Archives Fellow Travelers Voices of Reason Where am I? Making Fantasy a Reality The Guild Companion Please vote for us once every day by clicking here!

Inscriptions (Sage Base List)

Copyright Ross Henton ©2002

Edited by Lowell R. Matthews for The Guild Companion

An Inscription is a spell which has been concealed in a passage of text or an illustration.  When the text is read, the Inscribed spell may be activated either deliberately or inadvertently (as specified by the caster at the time of casting).  An inscription may also be concealed within an illustration or painting as well as within text.  The text must be read (or in the case of an illustration, examined closely) for the Inscription to be activated or revealed to the reader; simply looking at the page is not sufficient.  An Inscription lasts until activated.

The caster can specify one of two possible forms of an Inscription:  Latent and Active.  The latent form causes the spell to be activated when the passage of text containing the Inscription is read (or in the case of an illustration, closely examined).  The Active form merely causes the reader to become aware of the Inscription, which can then be activated by the reader with a successful Runes roll.  Spells marked with a (*) are always Latent Inscriptions.

If multiple Inscriptions of the same type are overlapped, only one will be activated when read (the others will remain to be activated sequentially in subsequent readings).  A caster may always read his Inscriptions safely without activating them.  An attempt to dispel an Inscription (e.g., Dispel Mentalism) has a 2% chance per level of the caster of the Inscription to set the Inscription off if the dispelling attempt fails.

 

Class
Area of Effect
Duration
Range

  1—Detect Inscription

I

text

1 rnd/lvl
touch

  2—Inscribe I

F
text
V
touch

  3—Inscription of Stunning (*)

F
text
V
touch

  4—Inscribe II

F
text
V
touch

  5—Inscription of Sleep (*)

F
text
V
touch

  6—Inscribe III

F
text
V
touch

  7—Inscription of Fear (*)

F
text
V
touch

  8—Inscribe IV

F
text
V
touch

  9—Remove Inscription

F
text
touch

10—Inscribe V

F
text
V
touch

11—Inscription of Forgetfulness (*)

F
text
V
touch

12—Inscribe VI

F
text
V
touch

13—Glean Inscription

F
text
V
touch

14—Inscribe VII

F
text
V
touch

15—Inscription of Holding (*)

F
text
V
touch

16—Inscribe VIII

F
text
V
touch

17—Inscription of Blinding (*)

F
text
V
touch

18—Inscribe IX

F
text
V
touch

19—Inscription of Death (*)

F
text
V
touch

20—Inscribe X

F
text
V
touch

25—Inscribe XV

F
text
V
touch

30—Inscribe XX

F
text
V
touch

40—Inscription of Slaying (*)

F
text
V
touch

50—Inscribe True

F
text
V
touch

60—Permanent Inscription

F
text
V
touch

1—DETECT INSCRIPTION (I):  Allows caster to determine whether a page of text contains an Inscription, without reading it.  One page may be examined each round.

2—INSCRIBE I (F):  Caster can make an Inscription in any passage of text or illustration.  The Inscription can contain any 1st level spell known by the caster.

3—INSCRIPTION OF STUNNING (F(*)):  When activated, the reader will be stunned for 1 rnd/5% failure.

4—INSCRIBE II (F):  As Inscribe I, except a 2nd level spell can be inscribed.

5—INSCRIPTION OF SLEEP (F(*)):  When activated, the reader will fall into an enchanted sleep for 1 rnd/5% failure.  He cannot be awakened without magical means (e.g., Awaken) during this time.  After the time has expired, he can be awakened normally.

6—INSCRIBE III (F):  As Inscribe I, except a 3rd level spell can be inscribed.

7—INSCRIPTION OF FEAR (F(*)):  When activated, the reader will be overcome with a nameless fear, and will attempt to flee for 1 rnd/5% failure. 

8—INSCRIBE IV (F):  As Inscribe I, except a 4th level spell can be inscribed.

9—REMOVE INSCRIPTION (F):  Allows caster to remove an Inscription of his own creation without activating it.  Editor's note:  The caster should also be able to use this spell to attempt to remove an Inscription written by someone else.  It should be resolved as a Base Spell Attack with the Inscription defending with its caster's level and applicable bonuses.

10—INSCRIBE V (F):  As Inscribe I, except a 5th level spell can be inscribed.

11—INSCRIPTION OF FORGETFULNESS (F(*)):  When activated, the reader will completely lose all memory of the text he has read that contained this Inscription (an entire volume can be protected with this spell). 

12—INSCRIBE VI (F):  As Inscribe I, except a 6th level spell can be inscribed.

13—GLEAN INSCRIPTION (F):  Caster can carefully study a passage of text containing an Inscription and attempt to read the text without activating it.  The attempt takes one hour per level of the caster who created the Inscription.  If the attempt is successful, at the end of the Gleaning the caster will know all particulars of the Inscription and be able to bypass it safely (just as if he had created the Inscription).  The Inscription gains a RR vs. this spell, and if it fails, the caster is subject to the effects of the Inscription without the benefit of a RR (due to his immersion in the attempt).

14—INSCRIBE VII (F):  As Inscribe I, except a 7th level spell can be inscribed.

15—INSCRIPTION OF HOLDING (F(*)):  When activated, the reader will be paralyzed and unaware of the passage of time for 1 hour/5% failure.

16—INSCRIBE VIII (F):  As Inscribe I, except an 8th level spell can be inscribed.

17—INSCRIPTION OF BLINDING (F(*)):  When activated, the reader will be blinded for 1 hour/5% failure.  If the reader is blinded for a number of hours greater than his temporary Co/10, the effects are permanent.

18—INSCRIBE IX (F):  As Inscribe I, except a 9th level spell can be inscribed.

19—INSCRIPTION OF DEATH (F(*)):  When activated, the reader suffers the effects of an "E" severity critical strike of the caster's choosing.

20—INSCRIBE X (F):  As Inscribe I, except a 10th level spell can be inscribed.

25—INSCRIBE XV (F):  As Inscribe I, except a 15th level spell can be inscribed.

30—INSCRIBE XX (F):  As Inscribe I, except a 20th level spell can be inscribed.

40—INSCRIPTION OF SLAYING (F(*)):  When activated, the reader must make a successful RR or die.

50—INSCRIBE TRUE (F):  As Inscribe I, except spell of any level can be inscribed.

60—PERMANENT INSCRIPTION (F):  Caster can make any lower-level inscription permanent.

Where am I? Archives Voices of Reason Fellow Travelers Vote for us on the RPG 100 Sponsored by Mimic Media & Data Systems