the original caster 1 Mechanical 2 Spoken Word or Phrase 3 Thought Activated by anyone 4 Activated by a condition Spells cast with an unfinessed Defer can only be thought activated by their original caster, when he is touching the item. One finesse allows the spell to be triggered by any moving part of the item. Two finesses allow the spell to be triggered by a key word or phrase. Three finesses allow the spell to be thought activated by anyone holding the item. The fourth finesse allows the caster to state the single condition that will activate the item. This condition can only describe a state of being, and can only be based on the position, condition or existence of physical objects or energies within 10’ of the item. The caster may choose to target the spell either at the time of casting the Defer spell, or when it is triggered. If it is targeted when triggered, the person triggering the spell can direct it mentally, just as if they were the caster. If it is targeted when the Defer is originally cast, the caster gives targeting information relative to the position and orientation of the object used for the Defer spell. Defer spells used on items with already existing defer spells cast by a different caster don’t work. Recasting a new Defer spell on your deferred spell extends the duration of the original Defer spell by an additional 2 hours. The Elemental Defer spell can only be used to contain elemental spells. 158 Adventure Quest/Jaern Copyright 1989-2005 by Daniel M. Lawrence and Robert J. Blake Elemental Core Spells (2) Revocation 13.1.2 Revocation 1 – Revocation Spell Rank: 1 – 16 Time to Cast: 3 R Target: LOS 80 + 20/F’ Duration: instantaneous Area: 1 magical effect Effect: nullify elemental power 13.1.2.1 Revoking Spells 13.1.2.2 Affecting Items The Revocation group is different from others in that Each magical item has at least two components: a spell the spell remains the same throughout, except that each effect and a Defer. These are specified in the item’s successive spell is more powerful than the previous. It can description. To temporarily suspend the effect of an item (or affect both spells and items; potions and other single use draw charges from a charged item), the caster attempts to items are considered as spells for Revocation purposes. Revoke the spell effect. Dice are rolled as described under The mechanics for determining if a Revocation is Revoking Spells. If the player’s total is higher the Revocation successful are simple. The player rolls a number of d6 equal works and the difference between his and the Gms total is the to the rank of the Revocation his character is casting and number of rounds the effect is negated, or the number of totals them. The GM rolls a number of d6 equal to the rank of charges drawn. the effect the caster is attempting to Revoke and totals them. To permanently cancel an item the caster must revoke The higher total wins, i.e., if the player’s total is higher the the Defer spell. Dice are rolled, and if the player’s total is target effect is negated; if the Gms total is higher the higher than the Gms the item is made permanently non- Revocation fails. magical. Adventure Quest/Jaern Copyright 1989-2005 by Daniel M. Lawrence and Robert J. Blake 159 (3) Common Magics Elemental Core Spells 13.1.3 Common Magics 1 – Lamp Time to Cast: 1 R Lamp causes any non-living object to shed light equivalent to a Resist Check: none normal torch. Target: touch Duration: 2 + 1/F H Area: 1 non-living object Effect: illuminate 2 – Change Temperature Time to Cast: 1 R Control Temperature allows the caster to set and maintain any desired Resist Check: none air temperature between 0 degrees and 100 degrees Fahrenheit within an Target: 10 + 5/F’ enclosed and moderately well insulated space without need for normal Duration: 2 + 1/F H heating or cooling devices.