Introduction
Emotion Generating Spells
Spells
Awe
Berserk
Bravery
Charm(F)
Commune with Aristocratic Demon
Commune with Avatar
Con Man
Cry of Emotion
Destiny Bond
Dismiss Aristocratic Demon
Dismiss Avatar
Dread
Dream Attack
Dream Sending
Dream Warrior
Embed Emotion
Emotional Napalm
Emotional Entity(F)
Emotional Venom
Empathic Attack
Empathy
Enhance Beauty(F)
Enhance Charisma(F)
Enhance Luck(F)
Euphoria
Fear
Forge Emotion
Friendship
Gambling
Hatred
Hysterical Strength
Interrogation
Joy
Love
Lust
Mass Emotion
Mortification
Personal Immunity
Phlegmatism
Pleasure
Projective Empathy
Protection from Fear
Regret
Shame
Share Charisma(F)
Spell Blending
Summon Aristocratic Demon
Sorrow
Summon Avatar
Surprise
Symbol
Terror
Vanity
Visible Emotions
Wall of Emotion
Weave to Emotion
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 emotion are the chaos-emotion foundationals, Aristocratic Demons , and the eternity-emotion foundationals, Avatars .
Emotion is a transient phenomena that appears out of reason. Emotion foundation is concerned with the perception, understanding, manipulation, and solidification of emotions. They can bind other things into emotions so that they are hidden in those emotions or triggered by them.
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.
The emotion foundation has the power to control and generate emotions. Spells that generate emotions are: Awe, Berserk, Bravery, Dread, Euphoria, Fear, Friendship, Hatred, Joy, Love, Lust, Mortification, Phlegmatism, Pleasure, Regret, Shame, Sorrow, Surprise, Terror, and Vanity. These spells all have similar special failure modes. 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 against the effects of that emotion.
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 generating 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 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 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.
In order to have an effect, this spell is cast in the presence of a Aristocratic Demon. If multiple Aristocratic Demons are present the caster may pick one. The spell permanently modifies the caster's aura so that he can understand the Aristocratic Demon's equivalent of speech, no matter what it is. Likewise, the caster's speech is comprehensible to the Aristocratic Demon. 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.
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.
This spell gives the caster the thieving skill Confidence Man at his natural initial rank or adds +2 ranks if the caster already possesses the skill, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode once gives a -30 penalty to the casters skill. Special failure mode two is a fizzle. Special failure mode three divides the duration by 3d6.
This spell is cast with a spell that creates an emotion such as fear, terror, or joy. Casting times and mana are added, the rank is the highest rank of any spell involved. It reduces the duration of the emotion to the rest of the round after the spell is cast, typically far shorter, but increases the area of effect. It also intensifies the emotion so that anyone in the area of effect must save versus stress or cry out in fear, terror, joy, or whatever the emotion was. This save is a -10 per rank above one of the emotion spell used. The caster may get +5" radius per+1 mana. The radius may be, at the caster's choice, smaller than the maximum radius paid for. Special failure modes are inherited from the emotion spell unless they reduce duration in which case they are re-rolled.
This spell creates a powerful bond between the caster and the target of the spell. The target may save versus insanity to avoid the spell, at -5 per +1 mana. If the spell works then the caster and the target of the spell live or die together. If either dies the other is torn apart by horrible emotions and dies in 3d6 rounds. The caster may, by concentration, read the emotions of anyone to whom he is destiny bonded and such people get no save against the caster's emotion spells. The caster may link two creatures instead of himself and another creature for +2 mana. Special failure mode one causes the bond to fade after 3d6 days. Special failure mode two gives either party a stress save at -30 to avoid death when the other dies. Special failure mode three makes the spell fail to link deaths while appearing to work - if the other person saves versus a spell it will give it away.
This spell permits he caster to dismiss a Aristocratic Demon 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 Aristocratic Demon, 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.
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.
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 permits the caster to transform into pure emotion. He becomes invisible to the physical senses, a spirit on the boundary of the near spirit plane without a physical body. The character's physical body and the stats that support it are gone until the caster choose to restore them, which ends the spell. Equipment accompanies the caster but is in a strange dematerialized state unless the equipment in question has a mind capable of feeling emotion or is the caster's personal focus. The dematerialized equipment is not usable. The caster may use all his senses and cast spells. Spells other than emotion spells require 50% additional mana. In this state +2 or better weapons can do the normal damage to the caster as spirit damage, likewise spirits may attack the caster. The caster is visible to spirit vision, to spirits, and his aura is still visible. In addition if the caster co-locates with a physical being that being can feel the caster's emotions. The character gains a ``flying'' movement equal to their charisma. Special failure mode one causes the caster's emotions to be visible as with the Visible Emotion spell. Special failure mode two grants the character an aura obviousness out to 20" consisting of an emotion. Special failure mode three transforms the character to the physical state and ends the spell the first time the caster takes damage.
This spell is cast with other emotion spells, adding casting time and mana and using the largest rank involved. It causes the emotion spell to be transformed into a thick fluid that can be used to envenom a knife or mixed into a drink. It can function as insinuative or ingestive poison and has the effect of the emotion spell is was distilled with. The emotional venom lasts a week, becoming inert thereafter. The caster may double the time until the emotional venom becomes inert for +1 mana and may increase the number of doses by +1 dose per +2 mana. Special failure modes affect the underlying emotion spells.
This spell allows the caster to project his emotions as an attack. The caster makes competitive stress saves with the target. The first time his target beats the caster the spell ends. The target takes d6 of stamina damage with not defense for each 10 the caster beats him by. The caster may add +5 to his stress save for use in the empathic attack for +1 mana. If the target runs out of stamina he must make unconsciousness saves at minus damage he does not have the stamina to cover, this penalty to the unconsciousness save being cumulative. This attack is visible if the caster or target are under the influence of a visible emotion spell or to anyone using spirit or aura vision. Otherwise this attack is invisible and its source is not apparent even to the target. Special failure mode one causes the caster to take any damage he does to the target and requires him to make unconsciousness saves when he runs out of stamina. Special failure mode two makes the caster -30 on the stress saves with this spell. Special failure mode three causes the caster to fall unconscious if the target does.
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 adds +2 to the caster's beauty, +1 more per +2 mana. Beauty gain above racial maximum is halved (20 for player characters). Beauty gain above 5 more than the racial maximum is quartered, etc. Beauty gain resulting from this spell is not subject to pairing limits with charisma. The duration is 2x per +1 mana. All derived stats that benefit from beauty also benefit from this spell. See the section on combat for a summary of the effects of changing stats. Special failure mode one is a fizzle. Mode two makes the the beauty gain a beauty penalty. Mode three divides the duration by 3d6 and requires another roll on the spell failure table.
This spell adds +2 to the caster's charisma, +1 more per +2 mana. Charisma gain above racial maximum is halved (20 for player characters). Charisma gain above 5 more than the racial maximum is quartered, etc. Charisma gain resulting from this spell is not subject to pairing limits with beauty. The duration is 2x per +1 mana. All derived stats that benefit from charisma also benefit from this spell. See the section on combat for a summary of the effects of changing stats. Special failure mode one is a fizzle. Mode two makes the the charisma gain a charisma penalty. Mode three divides the duration by 3d6 and requires another roll on the spell failure table.
This spell adds +2 to the caster's luck, +1 more per +2 mana. Luck gain above racial maximum is halved (20 for player characters). Luck gain above 5 more than the racial maximum is quartered, etc. Luck gain resulting from this spell is not subject to pairing limits with willpower. The duration is 2x per +1 mana. All derived stats that benefit from luck also benefit from this spell. See the section on combat for a summary of the effects of changing stats. Special failure mode one is a fizzle. Mode two makes the the luck gain a luck penalty. Mode three divides the duration by 3d6 and requires another roll on the spell failure table.
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 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 is cast with an emotion spell adding mana, taking the higher rank, and enormously extending the casting time. The spell takes 1 DP per three mana and requires a pointed or edged weapon, typically a dagger or arrow. The emotion is forged into an apparent replica of the weapon in question, inheriting its hit bonus, if any, as well as weapon speed and break but not damage bonus. The forged emotion does d6 per (the highest) rank of the core emotion spell(s), neglecting other add-ons (emotional napalm is a popular option). The weapon may add damage for damage bonus, likewise it does the maximum of its nominal damage and bow damage if forged into an arrow. The first time the weapon does hitpoint damage to a target past armor the forged emotion evaporates and the emotion spell affects the target with no saving throw. The weapon may do stamina damage as long as they wish. If the forged emotion does hitpoint damage but fails to penetrate armor or is parried, then the forged emotion needs to check its break in the normal manner. Special failure modes are inherited by the underlying spells.
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 gives the caster the skill gambling at his nominal rank or +2 ranks if they have it anyway, +1 rank or 2x duration per added mana. Special failure mode one for this spell is pure failure. Mode two causes the caster to enjoy gambling so that he will gamble until the spell quits. Special failure mode three divides the duration by 3d6.
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 permits the target to use hysterical strength. Any expenditure of stamina for better speed, added movement, or other similar effects has 150% of its normal effect. In addition the caster may up to double their damage bonus at the rate of one stamina per +1 damage bonus and may add +2 to hit for one stamina, at most doubling hit bonus. This expenditure is made before the hit roll. Use of this spell prevents the use of Expert Swordsman type skills. This spell works really well with going berserk. Duration is 2x per +1 mana. At the end of the spell the character must make an unconsciousness save. Special failure mode one divides duration by 2d3. Special failure mode two costs one hitpoint per four stamina expended - and the character does not notice until the spell ends. Special failure mode three forces an unconsciousness save each time the target of the spell expends stamina.
This spell either gives the caster the thieving skill Interrogation at his natural initial rank or adds +2 ranks, +1 rank per +1 mana. The duration is +10 minutes per +1 mana. Special failure mode one makes the caster feel everything he hears is a lie. Special failure mode two causes the caster to become deeply concerned about irrelevant side issues but gives him +15 with using the interrogation skill to follow them up. Special failure mode three makes the caster tell everything he knows about the topic at hand in the course of asking questions unless he saves versus stress (check each round).
This spell causes the target to feel joy. It may be unfocused or the caster may choose a reason for the joy if there is a reasonable one. The victim must save vs insanity or the joy will fill them. Depending on the circumstances the referee may award bonuses or penalties of +/-15 to hit or skills and +/-3 to speeds depending on the details of the situation and the personality of the victim. The caster may double duration or subtract 5 from the saving throw for +1 mana.
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 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 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 is cast with other emotion spells. It renders the caster immune to feeling the emotions generated by those spells but other effects of those spells still apply. Special failure modes are inherited from the core emotion spell in the mix.
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 allows the caster to project their emotions to 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 projective 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 -5d6 to cast spells for 2-12 minutes. Mode two divides the duration of the spell by 3d6. Mode three modifies the effects of the spell to be those of the spell Empathy.
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 mode one divides the duration by 3d6. Special failure mode two divides the protection by 3d6. Special failure mode three combines mode one and two.
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 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 charisma. The mechanics of this are as follows. Each person figures out the design point equivalent of the cost of his charisma above nominal (eight points) including magical increases. Each then gains additional effective charisma equal to what they would have if they spent the points the other had spent as additional points spent on their own charisma. Recall that the cost of additional points of charisma 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 charisma at a time, the other has access only to his own natural charisma. Fighting over who has access denies both parties use of the extra charisma. There is no permanent transfer of knowledge or expertise unless (i) the referee judges an ability is primarily charisma based and (ii) experience points are spent. First Aid, for example, is clearly charisma based as both initial rank and base roll are entirely dependent on the characters charisma. To use this spell to transfer the skill First Aid it would require that one of the character's involved in the Share Charisma 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. No skills are transfered or shared, even temporarily in a Share Charisma unless they are paid for in the fashion just described.
In the event that one member of a Share Charisma 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 charisma may use the new charisma 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. An emotion foundation mage may cast a Share Wisdom spell with any Emotion spell (add mana and casting time, take largest rank involved) and the person(s) with whom he is sharing charisma will have no save against it (as Share Charisma requires consent the Charm spell comes through piggyback past all defenses). The 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 Charisma pool for +3 mana. If this is done then each person may augment their charisma 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 charisma to burn away (recoverable as in Mode 1) and requires an unconsciousness save at -5 per point of wisdom lost.
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 allows the caster to summon a Aristocratic Demon (an emotion-chaos foundational). The Aristocratic Demon may have up to 20 design points per mana spent on the spell. The caster may summon a specific Aristocratic Demon or type of Aristocratic Demon if he knows one, but will get a random Aristocratic Demon with no more than the maximum number of design points otherwise. This spell in no way compels obedience and is usually annoying to the Aristocratic Demon. The referee designs Aristocratic Demons and should provide a list of well known types (see the monster rules). The duration of the Aristocratic Demon's stay may be doubled for +1 mana. Special failure mode one does the Aristocratic Demon d100 points of magic damage as he comes through. Special failure mode two causes the Aristocratic Demon to teleport 3d100 minutes as he appears, in a random direction. Special failure mode three causes the Aristocratic Demon to come with d3 friends, possibly of different types.
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 charter 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 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.
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 time 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 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 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 permits the caster to render the targets emotion visible. The target may resist if they wish by making a magic save. If the spell affects the target they will be cloaked, other than in their own line of sight, with colors appropriate to their current emotions. With a little practice this spell permits people to read emotions. The colors are to some degree species specific and require a perception save in light at least as bright as direct sunlight. The character may add +30 minutes duration per +1 mana. Special failure mode one randomly changes the colors. Special failure mode two causes the spell to affect the caster instead of the intended target. Special failure mode three causes the visible emotions to block the targets line of sight costing them -5 to hit and on any skill or roll requiring a clear line of sight.
This spell is cast with an emotion spell, adding casting times and mana and taking the highest rank involved. It gives the emotion solidity, shaping it into a surface in the form of a wall. Anyone who would pass through the wall must make the save to resist the emotion as they pass through the wall or they will be affected by the emotion spell as if it has just been cast on them. The shape of the wall may not be too weird but is otherwise at the whim of the caster - the emotion spell will not affect a given target more than once. The wall is opaque, translucent, or transparent at the caster's whim and may be invisible for +2 mana. The color is also up to the caster. The caster may extend the area of the wall or its duration by 2x per +1 mana.
This spell is cast with another spell the caster knows, adding casting times and mana cost and taking the higher mana cost. It permits the caster to cast spells normally requiring a touch at range. The caster specifies an emotion when the combined spell is cast. The spell cast with the Weave to Emotion spell remains dormant until the target feels the emotion at which point it goes off ground zero on the targeted person. No one target can have more Weave to Emotion spells on them than half the emotion foundation mage's rank. The caster may add +1 triggering emotion for +1 mana and may let the woven spell go off +1 additional time if that spell could be cast to go off multiple times for +1 mana per added activation. Special failure modes affect the spell other than the Weave to Emotion 50% of the time and also as follows. Mode one causes the other spell to go off in 3d6 rounds. Special failure mode two randomly changes the triggering emotion. Special failure mode three causes the woven spell to me able to go off d3+1 times.