Raven's Rules for Sorcery v 1.1

Hi all. Told you I'd do it- the below is the result of a few months of trial and error in my campaign in an alternate attempt to make a freer and easier to handle Sorcery system for the basic Conan game. Now this isn't meant as a slam on Mongoose [I'm doing that elsewhere 8)] but other people were interested in another way to run Sorcery. The below system is about 80% compatible with the existing system and by no means is an original effort, merely an adaptation. The notes are rough and I am no professional writer, so question about anything obvious I might have missed are fair game. I am also fully prepared for complaints ["It's not Howard"] Let's remember people- it's a game. It's meant to be enjoyed, not a dogmic ritual. Or as Mother Nature says, 'If you don't want to try something new, go extinct already." 8)

P.S. The polished form will be posted in Thulsa's website. I'll post the address for it later. Those who want a WOrd copy, pm me with an address and I'll send it to you. 8)

Raven, writing.
 
Introduction

“What is magic? My son, no one can in truth understand the question, much less the answer. For the understanding of what magic is beyond us as the sky is beyond the salmon. But like the salmon we can rise up from the depths or ignorance we live within and peer unto that strange realm that touches us and ll things. But to know it, one might ask to lift a mountain on one’s back.”

“Bit I shall tell you what I know. In the beginning my son, there was nothing but magic. Before gods, angels, devils and world existed, there existed only magic, alone in the void and without knowledge of what it was.”

“Desiring to know itself, magic drew within itself. Born from it were the great and mighty forces that would shape the universe to come as wind, earth and sun shape the growing bud that will become a mighty tree. From these were born mighty spirits, older than we being we call gods. But they were not made well. They knew not each other for being children of the same source. They fought among and devoured each other, each seeking to become the only and greatest and to be the only to know the source they came from. Between their struggles many among those first worlds and creatures were consumed, never to exist again.”

“However, there came from their children those that remembered their source, their creator- magic itself. Together, they defeated the fallen spirits, casting those that could not be destroyed forever into slumbers that would last forever. These became the first gods, the first guardians of creation and its children.”

“And so it has continued- these beings strive to keep the balance necessary to keep the worlds and realms and peoples alive, that creation may strive to know itself better, to peer into the mirror of itself and see the possibilities to come.”

“We are not able to see the whole of magic and creation at once. To our minds, we must divide it into Spheres of Power, each with its own spirits. Those spirits that we speak with, that come to us known and unknown, they are but reflections, vessels of that Power they arise from, that it might speak with us and be known. They are to be respected. They are to be feared. They are not to be taken lightly. Those that do not know magic’s purpose, those who seek to bend magic to command the world as if they were gods themselves, they do not enough to fear those spirits. They seek to bind them to their will, to command the spheres themselves, thinking they have no limits. But magic learned from its earlier mistakes. No child of magic can rise above all others to blot out the Powers themselves. Those who seek to do do do not last long, torn about from the Power itself from within.”

“But here, let me speak of other things as well as this…..”
 
Basic Rules

Sorcery v1.1 is a set of variant rules for the Conan Role Playing System owned by Mongoose Publishing Corporation. It is intended for private entertainment only.

Sorcery reflects the ability of a character, either of the Scholar class or one who has taken the Dabbler Feat [hereby referred to as the sorcerer] to manipulate the inherent Power within themselves and all things to produce an effect they desire.

All beings have the potential for magic. Those that have learned to tap this potential posses Base Power Points [BPP]- a in game reflection of the life force, mana, chi etc., that they can safely hold. Though it is possible to temporarily hold more than that, the body will slowly shed excess energy until it returns to its BPP at the rate of one an hour.

Most sorcerers learn to utilize these BPP for various effects they wish to produce from restoring barren fields into fertile ones to summoning spirits to do their bidding. While magic is in nature neither good nor evil, the manner in which it is used can cause dangers to the sorcerer himself. [see Corruption] Some uses of Power are so vile that the mere use of the spell can call for the need of a Corruption Check immediately, which will be indicated in the spell’s description.
 
Magic Success Roll

There are two types of spell effects: unresisted and resisted. An unresisted spell effect is one cast upon inanimate matter or a willing subject and has a set DC to determine success of failure. A resisted spell effect is usually cast upon a resiting target.

When a spell is cast, a Magic Success Roll [previously referred as a ‘Magic Attack Roll’] must be made. The sorcerer’s player rolls d20 and adds the result to his Magic Attack Bonus and other modifiers as the GM sees fit to apply. If the roll beats the set DC [for an unresisted spell effect] or the appropriate saving throw of the target [for a resisted spell effect], the spell succeeds. If the result is below the necessary number, the spell fails or produces a diminished effect. In either case, the BPP are expended and must be regained normally through rest, meditation, herbal preparations or ritual sacrifice.
 
Spheres of Power

Spells are organized into Spheres of Power, sometimes referred to as ‘schools’ by human sages. In the Hyborian Ages, the Spheres most familiar to human sorcerers are detailed below.

You will note that each Sphere has a Outsider class commonly associated with the Sphere. These are the entities that work toward that Sphere’s ideal- Angelic Spirits tends toward Guardian Spirits, Entropics tend toward Furies and Death Guides, etc. More on that later 8)

Banishments and Summonings A dangerous Sphere devoted to bringing beings from other realties into this one, or more sanely, to bind them and/or drive them back to their point of origin. Rarely used alone, this sphere is usually used in conjunction with another Sphere to deal with Outsiders native to those Spheres. The Outsider class known as Openers is commonly associated with this Sphere. [Corresponds to the ‘Summoning’ school in core Conan rules]

Blights and Curses: The Sphere most sought after by unscrupulous practitioners of magic, this Sphere is concentrated to bring misery and misfortune upon the targets of its magic. Commonly associated with the Maelfic Outsider type. [Corresponds to the ‘Curses’ school in core Conan rules]

Blessings and Protections A Sphere known to almost every priest, witch and sorcerer in the Hyborian world. This Sphere concentrates on effects designed to protect from the baleful effects of sorcery and to grant favour and luck. This Sphere is commonly associated with the Angelic class of Outsiders. [Corresponds to the ‘Counterspells’ school in core Conan rules]

Body and Mind A Sphere devoted to maximizing the potential within the casters self as opposed to causing temporal effects without the caster. Spells of this Sphere tread the line between psychic and magical abilities. Not commonly found outside of eastern cultures, Commonly associated with Outsiders of the Eidonic class. [Corresponds to the ‘Oriental Magic’ school in Core Conan rules]

Communication and Divination A Sphere associated with the ability to discover and transmit information inherent in the world itself. While it lacks the raw power of many other spheres, knowledge is the ultimate power in many ways, as the ability to ferret out your enemy’s secrets and communicate with allies can be quite useful. Commonly associated with the Watcher class of Outsiders. [corresponds to the ‘Divination’ sphere in core Conan rules]

Death and Destruction Also known as Entropy. The most misunderstood and misused Sphere of Power, Death, it deals with the natural forces that wear away at the fabric of reality, destroying what is weak to create the potential for new life. These forces are of natural origin and not evil in of themselves, but most practitioners of this Sphere in Hyboria tend toward the more horrific, unnatural and twisted use of this Sphere’s. Used to cause harm to the living or to create bind or destroy the unliving. Commonly associated with the Entropic Outsider class. [Corresponds to the ‘Necromancy’ school in core Conan rules]

Enchantments and Illusions The Sphere’s power is centered on altering a unsuspecting person’s perceptions of the world about them. Commonly associated with the Fae Outsider class. [Corresponds to the ‘Hypnotism’ school in core Conan rules]

Elemental and Forces Also know as the Forces and Matter Sphere by the more scientifically minded, this Sphere focuses on the manipulation of the energies inherent in the very fabric of Creation itself. Commonly associated with the Elemental class of Outsider. [Corresponds to the ‘Prestidigitation’ school in core Conan rules]

Life and Nature Often overlooked as mere hedge witchery, the Life and Nature Sphere instead is a study into the deeper mysteries of the very Essence and source of all living things. Practitioners of this sphere are more common among barbaric tribes than civilized men. Commonly associated with the Spirit Outsider class. [Corresponds to the ‘Nature’ school in core Conan rules]
 
Corruption

While magic in its purer state is without malice or unnatural, beings of both spirit and flesh can twist to unclean ends. This produces changes within the being itself as it departs from the natural order of things, usually driving it insane and physically deformed. Most such creatures live brief and pain filled lives, some survive in a limited fashion, becoming monsters either hiding from more natural beings or live in the decadent trappings of society, concealing their inhuman visages.

When exposed to Corrupting energies, characters must make a Corruption check, usually a Will save of DC 15, +1 for every point of Corruption he or she already possess. Faith, a Code of Honour and certain Feats give a bonus to this roll. Should a character fail this save, he or she gains a Corruption point, reflecting their own natural energies being affected by the fouled source of Power.

However, not all is lost. Characters adhering to a more ‘civilized’ deity such as Mitra, Bori or Ibis may use their priest’s ability to Atone to help remove their Corruption points. Also, simply removing themselves from the Corruption may a person's energies to recover. For every week removed from such conditions, the character may make a Will save of 15, +1 for every point of Corruption they posses. Success means the character loses one Corruption point. If character still pursues contact with Corrupt energies, he or she may not recover and will have to make additional Corruption saves to prevent firther degeneration.
 
Effects of Corruption

Corruption is by no one’s standards, a good thing. It refers to the gradual degeneration of a creature into a mindless savage beast, a reversal of the evolutionary process. People and animals feel uncomfortable in a Corrupt person’s presence. All Cha based skills save Intimidate are reduced by the character’s Corruption score. This penalty is doubled for characters with a Code of Honour. [The Deception of Set and Fair is Foul Feats can offset this penalty to a degree] In addition, Corruption makes concentration difficult as the forces inherent within the being, stirred to unnatural levels, begin to tear it apart. The Feat Meditation and Greater Meditation are reduced in effectiveness as per their description and the character's unsteady mind causes him or her to suffer a penalty equal to its Corruption score to all uses of the Concentration skill.
 
Learning Spells

While advancement in Scholar class gains a character one Advanced Spell per level about second and a basic spell upon attaining a new Sphere of Power, this is unlikely to provide a sufficient number of spells for a player’s satisfaction. As such, these variant rules are offered.

A sorcerer may learn a spell they meet the requirements by paying a XP cost. The sorcerer must have access to the knowledge necessary to learn it, either from a teacher [enfleshed or spiritual] or in a written form or by attempting to research it themselves as an Independent Scholar. This reflects time they could have spent training in their abilities engrossed in studying the rituals and techniques to unlock the arcane abilities within themselves. The cost is 100 XP for a basic spell, 500 XP for advanced spells. The sorcerer still receives Basic and Advanced spells as described above- one free Basic spell upon learning a new sphere and one free Advanced every level from third onward.
 
Dabblers

To reflect the change in the sorcery system, the following changes have been made in the Dabbler Feat.

Dabbler
Perquisites: Int 13, no access to any Spheres of Power
Description: The character gains access to a single Sphere of Power and gains knowledge of a single basic spell. The Dabbler’s Base Power Points are equal to 2 plus their Wisdom bonus [minimum 1]. All spells cast by the Dabbler are cast as if the Dabbler was a first level Scholar for purposes of range, duration and area of effect, regardless of the Dabbler’s level of experience.
Special: Should a Dabbler gain a level of Scholar, his or her Base Power Points raise to the usual 4 plus Wisdom modifier, but he does not gain access to a new Sphere of Power until second level- he or she already has his first Sphere of Power.
 
Basic Spells

In an effort to expand the scope of magic in the Conan system while retaining its gritty and mysterious nature, an expanded spell list will be offered, To start, here is a list of basic spells available to a sorcerer beginning their journey into unlocking the mysteries of their chosen Spheres of Power. Note that some spells [such a raise corpse] have been transformed from basic spells into advanced spells. This is to reflect this system’s creator belief such spells are too powerful to be considered mere beginning spells. Note also some spells from the Conan system have been changed in a effort to provide game balance.

Advanced spells will be posted as time and my creative power allows. Anyone who wishes to post their own creations using this system please do so.
 
Banishments and Summonings Basic Spells

Sign of the Voor
Power Point Cost: 1
Casting Time: One standard action
Range: Evil Eye
Target: All area within Evil Eye range
Duration: Instant
Saving Throw: N/A
Perquisites: Two ranks Knowledge (arcana), Two ranks Knowledge (Outsiders)
Magic Success Roll: DC 10

The Sign of the Voor [named for the class of Opener spirits it is commonly associated with] is a spell designed to assist spirits and other Outsiders to manifest within the material realm. When cast, all disembodied spirits within the range of the spell manifest for a moment, showing their true nature to the caster and all others. The spirit’s manifestation is too brief to attack or use a spell like effect, but its appearance may cause an Awe, Terror of the Unknown or even a Corruption check for a truly vile spirit. If the spirit wishes to resist the effects of the spell for whatever reason, the sorcerer must make a contested Magic Success Roll against the spirit to force it to manifest.

Although the spell can be used alone, it is commonly used to assist a sorcerer in summoning, compelling or banishing a spirit. If it cast in conjunction with any spell with those effects, the caster gains a +2 to their Magic Success Roll.

Forbiddance
Power Point Cost: 1
Casting Time: One standard action
Range: Close [25 ft + 5 ft/level Scholar]
Target: An area of space equal to 10 square feet/level Scholar
Duration: One minute/level of Scholar
Saving Throw: Special
Perquisites: Four ranks Knowledge (arcana)
Magic Success Roll: DC 15

Forbiddance is a spell designed to prevent Outsiders, spirits and other supernatural beings not native to this reality from manifesting in this one. As opposed to a ward, which forms a protective barrier, forbiddance strengthens a section of this plane’s reality, resulting in an area where it is difficult for such creatures to exist. To enter a forbidden area, the Outsider must make an opposed Will save against a Magic Success Roll of the caster. If the spell is cast on an area where an Outsider resides, the Outsider must be able to leave the forbidden area within one Move action or be forced to lose its manifested form. Note that nothing prevents an Outsider from remanifesting outside the forbidden area if is has the power to do so. 8)

As one can imagine, this spell requires careful planning. If Outsiders are aware of the source of the forbiddance and are able to reach the caster they will often do so in order to in order to remove a potential threat…
 
Blight and Curses Basic Spells

Ill Fortune, lesser
Power Point Cost: 1
Casting Time: One minute
Range: Evil Eye
Target: One creature
Duration: One minute/level of Scholar
Saving Throw: Will
Perquisites: One rank Knowledge (arcana)
Magic Success Roll: Sets Will DC

Lesser Ill Fortune is a common spell much beloved by mischief makers. Usually used to inconvenience a person or as a small display of power, this spell inflicts a –1 morale check to all attack rolls, saving throws and skill checks for the duration of the spell.

Befoul
Power Point Cost: 2
Casting Time: Five minutes
Range: Close [25 ft + 5 ft/level of Scholar]
Target: One cubic foot/level of Scholar of perishable material
Saving Throw: None
Perquisites: Two levels Knowledge (arcana)
Magic Success Roll: DC 12

Another spell designed to annoy more than harm, befoul corrupts unliving organic tissue. Water is made brackish and undrinkable, food rots, clothing and tents decay, wooden petrifies and paper crumbles into dust. Though the spell causes no actual damage, it has the potential for causing a wide number of problems for a party. Enchanted items are immune to this simple spell as are inorganic materials such as stone and metal. If used against a structure, the affected area loses 1 Hardness and 1d6 hp.
 
Blessings and Protections Basic Spells

Good Fortune, minor
Power Point Cost: 1
Casting Time: One minute
Range: Close [25 ft + 5ft/level of Scholar]
Target: One creature
Duration: One minute per level/Scholar
Saving Throw: N/A
Perquisites: Two ranks Knowledge (arcana)
Magic Success Roll: DC 5

Blessing, minor is a minor spell often used by priests and sorcerers to give a follower [or themselves] a small gift of fortune. For the duration of the spell, the target creature gains a +1 morale bonus to attack rolls, saving throws and skill checks.

Ward, personal
Power Point Cost: 1
Casting Time: One minute
Range: Self
Target: Self
Duration: One hour/level scholar
Saving Throw: special
Perquisites: Four ranks Knowledge (arcana)
Magic Success Roll: DC 10 and see below

Ward, personal is one of the first spell wise sorcerers learn. The spell creates a barrier of mystical force around the sorcerer to protect them from hostile magic or the failed effects of their own magic Upon casting, the sorcerer must make a DC 10 Magic Success Roll. While the spell is active, whenever the sorcerer is affected by hostile magic, the enemy sorcerer [or Outsider or whatever] and the caster make an opposed Magic Success Roll. If the caster wins or ties the enemy sorcerer, the spell fails to penetrate the ward and the caster is unaffected- although if the spell has targeted other individuals they are still affected normally. If the enemy sorcerer beats the caster, the spell affects the caster normally, though they may make a saving throw as normal if the spell allows.
 
Body and Mind Basic Spells

Focus
Power Point Cost: 1
Casting Time: One move action
Range: Self
Target: Self
Duration: One action
Saving Throw: None
Perquisites: Four ranks Concentration
Magic Success Roll: DC 10

Focus is a technique designed to draw the casters attention to a single action and bring the full weight of his awareness upon it. Upon casting the spell, the caster must then immediately perform a single action. For that single action, which may be an attack roll, a saving throw or a skill check, the caster may add +4 to the roll. However, the caster’s focus is grounded on that single action they lose awareness of all else around them. The caster is considered flat footed for the duration of the combat round and may not make any other action, even a free one for the rest of the round.

Mindshield
Power Point Cost: 2
Casting Time: Five minutes
Range: Self
Target: Self
Duration: One hour/level of Scholar
Saving Throw: None
Perquisites: Two ranks of Concentration, two ranks Knowledge (arcana)
Magic Success Roll: DC 12

Mindshield is a spell designed to prevent others from reading the thoughts s of the caster by spell or innate ability. Any person attempting to do so must make an opposed Magic Success roll against the caster to read their mind. Whether or not the attempt is successful, the caster is entitled to make a Sense Motive check against a Bluff check made by the individual attempting to read their mind. A success on the caster’s part means that they are aware of the attempt.
 
Communication and Divination Basic Spells

Foretelling
Power Point Cost: 0
Casting Time: 5d6 minutes
Range: Self
Target: Self
Duration: Special
Saving Throw: None
Perquisites: Four ranks of Knowledge (arcana)
Magic Success Roll: varies [see below]

Prediction is less a spell than a system of knowledge. It represents the caster’s knowledge in one or more systems of common divination such as using cards, dice, tea leaves, yarrow stick, the flight of bird, the entrails of a sacrifice etc. to determine simple answers. The information requested must be in the form of a simple question and the process by which the caster gains the answer can be quite time consuming.

The GM should secretly set the DC of the information requested and roll him or herself to see how accurate the foretelling is. Simple questions such as ‘Will it rain?’ should be DC 5-10, more complicated ones such as ‘Will the Picts attack? should be DC 10-15 and complex ones such as ‘Will the Zingaran Pirates favour a mutual raid together?” are 20+.

Note that some events have too many variables to predicted with certainty, such as the outcome of a battle, the best this spell can give a rough estimate of the chances of success or failure by comparing possible results.

Find the Path
Power Point Cost: 1
Casting Time: One standard round
Range: Far [One mile/level of Scholar]
Target: Special
Duration: Instant
Saving Throw: None
Perquisites: Two ranks Knowledge (geography) or Survival
Magic Success Roll: DC 5

Know the Path is a very common spell designed to help sorcerers find swift and easy routes to their goal. [In fact a wizard casts this spell for Conan’s benefit in the movie Conan the Destroyer 8)] The caster picks a stated goal, either a person, object or place and cast the spell. If successful the spell gives the general direction of the desired goal, and is the success roll is DC 10or higher, a rough estimate of distance to the goal. If the goal is a object or individual protected by a magical veil [See Advanced Blessing and Protection spells to be posted later] the caster must make an opposed Magic Success Roll in order to penetrate the veil. If the caster loses the opposed roll, the spell simply fails.

Note that the spell simply gives direction to the shortest, not necessarily the safest route to the desired goal. The spell gives no indication of any traps, obstacles, individuals or other possible hazards between the caster and their goal. The spell also tells the caster only the goal’s current position at the time of the casting. If the object moves or is moved afterward, the spell must be recast in order to find the objects new position.

Know the Lie
Power Point Cost: 1
Casting Time: One full action
Range: Self
Target: Self
Duration: 5 minutes/level of Scholar
Saving Throw: N/A
Perquisites: Knowledge (arcana) two ranks, Sense Motive two ranks
Magic Attack Roll: DC 10

A simple spell designed to help negotiators and merchants, know the lie helps a person decide a person’s statements. If cast correctly, the caster receives a +4 circumstance bonus to all Sense Motive rolls and +2 bonus to Will saves against Enchantment/Charm spells designed to fool the senses.
 
Death and Destruction Basic Spells

Corpsesight
Power Point Cost: 1
Casting Time: One full round
Range: Evil Eye
Target: Self
Duration: 1 round/level sorcerer
Saving Throw: N/A
Perquisites: Two ranks in Knowledge (arcana)
Magic Attack Roll: DC 10

This spell allows the caster to perceive the unseen world between this world and the next. The caster perceives the world as dim and gray, with living objects gleaming brightly against the dim surroundings. Creatures of the Undead class become readily apparent even if normally invisible to the naked eye [such as ghost or wraith] or if not obviously undead [such as a vampire] due to their lack of living energies. Living creatures’s aura’s glow with the intensity of their life essence. A skilled sorcerer may be able to determine how healthy or ill a person is by the use of this spell. Undead creature in comparison gleam with gray or black auras.

Note that as a side effect, the caster’s eyes usually change in some way, such as becoming red or completely black.

Chilling Touch
Power Point Cost: 1
Casting Time: One standard action
Range: Touch
Target: One living being
Duration: Instant
Saving Throw: Fortitude
Prerequisites: Three ranks Knowledge (arcana)
Magic Attack Roll: Sets target’s Fortitude save DC

This simple spell allows the sorcerer to gather a small fraction of the energies they have access to and give another living being a small taste of the forces of Death itself. The sorcerer must first make a successful attack roll upon their target. If struck the target must make a Fortitude save against the caster’s magical attack bonus. If failed, the target receives oneof Primal damage [i.e. discounts all non-magical DR] and must then make a Terror check equal to 10 + ½ the caster’s level rounded down. If this check is failed as well, the target receives a –1 non-cumulative morale penalty to all attack rolls, skill checks and saving throws for 1 round/caster’s levels of Scholar.

Note that this spell has no effect on Constructs, Undead or Outsiders or any other unliving targets.
 
Okay, this is getting ridiculous. It almost seems you are doing this to gather some type of revenge. Or, increase your post count?

Why couldn't you put this in a more readable format?
 
Elemental and Forces Basic Spells

Witchlight
Power Point Cost: 1
Casting Time: One standard action
Range: 5 feet
Target: None or special
Duration: 1 hour/level or special
Perquisites: none
Magic Attack Roll: DC 5 or special

Witchfire creates a small magical flame or light within 5 feet of the caster. This light or flame is the equal in intensity of a small candle flame and can be used to give light, light candles, torches and other easily ignited substances or to entertain others. The flame can move as the caster directs but cannot move farther than 5 feet from the caster at any time. The light version of this spell can be used under water, but not the flame version. If used to attack a target, the caster must roll a magic attack roll against the targets Dodge DV [if any]. If the target is struck it takes 1 point of flame damage, but the witchfire is immediately extinguished and the spell ended.

Reinforce
Power Point Cost: 1
Casting time: One full round
Range: Touch
Target: Any non-living item of Medium size or less
Duration: One minute/level Scholar
Saving Throw: N/A
Perquisites: none
Magic Success Roll: DC 10

Reinforce is used to temporarily strengthen the unseen forces binding an non-living object together. If successfully cast, the target object gains +1
Hardness and +1d6 hitpoints for the duration of the spell. Damage done to an object under the effects of this spell removes the temporary hitpoints first. When the spell duration ends, the object loses the extra Hardness and any remaining temporary hitpoints [if any]. This spell is not cumulative with another spell of effect- including another casting of this spell. Any similar spell or effect cast on an object already under the effect of a reinforce spell will cancel the original spell and replace it with its own effect.

Note: If this spell is cast on a suit of armor, its DR will increase by one for the duration of the spell.


Summon Air
Power Point Cost: 1
Casting Time: One minute
Range: Touch
Target: A 5’x5’x5’ cube around the caster
Duration: Instant
Saving Throw: N/A
Perquisites: None
Magic Success Roll: DC 10

Create air is used by sorcerers to create fresh air around themselves. Often used by the caster to produce breathable air in areas of stale air or to displace poisonous fumes about them. The spell produces one hour of breathable air for one person per level of Scholar of the caster. If cast underwater the caster is surrounded by air bubbles for one round which then swiftly disperse.

Purify Liquid
Power Point Cost: 1
Casting Time: One minute
Range: Touch
Target: One gallon of liquid/level of Scholar
Duration: Instant
Saving Throw: N/A
Perquisites: None
Magic Attack Roll: DC 5

Purify Liquid is designed to remove impurities and disease bearing organisms. It is a spell common to the Hyborian age priests due to the lack of water treatment, this spell renders even brackish or contaminated water drinkable. If cast upon poisonous substances, it weakens them reduces their Potency by 4.

If cast on alcoholic beverages, it renders them into water as well- likely upsetting the person whose drink it was.
 
Enchantment and Illusions Basic Spells

Charm
Power Point Cost: 1
Casting Time: One full action
Range: Self
Target: Self
Duration: 5 minutes/level of Caster
Saving Throw: Will
Perquisites: Bluff four ranks
Magic Success Roll: DC 10

Charm is a common spell for many dabblers and less than scrupulous sorcerers. Also known as Glamour, the spell gives the caster the illusion of attractiveness and a honey tipped voice. People interacting with the caster must make a Will save against a Magic Success Roll of the caster. The caster receives a +4 circumstance bonus to Bluff checks and +2 bonus to Perform skills designed to entertain those who fail the save.

Hue
Power Point Cost: 1
Casting Time: One Full Action
Range: Self
Target: Self
Duration: One Minute/level of Scholar
Saving Throw: None
Perquisites: Disguise two ranks; Hide two raks
[Note if the optional skill Camouflage is being used (to be posted later) substitue two ranks of that skill for the Hide perquisite]
Magic Success Roll: DC 12

Hue us a basic illusion designed to help a person’s outline blend into a background. The spell shifts a person’s coloration to match the predominate colour of the background. A person using the spell gains a +4 circumstance bonus to Hide [and Camouflage rolls if the skill is being used] when in areas where they can easily blend in with the surroundings, such as in a dark forest or against a stone wall of a single colour. Otherwise they gain a +2 bonus to the skill(s) in more varied backgrounds.
 
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