Introduction
Making Mirrors
Breaking Mirrors
Comments on Mirror Spells
Spells
Aura Mirror
Block Mirror
Being of Light
Bias Light
Call Light
Cast Mirror
Castle in the Mirror
Connect
Dazzling Mirror
Differential Mirror
Disconnect
Ethereal Frame
Ethereal Mirror
Farsee
Foe Mirror
Go
Golem in the Mirror
Half Mirror
In Sight
Inversion Trap
Join Mirrors
Jump Sight
Kinetic Mirror
Link
Message Mirror
Mirror Bubble
Mirror Corridor
Mirror Door
Mirror of Dreams
Mirror Hide
Mirror Membrane
Mirror of Opposition
Mirror Portal
Mirror Realm
Mirror Room
Moon Mirror
Nonreflection
Open Mirror
Picture Mirror
Prisoning Mirror
Query Mirror
Reflect Scrying
Reflector
Repair
Reverse
Seeing Mirror
Seek
Self Destruct
Soul Mirror
Spell Mirror
Spirit Mirror
Spy Mirrors
Star Mirror
Sun Mirror
Trap of Mirrors
Trap Reflection
Unreflection
Vanity Mirror
Vary Size
Ward of Reflectance
Xenoreflectance
Yesterday Mirror
Mirror magic is concerned with the manufacture of mirrors with odd properties, mirrors that can focus arcane sorts of light, rendering the special properties of these sorts of light more useful. The spells of mirror magic also allow contact with a strange place called the Mirror Realm or the Realm Behind the Mirrors. This realm is documented in the section on color.
Mirror spells used to make mirrors with permanent or mana-triggered special properties must be thrown on the mirrors when they are made. Since the mirror mage must constantly be making mirrors that are part of their spell they do not have spells that require a special focus. On a spell-by-spell basis mirror spells are sometimes declared to act as rune based spells. In addition to all the normal trouble, a blown mirror making skill roll will cause spell failure in any of the special-property-mirror spells. It thus behooves a mage with mirror magic to be or employ a highly skilled mirror maker. The mage in question need not make his own mirrors. If he does not then the DPs for making the mirror and one third of the DPs for casting the spell may be picked up by the mirror maker. If the mirror maker has magic skill this latter fraction may be increased to one half.
A glass mirror breaks if it takes damage and rolls over 30-damage taken on d100. Careful manufacture may raise this slightly, spells may help as well. Polished steel or mithril mirrors use the material structure chart in the section on material strengths. Punching a hole in such a mirror disrupts it.
More than one of those mirror spells that give a mirror special properties may be put into the same mirror when it is made. The DP costs add and the spells are cast separately . The spells may interact, for example are Farsee/Spirit Mirror combination allows the spirit to control the Farsee. Only those spells that give an added cost in DPs for making a mirror are of the sort that must be cast when making a mirror. Other mirror spells that affect mirrors in some way may be cast on an existing mirror or affect an existing mirror.
This spell requires an extra 18 DPs be expended making the mirror. The mirror will show, in reflection, the aura of living creatures and those non-living objects with an aura. For details of what an aura looks like see the section on auras in the Color rules. Special failure mode one causes the mirror to only reflect some few random aura colors. Special failure mode two causes the mirror to attract some random sort of spirit, undead, or other monster by having or concentrating particular aura components. Special failure mode three causes the mirror to permute the colors of the auras it shows.
This spell allows the mage to block a mirror by touching it. It will become opaque as a window into the mirror realm, impassable as a door to the mirror realm, and unable to make any magical ability function. This blocking effect requires that the mage concentrate. If a another being is trying to use the mirror at the time then they may be able to do so if they make a magic save as follows. The blocking mage makes a magic save with the amount he makes it by (zero if he blows it) applied as a penalty to the other party's magic save to use the mirror normally. Special failure mode one is a fizzle. Special failure mode two causes reduction of effect instead of suppression, interpreted by the referee. Special failure mode three causes a violent change or massive increase in the magical effect of a mirror. This spell can at best be made recharging in a magic item.
This spell has no effect unless cast in the mirror realm. In the mirror realm it causes the caster to gather light about himself until he becomes a luminous being. The light is bright enough that is counts as a 5d6 blindness attack aura. A blinding attack deducts from the victim's sight perception save (and forces them to make a perception save to see anything). The perception save comes back at the rate of d6 points per round, at the end of each round. Anyone at hand to hand distance from the character takes this attack. This aura also disguises the character and triggers fully any susceptibilities to light that monsters may have. The aura lasts as long as the caster wishes or until he leaves the mirror realm. Normally the aura does not interfere with the casters sight. Special failure mode one generates a patchy effect and a 3d6 aura. Special failure mode two causes the caster to be affected by the blinding attack. Special failure mode three causes the aura to fail the next time the caster casts a spell.
This spell can only be cast in the mirror realm, attempting to cast it outside the mirror realm causes an immediate spell failure. This spell concentrates and molds the light pervading the mirror realm into a semi-solid construct, colored with the dominant colors of the caster's aura (see Aura Vision in Vision magic). This light permits free passage in one direction, caster's choice, but not the other. When the light impedes progress a magic save is required to pass through. This save is at -30 for creatures of animal intelligence, -60 for creatures with trophic intelligence, and -75 for automata. The caster may double duration or volume or take 5 additional points off of the magic save for each +1 mana. The effect is always cube shaped and stops at a mirror realm boundary. Durations in excess of a year are permanent effects. Special failure mode one reverses the direction of free passage. Special failure mode two causes the effect to impede passage in all directions. Special failure mode three causes the effect to permit free passage in all directions. Special failure modes outside of the mirror realm work as follows. The caster pays the mana cost and gets a glimmer of light that fades. The caster then saves versus magic, at -15 for mode 2 and -30 for mode 3. If the save is blown the mana for the spell is expended again and the save is repeated. This stops when a save is made or if the caster runs out of mana.
This spell causes a mirror to emit light, from a candle to illumination sufficient to a large room. Duration is 2x per +1 mana. Special failure mode one causes the mirror to emit a flickering light. Special failure mode two makes the light emitted have an odd color selected by the referee. Special failure mode three divides the duration by 3d6.
This spell permits the caster to hurl either a mirror (in the real world) or a mirror window (in the mirror realm) as if it were a spell. The caster casts this spell, touches the mirror to be cast, and hurls it. The mirror is magically projected and, if a spell hit roll succeeds, then the target is either affected by magical properties of the mirror that work by touch or forced through the mirror if it is an open gateway to the mirror realm. The physical mirror does not move and the mirror is not harmed by the impact. This spell will only force someone through a connected mirror into the mirror realm if there is a reason that they could pass through such a mirror anyway. Used to throw a mirror window at someone within the mirror realm it will force something not native to the realm out even if it could not normally pass out through that mirror window. Special failure mode one causes the spell to ground zero the caster. Special failure mode two reduces the caster's hit roll by 30. Special failure mode three causes the spell in the cast mirror to act as if it had a spell failure at +d100 when it affects the target.
This spell requires the character to designate a building and spend 20 DPs plus 1 DP per 5" in the mean dimension of the area or building in meditation within it. The area must have at least one mirror portal within it. At the end of the meditation, he casts the spell and the whole area inverts into the mirror realm through the mirror portals within it. The area removd from the real world vanishes and the real world closes in around it. Any entrances and exits, including windows, now open into corridors of the miror realm. These entrances will attach as T-junctions where mirror portals within the building used to open onto the mirror realm. For +1 mana each the caster may cause connected mirrors that are not mirror portals to bond to entrances and exits of the castle. Special failure mode one forces the caster to make an insanity save or die. Special failure mode two causes the mirror portals to be left behind in the real world, so that all entrances connect randomly. Mode three is at referee inspiration.
This spell causes a mirror to become a window of the mirror realm for the duration of the spell. The duration of the spell may be doubled for +1 mana and any duration in excess of a year causes the mirror to become permanently connected to the mirror realm. In addition there is a small probability that natural properties of the mirror realm will cause the connection to remain after the end of the spell, at referee whim. The connection is normally a one way view from the mirror realm into the real world. For +3 mana the mage may cause any creature close to the window corresponding to the mirror in the mirror realm is visible in the real world. For +2 mana the caster may make speech possible through the mirror. Casting this spell on a reflector that is not a mirror, e.g. a still clear pool of water with the right lighting, causes an automatic spell failure roll (but the reflector may become connected anyway). Special failure mode one divides the duration by d100. Special failure mode two causes the connection to flicker on an irregular schedule. Special failure mode three makes a great commotion in the mirror realm which may draw inhabitants to the area of the mirror you connected. A connected mirror does not allow physical passage in and out of the mirror realm, only viewing.
This spell modified a mirror so that when a simple trigger condition is fulfilled then it will emit a dazzling flash of light. This light is a 6d6 blinding attack in the hex directly in front of the mirror, decreasing by d6 per hex away from the mirror. The attack reduces the target's perception save and the target must make a perception save to see clearly each round that the perception save is below normal. The lost perception save comes back at d6 points per round. The caster may add +d6 to the blinding attack or extend the duration by 2x for +1 mana. Special failure mode one halves the number of dice in the blinding attack. Special failure mode two divides the duration by 3d6. Special failure mode three causes the mirror to brighten and dim slowly so that anyone that does not attempt to watch it clearly is not subject to the blinding attack.
This spell permits a mirror with two sides, e.g. a mirror connected to the mirror realm, to be different sizes on each side. Normally the size of a ``window'' in the mirror realm is exactly the size of the physical mirror. This spell permits the areas to differ by twofold. The size for purpose of use is that on the side entered by (which can be visually weird). The caster may increase the fold size change by +1 per +1 mana. Additional castings of this spell replace earlier castings. Special failure mode one reverses the sides for reason of computing which side is smaller (the physical dimensions never change). Special failure mode two creates a non-permanent version of the spell that fades after 2d3 hours. Special failure mode three causes the mirror to be turned 90 degrees relatively between its two sides.
This spell causes the mirror touched to cease to have any connection with the mirror realm. The caster must make a stress save at -10 per rank of the spell used to connect the mirror and +5 per +1 mana to perform this disconnection. Special fialure mode one causes the mirror to re-connect after 3d6 days. Special failure mode two causes the spell to fail to disconnect the caster and also sucks the caster into the mirror realm. Special failure mode three causes the mirror to suck the caster into the mirror realm and then disconnect it. Roll to disconnect before the caster knows what's going on.
This spell does nothing if cast outside of the mirror realm. Inside the mirror realm it allows the caster to pull a window off the wall in an ethereal frame that forms about the window when the caster touches it. It requires intense concentration to maintain the ethereal frame, a stress save is needed if a mage carrying a frame is unnerved, shocked, startled, or wounded. The mage is -50 physical elusiveness while maintaining the ethereal frame. When the caster unclenches his will, for whatever reason, the mirror attaches itself to the wall of the Mirror Realm at the closest point. If the caster attempts to carry a mirror "window" out of the mirror realm then there is a detonation doing d100 points of magic damage within 3d6 inches and the corresponding mirror in the outside world gets a save of 30+5xembedded mana. If it makes the save, it disconnects from the mirror realm permanently; if it blows the save it shatters doing 3d10 or edge within 3d6 inches. Special failure mode one causes a stress save to be needed every round to maintain the ethereal frame. Mode two causes the mirror to throw the caster out into the natural world when it is placed or otherwise ends up on the wall of the mirror realm. Special failure mode three causes a detonation like the one for attempting to exit the mirror world.
This spell allows the caster to make a mirror that clearly shows spirits and the spirit world in its reflection. Such a mirror requires an added 20 DP to make. It will reveal possessing spirits, demons, or lycanthropy. This mirror also displays the vistas of the far spirit plane if there are any (see the section on spiritual combat and play for details). Special failure mode one causes the mirror to only reflect some few random types of spirits. Special failure mode two causes the mirror to be quite visible to and interesting to spirits. Special failure mode three causes the mirror to reflect the material world into the spiritual realm instead of vice-versa.
This spell allows the mage to manufacture a mirror, at a cost of an added 20 DP+1DP per (maximum) mana spent on the Farsee, that can see faraway people and places when the appropriate mana is dumped into the mirror with a delay of -3. This sort of mirror is covered by the rules for runic spells. The mage must have some piece of the thing he is trying to see. For a person this might be a hair clipping. For a city it might be a bit of dirt from it's street. For five added mana the mage may hear what is being said. For ten additional mana he may cast a single spell through the Farsee, though this will both break his concentration and destroy the usefulness of his bit of the person or place in question. The maximum mana spent on the Farsee is determined when the mirror is made but the mage may pay for smaller levels of effect if he wishes. Each time beyond the first that a mage uses a Farsee spell within a given day he must save vs sanity of lose a point of sanity. The mage may add +5 to this save for +1 mana.
Special failure mode one causes the mirror to show random scenes that can be bent to the appropriate scene with a stress save on the part of the person expending the Farsee mana. Special failure mode two causes the effect of the Farsee, whatever it happens to be, to be two way in some fashion. Mode three causes the Farsee to be randomly echoed into various parts of the mirror realm whenever it is used. The degree to which this causes problems is the province of the referee. In any case, if a Farsee mirror is connected to the mirror realm then the Farsee image will replace the window from the mirror realm point of view. If a spirit is imprisoned in a Farsee mirror with the Spirit Mirror spell then it can control, within the bounds of its knowledge, what the mirror shows or may permit the mirror to function as a standard Farsee mirror.
This spell permits the caster to make a mirror that displays those that wish to do the caster harm. It reflects them but in a blurry and indistinct manner unless they are within 20". This mirror is thus most useful as a gaurd or ornament to the caster's lair. Such a mirror requires an additional 25 DP to manufacture. For +3 mana the caster may make a foe mirror that reflects another persons foes, and that person must be present as the spellcasting roll is made. Distant foes may be enumerated, but the mirror shows only the grossest detail until the foes approach. The critical radius for display (20") is 2x per +1 mana. The critical radius is reduced, by the referee, if the mirror is less than two feet square of less than one foot in its shortest dimension. Special failure mode one yields a foe mirror that never becomes clear. Special failure mode two yields a foe mirror that displays foes distinctly only if they are within the critical radius but not half the critical radius. Special failure mode three causes a mirror that displays only the closest foe clearly, no matter how many are within the critical radius.
This spell permits the caster to move by pure force of will while within the mirror realm at 20". The caster blurs forward and becomes clear again at the end of the move. The caster may get +5" tp speed or 2x duration for +1 mana. Special failure mode one divides the top speed by d3+1. Special failure mode two divides the duration of the spell by 3d6. Special failure mode three deprives the caster of the ability to turn while using the movement supplied by the go spell.
This spell only works within the confines of the mirror realm. It creates a reflection of the caster that is solid and able to act autonomously, a golem of the caster. The reflection has duplicates of the caster's equipment and has all the caster's abilities. Mana reserves are shared among the caster's items and their duplicates. Attempting to exit the mirror realm destroys the golem and anything the golem owns or creates similarly vanishes at the boundaries of the mirror world. If a golem is destroyed its experiences are instantly transferred to the caster. The golem is an obedient servant of the caster, even if this is wildly inconsistent with the caster's personality, but is otherwise like the caster in all ways. If a second golem is created from the same person then the first is destroyed and its experiences and knowledge immediately merge into the new golem. If the caster dies then the golem becomes a free willed being, still restricted to the mirror realm. Special failure mode one creates a golem that is exactly like the caster, even in the matter of self interest. Special failure mode two creates an evil twin of the caster, but with a golem's limitations on leaving the mirror realm. Special failure mode three creates a true evil twin, able to leave the mirror realm.
This spell, cast while a mirror is made, renders the mirror a perfect "one way" mirror, no matter what the illumination. This requires two added DP during manufacture. From one side the mirror is as transparent as glass. From the other side it is the same mirror it would have been otherwise. Special failure mode one causes the one-way property of the mirror to become dependent on normal lighting conditions, as with a non-magical one way mirror. Special failure mode two causes the mirror to reflect poorly but still function as a one way mirror. Special failure mode three causes the the mirror to be one way all over but the direction of the one way effect varies from place to place in some irrational fashion.
This spell causes the caster to be able to see what is on the other side of any mirror he looks at. From the real world, he can see if a mirror is connected to the mirror realm or out of any mirror the mirror is connected to by other magical spells. For a mirror that can do farsee he may see the last thing the mirror viewed as it was when it was used for a farsee. From within the mirror realm he can see what the windows within his line of sight open onto, even if he does not have a correct line of sight to see out of the window. Duration of this spell is 2x per +1 mana. Special failure mode one causes use of the spell to require a perception save. Special failure mode two causes the caster to require a stress save to stop looking through each mirror he looks into - something about the view is fascinating. Special failure mode three does a 6d6 blinding attack on the caster, see Being of Light for details, but otherwise permits the spell to function normally.
This spell may only be cast with another spell that makes a mirror connected to the mirror realm in some fashion. This adds 24 determination points to the time required to make the mirror. When a trigger condition, chosen when the mirror is made, is fulfilled then the mirror transfers anyone currently reflected in the mirror into the mirror realm. Unwilling targets may save versus magic, though this save is a -10 per +1 mana. Cast with a Mirror Realm spell this spell may not even be immediately noticeable when it functions. Special failure mode one causes the mirror to emit a bell like tone or flash when it functions. Special failure mode two adds +30 to saves to avoid the effects of the mirror. Special failure mode three causes the mirror to do 3d6 of magic damage to those it transfers.
This spell may only be cast in the mirror realm. It permits the caster to pick up a window in his hand (it collapses to a small bar of light). If the caster releases the bar of light then it returns to its original position and turns back into a normal mirror room window. If it is touched to another mirror window then both windows occupy the frame, sharing the space. The new window is the size of the larger of the two windows and the windows tile, somewhat distorting the images. If either window is used as an entrance or exit to the mirror realm then it enlarges, briefly, to its normal size. This spell can be cast many times to place as many windows as the caster wishes in a single frame. The windows tile at the caster's whim and, by concentrating, the caster may rearrange the windows within the frame and enlarge or shrink them as he wishes. Any mirror mage that makes a stress save may rearrange the windows in this fashion. Special failure mode one causes the frames to rearrange on their own from time to time. Special failure mode two causes one of the windows in the frame to return to the position that the window being added came from. Special failure mode three causes one of the windows in the frame to disconnect from the mirror realm.
This spell permits the caster to see around a corner in the mirror realm. It has no effect in the real world. The caster must have line-of-sight on the corner and must make a stress save to shift his viewpoint. The caster may then continue to look around additional corners, with -5 to the stress save per added corner. The caster must pick a direction to look at the corner and may change his virtual facing with a stress save at the minus for the number of corners he has looked around so far. Such a change of facing is needed to look out a window. The caster may move his viewpoint up and down a corridor he is currently looking down. The caster may get +5 on stress saves connected with this spell or 2x duration for +1 mana. Special failure mode one deducts 30 from the stress save. Special failure mode two divides the duration of the spell by 3d6. Special failure mode three causes the facing at each corner looked around to be random. Changes of facing still work normally - and on average more of them will be needed.
This spell gives a mirror the ability to reflect back physical damage upon its source if it makes a save equal to its creator's magic save. This save is -1 per point of damage done and +5 per +1 mana. These saves do not suffer from the 96-00 rule. This spell adds 40 DPs to the time required to make a mirror. Any physical damage delivered to the mirror is reflected back to its source, using its source's hit roll to attempt to hit its source, if the save is made. This spell renders the mirror far less vulnerable to breakage, adding 20 to its generic defense, and makes it feel quite wierd to the touch as it presses back in proportion to applied force. The rules from breaking mirrors apply only to damage not reflected. Special failure mode one subtracts 30 from the save to reflect. Special failure mode two reflect back half the damage. Special failure mode three causes the reflection to work normally exactly half the time.
This spell is cast on a pair of mirrors that are in physical contact. It causes them to exchange reflections for the duration of the spell. This effect persists no matter how far apart the mirrors are carried. The casting roll is -2 per mana in the mirrors, making this spell harder to cast on enchanted mirrors than normal ones. The caster may permit the mirrors to transmit sound faintly for +1 mana, normally for +2 mana. For +5 mana the caster can throw spells from the school Enchantment through the mirrors. The duration of this spell is 2x per +1 mana. Special failure mode one shatters the mirrors at the end of the spell duration. Special failure mode two causes the view in the mirrors to be blurry and indistinct (and the sounds too, if it comes to that). Special failure mode three causes the information transmitted by the mirrors to leak randomly into reflectors roughly along the path between the mirrors.
This spell allows the caster to record a ten-second visual message in a mirror that will replay when a simple trigger condition is met. The caster may add audio or olfactory effects for +2 mana each. To increase the message duration by 2x requires +1 mana, as does adding an additional repetition/triggering of the message. The message may end with a spell that does not require targeting (cast into the mirror with the Message Mirror spell) for +5 mana in addition to the mana for the spell. In this case casting times are added and the higher rank is used for the spells. If someone touches the mirror as the spell is cast it may affect them as if the caster had touched (or targeted) them. Multiple touches are resolved by random chance unless the spell in the mirror can affect as many as are touching it. Special failure mode one causes the brightness, volume, etc. to be 10x normal when the message replays. Special failure mode two causes the message to play over and over starting immediately for (2d100)x(2d100) repetitions. Special failure mode three makes the message repeat whenever the trigger conditions are met for an indefinite period. Any special failure modes are 50% likely to be inherited by an embedded spell. Multiple repetitions of an embedded spell require investiture of multiples of the needed mana.
This spell may only be cast from within the mirror realm, standing before the window of a connected mirror. The spell pushes the mirror realm, including all of its weird effects and illumination, outward into the real world. This bubble of the mirror realm may be quite useful or quite annoying depending on who gets caught in it. The caster may double duration or extend the radius of the effect by +2" for +1 mana. The effect stretches 3" outward from the mirror. Note that the mirror that is the source of the mirror bubble becomes unreflecting. Special failure mode one divides the outward distance of the effect by d3. Special failure mode two divides the duration by 3d6. Special failure mode three causes the effect to write around like a tentacle in an arc in front of the mirror and up to 2x as far from the mirror as normal.
This spell requires some 50 DPs be added to the time needed to make a pair of mirrors. Once made, these mirrors are windows at opposite ends of a 6" corridor of the mirror realm not connected to the rest of the mirror realm. These mirrors have the same properties as those created with the Connect spell. The caster may up to double or halve the length of the corridor for +1 mana. An additional mirror may be added for +5 DP and +1 mana. An additional casting of this spell on a single mirror, if it can be touched to a mirror already part of a mirror corridor, can be used to add another mirror to a given corridor. This subtracts -5 from the casting roll per mirror already attached to the mirror corridor (and thus ensures massive spell failure if cast in an attempt to join the mirror to the full mirror realm) if it is not part of the initial casting. Additional mirrors will space out along the corridor as evenly as possible. The lighting in this corridor is the average of the light falling on the mirrors. Special failure mode one causes the spell to have a duration of 3d6 weeks after which the mirrors attach to random parts of the mirror realm as if hit with a connect spell. Special failure mode two lengthens the corridor by 2d100". Special failure mode three causes the corridor to develop a t-branch connection to the mirror realm immediately upon casting.
This spell allows the caster to pass through a mirror into or out of the Mirror Realm. In the event that the mirror he tries to pass through is not connected to the Mirror Realm the caster bounces back, otherwise he finds himself in a room or corridor of the Mirror Realm out of which the mirror is a window. When exiting the mirror realm with this spell the caster arrives in front of the mirror in the natural world. For +1 mana the caster may take through +1 more people (or human sized masses of equipment) that are touching him. Staying half in and out of a mirror when the spell ends does not result in bisection: such a person is thrown in one or the other direction with probability biased by their position. Being one quarter in means you have three-quarters of a chance of being thrown out. Special failure mode one causes the caster to bounce as if the mirror were not connected whether or not the mirror is actually connected. Special failure mode two causes the caster to need an unconsciousness save as he passes through the mirror. Special failure mode three causes the caster to fall out another mirror somewhere else immediately. The mirror must be large enough for a creature to pass through but will otherwise be randomly selected.
This spell requires some 30 DPs be added to the time needed to make a mirror. It will display the dreams of the closest sleeping person that is within ten or so feet, acting as a visual portal into the dreamscape. This can be quite useful in detecting and ameliorating the attack of a control mage or possessing entity as viewing of the entity and conversation is possible should the entity in question choose to come close to the mirror. Two way viewing through a dream portal (allowing entities in the dream to see out) costs +3 mana. Audible communication through the dream mirror costs +2 mana. A Mirror Door spell thrown on an active mirror of dreams allows contact with and entry into the dreamscape as well as potential for battle with a possessing entity or spell exchanges with an attacking control mage. Combining this spell with other spells that modify mirrors to contact the mirror realm is chancy at best and the result is left to the referee's imagination. See Farsee for inspiration. Special failure mode one for this spell causes a normally functioning Mirror of Dreams that tends to induce nightmares. Special failure mode two causes the mirror to allow dreams to escape through it from time to time. Special failure mode three combines the effects of mode one and two.
This spell adds 12DP to the time needed to make a mirror. It allows the caster to step into the mirror and come out whenever he's ready. The caster may also place object into the mirror and pull them out at will. For +1 mana the caster may add additional people that may use the mirror as he can. The mirror can only hold one person plus an amount of other material equal to the normal gear a well equipped person might carry, or an equal volume of goods. The caster may double the amount of stuff the mirror can hold for +1 mana. While in the mirror the caster may see out of the mirror as if he were in the glass, but cannot hear, smell, etc. Adding additional sensory connections costs +1 mana each. If the mirror is broken, everything in it comes out suddenly, and living things must save versus shock or die. If a mirror hide is connected to the mirror realm then it becomes a window set in an alcove and things placed in the mirror sit in the alcove. Such a connection destroys all non-visual sensory connections. The size of the mirror controls the size of the aperture for exit and entry. Special failure mode one creates a mirror that anyone can reach into. Special failure mode two causes the mirror to become a normal mirror after 3d6 weeks, ejecting any contents. Special failure mode three is like two, save that anything in the mirror is ejected into a random part of the mirror realm.
This spell may only be cast from within the mirror realm, standing before the window of a connected mirror. The spell permits the caster to step out of the mirror and take the mirror realm along with him. The spell pulls the mirror realm, including all of its weird effects and illumination, outward into the real world in a 3" wide path following and including the caster. This external part of the mirror realm may be quite useful or quite annoying depending on who gets caught in it. Note that the mirror that is the source of the mirror membrane becomes unreflecting. The path following the caster will act like a rubber band stretching over solid objects but otherwise following straight lines to the caster. Special failure mode one forces the caster to save3 versus stress each 3" after the firs 3" out of the mirror realm or lose the spell. Special failure mode two makes the surface of the effect translucent instead of transparent. Special failure mode three causes the effect to abruptly snap the caster back into the mirror realm (without harm) after 3d6 rounds.
This spell causes the mirror in question to create an "evil twin" duplicate of a person who looks upon his own reflection for more than a few seconds. The creator of the Mirror of Opposition may freely specify simple trigger conditions depending on information he could perceive if present. The creator of a mirror of opposition may also make it specific to a type of individual (e.g. "Humans" or "Rol Narn"). This duplicate may escape into the mirror realm if the mirror is connected to the Mirror Realm in any way or may step out and attack or flee when it forms. This choice of action may be dictated by the maker of the mirror or may be left to the whim of the duplicate. For a period of 6-60 minutes the evil twin's equipment will function as the originals but the power of reflected items fades and the objects become mundane. The exact nature of evil-twinness is the province of the referee but the spell caster should be able to bias the exact interpretation by choice of materials for the mirror. Special failure modes are the province of the referee.
This spell is cast when a mirror is made, requiring an added 8 DP. It causes the mirror to connect to the mirror realm and function as a permanent portal into the mirror realm. While the mirror still reflects and still looks as it otherwise would it is an open door that anything can walk in or out of. The caster may freely specify trigger conditions to activate the portal that are not too complex, if he does not wish to leave it open all the time. For +3 mana the caster can make the portal an entrance only or exit only portal. Likewise, the caster may seprately activate enrance and exit functionality. Special failure mode one causes the portal to do 1-3 dice (roll once and fix the number of dice) of magic damage each time someone passes through it. Special failure mode two causes the portal to lead to another randomly selected, connected portal, ejecting the user into the outside world at that point when they attempt to enter the portal. Special failure mode three causes an evil twin (as per the spell Mirror of Opposition) to exit the mirror as the first person to use it enters. The mirror then make a save of 30+5xembedded mana or shatters. If the mirror shatters, the normal version of the character is in the mirror realm without the door he entered by. In this case the evil twins "gear decay" does not commence until the normal copy exist the mirror realm.
This spell adds 50 DPs to the time needed to make a mirror and causes whatever is reflected in the mirror for a long period of time to be reflected in the Mirror Realm. A chamber, possibly miles across, forms in the mirror realm with a (possibly partial or inaccurate) copy of the scene reflected in the mirror within it. Transient features like people or animals are not reflected but plants, structures, and topography are duplicated over a period of days. If the mirror is moved, then the chamber in the mirror realm slowly morphs into the new scene. If the mirror is broken the chamber splits off and gains it's own separate realness, continuing to evolve naturally. The illumination in the reflected realm is that of the mirror realm. Permanent bodies of water such as lakes and streams are replenished magically within the reflection with said water vanishing magically at the boundary of the reflection. In a split off realm the ecology may not do well in the even, dim lighting of the mirror realm. Boundary conditions are left to the referee. For +3 mana each the reflected realm will reflect weather and illumination and maintain those qualities if the reflected chamber is split off from its origin portal. The size of the area reflected into the mirror realm is sized by line of sight or a semi-circle with diameter of 50" whichever is smaller. This diameter may be increased by +50" for +1 mana. The reflected realm will contain at least one and at most one per 6" of boundary doors into the mirror realm.
Special failure modes cause the spell to work but to reflect inaccurately. For mode one the inaccuracy is topological. For mode two the inaccuracy is temporal with irregular lags and speedups in the timing of natural events in the reflection that average out over long periods. For special failure mode three the inaccuracy is in the mood, spirit, or moral character of the reflection. The boundaries are very difficult to penetrate and success in doing so should be resolved by referee inspiration or perhaps a roll on the teleport failure table.
This spell, cast while a mirror is made, causes the mirror to be a window of the Mirror Realm in it's own room (instead of just into a corridor). The room is roughly 400 cubic meters, +400 cubic meters per +1 mana. The room has at least one and at most (mana spent/5) doors into the rest of the mirror realm at the caster's whim but randomly placed with respect to entry into the mirror realm. The "room" can have internal partitions and multiple floors. The shape and arrangement of the room are at the casters whim though it is built out of the usual substances of the mirror plane. Special failure mode one causes the room to be a length of (additional) corridor linked to the mirror realm. Special failure mode two causes the shape of the room to be at referee whim. Special failure mode three gives it many extra doors into the mirror realm. This spell adds 10DPs+2DP per mana spent on Mirror Room spell to the time needed to make the mirror.
This spell requires an additional 20 DPs and makes a curved mirror that reflects only moonlight. It also shapes the moonlight so that it forms a sharp focus a point a few inches to a foot from the mirror. This intense moonlight may be useful for other magical activities. The light of a full moon, so concentrated, forces transformation on lycanthropes whose transformations are a triggered by moonlight. Other effects of concentrated moonlight are given below.
| Full Moonlight | Reveals flaws and impurities with abnormal clarity. |
| Gibbous Moon | Causes flowers to grow and sprout into white or silver versions of themselves with unique properties. Very rapid growth. |
| Half moon | Removes the disease from festering wounds, allows normal healing of cursed or magical wounds. |
| Waning Half Moon | Reveals illusions and mundanely hidden objects. |
| Waxing Half Moon | Heals cracks in glass, reverses metal fatigue, strengthens porcelain. |
| Lastmoon | Whitens or silvers the hair and eyes of nonsentient animals and renders them of good moral character (insofar as this is possible) and of no use to evil. |
| Firstmoon | Renders seeds hardy and likely to grow well. |
| Newmoon (blacklight) | Breaks outside influences; +50% to appropriate saves. |
This list is not intended to be exhaustive and moons of certain days and seasons may well have useful effects. Consult your books of lore. Special failure modes are at referee inspiration.
This spell causes the target to cease to have a reflection in the mirror. The spell appears as a beam of gold light. It also prevents the target from entering a mirror and renders them invisible from the mirror world. This entry barrier includes portals to the mirror world, mirrors created with a Mirror Hide spell, and the use of spells like Mirror Door. The target may save versus magic to avoid the effects of the Nonreflection. The caster may get 2x duration or -5 to the save for +1 mana. Special failure mode one divides the duration by 3d6. Special failure mode two causes the spell to affect the caster instead of the intended target. Special fialure mode three causes the spell to have the effect of a Trap of Mirrors spell.
This spell opens a mirror if the caster manages to muster sufficient will. This is only useful if the mirror is ``closed'' in some sense. Cast on a normal mirror the spell has no effect. On an un-triggered entrance to the mirror realm, a Mirror Hide spell, or a Prisoning Mirror this spell will permit entrance or disgorge its contents if this spell succeeds. The caster makes a stress save at -10 per rank of the highest rank spell used in creating the mirror he is attempting to open. This save is at +5 per +1 mana. The mirror remains open for 1 minute, 2x time per 5 points the stress save was made by. Special failure mode one deducts 30 from the stress save. Special failure mode two causes the spell to fail and causes the mirror to emit a loud, bell-like tone. Special failure mode three causes the caster to be vacuumed through or into the miror but leaves it closed.
This spell causes a mirror to appear to be an oil painting, watercolor, or other type of picture. It adds 12 DPs to the time needed to make a mirror. It's primary utility is to allow the caster to make a magic mirror that is not obviously a mirror. The caster may make up the picture as he casts the spell or copy an existing picture in his possession. In the former case, the caster relies on his own artistic skill. If such a mirror is connected the mirror realm then it appears as a number (caster's choice) of small peepholes with, as per dramatic requirement, moving eyes integrated into the picture at the caster's whim. When combined with the Half Mirror spell (in addition to some connection spell) a Picture Mirror may serve as a normal window to the mirror realm. Special failure mode one will make it obvious that the picture mirror is a mirror though the picture is still visible. Special failure mode two is a total failure; the mirror simply becomes a picture painted on glass. Special failure mode three causes the mirror to have a fun-house mirror version of the picture on it. Being a picture mirror does not substantially interfere with other magical properties of a mirror.
This spell adds 25 DP's plus one DP per mana in the spell to the time needed to make the mirror. It causes a person that sees their own reflection in a mirror to vanish and become imprisoned in the mirror. They are completely suspended. The Prisoning Mirror can normally hold one creature of approximately human mass and does not function when full. The creator of such a mirror may freely specify simple trigger conditions on the imprisonment effect (see: Mirror of Opposition). The maximum number of incarcerants and the maximum mass the mirror can hold can be increased by 2x for +3 mana. Breaking the mirror releases all prisoners but each must save versus shock or die.
A word or other simple trigger condition, specified when the mirror is made, or a trigger spell (see: Thaumaturgy) releases the most recent prisoner. If the name or a prisoner is also added to the release word or the Trigger Spell then that prisoner may be released out of order. If a Prisoning Mirror is connected to the mirror realm it becomes a small room in the mirror realm with a door. People in the room are conscious, may act, and count against the mirror's capacity only if they remain in the room. Special failure mode one causes the prisoner to be released after d6 rounds. Special failure mode two causes the order of prisoners within the mirror to be scrambled every time a prisoner is released or a new prisoner is captured. Special failure mode three causes the prisoners, when released, to be released into the mirror realm (even if the mirror isn't connected to anything) or other realms the mirror is connected to (e.g. Mirror of Dreams).
This spell causes a thin silver beam to jump from the casters hand. If it hits a mirror the mirror will emit a pure tone or chord if it is enchanted. The number of notes in the chord depend on the number of spells in the mirror. Special failure modes modify the chords in deceptive ways, e.g. causing an unenchanted mirror to emit a tone.
This spell causes any scrying attempted that includes any part of the area of effect to reflect back and affect the caster of the scrying spell with a competitive magic save (the caster of the Reflect Scrying may add +10 to his roll for each +1 mana). The details are left to the situation, but reflected scrying will allow the reflector to see his scryer in some appropriate fashion. Duration is 2x per +1 mana, radius is +50" per +1 mana. Special failure mode one causes the area of effect to pull in scrying spells that hit anywhere near the area of effect. Special failure mode two puts the mage's involved into two way contact of the sort appropriate to the scrying spell involved. Special failure mode three causes the caster of the reflect scrying spell to use his (unaugmented) unconsciousness save in place of his magic save to determine reflection and he passes out if he blows it.
This spell creates a flat zone in the air that functions as an optical reflector. It lasts as long as the caster concentrates. The area is +5 sq meters for +1 mana. It cannot be cast with many spells that give mirrors special properties simply because they take too long. Special failure mode one gives an irregular surface, mode two a spherical surface, mode three a reflector with a small positive mass and the consistency of cloth (Dali anyone?).
This spell causes rust, tarnish, small cracks, bends, and other defects in a mirror to vanish over a period of an hour or so. For +3 mana the caster may heal cracks that go all the way across a mirror. For +7 mana the caster may rejoin broken fragments. The referee may feel free to interpolate these amounts for intermediate sorts of damage. In order to restore any magic properties of a broken mirror that is being repaired the caster must save versus stress (at +3 per added mana) with the following minuses: the casting minus used to make the mirror in the first place, thirty if any of the spells in the mirror are unknown to the caster, twenty-five if the mirror was connected to the mirror realm in any fashion, and fifty if the mirror was destroyed with a self destruct. Special failure modes cause incorrect healing, in particular a magic mirror healed with a special failure mode of Repair itself acts as if it was cast with a special failure mode. Special failure modes on non-magic mirrors are at referee discretion.
This spell reverses the direction of information flow through a mirror. If cast on a normal mirror it will cause it to become nonreversing - writing will look normal in it but it will not be able to unscramble mirror writing. On a mirror connected in any fashion to the mirror realm it will cause the mirror to show what is in the mirror realm near it as if it were a window while displaying its shining (and unreflective) face in the mirror realm. This spell can forcible reverse the direction of a spy mirror. It can make a scrying mirror instead display the image of the scryer at the far end. This spell is +30 minutes duration for +1 mana. Special failure mode one causes the mirror to randomly mix its reversed and unreversed behavior. Special failure mode two causes the mirror to do a warped reversal - everything upside down or some such. Special failure mode three causes the mirror to reverse its display of the inside and outside of the things it reflects (eeww. gross.).
This spell creates a mirror that allows the user to detect certain hidden things. This requires 8 added DP to make the mirror, +1 more per two added mana. The basic mirror will reflect invisible objects, gives +15 perceptual integrity used to detect illusions viewed in the mirror, and adds +9 to perception saves used to examine objects in the mirror. The caster may add +5 to the perceptual integrity bonus and +3 to the perception bonus (up to a number of times equal to his rank in mirror magic) for +1 mana. The mirror usually requires deliberate use for its functions other than the detection of invisibility. Special failure modes cause the mirror to reveal what is not there in various fashions with the severity of the effect increasing for special failure modes one, two, and three.
This spell permits the caster to look for a mirror that exits nearest a person, place, or thing. The spell only has effect while in the mirror realm though it may be cast outside of it and resumes function after an interlude outside the mirror realm. The Seek spell requires a personal trace, a part of the thing he is trying to find, as with farsee, and the spell uses up that personal trace. The caster will know the direction to go along each corridor, at each turning, and within chambers of the mirror realm. Duration is 2x per +1 mana. Special failure mode one divides the duration by 3d6. Special failure mode two causes the caster to need a perception save at each turning to seek properly. Special failure mode three causes the seek spell to seek something completely other than what they attempted to.
This spell adds 5 to the number of DPs needed to make a mirror and allows the caster to specify a trigger condition that will cause the mirror to crack and fall into tiny shards. Special failure modes one is a fizzle. Mode two causes debilitating cracks. Mode three causes the mirror to explode violently in all directions doing 6d6 of edge damage in a 3d3" radius.
This spell adds 24 to the number of DPs needed to make a mirror. Once completed the mirror reflect all things normally save for creatures with souls. The reflection of such creatures their their character, moral state, and true attitude and response to setting aside all attempts at deception and dissembling. A soul mirror also shows some sign or image or any being controlling or possessing the creature reflected. Special failure mode one causes beings with souls to appear blurry and hard to see. Special failure mode two permits those reflected a stress save to resist having anything they do not wish revealed revealed - if they make a stress save then the mirror shatters. Special failure mode three causes the mirror to show everyone as having about the same moral character - misleading viewers except by accident. The referee should choose the character of such a mirror.
This spell adds 40 to the number of DPs needed to make a mirror. The mirror made can reflect personal effect spells (spells targeted on a person) if it is wielded as a shield as follows. The defender must hit the attackers spell to hit roll (attacker makes such a roll even if the spell hits automatically) with his spell to hit roll. If he succeeds, he uses the amount he was over by as the modifier to a roll on d100 to hit the attacker with the spell. The spell's caster is still the person who cast it, not the person who reflected it, which may be relevant with "control" type spells. The caster may add +3 to his reflection roll, to a maximum of doubling his spell "to hit", for +1 mana and +2 DPs each. Use of a spell reflector must be learned as a weapon proficiency and the non-proficiency penalties are applied. Special failure mode one subtracts 15 from the roll to reflect, special failure mode two causes the reflected spell to the defender as well as the person it would normally have hit. Special failure mode three subtracts 30 from the reflection roll.
This spell requires an extra 20 DPs be expended making the mirror in question plus one DP per five design points in the spirit to be imprisoned in the mirror. A spirit must be trapped nearby, ambushed, or willingly enter the mirror for this spell to be used. When the spell is completed the mirror will be a window in the mirror realm in a chamber or series of chambers (depending roughly on the power of the spirit) which will house the spirit. The spirit will be unable to leave these chambers unless the mirror is broken and is required to come to the mirror and become visible to the real world when a command phrase is spoken. The spirit may converse with people in the real world and is required to try and answer their questions, possibly by using it's own powers. It's answers must be true but need not be complete or helpful. The spirit may not attack the people in the real world except by controlling the information he gives them. His chamber(s) will have door(s) to the rest of the mirror realm in them. Special failure mode one allows the spirit freedom of movement within the mirror realm. Special failure mode two allows the spirit to throw spells, missiles, and other such attacks through the mirror at will. Mode three allows the spirit to posses anyone that touches the surface of the mirror.
This spell allows a pair of mirrors to be linked while they are being made. This adds 3 DP to the cost of each mirror. Command words must be specified that will activate the mirrors and change the direction of the link. Both mirrors display what is reflected in one or the other (which reflects which at a given time is changed by using the command word specified by the caster) when they are active. Special failure mode one causes the mirrors to simply exchange their reflections when they are active, mode two forces the spy mirrors to be active all the time and mode three causes them to give blurry, indistinct reflections while active.
If one or both of a pair of mirrors which are used in a spy mirror spell have special properties then the caster may allow the mirrors to share the property if it is possible in the opinion of the referee. The requires +5 mana. Additional spy mirrors can be made and linked together for +1 mana. The caster may specify command words for each mirror to make it activate and to select the "active" mirror. Command words work when spoken in the hearing of any mirror.
This spell requires 30 or more DPs of additional time to make (depending on the particular star in question) and creates a mirror that reflects only the light of one star (or other celestial object other than the sun and moon) and focuses it to great intensity. Such light sometimes has intense magical properties; only some stars are magical and their light may only be magical at certain times, during certain seasons of the year, or when certain astronomical conjunctions occur. The mirror concentrates the light to a special focus point no more than a few diameters away from the mirror. The exact effect of the light of particular star is a matter for the lore books. Here are some few examples, the referee should fit the names to his physics and or mythology.
In the event that a player becomes a mirror mage, quests for the use and ensigns of the stars becomes a potential source of adventures. Special failure modes are at referee inspiration and are specified star by star. A mage must find or research (as new Mirror Mage spells) the parameters for each particular star.
This spell adds 10 DP to the time needed to make a mirror and allows the wielder to concentrate and redirect the sun's rays so that full sunlight may be wielded as a 3d6 to 5d6 attack versus fire or magic armor, whichever is lower. The mirror uses missile bonus, must be learned as a weapon proficiency with non-proficiency penalties applying, and need not be wielded by a mage. Attacks of 3d6 are consonant with midwinter or arctic sun, 5d6 with midsummer or desert sun. The caster of the mirror may add +5 to hit for +2 mana to a maximum of +15 to hit. The mirror has a range modifier of -3/1" and requires that the sun be in a position where it could be reflected toward the target. Special failure mode one causes -d6 or damage. Special failure mode two causes a diffuse beam that is +30 to hit but which does d3-d6 points of damage (this sort of mirror might be useful in bizarre circumstances against the undead. Special failure mode three yields a mirror that explodes the first time direct sunlight hits it doing d6 d6's or edge damage in a (2d6)/3" radius.
This spell modifies the targets aura so that it appears, to people that can see auras, to be reflective like a mirror with silvered colors. If the target of this spell commes within 1" of a mirror that they could enter then they are vacuumed in unless they save versus magic. The caster may get +1 day of duration or subtract 10 from the save for +1 mana. Special fialure mode one causes the spell to affect the target and the caster both. Special failure mode two causes the spell to affect the caster only. Special fialure mode three multiplies the duration by 3d6/10.
This spell adds 5DP to the time required to make a mirror. The mirror, once completed, can fix its reflection when a trigger condition is met. Typically this is a command word spoken by someone holding the mirror, but the trigger condition may be any reasonable condition for a magic item. The fixed reflection remains until the mirror is triggered to fix another image or released, an act that requires a second trigger condition. When not trapping a reflection the mirror acts as a normal mirror. The sort of mirror created with this spell can be used to trap a particular sort of light, e.g. trapping a reflection of the sun at noon makes a fairly good lantern. Likewise this sort of mirror makes a good single image camera. Special failure mode one causes the fixed reflection to be released after 3d6 hours. Special failure mode two causes the mirror to ocassionaly fix a reflection without being triggered. Special failure mode three randomizes the tigger conditions.
This spell causes a mirror to cease reflecting. It will still be shiny and everything but will not display and image of what is before it. It will also not display what is at the other end of s spy mirror link or display to the other end of a spy mirror link. It will not affect a mirror's ability to serve as a window or portal out of the mirror realm. Cast from inside the mirror realm on a window it will temporarily "close" the window making it appear as simple wall - but this patch of wall will still act as a portal if it was one or if a spell making it one is thrown upon it. Duration may be extended by 2x per +1 mana. Special failure mode one causes the mirror to reflect one color only. Special failure more two causes bizarre geometric transformation of the reflections. Special failure mode three divides the duration by 2d6.
This spell requires and additional 7DPs and creates a mirror that has the property that anyone viewing themselves in the mirror will see a reflection with an apparent beauty 2d3 points higher than their true beauty. If a person practices with the mirror (and appropriate makeup and clothes) they can modify their appearance so that others will see the added beauty as well, so this device is not solely a vanity. Special failure modes cause mirrors that lead their owners astray about how to look better or which actually make their owner look uglier.
This spell is cast with other spells used in making a mirror in the usual fashion (mana adds, take the highest rank). It gives the mirror and it's frame (if any) the ability to grow or shrink by a factor of 2x (one or the other, not both) and the mage may buy +1x shrinking or growing for +1 mana. This added factor may be in the opposite direction of the original creating a mirror than can grow in both directions. Usually this spell is cast during the manufacture of a small mirror so that it may be carried easily and made larger at need, hence the name of the spell. Special failure mode one causes the growth or shrinkage factor to be divided by (d6+1). Special failure mode two causes a d10% chance the mirror will shatter each time it changes size. Special failure mode three causes the mirror to do the opposite of what was intended (grow/shrink). The growth/shrinkage function of the mirror may be by command word, concentration while touching the mirror, or other simple trigger at the caster's whim. This spell adds 5DPs plus 2DP per mana spent making the mirror to the time needed to make the mirror.
This spell permits the caster to modify his own eyes. While the spell is in effect, the caster sees everything in his normal line of sight as if in the mirror. Writing is reversed and so reading is difficult without practice (see the thieving skill Omniorientational Reading). In particular, gaze effects that would normally affect the caster or trigger an effect act as if the character had seen them in a mirror. Often this will completely prevent effects that require the caster gaze upon them. While the spell is in effect, the casters eyes appear as mirrors. The caster may get 2x duration per +1 mana. Special failure mode one divides the duration by 3d6. Special failure mode two yields cloudy mirrors - a perception save is required while the spell is in effect. Special failure mode three causes the caster to see not only a reversed world, but as if his viewpoint were on the opposite side of his head from his eyes.
This spell permits the caster to reflect another creature. The result is that the caster gains that creature's appearance and physical and magical abilities but not its intellectual abilities. If the spell is correctly targeted then the caster appears to morph into a reflective zone, reflecting the target, that then fades to become a copy of the target. If a mirror mage reflected a mighty warrior, he would appear as that warrior and have that warrior's fighting talents. In addition the warriors arms and armor would be reflected. Any magic items would be copied and those items would draw on the same set of charges or charged mana. Permanent items would function normally for both the original and the reflection. Single use items, e.g. grenades or potions, would cease to exist in both original and reflection after use by either. This can make triggering or using items a race, assuming the mirror mage knows about the items. The mirror mage does not gain memories, knowledge of desires or companions, languages, or other intellectual abilities. In particular the reflection does not gain the spell casting abilities of the original.
There are substantial disadvantages to using this spell. The caster loses the ability to use his own abilities, weapons, armor, and items while reflecting another. He also uses the reflected hitpoints and stamina, reverting to his original state when they run out (zero or fewer total hits and stamina). If not ended by damage the spell lasts until the mage wishes to drop it. While reflecting the mage cannot be wounded but also neither heals nor regains mana. Special failure mode one causes the caster to gain the abilities and appearance of the target but not its arms, armor, and items. Special failure mode two creates a reflection but that reflection is independent of the caster and possessed of the same motives as the target. Special failure mode three creates d3+1 reflections as in mode two.
This spell add 30 DPs to the time requires to make a mirror. The resulting mirror then gains the ability to reflect the past. If someone with magic skill touches the edge of the mirror and wills it to show the past what is reflected in the mirror actually winds back in time. Exercising ones will in this fashion requires a stress save. The maximum distance back in time the mirror winds to is a function of the save. The caster may grant +5 to the save per +1 mana and the save is at +15 if the person using the mirror has mirror magic as an area of magic. Making the save permits the mirror to display times up to an hour in the past. Each +5 additional the save is made by permits the mirror to view twice as far into the past. Moving forward in time from a given point in the past may be done by wishing to, but must stop at the present. Moving father into into the past requires additional stress save, baselined from the time currently shown. Blowing any save returns the mirror all the way to reflecting the present. If a yesterday mirror is also a spirit mirror then the spirit's stress save and will may be used to control the mirror. The rate of regression is the same as the rate of normal time flow, but may be increased up to 2x per 5 the save is made by. The user of the mirror may freely vary he rate between it's minimum and maximum. Special failure mode one causes the save to be at -30. Special failure mode two causes the save to be at +30 but only inanimate objects that have not moved for six hours prior to the time shown in the mirror are visible. Special failure mode three causes spatial displacement of the reflection in a random direction and at a distance of roughly 1" per minute back.