Magic in Bostonia

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    Magic

    In Bostonia there are three main sources of magic. Runicmagic is the most common and the most powerful type ofmagic. It is based on magical symbols left from ancienttimes. Many runic spells require a few simple gestures

    and word of power. No material components or lengthyrituals are necessary. With practice, the powers gainedthrough the binding of a rune become an innate part of themage. However, binding a rune is often a dangerousprocess and not everyone is capable of it. Runes also tendto alter the mage physically and mentally.

    Ritual magic allows a sorcerer to tap magical energythrough the use of various materials and sometimeselaborate rituals. These spells can be learned by anyonewith the intelligence and discipline to study them. Theeffects possible with rituals are varied, but ritual magiccan never match the power to be gained from a rune.However, ritual magic does not carry the risks of a runebinding.

    The final type of magic is spirit magic. The grunj shamanspractice this rare type of magic. The shamans use herbsand drugs to enter a trance state where they see the spiritsthat pervade the land. They befriend or enslave thesespirits and cause them to do their bidding. This type ofmagic can be very powerful, but also perilous. Most spiritsdo not want to do the shamans bidding and they willfight to maintain their freedom. Still a skilled shaman is apowerful character. Spirit magic is not covered in this setof rules. In the near future, each race will be the subject ofa supplement. The grunj supplement will cover their

    unique brand of magic.

    Runic MagicMagic power comes from foci called Runes. Each Rune hascertain rituals to bind the Rune to the mage, spells themage can cast and disadvantages associated with thebinding. Runes are somewhat like mystical tattoos,marking the mage in exchange for power.

    Some runes are just that, tattoos. The First Equation of theMathematicians is a rune whose form and symbols isknown by the highest in their mystical order. When amage is ready to gain this rune, the order gathers for a

    ceremony where the acolyte mage is tattooed with therune. The act of marking the mage, coupled with theritual, is sufficient to imbue the mage with the new magicskill and the first circle (beginning) spells.

    Other runes are ancient symbols and are tied to only oneplace. Elemental runes are generally found in ancient sitesof power called rune sites. The nature of these sites alwaysmirrors that of the rune it holds. Thus a fire rune may befound at the heart of a volcano; an ice rune in the coldnorthern wastes. Mages come to these lonely places and

    attempt to bind the rune to their bodies, often having toundergo some sort of trial to do so.

    Acquiring Runes

    Gaining a rune is not an easy task. Runes are symbols ofancient elemental power. Many rune sites are located inremote and dangerous locations. Difficult and painfulrituals are often necessary to bind the rune to the mage.Quite often, a test of will, spirit or intelligence will berequired for successful binding. However, the acquisitionof certain runes is so painful or physically grueling thatstrength and toughness may be tested.

    If some sort of test is involved, its difficulty will be listedin the rune description. Failure often means the mage isnot yet ready to gain the rune and can attempt again at alater time. In some cases however, there are permanenteffects, perhaps even injury and death. These effects arealso listed in the rune descriptions.

    If the character succeeds in the test (or if one is notrequired), the character has bound the rune. He will gainthe magic skill associated with that rune. In general,starting level of the magic skill is half the calculated skill(see section on Learning New Skills), though the GMcould allow characters to begin new runes at their full skillas figured by the stats. The new mage will be able to castspells of the first circle.

    Runes and Magic Skill

    Once bound to the mage, each rune is a separate magicskill. All skill losses and gains discussed in the rules belowapply separately to each rune the mage has. It is possiblefor a mage to suffer skill loss in one rune, yet have no suchloss in another.

    Characters who buy magic skill start with a Rune. Sinceeach rune is represented by its own magic skill, a PC whowants to start the game with more than one rune will haveto purchase the magic skill more than once. The startingskill level of the mage will determine the circle of spellsthe mage will be able to cast. In general, if the mage hassufficient skill for a circle, it should be assumed that hehas met any conditions for that circle and can cast spellsfrom that circle.

    Spell Circles

    Spells in each rune are divided into four circles. Thesecircles represent the power of the spells in the rune. Firstcircle spells are weak, while fourth circle spells representspells of considerable power and effect. When a magebegins his learning of a rune, he can cast only first circlespells. Later, as he increases his skill level, he can castspells of higher circle.

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    at the target. Finally, direct spells automatically hit theirtargets.

    Bolt spells use the combat: magic skill to determine themages chance to hit. Ball spells use either combat: magic,or combat: throwing to determine the mages attack skill.Touch spell require an unarmed combat attack.

    Holding a Spell

    A mage can hold a spell for three rounds after casting it.Only spells with casting times of combat or not engagedcan be held. Holding a spell requires that the mage have ahand free in which to hold the magical energy. The magecan act normally in the rounds he is holding the spell. Hecan attack and defend with a weapon in his other hand,move or perform any actions he could otherwise performone-handed. A mage holding a spell cannot cast otherspells. If a mage holding a spell takes damage, he mustmake a WIL test to keep the spell held. This WIL test has aDL equal to the damage taken + 5.

    Releasing a held spell takes no time and once the magereleases the spell, he can take his full action.

    Saving Throws

    Many spells allow the target a chance to ignore or reducethe spells effects. Spells that allow such a saving throwwill have one or more statistics and difficulty levels listedin the spell summary. The target must succeed anappropriate attribute test against the listed DL to save. Ifthis test fails, the target takes the full effect of the spell. Ifthe test succeeds then the effects of the spell are ignored orreduced. Each spell has details in its description.

    Casting Times

    Instead of listing specific casting times, Bostonia breakscasting times into rough categories. These categoriesindicate when the spell can be cast and approximatelyhow long it takes to cast. A description of the casting timesfollows.

    Combat

    Combat spells take only a few seconds and require nospecial preparation. A few key words and gestures are allthat is necessary. These spells take a round to cast andmay be interrupted. A caster can only dodge while castinga combat spell.

    Not Engaged

    The spell can be cast in combat, but it takes a bit moreeffort and concentration. Not Engaged spells take oneround to cast, just like combat spells. However, the castercannot be engaged when he declares this spell. Inaddition, the caster can only use his base defense todefend against incoming attacks. If the mage is hit andtakes any damage, the spell will fail. The normal WIL savedoes not apply.

    Very Short

    A very short ritual takes less than a minute to complete.The gestures and phrases required are not too complexand there are only minimal preparations, if any. Still, thisspell cannot be cast in combat. However, if there is a breakin the fighting - even a brief one - the spell can be cast.

    Short

    The spell takes a couple of minutes to cast and the castermay need to get a few trinkets from his inventory, or drawa rune in the ground. Combat of any sort is too muchdistraction for this spell to be completed. If the caster is inthe next room, behind a closed door, he may still cast.However, if his friends are valiantly holding a line in frontof him, then a short ritual cannot be made.

    Long

    The spell takes major preparation and concentration. Thespell takes up to an hour to cast. Any disturbance willcause this spell to fail. The caster must be in quiet andpeaceful surroundings.

    Very Long

    The requirements of this spell will usually be listed in thespell description. This spell is like a long ritual, onlyworse.

    Maintaining Spells

    Certain spells are maintainable. This means that the castercan continue gaining the benefit of the spell withouthaving to take the time to recast it.

    The DL to maintain a spell is generally 2 less than the DLto cast it. Each time the spell duration runs out, the magecan choose to maintain it. All he needs to do is make themagic skill roll at the maintaining DL. The mage rolls andchecks the spell success chart. If a loss of levels isindicated, then the mage must lose the levels (or hitpoints) to maintain the spell, or deactivate the spell.

    Example of Maintaining a Spell : Tangent ismaintaining his warp space spell. The DL of the spellis 14 so the maintain DL is 12. Tangent has a magicskill of 15. He rolls a 2 on his d12 and adds his magicskill for a total of 17. The GM rolls a 7 on his d12 andadds the DL of 12 for a total of 19. Tangent fails theskill test by 2 points. Consulting the spell successchart, we see that Tangent must lose 1 magic level.

    This means Tangent has three choices. He can lose thelevel and maintain the spell; he can lose 3 hit pointsand maintain the spell; or he can deactivate the spelland lose nothing.

    Maintaining Multiple Spells

    Maintaining more than one spell poses a problem.Generally, a mage will cast many different spells, eachwith different durations. Keeping track of when each spellends and needs maintaining would be a bookkeepingnightmare.

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    Instead, a caster maintaining two or more spells dividesthe spells into two groups: short duration spells and longduration spells. Short duration spells have their durationlisted in rounds . Long duration spells have their durationmeasured in minutes, hours or days . The maintenance ofeach group of spells is calculated and rolled separately.

    To maintain each group of spells, the caster adds themaintain DL of the most difficult spell and half themaintain DLs from the rest of the spells. This is the DL formaintaining the entire group of spells. This maintenanceroll must be made each time the spell with the shortestduration expires. The mage determines the result of hismaintenance test by consulting the spell success chart. If aloss of levels is indicated, then the mage must lose thelevels (or hit points) indicated, or deactivate spells toreduce the DL of the skill test such that no levels would belost.

    Example of Maintaining Multiple Spells : Zoltar the Oddly Named has three spells active:

    DL: 10, Maintenance DL: 8, Duration: 10 roundsDL: 12, Maintenance DL 10, Duration: 6 roundsDL 14, Duration: 3 hours

    These spells are divided into two groups. The first twoare short duration spells and the last spell is a longduration spell. Lets determine the maintenance DL

    for the short duration spells first. The most difficultshort spell is the second spell with a maintenance DLof 10. So Zoltars maintenance DL starts at 10. Hethen adds half the maintenance DL of the other spellsin the short duration group. The first spell is the onlyother spell in this group and its maintenance DL is 8.

    Half of this is 4. The total short duration maintenanceDL is 10 + 4 = 14. This must be rolled when theshorted duration spell ends. This means Zoltar mustmaintain his short duration spells at a DL of 14 every6 rounds.

    The long duration spell is simple. There is only one of them. Thus the maintenance is DL 12 every 3 hours.

    Another Example of Maintaining MultipleSpells : After 6 rounds, Zoltar must maintain hisshort duration spells. He rolls badly, failing hismaintenance test by 3. Looking at the chart, we seeZoltar must lose 2 levels, or 6 hit points to maintain

    the spells. Alternately, Zoltar could deactivate one of the spells in an attempt to reduce the DL of hismaintenance test from 14 to 8 (remember, it is notenough to succeed the maintenance test; you must notlose levels).

    If he deactivates spell #1, then spell #2 will be theonly spell to maintain. Its maintenance DL is 10. Thiswould not bring the DL down enough. However, if hedeactivates spell #2, then spell #1 will be the onlyspell to maintain. Its maintenance DL is 8. Thiswould meet the requirements.

    Clever Use and Alteration of Spells

    Nearly all of the spells listed have a specific effect listed intheir description. However, there will be times when amage will want to use a spell for a different purpose thanthe author intended. He may want to use his fog spell todampen a growing fire or his stinging insects thatnormally distract spell casters to cause a ladder-climbingenemy to fall.

    In general, the GM should encourage this clever thinkingand allow a new effect if he deems that it is in the spirit ofthe original spell description. Read the spell descriptionand determine the spells effect and how it achieves thateffect. If the power of the new effect is similar, and the GMis comfortable with the use of the spell, then he shouldallow it. However, he should maintain as closely aspossible the intended effect of the spell as well as itsduration, area of effect, range and saving throw.

    Example of a Clever Use : An ice mage has a spellthat coats the ground and makes it slippery. The spell

    has an area of effect of 4 hexes and targets must makean AGI save vs. DL 14 to not slip. The character wants to use this spell to coat the rungs of a ladder tomake it hard to climb. This is a no-brainer as the onlydifference between this use and the written descriptionis on what surface the spell is cast. The GM shoulduse the same saving throw (perhaps changing the AGI to DEX) that the original spell uses to determine if someone can climb the ladder. In addition, he shouldtranslate the area of effect to cover 4 hexes of verticalladder.

    Another Clever Use : A character is lost in thewoods, but knows his friends will be out looking for

    him. He casts his faerie lights spell on a rock andtosses it into the air. The GM reads the descriptionand determines that since the spell allows a target tobe tracked up to 200 hexes away, then the glowingrock could be used as a sort of flare and can be seen

    from a similar distance.

    In some cases, a mage might want to alter a spell toproduce an extended or slightly different effect than thestandard spell. In general, mages can alter spells toincrease their range, area of effect, accuracy or damage. Asummary of these standard alterations is below.

    Spell Alteration Table

    Alteration + to DLSpell that affects self now affectssingle target. Note a self spellmust get this alteration before itcan have a range or area of effect.

    +3

    Give ball, bolt or direct spell a 1hex area of effect. +3

    Give area of effect spell 2x areaof effect. +3

    Give radius spell +1 radius. +3Give touch spell 5 range. +3

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    Reduce casting time by one level.Spells with casting times of veryshort or combat cannot bereduced.

    +3

    Give ranged spell 2x range. +2+1 to hit (up to +3). +1 per +1 to hit+1 point of damage per die. +2 per +1 damage+1 to DL of saving throw. +2 per +1 save DL

    Other alterations must be adjudicated on a case-by-casebasis. A good idea is to use the DL of the spell being castand add from 2-6 to the DL. The GM can increase thispenalty or reject the spell altogether if he thinks thealteration could imbalance the game if used too often. Nospell alteration can create an effect of a higher circle spellin the same rune.

    Example of Spell Alteration : An evil alchemistattacks a practitioner of the rune Gale of Teeth and hisband. The alchemist tosses a potion that spews poison

    gas into the midst of the group. The mage could easilycast the spell Good Breath (DL 6) to save himself, butwant to save his companions as well. His companionsare close to him (within 1 hex), so he attempts to alter the spell by making it affect others (+3 DL), giving ita 1 hex area of effect (+3 DL), then increasing the areaof effect to 2 hexes (+3 DL). The final spell allowseveryone in the casters hex and all surrounding hexesto breathe in the gas. The final DL of the altered spellis 15.

    Another Alteration : A practitioner of the Eye of theHurricane is facing a heavily armored opponent. Hewants to use his large bolt spell to fuse the armor

    joints and render the target immobile. The GM rulesthat this is an appropriate alteration and assigns a DL

    penalty of 4 to it. This makes the final DL for thealtered spell 20.

    Creating New SpellsMages may create new spells. Unlike impromptu spellalterations, created spells become a part of the magesspell list and become easier to cast over time. To create anew spell, the mage must spend experience to purchasethe talent Unique Spell. The checks spent to buy the talentrepresent the time spent in study and meditation.

    Once the Unique Spell talent is purchased, the mage has arevelation and discovers the desired spell. Because the

    spell is not yet bound to the mages rune, it is moredifficult to cast. The first time the mage casts the spell, it isat a DL+4. Once the mage successfully casts the new spell,its difficulty drops by one until it reaches its normal DLand the spell is permanently bound to the rune.

    Created spells are available to the creating mage. Whenthe mage returns to his rune site to gain a new circle, hetransfers his created spells to the rune. Other mages withthe same rune will now receive that spell when theyreturn to the rune site. First through third circle spells aretransferred this way. Fourth circle spells are only given to

    the rune site when the mage dies and he must be at thesite at the time of his passing, otherwise the spells are lost.

    Rune Knowledge

    The skill rune knowledge gives the mage anunderstanding of runes, their powers and limitations. Partof this information is gained by rote memorization of theway various runes look and how they behave. Much of the

    information comes from a general understanding of runesand the elemental or spiritual power they represent. Someof the many uses of rune knowledge are listed below.

    Identifying Inscribed Runes

    Certain runes and arcane spells allow a mage to inscribe arune on an area or item. These runes might be left as award or alarm or to store the power of a spell for laterrelease. A mage that can succeed in a rune knowledge testcan identify inscribed runes and the spells they hold.

    DLs and Modifiers for Identifying Inscribed Runes

    Activity DL

    Identifying a 1st

    circle spell 8Identifying an 2 nd circle spell 12Identifying a 3 rd circle spell 16Identifying a 4 th circle spell 20Character is of a lower circle than the spell +2Character is of a higher circle than the spell -4Character can cast the spell himself (notcumulative with same or similar rune bonus)

    -8

    Character has the same rune (not cumulativewith same spell or similar rune bonuses)

    -4

    Character has a similar rune (not cumulativewith same spell or rune bonuses)

    -2

    Character has never seen the rune in questionor one of its practitioners

    +2

    Spell is created recently or unique +4Rune is well known (mathematician or SacredFalls)

    -2

    Rune is obscure +2-4

    Identifying a Mages Powers

    All runes leave telltale signs on their practitioners. In somecases, the rune is tattooed, etched or burned onto themage. Some runes give the mage a deformity such as anextra eye or a clawed hand. Others are subtler and changethe mage mentally and emotionally. A character with runeknowledge can make a skill test to tell what powers amage might have by seeing the marks left on his body bythe rune binding process. Mages with very high runeknowledge might not even need to see the mages rune toidentify it. The behavior of the mage, his voice, eye or skincolor may be enough to deduce his powers.

    Suggested DLs and Modifiers for Identifying a MagesPowers

    Activity DLCharacter can study the targets markings 12Character can get a glimpse of the markings 16Character cannot see the targets markings 20

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    Character has the same rune (not cumulativewith similar rune bonus) -10

    Character has a similar rune (not cumulativewith same rune bonus) -4

    Character has never seen the rune in questionor one of its practitioners +2

    Rune is well known (mathematician or SacredFalls) -4

    Rune is obscure +2-4Detecting Magical Influences

    The environment can have an effect on spell casting.Mages with rune knowledge can detect these effects anduse them to their advantage. For instance, a mage using afire rune would be at a severe disadvantage if he werecasting spells in the middle of a blizzard, or knee deep inwater. However, that same mage might get a bonus whenhe casts in the middle of a dry and blighted forest, orstanding in a bonfire. For elemental runes, theenvironment can be a huge factor in the success or failureof a spell.

    Suggested DLs and Modifiers for Detecting MagicalInfluences

    Activity DLDetecting influences for your rune 10-12Detecting influences for other runes 12-14Other rune is obscure +2-4Other rune is well known -2-4

    The GM must decide when a rune gets a bonus or penaltydue to the environment. In general, the bonuses andpenalties should be limited to 1 or 2 points. The GMshould try to be fair and reasonable and watch for abuses.For instance, it is probably not reasonable for a fire magecarrying a torch to get a +1 to his spell skill. However,come first frost, he should not get a penalty either. Thesemodifiers should occur only when extreme conditions arepresent.

    Elements and the Environment

    The presence or lack of the element, or the presence of anoppositional element always affects elemental runes. Anearth mage buried underground is much happier than oneon a ship at sea. Lightning mages cast more efficiently if itis storming or at least cloudy.

    Special Locations

    Certain runes may be tied to specific locations or a class oflocations. Runes tied to a saint may be stronger when onholy ground or when there is a likeness of that saintnearby. Some runes are associated with a certain regionand will generally gain power when used in that region.Others are tied to a terrain type such as a swamp ormountain rune. Most runes associated with rune sites willbe more powerful when the caster is at the site.

    In addition, certain places may weaken the power of arune. The effect of necromantic magic might be lessenedwhen the caster is near a church, or on holy ground.

    Runes that are tied to the energy of the woodlands tend tosuffer in cities or on farms.

    Dates and Times

    Runes tied to night and day will certainly get modifiersdepending on when they are used. Runes tied to saintsmay gain power on the saints birthday. In addition, it issaid that various heavenly bodies have an effect on some

    runes and their power ebbs and flows with the position ofthose bodies in the sky.

    Material Components

    Most runic magic does not require material componentsfor spell casting. However, many materials have magicalproperties and can affect the casting of spells. Healingspells may benefit from the use of giant or troll blood.Spells that deal with magnetism are enhanced whenlodestone is present. Spells of decay may be accelerated bythe presence of acid.

    Ritual MagicRitual magic is the second type of magic that exists inBostonia. Ritual magic is also called scholarly magic.Ritual spells do not belong to any rune. Instead, they arestudied and practiced. Ritual spells require exact gestures,incantations and material components. Generally (thoughnot always), they take a fairly long time to cast and requiresignificant preparation. Anyone can learn a ritual spell ifthey can find a book or teacher from which to study.

    Each ritual spell is bought as its own skill. Each spell hasits own attributes that determine the characters startingskill rank. In addition, each spell has a list of difficultiesthat determine the DL when performing the ritual. Ritual

    magic skills can be raised like any other skill. They take3 improvement points to increase unless the spelldescription states otherwise.

    Ritual spells are not tied to any rune. Thus there is no skillloss incurred for using ritual magic. Instead, the ritualmage must lose 3 hit points for each point of level losscalled for on the spell success/failure table, but only if thespell fails. There is no penalty for success. This is exactlylike burning hit points when failing to cast a runic spell.

    Rules for casting times, saving throws, to hit rolls, etc. arethe same as for runic magic.

    Priestly Rituals and PowersPriests of Stratus do not take runes or cast ritual magic.Long ago, they were permitted to do so, but many of thesemage-priests became heady with their power and brokefrom the teachings of the Church. St. Michael and the lastof the loyal mage-priests struck down the rebels and thengave up their runes, forsaking magic for all time.

    Priests are not without recourse however. They are thechosen of Father Stratus and leaders among men. Though

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    their powers are not as devastating, or obvious as those ofmages, they are still formidable characters.

    The Church of Stratus has many rituals written into itsworship of the Father. Some of these rituals are purelyceremonial. Others call upon the favor of the Father toprovide blessings and protection. All rituals with a DLlisted require successful tests against theology skill to take

    effect. Some of the powers listed here do not require askill roll. Read the description for more details.

    Absolution

    This rite allows the Ilpader to beg the Father forforgiveness on behalf of a follower. The follower mustdesire forgiveness and confess his sins to the Ilpader. TheDL of this rite varies depending on the nature of theoffenses perpetrated by the petitioner. This ritual is oftenperformed as a last rite, or when death is imminent.

    Aura of the Ilpader

    Perhaps the most important power of the priesthood issimply the fact that priests are highly regarded inBostonian society. This is one fact that should not beforgotten in play. The Church is the most powerfulorganization in the land, and the priests are its agents.Priests are held in high esteem by commoners and nobilityalike.

    This does not necessarily mean that PC priest canautomatically have access to Barons, or that common folkwill follow his orders all the time. It does mean thatpeople will treat the priest with respect and generallyconsider what he says. It also means that priests of higherrank will often be able to gain access to officials andnobility. This should come out in the role-playing of

    encounters the priest has with NPCs. In addition, priestsget a +1 to all administrate, persuade and orate skill rolls,when they are among Bostonians and the GM feels it isappropriate.

    Blessing of The Father

    This is not really a ritual, but instead simulates the favorof the gods given to the devout. Each time a charactercelebrates a major holy day, or takes time to honor aconfession day; the GM should award them a blessing.Each blessing translates into a +1 to a single die roll. Oncea blessing is used, it is gone for good. The blessing cannotby used to violate the rules or interests of the Church.

    For a character to receive a blessing, the character mustcelebrate the holy observance by attending the properceremonies led by a priest. Any other traditions must befollowed in addition. Blasphemous behavior, disrespect toa priest, cursing or otherwise violating Church rules andtraditions will result in the loss of one or more blessings.

    Confessional days occur once a month. There are 8 highholy days throughout the year. Thus, there are about 20chances to gain a blessing in the course of a year. If theGM thinks this might imbalance the game, he can limit the

    number of blessings a character can accrue. Please note,priests cannot be blessed in this way since they areexpected to be devout followers.

    Consecration

    This rite takes a brief prayer and a sprinkling of blessedwater. It can remove the taint from areas that have beenfouled by demonic or undead presence. It does not make

    the ground holy. However, it gives the priest a +1 to otherrituals done here for the next 24 hours. In addition, itcauses necromantic and demonic magic to have a 1 to allcasting skill rolls, and 1 point of damage (or effect) foreach die. The DL for this ritual is 12.

    Create Blessed Water

    This ritual takes about 30 minutes and requires a bowl offine silver. It is used to create blessed water. This water isused in many of the rituals of the Fathers Church. Inaddition, it has the effect of repelling and damaging theundead and damaging demons. An undead must make aWIL test vs. DL 14 to approach a large amount of thiswater, or cross an unbroken line of it. Affected creaturestake from 2d4 to 2d10 from contact with this substancedepending on the amount of it to which they are exposed.The DL of this ritual is 12.

    Divine Intervention (optional)

    Any character may call upon the Father in a desperatesituation. Stratus is a stern god and would rather hischildren fend for themselves. Thus, he rarely answersthese direct pleas for aid. It is possible however. A normalcharacter may call for divine intervention once. This callhas a 1% chance of succeeding regardless of the number ofpeople asking for intervention in the same situation. Theexact results of god appearing and saving the character is

    unknown and up to the GM. Once a character has askedfor such intervention, they cannot ask again untilperforming some major service to the Church.

    Priests have a 3% chance for a plea for divine aid to beheard.

    Major Consecration

    This ritual is rather lengthy, taking the priest 30 minutesto an hour to perform. It can be used to consecrate an areathe size of a small one-story house. The ground comesunder the influence of the Holy Father. All the benefits ofa regular consecration are gained.

    In addition, all saves against magic are made at +1, and allsaves against pagan, demonic and necromantic magic aremage at +3. All enemies of the Father receive a 1 penaltyto all skill rolls (in addition to any other penalties).Undead can enter holy ground, but cannot be raised here.The effects last for the next 24 hours. However, if threepriests in succession successfully perform this ritual on thesame area, the effect is permanent. The DL for this ritual is17.

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    Prayer of Vengeance

    This rite takes 20 minutes and the effects last until sunsetthat same day. It incites the faithful to acts of valor in thename of the Father. Anyone who joins in the prayer gainsa +1 to all attack and damage rolls when fighting theenemies of the Father. The DL for this ritual is 17.

    Sacrifice

    This ritual can only be done at a domed temple of Stratus.These temples have stained glass domes aligned such thatthe morning sun shines directly down on the altar. Thepriest places a magic item on the altar and prays forStratus to heed his sacrifice. The prayer takes the entiremorning and if it succeeds, the item is destroyed and thepriest gains a boon.

    The nature of the boon depends on the magic item sosacrificed as well as the GMs discretion. Generally, theboon will correspond to the power level, the permanenceand the nature of the item. Thus, sacrificing an item withlimited charges will grant only a temporary boon.

    Sacrificing a magic ring with a lasting effect would givethe priest a permanent boon. Keeping in mind that this issupposed to be a sacrifice, the boon granted is generallymuch less powerful than the power of the item.

    For instance, sacrificing a Bracelet of Strength might givethe priest a +1 to his STR permanently. Sacrificing a wand,might give the priest a bonus to saving throws againstpowers and elements similar to the ones controlled by thewand.

    Turn Unholy

    The ability to turn unholy is unique to the priests ofStratus. Stratus is a sun god and hates creatures of thenight. Also, having destroyed the Deceiver and hisminions, he is enemy to all of demonic blood. Both classesof creatures are affected by this power.

    Turn unholy functions much like a skill. The attributes todetermine the priests starting skill level are SPI/SPI/WIL.Turning a creature takes a full action and a successful skilltest with the creatures SPI score acting as the DL. Ifsuccessful, the undead or demon is irrevocably destroyed.If the test is failed, then that priest can never turn thecreature. Others may attempt, but only if their turn unholyability is higher than others who have tried in the past.

    Willpower

    By quoting scripture and standing steadfast in the face ofevil, a priest can give himself and his allies a +2 to savesagainst any magic that corrupts, controls or causes fear.The prayers to provide this bonus have a DL of 12.

    Magic Items in BostoniaIn Bostonia, the primary source of magic is runic mages where elemental power is bound to a living being.However, magic can be bound to items as well. Spirits canbe trapped in a ring or a sword. Runes can be etched into a

    wand, storing spells to be released by speaking words ofpower. Certain materials have unique properties thatallow them to steal energy from the living to powermagical effects. Finally, the world is littered with relicsfrom ancient times, waiting for the clever (or unwary) tounleash their powers.

    Artifacts Skill

    The primary means of detecting and analyzing magicitems in Bostonia is the artifacts skill. This skill permits theartificer to study an unknown item, note the materialsfrom which it is made, any markings or runes engraved onit, research tomes and manuscripts for hints on the itemshistory and experiment with different ways of unleashingits power.

    Each item has a DL associated with it. This DL indicateshow difficult it is for an artificer to understand andactivate the item. Analyzing an artifact takes a week ofdedicated study. At the end of the week, the artificer canmake a skill test to learn one characteristic of the device. Acharacteristic can be a single power (and how to activatethat power), the devices history, or how to recharge it.

    Suggested DLs and Modifiers for Artifacts

    Activity DLArtificer has tools and equipment -2Artificer has library at his disposal -2-6Artificer is rushing to analyze the object (3days)

    +2

    Artificer is rushing to analyze the object (1day)

    +4

    Artificer is rushing to analyze the object(instant)

    +8

    Item TypesMagic items can be classed into wands, jewelry andclothing, miscellaneous items and weapons. Items of a likeclass have certain features and behaviors in common. Eachclass and the rules that apply to them will be describedbelow.

    Wands, Rods and Staves (charged items)

    Wands, rods and staves differ in size and material.However, they all have two things in common. First, allhave runes of power and command carved somewhere onthem. If these runes are deciphered, they often indicate thewands method of activation and sometimes, its purpose.

    Second, all items in the wand category have limited usesthat are replenished by the consumption of minerals,gems, crystal or precious metal. The mineral consumedand the manner of consumption varies with each item.

    Rings, Amulets and Clothing (alteration items)

    Items worn close to the body are often ensorcelled withalteration magic. These items have spirits bound in them.These spirits are trapped in the item and forced to lendtheir magic to the wearer. However, they power this

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    magic by stealing some of the life force of the wielder, sothere is almost always a trade-off.

    Because of the parasitic nature of alteration magic, allmagic rings, amulets and similar items all have sideeffects. The effect will begin once the items magic hasbeen activated for the first time. It grows quickly to itsmaximum effect. Once they has taken hold, the items side

    effects are continuous and will last for as long as the hostwears the item and for several weeks after (regardless if heuses the items powers or not). Once you put such a deviceon, you must deal with the consequences for some time.

    Swords and Other Weapons

    Weapons come in a variety of types and powers. InBostonia, magical weapons are all created from a meteoricmetal called spirit iron. This is a strong metal that alloyseasily with many other materials. These weapons are hardto break and hold their edge well. Spells and runes can beetched into the metal to bind spells to the weapon. Inaddition, spirit iron has the unique property that it attunesitself to its wielder. This is a gentle process that takesmany years, but over time such a weapon will gain powerdue to the deeds and legends associated with theirowners.

    Miscellaneous Items

    These items are hard to classify. They come in all mannerof shapes and sizes and can exhibit a wide variety ofpowers. A small number of these are deliberately createdby mages. Others are of ancient origin, or the result ofmagical experiments or backlash. In general, these itemsdo not have charges and do not have the same deleteriousside effects of jewelry.

    Instead, these items work on a balanced effect principle.Each time they are activated and cause an effect, anothernearly opposite effect occurs. Unlike alteration magic, thiseffect is not necessarily bad and it does not have to occurto the user of the item. It will affect something close to theitem, but otherwise the target of the balancing effect willbe random. The GM should try to have fun with thiswhenever possible.

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    Sample RunesThis section contains a selection of magic runes for magesin your game. This is not a complete list. There arehundreds of runes in the world of Bostonia. Runes will bepublished on the Bostonia website and in futuresupplements. The players and the GM are encouraged tocreate their own runes using these as a guideline.

    Widow WeaveDescription

    This rune appears as a tattoo of an hourglass appearing onthe abdomen of the mage.

    Purpose

    This rune has no true purpose.

    Rune Site

    Somewhere on the edges of Bostonia lies a cave containinga monstrous spider called the Widow Queen. Her giantweb is woven with runic script. This is the rune site.

    Binding and Raising

    To bind the Widow Weave, the would-be mage has toenter the Queens lair and steal some of the silk from herweb. In the meantime, the Queen and her cohort of giantspiders will attack the mage, trying to stop him.

    If the mage survives his encounter with the Queen, heweaves the silk into his abdomen in the shape of anhourglass. The tattoo takes a WIL save vs. DL 14 to beginand a DEX test vs. DL 14 to complete successfully.

    To raise the Weave, the mage returns to the Queenschamber and steals more silk with which he embellishesthe tattoo. No attribute tests are required to add to thetattoo.

    Practitioners

    The Weave has very few practitioners as most die stealingthe necessary silk. At any given time, there might be 2-5mages with the Weave in all the known lands. They haveno common motivation or purpose except for their interestin the powers provided by the Weave.

    Effects

    This rune causes the mage to be attuned to spiders. He cansense their presence. On a negative note, if any spider iskilled near him, he takes a hit point of damage.

    Skill

    The magic skill for the Weave costs 7 points and has a baselevel of WIL/WIL/SPI.

    First Circle Spells

    Detect Poison

    Casting Time: Very ShortRange: 3 HexesArea of Effect: 1 Object

    Initiative: ---Delivery: DirectDifficulty: 8Duration: InstantSave: NoneMaintain: None

    The caster gains the ability to detect poison on a singlenearby object. The spell gives general information aboutthe possible effects of the poison.

    Eight Eyes

    Casting Time: Very ShortRange: SelfArea of Effect: SelfInitiative: ---Delivery: SelfDifficulty: 8Duration: 1 HourSave: NoneMaintain: 6/3

    The caster grows eight eyes like a spider. This gives him360 degree vision. He gets a +3 to all perception tests andcan not be flanked.

    Spider Bite

    Casting Time: Not EngagedRange: 15Area of Effect: 1 TargetInitiative: +1Delivery: DirectDifficulty: 8Duration: 2d3 RoundsSave: WIL vs. DL 10Maintain: None

    A small spider appears on the target and delivers a painfulbite. This attack does no damage, but the target mustmake a save vs. DL 10 or else take a -1 to all actions for2d3 rounds. Also mages that fail their save lose any spellsthey are casting.

    Spider Crawl

    Casting Time: Not EngagedRange: Self

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    Area of Effect: SelfInitiative: -1Delivery: ---Difficulty: 10Duration: 10 MinutesSave: NoneMaintain: 8/4

    This spell allows the mage to walk on sheer surfaces. Aslong as any two of his limbs are in contact with a surfacehe can stick to it with complete freedom of action.

    In addition, the mage can walk on any spider webbingwithout becoming stuck. This makes him immune to web-like entangle effects.

    Wound Web

    Casting Time: ShortRange: TouchArea of Effect: 1 TargetInitiative: ---Delivery: TouchDifficulty: 10Duration: InstantSave: NoneMaintain: None

    The mage weaves a web into the targets wound, healing1d4 hit points of damage.

    Second Circle Spells

    Illusion of Six Arms

    Casting Time: CombatRange: SelfArea of Effect: SelfInitiative: +1Delivery: SelfDifficulty: 12Duration: 12 RoundsSave: NoneMaintain: 10/5

    The weaver creates an illusion that he has six arms. Thisconfuses potential melee opponents, giving them a -2 toparry or dodge his blows. In addition, this spell gives themage a +3 to all slight of hand attempts.

    Rope Weaving

    Casting Time: Very ShortRange: 20 HexesArea of Effect: 1 RopeInitiative: ---Delivery: BoltDifficulty: 12

    Duration: 1 HourSave: NoneMaintain: None

    The weaver shoots a thin, sticky rope from his fingers.This rope affixes to any surface that it hits and the magecan likewise affix his end. The rope is strong enough tohold up to ten people (about 1000 kg).

    Summon Spider

    Casting Time: Not EngagedRange: 5 HexesArea of Effect: 1 SpiderInitiative: -1Delivery: ---Difficulty: 13Duration: 12 RoundsSave: NoneMaintain: 11/6

    The weaver summons a large spider to fight for him. Thespider will follow simple, telepathic commands from thecaster.

    Venom

    Casting Time: Very ShortRange: TouchArea of Effect: 1 ItemInitiative: ---Delivery: TouchDifficulty: 13

    Duration: 1 Hour or 1d4 AttacksSave: TOU vs. DL 13Maintain: None

    The mage creates a small amount of venom that coats aweapon. The poison does an additional 1d6 damage. Asingle application of Venom can coat a single weapon for1d4 uses, or can coat 1d4 arrows.

    This spell costs the mage one spell level that he canrecover by rest or meditation.

    Web

    Casting Time: CombatRange: 20 Hexes (6/20)Area of Effect: 1 TargetInitiative: 0Delivery: BoltDifficulty: 14Duration: 12 RoundsSave: STR, AGI vs. DL 15Maintain: None

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    The weaver creates a ball of sticky webbing that entanglesthe target. An entangled target cannot move, attack, castspells or otherwise use his arms. He can make a saveevery round to escape.

    If an entangled target is attacked or touched, the attackermust make a save or his weapon or hand (or whateverwas used to touch the target) becomes entangled.

    Third Circle Spells

    Deadly Venom

    Casting Time: Very ShortRange: TouchArea of Effect: 1 Item (or 1d6+1 items)Initiative: ---Delivery: TouchDifficulty: 17Duration: 1 Hour or 1d6 AttacksSave: TOU vs. DL 17Maintain: None

    The mage creates a small amount of venom that coats aweapon. The poison does an additional 1d8+1 damage. Asingle application of Venom can coat a single weapon for1d6+1 uses, or can coat 1d6+1 arrows.

    This spell costs the mage one spell level that he canrecover by rest or meditation.

    Massive Web

    Casting Time: CombatRange: 20 HexesArea of Effect: 7 HexesInitiative: -1Delivery: DirectDifficulty: 18Duration: 12 RoundsSave: STR or AGI vs. DL 18Maintain: None

    The weaver creates a mass of sticky webbing thatentangles all targets in the area of effect. An entangledtarget cannot move, attack, cast spells or otherwise use hisarms. Entangled targets can make a save every round toescape.

    If an entangled target is attacked or touched, the attackermust make a save or his weapon or hand (or whateverwas used to touch the target) becomes entangled.

    Wound Weave

    Casting Time: Not EngagedRange: Touch

    Area of Effect: 1 TargetInitiative: ---Delivery: TouchDifficulty: 16Duration: InstantSave: NoneMaintain: None

    The mage weaves a web into the targets wound, healing2d6 hit points of damage.

    Summon Giant Spider

    Casting Time: Not EngagedRange: 5 HexesArea of Effect: 1 SpiderInitiative: -1Delivery: ---Difficulty: 18Duration: 12 RoundsSave: NoneMaintain: 11/6

    The weaver summons a giant spider to fight for him. Thespider will follow simple, telepathic commands from thecaster.

    Creeping Doom

    Casting Time: Not EngagedRange: 5 HexesArea of Effect: 3 Hex RadiusInitiative: -1Delivery: DirectDifficulty: 18

    Duration: 6 RoundsSave: WIL vs. DL 18Maintain: None

    The weaver summons a swarm of small, creeping, bitingspiders. The swarm moves under the direction of theweaver at a rate of 3 hexes each round. Anyone caught inthe swarm takes 1d4 points of damage that is not affectedby armor and must make a WIL save or spend their nextaction fleeing the swarm.

    Fourth Circle Spells

    Venom Queen

    Casting Time: Very ShortRange: 40 HexesArea of Effect: 1 Venom QueenInitiative: ---Delivery: DirectDifficulty: 24Duration: 1 Hour or TaskSave: NoneMaintain: None

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    The mage calls the Venom Queen herself to do hisbidding. The massive spider will perform one task for theweaver, but will then demand to be fed. The mage willneed to provide one live victim for the Queen or else shewill attempt to eat him.

    Regardless of the success or failure of this spell, the magepermanently loses a magic level which will have to be

    gained by experience.

    The Lair

    Casting Time: LongRange: 0 HexesArea of Effect: 1 RegionInitiative: ---Delivery: TouchDifficulty: 22Duration: 1 DaySave: NoneMaintain: 20/10

    This spell creates a maze of sticky webbing throughout abuilding, cave complex, or wooded region (of about 100acres). The webs are thick and sticky, capturing anyonewho touches them as per the 2 nd circle Web spell. Thecaster can move along these webs freely and they providehim a +6 to all stealth and concealment checks (or a skill of16, whichever is higher).

    The Hand of LightningDescription

    This rune appears as a jagged, blue-tinged lightning boltbrand across the chest of the mage.

    Purpose

    This is an elemental rune of lightning. As such, it does nothave a purpose aside from that of its practitioners.

    Rune Site

    There is no rune site associated with this rune. Theoriginal practitioners of the Hand constructed threemagical lightning rods. These rods are long metalbranding irons that are made of the lightning sigilattached to a long metal rod. These rods are able totransfer the rune to a mage who knows the properprocedure.

    Binding and Raising

    To bind the Hand of Lightning, a mage must possess oneof the three rods. During a thunderstorm, he takes the rodto the highest possible point. Then the mage lay flat on theearth and places the rod on his chest. He chants calls to thelightning to call it down upon himself. When lightningstrikes the rod, the mage makes a TOU save vs. DL 10. Ifhe succeeds, the rod becomes hot and brands the mageschest. If he fails, he is electrocuted and dies.

    Raising the Hand involves a similar test. There are twoimportant differences, however. First, before taking thetest to raise his rune, the mage is drained of his electricalpowers by deliberate contact with metal. This contact ismaintained long enough to drain the caster of all his spelllevels, but not long enough to reduce his TOU. The seconddifference is that each TOU save gets harder as the magegains higher and higher spell circles. The 2 nd Circle test isDL 12, the 3 rd is DL 14 and the 4 th is DL 16. Many magesseek herbal, alchemical or magical aid before embarkingon this dangerous test.

    Practitioners

    This rune is more common than most. There are threemasters that possess the rune rods (Araxis in Salem;

    Trenna who lives alone in the wilds of the northwest; andSxtaa a cobrat that lives in the city-state of Oniss) andyoung mages seeking the considerable combative powerof the Hand often petition them for access to the rune. Themasters are generally careful about to whom they give therune. There are about a dozen practitioners of the Hand(not including the masters). These range from 1 st to 3 rd

    circle. Most are human, but there are 2 cobrat who practicethis rune.

    Effects

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    Mages possessing this rune abhor contact with metalobjects. Touching such an object for more than a splitsecond will cause a loss of one skill level in the Hand asthough the mage lost the level casting a spell. This penaltydoes not occur if the mage is struck with a metal weaponunless the weapon is left in the mages body for a round ormore. This level can be regained through rest ormeditation. Prolonged contact sickens the mage and he

    will lose 1 STR and TOU each hour (after he has lost all ofhis skill levels in the rune, of course). This sickness willnot kill the mage, but once he is reduced to 0 STR or 0TOU, he is unable to act. Once the contact is ended, themage will regain his STR and TOU at a rate of 1 point eachday.

    Skill: The magic skill for this rune costs 7 points. The baselevel of this skill is determined by SPI/INT/WIL.

    First Circle Spells

    St. Elmos Fire

    Casting Time: ShortRange: TouchArea of Effect: 2 Hex RadiusInitiative: ---Delivery: ---Difficulty: 6Duration: 1 HourSave: NoneMaintain: 4/2

    This spell causes a wooden object to glow. It lights a smallarea with a dim glow equivalent to a large candles light.It is suitable for reading and examining your immediatesurroundings, but is not useful for viewing things at a

    distance.

    Sparks

    Casting Time: CombatRange: 10 HexesArea of Effect: 1 Hex AreaInitiative: +3Delivery: Area EffectDifficulty: 6Duration: Instant/HeldSave: NoneMaintain: None

    This spell causes sparks to shoot from the casters hands.These sparks are sufficient to start fires from dry kindlingas well as light oil and other volatile materials. Aminiature pyrotechnics display is produced. The sparksdo no damage by themselves, but can do incidentaldamage in certain circumstances (ex. If they hit a persondoused in oil).

    Magnetize

    Casting Time: Very ShortRange: TouchArea of Effect: 1 Metal ObjectInitiative: ---Delivery: ---Difficulty: 8

    Duration: 6 HoursSave: STR vs. DL 10Maintain: None

    To cast this spell, the mage utters the mystic phrases whilehe touches a piece of metal. The contact drains some of thecasters power and channels it into the metal. The metalbecomes a powerful magnet, able to hold around 25kilograms (55 pounds). Ferrous objects within a hex of themagnetized object will be pulled toward it. A STR save vs.DL 10 is required to resist this pull. Because the mage isrequired to touch the metal to activate the spell, heautomatically loses at least 1 spell level regardless of hisspell casting success.

    Shocking Grasp

    Casting Time: CombatRange: TouchArea of Effect: 1 TargetInitiative: +1Delivery: Touch/UnarmedDifficulty: 8Duration: Instant/HeldSave: NoneMaintain: None

    The caster touches his victim who takes 2d8 from theshock. Metal armor does not protect against this damage.Cloth and leather armor do offer protection.

    Know Weather

    Casting Time: LongRange: TouchArea of Effect: 10 Kilometer RadiusInitiative: ---Delivery: ---Difficulty: 10Duration: InstantSave: NoneMaintain: None

    This spell gives the caster accurate knowledge of theweather for a 10 kilometer radius around the caster. Thisinformation pertains to the next 3-5 days. In addition, thisspell detects whether a coming weather phenomenon isnatural or magical in nature.

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    Static

    Casting Time: Very ShortRange: 20 HexesArea of Effect: 1 ObjectInitiative: ---Delivery: ---Difficulty: 8

    Duration: 10 MinutesSave: NoneMaintain: None

    This spell causes a large static charge to collect on anobject. The charge is not large enough to do damage, butwill cause an uncomfortable shock when discharged. Inaddition, the static will have other miscellaneous effectssuch as causing a persons hair to stand on end, theirclothes to have static cling and so on.

    Second Circle Spells

    Stun

    Casting Time: CombatRange: TouchArea of Effect: 1 TargetInitiative: +2Delivery: Touch/UnarmedDifficulty: 12Duration: 1d3+1 RoundsSave: TOU vs. DL 14Maintain: None

    The target must make a TOU save vs. DL 14 or be stunnedfor 2-4 rounds. A stunned opponent cannot attack ormove, but can defend himself at a 2. If the target makes

    his save, he is not stunned, but is still at a 2 to all actionsfor 1 round.

    Wind

    Casting Time: CombatRange: 20 HexesArea of Effect: 5 Hex RadiusInitiative: 0Delivery: Direct/Area EffectDifficulty: 12Duration: 1 RoundsSave: NoneMaintain: 10/5

    The caster causes a whipping wind to blow. The windhampers all missile fire through the area of effect. Anymissile that crosses an effected hex takes a 3 penalty to itsaccuracy. In addition, this spell will blow out torches,candles and lanterns in the area of effect and keep the areasafe from gases, fogs and cloud spells.

    Lightning Shield

    Casting Time: CombatRange: SelfArea of Effect: SelfInitiative: +1Delivery: ---Difficulty: 12

    Duration: 10 RoundsSave: NoneMaintain: 10/5

    This spell creates an electrical shield around the mage.This shield gives a 2 accuracy penalty to anyoneattacking the mage with a metal weapon. In addition, ifthe mage is hit with a metal weapon, or with a bare-handed attack, then the attacker takes 2d4 points ofdamage to his hands. Metal armor does not protect againstthis damage.

    Small Bolt

    Casting Time: CombatRange: 40 Hexes (8/20/30/40)Area of Effect: 1 TargetInitiative: +1Delivery: BoltDifficulty: 12Duration: Instant/HeldSave: NoneMaintain: None

    This spell causes a bolt of lightning to shoot from thecasters hand, or staff. This bolt attacks one person and if ithits, it does 2d10 points of damage. Like all of the

    lightning-based attacks, this spells damage is not reducedby metal armor.

    Lightning Trap

    Casting Time: Very ShortRange: TouchArea of Effect: 1 ObjectInitiative: ---Delivery: ---Difficulty: 14Duration: 1 HourSave: NoneMaintain: None

    This spell requires the mage to touch a metal object. Theobject is infused with a portion of the mages power andholds this power within it until it is touched by anothercharacter. When someone other than the mage disturbsthe object, it discharges, with two possible effects.

    The first possible effect is that the object can becomemagnetized as per the Magnetize spell. The secondpossible effect is that the object can discharge a bolt of

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    lightning, doing 2d8 points of damage to the character thattouched it.

    Third Circle Spells

    Magnetize II

    Casting Time: Combat

    Range: 30 HexesArea of Effect: 1 ObjectInitiative: -1Delivery: DirectDifficulty: 10Duration: 2d3 HoursSave: STR vs. DL 15Maintain: None

    This is a refinement of the Magnetize spell. It is a rangedspell so the mage does not have to touch the object to beaffected. In addition, this spell is more easily cast than itsweaker cousin and so can be cast in combat. Finally, thisspell is more powerful than Magnetize and the resultingmagnet can hold up to 50 kilograms (about 110 pounds).

    The affected object will pull other ferrous objects towardsit. Anyone within 2 hexes will have to make a STR save vs.DL 15 to resist the magnetic force. Any combatants withina 2 hex radius of the affected object will have a 2 accuracydue to the magnetic pull, assuming they can hold ontotheir weapon in the first place. Any combatants trying tostrike the affected object with a metal weapon will notsuffer the penalty. Instead, they will get a +2.

    Cloudburst

    Casting Time: Long (10 minutes)Range: SelfArea of Effect: All in SightInitiative: ---Delivery: ---Difficulty: 17Duration: 20 MinutesSave: NoneMaintain: 15/8

    Dark clouds quickly roll in from the horizon. There is aclap of thunder and then it begins to rain heavily for thenext 20 minutes. The effects of this spell are left to the GM.Dirt roads might be made muddy or impassible. Fires willbe doused. Animals will run for shelter. Signs of passagemay be wiped away.

    Coming Storm

    Casting Time: ShortRange: 100 HexesArea of Effect: 20 Hex RadiusInitiative: ---Delivery: ---Difficulty: 17

    Duration: 10 MinutesSave: WIL vs. DL 14 or Animal Handler vs.DL 14Maintain: 15/8

    This spell causes the sky to become dark and the wind topick up. The effect is much like that of a coming storm.Animals can sense the storm. They will get spooked and

    find a place to hide if they can. Animals that are tied, arebeing ridden, or are otherwise restrained will becomeagitated. They may bolt, jump their fences or throw theirriders. An animal-handling test vs. DL 14 can preventsuch mishaps and calm the animals.

    People will also feel uneasy under the effects of this spell.They will be able to act normally, but their sense of perilwill be heightened. If faced with a threat, their first instinctwill be to flee. A WIL test vs. DL 14 is required to fight thisurge and face any threat.

    Large Bolt

    Casting Time: CombatRange: 60 Hexes (10/30/45/60)Area of Effect: 1 TargetInitiative: 0Delivery: BoltDifficulty: 17Duration: Instant/HeldSave: NoneMaintain: None

    This spell is similar to the Small Bolt, but delivers 3d10points of damage if it hits. Metal armor is no protectionagainst this spell.

    Ball Lightning

    Casting Time: CombatRange: 50 HexesArea of Effect: 8 HexesInitiative: -1Delivery: Direct/Area EffectDifficulty: 18Duration: Instant/HeldSave: NoneMaintain: None

    This spell affects an 8 hex area. Everyone in the area takes

    2d10 points of damage as though they had been hit by theSmall Bolt spell. The spells area must be continuous.

    Fourth Circle Spells

    Hurricane Bolt

    Casting Time: CombatRange: 60 Hexes (10/30/45/60)Area of Effect: 1 TargetInitiative: -1Delivery: Bolt

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    Difficulty: 24Duration: Instant/HeldSave: NoneMaintain: None

    Hurricane Bolt is similar to the other bolt spells, but does5d10 points of damage to its target. Metal armor is noprotection against this spell.

    Ball Storm

    Casting Time: CombatRange: 50 HexesArea of Effect: 8 HexesInitiative: -2Delivery: Direct/Area EffectDifficulty: 24Duration: Instant/HeldSave: NoneMaintain: None

    Like the spell Ball Lightning, but does 3d10 to everyone inthe area of effect.

    Summon Storm

    Casting Time: Very Long (2 Hours)Range: SightArea of Effect: SightInitiative: ---Delivery: Direct/Area EffectDifficulty: 26Duration: 6 HoursSave: NoneMaintain: None

    This spell summons a storm of hurricane-like power. Thestorm gathers for 2 hours, rages for 2 hours, and thenslowly recedes for another 2 hours. The power of thisstorm is such that it can fell trees, cause floods, knockdown small buildings and otherwise make a terrible mess.In general, a person in some shelter will be safe. However,someone in the open may take from 1-4d8 points ofdamage from exposure and flying debris.

    The ritual takes 2 hours of preparation and requires thatthe caster possess one of the lightning rods with which thelightning mages gain their power. Casting this spell coststhe mage 2 skill levels which can only be regained through

    experience.

    Hand of the JustDescriptionThis rune appears as a tattoo of a balanced scale on thechest of the mage.

    PurposeThis rune is a twin of a second rune, Hand of the Tyrant.

    This rune is a physical manifestation of the values of justice and wisdom. It is a rune used by scholars, monksand warriors of good. Many people have speculated thatthis rune was first used by St. Michael in his destruction ofthe Wizard Priests.

    Rune SiteSomewhere in the mountains surrounding the SeekersValley there exists a shrine marking the location of thefinal battle between St. Michael and the Zealot Erzan. It isrumored that if a person who has been wronged comeshere and sits vigil for three days and three nights, theywill be granted a vision that will show them the path toright the injustice done to them.

    Binding and Raising Sitting vigil for three days and three nights straightrequires a test of either TOU or WIL vs. a DL of 18. If thepetitioner succeeds, he may bind the Hand. If he fails, hefalls asleep at the shrine and can never bind the rune.

    Raising the rune requires the mage to return to the shrine.If the mage has behaved according to the tenets of therune, he raises automatically. If he is found wanting, hemust make a SPI save vs. DL 16 or be stripped of the runeforever.

    PractitionersPractitioners of the Hand come from many differentbackgrounds, but they all have one thing in common; theyhave all been wronged in some terrible way. At any giventime, there will be about half a dozen people in Bostoniathat have this rune.

    EffectsMages with this rune are virtuous, wise and just.Essentially, this translates into a Code of Behavior thatcauses these mages to help the weak and innocent, fightevil, not use treacherous means to achieve their goals andso on.

    SkillThe magic skill for this rune costs 7 points and isWIL/SPI/INT

    First Circle Spells

    Wall of IntellectCasting Time: ShortRange: 0Area of Effect: 3 Hex RadiusInitiative: ---Delivery: ---

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    Difficulty: 10Duration: 1 HourSave: NoneMaintain: 6/3

    This spell gives all allies of the caster in the area of effect a+3 WIL saves and +3 INT saves and a +1 to all INT andWIL skills for the duration.

    FreedomCasting Time: Very ShortRange: TouchArea of Effect: 1 PersonInitiative: ---Delivery: ---Difficulty: 6 or 10Duration: InstantSave: NoneMaintain: None

    This spell immediately frees the target from whateverbonds he is in. This can be ropes, chains or even magicalbonds. Normal bonds have a DL of 6 and magical bondshave a DL of 10.

    Detect PoisonCasting Time: ShortRange: TouchArea of Effect: 1 ItemInitiative: ---Delivery: ---Difficulty: 8Duration: InstantSave: NoneMaintain: None

    This spell detects most poisons (some very rare magicalpoisons might not be detected at the GM's discretion). Theitem must be touched by the caster, or a wooden wand.

    Light of TruthCasting Time: Very ShortRange: 0Area of Effect: 3 RadiusInitiative: ---Delivery: ---Difficulty: 8 or specialDuration: 5 MinutesSave: NoneMaintain: 6/3

    This spell causes the area around the caster to glow with adim light. Cast at DL 8, this light will cut through anynatural darkness or obscuration (such as mist of fog).Alternately the caster may cast the spell to light an area ofmagical darkness, in which case the DL is that of the targetspell.

    Second Circle Spells

    Summon Lesser AvatarCasting Time: Not EngagedRange: 10Area of Effect: 1 CreatureInitiative: -1Delivery: ---Difficulty: 14Duration: 6 RoundsSave: NoneMaintain: None

    This spell summons a lesser avatar to serve and protectthe caster and his allies. If the avatar dies in the service ofthe caster, another one cannot be summoned for at least aweek. In addition, the caster can only have one avatar inhis service at a time.Lesser Avatar

    Physical 12 Attack 13Swiftness 12 Defense 14/12/10/8Mental 15 Damage 2d8Perception 12 Armor Loc AV

    1 12-4 15-7 18-9 1

    10-12 1

    Hit Points 30Initiative +1Move 7

    Special Abilities

    Glowing: Avatars glow softly providing the equivalent oftorchlight in a 10 hex radius.

    Description

    A lesser avatar appears as a humanoid with shining silverskin dressed in white robes. They attack with a sword, axeor hammer.

    CompelCasting Time: LongRange: 0Area of Effect: 1 PersonInitiative: ---Delivery: ---Difficulty: 14Duration: 5 MinutesSave: WIL or CHA vs. DL 13Maintain: None

    This spell compels an intelligent individual to tell thetruth. He does not have to speak, but if he does, he musttell the truth. He may make a save vs. WIL or CHA (DL12) to resist the effects and lie. However, someone whodecides to attempt a lie must speak the truth if he fails thesave (he cannot then decide to be silent).

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    Awe AuraCasting Time: ShortRange: SelfArea of Effect: SelfInitiative: ---Delivery: ---Difficulty: 13Duration: 5 Minutes

    Save: NoneMaintain: 11/6

    This spell causes the caster to gain an aura of leadershipand competence. People will tend to believe the casterknows what he is doing and follow his advice. Give a +3to persuasion and orate attempts. Also, in crisis situations,most normal people will listen to the caster without fail.

    Healing Casting Time: ShortRange: TouchArea of Effect: 1 CreatureInitiative: ---Delivery: ---Difficulty: 13Duration: InstantSave: NoneMaintain: None

    This spell allows the character to heal 2d6 damage.

    Fair PlayCasting Time: Not EngagedRange: 0Area of Effect: VariesInitiative: -1

    Delivery: ---Difficulty: 15Duration: Varies or 2d6 roundsSave: SPI (Tactics) vs. DL 15Maintain: None

    This spell changes the circumstances of a combat situationto counteract the effects of an ambush, surprise attack orother "unfair" advantage one side gets over the other. Theeffects are largely up to the GM although some guidelinesare in order.

    First, one side being outnumbered or stronger than theother is not unfair and those circumstances are notaffected by this spell. However, if the mage's party isambushed and surprised, say for a round, then this spellwould give the caster's party a free "surprise" round too. Ifthe enemy is found to be using poison on their weapons(and the caster's group is not), this spell may neutralizethe poison, or put similar venom on the group's weapons.If they were being attacked from high ground, or frombehind cover, then this spell would somehow even theodds. Perhaps some brush would magically appear to givethe caster's party cover, or the enemy's cover wouldcrumble or burn.

    Some spells might be covered in this effect as well. If thegroup is gassed and half their numbers are knockedunconscious, then this spell might knock half of theattackers out as well... to "even the odds."

    Generally, this spell will last as long as the unbalancingeffect lasts. So, in the case of an ambush, the spell might

    last a single round. Regardless of the combat situationthough, this spell has a maximum duration of 2d6 rounds.This spell can only be used once in a given fight and themage automatically loses a spell level regardless of howwell he succeeded on his spell casting roll.

    Third Circle Spells

    Rain of TearsCasting Time: Not EngagedRange: 20 HexesArea of Effect: 3 Hex RadiusInitiative: -1Delivery: ---Difficulty: 17Duration: InstantSave: NoneMaintain: None

    This spell does 2d8 to all enemies of the caster in its area ofeffect. Armor does not protect against this damage.

    In addition, it heals any allies in the area for 1d6 hit points.The healing effect can only be applied once to a givenflurry of injury.

    Summon Avatar

    Casting Time: Not EngagedRange: 10 HexesArea of Effect: 1 CreatureInitiative: -1Delivery: ---Difficulty: 18Duration: 6 RoundsSave: NoneMaintain: None

    This spell summons an avatar to serve and protect thecaster. If the avatar dies in the service of the caster,another one cannot be summoned for at least a week. Inaddition, the caster can only have one avatar in his serviceat a time.

    AvatarPhysical 15 Attack 17Swiftness 15 Defense 17/16/14/12Mental 20 Damage 2d10Perception 12 Armor Loc AV

    1 22-4 25-7 2

    Hit Points 38Initiative +2

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    Move 7(Fly9)

    Special Abilities

    Glowing: Avatars glow softly providing the equivalent oftorchlight in a 10 hex radius.

    Description

    An avatar appears as a winged humanoid with shiningsilver skin dressed in white robes. They attack with asword, axe or hammer.

    Cure PoisonCasting Time: Not EngagedRange: TouchArea of Effect: 1 CreatureInitiative: -2Delivery: ---Difficulty: 17Duration: InstantSave: NoneMaintain: None

    This spell cures most normal poisons and weaker magicalones.

    Fourth Circle Spells

    WrackCasting Time: LongRange: 100 HexesArea of Effect: 1 CreatureInitiative: ---Delivery: ---Difficulty: 23Duration: InstantSave: SPI vs. DL 24Maintain: None

    This spell causes the target to relive the worst suffering hehas ever inflicted on one of his victims. The target feels thefull pain, but does not take the damage. Instead, he takesup to 4d8 damage from the illusory trauma (GM'sdiscretion). In addition, the target will be writhing andreeling in pain and unable to act for an appropriate periodof time (again GM's discretion).

    Valley of DarknessCasting Time: Not EngagedRange: SelfArea of Effect: SelfInitiative: -2Delivery: ---Difficulty: 22Duration: 10 MinutesSave: NoneMaintain: 20/10

    This spell essentially makes the caster immune from alldamage dealt by evil beings. The caster cannot attack orcast a hostile spell on anyone for the duration of the effect.However, attacks against him will invariably fail. Theenemy's spells will fail; their swords will break against hisbody and so on.

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    Hand of the TyrantDescriptionThis rune appears as a tattoo of an upside-down scale thatupon close inspection is not quite balanced.

    PurposeThis rune is a twin of a second rune, Hand of the Just. This

    rune is a physical manifestation of the concept of injusticeand tyranny. It was conceived by Tomax and then grantedto seven spirits. These spirits roam the world, giving theHands power to those they deem worthy.

    Rune SiteThere is no rune site associated with this rune. Instead, aspirit creature determines who is worthy and anappropriate vessel for the Hand of the Tyrant.

    Binding and Raising This rune is bound by facing the spirit creature in aconflict of some sort. The conflict generally takes the formof a wager over a battle of wills. If the GM can think ofsomething clever, he can play this out. If not, then a WILtest vs. DL 14 will suffice to bind the rune. Failure meansthe mage loses the wager with whatever unfortunateconsequences that might entail.

    Practitioners

    EffectsThis rune slowly corrupts the soul of the wielder. As hegains circles, he becomes more domineering, cruel andtwisted.

    SkillThe magic skill for this rune costs 7 points and isWIL/WIL/SPI

    First Circle Spells

    Mind SiphonCasting Time: ShortRange: 0Area of Effect: 3 Hex RadiusInitiative: ---Delivery: ---Difficulty: 10Duration: 1 HourSave: SPI vs. DL 10Maintain: None

    This spell drains anyone who enters the area of effect.Victims lose 1d4 points of INT and WIL. The caster gains1/2 the total points drained for the spell's duration. Thedrain only occurs once, regardless of how long a victimremains in the zone, or how often they leave and re-enter.

    BondageCasting Time: CombatRange: Touch

    Area of Effect: 1 TargetInitiative: +1Delivery: TouchDifficulty: 10Duration: 12 RoundsSave: STR vs. DL 12Maintain: None

    This spell traps the victim in magical chains. A STR savewill free the victim, and others can help him free. In anycase, the bonds dissolve in 12 rounds. A bound personcannot move, attack or cast spells. They have some smallmobility, and can dodge attacks. If the victim takesdamage from an attack, the bonds have a 50% chance ofbeing broken.

    Dark AuraCasting Time: ShortRange: SelfArea of Effect: SelfInitiative: ---

    Delivery: ---Difficulty: 10Duration: 1 HourSave: SPI/WIL vs. DL 10Maintain: 8/4

    This spell gives the caster an evil aura that causes beingsto be wary of him. This wariness has several effects. First,anyone attacking the caster will be at a -1 to hit anddamage due to being overly cautious. Second, the castergains a +3 to any intimidation attempts (this would bepersuasion, interrogation, conversation or tradingattempts that rely on the caster intimidating his victim).

    Foul Food and DrinkCasting Time: LongRange: 0Area of Effect: 1 BarrelInitiative: ---Delivery: ---Difficulty: 8Duration: InstantSave: NoneMaintain: None

    This spell causes the target food or drink to be fouled andrendered inedible.

    Second Circle Spells

    Summon Lesser DemonCasting Time: Not EngagedRange: 10Area of Effect: 1 CreatureInitiative: -1Delivery: ---Difficulty: 14Duration: 6 RoundsSave: None

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    Maintain: None

    This spell summons a lesser demon (Imp, Sinister Eye) toserve and protect the caster and his allies. If the demondies in the service of the caster, another one cannot besummoned for at least a week. In addition, the caster canonly have one demon in his service at a time.

    HarmCasting Time: CombatRange: 20Area of Effect: 1 TargetInitiative: +1Delivery: DirectDifficulty: 13Duration: InstantSave: WIL vs. DL 15Maintain: None

    This spell does 2d8 damage to the target. Armor does notprotect against this damage.

    ObfuscateCasting Time: Very ShortRange: 0Area of Effect: 1 Person or ItemInitiative: ---Delivery: ---Difficulty: 14Duration: 5 MinutesSave: PER/INT vs. DL 14Maintain: 12/6

    This spell has two possible effects. If cast on a person, itallows the person to lie in such a fashion that it cannot be

    detected. This defeats any spells such as Detect Lie orCompel. In addition, if the GM considers the lie areasonable one, then the people hearing the lie will becompelled to believe it for the duration of the spell. AnINT save will allow targets to detect that something isamiss.

    If this spell is cast on an object, then the object can behidden and will be undetectable by anything short ofmagic. A PER save will allow a searcher to defeat thisspell, but he must still make a normal PER roll to find theobject. The item must be no larger than a large trunk orchest and once ensorcelled, can be any distance from thecaster.

    Fear AuraCasting Time: ShortRange: SelfArea of Effect: 5 Hex RadiusInitiative: ---Delivery: ---Difficulty: 14Duration: 5 MinutesSave: WIL vs. DL 14Maintain: 12/6

    This spell causes the caster to take on dark demonicfeatures that frighten most beings. Anyone who comeswithin 5" of the caster become afraid and must save vsWIL or flee for 1-2 rounds. In addition, once they flee, theymust make a save to approach the caster, or to attack him(and thus earn his attention). Once someone saves, theyare no longer affected by that casting of the spell and may

    move and attack normally. Foul PlayCasting Time: LongRange: SightArea of Effect: 1 GroupInitiative: ---Delivery: ---Difficulty: 14Duration: VariesSave: NoneMaintain: None

    This spell is cast as the mage's party is planning to attackthe enemy. They must be able to see the enemy group theyare going to attack and once the spell is cast, the actualfight must take place within 6 hours. The spell causes themage's group to get a temporary advantage over theirtargets. The GM must determine the exact effects, but aguideline would be a free "surprise" round, or a +1 to hitand damage for the duration of the combat.If the GM is totally stuck for ideas, then he should use thefollowing chart.

    Roll

    Effect

    1 Surprise -- The mage's party gets a free attack

    round against the enemy. This round occurswhen the caster's group is spotted, or chooses toambush the targets.

    2 High Ground -- The mage's party starts with thehigh ground for the combat. They get a +1 to hit,and use the high shot for hit location. This effectlasts until there is a change in the relativeposition of the combatants.

    3 Bad Footing -- The targets find themselves onshaky ground and get a -1 defense andmovement until they move at least 10" from theirstarting position.

    4 Great Cover -- The mage's party attacks fromcover that gives them a +4 defense against allmissile attacks. This lasts until they are forced tomove from the cover and does not affect hand tohand.

    5 Poison -- The mage's party has their weaponscovered in a weak poison. Each member of thegroup has their first successful attack that doesdamage increased by 1d6.

    6 Fury -- The mage's group has a +1 to hit anddamage for the entire combat.

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    Third Circle Spells

    Rain of BloodCasting Time: Not EngagedRange: 20 HexesArea of Effect: 3 Hex RadiusInitiative: -1Delivery: ---Difficulty: 18Duration: InstantSave: NoneMaintain: None

    This spell does 3d8 to all creatures in the area of effect.Armor does not protect against this damage.

    Summon DemonCasting Time: Not EngagedRange: 10 HexesArea of Effect: 1 CreatureInitiative: -1Delivery: ---

    Difficulty: 18Duration: 6 RoundsSave: NoneMaintain: None

    This spell summons a mid-level demon (Enforcer orHorned Demon) to serve and protect the caster. If thedemon dies in the service of the caster, another one cannotbe summoned for at least a week. In addition, the castercan only have one demon in his service at a time.

    PoisonCasting Time: Not EngagedRange: 0 HexesArea of Effect: 1 CreatureInitiative: +1Delivery: TouchDifficulty: 14Duration: InstantSave: TOU/SPI vs. DL 17Maintain: None

    This spell causes the victim to be poisoned. The poison hasthe following stats:

    Name: Toxic BloodResist DL: 17

    Primary: 1 point damageEffect Time: 1 roundTotal Effects: 20Recovery: NormalSecondary: NoneSecond Time: NANotes: None

    Fourth Circle Spells

    WrackCasting Time: LongRange: 100 HexesArea of Effect: 1 CreatureInitiative: ---

    Delivery: DirectDifficulty: 23Duration: InstantSave: SPI vs. DL 24Maintain: None

    This spell causes the target to relive the worst suffering hehas ever suffered. The target feels the full pain, but doesnot take the damage. Instead, he takes up to 4d8 damagefrom the illusory trauma (GM's discretion). In addition,the target will be writhing and reeling in pain and unableto act for an appropriate period of time (again GM'sdiscretion).

    OppressionCasting Time: Very LongRange: 0 HexesArea of Effect: 1 CityInitiative: ---Delivery: DirectDifficulty: 24Duration: PermanentSave: NoneMaintain: None

    This spell requires a month to prepare and the sacrifice often victims each day. Once the sacrifices are complete,Oppression has the following effects on a city and thesurrounding lands:

    The caster hears and is party to any conversationin which his name is spoken.

    When the character is spying on a conversation,he can cast spells on the participants as thoughhe were standing next to them.

    Anyone in the area whose views are not alignedwith that of the caster take a -1 to all actions. Allenemies of the caster, those who would harmhim or challenge his authority, get an additional-1 to all rolls, regardless if they are actively

    working against the caster at the time or not. All the casters spells have their save DLs

    increased by 2.

    This spell lasts until the casters death and its casting coststhe caster two spell levels that he must regain throughexperience.

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    The Rune of EarthsbloodDescription

    This rune manifests itself as a tarry, earthy substance thatreplaces a portion of the casters blood. A first circle magehas about 25% of his blood replaced, making it brown,

    thick and gritty. A fourth circle mage no longer hashuman blood. There is no visible mark on the casters skin.However, as soon as he is cut, his inhuman nature willbecome apparent.

    Purpose

    Earthsblood is an elemental rune of earth and has noagenda. Most who seek it are mages that desire theconsiderable power associated with elemental earth. Thereis one pagan cult in Bostonia that views this rune as holy.Priests of this earth cult seek to master this rune.

    Rune Site

    This rune is found in a dark swamp in the wilds betweenBostonia and the cobrat lands. The swamp is difficult tocross and filled with dangers. Disease carryingmosquitoes, giant spiders, quicksand and man-eatingplants make finding the site dangerous. At the heart ofthis place is a black, oozing pool that contains theelemental power of Earthsblood.

    Binding and Raising

    A mage who wishes to obtain the Earthsblood rune mustimmerse himself in the tarry mess and allow it to enter hisbody. Exactly how this happens is not generally known.Some scholars speculate that the mage must woundhimself before entering the pool. Others argue that theprocess is closer to drowning. Only practitioners of therune know for sure and they are not sharing their secrets.

    Assuming the mage has properly entered the pool,binding the rune takes a SPI check vs. DL 12. Successmeans that Earthsblood accepts him and he emerges witha host of new powers. Failure means the mage is rejectedby the elemental power and must struggle to the surfaceor drown. Doing so is difficult requiring a STR (orswimming test) vs. DL 17.

    Raising the rune requires that the mage return to the runesite to accept more of the earths essence into his blood.Since the Earthsblood has accepted him once, there is nodanger associated with this ritual.

    Practitioners

    There are few practitioners of Earthsblood in Bostonia.Only four mages have taken the rune and returned to thelands. The rest of the Earthsblood mages belong to apagan cult that believes the rune is the manifestation of anelemental god. This cult consists of about 30 members, five

    of which are mages. These pagans dwell at the edge of theswamp, protecting it from intruders and trying to fathomthe wishes of their bubbling, oozing master.

    Effects

    Mages that bind Earthsblood tie a portion of their lifeenergy to the earth. If the mage is not in contact with the

    earth, he cannot regain spell levels or hit points for resting.Instead, he loses 1 hit point each day. Being in contactwith the earth means that he is standing on the ground, orunderground. If he is on a floor made of earthen materials,then he is considered in contact with the earth. However,if a floor is wooden, then it must be directly above theground (say no more than a couple inches from the earth).Thus, an Earthsblood mage could not sleep on the secondstory of a standard wooden building and regain hisstrength or magical power. In blighted or diseased lands,the effect is accelerated and the mage loses 1 hit point eachhour.

    Skill

    The magic skill for this rune costs 7 buy points and has abase level of SPI/SPI/WIL.

    First Circle Spells

    Climbing Claws

    Casting Time: ShortRange: SelfArea of Effect: SelfInitiative: ---Delivery: ---Difficulty: 10

    Duration: 10 MinutesSave: NoneMaintain: 8/4

    Claws extend from the casters fingertips. These claws diginto earth and stone and allow the caster to climb a rockface or a brick wall. The claws give the caster a climbingskill of 13, or add 3 to his current climbing skill, whicheveris higher.

    Stoneskin

    Casting Time: CombatRange: Touch

    Area of Effect: 1 TargetInitiative: 0Delivery: ---Difficulty: 10Duration: 10 RoundsSave: NoneMaintain: 8/4

    This spell causes the skin of the target to become hard asstone. The target gains 4 value armor, or his existingarmor value is increased by 2 points, whichever is higher.

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    This spell restricts the casters movement and his defenseskills all drop by 1, as does his base move and initiative.

    Whipping Stones

    Casting Time: CombatRange: 30 Hexes (6/12/18/30)Area of Effect: 1 Target

    Initiative: +2Delivery: ThrownDifficulty: 10Duration: Instant/HeldSave: NoneMaintain: None

    This spell causes a stone to fly through the air. If it hits thetarget, it does 2d8 points of damage.

    Detect Minerals

    Casting Time: ShortRange: SelfArea of Effect: 50 Hex RadiusInitiative: ---Delivery: ---Difficulty: 8Duration: 5 MinutesSave: NoneMaintain: 6/3

    This spell allows the caster to probe the earth and spacearound him to detect a specific mineral. The mineral mustbe stated at the time of casting and cannot be changedunless the spell is recast. The mage will be able to detectthe stated mineral and have a general idea of the amount

    of mineral present.Encapsulate

    Casting Time: Very ShortRange: TouchArea of Effect: 1 ObjectInitiative: ---Delivery: ---Difficulty: 10Duration: 30 MinutesSave: NoneMaintain: 8/4

    This spell causes one object held by the caster to beencapsulated in stone. The object must be small enough tofit inside the palm of the casters hand and he must be ableto wrap his fingers around it. The stone protects theencapsulated object and there are no obvious markings toindicate that the stone is out of the ordinary. When thespell wears off, the stone will crumble, freeing the object.

    Phantom Digger

    Casting Time: Short

    Range: 100 HexesArea of Effect: 1 LaborerInitiative: ---Delivery: ---Difficulty: 10Duration: 1 HourSave: NoneMaintain: 8/4

    The caster calls a minor earth elemental into being. Thecreature can dig or build earthen structures at the samerate as an average man; can follow simple instructions andcan move up to 100 hexes away from the caster. This spellmay be cast multiple times to summon multipleelementals, but each additional casting raises the DL of thespell by 2 points.

    Second Circle Spells

    Preserve

    Casting Time: ShortRange: TouchArea of Effect: 1 ObjectInitiative: ---Delivery: ---Difficulty: 14Duration: PermanentSave: NoneMaintain: None

    This spell causes a moderately sized object (one thatwould be small enough to be carried by the caster) to sinkinto the earth, surrounded by stone. The object will remainperfectly preserved in stone until the caster returns to thespot (he must be no more than 20 meters from the original

    spot) and recasts the spell. The object can be dug up bynormal means, but will remain covered in stone. This spellcannot be cast on a living object, or an object that ismagical or has a spell affecting it.

    Move Earth

    Casting Time: ShortRange: 50 HexesArea of Effect: 10 Cubic MetersInitiative: ---Delivery: ---Difficulty: 14Duration: 10 MinutesSave: NoneMaintain: 12/6

    This spell allows the caster to move up to 10 cubic metersof earth. This volume is approximately that of a mappedhex 2 meters across and about 2.5 meters deep. This spellaffects only soft earth and clay. Stone and mineral depositscannot be moved by this spell.

    Earth Sink

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    Casting Time: Not EngagedRange: SelfArea of Effect: SelfInitiative: -3Delivery: ---Difficulty: 1