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[Formal Magic Intro]
[FM Casting Rules]
[FM Scrolls]
[FM Components]
[FM Casting Flaws]
[FM Spells Level 1]
[FM Spells Level 2]
[FM Spells Level 3]
[FM Spells Level 4]
[FM Spells Level 5]
[FM Spells Level 6]
[FM Spells Level 7]
[FM Spells Level 8]
[FM Spells Level 9]

Level 9 Formal Magic Spells


Name:                        Create Master Golem (scroll specific)

Target:                        A simple animal, or a Spirit and Body

School:                       Celestial

Duration:       Until destroyed, or 5 days after the first command is executed.

Components:            P9, C8, E7, S3, V3

Approved Golems: None

 

This formal magic creates a golem of the type specified by the scroll.


Name:                        Create Permanent Circle of Power

Target:                        Circle of Power

Duration:       2 Years

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P9, C4, E4, S4, T4

 

This formal magic, when cast upon a Circle of Power made up entirely of circles of the appropriate school, will cause the target to be extended beyond its normal (one hour) duration.  The target circle will become a Permanent Circle of Power of the appropriate school.  Anyone within the target circle during the entire casting of this formal magic will receive an Investiture to the Permanent Circle of Power.

 

This formal magic will not create a Permanent Circle of Power around, within, or overlapping another Circle of Power of any type lasting longer than one hour.  If this is attempted, this formal magic will automatically fail.

 

When the circle is identified, the number of spirits invested will be revealed as well as any invested members who are presently in the circle.  There is no limit to the number invested.

 

A marshal’s note must be included with each circle listing the type and expiration date for the circle and all invested members (IG and OOG names).


Name:                        Greater Extension

Target:                        Batch of formal magic of the appropriate school

Duration:       2 Years

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P9 (including at least one P2 or P4), C2, T4

 

This formal magic increases the duration of any Formal Magic previously cast in the current batch to two years.

 

If successful, the batch immediately terminates at the completion of this formal magic.

 

Greater Extension does not count against the 5 Formal Magic limit on a target, since it simply modifies the duration of other magics.

 



Name:                        Planar Gate (scroll specific)

Target:                        None

Duration:       10 Minutes per level of celestial formal magic of the casters, not extendable.

School:                       Celestial

Components:            P9, C4, E2, S2, V4

Approved Planes: Air, Earth, Fire, Water

 

This formal magic will cause a 10’ x 10’ gate to open between the area cast upon and a random area on the specified plane.  The gate will allow passage in both directions but confers no ability to survive a hostile environment in the plane.  The gate will remain open for 10 minutes per level of celestial formal magic possessed by the casters of this formal magic.

 

On occasion items may be found which can serve to target the other end of the gate to a particular location. Any spirit that travels through the gate and dies on the other side will automatically shift back to their plane of origin to resurrect, this may or may not be the plane from which they entered the gate.  This shift upon death occurs whether the gate is still open or not. 

 

A person may not be on both sides of the gate - as soon as they break the plane of the gate on one side they shift across to the other side.  Combat is impossible from one side of the gate to the other and vision is limited and often completely impossible.

 

A physical representation for the gate must be supplied by the formal magic caster, the physical representation must delineate the sides of the gate.

 

Plot should be notified in advance of the casting of this formal magic so that they may be properly prepared.

 



Name:                        Spirit Lock

Target:                        Spirit and Item

Duration:       5 days

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P9, C4, E4, S6

 

This formal magic creates a link between the targets.  The targets must both be in physical contact with the caster during the entire casting of the formal magic.  The item must be considered a possession of the target spirit, and must be movable by that spirit when in their normal body.

 

While the item is linked, it cannot be separated from the person until the duration of the Spirit Link expires or the person's spirit suffers a final death.  While the spirit is separated from the body, the item is intangible and invisible and will reform at the place of the spirit's resurrection.  If the spirit's resurrection fails, the item’s existence becomes unraveled and the item disappears forever.

 

All properties given to the item via formal magic will only work for the person to whom it is Spirit Locked. 

 

If either target is later the subject of Destroy Magic that successfully affects the Spirit Lock, all formal magic of all schools present upon the item expires immediately and the entire item is destroyed.  The intent is that there is no way for anyone to take a Spirit Locked item from a person.

 

 

 



Name:                        Summon High Extra-Planar Creature  (scroll specific)

Target:                        None

Duration:       5 Days or until banished or killed

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P9, C4, E4, S4

Approved Types:     (Celestial) Air, Earth, Fire, Water;  (Earth) Alpha Pantherghast

 

This formal magic will summon one intelligent creature from its native plane.  This formal magic does not provide the caster any control over the creature.  Depending on the personality and history of the summoned creature, the formal magic caster could be immediately attacked at the end of the formal magic.

 

If the true name of a specific creature is stated during the summoning, that particular creature will feel the call and may choose to appear.  If this method is used, the creature will know the identity of the formal magic caster regardless of whether or not they choose to be summoned.  If the named creature chooses not to appear, then the caster may state another (different) creature’s name.  If the second creature named chooses to ignore the call, a third name may be stated, and so on.  If all named creatures choose to ignore the call, or no such names are even known or tried, then a completely random creature will appear.  (The true name of a creature will probably not work outside of the chapter where it was learned.  This is left to local chapter plot discretion.)

 


 

Name:                        Transform to Master Creature (scroll specific)

Target:                        Spirit

Duration:       2 years

School:                       Celestial or Earth (scroll must be marked as one or the other)

Components:            P9, C8, E10, S10, T5 (Unrestricted only)

Approved Master Creatures: None

 

This formal magic will transform the target into a specific Master Creature upon the permanent death of the target.

 

The target must currently have a Transform to High 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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