Poziom 1
Mniejszy pentagram Bursztyn (n)
Przyśpieszający błysk Zielony (n)
Przyśpieszenie leczenia Bursztyn (n)
Przyśpieszenie siebie Zielony (n)
Utrata nadziei Szary (n)
Kula ziemi Złoty (n)
Kula lodu Złoty (n)
Uczta Złoty (n)
Odporność na choroby Biały \ Szary(n)
Pukanie Ametyst (n)
Taran Kenyh’a Żółty (n)
Dotyk światła Niebieski (n)
Pajęczy chód Złoty \ Zielony(n)
Sługa Fright’a (n)
Aura oporu Ametyst
Kradzież rozumu
Leczenie lekkich zranień Biały (n)
Lewitacja Niebieski
Odporność na trucizny Biały
Ognista kula Żółty
Podmuch wiatru Niebieski (n)
Ręka – młot Szary
Siła walki
Wywołanie niechęci
Toksyczna chmura Zielony
Command (Battle 1, page ??)
Spiritshield (Battle 1, page ??)
Muddle Mind (Illusionist 1, page ??)
PainMind (Battle 1, page ??)
Lesser Square (Battle 1, page ??)
Lesser Triangle (Battle 1, page ??)
Poziom 1
Wzbudzenie niestabilności: Ametyst \ Czarny (n)
Strefa demonicznej ochrony: Ametyst \ Czarny
Banish Lesser Daemon
Kolor: Ametyst / Czarny
Discipline/Level: Daemon 1st Level spell
Preparation: none
Magick Points: 3
Range: BMP yards
Duration: instantaneous
Area of Effect: one daemon
Reagents: void salts*
Resistance: WP
Rationale: The caster destabilizes the void boundary adjacent to the target daemon. Unless the daemon resists successfully, it is drawn through the void boundary into the void, where it is instantly drawn back to its own shadowrealm.
Magick Effects: A single lesser daemon, daemon creature, daemon steed, or imp may be affected. The target may test WP to resist. If successful, the spell has no effect. If the test is failed, the target vanishes from the Material Realm and is returned instantly to its own shadowrealm.
Background: Ancient. High Elven.
Notes: This spell does not require the subject to make an Instability test. The magick effect is similar, but is specifically tailored to ejecting a daemon through the void barrier from the Material Realm, and is under the control of the caster. Thus, suppress instability does not protect a daemon from this spell's effects.
Variants: See banish daemon horde and banish greater daemon.
2. Daemonfire
Kolor: Żółty / Czarny
Discipline/Level: Daemon 1st Level spell
Preparation: none
Magick Points: 3
Range: BMP yards
Duration: instantaneous
Area of Effect: one daemon
Reagents: void salts*
Resistance: None
Rationale: An invisible globe of chaotic aethyrial energy is conjured and disordered by contamination with the void salts. This globe is instantaneously cast at the daemon as a direct attack upon the daemon's aethyrial substance.
Magick Effects: One daemonfire globe per round may be cast at a daemon target specified by the caster and within range. A daemonfire globe causes a daemonic being 2 hits, each at Strength 3 in a randomly determined body location, disregarding armor, but reduced by Toughness. Daemonfire globes are magic missiles. Victims may attempt to dodge the attack by testing against Initiative. If successful, the daemon takes only half damage. Daemonfire harms ONLY daemonic beings. Other beings are not affected. Daemonfire globes are not blocked by material substance, nor do they cause any harm to material substance.
Background: The lost Dark Elven manuscript containing this spell and the similar spell, daemonwrack, allegedly contained an account of the purchase of these spells from a greater daemon. Several obscure magickal principles are unique to these two spells, having been found nowhere else in daemonic lore.
Notes: This spell may be fired into a melee with no fear of injuring non-daemonic allies, and is especially effective against daemons in cover, in forests, or other crowded settings. It is also a method of testing whether a being is really a daemon in disguise. (However, the daemon may make a Toughness test to avoid betraying the pain he feels, thus maintaining the imposture.)
Variants:
3. Hold Daemon
Kolor: Ametyst / Czarny
Discipline/Level: Daemon 1st Level spell
Preparation: none
Magick Points: 6
Range: BMP yards
Duration: 1d6+3 rounds
Area of Effect: 4 yard radius sphere
Reagents: void salts*
Resistance: WP
Rationale: The void boundaries are temporarily distorted, trapping daemonic beings in folds between the void and real world, briefly paralyzing their substantial manifestations in the Material Realm.
Magick Effects: A single greater daemon, or up to 1d6 lesser daemons, daemon creatures, daemon steeds, or imps within the area of effect are held immobilized and rendered powerless for the duration of the effect. If more than one daemon is within the area of effect, the caster chooses which shall be affected. Each daemon tests vs. WP to resist. If successful, the spell has no further effect. If the test is failed, daemons are unable to take any action for the duration of the spell. Affected daemons are incapable of movement, spellcasting, speech, or any other action, and count as prone targets if attacked.
Background: Ancient, High Elven.
Notes: Warning: Clever daemons not affected by the spell may feign immobility, then slaughter attackers which close to melee with a supposedly helpless daemon.
Variants: The historical failure of attempts to develop versions with extended durations suggest that the current limitations are inherent in the physical nature of void boundary.
4. Summon Imp Ritual
Kolor: Zółty / Czarny
Discipline/Level: Daemonic 1st Level Ritual
Preparation: 1d6+3 rounds
Magick Points: 7
Range: BMP yards
Duration: 1d6+3 rounds
Area of Effect: one imp
Reagents: void salts*, 2 measures fresh caster's blood
Resistance: None
Rationale: An imp is summoned from the Void and manifested in substantial form.
Magick Effects: One imp is summoned from a shadowrealm. If a specific imp is identified by use name, it may be specifically summoned; otherwise, use the "Imp Creation Table," page ??, to determine the profile and abilities of the summoned imp. If controlled by the caster, the imp is bound to serve the caster for the duration of the ritual effect, and may be commanded to perform tasks at the caster's request. Summon imp is at a +60 to WP for Control tests. The response of the imp to each command is determined by Service tests against the imp's Faithful and Vengeful trait scores. If not controlled, the imp is unrestrained, and may return to the Void, or attack the caster and wreak havoc for the duration of the ritual. See Chapter 2c: Forms and Summonings, page ??, and Chapter ??: Daemonic Entities, page ??, for detailed discussions of daemon summonings, Control tests, Service tests, and abilities of imps. The ritual requires 2 measures of fresh blood from the caster. The caster subtracts 3 Wounds from his Wounds score when he begins the preparations for the ritual casting. These Wounds may be recovered normally.
Background: Ancient, obscure, possibly of Old Slann origin.
Notes: See Chapter ??: Daemonic Entities for staging tips and examples.
Variants:
5. Summon Steed
Kolor: Żółty / Czarny
Discipline/Level: Daemon 1st Level ritual
Preparation: 1d6+3 rounds
Magick Points: 10
Range: BMP yards
Duration: 1 hour per level
Area of Effect: one daemon steed
Reagents: void salts*, 3 measures fresh caster's blood
Resistance: None
Rationale: A daemonic steed is summoned from the Void and manifested in substantial form.
Magick Effects: One daemon steed is summoned from a shadowrealm. If a specific type of daemon steed is identified, it may be specifically summoned; otherwise, use the "Daemon Steed Creation Table," page ??, to determine the profile and abilities of the summoned daemon steed. If controlled by the caster, the daemon steed is bound to serve the caster for the duration of the ritual effect, and may be commanded to perform tasks at the caster's request. Summon daemon steed is at a +40 to WP for Control tests. The response of the daemon steed to each command is determined by Service tests against the daemon steed's Faithful and Vengeful trait scores. If not controlled, the daemon steed is unrestrained, and may return to the Void, or attack the caster and wreak havoc for the duration of the ritual. See Chapter 2c: Forms and Summonings, page ??, and Chapter ??: Daemonic Entities, page ??, for detailed discussions of daemon summonings, Control tests, Service tests, and abilities of daemon steeds. The ritual requires 3 measures of fresh blood from the caster. The caster subtracts 3 Wounds from his Wounds score when he begins the preparations for the ritual casting. These Wounds may be recovered normally.
Background: Ancient, obscure, possibly of Old Slann origin.
Notes: See Chapter ??: Daemonic Entities for staging tips and examples. Examples of specific types of daemon steeds include: Juggernauts, Steeds of Slaneesh, and [[what else??]] (see Slaves to Darkness and The Lost and the Damned.)
Variants:
3. Command
Discipline/Level: Battle Magick 1 Spell
Preparation: None
Magick Points: 3
Range: BMP yards
Duration: 1d6+3 rounds
Area of Effect: one victim
Reagents: Deleriant (1/20 dose)
Resistance: WP at GM discretion
Caster imposes a short imperative compulsion in victim's conscious mind. This is a shallow mental compulsion, not subtly woven into victim's deeper thoughts and impulses, and not rationalized for the victim, thus easily detected as mental tampering, and resisted. Caster slips a six-syllable command into the victim's mind. Must be in a language the victim understands. In the first round the victim unquestioningly treats the command as if it were his own thought, and does what it tells him to do. In subsequent rounds, the victim may consider the command. If the command seems like a perfectly normal thought for him to have, he may continue doing what it tells him to do, without trying to resist. Unsuspecting victims are less likely to resist than victims familiar with magickal compulsion, and anticipating such tampering.If the victim doubts the wisdom of the command, he may test to resist each round. PCs, being adventurers and naturally cautious and suspicious, often deserve a test to resist this spell. A successful WP test ends the spell effects. Victims commanded to injure themselves or companions, or to damage or abandon prized possessions, are most likely to test to resist. Victims unaware of the presence of enemies, and dim-witted humanoids like orcs and goblins, are least likely to test to resist. When in doubt, test against the victim's INT, with appropriate modifiers reflecting the nature of the command, as a guide to whether the victim is suspicious of the command and deserves to test to resist.
9. Lesser Square
Disc/Level: Battle Magick 1 Ritual
Preparation: 1d6+3 rounds for square; +3 rounds per
spell or ritual runes inscribed
Magick points: 4 (+ 4MP per each 24-hour period of
extended duration)
Range: NA
Duration: 24 hours (extendible)
Area of Effect: 2 yd. square; 3 yd,. high
Ingredients: Void Salts
Resistance: NA
A thaumaturgic square may be inscribed with the runes of certain spells and rituals (see list). The caster may charge the square with such spells and rituals as he knows, and the square will retain the spell or ritual effect,s discharging them only when a living being enters the square's area of effect. Creating a thaumaturgic square requires three steps:
1. inscribing the form pattern,
2. inscribing the rune inscriptions upon the pattern,
3. casting the form ritual, when all spells and rituals are stored in the form; the form is activated by the completion of the ritual
By placing his focus across a boundary of a square, the caster may permit travel across that boundary without triggering the stored spell or ritual effects.
10. Lesser Triangle Ritual
Discipline/Level: Battle Magick 1 Ritual
Preparation: 1d6+3 rounds for triangle; +3 rounds per
spell or ritual runes inscribed
Magick points: 4 (+ 4MP per each 24-hour period of
extended duration)
Range: NA
Duration: 24 hours (extendible)
Area of Effect: 2 yards square; 3 yards high
Ingredients: Void Salts*
Resistance: NA
The caster places reversed castings of spells and rituals into the thaumaturgic triangle. The reversed spell and ritual effects are then stored in the triangle until the area of effect is contacted by a corresponding magickal effect. The entrance of the corresponding effect triggers a discharge of the reverse magick effect, which cancels the incoming magickal effect. Creating a thaumaturgic triangle requires three steps:
1. inscribing the form pattern,
2. inscribing the rune inscriptions upon the pattern,
3. casting the form ritual, when all reversed spells and rituals are stored in the form; the form is activated by the completion of the ritual
Triangles may be inscribed with runes of certain spells and rituals (see list). The caster may charge the triangle with the reverse castings of any spells and rituals as he knows, and the circle will retain the cancelling spell or ritual effects, discharging them only when the corresponding magick effect contacts the triangle's area of effect. Each reversed casting charged into a triangle will cancel the effects of one casting. Reversed castings will only cancel the effects of the standard casting of their own spell or ritual (ie, a reverse casting of DeepSleep will cancel a casting of Deepsleep, but not a casting of any other spell or ritual). When a spell effect contacts a thaumaturgic triangle and triggers a reverse effect, the spell effect is completely cancelled -- not just in the area of the triangle. When a reversed casting cancels the effects of an incoming spell or ritual, it is expended from the triangle.
12. PainMind
Discipline/Level: Battle Magick 1 Spell
Preparation: None
Magick Points: 4
Range: BMP yards
Duration: Instantaneous
Area of Effect: one subject
Reagents: Deleriants (1/20 dose)
Resistance: WP
Rationale: Caster projects an impression of agonizing pain in the conscious mind of the victim. The victim's mind may recognize the pain as unreal, and ignore the effect; otherwise, the victim is briefly overcome by the
painful sensations.Subject tests WP to resist. If resistance is successful, spell has no effect. If resistance fails, subject involuntarily retreats (as if pushed back after losing a round of combat), is stunned for the remainer of this round and for 1d3 further rounds, and may do nothing but parry for the duration of the effect. (Attackers do not receive WS bonus for pushing the subject back.) This spell has no effect on creatures with Toughness 6 or greater. Neither sorcerous nor divine undead are affected by this spell.
WARNING: Risk of Casting Injury!
13. SpiritShield
Discipline/Level: Battle Magick 1 Spell
Preparation: None
Magick Points: 1
Range: Self
Duration: 1d6+3 rounds
Area of Effect: See below
Reagents: Aethyr Salts*
Resistance: None
Reforms the bulk of the Spirit into a shield-like field which magickally resists an attack perceived by the caster. Reduces damage of a single physical attack (melee or missile) by 1 point. Effective only against an attack to the front or side of the caster, and only if the attack is perceived by the caster. Does not protect vs. rear attacks, or against other attacks not perceived by the caster. Can be used in conjunction with a physical weapon parry. Against enchanted weapons, the SpiritShield is especially effective, reducing damage by 1 point and dissipating the arcane energies of the enchanted weapon, negating its magickal effects.
6. Muddle Mind
Discipline/Level: Illusion 1 Spell
Preparation: None
Magick Points: 4
Range: BMP yards
Duration: 1d6+3 rounds
Area of Effect: one victim
Reagents: deleriants* (1/20 dose)
Resistance: WP
Rationale: The caster places a temporary block between the victim's conscious mind and his body, permitting the subconscious mind to direct the body's activities. Thus the victim's more primitive, animalistic impulses are indulged.
Magick Effects: The victim continues to think clearly, but cannot speak or control his body with his thoughts. His body cheerfully does whatever it would like to do if its mind weren't always telling it what to do. If undisturbed and unchallenged, the victim will loaf, sit and chew on his tunic, chase butterflies, or try to get a date with anything of the opposite sex. If challenged, or physically threated or attacked, the victim ferociously attacks the challenger, regardless of the challenger's identity or the circumstances.
Background: Traceable to Old Slann; identical to spell still used by primitive Slann of Lustria. Extremely ancient, very popular with High Elven, Dark Elven, and all their successors.
Notes: Equally effective for avoiding direct confrontation and for reducing the odds in small unit fights. Its use by thieves, bandits, and raiders is so widespread that precautions against it are routine in urban areas and in military situations. The most commonly purchased defensive charm is the Resist Muddle Mind lesser talisman. Even primitive humanoids are generally aware of the vulnerability of isolated guards or scouts to this spell.