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Level 8 Formal Magic Spells
Name: Destroy Magic, Greater
Target: Item,
Spirit, Glyph of Protection, Circle of Power, Wall of Force, or Ward
Duration: Instantaneous
School: Celestial
or Earth (scroll must be marked as one or the other)
Components: P8,
D4, V4
This formal magic will bring to a conclusion all existing
magic of the appropriate school, both Formal Magic and Battle Magic, on the
target.
The caster must touch the target with a spell packet during
the entire casting of the formal magic.
If the target is a Ward, Greater Ward, or Circle of Power,
the target must be adjacent to the circle, and the circle from which the formal
magic is being cast cannot be a protective circle – the caster must reach out
of the circle to touch the target.
If cast upon a spirit, then all magic present on the body is
also affected, although items carried are not affected. In this case, all formal magic, including
Spirit Link, is affected. While a Spirit
Link is gone forever, other magic upon any applicable item is unaffected.
If cast upon an item, then all magic present on the item,
including Spirit Link, is affected.
While that particular Spirit Link is gone forever, other magic present
upon the spirit is unaffected.
Name: Interplanar Travel (scroll specific)
Target: Spirit(s)
Duration: Variable
School: Celestial
Components: P8,
S4, V4, + P equivalent to the # of willing people travelling
Approved Planes: Air, Earth, Fire, Water
This formal magic causes a
willing person, if that person has a spirit, to travel to the specified
plane. All possessions on the person
who is the target of the formal magic will travel with the spirit. Once this
formal magic has begun, the spirit is unable to leave the Circle of Power until
the formal magic is complete.
The caster may decide upon a time limit of fewer than five
days, during the casting of this formal magic.
The only allowable increments are in Days or Hours. Circumstances may dictate that this time
limit will vary (plot may decide the duration of the formal magic).
Should the person die while on the other plane, the spirit
will return to its plane of origin to resurrect. This may or may not be the plane the person
had originally traveled from. Another
Interplanar Travel formal magic could be cast to send the person back to the
plane the original Interplanar Travel formal magic was cast on. Other than by death or further formal magic
use the only way to return to the plane of origin is to wait for the variable
duration of this formal magic to expire.
This formal magic guarantees the basic ability to survive on
a hostile plane for 5 days, this means that the person can breathe and perform
necessary functions for continued existence while on the plane. For example,
the individual may breathe even though on the plane of water and the flame that
makes up the basis of the elemental plane of fire would not burn them to
death. This does not give any immunity
to attacks based on the same principle, in the above example on the elemental
plane of fire even though the individual is not consumed in the inferno, they
would be damaged by elemental flame attacks.
This formal magic may allow travel for any number of willing
targets up to one half the total levels of Celestial formal magic of the casters,
in the appropriate school (round up).
This formal magic in no way targets the traveling person to
a particular area of the specified plane.
Though on occasion an additional base item for the casting of this
formal magic may be found which will cause the targeting to a specific area of
the specified plane, this item will generally be consumed in the casting
regardless of the success of the formal magic. A subsequent casting of
Interplanar Travel to a plane the targets departed in the past 5 days will
result in the targets appearing at the original point of departure in that
plane.
This formal magic lasts until the person suffers a death or
the variable time limit expires.
Name: Obliterate
Target: Spirit
Duration: Instantaneous
School: Earth
Components: P8,
D4, S4, V4 (All Unrestricted)
Once this formal magic has begun, the spirit is unable to
leave the Circle of Power until the formal magic is complete.
The spirit’s death bag is modified by this formal magic to
have been weakened by two deaths. In
addition, this formal magic causes a third death. Upon resurrection, the spirit must pull from
death’s bag only once, with the spirit having been weakened by this formal
magic by a total of three deaths.
The target may not refuse this formal magic.
Casting of this formal magic is always considered in Dark
Territory.
After the Formal Magic is complete, the victim is still able
to receive a Life spell for the next
five minutes, and only one spell is necessary to restore the creature to one
body point. If a Life spell is received, the creature is not forced to resurrect at
all, and takes no deaths as a result of the Obliterate.
(This is a
clarification of the 7th edition errata, which was ambiguous.)
All components and scrolls used in the casting of this
formal magic MUST be of unrestricted transfer.
Name: Spirit Walk
Target: Spirit(s)
Duration: Indeterminate
School: Celestial
or Earth (scroll must be marked as one or the other)
Components: P8,
C1, S2, V2, + P equivalent to the total number of people Spirit Walking
This formal magic causes the targets and their possessions
to travel to another Circle of Power that has a duration of longer than one
hour. It does not provide for
interplanar travel.
This formal magic may allow travel for any number of willing
targets up to one half the total levels of the casters of the formal magic (in
the appropriate school).
The caster designates a person as
the primary target of the formal magic - that person must know the destination
Circle of Power by having seen it himself or herself, prior to the casting of
this formal magic. The destination of the Spirit Walk must be declared at the
start of the formal magic.
Upon completion of the formal
magic, all targets will go Out of Game and walk to the destination Circle of
Power. All targets walk at the pace of
the slowest target. They may not pass
through a Ward, Greater Ward or Wizard Lock.
If the destination Circle of Power in inaccessible or does not exist,
the Circle of Power in which the formal magic was cast becomes the destination
Circle of Power, and the group walks back to their origin. If that is also inaccessible or does not
exist when they arrive, the targets may resurrect and all non-spirit-linked
items are lost.
Upon entering the destination Circle of Power, the targets
and their possessions immediately begin to reform within ten slow seconds and
are tangible enough to be affected by attacks.
The sounds of the ten-count (spoken in a normal speaking voice), as well
as the sounds associated with the people getting into the destination circle
(opening doors, etc.), represent the noise of the flux of their arrival. The
targets reform at the edge of the circle, just inside.
No one may Spirit Walk to or from a Circle of Power in
another chapter without prior approval from the staff/plot committees of both
chapters.
Name: Transform to High Creature (scroll
specific)
Target: Spirit
Duration: 2 years
School: Celestial
or Earth (scroll must be marked as one or the other)
Components: P8,
C4, E5, S5, T3 (Unrestricted only)
Approved Creatures: None
This formal magic will transform the target into a specific
High Creature upon the permanent death of the target.
The target must currently have a Transform to Greater
Creature formal magic present upon its spirit.
The previous formal magic, if indeed present, must be of the same type
of creature as the one being attempted.
If either of these conditions is untrue, this formal magic will fail.
All components and scrolls used in the casting of this
formal magic MUST be of unrestricted transfer.
[Addition, August 3, 1999] Effects exist which may for
limited duration invoke the full transformation prior to permanent death. See the
description in the Casting Rules.
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