Spells from the Book of Acrion the Archmage

Copyright Chris Richardson © 2007

Edited by Nicholas HM Caldwell for The Guild Companion

Book of Dumarion

Spell Collection of Acrion the Archmage

Acrion was an Archmage of considerable power. Throughout his life, he traveled far collecting numerous spells from many disciplines of magic. Below are the contents of his spell book written during his travels through the northern land of Dumarion. The book is rather large (20" x 14") and of fine brown leather with gold clasps. The numerous pages make the book approximately 4 inches thick. The word "Dumarion" appears in relief on both the cover and spine of the book. The book has no protective (defensive) enchantments on it, though the pages seem to defy the effects of water, fire or tearing.

Note: The table following the scaling section of each spell indicates the aspects and attributes used to build the base spells. They are copied from MS Excel where they auto-compute the spell costs. The auto-compute does not carry over into this document.

Time Stop

PP Cost: 10

Range: 50'

Duration: 10 rounds/rank

Spell Type: Utility

RR: Magic

Spheres: Mystic, Mage

Description: Caster is able to stop time within the 5' radius of the spell. Anything within the radius that fails its RR is trapped until the spell expires. If something moves into the radius once it's established, it too will become trapped. Anything trapped does not age or suffer any effects of time.

Scaling Options:

Increase Duration 1 minute/rank +8PP
Increase Duration 10 minute/rank +9PP
Increase radius to 10' +2PP

Action Aspects Object Aspects Attributes
Stop 5 Body (5) 5 Range: 50' 30
Time (15) 30 Area of Effect: 5' radius 10
Item (5) 10 Duration: 10 rounds/rank 100
Totals 5 45 140
Base Total 10

Time Travel

PP Cost: 18

Range: Self

Duration: 10 Minutes

Spell Type: Utility

RR: ----

Spheres: Mage, Mystic

Description: Caster is able to travel through time within a Time Interval of up to 1 hour/rank in the spell. Caster arrives in the desired timeframe at the same physical location as from where the spell was cast. When the duration expires, the caster returns to the same instant in the present time as when the spell was originally cast but the physical place where the spell ended in the past. Spell ends when duration expires or caster cancels spell. Time Interval refers to the span of time the caster may travel forward or back.

Scaling Options:

Area of Effect: per target +4pp
Duration: 10 minutes/rank +9pp
Duration: 1 day/rank +12pp
Time Interval: 1 day/rank +2pp
Time Interval: 1 Month/rank +6pp

Action Aspects Object Aspects Attributes
Travel (10) 10 Path (5) 5 Range: Self 5
Teleport (20) 40 Time (15) 30 Area of Effect: Self 5
Body (10) 20 Duration: 10 Minutes 60
Time Interval: 1 Hour/Rank 180
Totals 50 55 250
Base Total 18

Blind

PP Cost: 5

Range: 100'

Duration: 2 rounds/rank

Spell Type: Attack

RR: Magic

Spheres: Necromancer, Mage

Description: Target is blinded for duration of the spell. Character operates at -100 for all vision-related actions.

Scaling Options:

Increase duration to 10 rounds/rank +6PP
Increase duration to 10 minutes/rank +9PP
Per additional target +4PP

Action Aspects Object Aspects Attributes
Negate (15) 15 Sense (5) 5 Normal Casting 0
Range: 100' 40
Area of effect: 1 target 10
Duration: 2 rnds/rank 20
Totals 15 5 70
Base Total 5

Firewalker

PP Cost: 5

Range: Touch

Duration: 5 rounds/rank

Spell Type: Utility

RR: Magic

Spheres: Elementalist, Mage

Description: Allows target to walk across a standard, non-magical fire, such as hot coals or embers, without harm to the target or items worn. Scaled versions would enable target to move across more intense fires such as lava or magical fires.

Scaling Options:

Increase Duration to 10 rounds/rank +6PP
Increase Duration to 1 minute/rank +8PP
Walk on Lava +5PP
Walk on Magical Fire +10PP
Run on normal fire +2PP
Run on Lava +7PP

Action Aspects Object Aspects Attributes
Move (5) 5 Element (5) 5 Normal Casting 0
Resistance (10) 20 Range: Touch 10
Area of Effect: 1 target 10
Duration: 5 rds/rank 40
Totals 5 25 60
Base Total 5

Elemental Fist

PP Cost: 10

Range: 50'

Duration: Concentration up to 10 rounds

Spell Type: Attack

RR: -

Spheres: Elementalist, Mage

Description: Caster causes a giant hand to reach forth from a nearby location and grasp up to a single man-sized (medium) creature. The element being used must be present within 5' of the target. The fist attempts to grab the target and if successful, the target is held in the fist's grasp. The fist's "attack" is a grapple attack modified by the caster's spell bonus and the target's DB including only the QU modifier (no armor or other modifiers apply). Each round, the fist delivers a Tiny critical dependent on the element type (crush for Earth; Impact for Air; Cold for Water; Heat for Fire;). If the fist misses its grapple attack, it dissipates back into its elemental source. The caster must learn the spell for each type of element desired. Earth and Air would be the most common, as these elements are almost found always within 5' of the target.

Scaling Options:

Increase Crit level, per level +4PP
Increase Duration to (C) up to 1 minute +3PP

Action Aspects Object Aspects Attributes
Command (30) 30 Element (5) 5 Normal Casting 0
Transform (30) 60 Shape (15) 30 Range: 50' 30
Area of Effect: 1 Target 10
Duration: Conc to 10 rnds 30
Totals 90 35 70
Base Total 10

Silence

PP Cost: 6

Range: 100'

Duration: 5 rounds/rank

Spell Type: Attack

RR: Magic

Spheres: Universal

Description: Casters causes all sounds within a 10' radius to cease. Any spells with a verbal (spoken/sung/instrumental) component function at -50. If cast on a moveable object, the spell radius moves with the object.

Scaling Options:

Increase Duration to 10 rounds/rank +6PP
Increase radius: per 10' increment +2PP

Action Aspects Object Aspects Attributes
Stop (5) 5 Sound (5) 5 Normal Casting 0
Range: 100' 40
Area of effect:10' radius 20
Duration: 5 rds/rank 50
Totals 5 5 110
Base Total 6

Dance of Doom

PP Cost: 9

Range: 50'

Duration: 5 rounds/rank

Spell Type: Attack

RR: Will

Spheres: Harper

Description: A single Target dances uncontrollably for duration of spell. During this time target cannot control the movements of his arms or legs and uses 100% of activity dancing. Target cannot draw a weapon, but if weapon is already in hand target attacks whatever being (friend or foe) target is facing. Attacks are made at -25 and target loses 1/2 of QU bonus for DB. Each round, roll d10 for target's current orientation: 1-5 = orientation does not change, 6-7 target rotates left 90 degrees, 8-9 = target rotates right 90 degrees, 0 = target rotates 180 degrees.

Scaling Options:

Increase Duration: 1 minute/rank +8PP
Per additional target +4PP

Action Aspects Object Aspects Attributes
Control (30) 30 Body (5) 5 Normal Casting 0
Command (30) 60 Range: 50' 30
Area of effect: 1 target 10
Duration: 5 rds/rank 50
Totals 90 5 90
Base Total 9

Break Limb

PP Cost: 3

Range: 50'

Duration: -

Spell Type: Attack

RR: Magic

Spheres: Necromancer

Description: Target suffers a broken bone in a limb. Limb is randomly chosen. RR negates the spells effects. Depending on the bone broken, the target will suffer a -25 to actions involving that limb. Roll d10: 1 = Right Arm, 2 = Left Arm, 3 = Right Hand, 4 = Left Hand, 5 = Right Leg, 6 = Left Leg, 7 = Right Foot, 8 = Left Foot, 9 = Neck (non-fatal, but paralyzing from waist down), 0 = Roll again, subtracting 1 from roll.

Scaling Options:

Increase Range to 100' +1PP

Action Aspects Object Aspects Attributes
Harm (5) 5 Body (5) 5 Normal Casting 0
Range (50') 30
Area of Effect: 1 target 10
Duration: Instant 5
Totals 5 5 45
Base Total 3

Time Bomb

PP Cost: 9

Range: Touch

Duration: 5 rounds/rank

Spell Type: Attack

RR: -

Spheres: Mage, Shadowblade

Description: When cast, the caster causes a 6" gray-black metal sphere to appear at a point the caster touches (must be a solid surface, though it could be a wall, ceiling, box, etc.). Sphere will stay in place for a duration set by the caster up to the listed spell duration. When the duration is reached, the sphere explodes sending metal fragments out filling a 10' radius. Anyone within the radius suffers a tiny Impact critical.

Scaling Options:

Increase Duration to 10 rounds/rank +6PP
Increase Duration to 1 minute/rank +8PP
Increase Radius per 10' increment +2PP
Increase critical size/per step +4PP

Action Aspects Object Aspects Attributes
Alteration (10) 10 Element (5) Metal 5 Normal Casting Time 0
Create (30) 60 Cloud (15) 30 Range: Touch 10
Area of Effect 10'r 20
Duration: 5 rnds/rank 50
Totals 70 35 80
Base Total 9

Acid Spray

PP Cost: 6

Range: Touch (3')

Duration: 10 rounds

Spell Type: Attack

RR: -

Spheres: Universal

Description: Caster sprays an acid mist in a cone shape up to 3' away. The cone expands to a width of 1.5'. The mist coats whatever surface it touches causing it to weaken. The acid stays on the target for up to 10 rounds. Every 2 rounds (the "even rounds" of the duration), the target area suffers a -5 cumulative penalty to a breakage attempt. The spell affects organic and metal items. If used against a living target, the acid spray will cause minor acid burning of the target area, causing a Tiny External Poison critical. The spell range is listed as touch, so a target must be within reach of the caster. However, the acid spray has an actual range of 3'.

Scaling Options:

None

Action Aspects Object Aspects Attributes
Create (30) 30 Acid (5) 5 Normal Casting 0
Shape (15) 30 Range Touch 10
Area of effect:1 target 10
Duration 10 rounds 40
Totals 30 35 60
Base Total 6

(For this spell, think of a spray like that from an aerosol can)

Babbling Fool

PP Cost: 9

Range: 50'

Duration: 10 rounds

Spell Type: Attack

RR: Magic

Spheres: Harper

Description: Target begins speaking gibberish for the duration of the spell. The gibberish is non-stop and is at normal voice volume. If the person tries to stop, the volume increases and the pace of the gibberish becomes more frantic. During this time, the target may not cast spells that use a vocal component as the target cannot control his language, though they can perform other non-vocal actions.

Scaling Options:

Increase Duration to 1 minute +4PP
Increase Duration to 1 minute/rank +8PP
Increase Range to 100' +1PP

Action Aspects Object Aspects Attributes
Control (30) 30 Body (5) 5 Normal Casting 0
Command (30) 60 Sound (5) 10 Range 50' 30
Area of effect: 1 target 20
Duration: 10 rnds 40
Totals 90 15 90
Base Total 9

Power Containment Shell

PP Cost: 9

Range: 50'

Duration: 5 rounds/rank

Spell Type: Attack

RR: Magic

Spheres: Mage

Description: Target is surrounded by a sphere of anti-magic, through which no magic may pass. Magic works inside the sphere but cannot pass through. Spells such as Teleport will fail. Shell moves with the target. Mundane items may pass through the shell. Using the Shape scaling option allows the shell to conform to the shape of the target, prohibiting the target from using magic on themselves.

Scaling Options:

Increase Duration to 10 rounds/rank +6PP
Increase Duration to 10 minutes/rank +9PP
Shape shell to targets form +9PP

Action Aspects Object Aspects Attributes
Negate (15) 15 Magic (10) 10 Normal Casting 0
Cloud (15) 30 Range: 50' 30
Force (10) 20 Area of effect: 1 target 20
Duration 5 rounds/rank 50
Totals 15 60 100
Base Total 9

Suffocate

PP Cost: 9

Range: 50'

Duration: 1 minute

Spell Type: Attack

RR: Magic

Spheres: Necromancer, Shadowblade

Description: For the duration of the spell, the target is unable to breathe and left gasping for air. Each round the target must make a RR vs. Will in order to focus enough to take an action. The target's RR must exceed 115 in order to take an action. Utilize the rules for drowning (HARP Core book, p78) for determining how long the target operates without breathing. Vocal actions are at -50 during this time. This spell does not affect undead or other creatures that do not need to breathe.

Scaling Options:

Increase duration to 10 round/rank +6PP
Increase duration to 1 minute/rank +8PP

Action Aspects Object Aspects Attributes
Command (30) 30 Body (5) Normal Casting 0
Control (30) 60 Range 50' 20
Area of effect: 1 target 10
Duration 1 minute 50
Totals 90 0 80
Base Total 9

Burning Sands

PP Cost: 7

Range: 50'

Duration: 5 rounds

Spell Type: Attack

RR: -

Spheres: Mage, Elementalist

Description: When cast a cloud of burning sand bursts upward from the ground. The fiery sand gets into armor, clothing, eyes, etc. causing any targets within the cloud to suffer a tiny Heat critical each round in the cloud. Due to the heated sand getting in places that can be uncomfortable, the target also operates at -10 for 5 rounds after the spell ends due to distraction and discomfort. The cloud lasts for five rounds before dissipating and cooling. The cloud has a 10' radius and there must be sand on the ground (covering at least half the desired spell radius) for the spell to function.

Scaling Options:

Increase crit level +4PP
Increase radius per 10' +2PP
Increase Range per 50' +1PP

Action Aspects Object Aspects Attributes
Transform - Major (30) 30 Element (5) 5 Normal Casting 0
Cloud (15) 30 Range 50' 30
Area of effect 10'r 20
Duration 5 rnds 20
Totals 30 35 70
Base Total 7

Stunning Fist

PP Cost: 7

Range: 50'

Duration: Concentration

Spell Type: Attack

RR: -

Spheres: Mage, Shadowblade, Mystic

Description: Caster causes a translucent forearm and fist of energy to appear and strike the target. The attack is a tiny Martial Arts Strike attack and has a bonus equal to the caster's bonus with the spell. The target receives its normal defensive bonus. The caster must concentrate in order for the spell to function and may make one attack per round. The fist is an energy form and is not affected by physical attacks. The caster may move the fist at 5' per round.

Scaling Options:

Increase attack size +4PP
Increase range per 50' +1PP

Action Aspects Object Aspects Attributes
Create (30) 30 Force (10) 10 Normal Casting 0
Control (30) 60 Range 50' 20
Area of effect: 1 target 10
Duration: concentration 10
Totals 90 10 40
Base Total 7