Stewart Spellbook

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Spellbook
This is the Spellbook of
Hadyn Stewart Radclyffe
of House Falkner,
Yellow Talon Sgt in the
Karandian Army Mage Corps.
Played by Dave Miner Jr
Category: True Magik
Magikal Focus: Spellbook
Spent Purchase Points: 117
Remaining Purchase Points: 13
(To be used in game to purchase spells.)
Total Purchase Points: 130
Total Casting Points: 10
The writings and documents herein, follow my studies into the wondrous realm of Magik. I have spent many years and tireless hours compiling my knowledge and would not trade all that toil for gold.
Knowledge is what drives man (to some degree it can be said of the elves and the dwarves as well, though certainly in different ways!) Man's search for knowledge sets him apart from the baser creatures such as the goblyns or trolls.
I have within my breast, burning like the hottest embers of a fire, the driving need to find more than I know. Out in the world, beyond the libraries are gems unlike that found in any mountain, wonders of magikal nature unlike any which has been seen in a forest. Discoveries of the mind are priceless. My journey will no doubt be long and harrowing. I will document my progress and learnings as best I can.
But in order to not forget what I have learned thus far, I shall include my notes from my earlier training and make this my new book of spells, and relevant notes on magik.
In my earliest days my understanding of spells was slight, though I was informed that my concepts of magik as a whole were what brought the attention of the Mage Academy recruiters.
I was taken from my training in the Army of Karandia and inducted into the ranks of the Mage Academy. My instructors did not share my thoughts and ideas on magik. Their task was to make us into Soldiers and mages for Karandia; they cared not for ideas and theories of magik.
We were driven to our limits each day. We were taught the basic spells that were necessary of all Mage Soldiers: Basic spells that would serve you as a mage until your dying day. "Irreplaceable," they called them. "Necessities."
Looking back, I know that the instructors were performing a duty on more than one level. Much like magik exists on more than one level, the instructors taught us how to use a few basic spells in the span of a heartbeat to keep ourselves and our allies alive. And as they taught, they also watched over us. We were being groomed towards our natural abilities.
Soon we all moved on. Very few of our class saw one another again. We were separated to advanced training, and from there, on to disparate units in the Karandian Army. Mage soldiers are few, and that keeps them separated for most of their service.
Karandian Mage Academy Basic Training taught me "the spells I would need to stay alive" …and a spell or two that would be of practical use now and again.
I remember the first spell they taught us. In hindsight it was ever so funny to see one instructor, Mage Sergeant Keane (Red Talon) knocking down 14 cadets, time and again. There would be a great pulse, the air would lightly ripple and spread outward knocking us all flat. By the time we stood up, Mage Sgt. Keane would be standing somewhere else and with a "thump” of the air, we were all flat again, with the wind knocked from our lungs. Over and over he would lay us flat. Most of us needed no explanation after that why such a use of magik could help us. A simple use of spell and you could escape any spot you were in, regardless of amount of enemy around you.
The thing to remember was that it would also knock down your brothers-in-arms! That was another several hours of training!
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BLAST (1)
Component: Gesture - Left hand, thumb crosses palm, fingers together, palm away from body (note: can use both hands for spell)
Duration: Instant
Range: 10 ft.
Spell causes all Characters, except Caster, within 10 ft. radius to be knocked to the ground. No damage is caused.
Caster must yell "BLAST."
Notes: Though it is unnecessary to extend arms to full length, the physical motion helps the mage to focus his magikal energy and channel it into the spell, thereby increasing the effectiveness of the mage’s casting.
The spell of circular explosive force was the simplest spell that we could learn for protection. It was described as a "momentary spell." They taught this to us because it can give a mage a moment's advantage, in which to prepare more magik or to affect an escape.
The next logical steppe was to learn a defensive spell. A momentary spell may not be enough to survive. And as mage-soldiers, it is our duty to stay alive so that our magik can be used to support the rest of the troops.
Mage Sergeant Schist (Blue Talon) was keen to point out that if we are dead we are worthless (though Mage Sgt, Drogan- Gray Talon may have cause to argue this point). And so we were taught to defend ourselves with our magik.
"A mage-soldier must be able to defend himself against an enemy swordsman, arrows, or other impending harm that is not directed at you by magik."
The very essence of magik can be solidified about the mage to protect 'gainst harm. Even so, this protection does not prevent magikal attack from breaching your defenses. Once struck, the mage-soldier is no longer protected. The force of the blow will dissipate the magik, and you will remain unhurt. The magik cannot be reinforced more than once, providing no more than protection against two strikes. My theory for this magikal limitation is that you are concentrating too much of the same type of energy in one place. More than that and it is simply wasted effort, due to the fact that subsequent spells do not take hold and the energy of the spell "bleeds" away to be re-absorbed into the general magikal field.
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SHIELD (2)
Component: Gesture - Left hand, palm away from body at chest level, moves in a backwards "S" pattern.
Duration: 10 min. or Until First Attack or DISPEL MAGIK
Range: Touch
Special: A Character can only have 2 of this spell cast on them at any given time.
Character under spell is protected from the first non-magikal attack.
Mage Sgt. Schist was not as happy to demonstrate one of the favorite spells of the Karandian Mage. We next learned the way to bounce and redirect the magik attacks of our enemies back to them. Like being reflected in a looking glass, the magik returned to the wizard who sent it.
This spell was taught to us exhaustingly. If there were no other spell that we learned, this one would remain in every cadet until he could no longer cast magik. The spell was drilled into us for many days. We practiced it relentlessly. I think it possible that I could cast this spell in my sleep by now.
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REFLECT (4)
Component: Gesture - Both hands in same shape: index finger and thumb make a circle, other fingers are splayed. Hands are back to back, 90˚ to each other, left hand toward chest, right hand facing outward.
Duration: 10 min.* or hit by Spell or Spell Ball
Range: Touch
Special: A Character can only have 2 of this spell cast on them at any given time.
Target is able to REFLECT one attack. For non-damage causing spells, the other Caster automatically becomes the Target.
If a spell ball is used, the original Target may pick up the spell ball and choose a new Target. A damage-causing spell must be used immediately or it is lost.
*Spell cannot be used as a response to an attack, it MUST be precast.
When night training began, the benevolent instructors allowed us the comfort of bungling around in the dark for the first night. The second night, after we had learned the value of darkness as our ally, we were taught the value of light.
It is a tool no wizard should be without. There are many a library that could benefit from learning this spell.
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LIGHT (1)
Component: Verbal - "Helio-Focal"
Duration: 5 min.*
Range: Battery Strength
Marker: Flashlight
Spell enables Caster to call forth magikal LIGHT from a wand. This magik LIGHT will remain on until the Caster ends the spell. Once lit, other Characters can use the wand.
*If a DISPEL MAGIK spell is cast, the LIGHT spell is broken. It can only be turned on again with another LIGHT spell.
The final spell taught to my class before basic mage training was completed, was a spell for offense. The Instructors allowed and encouraged us to be divers in our application of harmful magik. They explained that not every form of magikal attack would be effective to every foe and therefore, the more types of magikal damage that the Karandian Army could inflict, the better we could defend our kingdom.
I am ashamed to admit that I could not master any arcane or unique form of wound inflicting magik. I was barely able to summon the most common type, the fyrebolt.
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FYREBOLT (4)
Component: Verbal -"Kwar-el Fôs-for"
Duration: Instant
Range: Spell ball
Spell ball must hit Target. No preparation is necessary; pull spell ball, state spell and throw. MAGIK BOLT causes TWO Points of damage regardless of type.
The type of BOLT is selected by the Caster. (e.g. FIRE BOLT, ICE BOLT, LIGHTNING BOLT, MUD BOLT, etc.)
Each type of BOLT must be purchased separately.
DISPEL MAGIK has no effect.
Though, having barely mastered this spell, I have the intent to learn more spells of similar nature. After basic mage training was complete, I had spoken to a cadet and classmate that had been assigned to Red Talon. He extolled the virtues of multiple styles of magikal bolts and touches. He shared with me that the instructors explained about enemies that are immune to certain magikal attacks and who would logically attack a fyre-spyrit with fyre-magik?
Sound thoughts indeed.
Whereas basic mage training was grueling, painful, and tiring, my advanced mage training was far more exciting.
I had theories, concepts, and understanding of magik that many other mages had not. I had been selected to be part of the Yellow Talon.
I was later reassigned to the Theoretical Magik Division, located in Traau. Our function is to research and apply new spells and magik and knowledge thereof.
At this point, my training became more voluntary. I learned that which I desired to learn, in order to further my studies.
The earliest training was a battery of spells of like nature, enabling me to locate and understand magikal effects and influences.
The first necessary spell was to locate magik.
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DETECT MAGIK (1)
Component: Verbal – “Magikum Indikatus”
Gesture - left hand begins as fist, fingers towards right chest, hand moves in horizontal arc to left side of body, fingers opening.
Duration: Instant
Range: 10 ft.
Spell enables Caster to DETECT the presence of any magik within a 10 ft. radius. Caster will be able to DETECT if someone is under the influence of a spell or if a spell has been cast upon a Character. Caster will also be able to DETECT which Characters are magik-users.
A magik-user and visible magikal items will glow with a magikal aura. For an item that is hidden from view, the area in which it is concealed will glow with a magikal aura.
It was shortly after this time that the teaching of Sgt Foxglove and Sgt Schist I did recall. They spoke greatly of the ability to magikally protect one’s self from magik. Similar in nature to the spell that protects from swords and the spells that protect and direct the spell back at the enemy, though different. The spell to simply stop a spell from having an affect on you would be greatly appreciated after my first encounter with a cursed tome. I was able to detect what magik a tome might have placed upon it; though I could not understand its nature without touching it. This did cause me several hours of exquisite pain and torment. After my superiors finally found me and removed the spell influence, I devoted the following week to the learning and practicing of my next spell. Without sending the magik about the area or deflecting it back upon the source, this spell simply nullifies the magik, whether it be damaging or no. And like the spell of magikal reflection, this may only be cast twice upon the same person due to the similarity conundrum of magikal fields.
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MAGIK SHIELD (3)
Component: Gesture - Left hand, palm away from body at chest level, index and thumb form circle, remaining fingers splayed, hand moves in a backwards "S" pattern.
Duration: 10 minutes* or DISPEL MAGIK
Range: Touch
Special: A Character can only have 2 of this spell cast upon them at any given time.
Spell gives the Caster or other Character a protective shield against the next spell cast upon them.
*Spell cannot be used as a response to an attack, it MUST be precast.
After being able to locate a magikal item, tome, active or hidden spell (not to mention those beings capable of utilizing magik), AND protect myself from the magik it may have upon it, the next course of action was to learn to understand it. I spent the next weeks mastering the art of unlocking the secrets of written and activated spells. The spells to do so were divided between a lesser understanding and a greater understanding. The lesser was needed to learn the greater; and from the spell of greater magikal understanding, other spells can be learned and remembered.
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DECIPHER MAGIK (1)
Component: Verbal: “Magikum Explicati”
Gesture – Left index and thumb form circle, remaining fingers splayed. Circle and other fingers must touch item to be deciphered.
Duration: Instant
Range: Touch
Spell enables Caster to read magikally inscribed books (such as other magik-user's spell books), know what enchantments/magikal properties an item has and analyze magikal potions and powders. (The Caster cannot cast spells from another spell book, but will know what is in that spell book.) Once an object is read, the spell need not be cast again to read the same object.
Caster can also determine which spells have been cast upon a person with DECIPHER MAGIK.
(If there is not a strip of cloth or other tag to be read, Caster must either find out through the owner of item/book or find a GameMaster for DECIPHER MAGIK)
The deciphering of magiks is relatively easy to do compared to the spells to fully comprehend another spell. Comprehension of a spell is easily twice the task and cost of magikal energy. Though this is so, the rewards are well worth the effort. Much more detailed understanding and knowledge of the spell is gained from the Comprehension spell. Enough, even, to cast the spell without having learned it. Enough to incorporate it to a parchment for later use, if those skills are known to the caster.
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COMPREHEND MAGIK (7)
Component: Verbal – “Magikum Explicati Noblis””
Gesture – Left index and thumb form circle, remaining fingers splayed. Left circle and other fingers must touch item to be deciphered. Right index and thumb form circle, remaining fingers splayed. Right circle and other fingers must touch temple.
Duration: Instant
Range: Touch
*Caster must have purchased DECIPHER MAGIK before they can purchase this spell.
Special: Spell costs TWO Casting Points to cast, but does not require casting DECIPHER MAGIK first.
Spell allows Caster to magikally understand how a written spell (that they don't have) functions. If the Caster wishes, after casting COMPREHEND MAGIK the Caster is able to cast the spell in question from memory once. Caster will only “remember” comprehended spell for one hour. Only one spell can be understood per casting of COMPREHEND MAGIK.
The caster will still lose one Casting Point casting the spell, even though it was not in the Caster's spell book.
A spell that has been comprehended by the Caster can be made into a scroll. (See CREATE SCROLL.) Caster can only create a scroll from a written spell.
For a non-written spell (i.e. not a General Knowledge spell), COMPREHEND MAGIK will give the Caster an understanding of the spell (per the GameMaster of that game). Caster will get the spell description or additional information, but will be unable to cast the spell or create a scroll.
This has been the single most useful spell that I have learned throughout all my time in the fields of magik.
Though, to fully appreciate the thoroughness of the spell of magikal comprehension, a new spell is needed: the spell that allows the caster to transcribe a magikal event to the written page. When the caster fully magikally grasps the spell, the magik allows it to remain in one’s head for only a brief part of the day. So, in order to fully benefit from the spell, one can utilize a different form of comprehension magik to then extract the gathered magikal information from the mind and place it on a scroll of magikal nature. This will allow the caster to be free of the time in which the magikal knowledge will decay and be lost from the mind. When the magik is placed upon a scroll, it will remain there until being read aloud again.
The magik for this is really only a simple spell of magikal transference. The caster does not actually utilize the recorded spell from the mind. The magik of this spell simply transfers the spell from the mind into the parchment. Now, if only we could find a way to make the magik actually write the scroll…
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CREATE SCROLL (8)
Component: Verbal – “Magikum Explicati Noblis Transfera Digitaris”
Gesture - Right index and thumb form circle, remaining fingers splayed. Right circle and other fingers must touch temple. Once verbal component is spoken, hand shape must touch the parchment to receive the spell.
Exception: 1x/Day
Duration: Instant
Range: Touch
Spell allows Caster to cast a spell into a scroll. This spell can either be a spell from the Caster's list or another spell that the Caster has used COMPREHEND MAGIK to understand.
The scroll can only be used once, then it becomes useless.
Caster has the option to make the scroll decipherable by non-magik users. Scrolls written in magik script, must have DECIPHER MAGIK cast upon them before another Character can utilize it. Caster MUST indicate on scroll whether or not it is written in magik script.
Magik has become easy enough to locate and understand, even to transcribe into words upon a page, though even in the fields of research, there lay dangers in uncovering tomes, spells, and artifacts. Finding and understanding magik can be met with magikal perils.
It followed that the next spells to be learned would be those of the undo-ing of magiks.
The simplest spell that has the widest effect was the most practical to learn. This one spell has the most widespread effect of negating spells. There are certainly those spells that are more difficult to counteract, and therefore require more specific magikal energy. The common counterspell, oft called a “dispel” is a very basic form of magikal energy that focuses into a generic negative magikal flux, terminating the flow of active magik found in simpler spells.
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DISPEL MAGIK (4)
Component: Gesture – both hands in “thumb + index make circle” shape, circles interlocked. Hands pointed toward spell to be dispelled. Upon casting spell, break both circles.
Duration: Instant
Range: 10 ft.
Spell counteracts most previously cast spells, except damage causing or instantaneous spells. If more than one spell has been cast upon a character, DISPEL MAGIK will cancel out the most recently cast spell that it will affect.
DISPEL MAGIK can only be directed at one target or one spell.
DISPEL MAGIK counters: AMOUR, BEFUDDLE, BLEND, CALL UNDEAD, CHARM, COMMAND, CONTROL LESSER UNDEAD, CONTROL GREATER UNDEAD, COVET, DANCE, EMPOWER, EVIL ESSENCE, FEAR, FEIGN DEATH, FLEE, FORGET, FREEZE, FUMBLE, HOLD, HOLDE MONSTER, INCITE, INOCULATE, INVISIBILITY, INVISIBLE AREA, ITCH, LAUGHTER, LIGHT, MAGIK SHIELD, MAGIK TRAP, MAGIK WALL, PAIN, PERMEATE, RECOLLECTION, REPEL LESSER UNDEAD, REPULSE, ROOT, SHIELD, SHIELD OF DEITY, SILENCE, SPEAK WYTHE DEAD/UNDEAD, SPEAK WYTHE MONSTERS, SUPPRESS AURA, TAME, TREE, TRIGGER and TRUE SIGHT.
Though the list of affectable spells seems long, it is not nearly as all-inclusive as one might be led to belief. Caution is recommended when dealing with an unknown spell.
While the research of magik can be interesting and exciting, we have all found that it can be quite dangerous as well. Many times there have been extra-planar forces and strange spells that have protected or disguised tomes and artifacts. Another very useful spell helps us recognize and see these things for what they are.
It is a spell of vision through magik. This spell allows the eyes to perceive beyond the normal range of vision (light and dark) and into the field of magik. Wythe this magikal vision, most things are visible, as they truly exist, without the magikal spell covering them.
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TRUE SIGHT (3)
Component: Verbal – “Ocularis Magikum”
Duration: 5 min. or DISPEL MAGIK
Range: Line of Sight
Spell allows Caster to see creatures that are polymorphed, illusory, invisible, blended, etc. Things will appear as they were before they had the spell cast upon them.
This spell of sight is actually limited in its effectiveness, however, useful at the right times. Much like all magik, I suppose.
My further studies over my years at “Theory,” along with my magikal concepts and ideas, led me to the study of magik itself. Not the affectation of individual spells, nor the specification of magikal usage and style, but the concepts of magik as a whole. My paper entitled “The Magikal Well Theory” was published during this time. I did not learn most of the spells that are commonly used, however, I learned spells that affect magik, rather than create a magikal effect.
First of these spells was one that enables me to provide raw magikal energy to other casters who practice similar forms of magik. That is to say, those that access their magik, in the same methodology as do I. While this may seem foolish at the time, it allows for a degree of effectiveness that may be necessary from time to time. I can provide a caster with magikal energy should they run out. If I, for example, were unable to counteract a particular spell because I had not learned its opposite, and my colleague had learned this spell but was without enough energy to cast it, then I could provide them with the magikal power to do so. Simple.
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SHARE (2)
Component: Gesture – Both hands; index and thumb form circle, remaining fingers splayed. Circles are overlaid with right circle closer to body. Splayed respective fingertips are touching. Hands are near chest or chin level. Hands separate yet keep shape, left touches recipient at center chest, right touches self at center chest.
Duration: Instant
Range: Touch
Special Notes: Casting Points can ONLIE be shared with mages of the same category of magik.
Spell allows Caster to give ONE Casting Point to another mage within their category of magik.
To give the Target ONE Casting Point, the Caster must spend ONE Casting Point to cast SHARE and must either give up ONE of his/her Casting Points or Body Points to complete the spell.
Target cannot gain more than their normal maximum for Casting Points. Caster cannot SHARE Casting Points if he/she does not have enough Casting or Body Points available.
This spell of sharing magikal energy allows a caster to give such to their allies. This leaves one weaker magikally and quite possibly, physically as well. This being known, another spell of acquisition of magikal energy is necessary, in certain circumstances, in order to replenish magikal energy. The most common form of restoring one’s magikal energy is to focus or concentrate on a task, or object of their magikal nature. Specifically, I must study my writings and knowledge to regain power. These studies take time. There are instances when time is not available to regain magik, and more drastic steps needs be taken.
This spell I did learn from a member of Gray Talon. I had uncovered this spell in my research, although I suspected its existence prior. I had difficulty in learning this by myself. Once I spoke to Corporal Wade of Gray Talon, he assisted me in the conceptualizing that allowed me to learn the spell. This was also the first time that I discovered that there are spells that certain mages, due to their magikal direction, are unable to learn regardless of effort. This was quite a disturbing thought. I have been meaning to spend a certain amount of time in research of this phenomenon. Once understood, a method of circumventing it could be managed.
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DRAIN ENERGY (5)
Component: Gesture – Left index, pinky extended, thumb aligned with palm edge, middle and ring folded at second knuckle (to meet palm). Right hand (or wand) touches target.
Duration: Instant
Range: Touch
Special Notes*: Within spell the term “Mage” signifies a character that is either a full mage or multi-class mage who uses Purchase and Casting Points.
Caster must ONLY touch Target Mage*. While touching Target Mage, Caster must state the spell "DRAIN ENERGY" and count aloud "One thousand ONE, one thousand TWO, one thousand THREE," etc. For each number the Caster reaches, the Target Mage loses that many Casting Points. The Caster gains these Casting Points from the Target Mage to increase their own.
The Caster cannot DRAIN more Casting Points than the Target Mage has. Caster cannot gain more Casting Points than their original amount.
The spell ends as soon as contact is broken. The Target Mage is not restricted by this spell and can break contact.
Much later, I discovered a variation on the ability to provide magikal energy to others of my conceptuality of magik. Instead of merely giving them power, I could infuse their spell with power. My magikal energy could be used to “boost” theirs. Whereas they would be the caster of the spell, I could affect the spell in certain categorical specified ways. This magikal effect allows me to double the strength of a spell, double the duration, or its affect, if measurable. Sadly this spell is unable to affect any spells I cast. Again, something worth looking into.
MAGIKAL ENHANCEMENT (7)
Component: Verbal – For range: “Duo-Magikum Distanus,” for duration: “Duo-Magikum Duratis,” for damage: “Duo-Magikum Destructi.”
Duration: Instant
Range Touch
Spell allows Caster to double the range OR duration OR amount of damage of any single spell by another mage of the same category of magik. Both Casters must be in physical contact and the spells must be cast at the same time.
MAGIKAL ENHANCEMENT cannot ENHANCE magikal items, scrolls or be used to ENHANCE your own spells.
Only one ENHANCEMENT may be used at a time.
While in the Blue Duchy of Quivera, I spent some time in the company of other mages. In my experience, those mages that travel the worlds (not living their lives in fear of the sun in dusty libraries) have an excellent grasp of useful magiks for traveling the world.
In my time spent with a mage called Periwinkle (see notes in Journal) I learned from him two spells.
The first was a spell that could turn men to stone. The interesting thing was, that the spell would not affect magikal objects. The person, as well as all their belongings would become as stone, impervious to harm, yet their items of magikal nature would not be affected. Surely there are interesting applications for this aberrant spell effect.
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PETRIFY (4)
Component: Physical – small piece of slate, roughly shaped like a person. Must be held in hand.
Duration: 5 Minutes or UNPETRIFY
Range: Touch
Target is turned to stone. All items on target except magikal items are also turned to stone. While petrified, the Target takes no damage. A Target cannot be healed while petrified. Target cannot be moved and items cannot be taken.
Any form of long term poison or spell is temporarily ceased while petrified.
DISPEL MAGIK has no effect.
Spirits are unaffected by this spell.
Though I have seen the spell used interestingly, and even devised an interesting plan and use of a petrified companion, the spell is not an easy one to cast in a combat, and its effectiveness is very specific to the situation.
The other spell I had learned from Periwinkle was the spell of strength. This spell increases a man’s strength tenfold. Wythe a single blow, should I ever be inclined, I could injure a man nearly to half his strength, as well as send them reeling and even to the ground. I am no great warrior and therefore expect to use this spell for my warrior allies or in other circumstances.
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EMPOWER (4)
Component: Gesture – Both hands open on opposing bicep, both hands stroke downward and out from body.
Duration: 1 minute or DISPEL MAGIK
Range: Touch
Spell endows Target with magikal strength. Target has the strength of ten men. In combat, this causes TWO points of damage per strike. In most cases, one blow will knock down opponent.
Spell calls for role-playing from opponents.
For game purposes, the Target must state aloud “EMPOWER” when under the effects of the spell. It is also necessary in combat for the Target to state that they are causing 2 points of damage.
I have few uses for this spell, but it has proven effective when the need arises. A stronger swordsman at my side is quite welcome, and magik well spent.
Another of the mages I journeyed with, though very briefly, was one named Ayd. Though he tells me it is spelled “Aodh.” I had seen both he and Periwinkle use a spell to travel great distances. I am familiar with spells of instant transportation, though have, until this point, not had the chance to study or learn such spells.
Ayd has given me his instruction on the process and the effect. I was forced to study deep within Du Gul Manor to uncover the tomes that would help me perfect the spell for my use. Under Ayd’s tutelage, I was unable to teleport more than a few feet. When the explanations were made more clear, through the books I found, I completed the spell to my satisfaction.
The principle of matter transmigration is more difficult that Ayd made it sound. He spoke of the trees and location of natural force. The magikal effect is not as instantaneous as many would believe. The magik must create a small nexus of energy that the caster must place about himself. The energy is focused by the caster, upon casting, and “aimed” in a chosen direction. Once cast, the nexus transmigrates the spellcaster, as far as it can. Speeds often vary, though the effect is similar in all cases.
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TELEPORT (3)
Component: Gesture – right index, middle and thumb aligned upright, other fingers folded. Hand makes complete circle, then snap fingers.
Duration: 10 seconds
Range: Caster only
Special Marker: Bright blue cloth 18” square
Spell allows Caster to attempt to escape any sticky situation they might be in. While TELEPORTING, Caster is invisible, intangible, and untraceable.
Bright blue cloth must be held overhead for duration of spell.
No other spells may be cast by or against the Caster while TELEPORTING.
DISPEL MAGIK has no effect.
I predict this spell to be the single most useful self-preservatory spell that I have learned.
I spent a brief time with Daemir and other allies. During this time, we participated in an experiment to travel to another dimension. However, the only way we could travel was to pass through the realm of Dreams. Therefore, only our astral forms arrived within this dimension. During this “Dream” I encountered many interesting individuals, including, if memory serves (due to the nature of Dreams it can be difficult to have all the facts correct), a man named Brax.
I saw him cast a spell of lightning unlike the lightning bolts I have seen. This spell remained upon the hand and harmed the next being he touched. This inspired me to learn another form of magikal attack. I was somewhat capable with my limitation of a Fyrebolt, however, we encountered creatures that even magikal fire would not harm. This Lightning Touch shall prove to be effective when the fyre fails.
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SHOCK TOUCH (3)
Component: Verbal – “Elektricus Digitum”
Duration: Instant
Range: Touch
Spell causes Caster’s hands to be surrounded by magikal energy. Magikal field does not cause Caster any damage.
By TOUCH, Caster causes TWO points of damage. Once caster touches anything, spell is used up.
The type of MAGIK TOUCH is selected by the Caster (e.g. FIRE TOUCH, ICE TOUCH, LIGHTNING TOUCH, etc.)
Each type of MAGIK TOUCH must be purchased separately.
During a short interim I had the chance to return to Karandia, after the extraction of Cyrus from the hands of the Dominians in Gherin Culloch.
I was fortunate enough to have the opportunity to study in the libraries of my home once again. Wythe my position as a member of the Concentric Order, along with a writ from the Griffin of Magik, I was able to access the Libraries of the Mountains for further magikal learning.
I had ideas of spells that I knew existed that could be of great help in the upcoming times.
The first such spell was a variation on the spell to magically transport one’s self. Further research indicates that it is also referred to as “Razfunt’s Shift,” created by the Rynith Court Wizard.
I have located the texts concerning such a spell, though I find the notes and writings of Wendell Culpepper to be terribly off-base in the theory. My version of the spell utilizes the spell of magikal matter transmigration and translates the magikal direction into additional time by means of Alphonse Derband’s “practical magikal element formula.”
In removing the directional force of the magik, and translating it directly to more time, the caster breaks the fabric of magik and the physical plane and is slipped from this plane into a limbo/magikal plane for the duration of the spell. During this time, the intended target is completely removed from our reality for a matter of 1 turn of the minute glass.
So far, no experimentation has been successful lengthening the spell. In fact, all attempts have met with failure and the complete
loss of the target into the stream of the magikal well.
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SHIFT (4)
Component: Gesture – left hand index is straight, remaining fingers and thumb form a circle. Wrist rotates 180 degrees and changes to left hand index and thumb form circle and remaining fingers extended together.
Duration: 1 minute*
Range: Touch
Special Marker: Bright blue cloth 18” square
Spell renders ONE target invisible, intangible, and untraceable. The target is in effect teleported, but cannot move from the original spot of casting. It is as if no time passes for the target. At the end of the duration, the target will reappear in the same exact spot.
DISPEL MAGIK has no effect.
Spirits, fey, and other intangible creatures (e.g. ghosts, etc.) are unaffected by this spell
*The duration of this spell cannot be lengthened or shortened by any means.
Bright blue cloth must be held overhead for duration of spell.
During my travels I had oft encountered spells that were able to defy the normal period of magik time constraints.
While in the field, I was unable to construct or learn this magikal application of power from research or others. I have observed the usefulness of such a magikal alteration.
Fortunately, once again having access to the Libraries of my homeland, I have uncovered the necessary elements to learn the spell to potentially lengthen the effect of a neutral spell forever.
Alphonse Derband’s practical magikal element formula once again…
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PERMANENCY (9)
Component: Verbal – “Inifitum Magikum Duratis”
Exception: 1x/day
Duration: Instant
Range: Touch
Spell causes a previously cast spell to become PERMANENT. Any effects the Target suffers will continue, as per the previous spell’s description.
What will negate the normal spell will also negate the PERMANENT spell. (i.e. a character who is permanently INVISIBLE will remain so until they attack another character.)
There are three ways to dispel PERMANENCY:
1) DISPEL MAGIK + PERMANENCY
2) 6 DISPEL MAGIK spells from a single Caster
3) Counter Spell + PERMANENCY (e.g. AWAKEN + PERMANENCY)
PERMANENCY can only be cast in conjunction with AGE LIMB, AMOUR, BLIND, CHARM, COVET, CURSE, CURSE ITEM, ENCHANT ARMOUR, ENCHANT ITEM, ENCHANT WEAPON, ENHANCE ARMOUR, ENHANCE ITEM, ENHANCE WEAPON, EVIL ESSENCE, FEAR, FLEE, FORGET, HOLD, INCITE, INOCULATE, INVISIBILITY, INVISIBLE AREA, LIE, LIGHT, PERFECT ARMOUR, PERFECT ITEM, PERFECT WEAPON, PERMEATE, PURIFY FOOD/DRINK/VESSEL, QUEST, RECOLLECTION, REPEL LESSER UNDEAD, ROOT, SYGIL, SILENCE, SLEEP, SPEAK WYTHE DEAD/LESSER UNDEAD, SPEAK WYTHE MONSTERS, TAME, TRUTH, VOID MAGIK, WARD, and WEB.
Though the spell is not without its limits, it is certainly a very powerful and useful spell for field applications. I look forward to using it.
En route back home to Karandia from the Celt Isle, I had the opportunity to study a rare magikal specimen. It seems that the creatures called the Aadkar are quite magikal. I discovered that though they are not all identical (nor are they all similar enough to draw sweeping conclusions, it would seem) they all have immunities to certain magiks. A thought had occurred to me while studying the remains of the Aadkar that was recovered during the extraction of Cyrus. I sought o uncover a spell that could duplicate immunity to certain magiks.
The best result I could locate and learn is a spell of temporary immunity. Sadly, however, it is no true immunity. In order to benefit from the protection of the magikal immunization, one must still suffer the effects of the spell. Still, I hope to explore the practical application of this spell.
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INNOCULATE (2)
Component: Gesture - Left hand, palm away from body at chest level, fingers and thumb form circle, little finger extended, hand moves in a backwards "S" pattern.
Duration: 1 hr. or DISPEL MAGIK
Range: Touch
For its duration, this spell protects the Target from the effect of a single specified spell.
At the time of casting, the Caster must cast both INOCULATE and the spell from which the Target will be protected. At this time, the Target suffers the full effects of the spell he/she is INOCULATED against. The Caster can only INOCULATE against spells that he/she has.
INOCULATION must be specific. (i.e. an ICE BOLT INOCULATION protects only against ICE BOLT and no other MAGIK BOLT spells.)
INOCULATION has no effect against HAVEN, physical MAGIK WALLS, VOID MAGIK, WARD or WARD ITEM.
During my winter back in Traau, I have been in discussions with several mages. Many field mages expressed a particular interest and theorized a definite advantage to have a mage-mark placed upon a companion. I had spent hours of discussion one night with comrades of mine from “Theory.” My mind was made up; the benefits to having one’s own mage-mark is obvious and of significant tactical advantage.
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SYGIL (14)
Component: Gesture – drawing the mark of the sygil with the right index
Casting Time: 30 seconds. Target must be immobile.
Duration: 1 hr. or until secondary spell is cast through the SYGIL or ERASE SYGIL
Range: Touch
Range of Effect: Line of Sight/Range of Hearing to Target/Written Note
Marker: Rune or sygil for Target to wear and a Spell Description Card bearing all spell information and the Caster's name. SYGIL must be on a body part that can be bared publicly, that is not indecent.
Limitation: Caster may only have one SYGIL cast at one time. Target may only have one SYGIL cast upon them at a time. Subsequent SYGILS cast on Target have no effect.
Spell allows Caster to cast one touch or ranged spell on one specific Target, no matter how far apart the Caster and Target are. SYGIL must be cast upon a Character. Spell caster must know the Target's birth or true name in order for the spell to take effect. Caster must incorporate the Target's name into the process of casting the spell. Once cast, the Target is marked by the Caster. The SYGIL is a visible sygil or rune specific to the Caster, which appears magikally on the Target's body (not costume or items) and is indicated by the Marker. The SYGIL will appear on the Target, where the Caster indicates.
Caster must provide the Target with the Marker and Spell Description Card.
Once marked, Caster may cast one spell that affects the Target as long as Target can be made aware of the spell being cast (either through sight, hearing or note). For the Caster to operate the SYGIL, the Caster must state the name of the Target followed by normal spell casting procedure. SYGIL does not allow Target to affect others, only the Target is affected.
If Target is within a WARD, and the Caster of the SYGIL is not, the Target cannot be affected by spells cast through the SYGIL. SYGIL will be ineffective if the Target is within a VOID MAGIK area.
Protective magiks do not protect against spells cast through the SYGIL.
If SYGIL is made PERMANENT, Caster may cast as many spells as desired on Target.
DETECT MAGIK makes the SYGIL apparent and obviously readable to the Caster of DETECT MAGIK.
COMPREHEND MAGIK will allow a Caster to read the Spell Description Card.
DISPEL MAGIK has no effect.
SYGIL can cause the following spells to affect the Target: AGE LIMB, AMOUR, ANIMATE DEAD, AWAKEN, BEFUDDLE, BLEND, BLESS, BLIND, CHARM, COMMAND, COVET, CURE BLINDNESS, CURSE, DANCE, DISPEL MAGIK, DRAGON'S BREATH, DRAIN ENERGY, DRAIN LIFE, EMPOWER, ENDURE, EXHAUSTION, FEAR, FEIGN DEATH, FYRST STRIKE, FLEE, FORGET, FREEZE, FUMBLE, HEAL, HOLD, HOLDE MONSTER, INTERROGATE, INVISIBILITY, ITCH, LAUGHTER, LIE, MAGE ARMOR, MAGIKAL ENHANCEMENT, MAGIK SHIELD, MAGIK TOUCH, NAUSEA, PAIN, PETRIFY, POISON, PURIFY BLOOD, QUEST, REFLECT, REMOVE CURSE, REMOVE QUEST, REPEL LESSER UNDEAD, REPULSE, RESTORE LIMB, ROOT, SHARE, SHIELD, SHIELD OF DEITY, SILENCE, SLEEP, SPEAK W/DEAD/UNDEAD, SPEAK W/MONSTERS, TAME, TREE, TRUE SIGHT, TRUTH and UNPETRIFY.
The last spell that I set myself to learn before I left Karandia once more for the Concentric Order was brought to my attention by some of my allies fighting on the Icaran front.
The spell enables one to postpone effects on your target until a specific event takes place. With the other spells, I have amassed and my current amount of theoretical knowledge, the concepts and mechanics of the spell were actually quite elementary.
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TRIGGER (7)
Exception: 2x/day
Component: Verbal - “Magikum Suspendi Eventarim Enactis”
Duration: 24 hrs. or DISPEL MAGIK
Range: Touch
Once cast upon a living subject, the Caster must immediately cast another spell upon the same Target. This second spell will not take effect until a time or event specified by the Caster occurs. The "TRIGGER event" must be easily recognizable without a timepiece, such as "at sunset" or "when you shake hands with the Duke".
Once the TRIGGER event occurs, the second spell takes effect as if it had just been cast upon the Target.
A Target may have only one TRIGGER spell cast upon them at any one time. If a subsequent TRIGGER is cast, the new spells take the place of the first.
If DISPEL MAGIK is cast, the spell TRIGGER will be negated causing the second spell to take effect immediately.
Another winter in Traau, this time, after my encounter with Razfunt. I have considered the need for more spells useful in the field. I am far from a combat mage, and more aligned to the support and research after the battle. So, I have chosen to supplement my current spells. With only a brief time before leaving, I have chosen only three somewhat simple spells.
To be able to move about unseen is a spell that I have “seen” used oft. I have also had the spell cast upon me and I know its value.
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INVISIBILITY (3)
Component: Verbal – “Obscurum Ocularis”
Duration: 5 min. or Until Caster makes a hostile action or Dispel Magik
Range: Target w/Cloth and with Consumption of Potion/Powder (if applicable)
Special Marker: White Cloth approximately 18” square. White cloth must be held above the Target's head for duration of spell. Cloth can be draped over an object to make an object Invisible.
Target is unable to be seen by other Characters. If Target makes ANY offensive action, the spell is negated. Target will still be audible and leave tracks.
If Target casts any other spells while Invisible, spell will be broken.
Another well used spell allows the caster to be protected from all physical harm. The Magikal field, similar to the spell that shields one from a single blow, deflects and dissipates the energy of the attack. The magik, however, allows spells of other nature to pass the magikal barrier.
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MAGE ARMOR (4)
Component: Gesture - Left hand, index and thumb form circle, remaining fingers splayed, palm away. Hand rotates toward caster, changing to fist.
Duration: 5 min.
Range: Target w/Cloth
Special Marker: Purple Cloth approximately 18" square.
Caster creates a magikal armor that protects a Target from all physical and magikal damage causing attacks. Other spells still have effect. (e.g. Itch, Nausea, Root, etc.)
Purple cloth must be held above the Target's head for the duration of spell.
Target's hands must remain free (excluding component) for the duration of the spell. No other spells can be cast for the duration of the spell. Either of these actions will negate the spell.
DISPEL MAGIK has no effect.
And finally, a spell that can place a false thought or remembrance in one's mind. This can be used on an enemy to work against him or on one's own mind as a protective against enemy questioning.
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RECOLLECTION (3)
Component: Verbal – “Installis Memoriam”
Duration: 1 hr. or Dispel Magik
Range: Touch
Spell allows the Caster to instill a false memory into the mind of the Target. The Target will remember one specific thing that the Caster delineates. The Recollection must be described in a single verb sentence.
“A horrible dragon chased you out of this cave.” Would work.
“A horrible dragon took your magik sword, said ‘take that you scaleless fool’ then chased you out of this cave.” Would fail, because it contains three verbs.
If the Caster attempts to affix the Recollection of something completely impossible or an act that is against the very nature of the Target, the spell fails. Otherwise, the Target’s other memories will fall in line with the affixed Recollection.
Recollection does not counter Forget.
During my third trip to Somtow, I was accompanied by Cpl Connor MacLoren. While there, we continually encountered magikal barriers, also called Wards. Often, I was forced to enlist the aid of Connor or others to either open the ward or enter and retrieve items for me.
I decided it was time to learn a spell to allow one to circumvent wards. Connor possessed such a spell, and I learned from him. He performed an animalistic ritual to caste. Though I do not draw from nature, I was able to understand the nexi of energy’s that Connor was using, and grasp the meat of the spell.
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PASS WARD (4)
Component: Gesture - Both hands, index and thumb form circle, remaining fingers splayed, palm away. Circles are touching in front of face, touching Ward. Hands rotate toward caster and move outward.
Duration: 5 min.
Range: Touch (Caster)
This spell allows the Target to pass through an individual Ward twice. Once going in and once going out, or vice-versa.
To cast Pass Ward, the caster must be touching both the Target Ward and the Target character. Once the spell is cast, the Target character has 5 minutes to move through the Target Ward twice, then the spell wears off. Mage must touch Target to allow entrance to a
Ward and must be within one foot of the Target during exit. If having passed through the Target Ward once and the 5 minutes runs out, the second trip through cannot be made. Items carries on the person of the Target also pass through the Ward. Other living creatures cannot be carried through the Ward.