Tome of Sorcery Part Two

Copyright Chris Richardson © 2008

Edited by Nicholas HM Caldwell for The Guild Companion

Absolution

PP Cost: 21
Range
: 100'
Base Area of Effect:
1 target
Duration: 1 hour/rank
Spell Type: Attack
Spheres: Cleric, Mage, Necromancer
RR
: Will

Description: Target's soul is separated from his body. The soul wanders within a dreamlike realm between the land of the living and the dead. Target's body is unconscious for the duration of the spell. Lifegiving will restore the soul before the Absolution duration expires.

Scaling Options:

Duration: Permanent +20 PP

Aspects: Harm (5), Return (20), Command (60), Body (5), Spirit (90)

Creeping Doom

PP Cost: 15
Range: Touch
Base Area of Effect: 100' radius
Duration: 1 hour/rank
Spell Type: Attack
Spheres:
Cleric, Mage, Necromancer
RR: Will

Description: Creeping Doom creates an area of unease and foreboding. The area is unnaturally quiet, appears gloomy and has a general tension in the air that is unsettling to all within. Targets suffer a general -10 to all activities while in the area. For every two weeks where more than 50% of time is spent within the area of effect, the targets suffer an additional -5 to actions, up to a maximum of -30. Leaving the area for a week eliminates the penalty.

Scaling Options:

Increase range to 100'/rank +12 PP
Increase duration to 1 day/rank +12 PP

Aspects: Harm (5), Feel (10), Mind (5), Emotion (fear) (20), Malus [-10] (20), Cloud (30)

Halt

PP Cost: 7
Range: 100'
Base Area of Effect:
1 Target
Duration: Concentration
Spell Type: Attack
Spheres: Mage, Ranger, Warrior Mage
RR: Will

Description: A single medium-sized target that fails its RR is held in place, unable to move.

Scaling Options:

Change to 5' radius +6 PP
Duration: 5 rounds/rank +4 PP
Increase to Large target +4 PP
Increase to Huge target +8 PP

Aspects: Stop (5), Control (40), Body (5), Body (size increase) (20)

Petrify

PP Cost: 9
Range: 50'
Base Area of Effect:
1 Target
Duration: 5 rounds/rank
Spell Type: Attack
Spheres: Mage
RR: Magic

Description: Target and all items on the body instantly turn to stone. As long as the body remains intact, target regains normal functionality when spell expires. Target is completely unaware of his surroundings while petrified.

Scaling Options:

Increase range per 50' +1
Increase Duration 1 hour/rank +10 PP
Increase Duration Permanent +20 PP

Aspects: Harm (5), Transform (major) (60), Body (5), Element (10)

Power Drain

PP Cost: 7
Range
: 50'
Base Area of Effect:
1 Target
Duration: 2 rounds/rank
Spell Type:
Attack
Spheres:
Cleric, Mage
RR
: Magic

Description: Target finds that spells have become more difficult to cast. For each spell target casts, an equal amount of PP are lost to the environment, making spells cost twice as much. This does not increase casting penalties, just PP spend. This does not affect the use of scrolls or devices that store spells.

Scaling Options:

Increase range per 50' +1 PP
Increase Duration 5 rounds/rank +4 PP

Aspects: Harm (5), Reduce (30), Return (20), Body (5), Magic (20)

Power Inhibitor

PP Cost: 8
Range: 50'
Base Area of Effect:
1 target
Duration: 2 rounds/rank
Spell Type:
Attack
Spheres: Cleric, Mage
RR: Magic

Description: Target is unable to tap into external mana to power spells. Unless target has a device that stores mana, the target will be unable to cast spells for the duration of the spell. This does not affect spells cast by items, such as wands, or divinely powered spells.

Scaling Options:

Inhibit all power sources +4 PP
Increase ranger per 50' +1 PP
Increase duration 10 rounds/rank +6 PP
Increase duration 1 day/rank +12 PP

Aspects: Harm (5), Negate (30), Body (5), Magic (20), Force (20), Barrier (20)

Reflect *

PP Cost: 8
Range: Self
Base Area of Effect: Self
Duration: Instantaneous
Spell Type: Utility
Spheres: Mage
RR
: Magic

Description: Target is able to reflect a single spell back at its caster. Target must be aware of the spell being cast at him and the hostile caster must be within the range of the original spell in order to reflect the spell back. The offensive spell uses the number of Power Points used in casting it times 5 as its bonus to resist the Reflect spell.

Scaling Options: None

Aspects: Enhance (30), Return (10), Force (10), Magic (20), Resistance (20)

Spell Warp *

PP Cost: 6
Range
: Self
Base Area of Effect: Self
Duration: Instantaneous
Spell Type:
Utility
Spheres: Mage, Warrior Mage
RR
: -

Description: Caster gains an additional bonus of +25 against one attack spell cast at him that round. Caster must be aware of the spell being cast.

Scaling Options:

Increase bonus to + 50 +6 PP
Increase bonus to +75 +12 PP

Aspects: Negate (10), Malus [-5] (5), Malus [-20] (40)

Sand Warrior

PP Cost: 10
Range: 50'
Base Area of Effect:
1 Target
Duration: 2 rounds/rank
Spell Type: Attack
Spheres:
Mage
RR
: -

Description: This spell, cast in the presence of sand/dirt, causes a humanoid-shaped cloud of swirling sand to form. The Sand Warrior bears a short sword and follows the simple combat commands of the caster. The Sand Warrior combat stats are in the table below. It is affected by normal weapons, but only takes concussion damage. Edged and puncturing weapons do half damage. It is not affected by bleeding, stun, fear or critical damage to bones, organs, etc. as it has none. It will suffer extra concussion damage as specified by critical strikes. Sand Warriors suffer double damage from air attacks.

Scaling Options:

Increase duration to 5 rounds/rank +4 PP
Increase Range per 50' +1 PP
Increase to Level 5 (Large) +2 PP
Increase to Level 10 (Large) +4 PP
Per Additional Sand Warrior +4 PP

Aspects: Transform (Minor) (15), Animate (greater) (60), Element (Earth) (5), Force (20), Shape (30)

Ice Warrior

PP Cost: 10
Range: 50'
Base Area of Effect:
1 Target
Duration: 2 rounds/rank
Spell Type: Attack
Spheres: Mage
RR: -

Description: This spell, cast in the presence of ice, causes a humanoid-shaped creature of ice to form. There must be at least a cubic meter of ice present. The Ice Warrior bears a short sword and follows the simple combat commands of the caster. The Ice Warrior combat stats are in the table below. Ice Warriors are affected by normal weapons. They are not affected by bleeding, stun, fear or critical damage to muscles, organs, nerves etc. as they have none. They suffer extra concussion damage as specified by critical strikes. Ice Warriors suffer double damage from fire and lightning attacks as well as criticals that cut off limbs.

Scaling Options:

Increase duration to 5 rounds/rank +4 PP
Increase Range per 50' +1 PP
Increase to Level 5 (Large) +2 PP
Increase to Level 10 (Large) +4 PP
Per Additional Ice Warrior +4 PP

Aspects: Transform (Minor) (15), Animate (greater) (60), Element (Water) (5), Force (20), Shape (30)

Stone Warrior

PP Cost: 10
Range: 50'
Base Area of Effect:
1 Target
Duration: 2 rounds/rank
Spell Type:
Attack
Spheres:
Mage
RR
: -

Description: This spell, cast in the presence of stone, causes a lumbering humanoid-shaped creature of stone to form. There must be at least a cubic meter of stone present. The Stone Warrior bears a mace and follows the simple combat commands of the caster. The Stone Warrior combat stats are in the table below. Stone Warriors are affected by normal weapons, taking only concussion damage. They are not affected by bleeding, stun, fear or critical damage to bones, organs, etc. as they have none. They suffer extra concussion damage as specified by critical strikes. They are immune to puncture and elemental attacks. Stone Warriors suffer double damage from acid attacks.

Scaling Options:

Increase duration to 5 rounds/rank +4 PP
Increase Range per 50' +1 PP
Increase to Level 5 (Large) +2 PP
Increase to Level 10 (Large) +4 PP
Per Additional Stone Warrior +4 PP

Aspects: Transform (Minor) (15), Animate (greater) (60), Element (Earth) (5), Force (20), Shape (30)

Sand, Ice and Stone Warrior Combat Statistics

Creature Level Endurance OB (Weapon) DB (Armor) Initiative Size Movement
Sand Warrior 1 40 55 (Ss) 55 (None) +10 6' M 12' round
5 80 75 (Ls) 75 (None) +12 8' L 12' round
10 110 95 (Sc) 85 (None) +14 11' L 12' round
Ice Warrior 1 50 60 (Ss) 45 (RL) +0 6' M 8' round
5 90 85 (Ls) 60 (RL) +5 8' L 8' round
10 120 110 (Sc) 75 (RL) +5 11' L 8' round
Stone Warrior 1 60 65 (Ma) 40 (PL) +0 6' M 5' round
5 100 90 (Ma) 50 (PL) +0 8' L 5' round
10 130 125 (Ba) 60 (PL) +0 11' L 7' round

Weapons: Ss = Short sword; Ls = Long sword; Sc = Scimitar; Ma = Mace; Ba = Battle Axe

Armor: RL = None = No Armor; Rigid Leather; Pl = Plate

Author's Note:

The Absolution spell is a conversion of the RM Spell Law spell of the same name. The Deadly Weapon: Blood Drinker (appeared in Part One of this article) is a conversion of the RoCo3 Chaotic Lord spell: Lesser Serpent Strike.