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arcadianphoenix:characters:erin_bishop

Erin

Name(s) Erin Elizabeth Bishop.
Game The Dying of the Light (Played by Mami)
Age 16 (born December 21st, 1999); appears to be late teens.
Build 5′8″, 150 pounds; soft and curvy.
Hair Silver, curly, waist-length.
Eyes Violet.
Skin Pale.

Attributes & Secondary Characteristics

ST 8 [-20]; DX 10 [0]; HT 10 [0]; IQ 14 [60]; PE 14 [20]; WL 10 [0]
HP 8 [0]; FP 10 [0]; SP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0]
SM+0 (1 hex); Basic Lift 13; Damage Thr 1d-3, Sw 1d-2
Dodge 8; Parry 8; Block N/A

Social Background

TL: 8 [0].
Cultural Familiarities: Cultural Adaptability [10].
Languages: Omnilingual (Native) [40].
Status: 0 (Middle-Class) [0].
Wealth: Average [0].

Advantages

  • Accelerated Learning 2 [40]
  • Appearance (Transcendant) [20]
  • Common Sense (Conscious, +50%) [15]
  • Eidetic Memory [5]
  • Jack of All Trades 3 [30]
  • Language Talent [10]
  • Luck [15]
  • Magery 5 [55]
  • Voice [10]

Perks

  • Efficient Housekeeping [1]
  • Object Attunement (Staff) [1]
  • Object Channel (Staves) [1]
  • Staff Adept (Space; Flame Jet) [1]
  • Staff Adept (Time; Flame Jet) [1]

Disadvantages

  • Low Pain Threshold [-10]
  • Low Pleasure Threshold [-10]
  • Pacifism (Reluctant Killer) [-5]
  • Social Stigma (Minor) [-5]
  • Stubbornness [-5]
  • Weirdness Magnet [-15]

Quirks

  • Congenial [-1]
  • Honest [-1]
  • Humble [-1]
  • Responsive [-1]
  • Ritual Mastery (Flame Jet) [1]
  • Unnatural Features [-1]

Powers

Magic (Magical, -10%)

Fire Conjuring {1}
Burning Attack 3 points (Incendiary, +10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry -35%; No Wounding, -50%) [1]

Skills & Techniques

Skill Dif. Rel. Pts. Lev.
Acting A IQ-1 [1] 13
Alchemy VH IQ-2 [2] 12
Area Knowledge (Olympia) E IQ [1] 14
Autohypnosis H WL-2 [1] 8
Body Language A PE-1 [1] 13
Breath Control H HT-2 [1] 8
Computer Operation E IQ [1] 14
Esoteric Medicine H PE-2 [1] 12
First Aid E IQ [1] 14
Hidden Lore (Demons) A IQ-2 [0] 12 1)
Hidden Lore (Free Spirits) A IQ-2 [0] 12 1)
Hidden Lore (Magic) A IQ-2 [0] 12 1)
Hidden Lore (Restless Undead) A IQ-1 [1] 13 1)
Housekeeping E IQ [1] 14
Innate Attack (Beam) E DX [1] 10
Innate Attack (Breath) E DX-1 [0] 9 1)
Innate Attack (Gaze) E DX-1 [0] 9 1)
Innate Attack (Projectile) E DX-1 [0] 9 1)
Meditation H WL-2 [1] 8
Musical Composition H IQ-2 [1] 12
Observation A PE-1 [1] 13
Occultism A IQ-1 [1] 13
Path of Body VH IQ-2 [2] 12
Path of Chance VH IQ-2 [2] 12
Path of Crossroads VH IQ-2 [2] 12
Path of Energy VH IQ-2 [2] 12
Path of Magic VH IQ-2 [2] 12
Path of Matter VH IQ-2 [2] 12
Path of Mind VH IQ-2 [2] 12
Path of Spirit VH IQ-2 [2] 12
Path of Undead VH IQ-2 [2] 12
Poetry A IQ-1 [1] 13
Ritual Magic VH IQ-2 [2] 12
Singing E HT+2 [1] 12 2)
Staff A DX [2] 10
Symbol Drawing H IQ-2 [1] 12
Thaumatology VH IQ-2 [2] 12

1) Includes +3 for Jack of All Trades.
2) Includes +2 for Voice.

Reference

Tracking

Cur. Max. Notes
Hit Points 8 8 No current wounds.
Fatigue Points 10 10 No current fatigue.
Stress Points 10 10 No current stress.
Impulse Points 5 5

Encumbrance

Load Move Dodge Notes
None (0) 0-13 5.00 8
Light (1) 13-26 4.00 7
Medium (2) 26-39 3.00 6
Heavy (3) 39-78 2.00 5
Extra (4) 78-130 1.00 4

Damage Resistance

Shoes 1* Feet

Reaction Modifiers

Appearance +8 Attracted
+2 Most
-2 Resentful
Voice +2 All

Attacks & Defences

Mode Dam. Rng. Sk.
Unarmed (DX-10, Parry-8)
Punch Normal 1d-4 cr C 10
Committed 1d-3 cr
All-Out 1d-2 cr
Kick Normal 1d-3 cr C,1 8
Committed 1d-2 cr
All-Out 1d-1 cr
Grapple N/A C 10

Equipment

Item Location Cost Weight Description & Notes
Backpack, Small Worn $120 1.5 lbs. Holds fifty pounds of gear. Quick-release allows dropping it as a free action.
Basic Gear Clothes $100 1.5 lbs. Includes a cigarette lighter, duct tape (15-yards), mini-flashlight (5-yard beam, -3 light), multi-tool, notebook (waterproof) pencil, pocket mirror, wristwatch, and mundane items (ID, keys, wallet, etc).
Library Sanctum $1,750 125# A small collection (-2 to Research) on each of Erin's Hidden Lore specialties, and Occultism.
Magical Workshop Sanctum $10,400 60# A full thaumaturgical laboratory and workshop. Basic equipment for making charms, brewing potions, inventing new rituals, enchanting magic items, and creating grimoires.
Misc. Supplies Sanctum $4,505 -- An assortment of supplies for potion brewing, traditional trappings, and daily living. This is an abstraction to save on details -- should any reusable items be declared, they will be written up properly.
Ordinary clothing Worn -- 4 lbs. An ordinary Status 0 outfit. Includes shoes.
Smartphone Clothes -- 0.4 lb. A basic smartphone. Has a low-end camera, web-browser, etc -- counts as improvised equipment (-5) for Photography, Research, and so on. Complexity 1. 5 hour battery life.
Staff Carried $5 3 lbs. A plain wooden staff of oak heartwood; sw+1 or thr+1; Reach 1,2; Parry +2; ST 7†.
Warding Grimoire Sanctum $3,120 4# A heavy, old-fashioned book that is a +2 grimoire for Ward against Entrance, Ward against Magic, Ward against Mundanes, Ward against Spririts, Ward against Undead, and Ward against Vermin.
Wardrobe Sanctum -- +20# Includes four sets of ordinary clothes, plus nightclothes, one set each of formal wear and winter clothes. Includes one set of magical formal wear.

Background & Notes

Rituals List

Abjure Spirit

  • Spell Effects: Lesser Destroy Spirit.
  • Inherent Modifiers: Damage, Internal.
  • Greater Effects: 0 (×1).
  • This spell disrupts the vital processes of a single spirit within seven yards. If the subject fails to resist, it takes 2d burning damage (bypassing DR), even against incorporeal beings. This damage cannot start fires.
  • Typical Casting: Lesser Destroy Spirit (5) + Damage, Internal, 2d burn (Affects Insubstantial, +20%; No Incendiary, -20%) (4) + Range, 7 yards (3) + Subject Weight, 300 pounds (3). 12 energy (12×1).
  • Source Skill: Path of Spirit.

Abjure Undead

  • Spell Effects: Lesser Destroy Undead.
  • Inherent Modifiers: Damage, Internal.
  • Greater Effects: 0 (×1).
  • This spell disrupts the vital processes of a single undead within seven yards. If the subject fails to resist, it takes 2d burning damage (bypassing DR), even against incorporeal beings. This damage cannot start fires.
  • Typical Casting: Lesser Destroy Undead (5) + Damage, Internal, 2d burn (Affects Insubstantial, +20%; No Incendiary, -20%) (4) + Range, 7 yards (3) + Subject Weight, 300 pounds (3). 12 energy (12×1).
  • Source Skill: Path of Undead.

Alarm vs Spirit

  • Spell Effects: Lesser Sense Spirit.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This spell creates a detection field that notifies the caster of the location of any spirit within the area, so long as the caster is within one mile.
  • Typical Casting: Lesser Sense Spirit (2) + Area of Effect, 10 yards (8) + Duration, 6 hours (5) + Range, 1 mile (2). 17 energy (17×1).
  • Source Skill: Path of Spirit.

Alarm vs Undead

  • Spell Effects: Lesser Sense Undead.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This spell creates a detection field that notifies the caster of the location of any undead within the area, so long as the caster is within one mile.
  • Typical Casting: Lesser Sense Undead (2) + Area of Effect, 10 yards (8) + Duration, 6 hours (5) + Range, 1 mile (2). 17 energy (17×1).
  • Source Skill: Path of Undead.

Apprentice's Boon

  • Spell Effects: Lesser Strengthen Mind.
  • Inherent Modifiers: Bestows a Bonus, Learning rolls.
  • Greater Effects: 0 (×1).
  • This spell provides the subject with +5 to Learning rolls for one month.
  • Typical Casting: Lesser Strengthen Mind (3) + Bestows a Bonus, +5 to Learning rolls (12) + Duration, 1 month (11). 26 energy (26×1).
  • Source Skill: Path of Mind.

Arcane Defense

  • Spell Effects: Lesser Destroy Magic.
  • Inherent Modifiers: Altered Trait, Magic Resistance (Improved)
  • Greater Effects: 0 (×1).
  • This spell temporarily grants the caster Magic Resistance (Improved) 2 for the next 10 minutes.
  • Typical Casting: Lesser Destroy Magic (5) + Altered Traits, Magic Resistance 2 (Improved, +150%) (10) + Duration, 10 minutes (1). energy (16×1).
  • Source Skill: Path of Magic.

Banishment

  • Spell Effects: Greater Destroy Crossroads.
  • Inherent Modifiers: None.
  • Greater Effects: 1 (×3).
  • This spell causes any extraplanar being (demons, ghosts, etc.) who fails the resistance roll against this spell to instantly be sent to whatever their plane of origin is.
  • Typical Casting: Greater Destroy Crossroads (5). 15 energy (5×3).
  • Source Skill: Path of Crossroads.

Body-Bind

  • Spell Effects: Lesser Control Body (×4).
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This spell attempts to pin the target's arms and legs together. Treat each limb as being grappled.
  • Typical Casting: Lesser Control Body (5) + Lesser Control Body (5) + Lesser Control Body (5) + Lesser Control Body (5) + Duration, 10 minutes (1) + Range, 5 yards (2) + Subject Weight, 300 pounds (3). 26 energy (26×1).
  • Source Skill: Path of Body.

Chill

  • Spell Effects: Lesser Control Energy.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This spell lowers the temperature in an area. It is typically used to reduce a 1- to 6-yard area down to freezing, creating a way for low-tech casters (or those wealthy enough to hire them) to preserve food. It can also be used to cool a room. It cannot be used to set a specific temperature; for that, a Greater Control Energy effect is required.
  • Typical Casting: Lesser Control Energy (5) + Area of Effect, 3 yards (2) + Duration, 1 day (7). 14 energy (14×1).
  • Source Skill: Path of Energy.

Clean

  • Spell Effects: Lesser Restore Matter.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This spell thoroughly cleans everything and everyone within the area of effect. Should the degree of success matter, treat it as a critical success on Housekeeping at a skill equal to the caster's effective Path of Matter skill at the time of casting. This spell is not suitable for HazMat disposal.
  • Typical Casting: Lesser Restore Matter (4) + Area of Effect, 2 yards (2). 6 energy (6×1).
  • Source Skill: Ritual Magic.

Cleanse Disease

  • Spell Effects: Lesser Destroy Body.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This ritual utterly eradicates any disease-giving bacteria, fungi, parasites, viruses, and so on within three yards, no matter how contagious or drug-resistant they might be. (The GM may always choose to give supernatural or otherwise "special" pathogens a resistance roll, of course.) This ritual only cleans an area of disease; it won't actually cure anyone.
  • Typical Casting: Lesser Destroy Body (5) + Area of Effect, 3 yards, (2) + Subject Weight, 10 pounds (0). 7 energy (7×1).
  • Source Skill: Path of Body.

Detect Magic

  • Spell Effects: Lesser Sense Magic.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This spell detects any nearby spells, revealing their general nature and the amount of energy in them.
  • Typical Casting: Leser Sense Magic (2). 2 energy (2×1).
  • Source Skill: Path of Magic.

Diagnose

  • Spell Effects: Lesser Sense Body.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This ritual reveals the full, detailed cause of one specific symptom afflicting the subject. The caster must touch the subject. If there's no way a doctor in the setting could diagnose the problem (even with a critical success), the spell provides no information.
  • Typical Casting: Lesser Sense Body (2). 2 energy (×2).
  • Source Skill: Esoteric Medicine.

Disarm

  • Spell Effects: Greater Control Matter.
  • Inherent Modifiers: None.
  • Greater Effects: 1 (×3).
  • This spell disarms a single target that's up to five yards away, pulling away a single held object of no more than ten pounds. Resistance is DX-based. The target may resist with Retain Weapon.
  • Typical Casting: Greater Control Matter (5) + Range, 5 yards (2) + Speed, 5 yards per second (2) + Subject Weight, 10 pounds (1). 30 energy (10×3).
  • Source Skill: Path of Matter.

Dispel Magic

  • Spell Effects: Lesser Destroy Magic.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This spell counters and terminates any spell, so long as the energy of the target spell is equal to or less than the Meta-Magic energy.
  • Typical Casting: Lesser Destroy Magic (5) + Meta-Magic (0). 5 energy (5×1).
  • Source Skill: Path of Magic.

Duplicate Object

  • Spell Effects: Greater Create Matter + Lesser Sense Matter.
  • Inherent Modifiers: None
  • Greater Effects: 1 (×3).
  • With this ritual, the magician can duplicate any inanimate object! He must have the object in his hand (or touching it) while casting the ritual. Once completed, an exact replica appears within his other hand (or within reach). The item duplicated can weigh up to ten pounds and lasts for ten minutes before winking out of existence. It is an exact replica; f a broken gun is copied, the dupe is also broken! This applies to other facets of the item as well; e.g. that gun would have the same number of bullets loaded as the original.
  • Typical Casting: Greater Create Matter (6) + Lesser Sense Matter (2) + Duration, 10 minutes (1) + Subject Weight, 10 pounds (0). 27 energy (9×3).
  • Source Skill: Thaumatology.

Extinguish Flame

  • Spell Effects: Lesser Destroy Energy.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This spell snuffs out all mundane flames within the target area. Unnatural flames may resist. Flame-based creatures are unaffected.
  • Typical Casting: Lesser Destroy Energy (5) + Area of Effect, 2 yards (2). 7 energy (7×1).
  • Source Skill: Path of Energy.

Fire Conjuring

  • Spell Effects: Lesser Create Energy.
  • Inherent Modifiers: None
  • Greater Effects: 0 (×1).
  • This spell creates fire that lasts long enough to ignite objects with a Resistant burn rating or less (see Making Things Burn, Basic Set p433). This only works on inanimate objects that are not being held by someone else. It is essentially a flashy way to light a campfire, torch, etc.
  • Typical Casting: Lesser Create Energy (6). 6 energy (6×1)
  • Source Skill: Ritual Magic.

Flame Jet

  • Spell Effects: Greater Create Energy.
  • Inherent Modifiers: Damage, External Burning.
  • Greater Effects: 1 (×3).
  • This spell conjures a gout of flame. Uses Innate Attack (Beam) to hit, and does 3d burning damage.
  • Typical Casting: Greater Create Energy (6) + Damage, External Burning 3d (Jet, +0%) (0). 18 energy (6×3).
  • Source Skill: Path of Energy.

Hidden Housekeeper

  • Spell Effects: Lesser Control Spirit + Lesser Create Spirit.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This spell conjures a semi-sentient spirit that exists only to clean, cook, and organize – a “housekeeper.” It is considered to have IQ 6, Telekinesis 8, and Housekeeping-12 (the equivalent of a professional servant) and is only capable of performing mundane domestic tasks, from cooking simple meals to cleaning. (There is no way to get it to adventure or fight for you, and a single point of damage destroys it.) It exists for half a day before dissipating.
  • Typical Casting: Lesser Control Spirit (5) + Lesser Create Spirit (6) + Duration, 12 hours (6). 17 energy (17×1).
  • Source Skill: Path of Spirit.

Intercom

  • Spell Effects: Lesser Sense Mind.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This spell allows the subject to mentally communicate with the caster as long as both stay within 100 yards of each other. The effect lasts for one hour.
  • Typical Casting: Lesser Sense Mind (2) + Duration, 1 hour (3) + Range, 100 yards (10). 15 energy (15×1).
  • Source Skill: Path of Mind.

Invigorate

  • Spell Effects: Lesser Restore Body + Lesser Restore Body.
  • Inherent Modifiers: Healing, Fatigue.
  • Greater Effects: 0 (×1).
  • This spell awakens and invigorates the target, who must be within two yards. The subject recovers 3d FP, and if unconscious is rendered conscious.
  • Typical Casting: Lesser Restore Body (4) + Lesser Restore Body (4) + Healing, 3d FP (8) + Range, 2 yards (0) + Subject Weight, 300 pounds (3). 19 energy (19×1).
  • Source Skill: Path of Body.

Lesser Cure Disease

  • Spell Effects: Lesser Restore Body.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This ritual eradicates a single organism (bacterium, virus, fungus, etc.) infecting the subject. The caster must touch the subject and definitively identify the disease to be cured during the casting. The ritual will not cure genetic diseases nor flush poisons or complex parasites from the subject. Any damage or other effects of the disease remain. This spell can only affect diseases with a finite duration.
  • Typical Casting: Lesser Restore Body (4) + Subject Weight, 300 pounds (3). 7 energy (7×1).
  • Source Skill: Esoteric Medicine.

Lockpick

  • Spell Effects: Lesser Control Matter.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This spell instantly opens any mechanical lock touched by the caster.
  • Typical Casting: Lesser Control Matter (5) + Subject Weight, 10 pounds (0). 5 energy (5×1).
  • Source Skill: Path of Matter.

Magical Circle

  • Spell Effects: Lesser Control Magic + Lesser Control Spirit + Lesser Control Undead.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • The caster draws a circle and charges it with power, allowing it to prevent any supernatural force from crossing the line. Unlike a proper ward, a magical circle completely fails the first time anything passes through it or breaks the circle, even something mundane.
  • Typical Casting: Lesser Control Magic (5) + Lesser Control Spirit (5) + Lesser Control Undead (5) + Area of Effect, 3 yards (2) + Duration, 10 minutes (1) + Meta-Magic (-12). 6 energy (6×1).
  • Source Skill: Symbol Drawing.

Minor Healing

  • Spell Effects: Lesser Restore Body.
  • Inherent Modifiers: Healing.
  • Greater Effects: 0 (×1).
  • This spell heals any living being, restoring 2d HP. It does not eliminate disease or poison.
  • Typical Casting: Lesser Restore Body (4) + Healing, 2d (4) + Subject Weight, 300 pounds (3). 11 energy (11×1).
  • Source Skill: Path of Body.

Open the Invisible Gate

  • Spell Effects: Greater Create Crossroads.
  • Inherent Modifiers: None.
  • Greater Effects: 1 (×3).
  • This spell opens a portal to and from the Otherworld.
  • Typical Casting: Greater Create Crossroads (6) + Duration, 10 minutes (1). 21 energy (7×3).
  • Source Skill: Path of Crossroads.

Potion of Haste

  • Spell Effects: Lesser Strengthen Body + Lesser Create Magic.
  • Inherent Modifiers: Altered Trait, Basic Speed.
  • Greater Effects: 0 (×1).
  • This elixir temporary raises the subject's Speed (and thus their Move and Dodge) by 1 for the next 10 minutes.
  • Typical Casting: Lesser Strengthen Body (3) + Lesser Create Magic (6) + Altered Trait, Basic Speed +1.00 (20) + Duration, 10 minutes (1) + Subject Weight, 300 pounds (3). 32 energy (32×1).
  • Source Skill: Alchemy.

Potion of Mana

  • Spell Effects: Lesser Create Magic + Lesser Create Magic.
  • Inherent Modifiers: Healing, Energy Reserve
  • Greater Effects: 0 (×1).
  • This elixir restores the subject's Mana Reserve by 4d. Any excess is lost. This cannot be used during the casting of a spell to provide additional energy.
  • Typical Casting: Lesser Create Magic (6) + Lesser Create Magic (6) + Healing, 4d ER (12). 24 energy (24×1).
  • Source Skill: Alchemy.

Potion of Wakefulness

  • Spell Effects: Lesser Restore Body + Lesser Create Magic.
  • Inherent Modifiers: Duration.
  • Greater Effects: 0 (×1).
  • This elixir gives the recipient the equivalent of an entire night's rest (typically eight hours or whatever is normal for the subject), restoring any FP lost to missed sleep (Basic Set p426) and effectively "resetting" his internal clock (that is, the subjct's circadian rhythm).
  • Typical Casting: Lesser Restore Body (4) + Lesser Create Magic (6) + Subjct Weight, 300 pounds (3) + Duration, 8 hours (6). 19 energy (19×1).
  • Source Skill: Alchemy.

Productivity Blessing

  • Spell Effects: Lesser Control Chance.
  • Inherent Modifiers: Bestows a Bonus, rolls to create, make, or repair.
  • Greater Effects: 0 (×1).
  • The boon of the working man, this spell gives +2 to the target's rolls to create, make, or repair things. This effect lasts for two weeks.
  • Typical Casting: Lesser Control Chance (5) + Bestows a Bonus, +2 to rolls to create, make, or repair things (10) + Duration 2 weeks (10). 25 energy (25×1).
  • Source Skill: Path of Chance.

Repair Threshold

  • Spell Effects: Lesser Restore Magic.
  • Inherent Modifiers: Area of Effect, Healing.
  • Greater Effects: 0 (×1).
  • This ritual removes -1 in temporary penalties from a Threshold Rating. The entire area protected by the threshold must be within the area of effect.
  • Typical Casting: Lesser Restore Magic (4) + Area of Effect, 5 yards (4) + Healing, -1 in penalties (0). 8 energy (8×1).
  • Source Skill: Ritual Magic.

Repairing Paste

  • Spell Effects: Lesser Restore Matter + Lesser Create Magic.
  • Inherent Modifiers: Healing.
  • Greater Effects: 0 (×1).
  • When this gooey grey paste is slathered onto an inanimate object, that object is healed for 1d HP (subject to High HP and Healing, Basic Set p424), performing the equivalent of minor repairs and regular maintenance.
  • Typical Casting: Lesser Restore Matter (4) + Lesser Create Magic (6) + Healing, 2d (4) + Subject Weight, 30 pounds (1). 15 energy (15×1).
  • Source Skill: Alchemy.

Second Sight

  • Spell Effects: Greater Sense Magic + Greater Sense Spirit.
  • Inherent Modifiers: None
  • Greater Effects: 2 (×5).
  • The caster opens their third eye and sees the truth of the world around them. Magical disguises are meaningless, the nature and structure of spells are obvious, and the world of sleeping spirits is revealed. Everything witnessed with Second Sight remains with the caster for the rest of their life, never fading. While very powerful, this ability is also very dangerous, as some things are so awful, so terrible, that having them burned into one's mind forever is a sure ticket to madness. Additionally, shutting one's third eye requires another 'casting' of this effect, rather than relying on a duration running out -- this means that an unlucky caster can find themselves unable to close their third eye again, caught by the wonders and terrors of the world-behind-the-world. Despite its name, this ability affects all senses.
  • Typical Casting: Greater Sense Magic (2) + Greater Sense Spirit (2). 20 energy (4×5).
  • Source Skill: Thaumatology

Seek Object

  • Spell Effects: Greater Sense Matter.
  • Inherent Modifiers: None.
  • Greater Effects: 1 (×3).
  • Gives the caster an instantaneous flash of knowledge, revealing the direction and distances to the subject of the spell. The subject must be within 100 miles.
  • Typical Casting: Greater Sense Matter (2) + Range, 100 miles (6). 8 energy (24×1).
  • Source Skill: Thaumatology.

Seek Person

  • Spell Effects: Lesser Sense Body + Lesser Sense Mind.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • Gives the caster an instantaneous flash of knowledge, revealing the direction and distance to the subject of the spell. The subject must be within 100 miles. If the subject is dead, it will find his corpse. If his mind has been switched with someone else's, it will find both his new center of consciousness and his original body and make the distinction clear.
  • Typical Casting: Lesser Sense Body (2) + Lesser Sense Mind (2) + Range, 100 miles (6). 10 energy (10×1).
  • Source Skill: Thaumatology.

Sense Oath

  • Spell Effects: Lesser Sense Chance.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This ritual allows the caster to perceive whether a subject has broken any magically binding oaths, as well as know all the magically binding oaths the subject has sworn to them.
  • Typical Casting: Lesser Sense Chance (2). 2 energy (2×1).
  • Source Skill: Path of Chance.

Shield

  • Spell Effects: Lesser Control Energy.
  • Inherent Modifiers: Bestows a Bonus, Defense rolls.
  • Greater Effects: 0 (×1).
  • This spell creates a protective barrier in front of the caster, requiring a free hand to maintain. It provides +3 to active defense rolls, permits Blocks, and provides cover DR equal to the caster's Path of Energy skill.
  • Typical Casting: Lesser Control Energy (5) + Bestows a Bonus, +3 to active defense rolls (20) + Duration, 10 minutes (1). 26 energy (26×1).
  • Source Skill: Path of Energy.

Speak with Dead

  • Spell Effects: Lesser Sense Undead
  • Inherent Modifiers: Range, Dimensional.
  • Greater Effects: 0 (×1).
  • This spell is allows the caster to ask questions of the dead. It requires contact with the corpse of the deceased, and allows one question to be answered every minute for the spell's duration. If a question is one the target would not want to be known to the caster, the target may resist with the WL they had when alive. A successful resistance roll ends the spell immediately, while a failed roll requires the question to be answered fully and truthfully. The target can continue to resist further questions at no penalty.
  • Typical Casting: Lesser Sense Undead (2) + Duration, 10 minutes (1) + Range, Interdimensional, (10). 13 energy (13×1).
  • Source Skill: Path of Undead.

Sorcerous Mark

  • Spell Effects: Lesser Strengthen Magic.
  • Inherent Modifiers: Bestows a Penalty, certain resistance rolls.
  • Greater Effects: 0 (×1).
  • With a touch, this spell marks its subject with a unique, invisible, mystical identifier that lasts for one week. While it exists, if the caster works a ritual to track or locate the subject, the target resists at -3. The identifier is typically a sigil or other device that represents the person casting the spell.
  • Typical Casting: Lesser Strengthen Magic (3) + Bestows a Penalty, -3 to resistance rolls against this caster’s locating spells (4) + Duration, 1 week (9) + Subject Weight, 300 pounds (3). 19 energy (19×1).
  • Source Skill: Symbol Drawing.

Summon Familiar

  • Spell Effects: Lesser Create Magic + Lesser Sense Mind + Greater Transform Mind.
  • Inherent Modifiers: None.
  • Greater Effects: 1 (×3).
  • This spell turns a mundane creature into the caster's familiar. The actual casting of the spell takes normal time, but the caster must either have a number of unspent character points to cover the cost of the familiar or use the Slow and Sure Enchanting rules (Ritual Path Magic, p34-45). If the target weighs more than ten pounds, Subject Weight must be added. See Pyramid #3/75 for further rules.
  • Typical Casting: Lesser Create Magic (6) + Lesser Sense Mind (2) + Greater Transform Mind (8). 48 energy (16×3).
  • Source Skill: Ritual Magic.

Summon Spirit

  • Spell Effects: Lesser Sense Spirit + Lesser Strengthen Crossroads + Lesser Control Spirit.
  • Inherent Modifiers: Range (Interdimentional).
  • Greater Effects: 0 (×1).
  • This spell locates a known spirit and summons it before the caster. Connection penalties apply. For the first hour after summoning, the spirit cannot harm the caster. This ritual does not banish the spirit once the duration is expired.
  • Typical Casting: Lesser Sense Spirit (2) + Lesser Strengthen Crossroads (3) + Lesser Control Spirit (5) + Duration, 1 hour (3) + Range, Interdimensional (10). 18 energy (18×1).
  • Source Skill: Path of Crossroads.

Swear Oath

  • Spell Effects: Lesser Transform Chance.
  • Inherent Modifiers: None.
  • Greater Effects: 0 (×1).
  • This spell allows the caster to swear a binding oath upon their magic itself. Should they violate the oath, they will immediately lose five character points worth of magic-related skills or traits.
  • Typical Casting: Lesser Transform Chance (8). 8 energy (8×1).
  • Source Skill: Path of Chance.

Telekinesis

  • Spell Effects: Greater Control Matter.
  • Inherent Modifiers: Subject Weight.
  • Greater Effects: 1 (×3).
  • This spell allows the caster to telekinetically manipulate a single object.
  • Typical Casting: Greater Control Matter (5) + Range, 10 yards (4) + Subject Weight, 10 pounds (0). 27 energy (9×3).
  • Source Skill: Path of Matter.

Ward against Entrance

  • Spell Effects: Lesser Control Crossroads.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This is a ward (RPM p24-25) against passage through doors, windows, or other mundane gateways. Should the caster open a door or window, others may pass through. Note, that while the wards protect the gateways from attack, they do not provide this protection to the rest of the building.
  • Typical Casting: Lesser Control Crossroads (5) + Area of Effect, 5 yards (4) + Duration, 1 month (11). 20 energy (20×1).
  • Source Skill: Path of Crossroads.

Ward against Magic

  • Spell Effects: Lesser Control Magic.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This is a ward (RPM p24-25) against magic.
  • Typical Casting: Lesser Control Magic (5) + Area of Effect, 5 yards (4) + Duration, 1 month (11). 20 energy (20×1).
  • Source Skill: Path of Magic.

Ward against Mundanes

  • Spell Effects: Lesser Control Mind.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This is a ward (RPM p24-25) against mundanes. Rather than protecting against harm, the ward protects against the area being noticed by ordinary people. The person resists with the higher of PE or WL (plus any Magic Resistance) to notice. Rather than physically barring entry, the ward instead attempts to misdirect the subject in various ways.
  • Typical Casting: Lesser Control Mind (5) + Area of Effect, 5 yards (4) + Duration, 1 month (11). 20 energy (20×1).
  • Source Skill: Path of Mind.

Ward against Spirits

  • Spell Effects: Lesser Control Spirit.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This is a ward (RPM p24-25) against spirits.
  • Typical Casting: Lesser Control Spirit (5) + Area of Effect, 5 yards (4) + Duration, 1 month (11). 20 energy (20×1).
  • Source Skill: Path of Spirit.

Ward against Undead

  • Spell Effects: Lesser Control Undead.
  • Inherent Modifiers: Area of Effect.
  • Greater Effects: 0 (×1).
  • This is a ward (RPM p24-25) against undead.
  • Typical Casting: Lesser Control Undead (5) + Area of Effect, 5 yards (4) + Duration, 1 month (11). 20 energy (20×1).
  • Source Skill: Path of Undead.

Ward against Vermin

  • Spell Effects: Lesser Control Mind.
  • Inherent Modifiers: Area of Effect
  • Greater Effects: 0 (×1).
  • This spell creates a mild mental befuddlement that only affects small (SM -9 or less) nonsapient creatures (IQ 6 or less), causing them to flee the affected area. This effect lasts for a month.
  • Typical Casting: Lesser Control Mind (5) + Area of Effect, 5 yards (4) + Duration, 1 month (11). 20 energy (20×1).
  • Source Skill: Path of Mind.

Wizardly Intuition

  • Spell Effects: Lesser Sense Chance.
  • Inherent Modifiers: None
  • Greater Effects: 0 (×1).
  • Provides the caster with a lucky guess, as per Intuition (Basic Set, p63).
  • Typical Casting: Lesser Sense Chance (2). 2 energy (2×1).
  • Source Skill: Path of Chance.
arcadianphoenix/characters/erin_bishop.txt · Last modified: 2016/01/28 06:18 by arcadianphoenix