Rubble and Sand Magic -
The magic of dilapidation and collapse.
Level One:
- Crush: range: 60', targeted, duration: 1 mt.
- The target, 1 cubic feet per level, pulls
itself apart, doing % damage to stone, 1/2 that to soft metal, and
fully pulverising wood, cloth, etc. Living targets take d6 per two
levels, save to half damage.
- Immobility: range: touch, targeted or self, duration:
5 mt + mt per level over.
- The
recipeint will retain his balance unless toppled by magical means.
Also, +2 agility,10% impact (physical force) resistance (roll to see
if it is shrugged off each time), and 20% resistance versus kinetic
force magic.
- Resist Impact: range: 5', targeted, duration: min + mt
per 2 levels over.
- Target takes
half impact damage to 20 points (+3 per level over), with this
threshold becoming half as high each strik until it is less than 4
points, when it negates.
- Shudder: range: 75', targeted, duration: d3 mt + 1 mt
per 3 levels.
- The victim shakes
violently, decreasing agility and movement by half, and defense to 1/4
unless his or her adjusted AGL*5% can be rolled. Victim has a +33%
chance to fall (violently) down. Requires 2 spell points for beings
twice the caster's scale, etc.
- Fragmentation: range: 75', Ball: 5' + 1' per 2 levels.
The effect is instantaneous.
- One
cubic foot of earth or stone explodes. It must be placed upon. It
will explode doing 3d8 to any on the point of explosion, 2d8 within
half the radius, and d8 to the full radius. Armor is half again more
effective. Add +d8 damage per 3 levels of caster.
- Disfigurement: range: 60', targeted, duration: hour +
5 min per level over + 5 min per spell point additional.
- The surface of an object (up to 10 square
feet + 1 per spell point additional) becomes rutted, folded and
mangled in appearance. Functionally it remains the same, but its
surface is formally destroyed (as if ground to bits). Does d6 + 1
damage, but ruins the usefulness of garments, tools, inscriptions,
scrolls, instrumentation panels, etc. After the duration, objects
pull back together if the parts have remained within 10' of each
other.
- Dune Drifting: range: 1 mile per level, self,
duration: 5 min + 1 min per level over.
- A direction sense which focusses on the route already taken (within
range) 100%, as long as there is contiguous solid matter between. The
caster may also sense the location of a known object or landmark.
Roll 45% + 3% per level over, -5% if the object is not owned, -10% if
never touched, -20% if never within the spell's range of the object or
landmark before. One roll per object(ive) per day.
- Sand Call: range: 15', Ball: 5' cube per level.
Duration: Permanent.
- Calls sand which
will drift out from the mage's gesture in a 5 min ritual.
- Zone of Caniption: range: 60' + 10' per level over,
Ball: 10' + 3' per level, duration: mt + mt per level over.
- Roll INT*5 to realize that all within are -4
DEX, AGL, attack and defense, save to 1/2 effect and automatic
recognition. Limbs shake and motions are wobbly.
Level Two:
- Corrosion: range: 75', Ball: 5' r. + 1' per two levels
over, duration: 1 mt per level.
- The object affected must be fit entirely within the ball of effect.
Its surface becomes fused and bent, which dulls edges to bluntness,
seals doors, makes armor immobile, and destroys mechanical equipment.
- Maiming: range: 30', targeted, duration: d4 mt per level
of caster, 3 mt casting time.
- The victim must save or suffer d10 abbrasion damage which will
temporarily enflame and leave all the victim's skin bloated and
ravaged. He or she becomes unrecognizable and hideous. The effect is
so painful the victim must roll CON*5 or pass out, and less than half
that or they will be -4 in all respects.
- Resist Change: range: 5' radius, duration: min + mt per level.
- Energy within the
region is 10% less potent, and that much less likely to manifest. The
protection is 2x as much for the mage, and 3x as much if a particular
form of magic is being resisted (a cone of acid, for example). This
gives an addition to magic resistance and if failed, it reduces damage
somewhat.
- Reduction as Distenuation: range: 60', targeted,
duration: mt per level.
- The "victim"
reduces in height by 25% per level + 25% per additional spell point
expended. Each 100% halves the victim's size to a maximum of 500% or
1/32 normal size. Each 100% shrunk reduces scale by one, damage done
by 25% and movement by 50%. Normal saving throw if resisted.
- Stone Crushing: range: 45', Ball: 1' r per 2 levels,
duration: permanent.
- It can be
shaped into a 1 cubic foot effect (in any shape) if cast as a 2 min
ritual. Stone up to granite's hardness becomes powder. Harder
materials are less powdered (see Hardness table).
- Pillar Calling: range: 75', Wall: 10 cubic feet +
5 cubic feet per level over.
- For stone ground, the results are permanent, otherwise d4 mt
per level. Choose the radius of the top and determine the height with
this formula: h = volume / 3.14 x (radius squared). The pillar rises
in one mt. If not cast under the mage's feet, it must be placed.
- Collapse Stone: range: 75', Ball: 5' dia + 1' per level over.
- Stone in this
region becomes rubble. It will allow corridors to be filled with
rubble or stone ceilings to be dropped. Those below take 3d6 crush +
d6 per 10' dropped over the first 10, and they will be buried. (Not
explosive, more like large rocks pouring down).
- Shifting Sands: range: 60', Ball: 3' r. per level,
duration: mt per level.
- Allows the
caster to perform the shaping of sand. Sand may be formed into waves,
spouts, pits, etc. The maximum amout of violent force which can be
applied is d8 per 2 levels. Beings up to human scale per 9'r may be
pushed over by a wave, (must roll AGL*3 to remain standing). A victim
may be Sandtrapped, sucked down 3' per level of caster if a save is
failed. Casting time is 3 mt.
- Fling Opponent: range: 60', targeted, duration: 1 mt.
- The victim is flung by a
convulsion of earth, 30' (+ 5' per level over) away, and half that
distance upward. A save indicates only d3' per level. The landing is
"soft" but the victim must roll AGL*2 or fall and be held down by
spongy earth for d6 mt. Roll AGL*6 if the save is made.
Level Three:
- Shockwave: range: 60', Wall: 30 square feet + 5 square
feet per level, duration: mt.
- This surface pulses violently. All on it take d3 crush per 3 levels
of caster and must roll AGL*2 or fall for d4 mt. The mage may make a
"path" which carries him along effortlessly in 1 mt, while effecting
others who are on it as described. The mage starts on one side and
ends on the other, without suffering crush damage.
- Pit: range: 45', Solid: 10 foot cube + 1 foot each side
of the cube per level, duration: 5 min + 5 mt per level over.
- Dirt, mud, rock or dust becomes a
thin powder, forming a pit (of desired shape). This occurs instantly,
allowing deadfalls, or the path of a cone effect to be cleared, and so
on. Sacrificing 1/2 the duration gives a "false ground" to the
topmost layer which will disintigrate on contact bearing any weight.
After the duration is over, all within is pushed up to the surfacd and
all is as it was. Must be placed.
- Pulverize: range: 75', targeted.
- This is a single target crush spell, doing
d6 per level of caster, or half that if the victim saves.
- Halt Object: range: 120', targeted, duration: mt per level.
- An object, up to 50 lbs
per level, is pulled to the earth and held there, unable to move for
the duration. The fall does no damage but occurs in the first second
which follows. A save indicates no effect. Arial beings will
plummet, a cloud will become a puddle, arrows or cannonballs will be
effected also.
- Curtains: range: 45', Wall: 5' square per level, duration: 5 mt per level.
- Swarms of
dust and grit thrash violently in a shaped (as desired) magical wall
that sections off one region from another mystically. Cones, bolts
and other magical emenations will cross the curtains only if the
rubble mage fails to roll 35% + 5% per level over the level of the
crossing magic, -7% per level under. This can stop dragon breath, eye
beams, wands of lightning bolts, but not balls or radius effects.
Crossing physically does d8 laceration.
- Malfunction: range: 75', 1 target + 1 per two levels,
duration: 10 min + min per level
over.
- A target within the range, or multiple targets of the same
type, may be jammed by corrosive and bonding sand magic for the
duration. It works on any mechanical device 70% +2% per level over.
Wagons, crossbows and siege equipment are likely targets even in a
setting without any technological devices. Complex devices, such as
aircraft, jam only 5% per level, though they will jam in some respect.
- Expand (Grow): range: 45', targeted,
duration: min + mt per level.
- Any nonliving
object of a nonmagical nature up to 1 cubic foot per level, may be
caused to expand 1x per level of caster. Nonmagic living beings
expand 1x + 1x per two levels over. Each multiple increases the
beings strength by +4 up to 19, then +2 per multiple. It also
increases the scale of the being, (See combat system).
- Pathcutting: range: 360', Wall: 100' long + 10' per level,
1' wide per level, duration: min + mt per level over.
- A path as described forms a safe and solid
throughfare on any solid surface's ground (ie. lowest plane), over
mud, briars, broken glass, etc. This path will brush aside all
obstacles, such as webs, vines or low hanging rubble. It has no
effect on magic or sentient materials, and will not operate on
inclines of greater than 30ˇ + 1ˇ per level, but it can 'zig zag' up
cliffs. A 6th level version "Greater PathCutting" will create a null
magical passage cutting through magical walls or over magical traps
safely, (roll 50% +/- 10% per level difference between mage's level
and the cut across magic's level.
- Lava Splatter: range: 60', targeted,
duration: permanent effects.
- 1 cubic foot of lava
per 3 levels forms from the earth at the mage's feet and is flung out
in a ball as a +5 to hit missile, with no range bonuses. It does d10,
d6, d3 and 1 point of heat (per 3 levels) over successive melŽe turns,
of magical heat. After that, it solidifies instantly into clay. If
it misses the target, then it will splash, doing 1/3 damage to all
within 1' per level. Save vs. magic halves the heat damage.
- Sand Blast: range: 45', cone: 15' terminating diameter,
duration: 1 second.
- This does
d8 per two levels of 'sand magic' damage. This is a corrosion which
effects all objects by breaking down their coherence as substance. It
requires a distinct immunity (ie. vs. sand magic). Save to half
damage.
- Dancing Disks: range: 15', multiple targets: one per three levels,
duration: 5mt + mt per level over.
- A 5' diameter disk, 3" thick, separates from the
earth under the recipients feet. It may skim over the ground at 90'
per turn or jump up to 15' + 3' per level over, half that in height.
The rider cannot fall off and may direct the movement by shifting
their weight. They can go up an incline up to 60ˇ + 3ˇ per level. If
the mage concentrates 100%, he or she may direct any one of the disks
within a 200' range.
Level Four:
- Repulsion Field: range: 60', Ball: between 10' and 60',
duration: minute + mt perlevel.
- All beings not within 10' of the caster when the spell is
cast, but are still within range of the spell (ie. further than 10'
and closer than 60') move outward, in a direct line away from the
caster. The speed is 30' per turn + 30' per turn each mt they remain
within the repulsion field. Thus, to remain within the field, you
must run faster and faster to stay in the same place.
- Earthvomit: range: 75', Ball: 5' r. +1' per level over,
duration: 1 mt.
- Earth explodes
open, spewing out magic lava within the radius. The effect must be
placed. Point blank, d4 feet hit each target, within half range, d2
cubic feet, within half to full range, one cubic foot. See Lava
Splatter above for results. 5 cubic feet per level total.
- Broken Land: range: 75', Wall: 5' square per level,
duration: permanent.
- Stone, dirt,
roots, etc. heave upwards into a ridge 6" wide per level, as desired.
This requires stone or earth ground. The effects require a placement
roll and 1 minute to plan. If the spell is casted hastily, or the
placement roll fails, the ridge rises randomly within the radius: a
real mess!
- Rupture: range: 60', targeted,
duration: permenant.
- This causes an object to burst
apart, magically spewing its contents within a 5'r. Living beings
take d10 per 3 levels of rupture damage (physical) and are stunned for
d6 mt. (Save to 1/2 for both of those effects). 1-100% of the
victim's belongings and garments are strewn in a 15' radius.
Nonliving objects up to 3 cubic feet per level just rupture 50% + d10%
per 3 levels.
- Fissure: range: 15', Wall: 10' square + 5' square per two levels,
duration: mt per level.
- This is a magic hole, such that magic cast through it falls
within and has no effect. It is invisible except to magic detection
and so on. All enchantment upon a target accessible only through the
area of the wall, requiring a line of sight (such as beams, gaze
attacks, bolts, rays, etc.) will fall into the fissure. It fills up
15% per level of magic that is absorbed, but can take an initial 10%
per levle of caster before starting to 'fill up'. The fissure is
invisible at first, but begins to look like a seething region of
magical force as it becomes saturated. Roll to see if it vanishes
after it is hit by hostile magic that causes the % chance to climb
over 0%.
- Increased Density: range: 5', targeted,
duration: min + mt per level over.
- The
recipient gains the following for the spell's duration: +1 class of
armor, +1 strength per 3 levels, x2 scale, and +20% mass per level.
- Crumbling: range: 45', Ball: 1' per level,
duration: permanent.
- This casues a radius
effect, or solid magical effect (such as a wall or web) to crumble
partially, losing part of its solid structure. Roll 74% + 6% per
level over, -10% per level under the caster, of the effect. If
successful, the region specified by the ball effect of the spell will
lose its magical effects. This spell must be placed.
- Tremor: range: 75', Wall: 10' square per level of caster,
duration: 5 mt + mt per level over.
- The ground shakes so violently that all on it must roll AGL as
% to stay up, and take d3 pts impact per mt if fallen. Structures
must roll 25% +8% per 2 levels of architect, -3% per level of caster,
to remain standing.
- Sand Immunity: range: 240', targeted,
duration: 10 min per level.
- The recipient is
immune to 'sand damage' during the duration. Also: see through sand
as through water.
- Pathways in the Sand: range: Gaze, self, duration: instant.
- A five minute ritual
allows the mage to observe the connecting directions between places -
specifically, the route to a place known of, or the route's most often
taken through a region, or the rout taken by a specific being known to
have passed by the place of casting (within 1 day per level). Roll
70% + 1% per level.
- Lost in the Ruins: range: 240', duration: instant.
- The mage may determine the most
intact region in rubble after a five minute meditation. Objects of
interest become discernable - choose one category, such as
architectural features, jewelry, weapons, carvings/writings, traces of
scavengers or passers-by, etc. It works 50% + 3% per level, and may
be used multiple times for different things, each time seeing more and
more of the basic structure of the ruins.
Level Five:
- Body Sculpting: range: touch, targeted,
duration: hour + 10 min per level.
- The recipient's body becomes maliable to the caster. Save to no effect if
resisted. The caster may then reshape, recolor, create new texture,
hair, etc. during this 10 minute ritual. The quality of the work will
depend upon the mage's artistic ability if a form they haven't studied
is attempted. Normally a mage has a particular individual in mind
when he or she sets to work. If quite experienced, the mage may make
anyone look like the member of another race. Study takes 3d6 days per
particular form (ie. of one precise person or thing, etc.)
- Flesh to Stone: range: 75', targeted, duration: permanent.
- The spell is reversable
(Stone to Flesh), but only on beings which have been turned first from
living to unliving material. The spell does not kill, but puts living
matter into an unliving form. Dispel magic of any level reverses this
effect, save to no effect. Works on beings up to twice the mage's
size.
- Tunneling: range: 100', Ball: 10 foot cube per level,
duration: hour per level.
- The stated quantity of stone, shaped as desired becomes dust (settled) a
few inches deep for the duration. The ritual takes 5 minutes, and is
gradual in its effect (no sudden openings appear). It fills in as
does the level three spell "Pit."
- Rift: range: 60', Wall: 10 foot square + 1 foot square per level over,
duration: 3 mt + 1 per level over.
- A 'deep' magically dimensioned hole appears in the
shape desired in any solid object. This has no substance within it,
so objects falling into it continue uninterrupted, "out of phase" with
respect to everything else. (See PHASE in the general magic section.)
Once the duration ends, everything emerges where it would have been
with no additional effect. This spell may briefly remove opponents,
swallow attacks (such as grenades), temporarily hide objects or
people, etc. It must be placed. No save is allowed.
- Lava Call: range: 45', Ball: 10' + 1' per level,
duration: permanent.
- A placed explosion of lava occurs, out of any rocky surface. It
does damage as per Lava Splatter (level three), except that it hardens
to a rock hard consistency. Roll d50% coverage on each of the peope
within the range. Each 10% will reduce DEX, AGL and movement speed by that
percentage. The percent chance also indicates blinding, and roll half
that percent = chance of suffocation.
- Sand Storm: range: 75', Ball: 15' radius,
duration: min + mt per level over.
- A storm
which does 2d8 + d8 per 3 levels of 'sand' damage to all within. (See
Sand Blast, level three, for a description of this type of damage.)
Blinding chance is 30% per mt within, cumulative, and unless AGL*3 is
rolled as a percent, those inside the storm fall for d6 mt due to the
whipping currents. It leaves 3 cubic feet per level of sand. The
effect allows zero visibility.
- Rock to Mud: range: 60', Ball: 10 cubic feet per 3 levels,
duration: min per level.
- The stated quantity of rock or earth becomes a viscous muddy substance
which may be moved at 5' per turn with 100% concentration. When the
spell's duration ends, it will revert to rock. This may be used to
engulf or encase slower moving or motionless objects, as well as to
sculpt rock.
- Flagellate: range: 100', targeted, duration: mt per 2 levels.
- A victim will shake
violently if they do not save. They take d8 per mt, and are incapable
of any physical action.
- Meld Route: range: 1 mile per level, self,
duration: hour per level.
- The caster,
already in motion toward a particular destination, knows its distance
and direction and may sense all intervening terrain features between,
and within 100' per level to either side. Notice terrain hazards 40%
+ 5% per level over, as well as ambushes or dangerous indigenous
beings.
- Encase: range: 75', targeted, duration: 5 mt then permanent.
- The victim must save or
be encased in stone rising from the ground. The victim must be
standing upon earth or stone. It covers them in 20% increments. The
casing may be broken by a 23 strength at 35% + 25% per str over,
decreasing 10% per turn after the first. The mage may also release
the spell. The mage's death also negates the effect. The victim will
suffocate in 1 mt per CON point after the initial 5 mt are over. An
eighth level version will encase one target per 3 levels.
- Phase:
- See the General Magic fifth level spell.
Level Six:
- Avalanche Cone: range: Cone: 30' by 10' terminating diameter,
duration: immediate.
- Semi-etherial stones are conjured, doing d8 per two levels
of impact to all within the cone (even those who have no corporeal
form due to magic). Undead take d10's and demons take d12's due to
the extradimensional shockwave. A save halves the damage listed.
Immunity to crush or to earth magic protects against this form of
damage.
- Statufy: range: 75', Ball: 10' r. + 1' r. per two levels,
duration: mt per levels.
- All
within the radius must save or turn to stone briefly, as per Flesh to
Stone. The effect must be placed.
- Entomb:
- As encase, except that the victim sinks into the earth rather
than being covered by rising and flowing stone. Strength rolls to
escape are half as effective, and the mage's death does not negate the
spell. A ninth level spell effects multiple targets, 1 per 3 levels.
- Disenchantment: range: 75', targeted, duration: permanent.
- This cancels an enchantment
upon an object or individual. It does nothing to radius effects or
external effects: strength, speed, size alteration, invisibility,
paralysis and so on are the normal sort of enchantments to end with
this spell. Roll 66% + 6% per level over the magical effect, -8% per
level of the caster under the magical effect. Caster must specify
precisely which enchantment will be ended.
- Unleashed Wreckage: range: 100', Ball: 10' r.,
duration: mt per 2 levels.
- All within
the ball is exposed to 2d10 rending (magical force) and tossed in a
random direction 4d6 feet away (-d6' per 100 lbs.), probably in
pieces. This region moves randomly 3d20' each mt ruining all in its
path.
- Earthquake:
- As per level four "Tremor", except that the ground opens
up in a randomly positioned trench d10' deep per 3 levels, and all
within 5' of its 1' wideness per level must save or fall in and take
2d6 crush damage per mt. Everything moves toward the crevass in the
earthquake at d3 mt per turn. All terrain damage remains after the
spells duration ends. The effect has a potential radius of 5' per
level.
- Shatter: range: 90', ball: 1 object or 1 cubic foot per level,
duration: instant.
- This
very powerful spell of destruction allows any one object or region to
break apart into crumbs of itself. The object must be solid to begin
with, such as a sword, portal or machine. It will not effect living
or unliving material. If the object is enchanted, the enchantment
must be dispelled before it shatters. Roll 50% + or - 10% per level
difference between the caster and the enchantment to be dispelled.
The spell will shatter material of any density (see Density and Rare
Metals Chart to for an idea of what this means.)
- Manipulate Solids: 200', 15' radius,
duration: mt per 2 levels.
- All solid
material in the area of effect (must be placed) becomes gelatinous and
capable of motion. The mage may allow it all to sag, passively, or
may concentrate 100% and sculpt the material in the area into whatever
shape desired. It may not move outside of the radius, nor may any two
materials mix. Trees, however, may be stretched into fences, or
people into pancakes. A very messy spell when the duration ends if
living beings are reshaped. All resisting the effect may save.
- Quicksand: 120', 5' r. + 1' per level over,
duration: 1 min + mt per level over.
- A patch of magical quicksand appears at the position placed by the
caster. All who stand upon it or even touch it must save or be
dragged down in 1 mt. Once inside, the victim suffers 2d10 sand
abbrasion per mt for the duration of the spell. If they are killed,
when the spell's duration ends, there is nothing left. Otherwise,
they are deposited in a small pile of sand. The quicksand may hold
only one victim per 3 levels of caster. The only way out is flight
magic or dispelling the effect. While within, roll STR as a % to
accomplish any physical action.
- Sand Assimilation: range: 3', duration: mt per level.
- The mage is surrounded by a
spiral of sand floating at waist level, slowly rotating. The spell
will take on the character of any attacking magic and thus absorb a
portion of its energies. The caster has a +35% magic resistance, and
suffers only 50% from area effects, such as cones, balls, walls,
etc. of all magical types, +5% per level over the magical effect, -10%
per level of caster under it.
- Crumble Being: range: 100', targeted,
duration: permanent.
- This spell is as the level
four spell, Crumbling, except that it effects magical constructs and
enchanted objects. Those effected will fall apart. See Crumbling for
details on rolls and scope of effect.
Level Seven:
- Destroy Mystic Foundation: range: 90', 10' r. + 1' r. per level over,
duration: min per level.
- The mystic foundation of a region allows a nature to be
circumvented and magic of a particular form to manifest. If the
mystic foundation is destroyed, then a given form of magic will not
function there. Thus, if the WATER magic foundation were destroyed,
no water magic spells could be cast in the region, not any magical
devices operate. Beings who are essentially of that form of magic
must save or die. Normally this spell works 60% + 5% per level over.
In places of power, of that form of magic, the roll may be anywhere
from -5% to -75%, GM will adjudicate. Only one type of magic at a
given time. A ninth level version has only a 5' r. effect, but a
permanent duration. An eleventh level version effects all forms of
magic at once.
- Call Volcano: range: 120',
duration: 5 min + min per level over, 3 mt casting time.
- This spell must be placed and occur on earth or stone. A stone and
soil cone juts upward, 3' high per level, and 5' wide. All upon it
must roll DEX*2 as a percent or be thrown from their feet and roll
down the volcano. The top then explodes, 1 mt after the cone emerges,
showering all within 10' per level with stone fragments. At 1/10
range take 3d10, under 1/4 range take 2d10, out to 1/2 take d10,
beyond that, take d6. Then, smoke and lava begin to flow out. The
smoke has only 10' of visibility and fills a 30' r. per mt. Lava
flows out at a rate of 10 cubic feet per mt, and proceeds down one of
the volcano faces randomly (roll 1-12 as in a clock for the
direction). This does d6 per mt heat per 10% of one's body in contact
with it. Finally, globs of lava are flung out randomly. Each target
within 100' roll (100 - feet distant from the epicenter) = % chance of
being struck by a blob of lava doing d10 impact and 2d10 heat. This
spell really makes a terrible mess out of the place where it was cast.
- Polymorph:
- See the General Magic spell.
- Evacuate Lifeforce from bodies: range: 75', targeted,
duration: permanent.
- This spell
may be used on any victim up to the mage's level in either life force
or antilife force. The victim must save or become petrified and dead,
their living or unliving essense evacuated.
- Chasm: range: 200', Breach: 3' long per level, 1' across,
duration: permanent.
- This
spell creates a trench, up to the length specified, and to a depth of
20' per level. If it is cast only on a single circle (1' r. per
level), the depth will be 50 feet per level. This must be placed and
cast onto a solid stone or solid material surface. The hole is
permenant. It may be cast upward, etc. as well.
- Dune Riding: range: 30', 1 recipient + 1 per 3 levels, + 1 per 5 spell points
additional.
- The mage must cast this spell while in a desert or a
region of large and contiguous sand. The caster and whoever is
selected to accompany him or her, rises on a wave of sand, which
dashes off across the dunes. The speed that the dune attains is
undefined, because the time of travel is instantaneous. The range is
1000' per level, and the experienced speed is 500' per turn. The mage
may guide the direction crudely (turn up to 30ˇ per turn).
Level Eight:
- Return to Basic Materials: range: 100', targeted,
duration: permanent.
- Any target must
save or become a pile of its elemental constituents. The reverse of
this spell, Return from Basic Materials, will reconstitute any being
from the heap of dust into which they have been transformed, 100%
intact and unaged.
- Alienation: range: 100' + 10' per level over, 5'r. + 1'r. per level over,
duration: permanent.
- All magical links between the enchanted space and an
established magical enchantment outside are broken (roll 50% + 10% per
level over the caster of the enchantment, -10% per level under.) This
spell will not negate enchanted objects, unless they are maintained by
the will or concentration of another, or power extrinsic to
themselves. Demons that are bound to serve another will be freed from
that servitude. Magical conjurations (such as walls of fire) will
vanish. Animated objects or lesser necromantic mobilizations will be
dispelled. This spell affects all in its radius.
- Demolition: range: 10' per level, 3' r. per level,
duration: permanent, 3 mt casting
time.
- This spell can destroy any solid structure as desired.
Specific walls or fixtures may be pulverized, a crack may be torn in a
ceiling, etc. The effect must be placed and specified at the time
that the caster begins to work the spell. It will break through
magical defenses or enchanted material with the same chances as
described above under Alienation.
- Sands of Ubiquity: range: 5', 10 min casting time.
- This spell conjures a
brief flurry of the Dust of Ages. The caster enters a trance and may
analyze any object, place or being and determine its true structure
and constitution, the major elements of its history and its purpose
(if it has any religious aspect). Roll % clarity of the vision, +1%
per level of caster. GM will adjudicate what is relevant, and how
much to say.
- Seige: range: 80' + 5' per level over,
duration: permanent, 5 mt casting time.
- A
greater spell of breaking down closed portals. This spell will burst
any nonmagical barricade up to 100 tons per level of caster (ie. it
will not move a mountain, but almost anything short of one.) Against
standard magical locks and barriers, it will dispell them (60% +/-6%
per level difference between the caster and the protecting magic.) It
will also open sealed interdimensional portals or conduits, with the
same chance. Finally, if the way has been completely sealed, and no
entrance exists, this spell will blast an opening up to 1000 cubic
feet per caster level through any material that can be disintegrated,
provided the caster indicates precisely where to direct this effect.
Level Nine:
- Ruin: range: 100', 30' r. + 10' per level over,
duration: permanent, 15 minute casting
time.
- The area effected becomes as if ruined for d10 years per caster
level. That is, everything first falls apart, then the natural forces
of decay ensue as though left alone for decades. If the area is
protected, the spell will not work, 5% per level of protection. The
spell may need to be cast several times if the structure or grounds to
be ruined are large, which will mean that the different parts will be
in different stages of decay. This will "use up" the duration of long
term enchantments as well, as though the years had actually passed.
- Sand Self:
duration: min per level, 3 mt casting time.
- The caster becomes a
Samand-Garin. These 'Dune Devils' are spirits of the wastelands,
damned destructive beings (sometimes the fate of Rubble mages!) They
are HD: 12-16, AC: 2+2, DEX: 10-15, STR: 24, MOV: 70' or through sand
at 700' per turn. They hit for d8 per 2HD half impact, half magical
sand damage, the sand having a 65% chance of blinding for d10 mt.
They strike out 1' per HD. One eye cone per 3 mt (45' by 20') that
does 6-60 magical sand abrasion damage and blinds all who fail to save
for d8 mt. Once per day, for 4 mt, they may emenate a dust storm in a
20' r. that has the same effects to all within as the eye cone. It
may lift and carry all within the storm, and those carried do not
realize it, (even through sand...) Immune to cold, lightning, flash,
paralysis, disintegration, sonics, fear, charm, life drain, physical
hacking and impact, webs pass through with no effect, regenerates at 4
per mt. Fire does double and eventually turns them into glass. 21% -
1% per level the effect will be permanent, and the caster will forget
his or her identity in INT days. No spell casting is possible in this
form.
- Antibasis: range: 120', 30' r.,
duration: permanent, 1 hour casting time.
- An extreme
form of destruction, this ritual wipes a region clear of magical
energies and sources of life. It will never support any form of life,
though living beings can pass through. Within the area spell casting
is -3% per level of caster, and if it was a place of magical power,
that is gone 5% per level of caster -10% per intensity of magic
involved (1 to 10, where 10 is the most potent sort of magical energy
possible. 5 would be the sort which allows the creation of magical
constructs like golems, 7 the spontanious conjuration of demons). If
this spell fails, the mage slips into a spiritual shock for d20 hours
(no magical activity) and will regain the spell points used only after
d20 days.
- The Desert Everywhere:
- This spell functions as Dune Riding, except
that once the effect begins (which must be on atleast 100' of sand),
the caster and accompaniment may traverse any solid material, even
through it. Some care must be taken not to emerge inside a solid
object (see notes on failed Teleportation in General Magic
Spells). This will occur if the mage goes through a solid when the
duration ends. As long as the group speeds over solid ground (or even
fluid), no problem will result.
Level Ten:
- Abyss: range: 100', Breach: 3' long per level, 1' across,
duration: min per level.
- An
abyss is a nondimensional hole, a drop forever out of phase. Those
who fall within are lost, and will fall forever. When the Abyss
closes, they do not reemerge. The only way to find them again would
be to travel out of phase from that particular location and use some
very powerful "locating" spells.
- Expand Desert: 1 month casting time.
- The front of a desert may be
caused to encroach further, along an area specified by the mage, up to
a quarter mile square per level of caster. The effect is permanent.
The mage must stay in the desert in question in order to cast the
spell. Then, during the final day, when the sands creep over the
surface of the land, he or she must be present in the region to be
effected.
- Collapse Law: range: 150', 25' radius,
duration: 2 min, 3 mt casting time.
- This spell
will cause a region to be unable to support a given type of magic,
which must be specified at the time that the spell casting is begun.
It will negate all effects of that type already there, and prevent any
new effects from entering. A magician of that type of magic must save
or go into spiritual shock, unable to use their magical powers for d10
mt after leaving the zone. A save indicates the Collapse Spell law
fails, and has no subsequent effects. The caster must roll 5% per
level -3% per level of magic already existing in the area for the
spell to take effect. Each level of effect attempting to manifest
during the spell's duration has a 3% chance per level of doing so.
- Terra Malform: range: 240', 50' r. + 10' r. per 5 additional spell points,
duration: permanent, 5 minute casting time.
- The caster may specify the
characteristics of a landscape within the range of the spell.
Materials may transform to any other, the shape of the land and so
forth are infinitely maleable. No ultra dense materials may be
created (such as adamantine or crystals). Any metallic subtance will
be unstable outside of the region, decaying to mud within 1 day per
level of caster. Finally, no organic material or alchemically active
material may be created. Beyond that, anything is possible.
Level Eleven:
- Nihilate: range: 100' per level, duration: permanent. 1
day casting time.
- The victim
must save or have all their works (physical, spiritual or magical)
destroyed. Even those works that are indirect reproductions (such as
printed matter) must save if protected vs. negation. Nonmagical works
are simply pulverized. The spell points used on this spell are
unrecoverable.
Level Twelve:
- Wasteland: duration: permanent, d12 month casting time.
- This spell stretches
out across a total of one mile square per level of caster. If follows
areas that have been developed by intelligent beings, fertile valleys,
works such as bridges and roads. It causes all these to decay and
collapse, unless protected by a magic of great power. The spell takes
effect immediately after the casting is over. The mage must remain in
the area during the entire casting time. During the last 10% of it
portents of the coming disaster begin to manifest. It works 100% -5%
per level of defense over 1/2 the caster's own level.
© Erik Guttman, 1996