COLLEGE OF ANIMATION

Modifiers: Gestures, Incantations

Basic Spells

FLOATING DISK

This spell brings into existence a slightly concave, circular disk of force which floats just above the ground. The disk will follow the Wizard about, hovering just above the ground, and can be used to transport 100kg worth of equipment and treasure. If the Wizard moves out of range for any reason, the disk is instantly dispelled.

WALKING CHEST

This spell allows the Wizard to animate a large chest and cause it to follow along behind as he journeys about. The chest can carry up to 50kg, including its own weight. The chest is mentally linked to the Wizard, and can perform simple instructions, such as "Follow Me", "Stay Here", etc. Casting Time: 1 Turn.

This is a large chest that has been animated by a Wizard. The sole function of the chest is to follow the Wizard about, usually 1" to his rear. The chest is incapable of jumping gaps, but it can swim, and climb (or descend) stairs. The mind link with its owner allows the Wizard to silently direct the actions of the chest, even if the two are widely separated. However, due to the limited Intelligence of the chest, it is incapable of following more than rudimentary instructions.

WALKING CHEST
F- FB
A- PR
S- PR
E- GD
R- FB
I- SH-0
P- SH-0
H- 20
K- 2
R- N/A
P- 10

Powers: Can not be Stunned
Mind Link, Only with master, Any Distance
Resistance to Mental attacks the same as its master
Life Support (Immune to Disease, Immune to Aging, Doesn't Eat, Sleep, Breath, or Excrete)

Phys. Limitation: No arms
Psych. Limitation: Only to follow master


College Spells

FALSE LIMB

When an individual has lost a limb through amputation, the Wizard can use this spell to actuate a temporary replacement. The artisan who constructs the prosthesis must make a Spell Feat role to determine if the limb is constructed correctly. When using the limb, reduce Agility -1CS. This spell can be used to actuate multiple limbs on the same target.

FORCE GLOVE

Upon casting this powerful spell, a giant glove of force is created that mimics any actions made by the caster's hand. Because the glove is invisible and there is no tactile feedback, it is incapable of fine actions. Fortunately, the force is powerful enough that detail work is often unnecessary. The glove weakens with increasing distance from the caster. If the caster fails his Spell Feat roll, the glove grabs and squeezes the Wizard until he escapes. Lesser versions of this spell are known to exist at lower increments of STR.

HOLD PORTAL

This spell allows the caster to summon a force to hold a door or lid closed until released.

Unique Spells

ANIMATE CLOTH GOLEM

This spell brings to life a large, stuffed doll-like figure, previously assembled from cloth or animal hide. The artisan who constructs the Cloth Golem must make a Spell Feat roll to determine if the figure is assembled correctly. Once animated, the Golem will follow any instructions given by its master. Casting Time: 1 Minute.

ANIMATE FLESH GOLEM

This spell brings to life an assembled Flesh Golem. The parts of the Flesh Golem must be gathered from various corpses. The artisan who constructs the Flesh Golem must make a Spell Feat role to determine if the parts are assembled correctly. When the body is ready to be animated, the Wizard needs to provide a source of electricity, either from a storm or a lightning bolt spell. Once animated, the Golem will initially view instructions from its creator in a favorable light, but will eventually develop its own motivations. If the Wizard fails his Spell Feat roll by two or less, the Golem animates and goes Berserk. Otherwise, the body is rendered completely useless and the Animator must start from scratch.

ANIMATE GLASS GOLEM

This spell brings to life an assembled Glass Golem. The blown glass chambers are filled with poison gas, making construction a hazardous activity. The artisan who constructs the Glass Golem must make a Spell Feat roll to determine if the figure is assembled correctly. Once animated, the Golem will follow any instructions given by its master. Casting Time: 1 Minute.

ANIMATE ICE GOLEM

This spell brings to life an Ice Golem constructed from ice. The Wizard needs magic skill with the College of Ice in order to give the Golem its powers. Once animated, the Golem will follow any instructions given by its master.

ANIMATE STONE GOLEM

This powerful spell brings to life a completed Stone Golem. The Wizard needs magic skill with the College of Earth Magic in order to give the Golem its powers. The artisan who constructs the Stone Golem must make a Spell Feat role to determine if the figure is carved correctly. Once animated, the Golem will initially view instructions from its creator in a favorable light, but will eventually develop its own motivations. If the Wizard fails his Spell Feat roll, the Golem animates and goes Berserk.

INVISIBLE SERVANT

This spell allows the caster to create an Invisible Servant to do the Wizard's bidding. The servant can only perform one task at a time, and will not engage in combat. (Note that the low strength of the Servant limits the types of tasks that can be performed.) Casting Time: 1 Turn.

An Invisible Servant is not a living being in the normal sense, but is a magical force summoned to the bidding of a Wizard. The Servant will not engage in any form of combat, but will follow any orders given by its master even at the cost of its own existence.

INVISIBLE SERVANT F- FB
A- TY
S- PR
E- PR
R- TY
I- SH-O
P- SH-O
H- 16
K- 6
R- N/A
P- 10

Immune to Mental attacks
Can not be Stunned
Invisibility
Life Support (Immune to Disease, Immune to Aging, Doesn't Eat, Sleep, Breath, or Excrete)

Psych. Limitation: Will Not Fight

SIMULACRUM

This spell allows the wizard to animate a likeness of a creature or person. The simulacrum is severely limited in its skills, memories, and abilities compared to the original, and is incapable of improving its station in life. The construction has FB Psyche or less, and is under the complete command of the Wizard who created it. The Simulacrum is constructed from a clay vessel which roughly matches the original being. The spell first animates the clay form, then gradually transforms its external appearance until it looks almost identical to the original. (Make a Reason Feat roll to determine how closely the two match. An Artisan skill can be used to produce a better match.) Large beings will require several rounds to complete. If wounded, the Simulacrum oozes mud. If the caster fails his Spell Feat roll, the simulacrum animates (before the transformation has been completed) and attacks the Wizard. Casting Time: 5 Minutes.
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