COLLEGE OF ARCH MAGERY
Beyond the abilities of master wizards lies a level of arcane knowledge that approaches the very powers of the gods. These extremely potent rituals require a lifetime of study by the greatest sorcerers to ready, and the power of an entire order to unleash.
Once an Arch Magery spell has been prepared, the wizards of the order join in a circle with the spell caster, and proceed to lend him all of their arcane energy and knowledge. The caster painstakingly reads the incantation from the mystical runes entomed on the massive scroll or book, then becomes the channel for the magical energies as they are directed to their task.
Failure to properly follow the proper ritual is invariably disastrous, usually for the spell caster and often for the remaining members of the circle. For this reason, preparations for casting a spell of this magnitude are meticulous and thorough.
Warning: This magic is very powerful, and can badly distort a low or medium-level magic campaign. The spells should only be employed by non-player characters, except with the explicit permission of the GM.
Common Limitations: Concentrate throughout, Incantations, Ritual Tome, Bulky, Side Effects.
BASIC SPELLS
WIZARD'S CIRCLE
This is the fundamental spell of Arch Magery, as it allows a Wizard to aid another in the casting of an especially difficult spell. The caster concentrates on the spell beneficiary, and transfers his arcane energy and lore through a ring of other Wizards. Hand contact must be maintained throughout the transfer, or the benefits of the spell will be lost, with possibly fatal consequences to the intended target. The total improvement to the Spell Rank feat of the caster cannot exceed a +3CS. If the caster fails his Spell Rank feat roll, he is temporarily drained of arcane energy. Casting time: 1 minute.
UNIQUE SPELLS
ANNIHILATE WORLD
Perhaps the ultimate Arch Magery spell, this ritual allows the circle to utterly destroy an entire world of up to 50,000km in radius. Needless to say, this spell is quite difficult to cast, and requires the concentrated powers of many Wizards to accomplish. During the casting period, a strong mental sensation of impending doom is radiated throughout the world, so this spell will inevitably bring the intervention of the world's protectors, including any local Deities, to prevent its annihilation. If the caster fails his Spell Feat roll, he and anybody standing nearby are blasted by wave upon wave of pure annihilating energy. The Circle must have at least 6 different Colleges. Casting Time: 1 Day.
ARCANE SHIELD
This spell brings into being a spherical shield of force that is inpenetrable to all but the most powerful magical or mundane attacks. The shield appears as a glowing silvery dome, 5" in radius, and centered on the caster. As more powerful attacks are made against the dome, it glows more brightly and the coruscating colors move up through the spectrum, from red to orange, yellow, white, and blue, before turning violet shortly before it fails. A maximum of 128 beings can be protected within the shield. If the caster fails his Spell Feat roll, he is permanently stripped of his magical abilities. The Circle must have at least 6 different Colleges. Casting Time: 1 round.
CONFLAGRATION
The destruction caused by this spell are terrible to behold. By calling down the fires of the sun in an incinerating sphere, the wizards can cause the burning destruction of a small city, or annihilate an assembled army. The pitiful survivors on the outskirts of the spell effect, blinded by the flash and burned by the intense heat, must yet deal with the lingering effects of the radiation. If the caster fails his Spell Feat roll, the same blast is centered on the circle. The Circle must have 9 different Colleges (including College of Fire). Casting Time: 5 Minutes.
DEATH FOG
A sickly yellow mist rolls forth from the caster, enveloping and poisoning everything in its path. The only hope for survival lies in fleeing the expanding cloud. After two minutes the poisonous effect dissipates, leaving a dense yellow fog which covers the area for up to an hour. If the caster fails his Spell Feat roll, he erupts in acid-filled boils which quickly eats away his flesh until he nothing but a bubbling pool of green goo on the floor. Circle must have at least 5 different Colleges. Casting Time: 1 minute.
FLYING CASTLE
This spell allows the caster to enchant a Castle and its surrounding grounds so as to rise up and float permanently in the sky. The base of the Castle will be wrapped in an omnipresent cloud formation, hiding its existance from viewers underneath. The path of the Castle is controlled from the command chair, which also provides the pilot with a stereo view of the surrounding area. Casting this spell requires a suitable existing Castle. The Castle becomes a vehicle (stats left to the Judge). The command throne must be selected before the spell is cast. If the caster fails his Spell Feat roll, he is swallowed up and entombed by the earth. Circle must have at least 3 different Colleges. Casting Time: 1 Minute.
HURRICANE
The dread Hurricane, or Typhoon as it is known in the southern lands, is the most powerful storm known to humankind. This ritual will summon a Hurricane weather system to devastate the local lands. The 180km diameter storm begins at sea or near a coast, then advances inland along a path determined by the caster. After four to five days, the Hurricane will begin to dissipate and merge with the local weather patterns. If the caster fails his Spell Feat roll, he is struck by an extradimensional vortex of pure chaos. The cone of disorder proceeds to tear him apart atom by atom, until nothing remains of the wizard. Circle must have at least 8 different Colleges (including College of Storm Mages). Casting Time: 1 Hour.
MAGIC FREE ZONE
This spell will create a permanent dead zone where all but the most powerful forms of Magic will fail to function. Even artifacts, when they work at all, will be considerably weakened within this zone. This spell is especially useful when cast upon a strategic fortification that is difficult to defend against magical attacks, but not against mundane forms of assault. If the caster fails his Spell Feat roll, he will radiate physical agony whenever he is exposed to any form of magic. Usually this will result in the affected caster being exiled, as he is too dangerous to remain within a magic-using community. Circle must have at least 6 different Colleges. Casting Time: 1 Hour.
PHASE CITY
This powerful ritual can send an entire city to a new location on any known extradimensional plane. Where the city once rested, there remains only a large crater in the ground. However, at the end of each year thereafter, the city, and its remaining inhabitants, will return to its original location for the span of one hour. For this spell to function properly, the city must have an average density equal to or lighter than rock. If the caster fails his Spell Feat roll, he is banished to destination of the city for a period of one century. Circle must have at least 11 different Colleges. Casting Time: 1 Hour.
SCAR LAND
By calling forth the mightiest powers of the four elements, the Wizards can use this spell to wrack terrible upheaval upon a large stretch of land. What was once fertile grazing land can be transformed into a barren desert, or a new island can be brought forth out of a stretch of empty ocean. The upheaval greatly disturbs weather patterns over the area, causing unusual fluctuations in the climate. After a week, the land settles into its new form, but the weather remain unstable for many decades thereafter. The scarred land is within a 500km radius of the target, and the spell can be cast from a distance of up to 1200km away. Should the wizard fail his Spell Feat roll, the consequences are dire indeed. The wizard, along with his fellow members of the circle, are dispatched to one of the elemental planes. There they will face the wrath of a small army of Elementals. Circle must have at least 6 different Colleges (including all 4 elemental colleges). Casting Time: 1 hour.
STAR TRAVELLERS
The ability to journey to the stars allows thousands of new worlds to be explored and conquered. This spell allows a small group of wizards and their cohorts, to fly to the edge of the atmosphere, then travel across the cosmos at enormous velocity. The group is provided with life support and defense against the harsh elements of interstellar space. Once the group sets foot upon a new world, however, the spell is cancelled and they must remain until they choose to risk the journey once more. If the caster fails his Spell Feat roll, with a blinding flash of light he is teleported 20-120 Light Years away in a random direction, likely never to return. Circle
must have at least 4 different Colleges. Casting Time: 5 Minutes.
SUMMON HORDE
This spell will summon a large horde of creatures from the surrounding lands to fight for the caster. Each of the 16,000 creatures must reside within a day's travel of the location where the spell is cast. They arrive with whatever weapons, armor, and equipment they originally carried, but they are willing and eager to follow any orders from the wizard. Any deficiencies in supplies and equipment must be made up by the caster and his allies. If the caster fails his Spell Feat roll, a furious blast of chaotic mental energy explodes outward from the caster. The wizard and his comrades will be reduced to drooling idiots for a period of several days. Circle must have at least 5 Colleges. Casting Time: 1 hour.
THE UNDERTAKER
This powerful sorcery ritual will summon Xhargyle the Undertaker, the third spawn of Primordial Chaos, to serve as an assassin for the circle (stats are left to the Judge). Xhargyle is anything but subtle, and will leave a trail of death and wanton destruction wherever he travels. However, he is utterly relentless in his task, and will pursue a target across the far reaches of the world and to other dimensions until he has consumed his life force.
During the casting process, a mental sensation of "wrongness" will be radiated in all directions. Anybody making a Yellow Intuition Feat roll will become aware of the sensation, along with the approximate direction of its source. If the caster fails his Spell Feat roll, the beast will appear but will be extremely difficult to control and will have selected the wizard as his next victim. Circle must have at least 4 Colleges. Casting Time: 1 hour.
This primordial slayer has lain dormant for millenia, awaiting the next call to go forth and extinguish more life. Few know of the existance of this nihilistic horror, and none who yet live know of his origins. Once set upon this task, he will relentlessly pursue his victim, using all the powers and guile at his disposal, until he has extracted any remaining life force. Unless promptly given a new task, Xhargyle with slay and destroy with wanton abandon. When visible, the Xhargyle has tapered, serpentine body, with four oversized arms, each tipped with two long, non-retractable force blades. His face is little more than a beaked mouth surrounded by tentacles, the inner side of which are covered in suction cups. Protruding wedges to either side of the head house the primary senses organs. A spiked fin runs from the back of the head to just past his armored torso, protecting the neck. The body is a dark metallic color, with a light grey sheen across the belly.
These are suggested minimum stats and Judges should feel to increase ranks as you see fit.
UNDERTAKER
F- AM and up
A- AM to UN
S- UN and up
E- UN and up
R- EX
I- EX
P- EX
H- 300-up
K- 60
R- N/A
P- (-75)
Powers: Talons AM Edged damage
Body Resistance MN
Life Drain AM (Continuous Uncontrolled; Gradual Effect (every turn) Must do damage with talons first
Life Drain - same area effect IN
Density Increase 100,000kg, permanent
Invisibility to Sight/Smell (Intuition feat in same area)
Visible when struck by electric field or radiation
Regeneration AM
Teleportation RM
Mental Probe AM
Infrared/UV Vision RM
Cosmic Awareness RM
Tracking RM
Ultrasonic Hearing RM
X-Ray Vision RM (Blocked by radioactive material)
Dimension Travel UN
Life Support
Psych. Limitation: Must find and slay target
Psych. Limitation: Fear of Electricity
Psych. Limitation: Destructive
Phys. Limitation: No fine manipulation
+2CS damage from Electricity and Radiation
THREE WISHES
The target of this spell is granted the ability to make three wishes, which can be any combination of powers, advantages, and limitations. The spell is activated whenever the spell recipient says the words "I Wish" followed by a request, regardless of whether the activation was intended or not. The spell is quite literal in its implementation of the wish, and the results will not always have the intended consequences. If the caster fails his Spell Feat roll, he is banished to an alternate plane of existance for a period of one hundred and one years. Few wizards who have miscast this spell ever survive to journey home. Circle must have at least 6 different Colleges. Casting Time: 1 round.
ZONE OF AVOIDANCE
This little known ritual will bring into being a Zone of Avoidance. An enchanted presence becomes the guardian of an area of land, and will allow none to enter unless identified as a friend. The Zone is empowered with powerful magical abilities that allow it to accomplish this task, including the creation of illusionary landscapes, the ability to suppress any type of magic, and a powerful attack that can take any form. The Zone is very crafty about its assigned task, and well equipped to detect any form of intrusion, day or night. If the caster fails his Spell Feat roll, the same Zone comes into being, but the wizard and his circle are always identified as intruders, and relentlessly attacked by the Zone. Circle must have at least 2 different Colleges (Including Mentalism). Casting Time: 1 hour.
The Zone of Avoidance is an intelligent and powerful magical enchantment that will actively repel intruders by using illusionary obstacles, phantasmal foes, and, if all else fails, seizing control of an invader's mind and instructing him to leave.
ZONE OF AVOIDANCE
F- FB
A- GD
S- SH-0
E- SH-0
R- EX
I- RM
P- RM
H- 12
K- 40
R- N/A
P- 0
Powers: Invisibility UN produce realistic natural illusions
Telescopic Vision AM
Illusion Casting SH-X Area Effect
Mind Control SH-X Telepathic Contact Only to flee area, Target will think actions were natural
Mind Blast RM Invisible Power Effects
Suppress All Magic AM Area Effect
Universal Translator
Program: identify intruders, deceive intruders into leaving area, attack intruders and drive from area
Talents: Tactics.
Psych. Limitation: Must defend land from intruders
Psych. Limitation: Must obey orders when addressed by true name
Psych. Limitation: Allow anybody entering inner 2km radius to remain or leave freely
By Dark Matter
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