Eternity Foundation

copyright 1999 by Dan Ashlock

Contents

(Index)

   Introduction
   Spells
      Area of Atemporality
      Attitude Adjustment(F)
      Augury
      Banefire(F)
      Bias(F)
      Claim Eternal Realm
      Commune with Avatar
      Commune with Law Lord
      Control Dice(F)
      Dismiss Avatar
      Dismiss Law Lord
      Dispel Magic(F)
      Elsewhere
      Eternal Realm(F)
      Eternalize
      Fate
      Fate Binding
      Golden Dart
      Ill Luck
      Lucky
      Maxwell Hammer
      Multistreaming
      Omniscience
      Perspective
      Protection from Banefire
      Protection from Eternity
      Rune of Accuracy
      Rune of Defense
      Rune of Protection
      Rune of Wounding
      Sink to Eternity
      Stop Time(F)
      Summon Alternity
      Summon Avatar
      Summon Enemies
      Summon Lord of Law
      Time Anchor(F)
      Walk in Alternity
      Whoops
      Wish

Introduction

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The foundations are very powerful areas of magic that are quite difficult to learn. In some ways they are like the elements but speak to a more fundamental layer of reality, the foundations on which all other things rest. Unlike the elements, which have elementals tied to them, the corresponding class of entity, foundationals, come from two non-opposed foundations, one of which is persistent and the other of which is transient. The two foundationals that are founded in eternity are the eternity-emotion foundationals, Avatars , and the eternity-order foundationals, Lords of Law .

Instances of time arise from eternity and eternity is a perspective from which all times are equally apparent and accessible. This means the eternity foundation permits the creation of separate time flows, gives its practitioners the ability to manipulate probability, and confers great power to summon from alternate time lines and to control alternity based phenomena. The eternity foundation also has extraordinary powers of preservation, protection, and restoration as well as destruction and annihilation. These powers involve changing the path of an object through time to bring it to an alternate state.

This area of magic is very much able to disrupt a campaign and only mature or daring referees should permit player characters to learn this area of magic. Rich in plot devices, it is a disaster waiting to happen.

Spells

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Area of Atemporality.
Rank: 5.
Csp: -60.
Mana: 11 or more.
Range: none.
Duration: see below.
Area of Effect: 3" radius.
Description:

This spell takes the area of effect, about the caster, and moves it outside of time while granting it its own separate time flow. Anyone attempting to enter the area will pass the area and come out of the side opposite their entry. This is also true of light passing through the area, etc. The area is removed from reality and the edges are made congruent to prevent a hole. The caster may restore the area to reality at any point in time he wishes, after the area was removed, but he must choose this restoration time when he casts the spell. The amount of time that passes inside the atemporal area is up to the caster and may be chosen at a whim and varied while the caster is in the area. While in an Area of Atemporality people and objects appear not to exist to the outside universe and vice versa. This can be inconvenient as teleportation out of the area, the use of scrying devices, etc. become impossible. The caster may get 2x radius for +1 mana. Special failure mode one causes the restoration time to become somewhat random. Special failure mode two makes the restoration time very random. Special failure mode three causes the restoration time to be less than a second after the removal time.

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Attitude Adjustment(F).
Rank: 3.
Csp: -17.
Mana: 5 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell causes any creature it targets to undergo an extreme attitude adjustment unless it saves versus magic. The resulting attitude must be one that the target could have but need not otherwise be likely. The attitude is selected by the referee. The caster may get -5 to the magic save or may throw an additional attitude adjustment with a delay of -6 for +1 mana. Special failure mode one reflects the spell back on the caster. Special failure mode two makes the spell area effect radius, 2d3" about its intended target. Special failure mode three makes the spell area effect radius 2d6" about the caster.

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Augury.
Rank: 3.
Csp: -60.
Mana: 7 or more.
Range: none.
Duration: instantaneous.
Area of Effect: caster.
Description:

When this spell is cast the caster is thrown into a trance for a round. If he is asked a question during that round he will see a vision containing some part of the answer to the question. The probability of getting a complete or accurate answer goes up as the specificity of the question and tightness of the set of possibilities from which the answer is drawn. Questions like ``Go left or right?'' work better than questions like ``Will I die happy''. There is no guarantee of useful answer. Answers are correct but imprecise when the question is unreasonable. Special failure modes lead to various amounts of inaccuracy in the answers.

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Banefire(F).
Rank: 6.
Csp: -3.
Mana: 13 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person, creature, or object.
Description:

This spell creates a beam of light that has the appearance of brilliantly illuminated liquid silver. Whatever it hits takes 2d100 points of magic damage and saves versus magic at minus the damage done (using its intrinsic save if is a magic item). If the target makes the save it takes the damage. If it blows the save the thing that is hit ceases to exist, ab initio (from its beginning). History is revised so that it never existed. If an object is so destroyed the caster of the banefire remembers it. For +2 mana the caster may remember the object perfectly if it is annihilated. Special failure mode one launches d3 duplicate effects in random directions. Special failure mode two causes the spell to use up all the caster's mana and any charged or recharging mana on his person. Special failure mode three causes the spell to affect the caster.

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Bias(F).
Rank: 4.
Csp: -6.
Mana: 9 or more.
Range: none.
Duration: 6 rounds.
Area of Effect: caster.
Description:

This spell permits the caster's player to make an additional roll each time a die roll is required and select which of the die rolls is the one that counts. If the caster is already making three rolls then they get a fourth and the caster's player can pick which of the four to take even if the way of selecting which roll to take was not the player picking before. The caster may get +6 rounds for +1 mana or +1 added die roll for +3 mana. Special failure more one causes the roll that the referee thinks least good to be the one that counts. Special failure more two divides the duration by 3d6, rounded normally. Special failure mode three forces the caster to average all the die rolls made.

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Claim Eternal Realm.
Rank: 5.
Csp: -120.
Mana: 11 or more.
Range: touch.
Duration: instantaneous.
Area of Effect: caster.
Description:

This spell permits the caster to take the place of the creator of an eternal realm (see the spell of the same name) if, at present, it has no owner. It requires that he touch the focus of the Eternal Realm spell and grants him omniscient knowledge of the contents of the eternal realm as well as entry and exits rituals and locations. Special failure mode one pulls the caster into the eternal realm but otherwise works normally. Special failure mode two is like one save that it gives the caster amnesia that lasts until he staggers out an exit, after which the spell works normally. Special failure mode three pulls the caster into the eternal realm without putting him in place of the realm's creator.

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Commune with Avatar.
Rank: 4.
Csp: -32.
Mana: 9 or more.
Range: none.
Duration: permanent.
Area of Effect: caster.
Description:

In order to have an effect, this spell is cast in the presence of a avatar. If multiple avatars are present the caster may pick one. The spell permanently modifies the caster's aura so that he can understand the avatar's equivalent of speech, no matter what it is. Likewise, the caster's speech is comprehensible to the avatar. Special failure mode one makes one direction of the communication, selected at random, pidgin-like. Special failure mode two renders both directions of communication comically inefficient. Special failure mode three causes the aura adjustment to fade over a period of 3d6 weeks.

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Commune with Law Lord.
Rank: 4.
Csp: -32.
Mana: 9 or more.
Range: none.
Duration: permanent.
Area of Effect: caster.
Description:

In order to have an effect, this spell is cast in the presence of a law lord. If multiple law lords are present the caster may pick one. The spell permanently modifies the caster's aura so that he can understand the law lord's equivalent of speech, no matter what it is. Likewise, the caster's speech is comprehensible to the law lord. Special failure mode one makes one direction of the communication, selected at random, pidgin-like. Special failure mode two renders both directions of communication comically inefficient. Special failure mode three causes the aura adjustment to fade over a period of 3d6 weeks.

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Control Dice(F).
Rank: 1.
Csp: -6.
Mana: 1 or more.
Range: touch.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell causes the caster to be able to affect the outcome of random processes that he can touch. The easiest application is something like making dice roll as the caster wishes. Any use of this spell to control a random process requires an exercise of will in the form of a stress save with a minus to the save based on the degree to which the process is random. Making cards shuffle into a particular order, for example, is quite hard because there is already a lot of order in the cards. Fair dice are amount the easiest objects to control. Loaded dice would be slightly harder. Shaking a crummy lock until it opens is just barely possible; a well made lock will never open for this spell. The table below gives the minus to the stress save to affect some systems - interpolate for other systems. The caster may get +3 to the stress save or 2x duration for +1 mana. Remember this spell affects dice inside the game - not the ones in the player's hand. Hit rolls are skill based and so not subject to this spell. Special failure mode one divides the duration by 3d6. Special failure mode two causes the spell to permanently affect their first object it is used on so as to always attempt the same outcome, e.h. the dice get stuck on 2,5 for a total of 7. Special failure mode three causes the mage to affect an area in an irregular fashion so that unlikely things happen all over his vicinity.

System controlled Penalty to stress save.
Fair Dice -0
Flipped coin -5
Loaded dice -10
Roulette Wheel -15
Flipped dagger -20
Choice by a person -30 or more*
Deck of Cards -50
Coin lands on edge -60
Cheap lock -75
*E.g. in a shell game, -30, when chosing who to marry, -100.

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Dismiss Avatar.
Rank: 5.
Csp: -12.
Mana: 11 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one Avatar.
Description:

This spell permits he caster to dismiss an avatar back to the space time from whence it came. The spell's target must save versus stress to avoid being dismissed (the save is involuntary). The caster can subtract five from this save for +1 mana and may cast another dismissal with a delay of -6 for +2 mana. If cast on a creature other than an avatar, the target will see a momentary blur and will feel minor nausea. Special failure mode one causes the caster to take d3 d6's of magic damage. Special failure mode two teleports the spell's target toward the caster 2-20", stopping in front of the caster rather than overshooting. Special failure mode three causes the caster to be sucked along with the spell's target to its home continuum if it blows its save.

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Dismiss Law Lord.
Rank: 5.
Csp: -12.
Mana: 11 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one law lord.
Description:

This spell permits he caster to dismiss a law lord back to the space time from whence it came. The spell's target must save versus stress to avoid being dismissed (the save is involuntary). The caster can subtract five from this save for +1 mana and may cast another dismissal with a delay of -6 for +2 mana. If cast on a creature other than a law lord, the target will see a momentary blur and will feel minor nausea. Special failure mode one causes the caster to take d3 d6's of magic damage. Special failure mode two teleports the spell's target toward the caster 2-20", stopping in front of the caster rather than overshooting. Special failure mode three causes the caster to be sucked along with the spell's target to its home continuum if it blows its save.

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Dispel Magic(F).
Rank: 4.
Csp: -60.
Mana: 1 or more.
Range: targeting roll or touch.
Duration: instantaneous.
Area of Effect: see below.
Description:

This spell allows the mage to attempt to disenchant an object or person. The mage makes a Thaumaturgy roll at -3 per mana involved in the spell he is trying to do away with and +/-10 per rank below/above his own the spell he is attacking has. If the spell is in an area the mage does not have there is a penalty of an additional -20. Spells in a school of magic the mage does not have are an additional -50. Embedded spells in magic items add a further penalty of -25 (charged), -50 (recharging), -100 (permanent). The mage may spend +3 mana to make the dispel have a 1 inch radius and may add +1 inch per +1 mana. The mage may add 5 to his dispelling roll per extra mana. The mage rolls separately against each spell in the area of effect. Other spells may make dispelling magic harder as well (e.g. anti-dispel). Special failure modes are at referee inspiration with effects being more horrific for mode three than two and two than one.

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Elsewhere.
Rank: 3.
Csp: -6.
Mana: 5 or more.
Range: none.
Duration: instantaneous.
Area of Effect: caster.
Description:

This spell acts very much like a teleportation spell in that the caster vanishes and appears elsewhere. There are two important differences. First, spells that disrupt or otherwise protect against a teleport spell have no effect on an elsewhere spell. Second, it has to be possible for some not-too-improbable reason that the caster could have been in the new location instead of the old. No teleporting across chasms with no bridges nearby or to the inside of a glass sphere. The spell acts by making small revisions to recent history. The caster can, with a stress save, also move those who were moving with him, with the save at -5 per person after the first. The maximum distance is twice the caster's nominal movement, +2x more or +5 to the stress save for +1 mana. Special failure mode one changes the resulting location. Special failure mode two moves the caster somewhere very inconvenient or, if that is impossible, embarrassing. Special failure mode three causes the caster's arrival to require and extra d3 rounds after his departure.

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Eternal Realm(F).
Rank: 7.
Csp: -lots.
Mana: 15 or more.
Range: hard to say.
Duration: permanent, see below.
Area of Effect: see below.
Description:

This spell creates a realm outside of time, a process that requires some 50DP of contemplation. The eternal realm has, internally, a very weak sort of time. In the eternal realm people stay very close to the same as they were when they came there. They do not age, pregnancies are frozen, diseases are arrested, other processes work in the same manner. If wounded people regenerate one hitpoint per round but they do not heal damage they had when they enter the realm. They do not die. One cannot regain mana in an eternal realm nor can you cast spells in the eternal realm. You cannot expend experience or learn anything in the eternal realm and will forget what you do hear there fairly quickly. Things do not spoil or rot in an eternal realm. Entry into an eternal realm is by the will of its creator and requires the focus of the spell. The caster may let any who touch the focus enter the realm or may set any restriction of race, person, ritual, or other sort to permit entry save that such entry requires touching the focus. The focus remains in the normal world and anchors the eternal realm - if it is destroyed something unclear happens to the eternal realm. When a person or creature enters the eternal realm they vanish from time completely, as in the Atemporal Area spell. The caster has complete control over the size and features of his eternal realm. It may appear as a city, a jungle, a desert, or a bizarre geometric realm. Details are negotiated with the referee. Somewhere, or in several locations, the caster may put an exit of any sort he wishes from the eternal realm. The caster may cast out anyone he wishes from the eternal realm. Any exist from the realm places the people near the focus of the spell. A stress save is required to even remember the time spent in the eternal realm. The rules for the duration between entry and exit are up to the eternal realm's creator. If the caster dies the realm becomes ownerless but continues to exist. Special failure mode one creates a realm that is just another world - it has normal time. Special failure mode two sucks the caster into the eternal realm as the spell is completed. He is stuck there for a random amount of time (very random). Special failure mode three is as mode two save that the caster has amnesia until he blunders into an exit.

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Eternalize.
Rank: 5.
Csp: -lots.
Mana: 9 or more.
Range: touch.
Duration: permanent, see below.
Area of Effect: one object.
Description:

This spell requires the caster to spend 40DP engrave a rune on, paint a rune on, or embroider a rune into the object of the spell, as appropriate. The rune is activated by dumping in the mana cost of the spell with a delay of -3. The caster must invest one mana in the rune to keep it active - that mana does not recharge until the caster consciously recalls it. Recalling the mana ends the effects of the spell. The effect of an active eternalize rune is to add 50 to the objects generic defense (against all forms of damage) and 100 to it's intrinsic save if it is a magic item. The object becomes incredibly hard to damage or modify and slowly returns to the state it was in when the eternalize rune was cast if damaged but not destroyed. The caster may bet +10 generic defense and +20 intrinsic save for +1 mana. If the item is a permanent magic item then this spell does not interfere with its function. Other magic items undergo spell failure when used unless the user makes a stress save at minus the item's intrinsic save bonus. Likewise, recharging takes place at a rate divided by the intrinsic save bonus. Special failure mode one destroys the item. Special failure mode two causes the item to treat the entire mana cost of the spell as the invested mana but the spell functions normally. Special failure mode three permits the spell to work normally but paralyzes the character until the mana spent on the spell, other that invested, mana returns.

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Fate.
Rank: 5.
Csp: -6.
Mana: 11 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell allows the caster to make a permanent modification in the path an individual follows in their life. The caster throws the spell and then pronounces a fate for the person. Getting the fate to stick requires a stress save at -30. If the fate is appropriate, just, or consonant with the individual's behavior and history then the referee grants a bonus to the stress save. Likewise inappropriate or excessive fates get a penalty to the save. The Fate may be a blessing or curse and cannot be directly lethal. It cannot grant powers but can force a character to spend points on powers that they could normally buy. The caster may also get +3 to the stress save for +1 mana. The caster may state conditions for escaping or evading fate. Fates can usually be resisted in the short term by effort and stress saves. Some examples: ``may you always miss a death blow'', ``may women always know what you want from them'', ``may others do unto you as you do unto me'', ``Unless you celebrate midsummer in the city of the high king you will lose that which is most precious to you'', ``your hands will flow with silver and gold''. The referee can balance the fate by manipulating side effects of the fate. This spell should not be used lightly. Special failure mode one twists the fate. Special failure mode two causes the fate to be obvious to anyone with the skill magic. Special failure mode three reflects the spell on the caster in a manner that generates a random appropriate fate.

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Fate Binding.
Rank: 6.
Csp: -1200.
Mana: 11 or more.
Range: touch.
Duration: up to permanent.
Area of Effect: two or more creatures.
Description:

This spell requires that the subjects of the spell be willing. It binds their fate in a manner the caster determines. He can bind them in a master-servant relationship, he may bind them so they can love no other, or any other such entwining of fate that the subjects of the spell understand and agree to. The binding is what the spells subjects understand it to be as the caster tries to implement it as interpreted by the referee. The caster may set limits on the binding, for a twelvemonth and a day, until death, or until the end of time. In this latter case the subjects of the spell will be bound to the world and time so that they continue to encounter one another in life after life. The caster may include the ability to talk mind to mind in the binding, as well as the ability to share mana, stamina, hitpoints, health, or the corresponding spiritual statistics. This requires some non-trivial connection between the bound parties - the spell cannot be used to just create such sharing. Special failure mode one binds the caster to the spells subjects (or fails to bind him if he is supposed to be bound). Special failure mode two changes the terms of the binding in some minor way. Special failure mode three causes the binding to change to something far different from what was intended.

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Golden Dart.
Rank: 2.
Csp: -16.
Mana: 5 or more.
Range: touch.
Duration: instantaneous.
Area of Effect: one weapon.
Description:

This spell weaves alternate probability about a weapon so that the next time it is used it strikes unerringly at a weak point in its target, assuming it hits at all. If the weapon does hit, it does damage against half the armor it otherwise would have and has twice the chance of making a critical hit, typically it does a critical on an 8 as well as a 0. For +1 mana the caster may divide the armor the weapons strikes against by +1 more, +1 mana divides by 3, +2 mana divides by 4, and so on. For +2 mana the caster may add another digit that does a critical, but this chance may not go to more than a 5 in 10 chance of doing a critical. The weapon has a chance of shattering when it strikes. This chance is 50 in 100 or the weapon's intrinsic save as a magic item, whichever is better. Special failure mode one makes the chance of shattering 30 worse. Special failure mode two causes the weapon to be -30 to hit. Special failure mode three combines both modes one and two.

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Ill Luck.
Rank: 3.
Csp: -24.
Mana: 5 or more.
Range: targeting roll.
Duration: 1 hour.
Area of Effect: one person or creature.
Description:

This spell causes a person to gain the effects (i.e. not the points) of the character disadvantage Ill Luck. They gain the effects of the disadvantage at the 5 point level or +5 points of ill luck if they already have it. The caster may grant +5 points of ill luck for +2 mana with ill luck past 25 points increasing the outrageousness of the ill luck. The caster may also get 2x duration for +1 mana. Special failure mode one causes this spell to affect the caster. Special failure mode two causes this spell to have an area of effect 2d3" about its intended target. Special failure mode three causes the duration to be divided by 3d6.

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Lucky.
Rank: 2.
Csp: -18.
Mana: 3 or more.
Range: touch.
Duration: 1 hour.
Area of Effect: one person or creature.
Description:

This spell adds +10 to the recipient's luck save. the caster may get +5 to the save or 2x duration for +1 mana. Special failure mode one divides the duration by 3d6. Special failure mode two makes the save bonus a save penalty. Special failure mode three causes the luck save bonus to be subtracted from a randomly chosen nearby person or creature.

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Maxwell Hammer.
Rank: 3.
Csp: -13.
Mana: 7 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell causes the air (water, etc.) to move in a highly improbable manner near the target so as to do 4d6 of impact damage and also do a CET. The damage comes from a randomly selected direction. The caster may get +d6 damage for +1 mana and may cause an additional hammer effect to the target on the same speed in the subsequent round for +2 mana. Special failure mode one causes the effect to hit all creatures in a (d3+1)" radius about the intended target. Special failure mode two doubles the damage and causes the spell to affect the caster and the intended target if the caster hits him. Special failure mode three makes the spell have a 4d6" radius about the caster.

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Multistreaming.
Rank: 4.
Csp: -90.
Mana: 9 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell allows the caster to view two streams of sensory data without confusion and without needing saving throws to stay tied in to the data or make efficient use of it. This spell would allow the caster to share senses with another creature and keep his own senses without needing a save. The caster can also flawlessly hold multiple conversations with this spell and do other things like that. The caster may add +1 sensory stream for +3 mana. Special failure mode one and two are fizzles for this spell. Mode three makes the caster -30 on the sort of saves this spell usually finesses.

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Omniscience.
Rank: 8.
Csp: -1200.
Mana: 17 or more.
Range: none.
Duration: 1 day.
Area of Effect: caster.
Description:

This spell extends all of the casters natural and magical senses to blanket an area 1 k.m. in radius. He may shift his point of view within the area of effect at will. The caster is in a trance while his perception is not focused on his immediate surroundings. For +1 mana the caster may double the duration or add +1 k.m. radius. Special failure mode one causes blank spots in the caster's coverage of the area. Mode two makes him unable to see those that do not want to be seen (referee must interpret). Mode three drives the caster catatonic for (d100)x(d100)x(d100) minutes (he can die of starvation).

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Perspective.
Rank: 6.
Csp: -800.
Mana: 13.
Range: none.
Duration: instantaneous.
Area of Effect: caster.
Description:

This spell permits the caster to perceive the possibility spectrum of a person, event, or object from an eternal perspective and so understand it as completely as possible given what he knows when he casts the Perspective spell. The practical effect is the the referee should generously explain to the limit of his understanding everything the character could possibly deduce about the thing the character is focusing the perspective spell on. If the spell works, the character will have only plausible, correct deductions and will be given help in spotting inconsistencies. This spell does not create new knowledge but puts infinite deductive power at the caster's disposal with respect to the object of the spell. Special failure modes distort the spells effect at the referee's discretion.

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Protection from Banefire.
Rank: 3.
Csp: -24.
Mana: 7 or more.
Range: touch.
Duration: 1 day.
Area of Effect: one person, creature, or object.
Description:

This spell adds +50 to the save to resist banefire (see: Banefire) and reduces the damage banefire does by 1/5th the save bonus, if you make the save. For +1 mana the caster may get +25 to the save bonus or get 2x duration. Special failure mode one halves the save bonus. Special failure mode two divides the duration by 3d6. Special failure mode three causes the person to reflect banefire automatically, randomly targeting something in the line of reflection.

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Protection from Eternity.
Rank: 4.
Csp: -60.
Mana: 9 or more.
Range: none.
Duration: instantaneous, see below.
Area of Effect: caster.
Description:

This spell modifies the caster so that if he enters a realm outside of time, e.g. the things created by an Eternal Realm spell, he will still have a normal timeflow and be immune to both the good and bad side effects of being outside of time. When the caster exits an eternal realm the effect of this spell ends and he will need a new dose to avoid the effects of timelessness. Special failure mode one gives the effects of the spell one chance in 100 per hour of failing. Special failure mode two if a failure that appears to have worked. Special failure mode three causes the caster to lose one mana per hour off his maximum mana while in the eternal realm. Once the caster leaves the eternal realm the maximum mana comes back at the same rate it is lost.

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Rune of Accuracy.
Rank: 3.
Csp: -lots.
Mana: 3 or more.
Range: touch.
Duration: 10 minutes.
Area of Effect: one weapon.
Description:

This spell require the mage to spend three DPs plus one DP per three mana he wishes to be able to expend into a weapon engraving a rune on the weapon. Once the rune is engraved the mage may give the weapon +5 to hit (or missile or bow bonus as appropriate) by dumping three mana into it. This is done as casting a spell with a delay of -3. Each two additional mana give the weapon +5 more to hit. The duration of the spell may be doubled for each +1 mana. Special failure mode one causes the rune to function backwards giving a minus to hit rather than a plus. Special failure mode two causes the weapon to do a critical (hit or miss) one tenth more often (usually on an eight). Special failure mode three causes the weapon to become a backbiter: save versus agility or the sword strikes at the wielder.

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Rune of Defense.
Rank: 4.
Csp: -lots.
Mana: 4 or more.
Range: touch.
Duration: 10 minutes.
Area of Effect: one weapon.
Description:

This spell require the mage to spend 4 DPs plus 1 DP per two mana he can expend into the weapon engraving a rune on the weapon. Once the rune is engraved the mage may give the weapon the ability to divert up to ten points of his hit bonus into the wielder's physical elusiveness by dumping four mana into it. This is done as activating a magic item with a delay of (-3). Each additional mana gives the weapon +5 more diversion capability. The spells duration is 2x per +1 mana. This rune may not drop a persons hit bonus below +0 or its normal level (whichever is smaller) and the person must be freely wielding the weapon for it to defend them. Special failure mode one causes the weapon to always use its maximum level of diversion. Special failure mode two causes the weapon to use its current diversion level as a hit minus as well. Special failure mode three causes the weapon to divert "to hit" into "elusiveness" only on rounds where its wielder saves versus stress.

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Rune of Protection.
Rank: 5.
Csp: -lots.
Mana: 5 or more.
Range: touch.
Duration: 10 minutes.
Area of Effect: one object, usually armor.
Description:

This spell require the mage to spend five determination points plus one determination point per mana he can expend into the item engraving a rune on the item. Once the rune is engraved the mage may give the item the ability to bestow +5 physical elusiveness by dumping five mana into it. This is done as casting a spell with a delay of (-3). The mage may give +3 physical elusiveness for each extra mana placed in the item. The duration of the spell is 2x per +1 mana. Special failure mode one causes the rune to decrease the wearer's physical elusiveness against targeted non-damage spells by the same amount it increases the elusiveness otherwise. Special failure mode two causes the recipient of the spell to look blurry like superimposed images a centimeter apart and divides the duration by 2d6. Special failure mode three reverses the effect of the rune decreasing elusiveness rather than increasing it.

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Rune of Wounding.
Rank: 3.
Csp: -lots.
Mana: 3 or more.
Range: touch.
Duration: 10 minutes.
Area of Effect: one weapon.
Description:

This spell require the mage to spend three determination points plus one determination point per three mana he can expend into the weapon engraving a rune on the weapon. Once the rune is engraved the mage may give the weapon +1 point or edge damage or +2 impact damage by dumping three mana into it. This is done as casting a spell with a delay of (-3). The damage type must be the same as the weapon normally does. Each three additional mana give the weapon +1 point/edge or +1 1/2 impact damage, round up. The spells duration is 2x per +1 mana. Special failure mode one causes the weapon to get stuck in the target on a hit that does hitpoints unless the wielder saves versus agility. Special failure mode two causes the weapon to be too "eager" to hit so that each +1 of (edge equivalent) damage causes a -3 to hit. Special failure mode three causes the weapon to have double the damage bonus it would otherwise have but requires an agility save as in mode one at -5 per hitpoint done.

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Sink to Eternity.
Rank: 5.
Csp: -36.
Mana: 11 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell permits the caster to selectively dump energy that hits him into eternity and lose it. This energy may be damage, spells, or anything else that requires some form of energy to create or power it. The caster saves versus stress at minus the worse of damage done or twice mana in the effect that hits him. If he makes the save, the damage has no effect. This save is inconsistent with activities that require concentration and so a concurrent action is required to, for example, cast spells and dump the damage from a fireball into eternity. Making the save by 30 or more permits the caster to sink damage from area effect attacks within 3" of the caster, +2" per 5 points over 30 the stress save is made by. The caster may get 2x duration or +5 to the spells stress save for +1 mana. Special failure mode one divides the duration by 3d10. Special failure mode two causes the caster to emit magic damage equal to damage avoided (d6 per two mana for non-damage effects that the cater sinks). This damage is in a radius equal to points of damage over (2d3+1)". Special failure mode three costs the caster d6 mana each time he sinks something.

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Stop Time(F).
Rank: 4.
Csp: -20.
Mana: 9 or more.
Range: none.
Duration: see below.
Area of Effect: caster.
Description:

This spell permits the caster to step into eternity without changing his spatial coordinates. The result is that everything except the caster freezes. The caster may walk around, look at things, and contemplate the situation for as long as he wishes. He cannot pick up, damage, or move anything. Likewise he cannot cast spells, heal, regain stamina, eat (or starve), or expend determination points. The caster may re-enter time after any apparent personal duration he wishes. He takes d6 of magic damage on re-entry per 1" from the position he was at when he stopped time but may freely change his heading. This spell may be put into a magic item as if it had a nontrivial duration; re-entry into time may have an inobvious trigger condition. Special failure mode one causes the caster to need to make a stress save at +30 each time he sees something interesting to keep the spell going. Special failure mode two causes the spell to end if the caster gets farther than 2d6" (roll the critical radius when the spell is cast) from the point where he originated the spell (note the damage effects). Special failure mode three causes the caster to need to save versus unconsciousness when he re-enters normal time.

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Summon Alternity.
Rank: 6.
Csp: -60.
Mana: 13 or more.
Range: touch.
Duration: instantaneous.
Area of Effect: one person, creature, or object.
Description:

This spell modifies the recent history of its object. The caster clearly imagines how he would wish the spell's object to be different and, if it could be so changed by any chance since its creation or conception, then it is. Changes require a stress save if they affect events more than a day in the past. The stress save is -5 per doubling of time in the past beyond one day. Blowing the stress save makes the spell fizzle, not fail. The most common use of this spell is to make wounds never have happened; you can get all the wounds in a recent battle with one application of the spell. If used to restore mana then it may undo the effects of spells cast with that mana. If the changes require character points be spent or unspent then those points are taken from or accrue to the subject of the spell - spell failure results if they are unavailable. This spell may be used to move experience into basic stats, for example, but this requires modification of a person's conception. This spell may be used to modify a magic items trigger conditions or contents - but pray the item was made recently. Understanding how the item currently works is a requirement to change it. The caster may get +5 to the stress save for each +1 mana. Special failure mode one doubles minuses to the stress save. Special failure mode two randomizes the modifications caused by the spell. Special failure mode three causes the spells effects to be temporary.

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Summon Avatar.
Rank: 6.
Csp: -600.
Mana: 1 or more.
Range: short.
Duration: 1 day.
Area of Effect: see below.
Description:

This spell allows the caster to summon an avatar (an eternity-emotion foundational). The avatar may have up to 20 design points per mana spent on the spell. The caster may summon a specific avatar or type of avatar if he knows one, but will get a random avatar with no more than the maximum number of design points otherwise. This spell in no way compels obedience and is usually annoying to the avatar. The referee designs avatars and should provide a list of well known types (see the monster rules). The duration of the avatars's stay may be doubled for +1 mana. Special failure mode one does the avatar d100 points of magic damage as he comes through. Special failure mode two causes the avatar to teleport 3d100 minutes as he appears, in a random direction. Special failure mode three causes the avatar to come with d3 friends, possibly of different types.

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Summon Enemies.
Rank: 4.
Csp: -60.
Mana: 9 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell, if targeted, will cause the target to meet their enemies as soon as possible given that random chance acts to aid the meeting. The target gets a magic save, at -5 per +1 mana, to avoid the effects of the spell. If the caster knows an enemy he may specify it, otherwise the enemy is selected at random from the target's enemies. A target without any enemies by any stretch of the definition causes a spell failure. Special failure mode one summons the casters enemies instead. Special failure mode two summons the caster's enemies as well. Special failure mode three permits the spell to work and bends probability all out of shape with annoying side effect to make it work faster.

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Summon Lord of Law.
Rank: 6.
Csp: -600.
Mana: 1 or more.
Range: short.
Duration: 1 day.
Area of Effect: see below.
Description:

This spell allows the caster to summon a law lord (an eternity-order foundational). The law lord may have up to 20 design points per mana spent on the spell. The caster may summon a specific law lord or type of law lord if he knows one, but will get a random law lord with no more than the maximum number of design points otherwise. This spell in no way compels obedience and is usually annoying to the law lord. The referee designs law lords and should provide a list of well known types (see the monster rules). The duration of the law lord's stay may be doubled for +1 mana. Special failure mode one does the law lord d100 points of magic damage as he comes through. Special failure mode two causes the law lord to teleport 3d100 minutes as he appears, in a random direction. Special failure mode three causes the law lord to come with d3 friends, possibly of different types.

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Time Anchor(F).
Rank: 4.
Csp: -lots.
Mana: 9 or more.
Range: touch.
Duration: permanent.
Area of Effect: see below.
Description:

The special focus of a time anchor spell is typically a small item like a ring or figurine. It takes 20DP to prepare and, when the spell is finalized and the casting roll made (something that takes only a few minutes), it is anchored in the time where the finalization took place. Anyone carrying or touching the time anchor acts as if they belong in that time and cannot be snapped back to their present time. This permits long-term residence at the far end of a time travel spell. Sometimes a room is made the focus of a time anchor spell so that that room can serve as a trans-temporal meeting place. It is possible to carry an unfinalized time anchor around with you to finalize in emergencies. Finalized time anchors move forward through time in the normal manner. They cannot be moved through time at other rates and so anyone with a time anchor is immune to time travel of any sort, e.g. force forward. A person with a time anchor is also in all phases of any phase separation effect. Special failure mode one causes the time anchor to cease to function after 3d6 days. Special failure mode two causes the time anchor to deduct 3d6 from spell casting rolls made within 3" of it. Special failure mode three causes the time anchor to stop in time when activated. This typically causes it to vanish as everything else moves forward in time.

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Walk in Alternity.
Rank: 7.
Csp: -8.
Mana: 15.
Range: none.
Duration: concentration.
Area of Effect: see below.
Description:

This spell permits the caster to walk between the various versions, on different time tracks, of the plane he is currently on. He may bring others within his line of sight with him. The spell acts by permitting the mage to modify the world about him as he wishes - in fact he is moved to alternate histories (alternities) where what he wishes to see is the actuality. Special failure modes are at referee's discretion.

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Whoops.
Rank: 2.
Csp: -6.
Mana: 3 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell forces the target to save versus agility or fall, drop something, or otherwise stumble about. The caster may get -5 to the agility save for +1 mana. Cast on someone who is casting a spell, this spell causes a spell failure if the agility save is blown. Special failure mode one gives the target +30 to their save. Special failure mode two causes the caster to also need to save versus agility at the same minus as the target. Special failure mode three makes the spell radius effect 3d3" around the caster.

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Wish.
Rank: 8.
Csp: -3.
Mana: 17.
Range: short.
Duration: instantaneous.
Area of Effect: see below.
Description:

This spell requires a sentient being to state a desire. The caster then casts the spell and, within limits, history and alternity are revised to grant that desire. The limits are as follows. The desire may not require more character points be created or destroyed than the caster's rank with Eternity Foundation, the desire may not slay anyone directly, and the desire may not involve the creation of utter novelty or the duplication of a unique object. In addition the spell may fail if it opposes the will of beings more powerful than the caster in a manner that they are aware of and may act against. Wishes used to do the same thing twice, e.g. increase strength, do not add - you simply get the best result. Special failure mode one modifies the details of the wish. Special failure mode two modifies the wish in an inobvious but substantial manner. Special failure mode three releases something new into the world as a side effect of the wish. Typically it is something that requires an adventure to seal back up.