| Duration
If no points are spent in this pool then the spell
does not exist - hence every mage must know this pool to be able to cast
spells.
|
DURATION
|
COST
|
1 segment
(6 seconds)
|
1 point
|
5 segments
(30 seconds)
|
2 points
|
1 round
(1 minute)
|
3 points
|
5 rounds
(5 minutes)
|
4 points
|
1 turn
(10 minutes)
|
5 points
|
3 turns
(30 minutes)
|
6 points
|
|
1 hour
|
7 points
|
|
3 hours
|
8 points
|
|
6 hours
|
9 points
|
|
12 hours
|
10 points
|
|
1 day
|
11 points
|
|
3 days
|
12 points
|
|
1 week
|
13 points
|
|
2 weeks
|
14 points
|
|
4 weeks
|
15 points
|
Each 4 week period costs 15 points, hence a year would be 195 points!!!
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Time
This pool is used to speed or slow down the time
flow in a given area. You can halve the speed of time by spending 2 points,
slow it to a third with 3 points or quarter it by spending 4 points etc.
In theory it is possible to bring time to a standstill, but because a duration
and area of effect are needed, this can become very expensive.
Time can also be used to speed things up using
similar ratios: 2 points to double it, 3 to treble it etc.
In addition 2 points must be spent to access the
pool every time it is used.
NB Spell durations are relative to the
caster at the time of casting. So if a mage casts a slow spell on himself
before casting any other spells, he effectively lengthens the duration
of the rest.
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Heat
To cast the element of fire it costs 2 points,
then you have to add for the intensity as well as the normal range, area
of effect, etc. If you are aiming to do damage, then the cost is 1 point
per point of damage (this is not shared, but everyone in the spells area
will suffer the all the damage unless they make a saving throw). If your
aim is just to raise the local temperature, then the cost is 1 point per
5o C.
Of course, the heat pool also allows you to reduce
the temperature using the same cost.
The heat created by this pool doesn't just disappear
at the end of the duration, but dissipates naturally.
NB Whilst this is probably the most offensive
spell this pool may not be cast 'on' someone it must be cast into an area.
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Air
To cast the element of air it costs 2 points. this allows the caster
to create or remove a quantity of air.
When creating the air the caster can hold it together in any shape required
during the duration of the spell - at which point it then dissipates like
normal air.
When removing air, none of the element may enter the area if effect
during the spell, however, anything else may. So if the spell were to be
cast 100 feet above ground a pocket vacuum would be formed.
In addition the caster could create moving air (wind), this is the basis
of many telekinesis type spells, and an additional cost of 1 point per
25lb, or part there of, to be moved. This movement can be in any direction,
including upwards, with speed of 10 feet per minute. The speed may be increased
by spending multiple amounts of the original cost of this specific pool.
E.g. A 50lb object would cost 6 points to move 20 feet per minute (plus
addition costs for area of effect and range).
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Light
As the name would suggest, this pool gives the
caster the ability to create a light source. The table below is a suggestion
of the amount of light the spell could create or remove.
|
LIGHT INTENSITY
|
COST
|
|
Glow
|
1 point
|
|
Fire Light
|
2 points
|
|
Torch
|
3 points
|
|
Lantern
|
5 points
|
|
Daylight
|
8 points
|
|
Blinding
|
10 points
|
These are only guidelines and the caster should
give a number of points placed in this spell to show the intensity.
There is a second use for this pool, and that
is the ability to bend light. This enables the caster to create illusions,
or make an object invisible. The cost of this is 4 points per object hidden
or created and this will last until the spell expires. If the mage wishes
the object to move, however, he/she must concentrate on the object during
the movement.
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Magical
Enhancement
This is one of the few pools which can affect
living organisms. It can be used to increase or decrease any of a creatures
saving throws (Death magic, Spells, Rod/Staff/Wand, etc.)
The cost of casting this pool is incremental in
that to raise (or lower) a saving throw by 1 point it costs on spell point,
but to raise it by 2 points it costs 1+2=3 spell points, and by 3 points
it costs 1+2+3=6 points etc.
If this pool is part of a spell it takes effect
during the casting, therefore the recipient uses the saving throw that
the spell would impart if it is successful.
There are a couple of limitation:
1. the entire creature must be affected by the
spell, not just a hand or similar.
2. no living, or undead, organism may have more
than one spell containing this pool cast upon them at any time. If the
recipient of the second such spell fails his/her saving throw then the
first spell has been negated, several attributes may be altered within
a single spell however.
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|
Spatial
This pool has two functions:
i. For the range of a spell, this will sometimes
be unknown by the caster, and hence can cost an unknown amount.
ii. For the area of effect, without this the
spell would not exist. Again a mage must know this pool if he wishes to
cast any spells. The areas can be any shape the caster desires, and needn't
use the full amount, e.g. a human is roughly 6'x 1.5' x 1' a total volume
of 9 cubic feet, this is less than a cubic yard but the caster could make
the spell appear only around the target (but not inside).
|
RANGE
|
AREA OF EFFECT
|
COST
|
|
2-D
|
3-D
|
|
1 foot
|
-
|
-
|
1 point
|
|
1 yard
|
1 sq. foot
|
-
|
2 points
|
|
10 feet
|
1 sq. yard
|
1 cubic foot
|
3 points
|
|
10 yards
|
100 sq. feet
|
1 cubic yard
|
4 points
|
|
50 yards
|
100 sq. yards
|
1000 cubic feet
|
5 points
|
|
100 yards
|
2500 sq. yards
|
1000 cubic yards
|
6 points
|
|
500 yards
|
10000 sq. yards
|
125000 cubic yards
|
7 points
|
|
1 mile
|
250000 sq. yards
|
-
|
8 points
|
1 league
(3 miles)
|
1 sq. mile
|
-
|
9 points
|
|
5 leagues
|
-
|
-
|
10 points
|
No one has discovered how to create larger areas
and volumes given above (I suggest this is maintained for game balance),
but additional range may be attained by adding 10 points for every extra
5 leagues, or part there of.
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Fold
This is the ability to fold space, and therefore
join two places, on the same plane, together - effectively a gateway. This
pool then forms the basis of teleport spells, summonings and spells such
as clairvoyance. The cost of casting this pool is only 4 points, BUT all
spatial components (range and area of effect) cost double. Also note there
are two ranges needed, one or each end of the gate.
Once a fold spell is in place the caster cannot
determine what goes through the gateway, and must therefore take precautions
to prevent accidents.
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Phase
This is a very similar pool to fold, but instead
of working just on one plane phase links two planes together. Thus it is
mainly used for summoning spells, although a 'Knowledge seeking' spell
would probably employ this pool.
The basic cost is just 5 points, but again range
cost double the listed values and area of effect is trebled!! Only one
range is required, however, as the other end of the gate is on a different
plane - this implies that one end must be on the same plane as the caster.
In addition ALL mages who have bought this pool
will have to use up a non-weapon proficiency in RUNE KNOWLEDGE to enable
them to prevent unwanted guests from coming through.
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Water
It costs 2 points to cast the element of water.
This pool allows the caster to create water or to remove it.
When creating the water the caster can hold it
together in any shape required during the duration of the spell - at which
point it doesn't just disappear but then reacts like normal water, running
off unless in a container.
When removing water, none of the element may enter
the area of effect during the spell, however, anything else may. So if
the spell were cast under water a pocket vacuum would be created, if cast
on the surface of the sea air would rush in to replace the water - creating
a Moses type effect.
In addition the caster could create moving water at an additional cost
of 1 point per 25lb, or part there of, to be moved. This movement can be
in any direction, including upwards, with speed of 10 feet per minute.
The speed may be increased by spending multiple amounts of the original
cost of this specific pool. E.g. A 50lb object would cost 6 points to move
20 feet per minute (plus addition costs for area of effect and range).
The disadvantage of using water i this way is that it leaves a wet trail.
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Earth
To cast the element of earth it costs 2 points.
This will cause either stone or dust, casters choice, to be created or
removed.
When creating the stone or dust will take any
shape the caster desires but when the duration of the spell ceases the
any stone will disintegrate to dust.
When removing earth, none of the element may enter
the area of effect during the spell, however, anything else may. So if
the spell were cast in solid earth a pocket vacuum would be created, but
if used to create a tunnel air/water would rush to fill the gap.
It has been known for casters to create armour
out of stone, this gives an effective AC of 3, but stone weighs an awful
lot and weighs 40 lb per cubic foot (note there are 9 cubic feet in 1 cubic
yard).
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Physical
Enhancement
This is one of the few pools which can affect
living organisms. It can be used to increase or decrease any of a creatures
stats (Strength, Wisdom etc.)
The cost of casting this pool is incremental in
that to raise (or lower) a stat by 1 point it costs on spell point, but
to raise it by 2 points it costs 1+2=3 spell points, and by 3 points it
costs 1+2+3=6 points etc.
There are a couple of limitation:
1. the entire creature must be affected by the
spell, not just a hand or similar.
2. no living, or undead, organism may have more
than one spell containing this pool cast upon them at any time. If the
recipient of the second such spell fails his/her saving throw then the
first spell has been negated, several attributes may be altered within
a single spell however.
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