Introduction
Special Failure for Emotion and Charm
Spells
Annoy(F)
Awe
Berserk
Binding Spell(F)
Bravery
Castle of the Mind
Charm(F)
Confusion(F)
Contagious Charm
Detect Lie(F)
Dread
Dream Attack
Dream Sending
Dream Warrior
Embed Emotion
Emotional Napalm
Empathy
Enslave(F)
Euphoria
Eyes of Enchantment
False Memories
Fear
Friendship
Geas(F)
Hatred
Hidden Charm
Insanity(F)
Investiture
Lie(F)
Love
Lust
Mass Charm
Mass Emotion
Mental Armor
Mental Illusion(F)
Mind Bolt(F)
Mind Healing
Mind Reading
Mind Slay
Mind Stray
Mindwipe(F)
Mortification
Nightmare(F)
Phlegmatism
Pleasure
Protection from Charms
Protection from Fear
Regret
Sanctuary
Sanity
Shame
Share Intelligence(F)
Share Willpower(F)
Share Wisdom(F)
Sleep(F)
Sleep Eternal(F)
Sleepless
Sorrow
Soultrap(F)
Spell Blending
Stun(F)
Stutter(F)
Surprise
Symbol
Telepathy
Terror
Trip
Vanity
Wake
Control Mages have the power to control the emotions and even will of others. Through their more powerful spells they can disrupt or control whole towns or even cities. Control mages often learn the Illusion area of magic and their emotion spells may be used as components in illusions just as if they were illusion spells. New emotion spells are probably a fertile ground for expansion of the control area of magic. A number of their spells stack on top of emotion generation or compulsive (charm) spells. The spells consider to fall in these categories are as follows.
Emotions: Awe, Berserk, Bravery, Dread, Euphoria, Fear, Friendship, Hatred, Love, Lust, Mortification, Phlegmatism, Pleasure, Regret, Surprise, Terror, Vanity.
Charm: Annoy, Binding Spell, Charm, Confusion, Enslave, Mental Illusion, Mind Stray, Nightmare, Sleep, Sleep Eternal, Sleepless, Sorrow, Stun, Stutter, Trip, Wake.
Special failure modes for emotions are as follows. Mode one will cause the effects of the emotion to be exaggerated in an inconvenient way. Mode two will cause an emotion as close as possible to the opposite of the intended emotion to prevail. Mode three causes the caster to feel the emotion as well as the victims of the spell and the caster gets no save of any sort.
Special failure modes for Charm type spells are as follows. Mode one divides the duration by 2d6. Mode two causes the spell to rebound against the caster, with liberal referee interpretation if needed. Mode three causes the charm to affect the victim and the caster with even more interpretation in some cases.
This spell annoys the target. The annoyance is like one of the following: a stone in the shoe, a hair inside the ear, a biting fly, a chafing belt, a painful version of food caught in the teeth. The effect may be ignored with a stress save. If the save is blown then the victim will be -10 to hit, -10 to agility, surprise, and perception saves, -1 to non-spirit speeds. The stress save is made each time the victim wishes to exercise an ability affected by the annoyance. The caster may double the duration for +1 mana.
This spell causes the victim to feel awe. What exactly the object of the awe is depends on the setting, timing, etc. The victim must save vs insanity to avoid the effects of the awe. If the save is not made the victim will feel sure he cannot harm (or even affect to any great degree) the object of the awe. He is likely to obey any commands given by the object of the awe, perhaps with a stress save against stupid commands. The caster may subtract 5 from his victims insanity save or double the duration for +1 mana.
This spell counts as an emotion spell. The target must save vs insanity or go berserk as per the skill. Characters that have the skill berserk must attempt to go to higher levels of berserk as long as they have a 50% or better chance. The berserk character is treated as if he has the skill at rank 1 for attempts at recovery, or if he has the skill he recovers at half his rank, to a minimum of 1. Since the spell induced berserk is more intense, a character must save vs perception to recognize friends. The caster may subtract 5 from his victim's insanity save or double the duration for +1 mana. Characters that are already berserk get no save against this spell; they will become extra berserk and need perception saves.
This spell allows the caster to paralyze the voluntary muscles of the target. This is done as a strength versus strength roll with the spell having a strength of 16, +2 per +1 mana. The round it hits the victim rolls against the full strength. If he ever wins the roll the spell ends. The strength of the spell goes down by one per round until the victim breaks out. It works on a wide range of creatures, but not on creatures that don't really have muscles, like noncorporeal undead or animated stone statues. The victim may save vs magic to a speed loss of d6 pips which come back at a rate of 1 per round. If the save is made by 30 or more, the victim may totally avoid the effects of the spell. Victims in combat get a +30 bonus to their save; berserk victims get +60. The caster may subtract -5 from the victim's magic save or delay the beginning of the strength decay by 4 rounds for +1 mana.
This spell causes the target to feel brave. The target must save vs insanity to retreat from battle and receives +10 to his stress save. For +1 mana the caster may double the duration or may both subtract 5 from the insanity save and give +3 to the stress save.
This spell requires the character to designate a building or small plot of land and spend 20 DPs plus 1 DP per 5" in the longest dimension of the area in meditation within it. At the end of this time he casts the spell and the whole area disappears from the world and reforms within his mind. With a delay of 10 minutes he may enter the castle in his mind and vanish from reality. He may control the composition of the edge of the area, it may fold back on itself, fade into nothingness, whatever. The character may cast this spell multiple times, though he must save vs insanity at -10 per added casting or die. He may make multiple areas so absorbed adjacent, connected by teleportals, or completely disconnected. The caster also controls access to and from the real world and may "teleport" objects out of the castle into his immediate vicinity. He may thrust new objects in by touching then for 10 minutes while concentrating.
The radius of the castle of the mind extends slowly, as the casters mind grows and expands. Time spent in the castle does not count against the caster's lifespan. Weather and other similar details within the area are totally under the control of the caster except that the caster cannot do damage by weather control; he must use spells, weapons, lackeys, etc. for this and he may cast spells anywhere within the area. The caster can see, hear, etc. anything within the area at will. Characters in the spirit state may reach the outer edge of such an area within the mind. Normally the time rate inside the castle of the mind is 1:1 with outside time. For +1 mana the caster may vary either side of this ratio by +1. The caster may make permanent entrances to the real world for +5 mana each.
Special failure mode one forces the caster to make an insanity save or die. Special failure mode two causes the caster to be unable to sense things in the area absorbed; he must make personal inspection tours. Mode three is at referee inspiration. The fate of the area created by this spell upon the caster's death is not set in stone. It may return to it's point of origin, remain separate, be destroyed, appear in the caster's current location, or any other of a number of things at referee inspiration.
This spell causes the target to think of the caster as an old and trusted friend unless they save versus insanity. The victim will not attack the caster and will do pretty much as he asks unless his own interests are contravened. Creatures incapable of friendship with the caster get +30 to their save (referee judgment). Mindless animals, of course, are unaffected (e.g. zombies, mold, animated statues). The caster may subtract 5 from the victims save or add +6 hours duration for +1 mana. The victim gets an additional save if ordered to do something he doesn't want to with bonuses for truly odious or dangerous tasks. Special failure mode one causes the victim of the spell to regard the caster as a jerk. Special failure mode two makes the subject of the spell feel hostile. Mode three rebounds to the caster making him as if charmed by the subject of the spell.
This spell causes the victim to be unable to tell friend from foe, left from right, etc. The victim may save vs magic to avoid the effects of this spell but if he fails he will be unaware of his confusion. The referee must generate semi-random actions for the victim of this spell. The caster may deduct 5 from the victims save or add +3 rounds duration for +1 mana.
This spell is cast with charm spells, adding casting time and mana and using the largest rank involved. Any individual that is affected by the core charm spell(s) in the mix can spread that charm and its effects by its touch. If there is a save then the charm spread by touch gets a save as well, the same one. Special failure modes are applied to the core charm spells in the mix.
This spell allows the caster to feel if a person on whom he is concentrating is lying, telling half truths, shading the truth, or telling the truth. He must make a perception save to do this. The caster may add +18 rounds duration or +3 to the perception save for +1 mana. The caster will be unaware if he made his perception save or not except that blowing the perception save by 30 or more will cause the caster to get an incorrect impression while blowing it by less than 30 gives him an "unable to tell" feeling. Special failure mode one causes the caster to make his perception save at 30 worse. Mode two causes the person the caster is concentrating on to have a feeling the caster is doing something; they can "feel" the spell. Mode three causes the caster to feel that every statement made is a lie.
This spell causes the target to feel a nameless, lingering dread. The target may save versus insanity to avoid the effects of the dread, at +15 if they notice the spell being cast upon them. If the target has the skill berserk the dread gives them +30 to go berserk and going berserk repeals the effects of the dread spell. Those who save still feel some dread but the effect does not debilitate them. The effect of dread is -10 to hit, -2 speed, -20 perception save, -10 stress save, and -10 to complex skill rolls, e.g. spellcasting, wall climbing, or gem cutting. The caster may get -5 to the save versus dread or double the duration for +1 mana.
This spell requires a piece of hair, fingernail, etc. from the intended victim. Said relic is burned while casting the spell. After the spell is cast, the next time both caster and victim are asleep, the caster will appear in the victim's dreams and be able to both talk to him and cast a single spell on him (which ends the dream attack). For +3 mana the caster may cast an additional spell without blowing himself out of the victims dreams. The spell may not be a damage spell; it must be a mental spell, emotional, charm, illusion, etc. For +10 mana the caster may totally control the content of the dream while remaining inobvious or appearing as he wishes. For +1 mana the caster may add another session to the dream attack. If the victim wakes it ends one session of the spell. Special failure mode one is a fizzle. Special failure mode two allows the victim to cast spells at the caster as well (if he has appropriate spells). Special failure mode three forces the caster to save versus insanity or loose a point of sanity.
This spell requires a piece of hair, fingernail, etc. from the intended subject of the spell. Said relic is burned while casting the spell. After the spell is cast, the caster may project a vision into the subjects dreams. This vision will replace one of the subjects dreams. Either the caster must stage manage the vision himself or he may cast an illusion spell (if he knows one) once the Dream Sending is cast (the spells are not cast together). The pain spells associated with such an illusion can do spiritual damage no matter how they are wired. The caster may not cast damage spells, or in fact any spell, other than illusions as part of the illusion. Special failure mode one lets some other vision in instead of the one the caster intended. Special failure mode two allows the victim to participate in the vision. Special failure mode three forces the caster to save versus insanity or loose a point of sanity.
This spell creates a copy of the caster in the casters own mind. It has a number of effects. This copy may conduct spiritual combat with any spirit attempting possession, adding a line of defense. In addition, the dream warrior chases away nightmares and assures pleasant dreams. Finally, the dream warrior may (spiritually) attack anyone conducting a dream attack. The dream warrior may only use weapons and equipment that are emotionally near the caster of the spell and he is only active when the caster is asleep. The dream warrior does not have the caster's spellcasting ability, just his spiritual abilities and stats. For +5 mana the dream warrior will have the caster's spellcasting abilities but is under the strictures that apply to a mage using a dream attack and draws on the caster's supply of mana. For +1 mana the caster may add +1 day to the duration. At the end of this spell the dream warrior merges with the caster, sharing it's memories. Special failure mode one causes the dream warrior to wander off and get lost after d6 hours. Special failure mode two causes insomnia for the duration of the spell, effectively negating it unless the caster is knocked unconscious or whatever. Mode three causes the dream warrior to be malevolent; it will attack and attempt to possess the caster spiritually: if it succeeds it will be a sort of evil twin.
This spell allows the caster to place one of his emotion spells into an object, weapon, wall, etc. He may specify a not-to-complex trigger condition. This spell is cast in concert with the emotion spell adding mana and casting times and using the higher rank. Special failure modes are taken from the emotion spells or may, at referee inspiration, muck up the trigger condition.
This spell is cast with other emotion spells, adding casting time and mana and using the largest rank involved. Any individual that is affected by the core emotion spell(s) in the mix can spread that emotion and its effects by its touch. If there is a save then the emotion spread by touch gets a save as well, the same one. Special failure modes are applied to the core emotion spells in the mix.
This spell allows the caster to read the emotions of another creature. To make contact a successful spiritual combat roll is needed (cooperating targets have a mental elusiveness of 0). This requires line of sight unless the intended target is well known to the caster (including his name) or unless the caster has a personal relic, skin, hair, etc. This roll takes referee assigned penalties for distance, stone or metal shielding, or other circumstances, e.g. plot requirements. Normally the caster may use empathy on only one creature at a time. For each +1 mana spent the caster may add +1 creature to a party line. Special failure mode one gives the caster a headache that makes him -d3 casting speed and -2d10 to cast spells for 2-12 minutes. Mode two divides the duration of the spell by 2d10. Mode three projects the caster's emotions to those he is in contact with (in addition to allowing the incoming information to flow normally).
This spell forces the target to save vs insanity or become wholly subject to the will of the caster, even unto suicide or murder of a trusted friend. The person appears somewhat dazed or for +1 mana per 20 design points of the person enslaved they will appear wholly normal. The caster may add +6 days duration or subtract 10 from the victim's save for +1 mana.
This spell causes the target to feel intense euphoria. They must save vs stress to do anything except enjoy the feeling, with bonuses of 15 if they take stamina damage and 30 plus number of hits taken (total) if they take hitpoint damage. The caster may subtract 5 from the stress save or double the duration for +1 mana.
This spell is cast with any of the charm spells. You add casting times and mana and take the larger of the two ranks. It changes the area of effect of the enchantment spell from one person or creature to as many people as the character can glare at in a round, usually d6+1, and a clear line of sight on the part of the caster is required. For +1 mana the caster may make it last +1 round, as well as being able to spend added mana as specified in the charm spells it is used with.
This spell allows the caster to set up false memories. This requires thinking those memories through and placing them in his mind; the referee will figure out how many DPs this takes based on the complexity of the false memories. A complete false history since childhood would take about 100 DPs per decade. Once this spell has been cast the caster may allow the false memories to supplant the true ones at any time and specify some set of conditions that will bring back the normal memories. This spell can conceal the casters abilities from him. The caster may have multiple sets of false memories. If the caster has a set of false memories built he may use a Mind Reading spell and a Mind Wipe spell to implant them in another. The original memories can be made to return at a trigger or destroyed. The caster may use a Mind Reading spell to lift the memories of another person and use them as a set of false memories; in this case the casting time for False Memories is -240 but any editing of the memories in question will cost DPs.
False memories can fool a Mind Reading spell unless the caster of that spell is specifically looking for them and makes a perception roll at minus the number of DPs spent building the false memory. Special failure mode one for this spell is a fizzle though a second attempt requires the caster to use only half as many DPs. Mode two causes the caster to have both true and false memories at the same time. Mode three causes the displaced memories to be destroyed as if by a mindwipe spell.
This spell causes the victim to feel fear. The caster may make him feel fear of the caster or of anything in the area it is reasonable to be afraid of. This fear causes the victim to lose 2 pips of speed and to be -15 to hit the object of his fear. The victim may save vs insanity to avoid the effects of the fear. The caster may get -5 to the victims insanity save, add +1 thing for the victim to be afraid of, or get 2x duration for +1 mana.
This spell causes the target to save vs insanity or feel feelings of friendship. These may be focused on the caster or anyone it might be logical for the target of the spell to feel friendship for. The caster may double duration or subtract five from the target's save for +1 mana.
This spell allows the caster to set a single task taking not more than a day. The person or creature is compelled not to attack him and is also compelled to do their level best to fulfill the task so long as their life is not put in danger. They are free to choose how but will attempt to choose the method most likely to succeed. The caster may add +1 day to the maximum time for +1 mana. The victim gets a save vs insanity if the task is abhorrent or if he does not expect to be rewarded for the task (depending on the personality of the victim). The caster may blow 5 out of this save for +1 mana. This spell is unusual in that the caster must leave the mana for the geas invested in the victim and may not start to regain it until the task is complete or he releases the victim from the geas. Special failure modes are at referee inspiration, depending on the geas.
This spell causes the target to feel intense hatred. It may be unfocused or the caster may choose an object. The victim must save vs insanity to avoid reacting to or displaying the hatred and may go nuts if he dislikes or hates the object of the hatred anyway. The caster may double duration or subtract 5 from the saving throw for +1 mana.
This spell is cast with either an emotion or charm spell, listed at the beginning of the area of magic. The mana and casting times are added and the rank used is the highest involved. This spell allows the caster to cast the spell on a victim and not have it work until some trigger condition is met. This can create effects like a post-hypnotic command.
This spell does d3 points of sanity damage, +1 point per +3 mana, with +2 being treated as +d3 more. The victim may save vs insanity to half damage, rounded down. The caster can add no more extra points of sanity damage than his rank above five.
This spell makes the quality of being of an object powerfully intuitive. The mage may not give an object a false property with this spell but may bring forth the property of an object he does not know. Used on an object for example, this spell makes a weapon absolutely reek of weaponness. A ball may be made to radiate ballness. A food plant may be made to feel edible, and so on. Use of this spell on an assassin can ruin his career. He will not be known as an assassin automatically but will inspire automatic fear and distrust. The caster may double the duration for +1 mana. Special failure modes of this spell are fizzles.
This spell causes lies told by the caster to sound as plausible as possible and allays any suspicions not founded in clear and obvious fact. In the latter case the listener may save vs insanity to recognize the lie. The caster may double duration or subtract 5 from any insanity saves against the lie for +1 mana. This spell should do a spell versus spell roll with detect lie. Special failure modes tend to make listeners sure the caster is lying (2-3) or to misinterpret his words as much as possible but still believe them (1).
This spell causes the target to feel love. It may be unfocused or the caster may choose an object for it. The victim must save vs insanity to avoid reacting to or displaying the love and may go nuts if he feels affection or loves the object of the love anyway. The caster may double duration or subtract 5 from the saving throw for +1 mana.
This spell is similar to Love (above) but evokes a lower emotion. The referee assigns a saving throw penalty or bonus of up to 30 depending on the appropriateness of the lust. Added mana as for Love.
This spell is cast with any of the charm spells causing them to affect those within the area of effect if the referee deems it appropriate. Mana and casting times are added together and the rank is the largest of the ranks involved. This spell does not extend through stone or metal walls. The caster may get 2x radius for +1 mana as well as adding mana as specified in the charm spells.
This spell is cast with any of the emotion spells causing them to affect those within the area of effect if the referee deems it appropriate. Mana and casting times are added together and the rank is the largest of the ranks involved. This spell does not extend through stone or metal walls. The caster may get 2x radius for +1 mana as well as adding mana as specified in the emotion spells.
This spell adds +10 to the caster's mental elusiveness, +3 per +1 mana. The duration doubles for +1 mana. This spell may be cast on another for +5 mana. Special failure mode one and two are fizzles. Mode three causes the caster to be -15 ME for the spell's duration.
This spell allows the caster to totally override the targets senses fashioning whatever he wishes. The caster must save vs stress to do a follie-a-deau, at -5 per person caught in the spell (this also requires mass charm or some such). Each target may save vs insanity to break free if he suspects anything. The caster also needs a stress save if he wishes to seguey smoothly from reality to delusion. The mental illusion cannot do damage directly. The caster may add or subtract 5 to saves (as appropriate) or add +30 minutes duration for +1 mana. Victims of this spell will be immobile for the most part but will twitch and mumble when, in the illusion, they are acting violently or shouting.
This spell does 4d6 of spiritual damage, see the section on spiritual combat. For +1 mana the caster gets +d6 of damage. The caster will hit random targets if he fires at a body containing multiple spirits unless he has aura vision, spirit vision, or another sense of that ilk.
This spell multiplies the rate at which the caster regains ego and mind by 10. The caster may increase this multiplier by +1x or add +1 day of duration for +1 mana. Special failure mode one divides duration by 2d6. Mode two causes all healing to suddenly fade at the end of the duration, even that which would have occurred naturally. Mode three is a fizzle.
This spell allows the caster to read another creatures mind. Surface thoughts are read easily. Recent thoughts and strong attitudes require a perception save. Buried thoughts or subtle attitudes require a perception save at -30. Half forgotten memories may be dredged out with a save at -60. The presence of a dream warrior makes all mind reading require a perception save and any mind reading that originally requires a perception save to need one at 30 worse. The caster may add +6 rounds or +5 to his perception saves for +1 mana. The protection from a Protection from Charms spell is also a penalty to perception saves. Drunkenness or drugs will give referee specified bonuses to the perception saves involved in this spell. Special failure mode one is a fizzle. Mode two causes the victim to be aware of the mind reading. Mode three causes the caster's thoughts to be open to the victim of the spell.
This spell does d100 points of spiritual damage to the target, see the section on spiritual combat for details. The caster may add +d100 points for +5 mana to a maximum of d100 per three ranks, rounded normally.
This spell causes the victim not to pay attention, think about an absorbing topic, doze off, or otherwise become inattentive. This spell deducts 30 from the victims perception and surprise save. The victim gets a magic save to avoid the Mind Stray if he is alert in the first place, at +30 for victims ready to enter or in combat. For +1 mana the caster may target +1 additional person, subtract 5 from the victim(s) magic save to avoid the Mind Stray, subtract 5 more from the surprise and perception saves, or add +3 minutes duration.
This spell causes the victim to have total amnesia unless they save vs magic. The caster may deduct 5 from this save for +1 mana. The amnesia may be reversed if someone who knows the victim well spends 40 DPs helping them remember or if the person them self spends 100 DPs, something they may not think of doing starting within about a month of the time the spell is cast. Amnesia prevents the use of skills other than skills the referee rules are trained reflexes. The caster may divide the time until the amnesia becomes permanent by 2 for +1 mana to a minimum of one day. Used in conjunction with Mind Reading (which is cast first) this spell can be used to do a selective wipe.
This spell causes the target to feel horrible shame and depression. They may save versus sanity to avoid the effects of the spell, at -5 per +1 mana. If the spell affects the target they will do their level best to die, honorably or on a pile of enemies if they care about such things. They will attempt to die, by suicide, berserk attack, or insane chance taking, as long as the spell lasts. The caster may get 2x duration per +1 mana.
This spell causes the target to have a nightmare the next time he sleeps unless he saves vs insanity. For +1 mana the caster may subtract 5 from the save or add +1 additional sleeps worth of nightmares.
This spell adds +10 to the caster's insanity save, +3 per +1 mana. For +1 mana the caster may double the duration. Finally, for +3 mana the caster may throw this spell on another person by touch. For a Mass Emotion spell the latter version of the spell must be used.
This spell allows the caster to cause the subject of the spell to feel mild to intense pleasure. Intense pleasure can incapacitate a character that fails his save versus insanity, at -5 per +1 mana (representing increasing intensity). If not attacked/disturbed the victim takes 1 round per point they blew their save by to recover from intense pleasure.
This spell gives the recipient +10 on any save versus a charm spell, +3 per +1 mana. The caster may buy double duration for +1 mana. Special failure mode one divides the duration by 3d6. Mode two divides the protection by 3d6. Mode three combines mode one and two.
This spell makes it almost impossible to scare the recipient naturally, adding +20 to any saves vs fear, +5 per +1 mana. The duration may be doubled for +1 mana. Special failure modes are as Protection from Charms.
This spell causes the target to feel regret. If there is something to regret the target will feel a need to amend or commemorate (talk about) the focus of its regret. The caster may get 2x duration per +1 mana.
This spell makes the caster unremarkable. When in combat, given a choice of targets the caster will be chosen last. If the caster is the sole target a sanity save is still necessary to attack him. The caster may deduct 5 from such saves or add +30 minutes duration for +1 mana. Out of combat guards or lookouts won't notice the caster unless he stomps through their card game or some such. Attacking someone sacrifices your unremarkableness with respect to that person.
This spell either restores d3 of lost sanity or temporarily supercharges the recipients sanity by 1. The caster may add +1 of sanity healed (+2 becomes +d3) for +3 mana. For +5 mana he may increase the supercharge by one. Damage to sanity comes off supercharge first and when the supercharge wears off the damage does not come off of existing sanity. Special failure mode one divides the duration by d100. Mode two is a fizzle. Mode three costs the recipient a point of sanity at the end of the spell duration.
This spell causes the target to feel shame. If there is something the target should be ashamed of the target will feel a need to make and act of contrition, possibly several if the duration is long enough. The target of this spell may save versus insanity, at -5 per +1 mana, to avoid it effects. If this save is blown the character is -30 to skills like interrogation and con man which require a bold or arrogant front. The caster may get 2x duration per +1 mana.
After casting this spell the caster touches another person with the special focus of the spell. If he has their cooperation then each may draw on the other's intelligence. The mechanics of this are as follows. Each person figures out the design point equivalent of the cost of his intelligence above nominal (eight points) including magical increases. Each then gains additional effective intelligence equal to what they would have if they spent the points the other had spent as additional points spent on their own intelligence. Recall that the cost of additional points of intelligence double after the usual racial maximum (typically 20 for player characters) and double again each five points beyond that. Only one of the two characters involved can use the joint intelligence at a time, the other has access only to his own natural intelligence. Fighting over who has access denies both parties use of the extra intelligence. There is no permanent transfer of knowledge or expertise unless (i) the referee judges an ability is primarily intelligence based and (ii) experience points are spent. See: Share Wisdom for an example. No skills are transfered or shared, even temporarily in a Share Intelligence unless they are paid for in the fashion just described.
In the event that one member of a Share Intelligence spell is knocked unconscious, spell failure is rolled with an add to the roll equal to the amount the unconscious party blew their unconsciousness save by. This can be quite devastating if the persons involved are making a magic item or casting a spell at the time. This is not an unlikely occurrence as character's sharing intelligence may use the new intelligence to boost derived stats, skill base ranks, and skill rolls. When refiguring skills with variable per rank cost one refigures the effects of points spent rather than just increasing rank by the number of increased base ranks. A control mage may cast a Share Intelligence spell with any Charm or Emotion spell (add mana and casting time, take largest rank involved) and the person(s) with whom he is sharing intelligence will have no save against it (as Share Intelligence requires consent the Charm spell comes through piggyback past all defenses). During a share intelligence spell those involved share their mana in a common pool which may be used for casting spells (but not for permanent expenditures needed for making magic items).
The caster may add an +1 person to the Shared Intelligence pool for +4 mana. If this is done then each person may augment their intelligence using the points of all the others involved. Skills may be transferred among pairs in the grouping. The caster may get 2x duration for +1 mana. Special failure mode one cases the spell to fail and burns away d3 points of intelligence (each requiring 15 DPs of rest and appropriate mental exercise to heal). Special failure mode two scrambles the minds of those involved trading approximately equal point cost skills between them, filling in gaps with unspent experience if any is available. Special failure mode three causes 2d6 points of intelligence to burn away (recoverable as in Mode 1) and requires an unconsciousness save at -5 per point of intelligence lost.
After casting this spell the caster touches another person with the special focus of the spell. If he has their cooperation then each may draw on the other's willpower. The mechanics of this are as follows. Each person figures out the design point equivalent of the cost of his willpower above nominal (eight points) including magical increases. Each then gains additional effective willpower equal to what they would have if they spent the points the other had spent as additional points spent on their own willpower. Recall that the cost of additional points of willpower double after the usual racial maximum (typically 20 for player characters) and double again each five points beyond that. Only one of the two characters involved can use the joint willpower at a time, the other has access only to his own natural willpower. Fighting over who has access denies both parties use of the extra willpower. There is no permanent transfer of knowledge or expertise unless (i) the referee judges an ability is primarily willpower based and (ii) experience points are spent. See: Share Wisdom for an example. No skills are transfered or shared, even temporarily in a Share Willpower unless they are paid for in the fashion just described.
In the event that one member of a Share Willpower spell is knocked unconscious, spell failure is rolled with an add to the roll equal to the amount the unconscious party blew their unconsciousness save by. This can be quite devastating if the persons involved are making a magic item or casting a spell at the time. This is not an unlikely occurrence as character's sharing willpower may use the new willpower to boost derived stats, skill base ranks, and skill rolls. When refiguring skills with variable per rank cost one refigures the effects of points spent rather than just increasing rank by the number of increased base ranks. A control mage may cast a Share Willpower spell with any Charm or Emotion spell (add mana and casting time, take largest rank involved) and the person(s) with whom he is sharing willpower will have no save against it (as Share Willpower requires consent the Charm spell comes through piggyback past all defenses). During a Share Willpower spell those involved share their mana and unspent in a common pool which may be used for casting spells, ratifying skill transfers, and for the activation points needed for magic items.
The caster may add an +1 person to the Shared Willpower pool for +5 mana. If this is done then each person may augment their willpower using the points of all the others involved. Skills may be transferred among pairs in the grouping. The caster may get 2x duration for +1 mana. Special failure mode one cases the spell to fail and burns away d3 points of willpower (each requiring 20 DPs of rest and appropriate mental exercise to heal). Special failure mode two scrambles the minds of those involved trading approximately equal point cost skills between them, filling in gaps with unspent experience if any is available. Special failure mode three causes 2d6 points of willpower to burn away (recoverable as in Mode 1) and requires an unconsciousness save at -5 per point of willpower lost.
After casting this spell the caster touches another person with the special focus of the spell. If he has their cooperation then each may draw on the other's wisdom. The mechanics of this are as follows. Each person figures out the design point equivalent of the cost of his wisdom above nominal (eight points) including magical increases. Each then gains additional effective wisdom equal to what they would have if they spent the points the other had spent as additional points spent on their own wisdom. Recall that the cost of additional points of wisdom double after the usual racial maximum (typically 20 for player characters) and double again each five points beyond that. Only one of the two characters involved can use the joint wisdom at a time, the other has access only to his own natural wisdom. Fighting over who has access denies both parties use of the extra wisdom. There is no permanent transfer of knowledge or expertise unless (i) the referee judges an ability is primarily wisdom based and (ii) experience points are spent. First Aid, for example, is clearly wisdom based as both initial rank and base roll are entirely dependent on the characters wisdom. To use this spell to transfer the skill First Aid it would require that one of the character's involved in the Share Wisdom spell have First Aid and that the other spend sufficient experience to pay for First Aid. The character gaining a skill in this fashion may spend no more than the character he gets it from has spent. Areas of Magic are considered to be intelligence based (See: Share Intelligence). No skills are transfered or shared, even temporarily in a Share Wisdom unless they are paid for in the fashion just described.
In the event that one member of a Share Wisdom spell is knocked unconscious, spell failure is rolled with an add to the roll equal to the amount the unconscious party blew their unconsciousness save by. This can be quite devastating if the persons involved are making a magic item or casting a spell at the time. This is not an unlikely occurrence as character's sharing wisdom may use the new wisdom to boost derived stats, skill base ranks, and skill rolls. When refiguring skills with variable per rank cost one refigures the effects of points spent rather than just increasing rank by the number of increased base ranks. A control mage may cast a Share Wisdom spell with any Charm or Emotion spell (add mana and casting time, take largest rank involved) and the person(s) with whom he is sharing wisdom will have no save against it (as Share Wisdom requires consent the Charm spell comes through piggyback past all defenses). The control mage casting the spell may shift who the other person in the spell is by saving versus stress. Blowing the save ends the spell prematurely.
The caster may add an +1 person to the Shared Wisdom pool for +3 mana. If this is done then each person may augment their wisdom using the points of all the others involved. Skills may be transferred among pairs in the grouping. The caster may get 2x duration for +1 mana. Special failure mode one cases the spell to fail and burns away d3 points of wisdom (each requiring 10 DPs of rest and appropriate mental exercise to heal). Special failure mode two scrambles the minds of those involved trading approximately equal point cost skills between them, filling in gaps with unspent experience if any is available. Special failure mode three causes 2d6 points of wisdom to burn away (recoverable as in Mode 1) and requires an unconsciousness save at -5 per point of wisdom lost.
This spell causes a person to go to sleep. If they have a reason not to fall asleep then they get a save vs magic, at +30 if in combat or other high adrenaline type situations. The sleep lasts as long as it would normally or 10 minutes (whichever is longer), unless the subject is vigorously awakened. The caster may add +10 to this minimum duration for +1 mana (this will add +1/2x to the natural sleep's duration). The caster may also reduce the save against this spell by 5 for +1 mana. A character that takes damage will wake up immediately.
This spell causes the target to fall permanently asleep. The spell may be reversed with a wake spell and in some cases by traditional methods, e.g. a handsome price kissing a handsome princess. The spell reduces the target's metabolism and draws modest amounts of mana out of the environment to keep them healthy.
This spell removes the need for sleep from its target. This is without loss of mental acuity but requires a save versus insanity at the end of the spell, at +30 and at -5 per added mana spent on duration, or the subject of the spell will lose a point of sanity. Duration is 2x per +1 mana. While this spell is in effect the caster gets one-quarter more determination points, rounded normally. Special failure mode one halves the base insanity save of the spell's target before adds and subtractions. Special failure mode two causes the subject of the spell to sleep for a duration equal to 1/2 the duration of the avoided sleep after the spell ends. The person can be awakened from this sleep but it is difficult and a stress save is needed not to go back to sleep any time there is peace and quiet. Special failure mode three causes the caster to feel a massive need to sleep when the subject of the spell should be sleeping (effectively negating the spell if the caster threw it on himself).
This spell causes the target to feel sorrow unless they save versus insanity. The sorrow is substantial but not debilitating, causing -10 stress save. For +3 mana the sorrow can be debilitating, reducing the targets stress save by 15 and forcing a stress save to act unless directly threatened. The insanity save to avoid the sorrow is at +20 if the target is in combat and gains a bonus if the character is feeling contrary emotions, e.g. euphoria. The caster may reduce this insanity save by 5 per +1 mana and duration is 2x per +1 mana.
This spell allows the caster to spend 20 DPs preparing the special focus so that if it touches the intended victim, it will such out his spirit leaving his body apparently comatose. To specify the victim the caster must have a hair or skin sample or he must know the intended victim quite well (including his name). The spell is reversed by the caster touching the victim's body with the special focus or by breaking the focus across the victim. Breaking it otherwise merely kills the victim. The caster may converse with the victim inside the focus while touching it. The victim is in a sensory deprived state during the conversation and the caster may allow him as much or as little sensory data as he wishes in the form of the caster's visualizations. The focus will appear unremarkable to persons other than the caster, save that it will come up magic to detection spells. A trigger spell will allow the guy casting the trigger spell to talk with the victim. Special failure mode one is a fizzle. Mode two causes the spell to work but costs the caster a point of sanity. Mode three traps the caster as if he were the victim.
This spell is cast with emotion spells allowing multiple emotion spells to fall as a single spell. The casting times and mana costs of all spells involved are added together. The rank is the highest rank involved. Durations, ranges, etc. are inherited from the largest among the component spells. A control mage may also achieve these effects by blending multiple emotions into an illusion if they also know illusion magic - and it is more efficient in many cases.
This spell forces the victim to save vs unconsciousness. The caster may reduce the save by 5 for +1 mana. See the description of the save for the effects of blowing it.
This spell causes the victim to save vs stress or stutter. This stress save will result in spell failure if blown while spellcasting unless the spell requires no speech - which is uncommon.
This spell causes the target to feel surprise. The target may save versus insanity to avoid the effects of the surprise, at -15 if in fact surprised and at +15 if already in combat. They still feel some surprise but the effect does not debilitate them. The caster rolls 3d6 and the amount is applied as a penalty to the target's to hit; one third the amount is a penalty to the targets speeds. These penalties are halved on the following round and go away thereafter. The caster may add +2 to the dice rolled for +1 mana with +4 becoming +d6.
This spell is stacked onto any basic emotion spell adding mana costs and taking the higher of the ranks involved. The caster spends 1 DP per two mana in the spell engraving a symbol into an object, wall, etc. The caster then completes the casting of the spell. If it works, thereafter anyone except the mage viewing the symbol is affected by the spell as if the engraver of the rune had hit him with it. If the object graven with the symbol is destroyed, the symbol will hang in the air for 2d6 minutes, still effective, and then fade. Once a symbol has affected a given creature they are immune to it for 2d100 minutes after the effects wear off. Special failure modes affect the embedded emotion 50% of the times and also as follows. Special failure mode one adds +30 to any save against the embedded emotion. Special failure mode two multiplies the post-viewing immunity time by 3d6. Special failure mode three causes the symbol to fade over a period of 3d6 weeks.
This spell allows the caster to communicate mentally with another creature, silently, and if the creature has a language the caster may use it, aloud or silently, while the telepathy is in effect. To make contact a successful spiritual combat roll is needed (cooperating targets have a mental elusiveness of 0). This requires line of sight unless the intended target is well known to the caster (including his name) or unless the caster has a personal relic, skin, hair, etc. This roll takes referee assigned penalties for distance, stone or metal shielding, or other circumstances, e.g. plot requirements. This spell is exceedingly useful in conjunction with Charm, Enslave, or Geas. The caster may double the duration for +1 mana. Normally the caster may telepathize only one creature at a time. For each +1 mana spent the caster may add +1 creature to a party line. Special failure mode one gives the caster a headache that makes him -d6 casting speed and -3d10 to cast spells for 2-20 minutes. Mode two divides the duration by 2d10. Mode three leaves the caster's mind and memories open to those he contacts with the telepathy.
This spell causes the victim to feel stark terror. The caster may make him feel terror of the caster, of anything in the area it is reasonable to be terrified of, or of nothing at all. This terror causes the victim to cower, flee, surrender, whatever the referee feels is appropriate. The victim may save vs insanity to reduce the affects of Terror to those of Fear. The caster may get -5 to the victims insanity save or 2x duration for +1 mana.
This spell causes the victim to save vs insanity or undergo an acid trip. The caster may choose to make it a good or bad trip at his whim. The affects are somewhat unpredictable, the victim may do anything from go catatonic to attack in a berserk rage. The caster may reduce the victims save by 5 or double the duration for +1 mana.
This spell causes the target to become vain. They gain an inflated notion of their own appearance and charm and become very concerned with their appearance and status. The target may save versus insanity to avoid the effects of the spell and the caster may deduct 5 from the save per +1 mana. Duration is 2x per +1 mana.
This spell will awaken the person or creature touched, no matter how under they are. Used on injured people this can be unhealthy.